Tool Proficiency. You gain proficiency with Alchemist’s Supplies and the Herbalism Kit. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).
+
Potion Crafting. When you brew a potion using the crafting rules in the Dungeon Master’s Guide, the amount of time required to craft it is halved.
+
+
+ When you brew a potion using the crafting rules, the amount of time required to craft it is halved.
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ALCHEMIST_ALCHEMIST_SPELLS
+
+
When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.
Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a Long Rest, the elixir and its vial vanish.
+
Drinking an Elixir. As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself.
+
Creating Additional Elixirs. As a Magic action while holding Alchemist’s Supplies, you can expend one spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.
+
When you reach certain Artificer levels, you can make an additional elixir at the end of each Long Rest: a total of three at level 5, four at level 9, and five at level 15.
+
EXPERIMENTAL ELIXIR
+
+
+
1d6
Effect
+
+
1
Healing. The drinker regains a number of Hit Points equal to 2d8 plus your Intelligence modifier. The number of Hit Points restored increases by 1d8 when you reach Artificer levels 9 (3d8) and 15 (4d8).
+
2
Swiftness. The drinker’s Speed increases by 10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet).
+
1
Resilience. The drinker gains a +1 bonus to AC for 10 minutes. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours).
+
1
Boldness. The drinker can roll 1d4 and add the number rolled to every attack roll and saving throw it makes for the next minute. The duration increases when you reach Artificer levels 9 (10 minutes) and 15 (1 hour).
+
1
Flight. The drinker gains a Fly Speed of 10 feet for 10 minutes. The Fly Speed increases when you reach Artificer levels 9 (20 feet) and 15 (30 feet).
+
1
You determine the elixir’s effect by choosing one of the other rows in this table.
+
+
+
+ Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can magically produce up to {{experimental elixir:count}} Elixirs. Roll on the Experimental Elixirs table for each, after which each appears in its own vial. A vial vanishes when the elixir is drunk, poured out, or you finish a Long Rest.
+ You can create additional Elixirs by expending a spell slot for each one. When you do so, you choose its effect instead of rolling on the table.
+ As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself.
+
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ALCHEMIST_ALCHEMICAL_SAVANT
+
+
Whenever you 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 be a damage roll that deals Acid, Fire, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1).
+
+
+ Whenever you cast a spell using your Alchemist’s Supplies that restores Hit Points or deals Acid, Fire, or Poison damage, you gain a +{{alchemical savant:bonus}} bonus to one roll of the spell.
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ALCHEMIST_RESTORATIVE_REAGENTS
+
+
You can cast Lesser Restoration without expending a spell slot and 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.
+
+
+ You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use Alchemist’s Supplies as the Spellcasting Focus.
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ALCHEMIST_CHEMICAL_MASTERY
+
+
You gain the following benefits.
+
Alchemical Eruption. When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal 2d8 Force damage to that target. You can use this benefit only once on each of your turns.
+
Chemical Resistance. You gain Resistance to Acid damage and Poison damage. You also gain Immunity to the Poisoned condition.
+
Conjured Cauldron. You can cast Tasha’s Bubbling Cauldron 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 use this feature, you can’t use it again until you finish a Long Rest.
+
+
+
+
+
+ You have Immunity to the Poisoned condition, and you gain the following benefits.
+
+
+
+
+
+
+
+
+
+
+
+ Alchemical Eruption
+
+
When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal 2d8 Force damage to that target. You can use this benefit only once on each of your turns.
+
+
+ When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal 2d8 Force damage to that target.
+
+
+
+
+ Conjured Cauldron
+
+
You can cast Tasha’s Bubbling Cauldron 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 use this feature, you can’t use it again until you finish a Long Rest.
+
+
+ You can cast Tasha’s Bubbling Cauldron without expending a spell slot, without preparing the spell, and without Material components, provided you use Alchemist’s Supplies as the Spellcasting Focus.
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/archetypes/artificer-armorer.xml b/supplements/eberron-forge-of-the-artificer/archetypes/artificer-armorer.xml
new file mode 100644
index 00000000..33d9c9b0
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/archetypes/artificer-armorer.xml
@@ -0,0 +1,490 @@
+
+
+
+ Armorer
+ The Armorer subclass from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+ Artificer Subclass
+
+
Craft Magic Armor to Enhance Your Abilities
+
An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer’s magic, unleash potent attacks, and generate a formidable defense.
Armor Training. You gain training with Heavy armor.
+
Tool Proficiency. You gain proficiency with Smith’s Tools. If you already have this tool proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.
+
Armor Crafting. When you craft nonmagical or magic armor, the amount of time required to craft it is halved.
+
+
+ When you craft nonmagical or magic armor, the amount of time required to craft it is halved.
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARMORER_ARMORER_SPELLS
+
+
When you reach an Artificer level specified in the Armorer Spells table, you thereafter always have the listed spells prepared.
As a Magic action while you have Smith’s Tools in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die.
+
You gain the following benefits while wearing your Arcane Armor.
+
No Strength Requirement. If the armor normally has a Strength requirement, the Arcane Armor lacks this requirement for you.
+
Quick Don and Doff. You can don or doff the armor as a Utilize action. The armor can’t be removed against your will.
+
Spellcasting Focus. You can use the Arcane Armor as a Spellcasting Focus for your Artificer spells.
+
+
+ while you have Smith’s Tools in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die, and it cannot be removed against your will. While wearing this armor, you ignore any Strength requirement it has, can don or doff it as a Utilize action, and can use it as a Spellcasting Focus for your Artificer spells.
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARMORER_ARMOR_MODEL
+
+
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Dreadnaught, Guardian, or Infiltrator. The model you choose gives you special benefits while you wear it.
+
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of your Strength or Dexterity modifier, to the attack and damage rolls.
+
You can change the armor’s model whenever you finish a Short or Long Rest if you have Smith’s Tools in hand.
+
Dreadnaught. You design your armor to become a towering juggernaut in battle. It has the following features:
+
Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
+
Giant Stature. As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
+
Guardian. You design your armor to be in the front line of conflict. It has the following features:
+
Thunder Pulse. You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d8 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.
+
Defensive Field. While Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.
+
Infiltrator. You customize your armor for subtler undertakings. It has the following features:
+
Lightning Launcher. A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 Lightning damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra 1d6 Lightning damage to that target.
+
Powered Steps. Your Speed increases by 5 feet.
+
Dampening Field. You have Advantage on Dexterity (Stealth) checks. If the armor imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.
+
+
+ You can customize your Arcane Armor. Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
+ You can change the armor’s model whenever you finish a Short or Long Rest, provided you have Smith’s Tools in hand.
+
+
+
+
+
+
+
+
+ Armor Model EFOTA Version
+
+
You design your armor to become a towering juggernaut in battle. It has the following features:
+
Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
+
Giant Stature. As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
+
+
+ You design your armor to become a towering juggernaut in battle.
+
+
+
+
+
+
+
+
+
+
An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
+
+
+ An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
+ An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 2d6 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
+
+
+
+
+
+
As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
+
+
+ You enlarge your armor for 1 minute, during which your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.
+ You enlarge your armor for 1 minute, during which your reach increases by 10 feet, and if you are smaller than Huge, you become Large or Huge (your choice), along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. You have Advantage on Strength checks and Strength saving throws for the duration.
+
+
+
+
+
+
+
+
+
+ Armor Model EFOTA Version
+
+
You design your armor to be in the front line of conflict. It has the following features:
+
Thunder Pulse. You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d8 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.
+
Defensive Field. While Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.
+
+
+ You design your armor to be in the front line of conflict.
+
+
+
+
+
+
+
+
+
+
You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d8 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.
+
+
+ You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d8 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.
+ You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d10 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.
+
+
+
+
+
+
While Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.
+
+
+ While Bloodied, you can gain {{level:artificer}} Temporary Hit Points. You lose these Temporary Hit Points if you doff the armor.
+
+
+
+
+
+ Armor Model EFOTA Version
+
+
You customize your armor for subtler undertakings. It has the following features:
+
Lightning Launcher. A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 Lightning damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra 1d6 Lightning damage to that target.
+
Powered Steps. Your Speed increases by 5 feet.
+
Dampening Field. You have Advantage on Dexterity (Stealth) checks. If the armor imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.
+
+
+ You customize your armor for subtler undertakings.
+
+
+
+
+
+
+
+
+
+
+
A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 Lightning damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra 1d6 Lightning damage to that target.
+
+
+ A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 Lightning damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra 1d6 Lightning damage to that target.
+ A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 2d6 Lightning damage on a hit. Any creature that takes Lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds Dim Light in a 5-foot radius, and it has Disadvantage on attack rolls against you. Once on each of your turns when you hit a creature with the launcher, you can deal an extra 1d6 Lightning damage to that target.
+
+
+
+
+
+
Your Speed increases by 5 feet.
+
+
+
+
+
+
+
You have Advantage on Dexterity (Stealth) checks. If the armor imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.
+
+
+ You have Advantage on Dexterity (Stealth) checks. If the armor imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARMORER_EXTRA_ATTACK
+
+
You can attack twice instead of once whenever you take the Attack action on your turn.
+
+
+ You can attack twice instead of once whenever you take the Attack action on your turn.
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARMORER_IMPROVED_ARMORER
+
+
You gain the following benefits.
+
Armor Replication. You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.
+
In addition, you can create an additional item with that feature, and the item must also be in the Armor category.
+
Improved Arsenal. You gain a +1 bonus to attack and damage rolls made with the special weapon of your Arcane Armor model.
+
+
+ You learn an additional plan for your Replicate Magic Item feature, and can create an additional item with that feature. Both the plan and item must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.
+ Additionally, you gain a +1 bonus to attack and damage rolls made with the special weapon of your Arcane Armor model.
+
+
+
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARMORER_PERFECTED_ARMOR
+
+
Your Arcane Armor gains additional benefits based on its model, as detailed below.
+
Dreadnaught. The damage die of your Force Demolisher increases to 2d6 Force damage.
+
In addition, when you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you have Advantage on Strength checks and Strength saving throws for the duration.
+
Guardian. The damage die of your Thunder Pulse increases to 1d10 Thunder damage.
+
In addition, when a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly toward you to an unoccupied space. If you pull the target to a space within 5 feet of yourself, you can make a melee weapon attack against it as part of this Reaction.
+
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+
Infiltrator. The damage die of your Lightning Launcher increases to 2d6 Lightning damage. Any creature that takes Lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds Dim Light in a 5-foot radius, and it has Disadvantage on attack rolls against you, as the light jolts it if it attacks you.
+
Additionally, as a Bonus Action, you can gain a Fly Speed equal to twice your Speed until the end of the current turn. You can take this Bonus Action a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+
+
+
+
+
+
+
+
+
+
+
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly toward you to an unoccupied space. If you pull the target to a space within 5 feet of yourself, you can make a melee weapon attack against it as part of this Reaction.
+
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+
+
+ When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can magically force the creature to make a DC{{artificer:spellcasting:dc}} Strength save. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this Reaction.
+
+
+
+
+
+
+
+
+
+
As a Bonus Action, you can gain a Fly Speed equal to twice your Speed until the end of the current turn. You can take this Bonus Action a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+
+
+ You gain a Fly Speed of {{perfected infiltrator:speed}}ft. until the end of the current turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
A suit of armor designed to be a towering juggernaut in battle.
+
+
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
+
You can use the arcane armor as a spellcasting focus for your artificer spells.
+
You can don or doff the armor as a Utilize action. The armor can’t be removed against your will.
+
+
Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
+
Giant Stature. As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
A suit of armor designed to be in the frontline of conflict.
+
+
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
+
You can use the arcane armor as a spellcasting focus for your artificer spells.
+
You can don or doff the armor as a Utilize action. The armor can’t be removed against your will.
+
+
Thunder Pulse. You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d8 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.
+
Defensive Field. While Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
+
You can use the arcane armor as a spellcasting focus for your artificer spells.
+
You can don or doff the armor as a Utilize action. The armor can’t be removed against your will.
+
+
Lightning Launcher. A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 Lightning damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra 1d6 Lightning damage to that target.
+
Powered Steps. Your Speed increases by 5 feet.
+
Dampening Field. You have Advantage on Dexterity (Stealth) checks. If the armor imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.
A suit of armor designed to be a towering juggernaut in battle.
+
+
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
+
You can use the arcane armor as a spellcasting focus for your artificer spells.
+
You can don or doff the armor as a Utilize action. The armor can’t be removed against your will.
+
+
Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 2d6 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
+
Giant Stature. As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 10 feet, and if you are smaller than Huge, you become Large or Huge (your choice), along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
A suit of armor designed to be in the frontline of conflict.
+
+
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
+
You can use the arcane armor as a spellcasting focus for your artificer spells.
+
You can don or doff the armor as a Utilize action. The armor can’t be removed against your will.
+
+
Thunder Pulse. You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d10 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.
+
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly toward you to an unoccupied space. If you pull the target to a space within 5 feet of yourself, you can make a melee weapon attack against it as part of this Reaction.
+
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+
Defensive Field. While Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
+
You can use the arcane armor as a spellcasting focus for your artificer spells.
+
You can don or doff the armor as a Utilize action. The armor can’t be removed against your will.
+
+
Lightning Launcher. A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 2d6 Lightning damage on a hit. Any creature that takes Lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds Dim Light in a 5-foot radius, and it has Disadvantage on attack rolls against you, as the light jolts it if it attacks you. Once on each of your turns when you hit a creature with the launcher, you can deal an extra 1d6 Lightning damage to that target.
+
Powered Steps. Your Speed increases by 5 feet. Additionally, as a Bonus Action, you can gain a Fly Speed equal to twice your Speed until the end of the current turn. You can take this Bonus Action a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+
Dampening Field. You have Advantage on Dexterity (Stealth) checks. If the armor imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.
+
+
+ artificer, armorer
+ Magic Armor
+ 0
+ —
+ body
+ Armor
+ ID_INTERNAL_ARMOR_GROUP_LIGHT|ID_INTERNAL_ARMOR_GROUP_MEDIUM|ID_INTERNAL_ARMOR_GROUP_HEAVY
+ Perfected Infiltrator Arcane {{parent}}
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/archetypes/artificer-artillerist.xml b/supplements/eberron-forge-of-the-artificer/archetypes/artificer-artillerist.xml
new file mode 100644
index 00000000..b86413d2
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/archetypes/artificer-artillerist.xml
@@ -0,0 +1,251 @@
+
+
+
+ Artillerist
+ The Artillerist subclass from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+ Artificer Subclass
+
+
Wield Destructive Power from Afar
+
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
Ranged Weaponry. You gain proficiency with Martial Ranged weapons.
+
Tool Proficiency. 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.
+
Wand Crafting. When you craft a magic Wand, the amount of time required to craft it is halved.
+
+
+ When you craft a magic Wand, the amount of time required to craft it is halved.
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARTILLERIST_ARTILLERIST_SPELLS
+
+
When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.
Using Smith’s Tools or Woodcarver’s Tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of yourself. The cannon’s game statistics appear below. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as a Magic action.
+
Once you create a cannon, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one cannon at a time and can’t create one while you already have one.
+
+
+
+
+
+ You can magically create an Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of you. It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as a Magic action. Once you create a cannon, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one cannon at a time and can’t create one while you already have one.
+ Your cannon has the following abilities:
+
+ You can magically create one or two Eldritch Cannons in an unoccupied space on a horizontal surface within 5 feet of you. Each disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss either early as a Magic action. Once you create a cannon in this way, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only two cannons at a time and can’t create a third while you already have two.
+ Your cannons have the following abilities, and you can activate both cannons with the same Bonus Action:
+
+
+
+
+
+
+
+
+
+ Eldritch Cannon Flamethrower
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARTILLERIST_ELDRITCH_CANNON_FLAMETHROWER
+
+
The cannon blasts fire in a 15-foot Cone. Each creature in that area makes 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. Flammable objects in the Cone that aren’t being worn or carried start burning.
+
+
+ The cannon blasts fire in a 15-foot Cone. Each creature in that area makes a DC{{artificer:spellcasting:dc}} Dexterity saving throw, taking {{flamethrower:dice:amount}}d8 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning.
+
+
+
+
+
+
+
+ Eldritch Cannon Force Ballista
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARTILLERIST_ELDRITCH_CANNON_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.
+
+
+ Make a ranged spell attack at one creature or object within 120 feet of it. On a hit, the target takes {{force ballista:dice:amount}}d8 Force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
+
+
+
+
+
+
+
+ Eldritch Cannon Protector
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARTILLERIST_ELDRITCH_CANNON_PROTECTOR
+
+
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of the cannon a number of Temporary Hit Points equal to 1d8 plus your Intelligence modifier (minimum of +1).
+
+
+ The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of {{protector:dice:amount}}d8+{{protector:temporary hp}} Temporary Hit Points.
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARTILLERIST_ARCANE_FIREARM
+
+
When you finish a Long Rest, you can use Woodcarver’s Tools to carve special sigils into a Rod, Staff, Wand, or Martial Ranged weapon 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 1d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
+
+
+ When you finish a Long Rest, you can use Woodcarver’s Tools to carve special sigils into a Rod, Staff, Wand, or Martial Ranged weapon 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.
+ When you cast an Artificer spell through the firearm, roll 1d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARTILLERIST_EXPLOSIVE_CANNON
+
+
Every Eldritch Cannon you create is now more destructive. You gain the following benefits.
+
Detonate. When your cannon takes damage, you can take a Reaction to 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 3d10 Force damage on a failed save or half as much damage on a successful one.
+
Firepower. The cannon’s damage rolls and the number of Temporary Hit Points granted by Protector increase by 1d8.
When your cannon takes damage, you can take a Reaction to 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 3d10 Force damage on a failed save or half as much damage on a successful one.
+
+
+ When your cannon takes damage while you are within 60 feet of it, you can command the cannon to detonate. Doing so destroys the cannon and forces each creature within 20 feet of it to make a DC{{artificer:spellcasting:dc}} Dexterity saving throw, taking 3d10 Force damage on a failed save or half as much damage on a successful one.
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARTILLERIST_FORTIFIED_POSITION
+
+
You’re a master at forming well-defended emplacements using your Eldritch Cannon. You gain the following benefits.
+
Double Firepower. You can now have two cannons at the same time, and you can create two with the same Magic action. (If you expend a spell slot to create the first cannon, you must expend another spell slot to create the second.) You can activate both of them with the same Bonus Action, ordering them to use the same activation option or different ones. You can’t create a third cannon while you have two.
