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Catalyst


Hit Points

Hit Dice: d8 per Catalyst level
Hit Points at first Level: Level: 8 + your Constitution modifier
Hit Points at Higher Levels: Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per catalyst level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.

Overview & Creation

Catalysts are often at the forefront of innovation. They may be inventors, alchemists, healers, or artists, but whatever path they choose, they study for years to channel the forces of magic and divinity into that which they create.


Class Features

Optional Rule: Multiclassing   If your group uses the optional rule on multiclassing, here's what you need to know if you choose catalyst as one of your classes.   Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a catalyst.   Proficiencies Gained. If catalyst isn't your initial class, here are the proficiencies you gain when you take your first level as a catalyst: light armor, medium armor, shields, thieves' tools, tinker's tools. Spell Slots. Add half your levels (rounded up) in the catalyst class to the appropriate levels from other classes to determine your available spell slots.   Optional Rule: Firearm Proficiency   The secrets of creating and operating gunpowder weapons have been discovered in various corners of the Plapaneurian multiverse. If your DM uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your catalyst has been exposed to the operation of such weapons, your catalyst is proficient with them.   Magical Tinkering   At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.   Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.   The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.   A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.   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.   Infuse Item   At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.   Catalyst Infusions   Catalysts have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, catalysts seem like wonderworkers, accomplishing in hours what others need weeks to complete.   The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.   Some infusions specify a minimum catalyst level. You can't learn such an infusion until you are at least that level.   Unless an infusion's description says otherwise, you can't learn an infusion more than once.   Infusions Known   When you gain this feature, pick four catalyst infusions to learn, choosing from the "Catalyst Infusions" list. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Catalyst table.   Whenever you gain a level in this class, you can replace one of the catalyst infusions you learned with a new one.   Infusing an Item   Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.   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 Catalyst 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 immediately ends, and then the new infusion applies.   Catalyst Specialist   At 3rd level, you choose the type of specialist you are: Fundamental Catalyst, Divine Catalyst, or Spiritual Catalyst, each of which is detailed at the end of the class's description, after the class features. Your choice grants you features at 5th level and again at 9th and 15th level.   The Right Tool for the Job   At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.   Ability Score Improvement   When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Catalyst Specialist Feature   At 5th level, you gain a feature granted by your Catalyst Specialist choice.   Tool Expertise   Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.   Flash of Genius   Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.   Ability Score Improvement   When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Catalyst Specialist Feature   At 9th level, you gain a feature granted by your Artificer Specialist choice.   Magic Item Adept   When you reach 10th level, you achieve a profound understanding of how to use and make magic items: You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.   Spell-Storing Item   At 11th level, you learn how 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 1st- or 2nd-level spell from the catalyst spell list that requires 1 action to cast (you needn't have it prepared). While holding the object, a creature can take an 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 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.   Ability Score Improvement   When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Magic Item Savant   At 14th level, your skill with magic items deepens more: You can attune to up to five magic items at once. You ignore all class, race, spell, and level requirements on attuning to or using a magic item.   Catalyst Specialist Feature At 15th level, you gain a feature granted by your Catalyst Specialist choice.   Ability Score Improvement   When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Magic Item Master   Starting at 18th level, you can attune to up to six magic items at once.   Ability Score Improvement   When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Soul of Innovation   At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently attuned to. If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your catalyst infusions, causing you to drop to 1 hit point instead of 0.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • your choice of studded leather armor or scale mail
  • thieves' tools and a dungeoneer's pack
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4x10 gp to buy your equipment.


Spellcasting

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.   Tools Required   You produce your catalyst spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.   The Magic of Innovation   As a catalyst, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.   The same principle applies when you prepare your spells. As a catalyst, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.   Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.   Cantrips (0-Level Spells)   At 1st level, you know two cantrips of your choice from the catalyst spell list. At higher levels, you learn additional catalyst cantrips of your choice, as shown in the Cantrips Known column of the Catalyst table. When you gain a level in this class, you can replace one of the catalyst cantrips you know with another cantrip from the catalyst spell list.   Preparing and Casting Spells   The Catalyst table shows how many spell slots you have to cast your catalyst spells. To cast one of your catalyst spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of catalyst spells that are available for you to cast, choosing from the catalyst spell list. When you do so, choose a number of catalyst spells equal to your Intelligence modifier + half your catalyst level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level catalyst, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of catalyst spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Intelligence is your spellcasting ability for your catalyst spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting You can cast an catalyst spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Subclass Options

Catalysts usually specialize in one of three domains: Fundamental Power, Divine Power, or Spiritual Power.   Fundamental Catalysts channel absurdist energy, the fabric of reality, and convergent power into their inventions. Many Fundamental Catalysts charge considerable amounts for their creations, which can often prove useful in higher dimensional strata as tools for channeling the power of Absurdity or neutralizing spells and illusions using the power of Reality. Some highly skilled Fundamental Catalysts may even be capable of harnessing Convergent Power to create tools that can open interdimensional rifts.   Divine Catalysts channel Crustaceous Magic, Noodly Divinity, and Dogmatic Divinity. Catalysts of this specialization often put it to good use at shrines and temples across Plapaneura. They are capable of creating religious icons of true power, which can be used as blessings (or curses, if a particularly spiteful god is channelled), and in some cases can even allow the user to commune directly with the associated deity. These items often contain a fractional part of the god’s energy, and a skilled Divine Catalyst is able to infuse miraculous powers into artifacts of religious significance.   Spiritual Catalysts channel Force of Will, the Element of the Soul, and the Utopian Spirit. These Catalysts usually focus on magic relating to nature and natural creatures. They use ingredients found in nature, often ranging anywhere from common berries to the rarest of Scottly minerals, to channel powerful magics of the body and mind. With the right supplies, a Spiritual Catalyst can strengthen her allies and weaken her enemies, persuade and inspire those around her, and create powerful healing potions with myriad benefits.


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The_Spinosaurus.

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