Artificer (Eberron: rising from the last war)
Hit Points
Hit Dice: d8 per Artificer (Eberron: rising from the last war) level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st.
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows
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
Overview & Creation
Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.
Arcane Science
In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running.
During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers’ creations unleashed.
Seekers of New Lore
Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else’s work.
This drive for novelty pushes artificers to become adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research.
Creating an Artificer
When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.
Quick Build
You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the artisan background.
Class Features
Magical Tinkering
At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, 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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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.
Infusions Known
When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section. 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, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136).
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 Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Artificer Infusions
Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.
The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.
Some infusions specify a minimum artificer 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 the infusion more than once.
Boots of the Winding Path
Prerequisite: 4th-level artificer
Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Arcane Focus
Item: A wand (requires attunement)
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
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.
Homunculus Servant
prerequisite: 6th-level artificer
item: a gem worth at least 100 gp or a dragon shard.
You learn the intricate methods for magically creating a Special homonculus that serves you.the item you infuse serves as the creatures heart, around which the creatures body instantly forms.
you determine the homunculus's appearance. some artificers prefer mechanical looking birds, whereas some like winged vials or miniature or animate cauldrons.
the homunculus is friendly to you and your companions, and it obeys your commands. see this creatures statisitcs in the homunculus servant stat block.
in combat the homunculus shares your initiative but takes it turn immediately after yours.it can move and take its reation on its own but the only action it takes is the dodge action unless, unless you use your bonus action to command it to take the action in its stat block or the dash, Disengage, help, hide, or search action.
the homunculus regains 2d6 hit points if the
mending spell is cast on it. if it dies, i vanishes, leaving its heart in its space.
Radiant Weapon
Prerequisite: 8th-level artificer
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.
As a reaction immediately after being hit by a melee attack, the wielder can 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. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.
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.
The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after it hits or misses a target.
Replicate Magic Item
Prerequisite: See below
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.
In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.
Magic Item |
Attunement |
Alchemy Jug |
No |
ArmBlade (detailed in chapter five) |
yes |
Bag of holding |
No |
cap of water breathing |
No |
Goggles of Night |
No |
Prosthetic Limb |
yes |
Rope of climbing |
No |
Sending Stones |
No |
Wand of magic detection |
No |
Wand of secrets |
No |
Replicable Magic Items (6th-Level Artificer)
Magic Item |
Attunement |
Boots of Elvenkind |
No |
Boots of elvenkind |
Yes |
Cloak of Manta ray |
no |
eyes of Charming |
Yes |
Gloves of thievery |
no |
Lantern of Revealing |
no |
Pipe of haunting |
no |
Ring of water walking |
no |
Wand Sheathe (detailed in chapter five.) |
Yes |
|
|
Replicable Magic Items (10th-Level Artificer)
Magic Item |
Attunement |
Boots of striding and springing |
Yes |
Boots of Winterlands |
Yes |
Bracers of Archery |
Yes |
Brooch of shielding |
Yes |
Cloak of protection |
Yes |
Eyes of the Eagle |
Yes |
Gauntlets of Ogre Strength |
Yes |
Gloves of missile snaring |
Yes |
Gloves of swimming and climbing |
Yes |
Hat of disguise |
Yes |
Headband of intellect |
Yes |
Helm of telepathy |
Yes |
Medallion of thoughts |
Yes |
Periapt of wound closure |
Yes |
Pipes of sewers |
Yes |
Quiver of ehlonna |
No |
Ring of Jumping |
Yes |
Ring of Mind shielding |
Yes |
Slippers of spider climbing |
Yes |
Ventilating Lung |
Yes |
Winged boots |
Yes |
Replicable Magic Items (14th-Level Artificer)
Magic item |
Attunement |
Amulet of health |
Yes |
Arcane Propulsion Arm (detailed in chapter 5) |
Yes |
Belt of hill giant strength |
Yes |
Boots of levitation |
Yes |
Boots of speed |
Yes |
Bracers of defense |
Yes |
Cloak of the bat |
Yes |
Dimensional shackles |
No |
Gem of seeing |
Yes |
Horn of blasting |
No |
Ring of Free Action |
Yes |
Ring Of Protection |
Yes |
Ring of the ram |
Yes |
Repulsion Shield
Prerequisite: 8th-level artificer
Item: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.