+
Shimmering Field Projection. You and your allies have Half Cover while within 10 feet of your Eldritch Cannon.
You and your allies have Half Cover while within 10 feet of your Eldritch Cannon.
+
+
+ You and your allies have Half Cover while within 10 feet of your Eldritch Cannon.
+
+
+
+
+
+
+
+
+
+
+
+
+
Small or Tiny Object
+
+
AC 18
+
HP 5 x your Artificer level (casting Mending on the cannon restores 2d6 Hit Points to it)
+
Immunities 40 ft.
+
+
Activate Cannon (Requires You to Be within 60 Feet of the Cannon). As a Bonus Action, you order the cannon to use the Flamethrower, Force Ballista, or Protector option below; you can direct the cannon to move up to 15 feet before or after that option:
+
+
Flamethrower. The cannon blasts fire in a 15-foot Cone. Each creature in that area makes 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. Flammable objects in the Cone that aren’t being worn or carried start burning.
+
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 the cannon a number of Temporary Hit Points equal to 1d8 plus your Intelligence modifier (minimum of +1).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/archetypes/artificer-battlesmith.xml b/supplements/eberron-forge-of-the-artificer/archetypes/artificer-battlesmith.xml
new file mode 100644
index 00000000..38565a62
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/archetypes/artificer-battlesmith.xml
@@ -0,0 +1,286 @@
+
+
+
+ Battle Smith
+ The Battle Smith subclass from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+ Artificer Subclass
+
+
Command a Construct Guardian
+
A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.
Tool Proficiency. 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.
+
Weapon Crafting. When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved.
+
+
+ When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved.
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_BATTLE_SMITH_BATTLE_SMITH_SPELLS
+
+
When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.
Your combat training and your experiments with magic have paid off in two ways.
+
Arcane Empowerment. When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.
+
Weapon Knowledge. You gain proficiency with Martial weapons. You can use a weapon with which you have proficiency as a Spellcasting Focus for your Artificer spells.
+
+
+ When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls. You can also use any weapon with which you have proficiency as a Spellcasting Focus for your Artificer spells.
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_BATTLE_SMITH_STEEL_DEFENDER
+
+
Your tinkering has borne you a companion, a Steel Defender (see the stat block). You determine the defender’s appearance and whether it has two legs or four; your choices don’t affect the defender’s game statistics.
+
The defender is Friendly to you and your allies and obeys you. It vanishes if you die.
+
The Defender in Combat. In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the Dodge action.
+
Restoring or Replacing the Defender. If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its Hit Points restored.
+
Whenever you finish a Long Rest, you can create a new defender if you have Smith’s Tools in hand. If you already have a defender from this feature, the first one vanishes.
+
+
+
+
+
+ In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the Dodge action.
+ If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its Hit Points restored.
+ Whenever you finish a Long Rest, you can create a new defender if you have Smith’s Tools in hand. If you already have a defender from this feature, the first one vanishes.
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_BATTLE_SMITH_EXTRA_ATTACK
+
+
You can attack twice instead of once whenever you take the Attack action on your turn. You can forgo one of your attacks when you take the Attack action to command your Steel Defender to take the Force-Empowered Rend action.
+
+
+ You can attack twice instead of once whenever you take the Attack action on your turn. You can forgo one of your attacks when you take the Attack action to command your Steel Defender to take the Force-Empowered Rend action.
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_BATTLE_SMITH_ARCANE_JOLT
+
+
When either you hit a target with an attack roll using a magic weapon or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects:
+
Destructive Energy. The target takes an extra 2d6 Force damage.
+
Restorative Energy. 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 per turn. You regain all expended uses when you finish a Long Rest.
+
+
+ Once per turn when either you hit a target with an attack roll using a magic weapon or your Steel Defender hits a target, you can either deal an additional {{arcane jolt:dice:amount}}d6 to the target or restore {{arcane jolt:dice:amount}}d6 Hit Points to one creature or object you can see within 30 feet of the target.
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_BATTLE_SMITH_IMPROVED_DEFENDER
+
+
Your Arcane Jolt and Steel Defender have become more powerful, granting these benefits.
+
Improved Jolt. The extra damage and healing of your Arcane Jolt both increase to 4d6.
+
Improved Deflection. Whenever your Steel Defender uses its Deflect Attack, the attacker takes Force damage equal to 1d4 plus your Intelligence modifier.
+
+
+ Whenever your Steel Defender uses its Deflect Attack, the attacker takes 1d4+{{intelligence:modifier}} Force damage.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Steel Defender EFOTA Version
+
+
Your tinkering has borne you a companion. You determine the defender’s appearance and whether it has two legs or four; your choices don’t affect the defender’s game statistics. The defender is Friendly to you and your allies and obeys you. It vanishes if you die.
+
Proficiency Bonus (PB) equals your bonus
+
+
+ Medium
+ Construct
+ Neutral
+ 12 + you Intelligence modifier (natural armor)
+ 5 + five times your Artificer level (the defender has a number of Hit Dice [d8s] equal to your Artificer level)
+ 40 ft.
+ 14
+ 12
+ 14
+ 4
+ 10
+ 6
+ Poison
+ Charmed, Exhaustion, Poisoned
+ Darkvision 60 ft.; Passive Perception 10
+ Understands the languages you know
+ —
+ ID_WOTC_EFOTA_COMPANION_TRAIT_STEEL_DEFENDER_STEEL_BOND
+ ID_WOTC_EFOTA_COMPANION_ACTION_STEEL_DEFENDER_FORCE_EMPOWERED_REND,ID_WOTC_EFOTA_COMPANION_ACTION_STEEL_DEFENDER_REPAIR
+ ID_WOTC_EFOTA_COMPANION_REACTION_STEEL_DEFENDER_DEFLECT_ATTACK
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Add your Proficiency Bonus to any ability check or saving throw the defender makes.
+
+
+ Add your Proficiency Bonus to any ability check or saving throw the defender makes.
+
+
+
+
+
Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Intelligence modifier Force damage.
+
+
+ Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 + your Intelligence modifier Force damage.
+
+
+
+
+
The defender, or one Construct or object it can see within 5 feet of itself, regains a number of Hit Points equal to 2d8 plus your Intelligence modifier.
+
+
+ The defender, or one Construct or object it can see within 5 feet of itself, regains 2d8 + your Intelligence modifier Hit Points.
+
+
+
+
+
Trigger: A creature the defender can see within 5 feet of itself makes an attack roll against a creature other than the defender. Response: The triggering creature makes the attack roll with Disadvantage.
+
+
+ Trigger: A creature the defender can see within 5 feet of itself makes an attack roll against a creature other than the defender. Response: The triggering creature makes the attack roll with Disadvantage.
+
+
+
+
+
+
Medium construct
+
+
+
Armor Class 12 + your Intelligence modifier
+
Hit Points 5 + five times your Artificer level (the defender has a number of Hit Dice [d8s] equal to your Artificer level)
Steel Bond. Add your Proficiency Bonus to any ability check or saving throw the defender makes.
+
+
Actions
+
+
Force-Empowered Rend. Melee Weapon Attack: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Intelligence modifier Force damage.
+
Repair (3/Day). The defender, or one Construct or object it can see within 5 feet of itself, regains a number of Hit Points equal to 2d8 plus your Intelligence modifier.
+
+
Reactions
+
+
Deflect Attack.Trigger: A creature the defender can see within 5 feet of itself makes an attack roll against a creature other than the defender. Response: The triggering creature makes the attack roll with Disadvantage.
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/archetypes/artificer-cartographer.xml b/supplements/eberron-forge-of-the-artificer/archetypes/artificer-cartographer.xml
new file mode 100644
index 00000000..6cfaf5dd
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/archetypes/artificer-cartographer.xml
@@ -0,0 +1,193 @@
+
+
+
+ Cartographer
+ The Cartographer subclass from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+ Artificer Subclass
+
+
Chart Advantageous Courses through Turmoil
+
Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.
Tool Proficiency. You gain proficiency with Calligrapher’s Supplies and Cartographer’s Tools. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).
+
Scroll Crafting. When you scribe a Spell Scroll using the crafting rules in the Player’s Handbook, the amount of time required to craft it is halved.
+
+
+ When you scribe a Spell Scroll using the crafting rules, the amount of time required to craft it is halved.
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_CARTOGRAPHER_CARTOGRAPHER_SPELLS
+
+
When you reach an Artificer level specified in the Cartographer Spells table, you thereafter always have the listed spells prepared.
Whenever you finish a Long Rest while holding Cartographer’s Tools, you can use that tool to create a set of magical maps by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish.
+
While carrying the map, a target gains the following benefits.
+
Awareness. The target adds 1d4 to its Initiative rolls.
+
Positioning. The target knows the location of all other map holders that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect’s target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect’s range.
+
+
+ Whenever you finish a Long Rest while holding Cartographer’s Tools, you can create a set of magical maps by touching up to {{adventurers atlas:count}} creatures. Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish.
+ While holding the map, a creature adds 1d4 to its Initiative rolls, and knows the location of all other map holders on the same plane of existence at itself. creating another effect that requires being able to see the effect’s target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect’s range.
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_CARTOGRAPHER_MAPPING_MAGIC
+
+
You gain the following benefits.
+
Illuminated Cartography. You can cast Faerie Fire without expending a spell slot, outlining the affected creatures as if in ink. 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.
+
Portal Jump. On your turn, you can spend an amount of movement equal to half your Speed (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of a creature that is within 30 feet of you and holding one of your Adventurer’s Atlas maps. You can’t use this benefit if your Speed is 0.
+
+
+ On your turn, you can spend an amount of movement equal to half your Speed (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of a creature that is within 30 feet of you and holding one of your Adventurer’s Atlas maps. You can’t use this benefit if your Speed is 0.
+
+
+
+
+
+
+
+ Illuminated Cartography
+
+
You can cast Faerie Fire without expending a spell slot, outlining the affected creatures as if in ink. 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.
+
+
+ You can cast Faerie Fire without expending a spell slot, outlining the affected creatures as if in ink.
+ You can cast Faerie Fire without expending a spell slot, outlining the affected creatures as if in ink. Taking damage can't cause you to lose Concentration on the spell.
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_CARTOGRAPHER_GUIDED_PRECISION
+
+
Once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your Faerie Fire with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.
+
In addition, taking damage can’t cause you to lose Concentration on Faerie Fire.
+
+
+ Whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your Faerie Fire with an attack roll, you can add +{{intelligence:modifier}} to one damage roll of the spell or attack.
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_CARTOGRAPHER_INGENIOUS_MOVEMENT
+
+
When you use your Flash of Genius, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same Reaction.
+
+
+ When you use your Flash of Genius, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same Reaction.
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_CARTOGRAPHER_SUPERIOR_ATLAS
+
+
Your Adventurer’s Atlas improves, gaining the following benefits.
+
Safe Haven. When a map holder would be reduced to 0 Hit Points but not killed outright, that creature can destroy its map. The creature’s Hit Points instead change to a number equal to twice your Artificer level, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder of its choice.
+
Unerring Path. If you are one of the map holders for your Adventurer’s Atlas, you can cast Find the Path without expending a spell slot, without preparing the spell, and without needing spell components. Once you use this benefit, you can’t use it again until you finish a Long Rest.
+
+
+
+
+
+ When a map holder would be reduced to 0 Hit Points but not killed outright, that creature can destroy its map. The creature’s Hit Points instead changes to {{superior atlas:hp}}, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder of its choice.
+
+
+
+
+
+
+
+
+
+ Unerring Path
+
+
If you are one of the map holders for your Adventurer’s Atlas, you can cast Find the Path without expending a spell slot, without preparing the spell, and without needing spell components. Once you use this benefit, you can’t use it again until you finish a Long Rest.
+
+
+
+
+
+ If you are one of the map holders for your Adventurer’s Atlas, you can cast Find the Path without expending a spell slot, without preparing the spell, and without needing spell components.
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-aberrant-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-aberrant-heir.xml
new file mode 100644
index 00000000..81cbaad3
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-aberrant-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ Aberrant Heir
+ Aberrant Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Strength, Constitution, Charisma
+
Feat: Aberrant Dragonmark
+
Skill Proficiencies: History and Intimidation
+
Tool Proficiency: Disguise Kit
+
Equipment: Choose A or B: (A) Dagger, Disguise Kit, Costume, Traveler’s Clothes, 16 GP; or (B) 50 GP
+
+
Your aberrant dragonmark has made life challenging since it manifested. You might have hidden it successfully for most of your life or managed to avoid notice. Alternatively, you might have encountered suspicion and fear, perhaps coupled with the outright antagonism of one or more dragonmarked houses. You might have formed an association with the House Tarkanan criminal organization (named for one of the most notorious leaders of the aberrant dragonmarked in the War of the Mark twenty-five centuries ago). Or you might struggle to find your own way in the world, relying on your wits and the power of your mark.
+
+
+ Strength, Constitution, Charisma, Aberrant Dragonmark Feat, History and Intimidation Skills, Disguise Kit
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-archaeologist.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-archaeologist.xml
new file mode 100644
index 00000000..bf5a0b4d
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-archaeologist.xml
@@ -0,0 +1,35 @@
+
+
+
+ Archaeologist
+ Archaeologist background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Dexterity, Intelligence, Wisdom
+
Feat: Skilled
+
Skill Proficiencies: History and Survival
+
Tool Proficiency: Cartographer’s Tools
+
Equipment: Choose A or B: (A) Cartographer’s Tools, Bullseye Lantern, Map, Map or Scroll Case, Shovel, Tent, Traveler’s Clothes, 17 GP; or (B) 50 GP
+
+
You’ve made a lifelong study of the lost and fallen cultures of the past, visiting their ruins, deciphering their written records, and examining their surviving masterworks. Perhaps you studied at Morgrave University or a similar institution, supplementing your time in the library with fieldwork amid ancient ruins in remote locations. Some archaeologists plunder the treasures of the past in search of wealth or fame, but most consider it their calling to learn from the past. In any case, the archaeologists of Eberron combine the qualities of learned historians with the grit of treasure hunters.
+
+
+ Dexterity, Intelligence, Wisdom, Skilled Feat, History and Survival Skills, Cartographer’s Tools
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-agent.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-agent.xml
new file mode 100644
index 00000000..c47e5595
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-agent.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Agent
+ House Agent background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Strength, Intelligence, Charisma
+
Feat: Lucky
+
Skill Proficiencies: Investigation and Persuasion
+
Tool Proficiency: Choose one kind of Artisan’s Tools
+
Equipment: Choose A or B: (A) Artisan’s Tools (same as above), Fine Clothes, 20 GP; or (B) 50 GP
+
+
You are connected to one of the dragonmarked houses, but you haven’t (yet) manifested a dragonmark. You might be a member of the family by birth or an employee of the house with no familial connection. You’ve earned your living by doing the business of the house, serving as the hands, feet, and eyes of house leadership in the world. You might have many old friends, mentors, and rivals in the house you serve, plus allies or enemies in other houses.
+
+
+ Strength, Intelligence, Charisma, Lucky Feat, Investigation and Persuasion Skills, One Kind of Artisan's Tools
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-cannith-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-cannith-heir.xml
new file mode 100644
index 00000000..ce8f597a
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-cannith-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Cannith Heir
+ House Cannith Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Strength, Dexterity, Intelligence
+
Feat: Mark of Making
+
Skill Proficiencies: Investigation and Sleight of Hand
+
Tool Proficiency: Choose one kind of Artisan’s Tools
+
Equipment: Choose A or B: (A) Artisan’s Tools (same as above), Crowbar, Fine Clothes, 2 Pouches, 17 GP; or (B) 50 GP
+
+
As a scion of House Cannith, you carry a proud legacy. Cannith creates wonders of the modern world, and you’re expected to contribute to the ongoing success of the house through invention, scholarship, business, or diplomacy. The only thing that can stand in your way is the deep rift within your own house. The sooner the three barons sort out which of them is the true head of the house (and you, no doubt, have your preference), the sooner House Cannith can claim its rightful position of leadership among all the dragonmarked houses.
+
+
+ Strength, Dexterity, Intelligence, Mark of Making Feat, Investigation and Sleight of Hand Skills, One Kind of Artisan's Tools
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-deneith-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-deneith-heir.xml
new file mode 100644
index 00000000..7ebebab7
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-deneith-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Deneith Heir
+ House Deneith Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Strength, Constitution, Wisdom
+
Feat: Mark of Sentinel
+
Skill Proficiencies: Insight and Perception
+
Tool Proficiency: Choose one kind of Gaming Set
+
Equipment: Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Fine Clothes, Healer’s Kit, Quiver, 1 GP; or (B) 50 GP
+
+
As an heir of House Deneith, you’ve been trained for combat—not to seek it out, but not to shy from it either. You’ve learned the importance of duty, honor, and the laws used to govern society when duty and honor fail. As you established your name in the house, you might have worked as a bodyguard for some minor dignitary, as a mercenary, or as a marshal hunting fugitives. Now you’re prepared to claim your rightful standing in the mightiest of the dragonmarked houses.
+
+
+ Strength, Constitution, Wisdom, Mark of Sentinel Feat, Insight and Perception Skills, One Kind of Gaming Set
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-ghallanda-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-ghallanda-heir.xml
new file mode 100644
index 00000000..a3cac26a
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-ghallanda-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Ghallanda Heir
+ House Ghallanda Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Dexterity, Wisdom, Charisma
+
Feat: Mark of Hospitality
+
Skill Proficiencies: Insight and Persuasion
+
Tool Proficiency: Cook’s Utensils
+
Equipment: Choose A or B: (A) Cook’s Utensils, Fine Clothes, Iron Pot, Lamp, Oil (5 flasks), Perfume, 26 GP; or (B) 50 GP
+
+
Thanks to your connections to House Ghallanda, you grew up accustomed to creature comforts, lively conversation, good drink, and delicious food. You might be a charming and witty scion of the house who loves nothing more than a pleasant evening beside a warm hearth. Or you could be a schemer who exploits bonds of trust and friendship to bend others to your will. You might pursue an adventuring career to master the cuisines of other cultures and ages, expand your network of useful contacts, or earn enough money to open your own inn.
