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Merge pull request #69 from rkubosz/artificer
artificer: change dots to hyphen
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@@ -48,12 +48,12 @@ class BattleSmith(SubClass):
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if defenses fail. A combination of protector and medic, a Battle Smith is
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an expert at defending others and repairing both material and personnel.
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To aid in their work, Battle Smiths are usually accompanied by a steel
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defender, a protective companion of their own creation. Many soldiers tell
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defender, a protective companion of their own creation. Many soldiers tell
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stories of nearly dying before being saved by a Battle Smith and a steel
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defender.
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Battle Smiths played a key role in House Cannith's work on battle
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constructs and the original warforged, and after the Last War, these
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constructs and the original warforged, and after the Last War, these
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artificers led efforts to aid those who were injured in the war's horrific
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battles.
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"""
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@@ -43,10 +43,10 @@ class ArtificerSpellcasting(Feature):
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inventions.
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**Tools Required** You produce your artificer spell effects through your
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tools. You must have a spellcasting focus-specifically thieves' tools or
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some kind of artisan's tool-in hand when you cast any spell with this
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tools. You must have a spellcasting focus -- specifically thieves' tools or
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some kind of artisan's tool -- in hand when you cast any spell with this
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Spellcasting feature. You must be proficient with the tool to use it in
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this way. See chapter 5, "Equipment," in the Player's Handbook for
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this way. See chapter 5, "Equipment," in the Player's Handbook for
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descriptions of these tools.
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After you gain the Infuse Item feature at 2nd level, you can also use any
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@@ -84,24 +84,24 @@ class MagicalTinkering(Feature):
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artisan's tools in hand. You then touch a Tiny nonmagical object as an
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action and give it one of the following magical properties of your choice:
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• The object sheds bright light in a 5-foot radius and dim light for an
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- The object sheds bright light in a 5-foot radius and dim light for an
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additional 5 fe et.
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• Whenever tapped by a creature, the object emits a recorded message that
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- Whenever tapped by a creature, the object emits a recorded message that
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can be heard up to 10 feet away. You utter the message when you bestow
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this property on the object, and the recording can be no more than 6
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seconds long.
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• The object continuously emits your choice of an odor or a nonverbal sound
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- The object continuously emits your choice of an odor or a nonverbal sound
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(wind, waves, chirping, or the like). The chosen phenomenon is
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perceivable up to 10 feet away.
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perceivable up to 10 feet away.
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• A static visual effect appears on one of the object's surfaces. This
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- A static visual effect appears on one of the object's surfaces. This
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effect can be a picture, up to 25 words of text, lines and shapes, or a
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mixture of these elements, as you like. The chosen property lasts
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indefinitely. As an action, you can touch the object and end the property
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early. You can bestow magic on multiple objects, touching one object each
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time you use this feature, though a single object can only bear one
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time you use this feature, though a single object can only bear one
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property at a time. The maximum number of objects you can affect with
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this feature at one time is equal to your Intelligence modifier (minimum
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of one object). If you try to exceed your maximum, the oldest property
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@@ -142,7 +142,7 @@ class InfuseItem(Feature):
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must touch each of the objects, and each of your infusions can be in only
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one object at a time. Moreover, no object can bear more than one of your
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infusions at a time. If you try to exceed your maximum number of
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infusions, the oldest infusion immediately ends, and then the new
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infusions, the oldest infusion immediately ends, and then the new
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infusion applies.
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"""
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@@ -154,7 +154,6 @@ class InfuseItem(Feature):
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3: (4, 2),
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4: (4, 2),
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5: (4, 2),
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5: (4, 2),
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6: (6, 3),
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7: (6, 3),
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8: (6, 3),
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@@ -225,16 +224,16 @@ class FlashOfGenius(Feature):
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"""
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name = "Flash Of Genius"
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source = "Arificer"
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source = "Artificer"
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class MagicItemAdept(Feature):
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"""When you reach 10th level, you achieve a profound understanding of how
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"""When you reach 10th level, you achieve a profound understanding of how
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to use and make magic items:
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• You can attune to up to four magic items at once.