Resistance Armor
Prerequisite: 8th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Artificer Specialist
At 3rd level, you choose the type of specialist you are: Alchemist or Artillerist, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level.
The Right Tool For The Job
At 3rd Level, you learn how to produce exactly the tool you need: with tinkers tools in hand, you can magically create one set of artisans tools in an unoccupied space within 5 ft 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, 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.
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 nuber of time equal to your intelligence modifier (minimum of once). you regain all expended uses when you finish a long rest
Magic Item Adept
When you reach 10th level, you achieve a profound understanding of hop to use and make magic items:
- you can attune 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
When you reach 11th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. if the spell require concentration, the creature must concentrate.
The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.
Magic Item Savant
at 14th level, your skill with magic items deepens more:
- you can attune up to 5 magic items at once.
- you ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magic Item Master
Starting at 18th level you can attune up to 6 magic items at once.
Soul of Artifice
At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you.
- You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
- If you are reduced to 0 hitpoints, but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hitpoint instead of 0.
Starting 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
Spellcasting
You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited 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 through various items.
Tools Required
You produce your artificer 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.
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.
Cantrips
At 1st level, you know two cantrips of your choice from the artificer spell list below. 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 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 artificer spells requires time spent in 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.
The magic of Artifice
As an artificer, 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 an artificer, 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 shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy.
Such details don’t limit you in any way or provide you with any benefit. 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.
Subclass Options
Alchemist
An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.
Tool Proficiency
when you adopt this proficiency at 3rd level, you gain proficiency with alchemists supplies. if you already have that proficiency, you gain proficiency with one other type of artisans tools of your choice.
Alchemist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Experimental Elixir
Beginning at 3rd level, Whenever you finish a long rest, you can magically produce an
experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixirs effect, which is triggered when someone drinks the elixir. As an Action, a creature can drink the Elixir or administer it to an incapacitated creature.
Creating an
experimental elixir requires you to have Alchemist supplies on your person, and any elixir you create with this feature lasts until drunk or until the end of your next long rest.
When you reach certain levels in the class, you can create make more elixirs at the end of a long rest.: two at 6th level, and three at 15th. you for each elixirs effect independently. each elixir requires its own flask.
You can create Additional
experimental elixirs by expending a spell slot of 1st level or higher for each one.when you do so, you use your action to create the elixir in a flask you touch, and you choose the elixirs effect from the Experimental Elixirs
EXPERIMENTAL ELIXIR
d6 |
Effect |
1 |
Healing. The drinker regains a number of hitpoints equal to 2d4 + your Intelligence modifier |
2 |
Swiftness. the Drinkers walking speed increases by 10 feet for 1 hour. |
3 |
Resilience. The drinker gains a +1 to AC for 10 minutes. |
4 |
Boldness. the drinker can roll a d4 and add the number rolled to every attack or saving throw they make for the next minute. |
5 |
Flight. The drinker gain a flying speed of 10 feet for 10 minutes. |
6 |
Transformation. The Drinkers body is transformed as if by an alter self spell. The drinker determines the transformation caused by the spell, the effects of which last 10 minutes. |
Alchemical Savant
At 5th level, you develop masterful command of magical chemicals., enhancing healing and damage you create through them. whenever you cast a spell using your alchemists 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, necrotic, or poison damage, and the bonus equals your intelligence modifier. (minimum of +1)
Restorative Reagents
Starting at 9th level, you can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an experimental elixir you created, the creature gains temporary hitpoints equal to 2d6+your Intelligence modifier. (minimum of 1 temporary hitpoint)
- Yuo can cast lesser restoration without expending a spell slot 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.
Chemical Mastery
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments.
- You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
- you can cast greater restoration and heal without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. once you cast either spell with this feature you cann't cast that spell with it again until you finish a long rest.
Artillerist
An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.
Tool proficiency
when you adopt this proficiency at 3rd level, you gain proficiency with woodcarvers tools. if you already have that proficiency, you gain proficiency with one other type of artisans tools of your choice.
Artillerist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Eldritch Cannon
At 3rd level, you learn how to create an Eldritch cannon. With your smith’s tools in hand, you can take an action to magically summon a Tiny or small turret in an unoccupied space on a horizontal surface within 5 feet of you. the small turret occupies its space, and the tiny one can be held in your hand.