+
+
+ Dexterity, Wisdom, Charisma, Mark of Hospitality Feat, Insight and Perception Skills, Cook’s Utensils
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-jorasco-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-jorasco-heir.xml
new file mode 100644
index 00000000..bdb4527f
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-jorasco-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Jorasco Heir
+ House Jorasco Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Dexterity, Constitution, Wisdom
+
Feat: Mark of Healing
+
Skill Proficiencies: Medicine and Stealth
+
Tool Proficiency: Herbalism Kit
+
Equipment: Choose A or B: (A) Herbalism Kit, Fine Clothes, Healer’s Kit, 25 GP; or (B) 50 GP
+
+
House Jorasco teaches that illness and injury stalk the living like ghosts, robbing people of health and longevity. You’ve been taught ways to combat these scourges, both magically and medically. You’re trained to use those skills in the service of others—and to ascertain that you are always appropriately compensated for this service, ensuring the health and longevity of House Jorasco. You might be a kindly healer with no stomach for combat or a dispassionate specialist who knows exactly how to incapacitate or kill an enemy with precise strikes.
+
+
+ Dexterity, Constitution, Wisdom, Mark of Healing Feat, Medicine and Stealth Skills, Herbalism Kit
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-kundarak-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-kundarak-heir.xml
new file mode 100644
index 00000000..3bd2e9b8
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-kundarak-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Kundarak Heir
+ House Kundarak Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
Equipment: Choose A or B: (A) Thieves’ Tools, Fine Clothes, 10 GP; or (B) 50 GP
+
+
As an heir of House Kundarak, you take great pride in your family and its work of safeguarding the valuables of Khorvaire. Your house has always been a leader among the clans of the Mror Holds. Though it has never held the crown, it has a reputation for professionalism, honor, and order. You might strive to uphold that reputation, you might place your own sense of honor over your family’s, or you could rebel against the house’s expectations and flout the demands of honor.
+
+
+ Strength, Constitution, Intelligence, Mark of Warding Feat, Arcana and Investigation Skills, Thieves’ Tools
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-lyrandar-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-lyrandar-heir.xml
new file mode 100644
index 00000000..8dfa9021
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-lyrandar-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Lyrandar Heir
+ House Lyrandar Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Strength, Dexterity, Charisma
+
Feat: Mark of Storm
+
Skill Proficiencies: Acrobatics and Nature
+
Tool Proficiency: Navigator’s Tools
+
Equipment: Choose A or B: (A) Navigator’s Tools, Fine Clothes, 10 GP; or (B) 50 GP
+
+
As an heir of House Lyrandar, the wind is your ally, the sea and sky your dominion. Despite the devastation of the Last War, your house is on the ascendancy, buoyed by its mastery of the new airship technology. You might have spent your early career on the sea as a sailor or navigator; as a shipwright; or as a member of the Raincallers’ Guild, manipulating the weather and assisting with irrigation and similar public works. Or you might have been among the first in your house to take to the skies as part of an airship crew. Service to the house might call you to hunt pirates in the Lhazaar Sea, to explore ancient ruins in search of magical technology to bind elemental forces, or to salvage a wrecked airship in the Mournland.
+
+
+ Strength, Dexterity, Charisma, Mark of Storm Feat, Acrobatics and Nature Skills, Navigator’s Tools
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-medani-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-medani-heir.xml
new file mode 100644
index 00000000..82136ef8
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-medani-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Medani Heir
+ House Medani Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Dexterity, Intelligence, Wisdom
+
Feat: Mark of Detection
+
Skill Proficiencies: Insight and Investigation
+
Tool Proficiency: Disguise Kit
+
Equipment: Choose A or B: (A) Disguise Kit, Fine Clothes, 10 GP; or (B) 50 GP
+
+
As a member of House Medani, your life revolves around subterfuge—not engaging in it, but preventing others from doing so. You see the world around you as an intricate web of schemes, plots, and counterplots. Assessing the range of possibilities, you use instinct to predict threats to your clients and defend against them well before those threats can turn into danger. Defending against an assassin’s blade is a job any Deneith sellsword or Tharashk enforcer can do—making sure no one ever draws that blade is the Medani way.
+
+
+ Dexterity, Intelligence, Wisdom, Mark of Detection Feat, Insight and Investigation Skills, Disguise Kit
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-orien-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-orien-heir.xml
new file mode 100644
index 00000000..63827330
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-orien-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Orien Heir
+ House Orien Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
Equipment: Choose A or B: (A) Cartographer’s Tools, Fine Clothes, Map, Map or Scroll Case, 18 GP; or (B) 50 GP
+
+
Before the Last War, Orien’s influence covered Khorvaire, and its trade roads and lightning rails were the lifeblood of a vibrant kingdom. But the war cut those arteries, leaving Galifar dead and House Orien bloodied. While the house’s couriers and shippers still keep goods moving on both sides of the continent, finding a way to reestablish routes across the Mournland remains the house’s top priority. In the meantime, Orien adventurers can serve their house by investigating missing couriers, recovering goods stolen from caravans, and troubleshooting disruptions to the lightning rail.
+
+
+ Dexterity, Constitution, Intelligence, Mark of Passage Feat, Acrobatics and Athletics Skills, Cartographer’s Tools
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-phiarlan-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-phiarlan-heir.xml
new file mode 100644
index 00000000..03797117
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-phiarlan-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Phiarlan Heir
+ House Phiarlan Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Dexterity, Wisdom, Charisma
+
Feat: Mark of Shadow
+
Skill Proficiencies: Deception and Stealth
+
Tool Proficiency: Disguise Kit
+
Equipment: Choose A or B: (A) Disguise Kit, Fine Clothes, 10 GP; or (B) 50 GP
+
+
Though you have seen wealth, fame, and beauty as a child of House Phiarlan, you consider knowledge (and the power it brings) the greatest treasure of all. You might pursue that power as an artist or performer, always alert for secrets even as you regale the world with story, song, acrobatics, or art. Or you might foster ties to the secretive espionage arm of your house: the Serpentine Table.
+
+
+ Dexterity, Wisdom, Charisma, Mark of Shadow Feat, Deception and Stealth Skills, Disguise Kit
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-sivis-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-sivis-heir.xml
new file mode 100644
index 00000000..dc528819
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-sivis-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Sivis Heir
+ House Sivis Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Intelligence, Wisdom, Charisma
+
Feat: Mark of Scribing
+
Skill Proficiencies: History and Perception
+
Tool Proficiency: Calligrapher’s Supplies
+
Equipment: Choose A or B: (A) Calligrapher’s Supplies, Fine Clothes, Ink, 5 Ink Pens, Paper (30 sheets), Parchment (9 sheets), 8 GP; or (B) 50 GP
+
+
For nearly thirty centuries, your family has worked to maintain order. Communication is the cord that binds civilization together, and your ancestors settled the disputes of sovereigns and helped the dragonmarked houses find a place in the world. Few people realize the influence House Sivis has had on the shape of the modern age—just as few know how often a royal adviser holds more power than the actual ruler. While the other dragonmarked houses fight for fame and recognition, House Sivis plays a long game of subtle influence behind the scenes, keeping order amid the chaos of unending intrigue.
+
+
+ Intelligence, Wisdom, Charisma, Mark of Scribing Feat, History and Perception Skills, Calligrapher’s Supplies
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-tharashk-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-tharashk-heir.xml
new file mode 100644
index 00000000..d92325a8
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-tharashk-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Tharashk Heir
+ House Tharashk Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
Equipment: Choose A or B: (A) Gaming Set (same as above), Climber’s Kit, Fine Clothes, Hunting Trap, Manacles, 2 GP; or (B) 50 GP
+
+
Heirs of other houses lead lives of luxury, but in House Tharashk you learned self-reliance from an early age. What your young house lacks in resources, it makes up for in spirit and determination. Tharashk has a destiny to fulfill, and you have a part in it. Whether in combat or in social interaction, you have learned to play the role of the hunter: study your enemies, exploit their weaknesses, and do whatever it takes to achieve victory.
+
+
+ Constitution, Intelligence, Wisdom, Mark of Finding Feat, Perception and Survival Skills, One Kind of Gaming Set
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-thuranni-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-thuranni-heir.xml
new file mode 100644
index 00000000..3bd18bb2
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-thuranni-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Thuranni Heir
+ House Thuranni Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Dexterity, Intelligence, Charisma
+
Feat: Mark of Shadow
+
Skill Proficiencies: Performance and Stealth
+
Tool Proficiency: Choose one kind of Musical Instrument
+
Equipment: Choose A or B: (A) Musical Instrument (same as above), Costume, Fine Clothes, 13 GP; or (B) 50 GP
+
+
Given House Thuranni’s short history and focus on espionage, its leaders expect you to further the interests of the house at every opportunity. During the house’s formative years as an independent entity, every move you make has been watched closely. This isn’t to say that every Thuranni heir must actively spy at the behest of house elders. But even the house’s most insular artists and artisans must keep up with current political events and pass on or collect information when asked.
+
+
+ Dexterity, Intelligence, Charisma, Mark of Shadow Feat, Performance and Stealth Skills, One Kind of Musical Instrument
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-vadalis-heir.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-vadalis-heir.xml
new file mode 100644
index 00000000..c35809a3
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-house-vadalis-heir.xml
@@ -0,0 +1,35 @@
+
+
+
+ House Vadalis Heir
+ House Vadalis Heir background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Ability Scores: Constitution, Wisdom, Charisma
+
Feat: Mark of Handling
+
Skill Proficiencies: Animal Handling and Nature
+
Tool Proficiency: Herbalism Kit
+
Equipment: Choose A or B: (A) Herbalism Kit, Fine Clothes, Net, 29 GP; or (B) 50 GP
+
+
You have grown up with respect for both family and nature. You understand the culture of the Five Nations, but you don’t get drawn into the games of ambition and status that others play. You know the beauty and power inherent in life, the mysteries of birth and death, and the miracles that happen in between. Your insights into the natural world allow you to see through the lies and deception of city folk—and never let on how much of their subterfuge you recognize.
+
+
+ Constitution, Wisdom, Charisma, Mark of Handling Feat, Animal Handling and Nature Skills, Herbalism Kit
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/backgrounds/background-inquisitive.xml b/supplements/eberron-forge-of-the-artificer/backgrounds/background-inquisitive.xml
new file mode 100644
index 00000000..cfad9700
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/backgrounds/background-inquisitive.xml
@@ -0,0 +1,35 @@
+
+
+
+ Inquisitive
+ Inquisitive background from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
Equipment: Choose A or B: (A) Thieves’ Tools, Bullseye Lantern, Crowbar, Oil (10 flasks), Traveler’s Clothes, 10 GP; or (B) 50 GP
+
+
You have honed your talents of investigation and deduction—fueled by a boundless curiosity—to explore mysteries, find missing people, recover stolen goods, unearth corruption and conspiracies, and solve crimes. As an inquisitive, you might have pursued freelance work, signed on with an inquisitive agency (perhaps one licensed by a dragonmarked house such as Medani or Tharashk), reported for a broadsheet, or worked for a police force.
+
+
+ Constitution, Intelligence, Charisma, Alert Feat, Insight and Investigation Skills, Thieves’ Tools
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/classes/class-artificer.xml b/supplements/eberron-forge-of-the-artificer/classes/class-artificer.xml
new file mode 100644
index 00000000..aefbfed8
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/classes/class-artificer.xml
@@ -0,0 +1,491 @@
+
+
+
+ Artificer
+ The Artificer class from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.
+
+
CORE ARTIFICER TRAITS
+
+
Primary Ability
Intelligence
+
Hit Point Die
D8 per Artificer level
+
Saving Throw Proficiencies
Constitution and Intelligence
+
Skill Proficiencies
Choose 2: Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand
+
Weapon Proficiencies
Simple weapons
+
Tool Proficiencies
Thieves’ Tools, Tinker’s Tools, and one type of Artisan’s Tools of your choice
+
Armor Training
Light and Medium armor and Shields
+
Starting Equipment
Choose A or B: (A) Studded Leather Armor, Dagger, Thieves’ Tools, Tinker’s Tools, Dungeoneer’s Pack, and 16 GP; or (B) 150 GP
+
+
+
BECOMING A ARTIFICER ...
+
AS A LEVEL 1 CHARACTER
+
+
Gain all the traits in the Core Artificer Traits table.
+
Gain the Artificer’s level 1 features which are listed in the Artificer Features table.
+
+
AS A MULTICLASS CHARACTER
+
+
Gain the Hit Point Die trait from the Core Artificer Traits table.
+
Gain the Artificer’s level 1 features which are listed in the Artificer Features table
+
Gain proficiency with Tinker’s Tools and in one skill of your choice from the Artificer’s skill list
+
Gain training with Light and Medium armor and Shields.
+
+
ARTIFICER FEATURES
+
+
+
Level
+
Class Features
+
Plans Known
+
Magic Items
+
Cantrips
+
Prepared Spells
+
Spell Slots per Spell Level
+
+
1
2
3
4
5
+
1
Spellcasting, Tinker's Magic
—
—
2
2
2
—
—
—
—
+
2
Replicate Magic Item
4
2
2
3
2
—
—
—
—
+
3
Artificer Subclass
4
2
2
4
3
—
—
—
—
+
4
Ability Score Improvement
4
2
2
5
3
—
—
—
—
+
5
Subclass Feature
4
2
2
6
4
2
—
—
—
+
6
Magic Item Tinker
5
3
2
6
4
2
—
—
—
+
7
Flash of Genius
5
3
2
7
4
3
—
—
—
+
8
Ability Score Improvement
5
3
2
7
4
3
—
—
—
+
9
Subclass Feature
5
3
2
9
4
3
2
—
—
+
10
Magic Item Adept
6
4
3
9
4
3
2
—
—
+
11
Spell-Storing Item
6
4
3
10
4
3
3
—
—
+
12
Ability Score Improvement
6
4
3
10
4
3
3
—
—
+
13
—
6
4
3
11
4
3
3
1
—
+
14
Advanced Artifice
7
5
4
11
4
3
3
1
—
+
15
Subclass Feature
7
5
4
12
4
3
3
2
—
+
16
Ability Score Improvement
7
5
4
12
4
3
3
2
—
+
17
—
7
5
4
14
4
3
3
3
1
+
18
Magic Item Master
8
6
4
14
4
3
3
3
1
+
19
Epic Boon
8
6
4
15
4
3
3
3
2
+
20
Soul of Artifice
8
6
4
15
4
3
3
3
2
+
+
ARTIFICER CLASS FEATURES
+
As an Artificer, you gain the following class features when you reach the specified Artificer levels. These features are listed on the Artificer Features table.
You have learned how to channel magical energy through objects.
+
Tools Required. You produce your Artificer spells through tools. You can use Thieves’ Tools, Tinker’s Tools, or another kind of Artisan’s Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an M component when you cast it).
+
Cantrips. You know two Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended.
+
Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.
+
When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.
+
Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
+
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Grease are recommended.
+
The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination.
+
If another Artificer feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.
+
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.
+
Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.
+
+
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
+
Spell attack modifier = your proficiency bonus + your Intelligence modifier
+
+
+
+ You can use an Artisan's Tool with which you have proficiency as your Spellcasting Focus. Whenever you finish a Long Rest, you can replace one of your cantrips with another Artificer cantrip of your choice.
+
+
+ Artificer
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_TINKERS_MAGIC
+
+
You know the Mending cantrip.
+
As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:
+
+
Ball Bearings
Bucket
Jug
Sack
+
Basket
Caltrops
Lamp
Shovel
+
Bedroll
Candle
Manacles
Spikes, Iron
+
Bell
Crowbar
Net
String
+
Blanket
Flask
Oil
Tinderbox
+
Block and Tackle
Grappling Hook
Pouch
Torch
+
Bottle, Glass
Hunting Trap
Rope
+
+
See the rules for the item in the Player’s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes.
+
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+
+
+ While holding Tinker’s Tools, you can create a mundane item from the list provided by this feature in an unoccupied space within 5 feet of yourself. Each item you create lasts until you finish a Long Rest, at which point it vanishes.
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_REPLICATE_MAGIC_ITEM
+
+
You have learned arcane plans that you use to make magic items.
+
When 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.
+
Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table . Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
+
You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.
+
Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature.
+
If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement.
+
When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know.
+
You can’t have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.
+
Duration. A magic item created by this feature functions as the normal magic item, except its magic isn’t permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes.
+
If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.
+
Spellcasting Focus. You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan’s Tools.
+
+
+
+
+
+ When you finish a Long Rest, you can create up to {{magic items:max}} different magic items if you have Tinker’s Tools in hand, based on the plans you know. If it requires attunement, you can attune to it the instant you create it, and you can use any Wand or Weapon created as a Spellcasting Focus.
+ If you try to exceed your maximum number of items, the oldest item vanishes and the new one appears. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes. If you die, any items you've created vanish after 1d4 days.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ARTIFICER_SUBCLASS
+
+
You gain an Artificer subclass of your choice. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level or lower.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.
Your Replicate Magic Item feature gains the following options.
+
Charge Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended.
+
Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can’t do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.
+
Transmute Magic Item. As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can’t do so again until you finish a Long Rest.
+
+
+ You gain the following abilities:
+
+
+
+
+
+
+
+
+ Magic Item Tinker
+
+
+
As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended.
+
+
+ You can touch a Replicated Magic Item that uses charges. You expend a level 1+ spell slot and the item regains a number of charges equal to the level of spell slot expended.
+
+
+
+ Magic Item Tinker
+
+
+
As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can’t do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.
+
+
+ You can touch a Replicated Magic Item and cause the item to vanish, converting its magical energy into a spell slot (level 1 for Common, level 2 for Uncommon or Rare), which lasts until you finish a Long Rest.
+
+
+
+ Magic Item Tinker
+
+
+
As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can’t do so again until you finish a Long Rest.
+
+
+ you can touch one Replicated Magic Item and transform it into a different one based on a magic item plan you know.
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_FLASH_OF_GENIUS
+
+
When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier (minimum of +1).
+
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
+
+
+ When you or another creature you can see within 30 feet of you fails an ability check or a saving throw, you can add {{intelligence:modifier}} to the roll, potentially causing it to succeed.
+ When you or another creature you can see within 30 feet of you fails an ability check or a saving throw, you can add {{intelligence:modifier}} to the roll, potentially causing it to succeed. You regain one expended use whenever you finish a Short Rest.
+ When you or another creature you can see within 30 feet of you fails an ability check or a saving throw, you can add {{intelligence:modifier}} to the roll, potentially causing it to succeed. You regain one expended use whenever you finish a Short Rest, or all expended uses if you are attuned to at least one magic item.
