Artificer
Class ListQuick Start
- 16 STR, 13 DEX, 16 CON, 8 INT, 10 WIS, 12 CHA. Races: Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.
- 11 HP, +8 HP per level. Armor: No armor, 14 ACNo armor, 14 AC. Extra Init: 0+1 Initiative. Saves: +5 STR, +5 CON+5 STR, +5 CON
- Equipment: Items: Greatsword (+5, 2d6) if DPS, or Longsword (+5, 1d8) and Shield (+2 AC) if Tank, two handaxes, explorer's pack, 4 javelins, and 10 gp (0 if you bought a shield).Items: Greatsword (+5, 2d6) if DPS, or Longsword (+5, 1d8) and Shield (+2 AC) if Tank, two handaxes, explorer's pack, 4 javelins, and 10 gp (0 if you bought a shield).
- Skills: +2 Survival, +3 Intimidation+2 Survival, +3 Intimidation.
- Background: Sailor with +5 Athletics, +2 PerceptionSailor with +5 Athletics, +2 Perception.
Level | Proficiency Bonus | Features | infusions known | infused items | cantrips known | 1st | 2nd | 3rd | 4th | 5th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Optional Rule: Firearm Proficiency, Magical Tinkering, Spellcasting | 4 | 2 | 2 | |||||||||||||||
2nd | +2 | Infuse Item | 4 | 2 | 2 | 2 | 3 | |||||||||||||
3rd | +2 | Artificer Specialist | 4 | 2 | 2 | 3 | 4 | 2 | ||||||||||||
4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | 4 | 3 | ||||||||||||
5th | +3 | Extra Attack, Fast Movement | 4 | 2 | 2 | 4 | 2 | 4 | 3 | 2 | ||||||||||
6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | 4 | 3 | 3 | ||||||||||
7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | 4 | 3 | 3 | 1 | |||||||||
8th | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | 4 | 3 | 3 | 2 | |||||||||
9th | +4 | Magic Item Adept | 6 | 3 | 2 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 1 | |||||||
10th | +4 | Path Feature | 8 | 4 | 2 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | |||||||
11th | +4 | Spell-Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
13th | +5 | 8 | 4 | 3 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||||
14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
15th | +5 | Persistent Rage | 10 | 5 | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
17th | +6 | Brutal Critical (3 dice) | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Indomitable Might | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Primal Champion | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Artificer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st
Proficiencies
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, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any two simple weapons |
a light crossbow and 20 bolts |
(a) studded leather armor or (b) scale mail |
thieves’ tools and a dungeoneer’s pack |
1st
Optional Rule: Firearm Proficiency
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
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.
Spellcasting
Cantrips (0-Level Spells)At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting SpellsThe Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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 artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer 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 artificer, 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 lst-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 artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting AbilityIntelligence is your spellcasting ability for your artificer 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 CastingYou can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
[title]Magical Tinkering[/title]
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
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.
[title]Spellcasting[/title]
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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 artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer 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 artificer, 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 lst-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 artificer 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 artificer 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 artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
2nd
Infuse Item
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions KnownWhen 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.
Infusing an ItemWhenever 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 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 Artificer 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.
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
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.
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 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 Artificer 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.
3rd
Artificer Specialist
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
Specialty SourceAlchemist Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Armorer Tasha's Cauldron of Everything
Artillerist Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Battle Smith Tasha's Cauldron of Everything
Eberron: Rising from the Last War
The following domains are unofficial content developed by Eberron writer Keith Baker and released on the Dungeon Master's Guild
The Right Tool for the JobAt 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan'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.
Forge Adept Exploring Eberron
Mastermaker Dread Metrol
Maverick Exploring Eberron
Archived Unearthed Arcana
Archivist Unearthed Arcana 58 - Artificer
Armorer Unearthed Arcana 69 - Subclasses, Part 3
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
Specialty Source
Alchemist Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Armorer Tasha's Cauldron of Everything
Artillerist Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Battle Smith Tasha's Cauldron of Everything
Eberron: Rising from the Last War
The following domains are unofficial content developed by Eberron writer Keith Baker and released on the Dungeon Master's Guild
The Right Tool for the Job
At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan'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.
Forge Adept Exploring Eberron
Mastermaker Dread Metrol
Maverick Exploring Eberron
Archived Unearthed Arcana
Archivist Unearthed Arcana 58 - Artificer
Armorer Unearthed Arcana 69 - Subclasses, Part 3
4th
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
5th
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
[title]Fast Movement[/title]
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
6th
Tool Expertise
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.7th
Flash of Genius
At 7th level, you've gained 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.
At 7th level, you've gained 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.
8th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]9th
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.
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.
10th
Path Feature
[#Primal Path]Path Feature[/#]11th
Spell-Storing Item
At 11th level, you can now 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 lst- or 2nd-level spell from the artificer 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.
At 11th level, you can now 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 lst- or 2nd-level spell from the artificer 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.
12th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]13th
14th
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.
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.
15th
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
16th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]17th
Brutal Critical (3 dice)
[#Brutal Critical]Brutal Critical (3 dice)[/#]18th
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
19th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]20th
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Class Paths
Save & Load
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