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add artificer to create-character
This commit is contained in:
+447
-128
@@ -1,21 +1,21 @@
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from dungeonsheets import spells
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from dungeonsheets.features.features import Feature, FeatureSelector
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from dungeonsheets.features.features import Feature
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class _SpecialistSpells(Feature):
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"""Starting at 3rd level, you always have certain spells prepared after
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you reach particular levels in this class, as shown in the Specializatin
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you reach particular levels in this class, as shown in the Specialization
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Spells table. These spells count as artificer spells for you, but they
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don't count against the number of artificer spells you prepare.
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"""
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_name = "Select One"
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source = "Artificer"
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_spells = {
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3: [],
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5: [],
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9: [],
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13: [],
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17: []
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3: [spells.HealingWord, spells.RayOfSickness],
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5: [spells.FlamingSphere, spells.MelfsAcidArrow],
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9: [spells.GaseousForm, spells.MassHealingWord],
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13: [spells.Blight, spells.DeathWard],
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17: [spells.Cloudkill, spells.RaiseDead]
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}
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spells_known = []
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spells_prepared = []
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@@ -31,58 +31,39 @@ class _SpecialistSpells(Feature):
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if level >= lvl:
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self.spells_known.extend(spl)
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self.spells_prepared.extend(spl)
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super().__init__.(owner=owner)
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super().__init__(owner=owner)
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class AlchemistSpells(_SpecialistSpells):
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"""Starting at 3rd level, you always have certain spells prepared after
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you reach particular levels in this class, as shown in the Alchemist Spells
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table. These spells count as artificer spells for you, but they don't count
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against the number of artificer spells you prepare.
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# Alchemist
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class ArtificerSpellcasting(Feature):
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"""You have studied the workings of magic and how to channel it through
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objects. As a result, you have gained the ability to cast spells. To
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observers, you don't appear to be casting spells in a conventional way; you
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look as if you're producing wonders using mundane items or outlandish
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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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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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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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item bearing one of your infusions as a spellcasting focus.
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"""
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_name = "Alchemist"
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_spells = {
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3: [spells.HealingWord, spells.RayOfSickness],
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5: [spells.FlamingSphere, spells.MelfsAcidArrow],
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9: [spells.GaseousForm, spells.MassHealingWord],
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13: [spells.Blight, spells.DeathWard],
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17: [spells.Cloudkill, spells.RaiseDead]
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}
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name = "Spellcasting"
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source = "Artificer"
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class ArtilleristSpells(_SpecialistSpells):
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"""Starting at 3rd level, you always have certain spells prepared after
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you reach particular levels in this class, as shown in the Artillerist
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Spells table. These spells count as artificer spells for you, but they
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don't count against the number of artificer spells you prepare.
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class ArtificerRitualCasting(Feature):
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"""You can cast an artificer spell as a ritual if that spell has the ritual
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tag and you have the spell prepared.
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"""
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_name = "Artillerist"
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_spells = {
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3: [spells.Shield, spells.Thunderwave],
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5: [spells.ScorchingRay, spells.Shatter],
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9: [spells.Fireball, spells.WindWall],
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13: [spells.IceStorm, spells.WallOfFire],
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17: [spells.ConeOfCold, spells.WallOfForce]
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}
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class BattleSmithSpells(_SpecialistSpells):
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"""Starting at 3rd level, you always have certain spells prepared after you
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reach particular levels in this class, as shown in the Battle Smith Spells
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table. These spells count as artificer spells for you, but they don't count
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against the number of artificer spells you prepare.