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_MAGIC_ITEM_ADEPT
+
+
You can now attune to up to four magic items at once.
+
+
+ You can attune to up to {{attunement:max}} items at once.
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_SPELL_STORING_ITEM
+
+
Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a Spellcasting Focus, and you store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn’t require a Material component that is consumed by the spell (you needn’t have the spell prepared).
+
While holding the object, a creature can take a Magic action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. Once a creature has used the object to produce the spell’s effect, the object can’t be used this way again until the start of the creature’s next turn.
+
The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
+
+
+ Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a Spellcasting Focus, and you store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn’t require a Material component that is consumed by the spell (you needn’t have the spell prepared).
+ Once per turn while holding the object, a creature can take a Magic action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. The spell stays in the object until it’s been used {{spell storing item:charges}} times or until you use this feature again to store a spell in an object.
+
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_ADVANCED_ARTIFICE
+
+
You gain the following benefits.
+
Magic Item Savant. You can now attune to up to five magic items at once.
+
Refreshed Genius. When you finish a Short Rest, you regain one expended use of your Flash of Genius feature.
+
+
+ You can attune to up to {{attunement:max}} items at once.
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_MAGIC_ITEM_MASTER
+
+
You can now attune to up to six magic items at once.
+
+
+ You can attune to up to {{attunement:max}} items at once.
+
+
+
+
+
+
+
+
+
+ !ID_INTERNAL_EFOTA_FEATURE_REPLACEMENT_ARTIFICER_EPIC_BOON
+
+
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.
You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits.
+
Cheat Death. If you’re reduced to 0 Hit Points but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal to 20 times the number of magic items disintegrated.
+
Magical Guidance. When you finish a Short Rest, you regain all expended uses of your Flash of Genius if you have Attunement to at least one magic item.
+
+
+ If you’re reduced to 0 Hit Points but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal to 20 times the number of magic items disintegrated.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Artificer,ID_WOTC_EFOTA_CLASS_ARTIFICER
+
+
+ Artificer,ID_WOTC_EFOTA_CLASS_ARTIFICER
+
+
+ Artificer,ID_WOTC_EFOTA_CLASS_ARTIFICER
+
+
+ Artificer,ID_WOTC_EFOTA_CLASS_ARTIFICER
+
+
+ Artificer,ID_WOTC_EFOTA_CLASS_ARTIFICER
+
+
+ Artificer,ID_WOTC_EFOTA_CLASS_ARTIFICER
+
+
+ Artificer,ID_WOTC_EFOTA_CLASS_ARTIFICER
+
+
+
+ Artificer
+
+
+ Artificer
+
+
+ Artificer
+
+
+ Artificer
+
+
+ Artificer
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/feats/feats-epic-boons.xml b/supplements/eberron-forge-of-the-artificer/feats/feats-epic-boons.xml
new file mode 100644
index 00000000..160c3298
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/feats/feats-epic-boons.xml
@@ -0,0 +1,158 @@
+
+
+
+ Epic Boon Feats
+ Epic Boon Feats from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+ [level:19]
+ Epic Boon
+ Level 19+, Eberron Campaign
+
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
+
Aberrant Magic. Choose a level 8 or lower spell from the Sorcerer spell list or a spell from the Siberys Dragonmark Spells table (the table includes dragonmark suggestions if you’d like to associate a spell with one of the marks). You always have that spell prepared. You can cast it once without a spell slot or spell components, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you gain this feat).
+
SIBERYS DRAGONMARK SPELLS
+
+
+
Spell
Suggested Dragonmark
+
+
Animal Shapes
Handling
+
Control Weather
Storm
+
Demiplane
Making
+
Heroes' Feast
Hospitality
+
Maze
Warding
+
Mind Blank
Sentinel
+
Plane Shift
Passage
+
Project Image
Shadow
+
Regenerate
Healing
+
Symbol
Scribing
+
Teleport
Finding
+
True Seeing
Detection
+
+
+
+
+
+
+
+
+
+
+
+ Boon of Siberys
+
+
Choose a level 8 or lower spell from the Sorcerer spell list or a spell from the Siberys Dragonmark Spells table (the table includes dragonmark suggestions if you’d like to associate a spell with one of the marks). You always have that spell prepared. You can cast it once without a spell slot or spell components, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell.
+
SIBERYS DRAGONMARK SPELLS
+
+
+
Spell
Suggested Dragonmark
+
+
Animal Shapes
Handling
+
Control Weather
Storm
+
Demiplane
Making
+
Heroes' Feast
Hospitality
+
Maze
Warding
+
Mind Blank
Sentinel
+
Plane Shift
Passage
+
Project Image
Shadow
+
Regenerate
Healing
+
Symbol
Scribing
+
Teleport
Finding
+
True Seeing
Detection
+
+
+
+ You can cast the spell chosen with this feat once without a spell slot or spell components. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell.
+
+
+
+
+ Boon of Siberys
+
+
Choose a level 8 or lower spell from the Sorcerer spell list or a spell from the Siberys Dragonmark Spells table (the table includes dragonmark suggestions if you’d like to associate a spell with one of the marks). You always have that spell prepared. You can cast it once without a spell slot or spell components, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell.
+
SIBERYS DRAGONMARK SPELLS
+
+
+
Spell
Suggested Dragonmark
+
+
Animal Shapes
Handling
+
Control Weather
Storm
+
Demiplane
Making
+
Heroes' Feast
Hospitality
+
Maze
Warding
+
Mind Blank
Sentinel
+
Plane Shift
Passage
+
Project Image
Shadow
+
Regenerate
Healing
+
Symbol
Scribing
+
Teleport
Finding
+
True Seeing
Detection
+
+
+
+ You can cast the spell chosen with this feat once without a spell slot or spell components. You can also cast this spell using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell.
+
+
+
+
+ Boon of Siberys
+
+
Choose a level 8 or lower spell from the Sorcerer spell list or a spell from the Siberys Dragonmark Spells table (the table includes dragonmark suggestions if you’d like to associate a spell with one of the marks). You always have that spell prepared. You can cast it once without a spell slot or spell components, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this spell.
+
SIBERYS DRAGONMARK SPELLS
+
+
+
Spell
Suggested Dragonmark
+
+
Animal Shapes
Handling
+
Control Weather
Storm
+
Demiplane
Making
+
Heroes' Feast
Hospitality
+
Maze
Warding
+
Mind Blank
Sentinel
+
Plane Shift
Passage
+
Project Image
Shadow
+
Regenerate
Healing
+
Symbol
Scribing
+
Teleport
Finding
+
True Seeing
Detection
+
+
+
+ You can cast the spell chosen with this feat once without a spell slot or spell components. You can also cast this spell using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this spell.
+
+
+
+
+ Animal Shapes
+
+
+ Control Weather
+
+
+ Heroes Feast
+
+
+ Maze
+
+
+ Mind Blank
+
+
+ Project Image
+
+
+ Regenerate
+
+
+ Symbol
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/feats/feats-general.xml b/supplements/eberron-forge-of-the-artificer/feats/feats-general.xml
new file mode 100644
index 00000000..c45e9348
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/feats/feats-general.xml
@@ -0,0 +1,511 @@
+
+
+
+ General Feats
+ General Feats from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_ABERRANT_DRAGONMARK
+ General
+ Level 4+, Aberrant Dragonmark Feat
+
+
General Feat (Prerequisite: Level 4+, Aberrant Dragonmark Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
+
Improved Fortitude. When you use the Aberrant Fortitude benefit of your Aberrant Dragonmark feat, you can roll 1d6 instead of 1d4. You also now regain your use of Aberrant Fortitude whenever you finish a Short or Long Rest.
+
Mark of Inspiration. When you cast a cantrip, you can roll one or two of your unexpended Hit Point Dice. You gain a number of Temporary Hit Points equal to the number rolled plus your Constitution modifier, and one creature of your choice within 30 feet of you (not including you) takes Force damage equal to the number rolled. Those dice are then expended.
+
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+
+
+ When you cast a cantrip, you can roll one or two of your unexpended Hit Point Dice. You gain a number of Temporary Hit Points equal to the number rolled plus {{constitution:modifier}}, and one creature of your choice within 30 feet of you (not including you) takes Force damage equal to the number rolled. Those dice are then expended.
+
+
+
+
+
+
+
+ Aberrant Fortitude
+
+
When you fail a Constitution saving throw, you can take a Reaction to roll 1d6 and add the number rolled to the save, potentially turning the failure into a success. Once you’ve used this benefit, you can’t use it again until you finish a Short Rest.
+
+
+ When you fail a Constitution saving throw, you can roll 1d6 and add the number rolled to the save, potentially turning the failure into a success.
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_DETECTION
+ General
+ Level 4+, Mark of Detection Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Detection Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Deductive Intuition benefit of your Mark of Detection feat, you can roll 1d6 instead of 1d4.
+
Shared Detection. When you use the Magical Detection benefit of your Mark of Detection feat to cast See Invisibility without a spell slot, you can choose one creature you can see within 30 feet of yourself. That creature also gains the benefits of the spell for its duration.
+
+
+ When you cast See Invisibility without a spell slot, you can choose one creature you can see within 30 feet of yourself. That creature also gains the benefits of the spell for its duration.
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_FINDING
+ General
+ Level 4+, Mark of Finding Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Finding Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Hunter’s Intuition benefit of your Mark of Finding feat, you can roll 1d6 instead of 1d4.
+
Improved Finding. When you use the Finder’s Magic benefit of your Mark of Finding to cast Hunter’s Mark without a spell slot, the range of the spell is doubled, and you can modify the spell so that the target can’t benefit from the Invisible condition for the duration.
+
+
+ When you cast Hunter’s Mark without a spell slot, the range of the spell is doubled, and you can modify the spell so that the target can’t benefit from the Invisible condition for the duration.
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_HANDLING
+ General
+ Level 4+, Mark of Handling Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Handling Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Wild Intuition benefit of your Mark of Handling feat, you can roll 1d6 instead of 1d4.
+
Improved Handling. While you are mounted, immediately after you hit a target within 5 feet of your mount with a melee attack roll, your mount can take a Reaction to move up to its Speed or take the Attack action to make one attack only (your choice).
+
Subdue Animal. As a Magic action, you exert command over one Beast or Monstrosity you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the start of your next turn. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+
+
+ While you are mounted, immediately after you hit a target within 5 feet of your mount with a melee attack roll, your mount can take a Reaction to move up to its Speed or take the Attack action to make one attack only (your choice).
+
+
+
+
+
+
+
+
+
+ Subdue Animal
+
+
As a Magic action, you exert command over one Beast or Monstrosity you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the start of your next turn. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+
+
+ You can exert command over one Beast or Monstrosity you can see within 30 feet of yourself. The target must succeed on a DC{{subdue animal:dc}} Wisdom saving throw or have the Frightened condition until the start of your next turn.
+
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_HEALING
+ General
+ Level 4+, Mark of Healing Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Healing Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Medical Intuition benefit of your Mark of Healing feat, you can roll 1d6 instead of 1d4.
+
Improved Healing. You can now use the Healing Touch benefit of your Mark of Healing feat to cast Cure Wounds without using a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+
Additionally, when you cast Cure Wounds and roll dice to determine the number of Hit Points restored, you can treat any 1 or 2 on a roll as a 3.
+
+
+ You can now cast Cure Wounds without using a spell slot {{proficiency}} times per Long Rest
+ Additionally, when you cast Cure Wounds and roll dice to determine the number of Hit Points restored, you can treat any 1 or 2 on a roll as a 3.
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_HOSPITALITY
+ General
+ Level 4+, Mark of Hospitality Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Hospitality Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Ever Hospitable benefit of your Mark of Hospitality feat, you can roll 1d6 instead of 1d4.
+
Inspired Hospitality. When you cast Purify Food and Drink, you can modify the spell so that instead of its normal effect, each creature of your choice within 30 feet of you is refreshed. Each affected creature’s Exhaustion level is reduced by 1, and the creature gains Temporary Hit Points equal to your Proficiency Bonus plus your Intelligence, Wisdom, or Charisma modifier (choose when you select this feat). Once you modify the spell with this benefit, you can’t do so again until you finish a Long Rest.
When you cast Purify Food and Drink, you can modify the spell so that instead of its normal effect, each creature of your choice within 30 feet of you is refreshed. Each affected creature’s Exhaustion level is reduced by 1, and the creature gains Temporary Hit Points equal to your Proficiency Bonus plus your Intelligence modifier. Once you modify the spell with this benefit, you can’t do so again until you finish a Long Rest.
+
+
+ When you cast Purify Food and Drink, you can modify the spell so that instead of its normal effect, each creature of your choice within 30 feet of you has their Exhaustion level reduced by 1, and the creature gains {{inspired hospitality:thp}} Temporary Hit Points.
+
+
+
+
+
+
+
+
+ Inspired Hospitality Ability
+
+
When you cast Purify Food and Drink, you can modify the spell so that instead of its normal effect, each creature of your choice within 30 feet of you is refreshed. Each affected creature’s Exhaustion level is reduced by 1, and the creature gains Temporary Hit Points equal to your Proficiency Bonus plus your Wisdom modifier. Once you modify the spell with this benefit, you can’t do so again until you finish a Long Rest.
+
+
+ When you cast Purify Food and Drink, you can modify the spell so that instead of its normal effect, each creature of your choice within 30 feet of you has their Exhaustion level reduced by 1, and the creature gains {{inspired hospitality:thp}} Temporary Hit Points.
+
+
+
+
+
+
+
+
+ Inspired Hospitality Ability
+
+
When you cast Purify Food and Drink, you can modify the spell so that instead of its normal effect, each creature of your choice within 30 feet of you is refreshed. Each affected creature’s Exhaustion level is reduced by 1, and the creature gains Temporary Hit Points equal to your Proficiency Bonus plus your Charisma modifier. Once you modify the spell with this benefit, you can’t do so again until you finish a Long Rest.
+
+
+ When you cast Purify Food and Drink, you can modify the spell so that instead of its normal effect, each creature of your choice within 30 feet of you has their Exhaustion level reduced by 1, and the creature gains {{inspired hospitality:thp}} Temporary Hit Points.
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_MAKING
+ General
+ Level 4+, Mark of Making Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Making Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Artisan’s Intuition benefit of your Mark of Making feat, you can roll 1d6 instead of 1d4.
+
Improved Making. When you use the Spellsmith benefit of your Mark of Making feat to cast Magic Weapon without a spell slot, you cast the spell as its level 3 version.
+
+
+ When you cast Magic Weapon without a spell slot, you cast the spell as its level 3 version.
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_PASSAGE
+ General
+ Level 4+, Mark of Passage Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Passage Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Intuitive Motion benefit of your Mark of Passage feat, you can roll 1d6 instead of 1d4.
+
Inspired Passage. When you use the Magical Passage benefit of your Mark of Passage feat to cast Misty Step without a spell slot, you can also choose up to two willing creatures you can see within 30 feet of yourself before you teleport. Each target can then take a Reaction to also teleport up to 30 feet to an unoccupied space it can see.
+
+
+ When you cast Misty Step without a spell slot, you can also choose up to two willing creatures you can see within 30 feet of yourself before you teleport. Each target can then take a Reaction to also teleport up to 30 feet to an unoccupied space it can see.
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_SCRIBING
+ General
+ Level 4+, Mark of Scribing Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Scribing Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Gifted Scribe benefit of your Mark of Scribing feat, you can roll 1d6 instead of 1d4.
+
Inspired Scribing. When you cast Comprehend Languages, you can modify the spell to encompass up to three willing creatures you can see within 30 feet of yourself. Each chosen creature also gains the benefits of the spell for the duration. In addition, for the duration of the spell, you and the chosen creatures can communicate telepathically with each other while within 1 mile of each other. Once you modify the spell with this benefit, you can’t do so again until you finish a Long Rest.
+
+
+ When you cast Comprehend Languages, you can modify the spell to encompass up to three willing creatures you can see within 30 feet of yourself. Each chosen creature also gains the benefits of the spell for the duration. In addition, for the duration of the spell, you and the chosen creatures can communicate telepathically with each other while within 1 mile of each other.
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_SENTINEL
+ General
+ Level 4+, Mark of Sentinel Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Sentinel Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Sentinel’s Intuition benefit of your Mark of Sentinel feat, you can roll 1d6 instead of 1d4.
+
Improved Sentinel. When you use the Vigilant Guardian benefit of your Mark of Sentinel feat, you can also make one attack with a weapon or an Unarmed Strike as part of that same Reaction.
+
+
+
+
+
+
+
+
+
+ Vigilant Guardian
+
+
When a creature you can see within 5 feet of you is hit by an attack roll, you can take a Reaction to swap places with that creature, and you are hit by the attack instead. You can also make one attack with a weapon or an Unarmed Strike as part of that same Reaction. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
+
+
+ When a creature you can see within 5 feet of you is hit by an attack roll, you can swap places with that creature, and you are hit by the attack instead. You can then make one attack with a weapon or an Unarmed Strike.
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_SHADOW
+ General
+ Level 4+, Mark of Shadow Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Shadow Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Cunning Intuition benefit of your Mark of Shadow feat, you can roll 1d6 instead of 1d4.
+
Improved Sentinel. When you use the Shape Shadows benefit of your Mark of Shadow feat to cast Invisibility without a spell slot, you cast the spell as its level 3 version.
+
+
+ When you cast Invisibility without a spell slot, you cast the spell as its level 3 version.
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_STORM
+ General
+ Level 4+, Mark of Storm Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Storm Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Windwright’s Intuition benefit of your Mark of Storm feat, you can roll 1d6 instead of 1d4.
+
Improved Storm. When you use the Storm Magic benefit of your Mark of Storm feat to cast Gust of Wind without a spell slot, you also gain a Fly Speed of 60 feet for the duration of the spell.
+
+
+ When you cast Gust of Wind without a spell slot, you also gain a Fly Speed of 60 feet for the duration of the spell.
+
+
+
+
+
+
+
+
+ [level:4],ID_WOTC_EFOTA_FEAT_MARK_OF_WARDING
+ General
+ Level 4+, Mark of Warding Feat
+
+
General Feat (Prerequisite: Level 4+, Mark of Warding Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
+
Improved Intuition. When you use the Warder’s Intuition benefit of your Mark of Warding feat, you can roll 1d6 instead of 1d4.
