Magic Items

These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. You design and craft a special saddle or harness to properly aid your Mechanical Servant to serve as a combat-trained mount. Many systems treat magic as energy similar to heat, magnetism, electricity, or movement. Although some humans can be xenophobic, in general their societies are inclusive. Can be made with Rank 25 Alchemy. Most orcs share the violent, savage nature of the orc god, Gruumsh, and are thus inclined toward evil. He can be found in the th floor of the confinement chamber and will be joined by an "imposter" Masakados who acts as a Mag Drain Battery but are not infinite in number.


A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands:. If its wielder refuses to comply with the item's wishes, the item can do any or all of the following:.

On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed , the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success.

Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn. Retrieved from " http: Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages! Terms and Conditions for Non-Human Visitors. Potion of Healing Magic Item. Amulet of Proof against Detection and Location.

Boots of Striding and Springing. Boots of the Winterlands. Cloak of the Manta Ray. Decanter of Endless Water. Dust of Sneezing and Choking. Eyes of Minute Seeing. Eyes of the Eagle. Figurine of Wondrous Power. Gauntlets of Ogre Power. Gloves of Missile Snaring. Gloves of Swimming and Climbing. Helm of Comprehending Languages. Periapt of Wound Closure. Pipes of the Sewers.

Potion of Animal Friendship. Potion of Giant Strength. Potion of Water Breathing. Ring of Mind Shielding. Ring of Water Walking. Robe of Useful Items. Slippers of Spider Climbing. Staff of the Python. Stone of Good Luck Luckstone.

Trident of Fish Command. Wand of Magic Detection. Wand of Magic Missiles. Belt of Giant Strength. Bowl of Commanding Water Elementals. Brazier of Commanding Fire Elementals. Cape of the Mountebank. Censer of Controlling Air Elementals. Iron Bands of Binding. Mantle of Spell Resistance.

Periapt of Proof against Poison. Potion of Gaseous Form. Potion of Mind Reading. Ring of Animal Influence. It may be that some creative players work out a way to make a build based around luck, but most players would be better off not wasting stats in luck.

This is an important consideration because Dark Souls 3 matchmaking matches you up with people in a small range of your level. Hence if you want to find people to play with, you should consider shooting for level as your end-game. The best starting classes are probably the Knight, Warrior, or Pyromancer because they have the lowest amount of luck and it is generally considered a wasted stat point. Note this does not take into consideration starting gear or early game builds, but after around 10 level ups and a few hours of play your starting class makes little difference.

Your email address will not be published. Notify me of followup comments via e-mail. Notify me of follow-up comments by email. Notify me of new posts by email. Help keep this website running! Thanks for any support! If you purchase something through a link, this site may earn a small share of the sale. What do the stats and attributes do? Headgear Slot Unlockable Update. May 17, at 7: November 13, at 8: November 26, at January 4, at January 11, at 6: You gain advantage in any roles involving magic items of which you know the schema for.

At 3rd level, you begin to follow one tradition of magical crafting that you emulate in your creations and infusions:. Along with their smithing talent, they apply this knowledge to craft powerful firearms of mass destruction. As beautiful as horrific, each new creation is a stepping stone to something unparalleled in the rest of the world.

Some of these exotic weapons shape entire wars with their influence on the battlefield and those who underestimate their brutal accuracy will face a technological force to be reckoned with. In addition, you gain your Proficiency Bonus to attack rolls made with ranged weapons, and if you already have proficiency with the ranged weapon in question, you add your proficiency twice to the attack roll.

Beginning at 4th level, your knowledge of arcane engineering allows you to channel your own magic power into a damaging form. On your turn, you can expend spell slots and gain ammunition equal to the slot's level.

Each round thereafter, your Precursor Weapon can either fire or be loaded with ammunition, as a Bonus Action.

If your Precursor Weapon is destroyed, you can always create a new one using your Smith's Tools over the course of three days of work 8 hours each day and by expending gp worth of metal and raw materials.