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"""
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_name = "Battle Smith"
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_spells = {
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3: [spells.Heroism, spells.Shield],
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5: [spells.BrandingSmite, spells.WardingBond],
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9: [spells.AuraOfVitality, spells.ConjureBarrage],
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13: [spells.AuraOfPurity, spells.FireShield],
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17: [spells.BanishingSmite, spells.MassCureWounds]
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}
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name = "Ritual Casting"
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source = "Artificer"
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class FirearmProficiency(Feature):
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@@ -97,78 +78,24 @@ class FirearmProficiency(Feature):
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source = "Artificer"
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class ToolProficiency(Feature):
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"""At 3rd level, you choose the type of specialist you are: Alchemist,
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Artillerist, or Battle Smith, each of which is detailed at the end of the
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class's description. Your choice grants you features at 5th level and again
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at 9th and 15th level.
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"""
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name = "Tool Proficiency"
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source = "Artificer (Alchemist)"
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class AlchemicalSavant(Feature):
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"""At 5th level, you develop masterful command of magical chemicals,
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enhancing the healing and damage you create through them. Whenever you
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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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"""
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name = "Alchemical Savant"
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source = "Artificer (Alchemist)"
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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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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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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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when you finish a long rest.
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"""
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name = "Restorative Reagents"
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source = "Artificer (Alchemist)"
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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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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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to the poisoned condition.
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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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it again until you finish a long rest.
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"""
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name = "Chemical Mastery"
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source = "Artificer (Alchemist)"
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class MagicalTinkering(Feature):
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"""At 1st level, you learn how to invest a spark of magic into mundane
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objects. To use this ability, you must have tinker's tools or other
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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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additional 5 fe et.
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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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(wind, waves, chirping, or the like). The chosen phenomenon is
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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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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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@@ -179,10 +106,10 @@ class MagicalTinkering(Feature):
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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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immediately ends, and then the new property applies.
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"""
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"""
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name = "Magical Tinkering"
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source = "Artificer"
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name = "Magical Tinkering"
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source = "Artificer"
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class InfuseItem(Feature):
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@@ -190,7 +117,7 @@ class InfuseItem(Feature):
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magical infusions. The magic items you create with this feature are
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effectively prototypes of permanent items.
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INFUSIONS KNOWN
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**Infusions known**
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When you gain this feature, pick four artificer infusions
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to learn, choosing from the "Artificer Infusions" section at the end of the
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class's description. You learn additional infusions of your choice when you
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@@ -198,7 +125,7 @@ class InfuseItem(Feature):
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of the Artificer table. Whenever you gain a level in this class, you can
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replace one of the artificer infusions you learned with a new one.
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INFUSING AN ITEM
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**Infusing an item**
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Whenever you finish a long rest, you can touch a nonmagical object and
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imbue it with one of your artificer infusions, turning it into a magic
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item. An infusion works on only certain kinds of objects, as specified in
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@@ -245,23 +172,32 @@ class InfuseItem(Feature):
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20: (12, 6),
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}
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@property
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def name(self):
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known_infusions = self._infusions[self.owner.Artificer.level][0]
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infused_items = self._infusions[self.owner.Artificer.level][1]
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return self._name + " ({:d} Infusions Known, {:d} Infused Items".format(
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return self._name + " ({:d} Infusions Known, {:d} Infused Items)".format(
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known_infusions, infused_items)
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class ArtificerSpecialist(Feature):
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"""At 3rd level, you choose the type of specialist you are: Alchemist,
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Artillerist, or Battle Smith, each of which is detailed at the end of the
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class's description. Your choice grants you features at 5th level and again
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at 9th and 15th level.
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"""
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name = "Artificer Specialist"
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source = "Artificer"
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class TheRightToolForTheJob(Feature):
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"""At 3rd level, you learn how to produce exactly the tool you need: with
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tinker's tools in hand, you can magically create one set of artisan's tools
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in an unoccupied space within 5 feet of you. This creation requires 1
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hour of uninterrupted work, which can coincide with a short or long rest.
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in an unoccupied space within 5 feet of you. This creation requires 1 hour
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of uninterrupted work, which can coincide with a short or long rest.
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Though the product of magic, the tools are nonmagical, and they vanish when
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you use this feature again.
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you use this feature again.