+
Improved Warding. When a creature makes an attack roll against you or a creature you can see within 30 feet of yourself, you can take a Reaction to impose Disadvantage on that roll. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+
+
+ When a creature makes an attack roll against you or a creature you can see within 30 feet of yourself, you can impose Disadvantage on that roll.
+
+
+
+
+
+
+
+
+ [level:4],ID_INTERNAL_GRANTS_DRAGONMARK
+ General
+ Level 4+, Any Dragonmark Feat
+
+
General Feat (Prerequisite: Level 4+, Any Dragonmark Feat)
+
You gain the following benefits.
+
Ability Score Increase. Increase the spellcasting ability score used by your Dragonmark feat by 1, to a maximum of 20.
+
Dragonmark Preparation. You always have the spells on your Spells of the Mark list (if any) prepared.
+
Dragonmark Spellcasting. You have one extra spell slot to cast the spells granted by your Dragonmark feat. The spell slot’s level is half your level (round up), to a maximum of level 5. You regain the expended slot when you finish a Short or Long Rest. You can use this spell slot to cast only a spell you have prepared because of your Dragonmark feat or the Dragonmark Preparation benefit of this feat.
+
+
+ You have an extra level {{potent dragonmark:spell level}} spell slot to cast a spell you have prepared because of your Dragonmark feat or the Dragonmark Preparation benefit of this feat.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/feats/feats-origin.xml b/supplements/eberron-forge-of-the-artificer/feats/feats-origin.xml
new file mode 100644
index 00000000..5339bc23
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/feats/feats-origin.xml
@@ -0,0 +1,1480 @@
+
+
+
+ Origin Feats
+ Origin Feats from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+ Origin, Eberron, Dragonmark
+ Eberron Campaign, No other Dragonmark Feat
+
+
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Aberrant Fortitude. When you fail a Constitution saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success. Once you’ve used this benefit, you can’t use it again until you finish a Long Rest.
+
Aberrant Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have. Constitution is your spellcasting ability for this spell.
+
Aberrant Surge. When you cast the level 1 spell from this feat, you can expend one of your Hit Point Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, one creature within 30 feet of you (not including you) takes Force damage equal to the number rolled. If no other creatures are in range, you take the damage.
+
+
+ You gain the following benefits.
+
+
+
+
+
+
+
+
+
+
+
+ Aberrant Fortitude
+
+
When you fail a Constitution saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success. Once you’ve used this benefit, you can’t use it again until you finish a Long Rest.
+
+
+ When you fail a Constitution saving throw, you can roll 1d4 and add the number rolled to the save, potentially turning the failure into a success.
+
+
+
+
+ Aberrant Magic
+
+
You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have. Constitution is your spellcasting ability for this spell.
+
+
+ Choose one level 1 spell from the Sorcerer spell list; you always have that spell prepared, and can cast it once without a spell slot, using Constitution as your spellcasting ability.
+
+
+
+
+
+
+
+
+ Aberrant Surge
+
+
When you cast the level 1 spell from this feat, you can expend one of your Hit Point Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, one creature within 30 feet of you (not including you) takes Force damage equal to the number rolled. If no other creatures are in range, you take the damage.
+
+
+ When you cast the level 1 spell from this feat, you can expend one of your Hit Point Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, one creature within 30 feet of you (not including you) takes Force damage equal to the number rolled. If no other creatures are in range, you take the damage.
+
+
+
+
+ Origin, Eberron, Dragonmark
+ Eberron Campaign, No other Dragonmark Feat
+
+
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll 1d4 and add the number rolled to the ability check.
+
Magical Detection. You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
+
When you reach character level 3, you also always have the See Invisibility spell prepared and can cast it the same way.
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Detection Spells table are added to that feature’s spell list.
+
MARK OF DETECTION SPELLS
+
+
+
Spell Level
Spells
+
+
1
Detect Evil and Good, Identify
+
2
Detect Thoughts, Find Traps
+
3
Clairvoyance, Nondetection
+
4
Arcane Eye, Divination
+
5
Legend Lore
+
+
+
+ When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll {{deductive intuition:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+ Magical Detection
+
+
You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the See Invisibility spell prepared and can cast it the same way.
+
+
+ You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+ You always have the Detect Magic, Detect Poison and Disease, and See Invisibility spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+ Magical Detection
+
+
You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the See Invisibility spell prepared and can cast it the same way.
+
+
+ You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+ You always have the Detect Magic, Detect Poison and Disease, and See Invisibility spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+ Magical Detection
+
+
You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the See Invisibility spell prepared and can cast it the same way.
+
+
+ You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+ You always have the Detect Magic, Detect Poison and Disease, and See Invisibility spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Detection Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Hunter's Intuition. When you make a Wisdom (Perception or Survival) check, you can roll 1d4 and add the number rolled to the ability check.
+
Finder's Magic. You always have the Hunter’s Mark spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
+
When you reach character level 3, you also always have the Locate Object spell prepared and can cast it the same way.
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to that feature’s spell list.
+
MARK OF FINDING SPELLS
+
+
+
Spell Level
Spells
+
+
1
Faerie Fire, Longstrider
+
2
Locate Animals or Plants, Mind Spike
+
3
Clairvoyance, Speak with Plants
+
4
Divination, Locate Creature
+
5
Commune with Nature
+
+
+
+ When you make a Wisdom (Perception or Survival) check, you can roll {{hunters intuition:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+ Finders Magic
+
+
You always have the Hunter's Mark spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the Locate Object spell prepared and can cast it the same way.
+
+
+ You always have the Hunter's Mark spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell.
+ You always have the Hunter's Mark and Locate Object spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Finders Magic
+
+
You always have the Hunter's Mark spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the Locate Object spell prepared and can cast it the same way.
+
+
+ You always have the Hunter's Mark spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell.
+ You always have the Hunter's Mark and Locate Object spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Finders Magic
+
+
You always have the Hunter's Mark spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the Locate Object spell prepared and can cast it the same way.
+
+
+ You always have the Hunter's Mark spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this spell.
+ You always have the Hunter's Mark and Locate Object spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Wild Intuition. When you make an Intelligence (Nature) or Wisdom (Animal Handling) check, you can roll 1d4 and add the number rolled to the ability check.
+
Primal Connection. You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
+
Monstrous Connections. When you reach character level 3, you can target a Monstrosity when you cast Animal Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to that feature’s spell list.
+
MARK OF HANDLING SPELLS
+
+
+
Spell Level
Spells
+
+
1
Command, Find Familiar
+
2
Beast Sense, Calm Emotions
+
3
Beacon of Hope, Conjure Animals
+
4
Aura of Life, Dominate Beast
+
5
Awaken
+
+
+
+ When you make an Intelligence (Nature) or Wisdom (Animal Handling) check, you can roll {{wild intuition:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+ Primal Connection
+
+
You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligenceis your spellcasting ability for these spells.
+
When you reach character level 3, you can target a Monstrosity when you cast Animal Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.
+
+
+ You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+ You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. When you cast these spells, you can target a Monstrosity if the creature's Intelligence score is 3 or lower. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Primal Connection
+
+
You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Wisdom is your spellcasting ability for these spells.
+
When you reach character level 3, you can target a Monstrosity when you cast Animal Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.
+
+
+ You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+ You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. When you cast these spells, you can target a Monstrosity if the creature's Intelligence score is 3 or lower. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Primal Connection
+
+
You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Charisma is your spellcasting ability for these spells.
+
When you reach character level 3, you can target a Monstrosity when you cast Animal Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.
+
+
+ You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+ You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. When you cast these spells, you can target a Monstrosity if the creature's Intelligence score is 3 or lower. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Medical Intuition. When you make a Wisdom (Medicine) check or an ability check using a Herbalism Kit, you can roll 1d4 and add the number rolled to the ability check.
+
Healing Touch. You always have the Cure Wounds spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
+
When you reach character level 3, you also always have the Lesser Restoration spell prepared and can cast it the same way.
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Healing Spells table are added to that feature’s spell list.
+
MARK OF HEALING SPELLS
+
+
+
Spell Level
Spells
+
+
1
False Life, Healing Word
+
2
Arcane Vigor, Prayer of Healing
+
3
Aura of Vitality, Mass Healing Word
+
4
Aura of Life, Aura of Purity
+
5
Greater Restoration
+
+
+
+ When you make a Wisdom (Medicine) check or an ability check using a Herbalism Kit, you can roll {{medical intuition:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+ Healing Touch
+
+
You always have the Cure Wounds spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell.
+
When you reach character level 3, you also always have the Lesser Restoration spell prepared and can cast it the same way.
+
+
+ You always have the Cure Wounds spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell.
+ You always have the Cure Wounds and Lesser Restoration spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Healing Touch
+
+
You always have the Cure Wounds spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell.
+
When you reach character level 3, you also always have the Lesser Restoration spell prepared and can cast it the same way.
+
+
+ You always have the Cure Wounds spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell.
+ You always have the Cure Wounds and Lesser Restoration spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Healing Touch
+
+
You always have the Cure Wounds spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this spell.
+
When you reach character level 3, you also always have the Lesser Restoration spell prepared and can cast it the same way.
+
+
+ You always have the Cure Wounds spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this spell.
+ You always have the Cure Wounds and Lesser Restoration spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Healing Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check using Brewer’s Supplies or Cook’s Utensils, you can roll 1d4 and add the number rolled to the ability check.
+
Innkeeper's Magic. You always have the Purify Food and Drink and Unseen Servant spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
+
When you reach character level 3, you also always have the Calm Emotions spell prepared and can cast it the same way.
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to that feature’s spell list.
+
MARK OF HOSPITALITY SPELLS
+
+
+
Spell Level
Spells
+
+
1
Goodberry, Sleep
+
2
Aid, Enhance Ability
+
3
Create Food and Water, Leomund’s Tiny Hut
+
4
Aura of Purity, Mordenkainen’s Private Sanctum
+
5
Hallow
+
+
+
+ When you make a Charisma (Persuasion) check or an ability check using Brewer’s Supplies or Cook’s Utensils, you can roll {{ever hospitable:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+ Innkeepers Magic
+
+
You always have the Purify Food and Drink and Unseen Servant spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the Calm Emotions spell prepared and can cast it the same way.
+
+
+ You always have the Purify Food and Drink and Unseen Servant spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+ You always have the Purify Food and Drink, Unseen Servant, and Calm Emotions spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+ Innkeepers Magic
+
+
You always have the Purify Food and Drink and Unseen Servant spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the Calm Emotions spell prepared and can cast it the same way.
+
+
+ You always have the Purify Food and Drink and Unseen Servant spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+ You always have the Purify Food and Drink, Unseen Servant, and Calm Emotions spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+ Innkeepers Magic
+
+
You always have the Purify Food and Drink and Unseen Servant spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the Calm Emotions spell prepared and can cast it the same way.
+
+
+ You always have the Purify Food and Drink and Unseen Servant spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+ You always have the Purify Food and Drink, Unseen Servant, and Calm Emotions spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Artisan's Intuition. When you make an Intelligence (Arcana) check or an ability check using Artisan’s Tools, you can roll 1d4 and add the number rolled to the ability check.
+
Spellsmith. You know the Mending cantrip. You also always have the Magic Weapon spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Making Spells table are added to that feature’s spell list.
+
MARK OF MAKING SPELLS
+
+
+
Spell Level
Spells
+
+
1
Identify, Tenser’s Floating Disk
+
2
Continual Flame, Spiritual Weapon
+
3
Conjure Barrage, Elemental Weapon
+
4
Fabricate, Stone Shape
+
5
Creation
+
+
+
+ When you make an Intelligence (Arcana) check or an ability check using Artisan’s Tools, you can roll {{artisans intuition:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+ Spellsmith
+
+
You know the Mending cantrip. You also always have the Magic Weapon spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence is your spellcasting ability for these spells.
+
+
+ You know the Mending cantrip. You also always have the Magic Weapon spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Spellsmith
+
+
You know the Mending cantrip. You also always have the Magic Weapon spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Wisdom is your spellcasting ability for these spells.
+
+
+ You know the Mending cantrip. You also always have the Magic Weapon spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Spellsmith
+
+
You know the Mending cantrip. You also always have the Magic Weapon spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Charisma is your spellcasting ability for these spells.
+
+
+ You know the Mending cantrip. You also always have the Magic Weapon spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Making Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Courier's Speed. Your Speed increases by 5 feet.
+
Intuitive Motion. When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll 1d4 and add the number rolled to the ability check.
+
Magical Passage. You always have the Misty Step spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Passage Spells table are added to that feature’s spell list.
+
MARK OF PASSAGE SPELLS
+
+
+
Spell Level
Spells
+
+
1
Expeditious Retreat, Jump
+
2
Find Steed, Pass without Trace
+
3
Blink, Phantom Steed
+
4
Dimension Door, Freedom of Movement
+
5
Teleportation Circle
+
+
+
+ When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll {{intuitive motion:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+
+ Magical Passage
+
+
You always have the Misty Step spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence is your spellcasting ability for this spell.
+
+
+ You always have the Misty Step spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Intelligence is your spellcasting ability for this spell.
+
+
+
+
+
+
+
+ Magical Passage
+
+
You always have the Misty Step spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Wisdom is your spellcasting ability for this spell.
+
+
+ You always have the Misty Step spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Wisdom is your spellcasting ability for this spell.
+
+
+
+
+
+
+
+ Magical Passage
+
+
You always have the Misty Step spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Charisma is your spellcasting ability for this spell.
+
+
+ You always have the Misty Step spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Charisma is your spellcasting ability for this spell.
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Passage Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Gifted Scribe. When you make an Intelligence (History) check or an ability check using Calligrapher’s Supplies, you can roll 1d4 and add the number rolled to the ability check.
+
Scribe's Insight. You know the Message cantrip. You also always have the Comprehend Languages spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
+
When you reach character level 3, you also always have the Magic Mouth spell prepared and can cast it the same way.
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to that feature’s spell list.
+
MARK OF SCRIBING SPELLS
+
+
+
Spell Level
Spells
+
+
1
Command, Illusory Script
+
2
Animal Messenger, Silence
+
3
Sending, Tongues
+
4
Arcane Eye, Confusion
+
5
Dream
+
+
+
+ When you make an Intelligence (History) check or an ability check using Calligrapher’s Supplies, you can roll {{gifted scribe:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+ Scribes Insight
+
+
You know the Message cantrip. You also always have the Comprehend Languages spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell.
+
When you reach character level 3, you also always have the Magic Mouth spell prepared and can cast it the same way.
+
+
+ You know the Message cantrip. You also always have the Comprehend Languages spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+ You know the Message cantrip. You also always have the Comprehend Languages and Magic Mouth spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+ Scribes Insight
+
+
You know the Message cantrip. You also always have the Comprehend Languages spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell.
+
When you reach character level 3, you also always have the Magic Mouth spell prepared and can cast it the same way.
+
+
+ You know the Message cantrip. You also always have the Comprehend Languages spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+ You know the Message cantrip. You also always have the Comprehend Languages and Magic Mouth spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+ Scribes Insight
+
+
You know the Message cantrip. You also always have the Comprehend Languages spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this spell.
+
When you reach character level 3, you also always have the Magic Mouth spell prepared and can cast it the same way.
+
+
+ You know the Message cantrip. You also always have the Comprehend Languages spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+ You know the Message cantrip. You also always have the Comprehend Languages and Magic Mouth spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Sentinel's Intuition. When you make a Wisdom (Insight or Perception) check, you can roll 1d4 and add the number rolled to the ability check.
+
Guardian's Shield. You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
+
Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can take a Reaction to swap places with that creature, and you are hit by the attack instead. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to that feature’s spell list.
+
MARK OF SENTINEL SPELLS
+
+
+
Spell Level
Spells
+
+
1
Compelled Duel, Shield of Faith
+
2
Warding Bond, Zone of Truth
+
3
Counterspell, Protection from Energy
+
4
Death Ward, Guardian of Faith
+
5
Bigby’s Hand
+
+
+
+ When you make a Wisdom (Insight or Perception) check, you can roll {{sentinels intuition:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+
+
+ Guardians Shield
+
+
You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence is your spellcasting ability for this spell.
+
+
+ You always have the Shield spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Intelligence is your spellcasting ability for this spell.
+
+
+
+
+
+
+
+ Guardians Shield
+
+
You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Wisdom is your spellcasting ability for this spell.
+
+
+ You always have the Shield spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Wisdom is your spellcasting ability for this spell.
+
+
+
+
+
+
+
+ Guardians Shield
+
+
You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Charisma is your spellcasting ability for this spell.
+
+
+ You always have the Shield spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Charisma is your spellcasting ability for this spell.
+
+
+
+
+
+
+
+ Vigilant Guardian
+
+
When a creature you can see within 5 feet of you is hit by an attack roll, you can take a Reaction to swap places with that creature, and you are hit by the attack instead. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
+
+
+ When a creature you can see within 5 feet of you is hit by an attack roll, you can swap places with that creature, and you are hit by the attack instead.
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Cunning Intuition. When you make a Dexterity (Stealth) or Charisma (Performance) check, you can roll 1d4 and add the number rolled to the ability check.
+
Shape Shadows. You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to that feature’s spell list.
+
MARK OF SHADOW SPELLS
+
+
+
Spell Level
Spells
+
+
1
Disguise Self, Silent Image
+
2
Darkness, Pass without Trace
+
3
Clairvoyance, Major Image
+
4
Greater Invisibility, Hallucinatory Terrain
+
5
Mislead
+
+
+
+ When you make a Dexterity (Stealth) or Charisma (Performance) check, you can roll {{cunning intuition:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+ Shape Shadows
+
+
You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
+
+ You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Shape Shadows
+
+
You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
+
+ You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Shape Shadows
+
+
You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
+
+ You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Windwright's Intuition. When you make a Dexterity (Acrobatics) check or an ability check using Navigator’s Tools, you can roll 1d4 and add the number rolled to the ability check.
+
Storm's Boon. You have Resistance to Lightning damage.
+
Storm Magic. You know the Thunderclap cantrip. You also always have the Gust of Wind spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Storm Spells table are added to that feature’s spell list.
