Leander Brightwise/Progression

**Leander Brightwise** has progressed through the following levels:

#### Magical Tinkering

At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter this message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines, and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

#### Fighting Initiate

As a variant human, you receive the Fighting Initiate feat. Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

* **Archery**: You gain a +2 bonus to attack rolls you make with ranged weapons.

### Level 2: Artificer 2

#### Artificer Infusions

Beginning at 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

When you gain this feature, pick four artificer infusions to learn. 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. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

When you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If yo udecide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the *Dungeon Master's Guide*).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artifice table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

* **Repeating Shot**. (*Item: a simple or martial weapon with the ammunition property. Requires attunement*). 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 it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses the target.
* **Armor of Magical Strength** (*Item: a suit of armor; requires attunement*). This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
	+ When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to teh roll equal to its Intelligent modifier.
	+ If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
* Enhanced Weapon. (*Item: a simple or martial weapon*). This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
* Mind Sharpener. (*Item: a suit of armor or robes*). The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

### Battle Smith

#### Battle Ready

Beginning at 3rd level, your combat training and your experiments with magic have paid off in two ways:

* You gain proficiency with martial weapons.
* When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

#### Steel Defender

Beginning at 3rd level, your tinkering has borne you a faithful companion, a Steel Defender. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Defender can take any action of its choice, not just Dodge.

If the *Mending* spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Steel Defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new Steel Defender if you have your smith's tools with you. If you already have a Defender from this feature, the first one immediately perishes. The Defender also perishes if you die.

### Level 4: Artificer 4

#### Sharpshooter

You have mastered ranged weapons and can make shots that others fine impossible. You gain the following benefits:

* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
* Your ranged weapon attacks ignore half cover and three-quarters cover.
* Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

### Level 5: Artificer 5

#### Extra Attack

You can attack twice, rather than once, whenever you take the Attack action on your turn.

### Level 6: Artificer 6

#### Artificer Infusions

Beginning at 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

When you gain this feature, pick four artificer infusions to learn. 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. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

When you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If yo udecide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the *Dungeon Master's Guide*).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artifice table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

* **Radiant Weapon**. (*Item: a simple or martial weapon. Requires attunement*). This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder 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. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
* **Replicate Magic Item**. Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items table. A table's title tell syou the level yo umust be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
	+ **Cloak of Elvenkind** (*Wondrous item, uncommon. Requires attunement*). While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

#### Tool Expertise

Beginning at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

### Level 8: Artificer 8

#### Shadow Touched

Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You learn the *Invisibility* spell and one 1st level spell of your choice from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
	+ *False Life*. Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration. **At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

### Level 9: Artificer 9

#### Arcane Jolt

You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your Steel Defender hits a target, you can channel magical energy through the strike to create one of hte following effects:

* The target takes an extra 2d6 force damage.
* Choose one creature or object you can see within 30 of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

### Level 10: Wizard 1

#### Spellcasting

##### Spellbook

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Beginning at 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Your spellbook contains six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

***Copying a Spell into the Book***. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

***Replacing the Book***. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

***The Book's Appearance***. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

##### Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier

**Spell attack modifier** = your proficiency bonus + your Intelligence modifier

##### Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

##### Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

##### Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

### Level 11: Wizard 2

#### Order of Scribes

Beginning at 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

##### Awakened Spellbook

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits:

* You can use the book as a spellcasting focus for your wizard spells.
* When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
* When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

##### Wizardly Quill

As a bonus action, you can also magically create a Tiny quill in your free hand. The magic quill has the following properties:

* The quill doesn't require ink. When you write with it, it produces ink in a color your choice on the writing surface.
* The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
* Yu can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

The quill disappears if you create another one or if you die.

### Level 13: Wizard 4

#### Gift of the Metallic Dragon

You've manifested some of the power of metallic dragons, granting you the following benefits:

* **Draconic Healing**. You learn the *Cure Wounds* spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence.
* **Protective Wings**. Yu can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.