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"""
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name = "The Right Tool For The Job"
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@@ -281,9 +217,11 @@ class FlashOfGenius(Feature):
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"""Starting at 7th level, you gain the ability to come up with solutions
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under pressure. When you or another creature you can see within 30 feet of
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you makes an ability check or a saving throw, you can use your reaction to
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add your Intelligence modifier to the roll. You can use this feature a
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number of times equal to your Intelligence modifier (minimum of once). You
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regain all expended uses when you finish a long rest.
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add your Intelligence modifier to the roll.
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You can use this feature a number of times equal to your Intelligence
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modifier (minimum of once). You regain all expended uses when you finish a
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long rest.
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"""
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name = "Flash Of Genius"
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@@ -293,21 +231,23 @@ class FlashOfGenius(Feature):
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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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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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- 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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"""
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name = "Magic Item Adept"
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source = "Artificer"
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name = "Magic Item Adept"
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source = "Artificer"
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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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@@ -324,7 +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 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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@@ -345,12 +287,389 @@ class MagicItemMaster(Feature):
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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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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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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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to 1 hit point instead of 0.
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"""
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name = "Soul Of Artifice"
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name = "Soul of Artifice"
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source = "Artificer"
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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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proficiency with one other type of artisan's tools of your choice.
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"""
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name = "Tool Proficiency"
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source = "Artificer (Alchemist)"
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class AlchemistSpells(_SpecialistSpells):
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"""Starting at 3rd level, you always have certain spells prepared after
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you reach particular levels in this class, as shown in the Alchemist Spells
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table. These spells count as artificer spells for you, but they don't count
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against the number of artificer spells you prepare.
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"""
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_name = "Alchemist"
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_spells = {
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3: [spells.HealingWord, spells.RayOfSickness],
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5: [spells.FlamingSphere, spells.MelfsAcidArrow],
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9: [spells.GaseousForm, spells.MassHealingWord],
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13: [spells.Blight, spells.DeathWard],
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17: [spells.Cloudkill, spells.RaiseDead]
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}
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class ExperimentalElixir(Feature):
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"""Beginning at 3rd level, whenever you finish a long rest, you can
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magically produce an *experimental elixir* in an empty flask you touch.
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Roll on the Experimental Elixir table for the elixir's effect, which is
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triggered when someone drinks the elixir. As an action, a creature can
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drink the elixir or administer it to an incapacitated creature.
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Creating an *experimental elixir* requires you to have alchemist supplies
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on your person, and any elixir you create with this feature lasts until it
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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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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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of 1st level or higher for each one. When you do so, you use your action to
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create the elixir in an empty flask you touch, and you choose the elixir's
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effect from the Experimental Elixir table.
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**Experimental Elixir**
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roll d6
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**1 -- Healing.** The drinker regains a number of hit points equal to 2d4 +
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your Intelligence modifier.
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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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**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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**5 -- Flight.** The drinker gains a flying speed of 10 feet for 10
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minutes.
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**6 -- Transformation.** The drinker's body is transformed as if by the
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alter self spell. The drinker determines the transformation caused by the
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spell, the effects of which last for 10 minutes.
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"""
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name = "Experimental Elixir"
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source = "Artificer (Alchemist)"
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class AlchemicalSavant(Feature):
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"""At 5th level, you develop masterful command of magical chemicals,
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enhancing the healing and damage you create through them. Whenever you
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cast a spell using your alchemist's supplies as the spellcasting focus, you
|
||||
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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"""
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name = "Alchemical Savant"
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source = "Artificer (Alchemist)"
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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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|
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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
|
||||
modifier (minimum of 1 temporary hit point).
|
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|
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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
|
||||
spellcasting focus. You can do so a number of times equal to your
|
||||
Intelligence modifier (minimum of once), and you regain all expended uses
|
||||
when you finish a long rest.