+
MARK OF STORM SPELLS
+
+
+
Spell Level
Spells
+
+
1
Feather Fall, Fog Cloud
+
2
Levitate, Shatter
+
3
Sleet Storm, Wind Wall
+
4
Conjure Minor Elementals, Control Water
+
5
Conjure Elemental
+
+
+
+ When you make a Dexterity (Acrobatics) check or an ability check using Navigator’s Tools, you can roll {{windwrights intuition:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+
+ Storm Magic
+
+
You know the Thunderclap cantrip. You also always have the Gust of Wind spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
+
+ You know the Thunderclap cantrip. You also always have the Gust of Wind spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Storm Magic
+
+
You know the Thunderclap cantrip. You also always have the Gust of Wind spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
+
+ You know the Thunderclap cantrip. You also always have the Gust of Wind spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+ Storm Magic
+
+
You know the Thunderclap cantrip. You also always have the Gust of Wind spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
+
+ You know the Thunderclap cantrip. You also always have the Gust of Wind spell prepared. You can cast it once without a spell slot. You can also cast it using any spell slots you have. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Storm Spells table are added to that feature’s spell list.
Dragonmark Feat (Prerequisite: Eberron Campaign, Can't Have Another Dragonmark Feat)
+
You gain the following benefits.
+
Warder's Intuition. When you make an Intelligence (Investigation) check or an ability check using Thieves’ Tools, you can roll 1d4 and add the number rolled to the ability check.
+
Wards and Seals. You always have the Alarm and Mage Armor spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
+
When you reach character level 3, you also always have the Arcane Lock spell prepared and can cast it the same way.
+
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are added to that feature’s spell list.
+
+
+ When you make an Intelligence (Investigation) check or an ability check using Thieves’ Tools, you can roll {{warders intuition:die}} and add the number rolled to the ability check.
+
+
+
+
+
+
+
+
+
+
+ Wards and Seals
+
+
You always have the Alarm and Mage Armor spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the Arcane Lock spell prepared and can cast it the same way.
+
+
+ You always have the Alarm and Mage Armor spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+ You always have the Alarm, Mage Armor, and Arcane Lock spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+ Wards and Seals
+
+
You always have the Alarm and Mage Armor spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the Arcane Lock spell prepared and can cast it the same way.
+
+
+ You always have the Alarm and Mage Armor spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+ You always have the Alarm, Mage Armor, and Arcane Lock spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+ Wards and Seals
+
+
You always have the Alarm and Mage Armor spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
When you reach character level 3, you also always have the Arcane Lock spell prepared and can cast it the same way.
+
+
+ You always have the Alarm and Mage Armor spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+ You always have the Alarm, Mage Armor, and Arcane Lock spells prepared. You can cast each spell once without a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
+
+
+
+
+
+
+
+
+
+
+
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are added to that feature’s spell list.
You bear an aberrant dragonmark. These rare marks appear on members of all species. Aberrant dragonmarks disturb the houses—you would be wise to avoid their attention.
+
+
+
+
+
+
+
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic.
+
+
+
+
+
+
+
+
The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first appeared in the Shadow Marches, where clan hunters used it to find their prey.
+
+
+
+
+
+
+
+
The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse.
+
+
+
+
+
+
+
+
A halfling with the Mark of Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies, aiding them in finding a cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
+
+
+
+
+
+
+
+
They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.
+
+
+
+
+
+
+
+
The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.
+
+
+
+
+
+
+
+
The Mark of Passage governs motion, allowing its bearer to move with uncanny speed. The bearer of the mark can even slip through space in the blink of an eye.
+
+
+
+
+
+
+
+
The Mark of Scribing deals with communication-both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to communicate with others at a distance.
+
+
+
+
+
+
+
+
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
+
+
+
+
+
+
+
+
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to avoid detection.
+
+
+
+
+
+
+
+
Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself
+
+
+
+
+
+
+
+
The Mark of Warding helps its bearers protect things of value. Using the mark, a dwarf can weave wards with mystic force. It also provides its bearer with an intuitive understanding of locks used to protect and seal.
+
+
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/items/artificer-replicate-magic-items.xml b/supplements/eberron-forge-of-the-artificer/items/artificer-replicate-magic-items.xml
new file mode 100644
index 00000000..481034d4
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/items/artificer-replicate-magic-items.xml
@@ -0,0 +1,962 @@
+
+
+
+ Replicate Magic Items
+ Replicate Magic Items options from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create an Alchemy Jug.
+
+
+
+
+
+ You can create an Alchemy Jug.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a Bag of Holding.
+
+
+
+
+
+ You can create a Bag of Holding.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a Cap of Water Breathing.
+
+
+
+
+
+ You can create a Cap of Water Breathing.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create one Common Magic Item that isn't a Potion, a Scroll, or Cursed.
+
You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
+
+
+ true
+
+
+ You can create {{replicate magic item:common:count}} Common Magic Item(s) of your choice that aren't a Potion, Scroll, or cursed.
+
+
+
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a pair of Goggles of Night.
+
+
+
+
+
+ You can create a pair of Goggles of Night.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a Manifold Tool.
+
+
+
+
+
+ You can create a Manifold Tool.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a Repeating Shot weapon of your choice.
+
+
+
+
+
+ You can create a Repeating Shot weapon of your choice.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a Returning Weapon of your choice.
+
+
+
+
+
+ You can create a Returning Weapon of your choice.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a Rope of Climbing.
+
+
+
+
+
+ You can create a Rope of Climbing.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a pair of Sending Stones.
+
+
+
+
+
+ You can create a pair of Sending Stones.
+
+
+
+
+ Artificer Magic Item Plan, Armor Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a +1 Shield.
+
+
+
+
+
+ You can create a +1 Shield.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a Wand of Magic Detection.
+
+
+
+
+
+ You can create a Wand of Magic Detection.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a Wand of Secrets.
+
+
+
+
+
+ You can create a Wand of Secrets.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a +1 Wand of the War Mage.
+
+
+
+
+
+ You can create a +1 Wand of the War Mage.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create a +1 Weapon of your choice.
+
+
+
+
+
+ You can create a +1 Weapon of your choice.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:2]
+ Artificer Level 2+
+
+
Using this Magic Item Plan, you can create +1 Wraps of Unarmed Power.
+
+
+
+
+
+ You can create +1 Wraps of Unarmed Power.
+
+
+
+
+
+
+ Artificer Magic Item Plan, Armor Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a suit of +1 Armor of your choice.
+
+
+
+
+
+ You can create a suit of +1 Armor of your choice.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a pair of Boots of Elvenkind.
+
+
+
+
+
+ You can create a pair of Boots of Elvenkind.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a pair of Boots of the Winding Path.
+
+
+
+
+
+ You can create a pair of Boots of the Winding Path.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Cloak of Elvenkind.
+
+
+
+
+
+ You can create a Cloak of Elvenkind.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Cloak of the Manta Ray.
+
+
+
+
+
+ You can create a Cloak of the Manta Ray.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Dazzling Weapon of your choice.
+
+
+
+
+
+ You can create a Dazzling Weapon of your choice.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a set of Eyes of Charming.
+
+
+
+
+
+ You can create a set of Eyes of Charming.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a set of Eyes of Minute Seeing.
+
+
+
+
+
+ You can create a set of Eyes of Minute Seeing.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a pair of Gloves of Thievery.
+
+
+
+
+
+ You can create a pair of Gloves of Thievery.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Helm of Awareness.
+
+
+
+
+
+ You can create a Helm of Awareness.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Lantern of Revealing.
+
+
+
+
+
+ You can create a Lantern of Revealing.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Mind Sharpener ring.
+
+
+
+
+
+ You can create a Mind Sharpener ring.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Necklace of Adaptation.
+
+
+
+
+
+ You can create a Necklace of Adaptation.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create Pipes of Haunting.
+
+
+
+
+
+ You can create Pipes of Haunting.
+
+
+
+
+ Artificer Magic Item Plan, Armor Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Repulsion Shield.
+
+
+
+
+
+ You can create a Repulsion Shield.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Ring of Swimming.
+
+
+
+
+
+ You can create a Ring of Swimming.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Ring of Water Walking.
+
+
+
+
+
+ You can create a Ring of Water Walking.
+
+
+
+
+ Artificer Magic Item Plan, Armor Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Sentinel Shield.
+
+
+
+
+
+ You can create a Sentinel Shield.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Spell-Refueling Ring.
+
+
+
+
+
+ You can create a Spell-Refueling Ring.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Wand of Magic Missiles.
+
+
+
+
+
+ You can create a Wand of Magic Missiles.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Wand of Web.
+
+
+
+
+
+ You can create a Wand of Web.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:6]
+ Artificer Level 6+
+
+
Using this Magic Item Plan, you can create a Weapon of Warning of your choice.
+
+
+
+
+
+ You can create a Weapon of Warning of your choice.
+
+
+
+
+
+
+ Artificer Magic Item Plan, Armor Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create a suit of Armor of Resistance of your choice.
+
+
+
+
+
+ You can create a suit of Armor of Resistance of your choice.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create a Dagger of Venom.
+
+
+
+
+
+ You can create a Dagger of Venom.
+
+
+
+
+ Artificer Magic Item Plan, Armor Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create a suit of Elven Chain armor.
+
+
+
+
+
+ You can create a suit of Elven Chain armor.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create a Ring of Feather Falling.
+
+
+
+
+
+ You can create a Ring of Feather Falling.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create a Ring of Jumping.
+
+
+
+
+
+ You can create a Ring of Jumping.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create a Ring of Mind Shielding.
+
+
+
+
+
+ You can create a Ring of Mind Shielding.
+
+
+
+
+ Artificer Magic Item Plan, Armor Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create a +2 Shield.
+
+
+
+
+
+ You can create a +2 Shield.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create one Uncommon Wondrous Item that isn't Cursed.
+
You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
+
+
+ true
+
+
+ You can create {{replicate magic item:uncommon:count}} Uncommon Wondrous Item(s) of your choice that aren't cursed.
+
+
+
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create a +2 Wand of the War Mage.
+
+
+
+
+
+ You can create a +2 Wand of the War Mage.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create a +2 Weapon of your choice.
+
+
+
+
+
+ You can create a +2 Weapon of your choice.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:10]
+ Artificer Level 10+
+
+
Using this Magic Item Plan, you can create +2 Wraps of Unarmed Power.
+
+
+
+
+
+ You can create +2 Wraps of Unarmed Power.
+
+
+
+
+
+
+ Artificer Magic Item Plan, Armor Plan
+ [level:artificer:14]
+ Artificer Level 14+
+
+
Using this Magic Item Plan, you can create a suit of +2 Armor of your choice.
+
+
+
+
+
+ You can create a suit of +2 Armor of your choice.
+
+
+
+
+ Artificer Magic Item Plan, Armor Plan
+ [level:artificer:14]
+ Artificer Level 14+
+
+
Using this Magic Item Plan, you can create an Arrow-Catching Shield.
+
+
+
+
+
+ You can create an Arrow-Catching Shield.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:14]
+ Artificer Level 14+
+
+
Using this Magic Item Plan, you can create a Flame Tongue weapon of your choice.
+
+
+
+
+
+ You can create a Flame Tongue weapon of your choice.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:14]
+ Artificer Level 14+
+
+
Using this Magic Item Plan, you can create one Rare Wondrous Item that isn't Cursed.
+
You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
+
+
+ true
+
+
+ You can create {{replicate magic item:rare:count}} Rare Wondrous Item(s) of your choice that aren't cursed.
+
+
+
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:14]
+ Artificer Level 14+
+
+
Using this Magic Item Plan, you can create a Ring of Free Action.
+
+
+
+
+
+ You can create a Ring of Free Action.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:14]
+ Artificer Level 14+
+
+
Using this Magic Item Plan, you can create a Ring of Protection.
+
+
+
+
+
+ You can create a Ring of Protection.
+
+
+
+
+ Artificer Magic Item Plan
+ [level:artificer:14]
+ Artificer Level 14+
+
+
Using this Magic Item Plan, you can create a Ring of the Ram.
+
+
+
+
+
+ You can create a Ring of the Ram.
+
+
+
+
+
+
+
+
Magic Item Plans (Artificer Level 2+)
+
+
+
Magic Item Plan
Attunement
+
+
Alchemy Jug
No
+
Bag of Holding
No
+
Cap of Water Breathing
No
+
Common magic item that isn't a Potion, Scroll, or cursed*
Varies
+
Goggles of Night
No
+
Manifold Tool
Yes
+
Repeating Shot
Yes
+
Returning Weapon
No
+
Rope of Climbing
No
+
Sending Stones
No
+
Shield, +1
No
+
Wand of Magic Detection
No
+
Wand of Secrets
No
+
Wand of the War Mage, +1
Yes
+
Weapon, +1
No
+
Wraps of Unarmed Power, +1
No
+
+
*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
+
Magic Item Plans (Artificer Level 6+)
+
+
+
Magic Item Plan
Attunement
+
+
Armor, +1
No
+
Boots of Elvenkind
No
+
Boots of the Winding Path
Yes
+
Cloak of Elvenkind
Yes
+
Cloak of the Manta Ray
Yes
+
Dazzling Weapon
Yes
+
Eyes of Charming
Yes
+
Eyes of Minute Seeing
No
+
Gloves of Thievery
No
+
Helm of Awareness
No
+
Lantern of Revealing
No
+
Mind Sharpener
Yes
+
Necklace of Adaptation
Yes
+
Pipes of Haunting
No
+
Repulsion Shield
No
+
Ring of Swimming
No
+
Ring of Water Walking
No
+
Sentinel Shield
No
+
Spell-Refueling Ring
Yes
+
Wand of Magic Missiles
No
+
Wand of Web
Yes
+
Weapon of Warning
Yes
+
+
Magic Item Plans (Artificer Level 10+)
+
+
+
Magic Item Plan
Attunement
+
+
Armor of Resistance
Yes
+
Dagger of Venom
No
+
Elven Chain
No
+
Ring of Feather Falling
Yes
+
Ring of Jumping
Yes
+
Ring of Mind Shielding
Yes
+
Shield, +2
No
+
Uncommon Wondrous Item that isn’t cursed*
Varies
+
Wand of the War Mage, +2
Yes
+
Weapon, +2
No
+
Wraps of Unarmed Power, +2
No
+
+
*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
+
Magic Item Plans (Artificer Level 14+)
+
+
+
Magic Item Plans
Attunement
+
+
Armor, +2
No
+
Arrow-Catching Shield
Yes
+
Flame Tongue
Yes
+
Rare Wondrous Item that isn’t cursed*
Varies
+
Ring of Free Action
Yes
+
Ring of Protection
Yes
+
Ring of the Ram
Yes
+
+
*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/items/items-armor.xml b/supplements/eberron-forge-of-the-artificer/items/items-armor.xml
new file mode 100644
index 00000000..d193106f
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/items/items-armor.xml
@@ -0,0 +1,32 @@
+
+
+
+ Armor
+ Magic Armor from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
You gain a +1 bonus to Armor Class while wielding this shield.
+
The shield has 4 charges. While holding it, when a Large or smaller creature within 5 feet of you hits you with a melee attack roll, you can take a Reaction to expend 1 of the shield’s charges and push the attacker up to 15 feet straight away. The shield regains 1d4 expended charges daily at dawn.
+
+
+ shield,reaction
+ Magic Armor
+ 410
+ Armor
+ Uncommon
+ 4
+ 1
+ ID_INTERNAL_ARMOR_GROUP_SHIELD
+
+
+
+
+
+
\ No newline at end of file
diff --git a/supplements/eberron-forge-of-the-artificer/items/items-charms.xml b/supplements/eberron-forge-of-the-artificer/items/items-charms.xml
new file mode 100644
index 00000000..89dd696d
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/items/items-charms.xml
@@ -0,0 +1,251 @@
+
+
+
+ Bastion Charms
+ Bastion Charms from Eberron: Forge of the Artificer
+ Wizards of the Coast
+
+
+
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. The effects of the Charm depend on the facility’s linked plane:
+
+
Daanvi, the Perfect Order. You can expend the Charm (no action required) to end the Blinded, Deafened, Paralyzed, or Poisoned condition on yourself.
+
Dolurrh, the Realm of the Dead. When you use a spell slot to cast a spell from the Necromancy school, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
Fernia, the Sea of Fire. When you use a spell slot to cast a spell that deals Fire damage, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
Irian, the Eternal Dawn. When you use a spell slot to cast a spell that restores Hit Points or deals Radiant damage, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
Lamannia, the Twilight Forest. When you use a spell slot to cast a spell that conjures or summons a Beast, an Elemental, or a Fey (including Conjure Animals, Conjure Elemental, Conjure Fey, Conjure Minor Elementals, Conjure Woodland Beings, Find Steed, Summon Beast, Summon Elemental, or Summon Fey), you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
Mabar, the Endless Night. When you use a spell slot to cast a spell that animates or summons an Undead (including Animate Dead, Create Undead, or Summon Undead), you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
Risia, the Plain of Ice. When you use a spell slot to cast a spell that deals Cold damage, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
Shavarath, the Battleground. When you score a Critical Hit, you can expend the Charm (no action required) to deal an extra 10 damage of one of the types dealt by the attack.
+
Syrania, the Azure Sky. You can expend the Charm as a Bonus Action to gain a Fly Speed equal to your Speed for 1 minute.
+
Thelanis, the Faerie Court. When you cast a spell from the Enchantment or Illusion school, you can expend the Charm (no action required) to give one target of the spell Disadvantage on its saving throw against the spell.
+
Xoriat, the Realm of Delirium. When you use a spell slot to cast a spell, you can expend the Charm (no action required) to roll on the Wild Magic Surge table in the Player’s Handbook.
+
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Daanvi, the Perfect Order.
+
You can expend the Charm (no action required) to end the Blinded, Deafened, Paralyzed, or Poisoned condition on yourself.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Dolurrh, the Realm of the Dead.
+
When you use a spell slot to cast a spell from the Necromancy school, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Fernia, the Sea of Fire.
+
When you use a spell slot to cast a spell that deals Fire damage, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Irian, the Eternal Dawn.
+
When you use a spell slot to cast a spell that restores Hit Points or deals Radiant damage, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Lamannia, the Twilight Forest.
+
When you use a spell slot to cast a spell that conjures or summons a Beast, an Elemental, or a Fey (including Conjure Animals, Conjure Elemental, Conjure Fey, Conjure Minor Elementals, Conjure Woodland Beings, Find Steed, Summon Beast, Summon Elemental, or Summon Fey), you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Mabar, the Endless Night.
