Artificer

Artificer

Level PB Class Features Spells Known 1st 2nd 3rd 4th 5th Infusions Known
1st +2 Artificer Specialty, Infusions - - - - - - 2
2nd +2 Spellcasting 2 2 - - - - 3
3rd +2 Artificer Specialty Feature 3 3 - - - - 3
4th +2 Ability Score Improvement 3 3 - - - - 3
5th +3 Artificer Specialty Feature 4 4 2 - - - 4
6th +3 Adjustable Inventions, Tool Expertise 4 4 2 - - - 4
7th +3 Flash of Genius 5 4 3 - - - 4
8th +3 Ability Score Improvement 5 4 3 - - - 5
9th +4 Artificer Specialty Feature 6 4 3 2 - - 5
10th +4 Magic Item Master (4) 6 4 3 2 - - 5
11th +4 Wondrous Item 7 4 3 3 - - 6
12th +4 Ability Score Improvement 7 4 3 3 - - 6
13th +5 - 8 4 3 3 1 - 6
14th +5 Arcane Breakthrough, Magic Item Master (5) 8 4 3 3 1 - 7
15th +5 Artificer Specialty Feature 9 4 3 3 2 - 7
16th +5 Ability Score Improvement 9 4 3 3 2 - 7
17th +6 - 10 4 3 3 3 1 8
18th +6 Magic Item Master (6) 10 4 3 3 3 1 8
19th +6 Ability Score Improvement 11 4 3 3 3 2 8
20th +6 Soul of Artifice 11 4 3 3 3 2 8
 

Masters of Innovation

Relentless in their pursuit of innovation, artificers are defined by their insatiable curiosity and willingness to push the limits of arcane invention, even at great risk to themselves. For most artificers, they stake their personal value on the fruits of their experimentation, and they see mastering the basics of their chosen craft as the first step toward true greatness.

Deep down, the goal of every artificer is the discovery of a new groundbreaking invention, magical or otherwise. Some artificers are engineers, students of science and warfare, who bring their considerable intellect to bear to construct deadly weapons augmented with magic. Others view themselves as artists, combining the rigid formulas of arcane magic with the artisanal touch of their own specialized tools.

Fierce Rivalries

Almost every artificer has a rival, most often another artificer who they seek to outdo at every turn. These intense rivalries are the sole motivation of some artificers, and outdoing their rival is more valuable then any fame or riches they could gain from their discoveries. Many are willing to risk everything they have to achieve at a new breakthrough before their rival.

By the same token, artificers with similar philosophies and aims often band together in loose artisan's guilds. They share insights and discoveries, hoping to keep ahead of rival guilds by pooling resources and working as a team. However, even when working together, most artificers are protective of any insights they think could lead to a groundbreaking discovery.

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
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, hand crossbows, simple firearms
tools: Thieves' tools, tinker's tools, one type of artisan's tools
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, Culture, Engineering, History, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • a simple weapon and a set of artisan's tools of your choice

  • (a) studded leather or (b) scale mail

  • A light crossbow and 20 bolts

  • Tinker's tools and a dungeoneer's pack

spellcasting:

Using your signature tools and your own special brand of arcane magic, you can produce spell effects from strange and wondrous objects. See chapter 11 of the Player's Handbook for the general rules of spellcasting and the artificer spell list included with this class for your list of spells.

 

Spell Slots

The Artificer table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast a spell, you must expend a slot equal to the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either spell slot.

 

Spells Known of 1st-Level and Higher

You know two 1st-level spells of your choice from the artificer spell list. The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice. Each spell must be of a level for which you have spell slots. For example, when you reach 5th level in this class, you can learn one new artificer spell of either 1st or 2nd-level.

When you gain a level, you can choose one artificer spell you know and replace it with another spell from the artificer spell list that is of a level for which you have spell slots.

 

Spellcasting Ability

Intelligence is your spellcasting ability for artificer spells, as your understanding of the theory behind magic to produce spells. You use Intelligence whenever an artificer spell refers to your spellcasting ability, and 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
 

Spellcasting Focus

You must use either your tinker's tools, a set of artisan's tools with which you are proficient, or an item bearing one of your Infusions as spellcasting focus for your artificer spells.

While you have access to your tinker's tools or a set of artisan's tools with which you are proficient, you know the mending cantrip and the identify spell, but they don't count against your total number of Spells Known. You can cast identify normally by expending a spell slot, or as a ritual.

class features:

Artificer Specialty

At 1st level, choose your Artificer Specialties. Your Artificer Specialty grants features at 1st level, and again when you reach 3rd, 5th, 9th, and 15th level in this class.

Specialty Spells

Each Specialty has a list of spells that you gain at the artificer levels noted in its description. These count as artificer spells for you, but they don't count against your total Spells Known.

 

Infusions

You have learned to infuse objects with your signature brand of magic. At 1st level, you learn two Infusions of your choice from the list at the end of this class. As you gain levels in this class, you learn additional Infusions, as shown in the Infusions Known column of the Artificer table.