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"""
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name = "Restorative Reagents"
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source = "Artificer (Alchemist)"
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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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pose little risk to you, and you can use them to quickly end certain
|
||||
ailments:
|
||||
|
||||
- You gain resistance to acid damage and poison damage, and you are immune
|
||||
to the poisoned condition.
|
||||
|
||||
- You can cast greater restoration and heal without expending a spell
|
||||
slot, without preparing the spell, and without material components,
|
||||
provided you use alchemist's supplies as the spellcasting focus. Once
|
||||
you cast either spell with this feature, you can't cast that spell with
|
||||
it again until you finish a long rest.
|
||||
"""
|
||||
|
||||
name = "Chemical Mastery"
|
||||
source = "Artificer (Alchemist)"
|
||||
|
||||
|
||||
# Artillerist
|
||||
class ArtilleristSpells(_SpecialistSpells):
|
||||
"""Starting at 3rd level, you always have certain spells prepared after
|
||||
you reach particular levels in this class, as shown in the Artillerist
|
||||
Spells table. These spells count as artificer spells for you, but they
|
||||
don't count against the number of artificer spells you prepare.
|
||||
"""
|
||||
|
||||
_name = "Artillerist"
|
||||
_spells = {
|
||||
3: [spells.Shield, spells.Thunderwave],
|
||||
5: [spells.ScorchingRay, spells.Shatter],
|
||||
9: [spells.Fireball, spells.WindWall],
|
||||
13: [spells.IceStorm, spells.WallOfFire],
|
||||
17: [spells.ConeOfCold, spells.WallOfForce]
|
||||
}
|
||||
|
||||
|
||||
class ArtilleristToolProficiency(Feature):
|
||||
"""When you adopt this specialization at 3rd level, you gain proficiency
|
||||
with woodcarver's tools. If you already have this proficiency, you gain
|
||||
proficiency with one other type of artisan's tools of your choice.
|
||||
"""
|
||||
|
||||
name = "Tool Proficiency"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
|
||||
class EldritchCannon(Feature):
|
||||
"""At 3rd level, you learn how to create a magical cannon. Using
|
||||
woodcarver's tools or smith's tools, you can take an action to magically
|
||||
create a Small or Tiny eldritch cannon in an unoccupied space on a
|
||||
horizontal surface within 5 feet of you. A Small eldritch cannon occupies
|
||||
its space, and a Tiny one can be held in one hand.
|
||||
|
||||
Once you create a cannon, you can't do so again until you finish a long
|
||||
rest or until you expend a spell slot of 1st level or higher. You can have
|
||||
only one cannon at a time and can't create one while your cannon is
|
||||
present.
|
||||
|
||||
The cannon is a magical object. Regardless of size, the cannon has an AC of
|
||||
18 and a number of hit points equal to five times your artificer level. It
|
||||
is immune to poison damage, psychic damage, and all conditions. If it is
|
||||
forced to make an ability check or a saving throw, treat all its ability
|
||||
scores as 10 (+O). If the *mending* spell is cast on it, it regains 2d6 hit
|
||||
points. It disappears if it is reduced to 0 hit points or after 1 hour. You
|
||||
can dismiss it early as an action.
|
||||
|
||||
When you create the cannon, you determine its appearance and whether it
|
||||
has legs. You also decide which type it is, choosing from the options on
|
||||
the Eldritch Cannons table. On each of your turns, you can take a bonus
|
||||
action to cause the cannon to activate if you are within 60 feet of it. As
|
||||
part of the same bonus action, you can direct the cannon to walk or climb
|
||||
up to 15 feet to an unoccupied space, provided it has legs.
|
||||
|
||||
**Eldritch Cannons**
|
||||
|
||||
*Flamethrower*: The cannon exhales fire in an adjacent 15-foot cone that
|
||||
you designate. Each creature in that area must make a Dexterity saving
|
||||
throw against your spell save DC, taking 2d8 fire damage on a failed save
|
||||
or half as much damage on a successful one. The fire ignites any flammable
|
||||
objects in the area that aren't being worn or carried.