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- You can attune to up to four magic items at once.
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• If you craft a magic item with a rarity of common or uncommon, it takes
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- If you craft a magic item with a rarity of common or uncommon, it takes
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you a quarter of the normal time, and it costs you half as much of the
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usual gold.
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"""
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@@ -247,14 +246,14 @@ class SpellStoringItem(Feature):
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"""At 11th level, you learn how to store a spell in an object. Whenever you
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finish a long rest, you can touch one simple or martial weapon or one item
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that you can use as a spellcasting focus, and you store a spell in it,
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choosing a 1st• or 2nd-level spell from the artificer spell list that
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choosing a 1st- or 2nd-level spell from the artificer spell list that
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requires 1 action to cast (you needn't have it prepared).
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While holding the object, a creature can take an action to produce the
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spell's effect from it, using your spellcasting ability modifier. If the
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spell's effect from it, using your spellcasting ability modifier. If the
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spell requires concentration, the creature must concentrate. The spell
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stays in the object until it's been used a number of times equal to twice
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your Intelligence modifier (minimum of twice) or until you use this fe
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stays in the object until it's been used a number of times equal to twice
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your Intelligence modifier (minimum of twice) or until you use this fe
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ature again to store a spell in an object.
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"""
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@@ -265,9 +264,9 @@ class SpellStoringItem(Feature):
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class MagicItemSavant(Feature):
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"""At 14th level, your skill with magic items deepens more:
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• You can attune to up to five magic items at once.
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- You can attune to up to five magic items at once.
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• You ignore all class, race, spell, and level requirements on attuning to
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- You ignore all class, race, spell, and level requirements on attuning to
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or using a magic item.
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"""
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@@ -276,7 +275,7 @@ class MagicItemSavant(Feature):
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class MagicItemMaster(Feature):
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"""Starting at 18th level, you can attune to up to six magic items at
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"""Starting at 18th level, you can attune to up to six magic items at
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once.
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"""
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@@ -288,10 +287,10 @@ class SoulOfArtifice(Feature):
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"""At 20th level, you develop a mystical connection to your magic items,
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which you can draw on for protection:
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• You gain a +1 bonus to all saving throws per magic item you are currently
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- You gain a +1 bonus to all saving throws per magic item you are currently
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attuned to.
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• If you're reduced to 0 hit points but not killed outright, you can use
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- If you're reduced to 0 hit points but not killed outright, you can use
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your reaction to end one of your artificer infusions, causing you to drop
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to 1 hit point instead of 0.
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"""
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@@ -303,7 +302,7 @@ class SoulOfArtifice(Feature):
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# Alchemist
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class AlchemistToolProficiency(Feature):
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"""When you adopt this specialization at 3rd level, you gain proficiency
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with alchemist's supplies. If you already have this proficiency, you gain
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with alchemist's supplies. If you already have this proficiency, you gain
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proficiency with one other type of artisan's tools of your choice.
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"""
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@@ -340,7 +339,7 @@ class ExperimentalElixir(Feature):
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is drunk or until the end of your next long rest.
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When you reach certain levels in this class, you can make more elixirs at
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the end of a long rest: two at 6th level and three at 15th level. Roll for
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the end of a long rest: two at 6th level and three at 15th level. Roll for
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each elixir's effect separately. Each elixir requires its own flask.
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You can create additional *experimental elixirs* by expending a spell slot
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@@ -358,7 +357,7 @@ class ExperimentalElixir(Feature):
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**2 -- Swiftness.** The drinker's walking speed increases by 10 feet for 1
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hour.
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**3 -- Resilience.** The drinker gains a +1 bonus to AC for 10 minutes.
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**3 -- Resilience.** The drinker gains a +1 bonus to AC for 10 minutes.