+
When you use a spell slot to cast a spell that animates or summons an Undead (including Animate Dead, Create Undead, or Summon Undead), you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Shavarath, the Battleground.
+
When you score a Critical Hit, you can expend the Charm (no action required) to deal an extra 10 damage of one of the types dealt by the attack.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Syrania, the Azure Sky.
+
You can expend the Charm as a Bonus Action to gain a Fly Speed equal to your Speed for 1 minute.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Thelanis, the Faerie Court.
+
When you cast a spell from the Enchantment or Illusion school, you can expend the Charm (no action required) to give one target of the spell Disadvantage on its saving throw against the spell.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
When you issue the Empower order of a Manifest Zone Bastion Facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm called a Manifest Charm, which lasts until you use it. This charm is linked with the plane of Xoriat, the Realm of Delirium.
+
When you use a spell slot to cast a spell, you can expend the Charm (no action required) to roll on the Wild Magic Surge table in the Player’s Handbook.
Within your Museum Bastion Facility is one treasure that gives you a magical Charm when you spend 7 days studying it and then finish a Long Rest in your Bastion. The Charm lasts for 7 days or until you use it. You can’t gain another Charm from this facility while you still have one. The effect of the Charm depends on the origin of the treasure in your Museum. You can choose one of the following options (your DM might make more options available or limit the existing options based on your past expeditions):
+
+
Charm of Argonnessen. While you have this Charm, you know Draconic. You can expend the Charm to cast Dragon’s Breath (level 4 version), targeting yourself only.
+
Charm of Ashtakala. While you have this Charm, you know Abyssal and Infernal. You can expend the Charm to cast Ray of Sickness (level 4 version).
+
Charm of Dhakaan. While you have this Charm, you know the Goblin language. You can expend the Charm to cast Staggering Smite.
+
Charm of Khyber. While you have this Charm, you have Darkvision with a range of 120 feet. You can expend the Charm to gain Truesight with a range of 60 feet for 1 minute.
+
Charm of Xen'drik. While you have this Charm, you know the Giant language. As a Bonus Action, you can expend the Charm to change your Strength score to 25 for 1 hour.
+
+
+
+ Supernatural Gifts
+ Charm
+ gift
+
+
+
+
+
Within your Museum Bastion Facility is one treasure that gives you a magical Charm when you spend 7 days studying it and then finish a Long Rest in your Bastion. The Charm lasts for 7 days or until you use it. You can’t gain another Charm from this facility while you still have one. This particular charm is from an Argonnessen treasure.
+
While you have this Charm, you know Draconic. You can expend the Charm to cast Dragon’s Breath (level 4 version), targeting yourself only.
Within your Museum Bastion Facility is one treasure that gives you a magical Charm when you spend 7 days studying it and then finish a Long Rest in your Bastion. The Charm lasts for 7 days or until you use it. You can’t gain another Charm from this facility while you still have one. This particular charm is from an Ashtakala treasure.
+
While you have this Charm, you know Abyssal and Infernal. You can expend the Charm to cast Ray of Sickness (level 4 version).
Within your Museum Bastion Facility is one treasure that gives you a magical Charm when you spend 7 days studying it and then finish a Long Rest in your Bastion. The Charm lasts for 7 days or until you use it. You can’t gain another Charm from this facility while you still have one. This particular charm is from a Dhakaan treasure.
+
While you have this Charm, you know the Goblin language. You can expend the Charm to cast Staggering Smite.
Within your Museum Bastion Facility is one treasure that gives you a magical Charm when you spend 7 days studying it and then finish a Long Rest in your Bastion. The Charm lasts for 7 days or until you use it. You can’t gain another Charm from this facility while you still have one. This particular charm is from a Khyber treasure.
+
While you have this Charm, you have Darkvision with a range of 120 feet. You can expend the Charm to gain Truesight with a range of 60 feet for 1 minute.
Within your Museum Bastion Facility is one treasure that gives you a magical Charm when you spend 7 days studying it and then finish a Long Rest in your Bastion. The Charm lasts for 7 days or until you use it. You can’t gain another Charm from this facility while you still have one. This particular charm is from a Xen'drik treasure.
+
While you have this Charm, you know the Giant language. As a Bonus Action, you can expend the Charm to change your Strength score to 25 for 1 hour.
+
+
+ Supernatural Gifts
+ Charm
+ gift
+ true
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/supplements/eberron-forge-of-the-artificer/items/items-rings.xml b/supplements/eberron-forge-of-the-artificer/items/items-rings.xml
new file mode 100644
index 00000000..500f0340
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/items/items-rings.xml
@@ -0,0 +1,39 @@
+
+
+
+ Rings
+ Magic Rings from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
The item has 4 charges. When you fail a Constitution saving throw to maintain Concentration, you can take a Reaction and expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
While wearing this ring, you can recover one expended spell slot as a Bonus Action. The recovered slot can be of level 3 or lower. Once used, the ring can't be used again until the next dawn.
+
+
+ Rings
+ 400
+ Ring
+ ring
+ true
+ Uncommon
+
+
+
\ No newline at end of file
diff --git a/supplements/eberron-forge-of-the-artificer/items/items-vehicles.xml b/supplements/eberron-forge-of-the-artificer/items/items-vehicles.xml
new file mode 100644
index 00000000..303b1ca9
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/items/items-vehicles.xml
@@ -0,0 +1,294 @@
+
+
+
+ Vehicles
+ Vehicles and Vehicle Attachments from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
+
Haloed by their enormous rings of elemental energy, Lyrandar Air Cruisers cast imposing shadows as they sail through the skies. These airships are the largest and most iconic means of air travel in Khorvaire, ferrying the wealthy and elite across the Five Nations and beyond. Though airships have become marginally more common since their introduction a few years ago, a fully operational air cruiser is still an impressive sight.
+
LYRANDAR AIR CRUISER SUMMARY
+
+
AC: 16
Crew: 10
+
HP: 600
Passengers: 40
+
Damage Threshold: 20
Cargo: 2 tons
+
Speed: 10 mph (Fly Speed 100 ft. [hover])
Cost: 50,000 gp
+
+
CREW STATIONS
+
A Lyrandar Air Cruiser has the following crew stations.
+
Helm
+
Small Object
+
+
Armor Class: 15
+
Hit Points: 20
+
+
Drive (Requires Mark of Storm). The ship moves up to its Fly Speed in any direction.
+
Shift Engine (Requires Mark of Storm). The ship’s elemental core is suppressed or reengaged.
+
The helm of an airship consists of a specialized wheel, levers, and other controls. One creature can operate this station at a time.
+
The pilot (the crew member operating an airship’s Helm) must have the Mark of Storm to interface with the controls. While operating the Helm, a crew member can take the station’s Drive and Shift Engine actions.
+
Tilt and Roll. When taking the Helm’s Drive action, a crew member can spend an amount of movement equal to half the ship’s Fly Speed to invert the ship on its axis, either turning it upside down or righting it. All creatures and objects on the ship that aren’t anchored fall when the ship moves in this way. A creature that succeeds on a DC 15 Dexterity saving throw can grab a fixed object within reach to avoid falling.
+
Lightning Turret (6)
+
Medium Object
+
+
Armor Class: 17
+
Hit Points: 50
+
+
Lightning Blast (Requires Elemental Core).Ranged Attack Roll: +9, range 80/320 ft. Hit: 22 (4d10) Lightning damage.
+
This turret swivels to shoot lightning blasts and can accommodate up to one Medium creature. A creature inside the turret has Three-Quarters Cover against attacks and other effects that originate outside it. While inside, a creature can take the Lightning Blast action to aim and fire the turret.
+
Shield Station
+
Large Object
+
+
Armor Class: 15
+
Hit Points: 25
+
+
Calibrate (Requires Elemental Core). This Action prepares the ship’s wind wards to become shields, enabling the Activate Shields action.
+
Activate Shields (Requires Elemental Core and Calibrate). The ship and its crew stations gain a +5 bonus to AC, and all creatures on the ship’s deck have Half Cover. These effects last for 1 minute, until this station is destroyed, or until the crew member that took this action loses Concentration or leaves this station.
+
This station is located on the airship’s aft controls and augments the ship’s wind wards. It can accommodate up to two Medium creatures.
+
The crew member operating this station can take the Calibrate action and then take the Activate Shields action. The ship can benefit from only one bonus to AC from a Shield Station at a time.
+
Mark of Warding. If a creature with the Mark of Warding occupies this crew station, that creature can take the Activate Shields action as a Bonus Action.
A recent innovation, the Lyrandar Skyskiff is a nimble and compact airship used for short-range travel and rescue missions. When larger airships are marooned in the sky due to elemental engine failures or other malfunctions, crews often enlist a fleet of skyskiffs to tow the marooned ships to a docking tower for maintenance.
+
LYRANDAR SKYSKIFF SUMMARY
+
+
AC: 18
Crew: 2
+
HP: 150
Passengers: 2
+
Damage Threshold: 5
Cargo: 1/2 tons
+
Speed: 7 mph (Fly Speed 70 ft. [hover])
Cost: 20,000 gp
+
+
CREW STATIONS
+
A Lyrandar Skyskiff has the following crew stations.
+
Helm
+
Small Object
+
+
Armor Class: 15
+
Hit Points: 20
+
+
Drive (Requires Mark of Storm). The ship moves up to its Fly Speed in any direction.
+
Shift Engine (Requires Mark of Storm). The ship’s elemental core is suppressed or reengaged.
+
The helm of an airship consists of a specialized wheel, levers, and other controls. One creature can operate this station at a time.
+
The pilot (the crew member operating an airship’s Helm) must have the Mark of Storm to interface with the controls. While operating the Helm, a crew member can take the station’s Drive and Shift Engine actions.
+
Tilt and Roll. When taking the Helm’s Drive action, a crew member can spend an amount of movement equal to half the ship’s Fly Speed to invert the ship on its axis, either turning it upside down or righting it. All creatures and objects on the ship that aren’t anchored fall when the ship moves in this way. A creature that succeeds on a DC 15 Dexterity saving throw can grab a fixed object within reach to avoid falling.
+
Tow Cable
+
Small Object
+
+
Armor Class: 10
+
Hit Points: 40
+
+
Harpoon.Ranged Attack Roll: +6, range 50/100 ft. Hit: 5 (2d4) Piercing damage, and the target is harpooned. While harpooned, the target and the ship can’t move more than 100 feet away from each other, and if the target is a Medium or smaller creature, it has the Grappled condition. The crew member operating this station can release a harpooned target (no action required).
+
Reel (Requires Elemental Core). A target Grappled by this station’s Harpoon is pulled up to 50 feet in a straight line toward the ship.
+
This station consists of a compact grappling hook, reinforced rope, and launcher. One creature can operate this station at a time. The crew member operating this station can take the Harpoon and Reel actions.
The Strider Airship is favored by independent merchants, explorers, and privateers. Larger than a skyskiff but smaller than an air cruiser, these reliable vessels provide ample speed and protection for ferrying cargo across the skies.
+
Many strider crews take a personal shine to their vessels, modifying stations and adding unique decorative flairs to reflect the crew’s composition. One ship might have gold filigree and clockwork wings flanking its hull, while another might have a flaming ballista proudly mounted on its bow.
+
STRIDER AIRSHIP SUMMARY
+
+
AC: 16
Crew: 6
+
HP: 350
Passengers: 20
+
Damage Threshold: 10
Cargo: 1 ton
+
Speed: 8 mph (Fly Speed 80 ft. [hover])
Cost: 40,000 gp
+
+
CREW STATIONS
+
A Strider Airship has the following crew stations.
+
Helm
+
Small Object
+
+
Armor Class: 15
+
Hit Points: 20
+
+
Drive (Requires Mark of Storm). The ship moves up to its Fly Speed in any direction.
+
Shift Engine (Requires Mark of Storm). The ship’s elemental core is suppressed or reengaged.
+
The helm of an airship consists of a specialized wheel, levers, and other controls. One creature can operate this station at a time.
+
The pilot (the crew member operating an airship’s Helm) must have the Mark of Storm to interface with the controls. While operating the Helm, a crew member can take the station’s Drive and Shift Engine actions.
+
Tilt and Roll. When taking the Helm’s Drive action, a crew member can spend an amount of movement equal to half the ship’s Fly Speed to invert the ship on its axis, either turning it upside down or righting it. All creatures and objects on the ship that aren’t anchored fall when the ship moves in this way. A creature that succeeds on a DC 15 Dexterity saving throw can grab a fixed object within reach to avoid falling.
+
Arcane Launcher (4)
+
Medium Object
+
+
Armor Class: 17
+
Hit Points: 30
+
+
Energy Blast (Requires Elemental Core).Ranged Attack Roll: +7, range 100/500 ft. Hit: 14 (4d6) Force damage.
+
This miniature cannon shoots bursts of magical force. A creature operating the Arcane Launcher can take the Energy Blast action to aim and fire the cannon.
Drive (Requires Mark of Storm). The ship moves up to its Fly Speed in any direction.
+
Shift Engine (Requires Mark of Storm). The ship’s elemental core is suppressed or reengaged.
+
The helm of an airship consists of a specialized wheel, levers, and other controls. One creature can operate this station at a time.
+
The pilot (the crew member operating an airship’s Helm) must have the Mark of Storm to interface with the controls. While operating the Helm, a crew member can take the station’s Drive and Shift Engine actions.
+
Tilt and Roll. When taking the Helm’s Drive action, a crew member can spend an amount of movement equal to half the ship’s Fly Speed to invert the ship on its axis, either turning it upside down or righting it. All creatures and objects on the ship that aren’t anchored fall when the ship moves in this way. A creature that succeeds on a DC 15 Dexterity saving throw can grab a fixed object within reach to avoid falling.
Lightning Blast (Requires Elemental Core).Ranged Attack Roll: +9, range 80/320 ft. Hit: 22 (4d10) Lightning damage.
+
This turret swivels to shoot lightning blasts and can accommodate up to one Medium creature. A creature inside the turret has Three-Quarters Cover against attacks and other effects that originate outside it. While inside, a creature can take the Lightning Blast action to aim and fire the turret.
Calibrate (Requires Elemental Core). This Action prepares the ship’s wind wards to become shields, enabling the Activate Shields action.
+
Activate Shields (Requires Elemental Core and Calibrate). The ship and its crew stations gain a +5 bonus to AC, and all creatures on the ship’s deck have Half Cover. These effects last for 1 minute, until this station is destroyed, or until the crew member that took this action loses Concentration or leaves this station.
+
This station is located on the airship’s aft controls and augments the ship’s wind wards. It can accommodate up to two Medium creatures.
+
The crew member operating this station can take the Calibrate action and then take the Activate Shields action. The ship can benefit from only one bonus to AC from a Shield Station at a time.
+
Mark of Warding. If a creature with the Mark of Warding occupies this crew station, that creature can take the Activate Shields action as a Bonus Action.
Harpoon.Ranged Attack Roll: +6, range 50/100 ft. Hit: 5 (2d4) Piercing damage, and the target is harpooned. While harpooned, the target and the ship can’t move more than 100 feet away from each other, and if the target is a Medium or smaller creature, it has the Grappled condition. The crew member operating this station can release a harpooned target (no action required).
+
Reel (Requires Elemental Core). A target Grappled by this station’s Harpoon is pulled up to 50 feet in a straight line toward the ship.
+
This station consists of a compact grappling hook, reinforced rope, and launcher. One creature can operate this station at a time. The crew member operating this station can take the Harpoon and Reel actions.
Energy Blast (Requires Elemental Core).Ranged Attack Roll: +7, range 100/500 ft. Hit: 14 (4d6) Force damage.
+
This miniature cannon shoots bursts of magical force. A creature operating the Arcane Launcher can take the Energy Blast action to aim and fire the cannon.
Boost (Requires Elemental Core). The ship’s Fly Speed increases by 50 feet until the start of this crew member’s next turn.
+
This set of metal cylinders connects directly to an airship’s arcane matrix, releasing blasts of elemental energy that propel the airship forward. It can accommodate up to one Medium creature.
+
A creature occupying this station has Three-Quarters Cover against attacks and other effects that originate outside it. While inside this station, a crew member can take the Boost action. The ship can benefit from only one increase to Fly Speed from an Elemental Thrusters station at a time.
+
Mark of Passage. If a creature with the Mark of Passage takes the Boost action, the ship’s Fly Speed increases by 100 feet instead.
Quick Repair (Requires Elemental Core and Mark of Making). The ship regains 2d8 Hit Points.
+
This station facilitates quick repairs aboard an airship. It can accommodate up to three Medium creatures.
+
A creature inside the Repair Clamps station has Half Cover. A crew member operating an airship’s Repair Clamps requires the Mark of Making to interface with the controls. While operating the Repair Clamps, a crew member can take the Quick Repair action.
Charge (Requires Elemental Core). A crew member must expend one level 1+ spell slot to charge the Sky Veil.
+
Cloak (Requires Elemental Core and Charge). The ship has the Invisible condition, and while on board it, creatures are also Invisible. These effects last for 1 hour, until this station is destroyed, or until the crew member that took this action loses Concentration or leaves this station.
+
This marvel of arcane engineering sits on the prow of an airship and channels powerful illusion magic to allow a ship and its passengers to pass undetected. It can accommodate up to one Medium creature. The crew member operating this station can take the Charge action and then take the Cloak action.
+
Mark of Shadows. If a creature with the Mark of Shadows occupies this crew station, that creature can take the Cloak action as a Bonus Action.
+
+
+ Vehicle Attachments
+ 15000
+ 0 lb.
+ Vehicle Attachment
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/items/items-weapons.xml b/supplements/eberron-forge-of-the-artificer/items/items-weapons.xml
new file mode 100644
index 00000000..36927318
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/items/items-weapons.xml
@@ -0,0 +1,59 @@
+
+
+
+ Weapons
+ Magic Weapons from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish the light as a Bonus Action.
+
The weapon has 4 charges. You can take a Reaction immediately after being hit by an attack roll to expend 1 of the weapon’s charges and force the attacker to make a DC 15 Constitution saving throw. On a failed save, the attacker has the Blinded condition until the end of its next turn. The weapon regains 1d4 expended charges daily at dawn.
This 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 that property.
+
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack roll with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after you use it to make a ranged attack roll.