|
||||
|
||||
*Force Ballista*: Make a ranged spell attack, originating from the cannon,
|
||||
at one creature or object within 120 feet of it. On a hit, the target takes
|
||||
2d8 force damage, and if the target is a creature, it is pushed up to 5
|
||||
feet away from the cannon.
|
||||
|
||||
*Protector*: The cannon emits a burst of positive energy
|
||||
that grants itself and each creature of your choice within 10 feet of it a
|
||||
number of temporary hit points equal to 1d8 + your Intelligence modifier
|
||||
(minimum of +1)
|
||||
"""
|
||||
|
||||
name = "Eldritch Cannon"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
|
||||
class ArcaneFirearm(Feature):
|
||||
"""At 5th level, you know how to turn a wand, staff, or rod into an arcane
|
||||
firearm, a conduit for your destructive spells. When you finish a long
|
||||
rest, you can use woodcarver's tools to carve special sigils into a wand,
|
||||
staff, or rod and thereby turn it into your arcane firearm. The sigils
|
||||
disappear from the object if you later carve them on a different item. The
|
||||
sigils otherwise last indefinitely.
|
||||
|
||||
You can use your arcane firearm as a spellcasting focus for your artificer
|
||||
spells. When you cast an artificer spell through the firearm, roll a d8,
|
||||
and you gain a bonus to one of the spell's damage rolls equal to the
|
||||
number rolled.
|
||||
"""
|
||||
|
||||
name = "Arcane Firearm"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
|
||||
class ExplosiveCannon(Feature):
|
||||
"""Starting at 9th level, every eldritch cannon you create is more
|
||||
destructive:
|
||||
|
||||
- The cannon's damage rolls all increase by 1d8.
|
||||
|
||||
- As an action, you can command the cannon to detonate if you are within 60
|
||||
feet of it. Doing so destroys the cannon and forces each creature within
|
||||
20 feet of it to make a Dexterity saving throw against your spell save
|
||||
DC, taking 3d8 force damage on a failed save or half as much damage on a
|
||||
successful one.
|
||||
"""
|
||||
|
||||
name = "Explosive Cannon"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
|
||||
class FortifiedPosition(Feature):
|
||||
"""Starting at 15th level, you're a master at forming well-defended
|
||||
emplacements using Eldritch Cannon:
|
||||
|
||||
- You and your allies have half cover while within 10 feet of a cannon you
|
||||
create with Eldritch Cannon, as a result of a shimmering field of magical
|
||||
protection that the cannon emits.
|
||||
|
||||
- You can now have two cannons at the same time. You can create two with
|
||||
the same action (but not the same spell slot), and you can activate both
|
||||
of them with the same bonus action. You determine whether the cannons are
|
||||
identical to each other or different. You can't create a third cannon
|
||||
while you have two.
|
||||
"""
|
||||
|
||||
name = "Fortified Position"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
|
||||
# Battle Smith
|
||||
class BattleSmithSpells(_SpecialistSpells):
|
||||
"""Starting at 3rd level, you always have certain spells prepared after you
|
||||
reach particular levels in this class, as shown in the Battle Smith Spells
|
||||
table. These spells count as artificer spells for you, but they don't count
|
||||
against the number of artificer spells you prepare.
|
||||
"""
|
||||
|
||||
_name = "Battle Smith"
|
||||
_spells = {
|
||||
3: [spells.Heroism, spells.Shield],
|
||||
5: [spells.BrandingSmite, spells.WardingBond],
|
||||
9: [spells.AuraOfVitality, spells.ConjureBarrage],
|
||||
13: [spells.AuraOfPurity, spells.FireShield],
|
||||
17: [spells.BanishingSmite, spells.MassCureWounds]
|
||||
}
|
||||
|
||||
|
||||
class BattleSmithToolProficiency(Feature):
|
||||
"""When you adopt this specialization at 3rd level, you gain proficiency
|
||||
with smith's tools. If you already have this proficiency, you gain
|
||||
proficiency with one other type of artisan's tools of your choice.
