simplify and link

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@ -109,42 +109,35 @@ at Level 1 and add the average or rolled values for each subsequent level.
### Class-Specific Features ### Class-Specific Features
- 1st-level #### 1st-level
- **Magical Tinkering**:
At 1st level, 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:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever 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.
- The 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.
- A 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.
- 3rd-level Alchemist - [**Magical Tinkering**](https://dnd5e.wikidot.com/artificer): Allows you to imbue small objects with magical properties.
- **Alchemist Spells**: You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they dont count against the number of artificer spells you prepare.
#### 3rd-level Alchemist
- [**Alchemist Spells**](https://dnd5e.wikidot.com/artificer:alchemist): You always have certain spells prepared:
| Level | Spell | | Level | Spell |
|:-------:|-------| |:-------:|-------|
| 3rd | healing word, ray of sickness | | 3rd | [Healing Word](https://dnd5e.wikidot.com/spell:healing-word), [Ray of Sickness](https://dnd5e.wikidot.com/spell:ray-of-sickness) |
| 5th | Flaming sphere, Melfs acid arrow | | 5th | [Flaming Sphere](https://dnd5e.wikidot.com/spell:flaming-sphere), [Melfs Acid Arrow](https://dnd5e.wikidot.com/spell:melfs-acid-arrow) |
| 9th | gaseous form, mass healing word | | 9th | [Gaseous Form](https://dnd5e.wikidot.com/spell:gaseous-form), [Mass Healing Word](https://dnd5e.wikidot.com/spell:mass-healing-word) |
| 13th | blight, death ward | | 13th | [Blight](https://dnd5e.wikidot.com/spell:blight), [Death Ward](https://dnd5e.wikidot.com/spell:death-ward) |
| 17th | cloudkill, raise dead | | 17th | [Cloudkill](https://dnd5e.wikidot.com/spell:cloudkill), [Raise Dead](https://dnd5e.wikidot.com/spell:raise-dead) |
- **Expiremental Elixir**: - [**Experimental Elixir**](https://dnd5e.wikidot.com/artificer:alchemist):
Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixirs effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. At the end of a long rest, you can create a magical elixir in an empty flask you touch. Roll on the table below to determine its effect. The elixir is consumed as an action and lasts until drunk or until your next long rest.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixirs effect from the Experimental Elixir table. You can also create additional elixirs by expending a 1st-level or higher spell slot, choosing the effect instead of rolling. At 6th level, you create two elixirs per long rest, and at 15th level, you create three. Each elixir requires a separate flask.
Creating an experimental elixir requires you to have alchemists supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. | d6 | Effect | |
|:--:|-------------------:|------|
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixirs effect separately. Each elixir requires its own flask. | 1 | **Healing** | Restores 2d4 + your Intelligence modifier HP. |
| 2 | **Swiftness** | Increases walking speed by 10 ft. for 1 hour. |
| d6 | Effect | | 3 | **Resilience** | Grants +1 AC for 10 minutes. |
|:--:|--------| | 4 | **Boldness** | Adds 1d4 to all attack rolls and saving throws for 1 minute. |
| 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. | | 5 | **Flight** | Grants a additional 10 ft. flying speed for 10 minutes. |
| 2 | Swiftness. The drinkers walking speed increases by 10 feet for 1 hour. | | 6 | **Transformation** | Functions as *Alter Self* for 10 minutes. |
| 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
| 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
| 5 | Flight. The drinker gains a *extra* flying speed of 10 feet for 10 minutes. |
| 6 | Transformation. The drinkers body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
<!-- <!--
List key class-specific features here. Be concise but cover the main List key class-specific features here. Be concise but cover the main
@ -154,10 +147,10 @@ mechanics and effects.
## Proficiencies & Skills ## Proficiencies & Skills
- **Proficiencies**: - **Proficiencies**:
- **Skills**: Investigation, Slight of Hand - **Skills**: Investigation, Sleight of Hand
- **Armor**: Light armor, medium armor, shields - **Armor**: Light armor, medium armor, shields
- **Weapons**: Simple weapons - **Weapons**: Simple weapons
- **Tools**: Thieves' tools, tinker's tools, Alchemist Supplies - **Tools**: Thieves' tools, Tinkers tools, Alchemist Supplies
- **Saving Throws**: Constitution, Intelligence - **Saving Throws**: Constitution, Intelligence
<!-- <!--
@ -171,15 +164,15 @@ tools, armor, and weapons. Only list skills they're proficient in.
### Level 1 ### Level 1
- **Proficiencies**: Investigation, Slight of Hand, Alchemist Supplies - **Proficiencies**: Investigation, Sleight of Hand, Alchemist Supplies
### Level 2 ### Level 2
- **Infusions**: - **Infusions**:
- LV2: Returning Weapon - Returning Weapon
- LV2: To Be Decided - To Be Decided
- LV2: To Be Decided - To Be Decided
- LV2: To Be Decided2 - To Be Decided
### Level 3 ### Level 3
@ -191,13 +184,5 @@ tools, armor, and weapons. Only list skills they're proficient in.
### Level 4 ### Level 4
- **Ability Score Improvement:** Increase one ability score by 2 or two scores by 1 (max 20). - **Ability Score Improvement:**
- **Chosen Increase:** Dexterity +1, Constitution +1 - **Chosen Increase:** Dexterity +1, Constitution +1
<!--
Repeat this section for each level, describing any new features,
improvements, and feats. Try to summarize concisely.
-->
### [Continue through each level as needed]
---