+
+
+ Magic Weapons
+ 400
+ Weapon
+ Uncommon
+ 1
+ (ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE||ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED||ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE||ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED),ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN
+ Returning {{parent}}
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/items/items-wondrous.xml b/supplements/eberron-forge-of-the-artificer/items/items-wondrous.xml
new file mode 100644
index 00000000..e2c70beb
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/items/items-wondrous.xml
@@ -0,0 +1,55 @@
+
+
+
+ Wondrous Items
+ Wondrous Items from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+
+
While wearing these boots, you can take a Bonus Action to teleport up to 15 feet to an unoccupied space you can see. You must have occupied that space at some point during the current turn.
This tool takes the form of a wrench, a screwdriver, or another basic tool. As a Magic action, you can touch the item and transform it into a type of Artisan's Tools of your choice. Whatever form the tool takes, you have proficiency with it when you use it.
+
+
+ tool,proficiency
+ Wondrous Items
+ 100
+ Wondrous Item
+ Common
+ true
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/misc/spells.xml b/supplements/eberron-forge-of-the-artificer/misc/spells.xml
new file mode 100644
index 00000000..8c155806
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/misc/spells.xml
@@ -0,0 +1,146 @@
+
+
+
+ Spells
+ Spells from Eberron: Forge of the Artificer.
+ Wizards of the Coast
+
+
+
+
+
+
+ Artificer
+
+
You summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
+
Combat. The homunculus is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
+
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
You summon a special homunculus in an unoccupied space within range. If you already have a homunculus from this spell, the homunculus is replaced by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
+
The homunculus is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
+
Proficiency Bonus (PB) equals your bonus
+
+
+ Tiny
+ Construct
+ Neutral
+ 13
+ 5 + 5 per spell level (the homunculus has a number of Hit Dice [d4s] equal to the spell’s level)
+ 20 ft., Fly 30 ft.
+ 4
+ 15
+ 12
+ 10
+ 10
+ 7
+ Poison
+ Exhaustion, Poisoned
+ Darkvision 60 ft.; Passive Perception 10
+ Telepathy 1 mile (works only with you)
+ —
+ ID_WOTC_EFOTA_COMPANION_TRAIT_HOMUNCULUS_SERVANT_EVASION,ID_WOTC_EFOTA_COMPANION_TRAIT_HOMUNCULUS_SERVANT_MAGIC_BOND
+ ID_WOTC_EFOTA_COMPANION_ACTION_HOMUNCULUS_SERVANT_FORCE_STRIKE
+ ID_WOTC_EFOTA_COMPANION_REACTION_HOMUNCULUS_SERVANT_CHANNEL_MAGIC
+
+
+
+
+
+
+
+
+
+
+
+
+
If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the homunculus instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
+
+
+ If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the homunculus instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
+
+
+
+
+
Add the spell’s level to any ability check or saving throw the homunculus makes.
+
+
+ Add the spell’s level to any ability check or saving throw the homunculus makes.
+
+
+
+
+
Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 30 ft. Hit: 1d6 plus the spell’s level Force damage.
+
+
+ Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 30 ft. Hit: 1d6 plus the spell’s level Force damage.
+
+
+
+
+
Trigger: You cast a spell that has a range of touch while the homunculus is within 120 feet of you. Response: The homunculus delivers the spell through its touch.
+
+
+ Trigger: You cast a spell that has a range of touch while the homunculus is within 120 feet of you. Response: The homunculus delivers the spell through its touch.
+
+
+
+
+
+
Tiny Construct, Neutral
+
+
+
Armor Class 13
+
Hit Points 5 + 5 per spell level (the homunculus has a number of Hit Dice [d4s] equal to the spell’s level)
+
Speed 20 ft., Fly 30 ft.
+
+
+
STR
DEX
CON
INT
WIS
CHA
+
4 (-3)
15 (+2)
12 (+1)
10 (+0)
10 (+0)
7 (-2)
+
+
+
Damage Immunities Poison
+
Condition Immunities Exhaustion, Poisoned
+
Senses Darkvision 60 ft.; Passive Perception 10
+
Languages Telepathy 1 mile (works only with you)
+
Challenge —
+
Proficiency Bonus (PB) equals your bonus
+
+
+
+
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the homunculus instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
+
Magic Bond. Add the spell’s level to any ability check or saving throw the homunculus makes.
+
+
Actions
+
+
Force Strike. Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 30 ft. Hit: 1d6 plus the spell’s level Force damage.
+
+
Reactions
+
+
Channel Magic.Trigger: You cast a spell that has a range of touch while the homunculus is within 120 feet of you. Response: The homunculus delivers the spell through its touch.
+
+
+
+
diff --git a/supplements/eberron-forge-of-the-artificer/races/race-changeling.xml b/supplements/eberron-forge-of-the-artificer/races/race-changeling.xml
new file mode 100644
index 00000000..a2055e17
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/races/race-changeling.xml
@@ -0,0 +1,62 @@
+
+
+
+ Changeling
+ The Changeling species from Eberron: Forge of the Artificer.
+ Wizards of the Coast
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+
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an aspect of their soul.
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The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those who have never set foot in the fey realm.
+
In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way others might change clothes. However, many changelings develop identities with more depth, crafting a persona complete with history and beliefs to go with each shape. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.
+
Multiple changelings can share a persona. Personas can even pass down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
+
CHANGELING TRAITS
+
+
Creature Type: Fey
+
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
+
Speed: 30 feet
+
+
As a Changeling, you have these special traits.
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Changeling Instincts. Thanks to your connection to the Fey Realm, you gain proficiency in two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.
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Shape-Shifter. As an Action, you can shape-shift to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another playable species, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. This trait doesn’t change your clothing and equipment.
+
While shape-shifted with this trait, you have Advantage on Charisma checks.
+
You stay in the new form until you take an action to revert to your true form.
As an Action, you can shape-shift to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another playable species, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. This trait doesn’t change your clothing and equipment.
+
While shape-shifted with this trait, you have Advantage on Charisma checks.
+
You stay in the new form until you take an action to revert to your true form.
+
+
+ You can shape-shift to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another playable species, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. This trait doesn’t change your clothing and equipment.
+ While shape-shifted with this trait, you have Advantage on Charisma checks. You stay in the new form until you take an action to revert to your true form.
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diff --git a/supplements/eberron-forge-of-the-artificer/races/race-kalashtar.xml b/supplements/eberron-forge-of-the-artificer/races/race-kalashtar.xml
new file mode 100644
index 00000000..90549fb2
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/races/race-kalashtar.xml
@@ -0,0 +1,92 @@
+
+
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+ Kalashtar
+ The Kalashtar species from Eberron: Forge of the Artificer.
+ Wizards of the Coast
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+
Kalashtar (pronounced kal-ASH-tar) are created from the union of humanity and renegade spirits called quori from the plane of dreams. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. They have symmetrical, slightly angular features, and their eyes often glow when they are concentrating or expressing strong emotions.
+
Kalashtar can’t communicate directly with their quori spirits. Rather, kalashtar might experience them as a source of instinct and inspiration, drawing on the spirits’ memories when the kalashtar sleep. This connection grants kalashtar minor psionic abilities, as well as protection from psionic attacks.
+
+
Kalashtar Traits
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Creature Type: Aberration
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Size: Medium (about 6–7 feet tall)
+
Speed: 30 feet
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+
As a Kalashtar, you have these special traits.
+
Dual Mind. You have Advantage on Wisdom and Charisma saving throws.
+
Mental Discipline. You have Resistance to Psychic damage.
+
Mind Link. You have telepathy with a range in feet equal to 10 times your level. When you’re using this trait to speak telepathically to a creature, you can take a Magic action to give that creature the ability to speak telepathically with you for 1 hour or until you take another Magic action to end this effect.
+
Severed from Dreams. You can’t be the target of the Dream spell. In addition, when you finish a Long Rest, you gain proficiency in one skill of your choice. This proficiency lasts until you finish another Long Rest.
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You have Advantage on Wisdom and Charisma saving throws.
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+ You have Advantage on Wisdom and Charisma saving throws.
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You have telepathy with a range in feet equal to 10 times your level. When you’re using this trait to speak telepathically to a creature, you can take a Magic action to give that creature the ability to speak telepathically with you for 1 hour or until you take another Magic action to end this effect.
+
+
+ You have telepathy of {{mind link:distance}} feet. When you’re using this trait to speak telepathically to a creature, you can take a Magic action to give that creature the ability to speak telepathically with you for 1 hour or until you take another Magic action to end this effect.
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You can’t be the target of the Dream spell. In addition, when you finish a Long Rest, you gain proficiency in one skill of your choice. This proficiency lasts until you finish another Long Rest.
+
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+ You can’t be the target of the Dream spell. In addition, when you finish a Long Rest, you gain proficiency in one skill of your choice. This proficiency lasts until you finish another Long Rest.
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diff --git a/supplements/eberron-forge-of-the-artificer/races/race-khoravar.xml b/supplements/eberron-forge-of-the-artificer/races/race-khoravar.xml
new file mode 100644
index 00000000..8ae6cd54
--- /dev/null
+++ b/supplements/eberron-forge-of-the-artificer/races/race-khoravar.xml
@@ -0,0 +1,120 @@
+
+
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+ Khoravar
+ The Khoravar species from Eberron: Forge of the Artificer.
+ Wizards of the Coast
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Over the course of centuries, those descended from both humans and elves have developed their own communities and traditions in Khorvaire. The rise of House Lyrandar and House Medani has strengthened this identity. Members of these communities call themselves Khoravar, an Elvish term meaning “children of Khorvaire,” as they dislike the term “half-elf.”
+
Many Khoravar espouse the idea of being “the bridge between,” believing they are called to facilitate communication and cooperation between members of different cultures or species. Khoravar who follow this philosophy often become bards, diplomats, mediators, or translators. Others, fascinated by their distant connection to the Fey, seek to build bridges between the Material Plane and the Feywild of Thelanis. These Khoravar often become druids or warlocks with archfey patrons.
+
+
Khoravar Traits
+
Creature Type: Humanoid
+
Size: Medium (about 4–6 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
+
Speed: 30 feet
+
+
As a Khoravar, you have these special traits.
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Darkvision. You have Darkvision with a range of 60 feet.
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Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.
+
Fey Gift. You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spell you cast with this trait (chosen when you select this species).
+
Lethargy Resilience. When you fail a saving throw to avoid or end the Unconscious condition, you can succeed instead. Once you use this trait, you can’t do so again until you finish 1d4 Long Rests.
+
Skill Versatility. You gain proficiency in one skill or with one tool of your choice. Whenever you finish a Long Rest, you can replace it with another skill or tool proficiency.
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You have Advantage on saving throws you make to avoid or end the Charmed condition.
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+ You have Advantage on saving throws you make to avoid or end the Charmed condition.
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+ Fey Gift Khoravar
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You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. Intelligence is your spellcasting ability for the spell you cast with this trait.
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+ You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. Intelligence is your spellcasting ability for this spell.
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+ Fey Gift Khoravar
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You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. Wisdom is your spellcasting ability for the spell you cast with this trait.
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+ You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. Wisdom is your spellcasting ability for this spell.
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+ Fey Gift Khoravar
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You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. Charisma is your spellcasting ability for the spell you cast with this trait.
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+
+ You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. Charisma is your spellcasting ability for this spell.
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When you fail a saving throw to avoid or end the Unconscious condition, you can succeed instead. Once you use this trait, you can’t do so again until you finish 1d4 Long Rests.
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+ When you fail a saving throw to avoid or end the Unconscious condition, you can succeed instead.
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You gain proficiency in one skill or with one tool of your choice. Whenever you finish a Long Rest, you can replace it with another skill or tool proficiency.
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diff --git a/supplements/eberron-forge-of-the-artificer/races/race-shifter.xml b/supplements/eberron-forge-of-the-artificer/races/race-shifter.xml
new file mode 100644
index 00000000..52e6c585
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+++ b/supplements/eberron-forge-of-the-artificer/races/race-shifter.xml
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+
+
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+ Shifter
+ The Shifter species from Eberron: Forge of the Artificer.
+ Wizards of the Coast
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Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but they can enhance their animalistic features temporarily in a process they call “shifting.”
+
Shifters resemble humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also possess prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, the shifter remains clearly identifiable as a Humanoid even when at their most feral.
+
+
Shifter Traits
+
Creature Type: Humanoid
+
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
+
Speed: 30 feet
+
+
As a Shifter, you have these special traits.
+
Bestial Instincts. Channeling the beast within, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.
+
Darkvision. You have Darkvision with a range of 60 feet.
+
Shifting. As a Bonus Action, you can shape-shift to assume a more bestial appearance. This transformation lasts for 1 minute or until you revert to your normal appearance as a Bonus Action. When you shift, you gain Temporary Hit Points equal to 2 times your Proficiency Bonus. You can shift a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+
Whenever you shift, you gain the benefit of one of the following options (choose when you select this species):
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Beasthide. You gain 1d6 additional Temporary Hit Points. While shifted, you have a +1 bonus to your Armor Class.
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Longtooth. When you shift and as a Bonus Action on your other turns while shifted, you can use your elongated fangs to make an Unarmed Strike. If you hit with this Unarmed Strike and deal damage, you can deal Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.
+
Swiftstride. While you are shifted, your Speed increases by 10 feet. Additionally, you can move up to 10 feet as a Reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke Opportunity Attack action.
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Wildhunt. While shifted, you have Advantage on Wisdom checks. Additionally, no creature within 30 feet of you can have Advantage on an attack roll against you unless you have the Incapacitated condition.
As a Bonus Action, you can shape-shift to assume a more bestial appearance. This transformation lasts for 1 minute or until you revert to your normal appearance as a Bonus Action. When you shift, you gain Temporary Hit Points equal to 2 times your Proficiency Bonus. You can shift a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+
Whenever you shift, you gain the benefit of one of the following options (choose when you select this species):
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Beasthide. You gain 1d6 additional Temporary Hit Points. While shifted, you have a +1 bonus to your Armor Class.
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Longtooth. When you shift and as a Bonus Action on your other turns while shifted, you can use your elongated fangs to make an Unarmed Strike. If you hit with this Unarmed Strike and deal damage, you can deal Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.
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Swiftstride. While you are shifted, your Speed increases by 10 feet. Additionally, you can move up to 10 feet as a Reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke Opportunity Attack action.
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Wildhunt. While shifted, you have Advantage on Wisdom checks. Additionally, no creature within 30 feet of you can have Advantage on an attack roll against you unless you have the Incapacitated condition.
+
+
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+ You can shape-shift to assume a more bestial appearance for 1 minute or until you revert to your normal appearance as a Bonus Action. When you shift, you gain {{shifting:thp}} Temporary Hit Points, as well as the following benefits:
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+ Shifting Form
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You gain 1d6 additional Temporary Hit Points. While shifted, you have a +1 bonus to your Armor Class.
+
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+ You gain 1d6 additional Temporary Hit Points. While shifted, you have a +1 bonus to your Armor Class.
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+
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+ Shifting Form
+
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When you shift and as a Bonus Action on your other turns while shifted, you can use your elongated fangs to make an Unarmed Strike. If you hit with this Unarmed Strike and deal damage, you can deal Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.
+
+
+ When you shift and as a Bonus Action on your other turns while shifted, you can use your elongated fangs to make an Unarmed Strike. If you hit with this Unarmed Strike and deal damage, you deal 1d6+{{strength:modifier}} Piercing damage.
+
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+ Shifting Form
+
+
While you are shifted, your Speed increases by 10 feet. Additionally, you can move up to 10 feet as a Reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke Opportunity Attack action.
+
+
+ While you are shifted, your Speed increases by 10 feet. Additionally, you can move up to 10 feet as a Reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke Opportunity Attacks.
+
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+ Shifting Form
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+
While shifted, you have Advantage on Wisdom checks. Additionally, no creature within 30 feet of you can have Advantage on an attack roll against you unless you have the Incapacitated condition.
+
+
+ While shifted, you have Advantage on Wisdom checks. Additionally, no creature within 30 feet of you can have Advantage on an attack roll against you unless you have the Incapacitated condition.
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diff --git a/supplements/eberron-forge-of-the-artificer/races/race-warforged.xml b/supplements/eberron-forge-of-the-artificer/races/race-warforged.xml
new file mode 100644
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+ Warforged
+ The Warforged species from Eberron: Forge of the Artificer.
+ Wizards of the Coast
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Warforged are mechanical beings built as weapons to fight in the Last War. An unexpected breakthrough produced sentient beings made from wood and metal that nevertheless can feel pain and emotion.
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Warforged comprise a blend of organic and inorganic materials. Rootlike cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out an artificer to customize the look of their face, limbs, and plating.
+
+
Warforged Traits
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Creature Type: Construct
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Size: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you select this species
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Speed: 30 feet
+
+
As a Warforged, you have these special traits.
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Construct Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or end the Poisoned condition.
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Integrated Protection. You gain a +1 bonus to your Armor Class. In addition, armor you have donned can’t be removed against your will while you’re alive.
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Sentry's Rest. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious.
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Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
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Tireless. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.
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You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or end the Poisoned condition.
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+ You have Advantage on saving throws to avoid or end the Poisoned condition.
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You gain a +1 bonus to your Armor Class. In addition, armor you have donned can’t be removed against your will while you’re alive.
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+ Armor you have donned can’t be removed against your will while you’re alive.
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You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious.
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+
+ You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious.
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You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.
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+ You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.
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diff --git a/supplements/eberron-forge-of-the-artificer/source.xml b/supplements/eberron-forge-of-the-artificer/source.xml
new file mode 100644
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+ In the shadowed underlayers of Sharn — the City of Towers — secrets trade hands in steam-filled alleys, and invention sparks beneath the weight of power and ambition. Here, Artificers are visionaries who blend spellcraft and invention, using gears and magic in equal measure to turn the impossible into reality. They see the arcane not merely as mystery, but as mechanism — something to be decoded, refined, and brought to life.
+
Forge wonders with the Artificer — the ultimate creative class! This 112-page expansion unlocks your workshop of the arcane:
+
+
5 subclasses (four reimagined and one new): The Cartographer, who charts the unknown with maps that reshape reality.
+
5 revised species, 17 evocative backgrounds, and 28 feats that let your imagination defy gravity.
+
A new spell, bastions, and magical innovations that turn every choice into a creation.
+
3 campaign frameworks to channel Eberron's wild genres: noir intrigue, sky-high pulp, and political peril.
+
20+ new monsters, each tailors to haunt, thrill, or awe in the genre you're forging.