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0 Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:\nThe object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\nWhenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.\nThe object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.\nA static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.\nThe chosen property lasts indefinitely. As an action, you can touch the object and end the property early.\nYou can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.\n
1 Artificer Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.\nTools Required\nYou produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.\nAfter you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.\nCantrips (0-Level Spells)\nYou know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.\nWhen you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.\nPreparing and Casting Spells\nThe Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\nYou prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.\nFor example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.\nSpellcasting Ability\nIntelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\nRitual Casting\nYou can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.\n
2 Black Blood Healing When you roll either 1 or 2 on any Hit Die, you can instantly re-roll the die and take the new roll.
3 Limited Telepathy You can telepathically speak to any creature within 30 feet. You do not have to share a language to speak, however, they must be able to speak a language. You can only communicate simple ideas.
4 Telepathic Insight You have advantage on all Wisdom and Charisma saving throws.
5 Foodie Languages [TBD] & [TBD]\n\nYou know two languages of your choice, but your vocabulary with these languages is limited to terms related to recipes, cooking techniques, and foodstuffs.
6 Chaos Chef One of the most renowned chefs in the world, with many years of experience when it comes to fine cuisine. They make a great leader just as much on the battlefield as in the kitchen.\n\nTheir specialism is infusing food with chaos magic to add special effects.
7 Through Their Stomachs You are able to earn a comfortable living for free during your downtime, by working as a cook. In addition, you are able to feed your adventuring companions modest meals each day for free, unless the DM discerns that you are in a barren place devoid of anything edible for miles, such as a desert or dungeon. You are also able to use your talents to arrange meetings with anyone interested in a free meal. By offering to a cook a free meal for someone who would appreciate it, you are able to have audience with them over that meal, or they may otherwise simply owe you a small favor.
8 Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. \nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
9 Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.\nInfusions Known\nWhen you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.\nWhenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.\nInfusing an Item\nWhenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).\nYour infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.\nYou can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.\nIf an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
10 Foodie Servant You perform a ritual to magically infuse the food with your very own life essence, allowing you to shape it into a tiny creature of your choice that has a CR of 1/2 or lower. Upon completion of the ritual, the gem is consumed, and the Foodie Servant is brought to life. You determine the creature's appearance. The creature is considered a Construct and it requires no sustenance. It is friendly to you and your companions, and it obeys any of your verbal commands. The Foodie Servant has 2d4 hit points and shares the abilities and stats of the chosen tiny creature. When its hit points drop to 0, it disappears. Additionally, as long as your food servant remains within 30 feet of you, it grants you +1 bonus to your attack rolls.
11 Rotten Stink You infuse the food with a sickening smell, making it absolutely repulsive. Any creature who smells the food up close must make a Constitution Saving Throw against your Spell Save DC. On a failure, the creature gains disadvantage on Perception (Wisdom) checks that require their sense of smell until they complete a short rest, they immediately become nauseous and gain the urge to vomit. On a success, the create is unaffected.
12 Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.\n\nIn the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.\n\nIf you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
13 Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement)\n\nThis magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.\n\nIf you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
14 The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
15 Gourmet Snack Beginning at 3rd level, whenever you take a short rest, you may prepare a small meal for yourself and your allies. A creature may choose to eat the food over the course of the short rest to regain 2d6 hit points.\n\nYou can only use this feature once a day, and you must have enough food, your Cook's Utensils and a source of heat at your disposition, or alternatively enough coin to buy food (at you DM's discretion).\n\nWhen you reach certain levels in this class, the amount of hit points regained by consuming your food increases to: 3d6 at 6th level and 4d6 at 15th level.