At the end of a long rest, if you have access to your tinker's tools, or a set of artisan's tools that you are proficient with, you can replace one of your Infusions Known with another Infusion of your choice that you meet the prerequisites for.

  Infusing an Object

At the end of a long rest, you can use your tinker's tools, or a set of artisan's tools that you are proficient with, to touch a nonmagical object, imbuing it with one Infusion you know. If the Infusion requires attunement, you can attune the instant you infuse the item, or you can forgo attunement so another creature can attune to it. If you decide to attune to the item later, you must follow the normal attunement process.

The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). Infusions vanish immediately if you give up your knowledge of one to learn another, or imbue the Infusion into another object.

You can infuse more than one nonmagical object at the end of each long rest, up to one for each Infusion you know. You must touch each of the objects, and each Infusion can be in only one object at a time, but, no object can bear more than one Infusion at a time. If you transfer an Infusion to a new object, the previous instance of that Infusion immediately ends, and then the Infusion applies to the new object.

 

Ability Score Improvement

 

When you reach 4th level, 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.

 

Adjustable Inventions

Starting at 6th level, you can alter and adjust your Infusions in order to better meet the challenges at hand. At the end of a short rest, so long as you have access to your tinker's tools, or a set of artisan's tools with which you are proficient, you can replace one of your Infusions Known with another Infusion of your choice, immediately imbuing it into an object you touch.

If the Infusion requires attunement, it follows the normal rules for attuning to an Infused item. If the Infused item has charges, it has zero charges until you complete a long rest.

Once you use this ability you must complete a long rest before you can use it again.

 

Tool Expertise

There are few who can match an artificer's raw skill with their tools. Beginning at 6th level, whenever you make an ability check that uses a tool with which you are proficient, you can add double your proficiency bonus to your roll.

Flash of Genius

Beginning at 7th level, your analytical mind can offer insights and suggestions at a moment's notice. As a reaction, when you, or another creature you can see within 30 feet, makes an ability check or a saving throw, you can add your Intelligence modifier (minimum of +1) to the result of the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

 

Magic Item Master

You have gained a deep understanding of the inner workings and creation of magic items. Beginning at 10th level, you can attune to up to four magic items at once, and for you, crafting a magic item with a rarity of Common or Uncommon takes a quarter of the normal time and costs half the normal gold.

The number of magic items you can attune to at one time increases at 14th level (5 items) and 18th level (6 items).

 

Wondrous Item

Starting at 11th level, you master the storing of magic within the mundane. At the end of each long rest, you can touch one weapon or item and imbue it with an artificer spell of 1st or 2nd-level of your choice, that has a casting time of 1 action.

While holding the item, any creature can use an action to cast the imbued spell using your spellcasting ability modifier. If it requires concentration, they must concentrate on it.

The spell stays imbued 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.

 

Arcane Breakthrough

Beginning at 14th level, your expert understanding of magic items allows you to attune to any magic item regardless of any alignment, class, race, spell, or level requirements.

 

Soul of Artifice

You imbue a spark of your own essence in the magic items you bear. At 20th level, you gain a +1 bonus to all saving throws for each magic item you are attuned to. In addition, if you are reduced to 0 hit points but not killed out-right, you can choose to to end your attunement to one magic item or Infusion, causing you to drop to 1 hit point instead of 0.



ARCANE INFUSIONS

ARCANE INFUSIONS

Below are the Infusions available to an artificer. Some have a level prerequisite. Any level refers to your artificer level, and you must meet the prerequisite level in order to learn the Infusion or gain its increased benefits. You can learn an Infusion at the same time you meet its prerequisites. Your Infusions use your Spellcasting ability and Spell Save DC.

 

Arcane Firearm

Item: A rod or wand

This tiny length of wood is infused with a cantrip of your choice from the wizard spell list. As an action, a creature can produce the imbued cantrip from the object.

Arm Launcher

Item: A glove or gauntlet

This tiny magical launcher can be loaded with a Tiny object, including but not limited to; ball bearings, a vial of acid, or holy water. As a bonus action the wearer can activate the launcher and make a ranged attack at a target up to 20 feet away. The launcher can be reloaded as an action.

 

Enhanced Arcane Focus

Item: A rod, staff, or wand (requires attunement)

This item grants the user +1 bonus to spell attack rolls, and they can ignore half cover when making a spell attack.

This bonus increases at 9th level (+2) and 15th level (+3)..

 

Enhanced Defense

Item: A suit of armor or a shield

This item grants the user +1 bonus to their armor class while wearing (armor) or wielding (shield) the infused item.

This bonus increases at 9th level (+2) and 15th level (+3).

 

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants the user a +1 bonus to any attack and damage rolls they make with it.

This bonus increases at 9th level (+2) and 15th level (+3).

Featherweight Belt

Item: A belt or cloak (requires attunement)

When worn, this magic belt reduces the user to one-tenth of their weight without decreasing their physical abilities.

Starting at 9th level it reduces the wearer to one-hundredth of their weight without decreasing their physical abilities.

