Page 63 - Eberron -Rising from the Last War_Neat
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BOOTS OF THE WINDING PATH                         a 30-foot radius and dim light for an additional 30 feet.
            Prerequisite: 6th-level artificer                 The wielder can extinguish the light as a bonus action.
            Item: A pair of boots (r equires attunement)       The weapon has 4 charges. As a reaction immediately
                                                              after being hit by an attack, the wielder can expend 1
            While wearing these boots, a creature can teleport up
            to  5   feet as a bonus action to an unoccupied space the   charge and cause the attacker to be blinded until the
              1
            creature can see. The creature must have occupied that   end of the attacker's next turn, unless the attacker suc­
            space at some point during the current turn.      ceeds on a Constitution saving throw against your spell
                                                              save DC. The weapon regains ld4 expended charges
            ENHANCED ARCANE Focus                             daily at dawn.
            Item: A rod, staff, or wand (r equires attunement)
                                                              REPEATING SHOT
            While holding this item, a creature gains a + 1 bonus to   Item: A simple or martial weapon with the ammunition
            spell attack rolls. In addition, the creature ignores half   property (r equires attunement)
            cover when making a spell attack.                 This magic weapon grants a + 1 bonus to attack and
             The bonus increases to +2 when you reach 10th level
            in this class.                                    damage rolls made with it when it's used to make a
                                                              ranged attack, and it ignores the loading property if
            ENHANCED DEFENSE                                  it has it.
            Item: A suit of armor or a shield                  If you load no ammunition in the weapon, it produces
                                                              its own, automatically creating one piece of magic am­
            A creature gains a + 1  bonus to Armor Class while wear­  munition when you make a ranged attack with it. The
            ing (armor) or wielding (shield) the infused item.   ammunition created by the weapon vanishes the instant
             The bonus increases to +2 when you reach  10th level   after it hits or misses a target.
            in this class.
            ENHANCED WEAPON                                   HOMUNCULUS SERV A NT
            Item: A simple or martial weapon                  Tiny construct, neutral
            This magic weapon grants a + 1 bonus to attack and   Armor Class  3   (natural armor)
                                                                       1
            damage rolls made with it.                        Hit Points equal the homunculus's Constitution modifier + your
             The bonus increases to +2 when you reach 10th level   I n telligence modifier + your level  n   this class
                                                                                       i
            in this class.                                    Speed 20 ft., fly 30 ft.
            HOMUNCULUS SERV A NT                                STR    DEX     CON     INT    WIS    CHA
            Prerequisite: 6th-level artificer                  4 (-3)   15 (+2)   1 2   (+l)   1 0   (+O)   10 (+O)   7 (-2)
            Item: A gem worth at least 100 gp or a dragonshard
                                                              Saving Throws Dex +4
            You learn intricate methods for magically creating a   Skills Perception +4,  Stealth +4
            special homunculus that serves you. The item you infuse   Damage Immunities poison
            serves as the creature's heart, around which the crea­  Condition Immunities exhaustion, poisoned
            ture's body instantly forms.                      Senses darkvision 60 ft., passive Perception 14
             You determine the homunculus's appearance. Some   Languages  n derstands the languages you speak
                                                                      u
            artificers prefer mechanical-looking birds, whereas
            some like winged vials or miniature, animate cauldrons.   Evasion. If the homunculus is subjected to an effect that allows
             The homunculus is friendly to you and your compan­  it to make a Dexterity saving throw to take only half damage,
            ions, and it obeys your commands. See this creature's   it instead takes no damage if it succeeds on the saving throw,
            game statistics in the Homunculus Servant stat block.   and only half damage if it fails. It can't use this trait if it's in­
             In combat, the homunculus shares your initiative   capacitated.
            count, but it takes its turn immediately after yours. It
                                                                                              i
            can move and use its reaction on its own, but the only   Might of  the Master. The following numbers  n crease by 1 when
            action it takes on its turn is the Dodge action,  unless you   your proficiency bonus increases by l: the homunculus's skill
            take a bonus action on your turn to command it to take   and saving throw bonuses (above) and the bonuses to hit and
            the action in its stat block or the Dash, Disengage, Help,   damage of its attack (below).
            Hide, or Search action.                           AC I O N S   (REQ U I R E S   YOU R   B O N U S   ACT I O N }
                                                                T
             The homunculus regains 2d6 hit points if the mending
            spell is cast on it. If it dies, it vanishes, leaving its heart   Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one
            in its space.                                     target you can see. Hit: 1 d4 + 2 force damage.
                                                                   T
            RADIANT WEAPON                                    R E AC I O N S
            Prerequisite: 6th-level artificer                 Channel Magic. The homunculus delivers a spell you cast that
            Item: A simple or martial weapon (r equires attunement)   has a range of touch. The homunculus must be within 1 2 0
                                                              feet of you.
            This magic weapon grants a + 1  bonus to attack and
            damage rolls made with it. While holding it, the wielder
            can take a bonus action to cause it to shed bright light in



            CHAPTER 1  I  CHARACTER CREATION
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