Beginning at 5th level, the Mechanical Servant and the armorer, form a more potent fighting team. Whenever you attack an enemy, your Mechanical Servant gains advantage on all saving throws and can use its reaction to make an attack against your target, on your turn. Beginning at 8th level, obsessive tinkering has given you the skills to customize your devices, by significantly altering their design and impact the way they act in combat.

Choose either one modification from the List of Precursor Upgrades for your weapon or an upgrade from the List of Mechanical Upgrades for your Servant. You can make additional modifications again at 13th and at 17th level. Beginning at 11th level, your knowledge of metallurgy on weapons and armor allow you to see their weaknesses.

As a Bonus Action on your turn, you can make an ability check with your Smith's Tools to either learn about the construction of a non-magic item or attempt to destroy it, if it isn't being worn or carried. For your convenience, it can expand into its true size only when needed without using an interaction. Once " unshrunk" the weapon remains operational until re-activated to shrink. If your Precursor Weapon gets lost, it is mysteriously found immediately following your next long rest.

At 18th level, the Mechanical Servant can help you fight creatures you can't see. Your inability to see the creature doesn't impose disadvantage on your Attack rolls.

Your construct is aware of the location of the invisible creature within 30 feet of its position. Additionally, whenever the invisible creature attacks your Mechanical Servant, your construct can use its reaction to halve the creature's attack damage. At 20th level, whenever your weapon misfires on your Attack roll, you focus on your target within sight. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Although these artificers revel in imagination and change, this freedom can always twist a situation to their advantage.

An encounter with them can quickly turn into an all-out assault, and it is often extremely dangerous. When you take up the Tradition of the Maverick at 3rd level, you gain Tool Expertise with one Martial Weapon of your choice. When an enemy attack misses you, as a reaction, you can roll a d4 and add the result to one ability check of your choice. Starting at 4th level, a thin sheet of magic begins to flows through your veins and spark from your fingertips.

At any given time you may cast either the Produce Flame [4] or the Shocking Grasp [5] cantrips. Starting at 5th level, you find resourceful ways to use your magic. You may gain a temporary spell slot, by expending 1d4 Hit points per spell level. Temporary spell slots can have a combined level. For example, you can recover either a 2nd-level spell slot or two 1st-level spell slots.

At 6th level, your skill with magical devices allows you to integrate a set of Artisan's Tools onto your Mechanical Servant's design. Beginning at 8th level, the maverick learns how to temporary bestow eldritch magic to an effect they feel they need at the time. You can withdraw your Combat Infusion as a Bonus Action, otherwise, its effect ends within 24 hours or when another creature attempts to wield the infused weapon.

The weapon also becomes magical if it isn't already and any pre-existing magical quality it might have, becomes replaced by one infusion from the following list. You learn an additional Combat Infusion of your choice when you reach 10th, 12th, 14th, 16th, 18th and 20th level. At 9th level, your time between adventures is a great chance to perform research and show to the world what you are capable of.

Make three improvements of your choice to your Mechanical Servant, from the List of Mechanical Upgrades. You can choose two additional improvements at 13th level, and one final at 19th level, to make the construct even more efficient. Beginning at 15th level, your keen focus to assess tactical situations allows you to react more quickly in battle.

On your turn, you can choose either to attack thrice instead of just twice or designate two weapons of your choice with a Combat Infusion each, as a Bonus Action. At 17th level, you have an uncanny knack for succeeding when you need to. Additionally, all damage rolls made by a weapon imbued with Combat Infusion , now score a critical hit on a roll of 19 or At 20th level, the maverick becomes intimately familiar with the tools of arcane warfare and attains the pinnacle of resilience in battle.

Whenever you are attacked by a Magical Weapon, you can roll an Intelligence saving throw to resist any of its special qualities from affecting you. On a success, the magic of the weapon fails to affect you. On a failed save, you can reroll your check to receive only half the amount of damage from the attack. They devote their lives to understand how to thread the essence of magic and the marvel of engineering into a perfect fabric. In this never-ending quest, those artificers spend most of their time working out precise designs to construct the creations of their mind by using nothing more than their own two hands and a heap of considerable intelligence.