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**4 -- Boldness.** The drinker can roll a d4 and add the number rolled to
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every attack roll and saving throw they make for the next minute.
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@@ -381,7 +380,7 @@ class AlchemicalSavant(Feature):
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cast a spell using your alchemist's supplies as the spellcasting focus, you
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gain a bonus to one roll of the spell. That roll must restore hit points or
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be a damage roll that deals acid, fire, necrotic, or poison damage, and the
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bonus equals your Intelligence modifier (minimum of +1).
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bonus equals your Intelligence modifier (minimum of +1).
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"""
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name = "Alchemical Savant"
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@@ -392,11 +391,11 @@ class RestorativeReagents(Feature):
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"""Starting at 9th level, you can incorporate
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restorative reagents into some of your works:
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• Whenever a creature drinks an experimental elixir you created, the
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- Whenever a creature drinks an experimental elixir you created, the
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creature gains temporary hit points equal to 2d6 + your Intelligence
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modifier (minimum of 1 temporary hit point).
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• You can cast lesser restoration without expending a spell slot and
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- You can cast lesser restoration without expending a spell slot and
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without preparing the spell, provided you use alchemist's supplies as the
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spellcasting focus. You can do so a number of times equal to your
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Intelligence modifier (minimum of once), and you regain all expended uses
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@@ -408,14 +407,14 @@ class RestorativeReagents(Feature):
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class ChemicalMastery(Feature):
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"""By 15th level, you have been exposed to so many chemicals that they
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"""By 15th level, you have been exposed to so many chemicals that they
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pose little risk to you, and you can use them to quickly end certain
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ailments:
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• You gain resistance to acid damage and poison damage, and you are immune
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- You gain resistance to acid damage and poison damage, and you are immune
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to the poisoned condition.
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• You can cast greater restoration and heal without expending a spell
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- You can cast greater restoration and heal without expending a spell
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slot, without preparing the spell, and without material components,
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provided you use alchemist's supplies as the spellcasting focus. Once
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you cast either spell with this feature, you can't cast that spell with
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@@ -484,7 +483,7 @@ class EldritchCannon(Feature):
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**Eldritch Cannons**
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*Flamethrower*: The cannon exhales fire in an adjacent 15-foot cone that
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you designate. Each creature in that area must make a Dexterity saving
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you designate. Each creature in that area must make a Dexterity saving
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throw against your spell save DC, taking 2d8 fire damage on a failed save
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or half as much damage on a successful one. The fire ignites any flammable
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objects in the area that aren't being worn or carried.
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@@ -526,9 +525,9 @@ class ExplosiveCannon(Feature):
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"""Starting at 9th level, every eldritch cannon you create is more
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destructive:
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• The cannon's damage rolls all increase by 1d8.
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- The cannon's damage rolls all increase by 1d8.
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• As an action, you can command the cannon to detonate if you are within 60
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- As an action, you can command the cannon to detonate if you are within 60
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feet of it. Doing so destroys the cannon and forces each creature within
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20 feet of it to make a Dexterity saving throw against your spell save
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DC, taking 3d8 force damage on a failed save or half as much damage on a
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@@ -543,11 +542,11 @@ class FortifiedPosition(Feature):
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"""Starting at 15th level, you're a master at forming well-defended
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emplacements using Eldritch Cannon:
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• You and your allies have half cover while within 10 feet of a cannon you
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- You and your allies have half cover while within 10 feet of a cannon you
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create with Eldritch Cannon, as a result of a shimmering field of magical
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protection that the cannon emits.
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• You can now have two cannons at the same time. You can create two with
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- You can now have two cannons at the same time. You can create two with
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the same action (but not the same spell slot), and you can activate both
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of them with the same bonus action. You determine whether the cannons are
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identical to each other or different. You can't create a third cannon
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@@ -590,9 +589,9 @@ class BattleReady(Feature):
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"""When you reach 3rd level, your combat training and your experiments with
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magic have paid off in two ways:
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• You gain proficiency with martial weapons.