|
||||
"""
|
||||
|
||||
name = "Tool Proficiency"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
|
||||
class BattleReady(Feature):
|
||||
"""When you reach 3rd level, your combat training and your experiments with
|
||||
magic have paid off in two ways:
|
||||
|
||||
- You gain proficiency with martial weapons.
|
||||
|
||||
- When you attack with a magic weapon, you can use your Intelligence
|
||||
modifier, instead of Strength or Dexterity modifier, for the attack and
|
||||
damage rolls.
|
||||
"""
|
||||
|
||||
name = "Battle Ready"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
|
||||
class SteelDefender(Feature):
|
||||
"""By 3rd level, your tinkering has borne you a faithful companion, a steel
|
||||
defender. It is friendly to you and your companions, and it obeys your
|
||||
commands. See this creature's game statistics in the steel defender stat
|
||||
block. You determine the creature's appearance and whether it has two legs
|
||||
or fo ur; your choice has no effect on its game statistics.
|
||||
|
||||
In combat, the steel defender shares your initiative count, but it takes
|
||||
its turn immediately after yours. It can move and use its reaction on its
|
||||
own, but the only action it takes on its turn is the Dodge action, unless
|
||||
you take a bonus action on your turn to command it to take one of the
|
||||
actions in its stat block or the Dash, Disengage, Help, Hide, or Search
|
||||
action.
|
||||
|
||||
If the *mending* spell is cast on it, it regains 2d6 hit points. If it has
|
||||
died within the last hour, you can use your smith's tools as an action to
|
||||
revive it, provided you are within 5 feet of it and you expend a spell slot
|
||||
of 1st level or higher. The steel defender returns to life after 1 minute
|
||||
with all its hit points restored.
|
||||
|
||||
At the end of a long rest, you can create a new steel defender if you have
|
||||
your smith's tools with you. If you already have a steel defender from this
|
||||
feature, the first one immediately perishes.
|
||||
"""
|
||||
|
||||
name = "Steel Defender"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
|
||||
class ExtraAttackBattleSmith(Feature):
|
||||
"""Starting at 5th level, you can attack twice, rather than once, whenever
|
||||
you take the Attack action on your turn.
|
||||
"""
|
||||
|
||||
name = "Extra Attack"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
|
||||
class ArcaneJolt(Feature):
|
||||
"""At 9th level, you learn new ways to channel arcane energy to harm or
|
||||
heal. When either you hit a target with a magic weapon attack or your steel
|
||||
defender hits a target, you can channel magical energy through the strike
|
||||
to create one of the following effects:
|
||||
|
||||
- The target takes an extra 2d6 force damage.
|
||||
|
||||
- Choose one creature or object you can see within 30 feet of the target.
|
||||
Healing energy flows into the chosen recipient, restoring 2d6 hit points
|
||||
to it. You can use this energy a number of times equal to your
|
||||
Intelligence modifier (minimum of once), but you can do so no more than
|
||||
once on a turn. You regain all expended uses when you finish a long rest
|
||||
"""
|
||||
|
||||
name = "Arcane Jolt"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
|
||||
class ImprovedDefender(Feature):
|
||||
"""At 15th level, your Arcane jolt and steel defender become more
|
||||
powerful:
|
||||
|
||||
- The extra damage and the healing of your Arcane jolt both increase to
|
||||
4d6.
|
||||
|
||||
- Your steel defender gains a +2 bonus to Armor Class.
|
||||
|
||||
- Whenever your steel defender uses its Deflect Attack, the attacker takes
|
||||
force damage equal to 1d4 +your Intelligence modifier.
|
||||
"""
|
||||
|
||||
name = "Improved Defender"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
Reference in New Issue
Block a user