When you take up the Tradition of the Inventor at 3rd level, you gain Tool Expertise for any ability check you make that uses Tinker's Tools. Additionally, when using a magical item with charges, you may use your spell slots to power the device. By expending one spell slot, you grant the device an additional charge of its effect.

Starting at 4th level, all inventors become accustomed to craft as they travel. Your Magical Tool-belt becomes a "Mobile Workroom" - a portable backpack that holds all of your tools required to craft items. On command, it expands into a suitable work environment in any area you set it up. Any craft that normally would require a special area to craft in, such as a forge or laboratory, no longer requires such an area.

There is no limit on the use of the equipment contained within. Additionally, up to once per week, you may spend up to 1 full day without rest, ignoring any normal penalties for doing so. At 5th level, you dedicate yourself to leaving a mark on the world with what you have crafted.

It is assumed that you were working on your new invention in your leisure time between game sessions , but did not declare what it was until it was finished.

That invention reflects long hours of study, tinkering, and experimentation that allowed you to finally complete it. The item you create must be one magic item of your choice from the following list.

You craft another new invention when you reach certain levels at 9th, 13th, and 17th level. At 8th level, your experiences in building complicated creations efficiently has given you the ability to multitask. Once per day, when you fail an ability check using your Tinker's tools, you can choose to succeed instead. At 10th level, you become more efficient at constantly improving your Mechanical Servant. Put your knowledge to apply up to two upgrades of your choice, from the List of Mechanical Upgrades.

You may alter your chosen upgrades at any given time, for two different ones from the list by taking 24 hours of work, to do so. At 12th level, when looking for tinkering materials, by using your Tinker's Tools you can dismantle two magical items in your possession, and use their components to create a new item of equal rarity.

The construct also now shares a mental connection with the inventor like that of a familiar. At 19th level, you gain an uncanny understanding of how any magical device works and you can expertly operate machines that you have had no prior experience with, simply by touch. You can also sense faults in metal ore, communicate with sentient constructs and Identify the presence of mechanical or magical traps. As an action, you can open your awareness — within 30 feet — to detect and locate a specific magical device known to you.

You can use this feature a number of times equal to your Charisma modifier. Whenever you finish a Long Rest, you regain all expended uses. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated. You can use this feature to examine a fairly simple magical device and disable it or attempt to disarm a mechanical trap or jam a magical lock in either the open or closed position.

As their practice defy the physical world, these artificers thrive on answering the universe's most impenetrable questions with forgotten and long-lost ancient knowledge.

You always have advantage when trying to Identify the chemical makeup of an object. At 4th level, your Magical Tool-belt becomes an Apothecary Satchel, that now also acts as a portable storage for a variety of potions. The magical contents of the bag allow you to pull out the exactly right materials to prepare your formulas, without any roll.

If you lose your satchel, you can create a new one over the course of 1d8 days of work, by expending gp worth of leather, glass, raw materials etc.

When the alchemist would like to craft a potion, they would announce it to their DM. To make a formula you know into a potion requires special preparation of at least 1 minute. For the process of preparing a formula, you must expend a Spell Slot per potion quantity. You regain all expended Spell Slots when you finish a Long Rest. As an action, you can throw or hurl a flask up to 20 feet with a ranged attack as an Improvised Weapon against a creature or object, shattering it on impact.

You know three formulas of your choice from the following list and you learn one additional formula at 6th, 9th, 13th, and 17th levels. Starting at 5th level, you modify your Mechanical Servant to stand apart from the other constructs, in the animating nature of a golem - but with the unique traits of its original design.

The automaton's physical body can be now made out of any semi-natural material component of your choice like stone, iron, wood Additionally, it gains one permanent improvement from the List of Mechanical Upgrades.

Beyond the service of its creator, the golem can now assist with the creation of any item you are able to craft, allowing that item to be completed with half the normal time. At 10th level, the alchemist has gained the skills and knowledge to use their Infuse Magic feature through arcane inscriptions, called Runes.

Different types of Runes channel magic in a certain way to create an effect, though one thing that all runes have in common is that they require to be inscribed on a on any flat surface you designate a wall, a piece of paper, and so on , in order for their magic to take effect.