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- You gain proficiency with martial weapons.
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• When you attack with a magic weapon, you can use your Intelligence
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- When you attack with a magic weapon, you can use your Intelligence
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modifier, instead of Strength or Dexterity modifier, for the attack and
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damage rolls.
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"""
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@@ -612,7 +611,7 @@ class SteelDefender(Feature):
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its turn immediately after yours. It can move and use its reaction on its
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own, but the only action it takes on its turn is the Dodge action, unless
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you take a bonus action on your turn to command it to take one of the
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actions in its stat block or the Dash, Disengage, Help, Hide, or Search
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actions in its stat block or the Dash, Disengage, Help, Hide, or Search
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action.
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If the *mending* spell is cast on it, it regains 2d6 hit points. If it has
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@@ -640,18 +639,18 @@ class ExtraAttackBattleSmith(Feature):
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class ArcaneJolt(Feature):
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"""At 9th level, you learn new ways to channel arcane energy to harm or
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"""At 9th level, you learn new ways to channel arcane energy to harm or
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heal. When either you hit a target with a magic weapon attack or your steel
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defender hits a target, you can channel magical energy through the strike
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to create one of the following effects:
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• The target takes an extra 2d6 force damage.
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- The target takes an extra 2d6 force damage.
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• Choose one creature or object you can see within 30 feet of the target.
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- Choose one creature or object you can see within 30 feet of the target.
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Healing energy flows into the chosen recipient, restoring 2d6 hit points
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to it. You can use this energy a number of times equal to your
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Intelligence modifier (minimum of once), but you can do so no more than
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once on a turn. You regain all expended uses when you finish a long rest
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once on a turn. You regain all expended uses when you finish a long rest
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"""
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name = "Arcane Jolt"
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@@ -662,12 +661,12 @@ class ImprovedDefender(Feature):
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"""At 15th level, your Arcane jolt and steel defender become more
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powerful:
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• The extra damage and the healing of your Arcane jolt both increase to
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- The extra damage and the healing of your Arcane jolt both increase to
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4d6.
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• Your steel defender gains a +2 bonus to Armor Class.
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- Your steel defender gains a +2 bonus to Armor Class.
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• Whenever your steel defender uses its Deflect Attack, the attacker takes
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- Whenever your steel defender uses its Deflect Attack, the attacker takes
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force damage equal to 1d4 +your Intelligence modifier.
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"""
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@@ -1,4 +1,4 @@
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class Infusion():
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class Infusion:
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name = "Unknown infusion"
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item = "Item to be infused"
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prerequisite = ""
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@@ -15,14 +15,14 @@ class Infusion():
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return "\"{:s}\"".format(self.name)
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def __eq__(self, other):
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return (self.name == other.name)
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return self.name == other.name
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def __hash__(self):
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return 0
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@property
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def special_material(self):
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return ('worth at least' in self.item.lower())
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return 'worth at least' in self.item.lower()
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class BootsOfTheWindingPath(Infusion):
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@@ -85,7 +85,7 @@ class HomunculusServant(Infusion):
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In combat, the homunculus shares your initiative count, but it takes its
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turn immediately after yours. It can move and use its reaction on its own,
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but the only action it takes on its turn is the Dodgeaction, unless you
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but the only action it takes on its turn is the Dodge action, unless you
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take a bonus action on your turn to command it to take the action in its
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stat block or the Dash, Disengage, Help, Hide, or Search action.
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@@ -154,7 +154,7 @@ class RepulsionShield(Infusion):
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"""A creature gains a + 1 bonus to Armor Class while wielding this shield.
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The shield has 4 charges. While holding it, the wielder can use a reaction
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immediately after being hit by a melee attack to expend 1 of the shield's
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immediately after being hit by a melee attack to expend 1 of the shield's
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charges and push the attacker up to 15 feet away. The shield regains ld4
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expended charges daily at dawn.
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"""
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Reference in New Issue
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