The Cannon is a magical object and at your discretion has crablike legs. regardless of size it has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.
When you summon the Cannon, you decide which type it is, choosing from the options on the Eldritch Cannon table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.
You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the Cannon by expending a spell slot of 1st level or higher. If you summon a second Cannon, the first Cannon disappears.
As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.
Eldritch Cannons
Turret |
Activation |
Flamethrower |
The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make 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. The fire ignites any flammable objects in the area that aren’t being worn or carried. |
Force Ballista |
Make a ranged spell attack, originating from the turret, 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 turret. |
Defender |
The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Arcane Firearm
By 5th level, you now know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. Whenever you finish a long rest you can use woodcarvers tools to carve special sigils into a wand, staff, or rod and thereby turn it into your Arcane Firearm. the sigils disappear if you later you 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 a d8, and you gain a bonus to one of the spells damage rolls equal to the number rolled.
Explosive Cannon
starting at 9th level, every eldritch cannon you create is more destructive.
- the cannons damage rolls all increase by 1d8
- as an action, you can 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 3d8 force damage on a failed save or half as much on a successful one
Fortified Position
Starting at 15th level, you’re a master at Forming a well-defended emplacement.
- You and your allies have half cover while within 10 feet of a turret you create with eldritch cannon, as a result of a shimmering field of magical protection that the turret emits.
- You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn’t disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets. after you create a turret(s) for free, you must use one spell slot for each cannon created, but can create both in one action. you cannot have more than two cannons active at a time.
Battle Smith
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.
Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles.
Tool Proficiency
when you adopt this proficiency at 3rd level, you gain proficiency with smith's tools. if you already have that proficiency, you gain proficiency with one other type of artisans tools of your choice.
Battle Smith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic and 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, for the attack and damage rolls.
Steel Defender
By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the
Iron Defender stat block.
In combat, the iron 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 one of the actions in its stat block or the Dash, Disengage, or Help action.
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 iron 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 iron defender if you have your smith’s tools with you. If you already have an iron defender from this feature, the first one immediately perishes.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the attack action
Arcane Jolt
At 9th level, you learn new ways to channel arcane energy to harm or heal
when you either hit a target with a weapon attack or your steel defender hits a target, you can channel magical energy through he strike to create one of the following effects.
- the target takes an extra 2d6 force damage.
- choose one creature or object you can see within 30 feet of of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
Improved Defender
At 15th level, your Arcane Jolt and iron defender become more powerful:
- The extra damage and the healing of your Arcane Jolt both increase to 4d6.
- Your steel defender gains a +2 bonus to Armor Class
- whenever your steel defender uses its deflect attack, the attacker takes force damage equal to 1d4 + your intelligence modifier
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | Spell Slots: | 1st | 2nd | 3rd | 4th | 5th |
---|
1st | +2 | Magical Tinkering, Spellcasting | — | — | 2 | | 2 | — | — | — | — |
2nd | +2 | Infuse Item | 3 | 2 | 2 | | 2 | — | — | — | — |
3rd | +2 | Artificer Specialist, the right tool for the job | 3 | 2 | 2 | | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 2 | | 3 | — | — | — | — |
5th | +3 | Artificer specialist feature | 4 | 2 | 2 | | 4 | 2 | — | — | — |
6th | +3 | Tool Expertise | 4 | 3 | 2 | | 4 | 2 | — | — | — |
7th | +3 | Flash of genius | 5 | 3 | 2 | | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 3 | 2 | | 4 | 3 | — | — | — |
9th | +4 | Artificer Specialist feature | 5 | 3 | 2 | | 4 | 3 | 2 | — | — |
10th | +4 | Magic Item Adept | 5 | 3 | 3 | | 4 | 3 | 2 | — | — |
11th | +4 | Spell storing item | 6 | 4 | 3 | | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 6 | 4 | 3 | | 4 | 3 | 3 | — | — |
13th | +5 | — | 6 | 4 | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | Magic item Savant | 6 | 4 | 4 | | 4 | 3 | 3 | 1 | — |
15th | +5 | Artificer Specialist Feature | 7 | 4 | 4 | | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 7 | 5 | 4 | | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 7 | 5 | 4 | | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magic Item Master | 7 | 5 | 4 | | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 8 | 5 | 4 | | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 8 | 5 | 4 | | 4 | 3 | 3 | 3 | 2 |