 

Featherweight Weapon

Item: A heavy or two-handed weapon (requries attunement)

This magic weapon no longer has either the heavy or two-handed property (your choice upon infusion).

At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level.

 

Goggles of Clearsight

Item: A pair of goggles or glasses

While wearing these goggles, the wearer can see through lightly obscured areas without disadvantage on Wisdom (Perception) checks. In addition, the wearer no longer suffers the negative effects from the Sunlight Sensativity trait, and they have advantage on saving throws to resist being blinded.

 

Power Whip

Item: A whip or chain

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it's damage die increases to 1d8.

This bonus increases at 9th level (+2) and 15th level (+3).

 

Repeating Shot

Item: A ranged weapon (requires attunement)

This magic weapon ignores the loading property if it has it. If you load no ammunition into the weapon it produces its own, creating one piece of magical ammunition when you make a ranged attack with it. This magical ammunition vanishes the instant after it hits or misses the target.

At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level.

 

Replicate Minor Magic Item

Using this Infusion, you can replicate any common magic item, or a magic item from the list below. You can learn this infusion multiple times, choosing a different item each time.

  • Alchemy Jug
  • Rope of Climbing
  • Bag of Holding
  • Sending Stones
  • Cap of Water Breathing
  • Wand of Magic Detection
  • Goggles of Night
  • Wand of Secrets
 

Adamant Defender

Prerequisite: Battle Smith specialty
Item: Your steel defender (requires attunement)

Your steel defender gains the following benefits:

  • Critical hits against the steel defender become normal hits.
  • Your steel defender’s maximum hit points increase by an amount equal to your level in this class.
  • Your steel defender gains a +1 bonus to melee weapon attack and damage rolls. When you reach 10th level in this class, this bonus increases to +2.
 

Book of Scholastic Mysticism

Item: A book worth at least 10 gp (requires attunement by a spellcaster)

When you use this infusion, choose one school of magic. A creature attuned to this book may study it for 10 minutes to add two spells of its choice from the chosen spell school to its spellcasting list. These spells must be of a level which the creature can cast and are considered known and prepared by the creature without counting against their spells known or prepared. These benefits continue until the creature loses attunement to the item or studies the book again.

 

Enhanced Tools

Item: A tool kit

This magic tool kit grants a +2 bonus to ability checks that add proficiency with the tool kit to the roll.

This bonus increases to +3 when you reach 10th level in this class.

 

Infernal Implant

Prerequisite: Machine Cultist specialty
Item: A piece of machinery

Using this infusion, you implant a piece of machinery into your body and infuse it with the hellish resonance of the Dread Machine. You gain an Eldritch Invocation of your choice. You must meet the prerequisites to take an Eldritch Invocation gained from the infusion with your artificer level counting as your warlock level for the purposes of meeting a level prerequisite. In addition, if the Eldritch Invocation uses your Charisma or Charisma modifier you can use your Intelligence or Intelligence modifier instead.

 

Iron Feather Armor

Prerequisite: Armorer specialty
Item: A suit of armor

The wearer of the armor gains these benefits:

  • The wearer counts as one size larger when determining carrying capacity and the weight they can push, drag, or lift.
  • The wearer has advantage on saving throws against being knocked prone or moved against their will.

When you reach 10th level in this class, the wearer gains an additional benefit:

  • The wearer can use a bonus action to gain a flying speed of 60 feet for up to 10 minutes. Once this bonus action is used, it cannot be used again until the wearer finishes a short or long rest.

Modular Mastery

Prerequisite: Reanimator specialty

Using this infusion, you can choose an additional macabre module to upgrade your composite golem when you finish a long rest. It gains the benefit of this module until you use this infusion again to choose a different module.

Starting at 9th level, you can choose two additional macabre modules to your composite golem when you finish a long rest.

 

Potion Injection Projector

Item: A crossbow, any

Using this infusion, you turn a crossbow into a longrange potion dispenser. While changed in this way, the crossbow cannot be used as a weapon. While holding this crossbow, you can use a bonus action to load a potion into the syringe. As an action you can fire a syringe at a creature you can see within the crossbow’s normal range. Unwilling creatures can make a Dexterity saving throw against your artificer spell save DC, avoiding the syringe on a successful saving throw.

A creature hit by the crossbow’s syringe gains the effect of having consumed the potion you last loaded into it.

 

Returning Weapon

Item: A weapon with the thrown property

After making a ranged attack this magic weapon, whether you hit or miss, it immediately returns to the wielders hand.

At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level.

 

Spellslinger’s Sidearm

Prerequisite: Artillerist specialty
Item: A rod, staff, or wand (requires attunement)

While holding this item, a creature who makes a spell attack roll can reroll any damage dice that show 1 or 2. They must use the second result.

 

Homing Weapon

Prerequisite: 5th level artificer
Item: A ranged or thrown weapon

The wielder of this magic weapon ignores the disadvantage imposed when attacking at the weapon's long range.

At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level.

 

Immovable Boots

Prerequisite: 5th level artificer
Item: A pair of boots (requires attunement)

When the user is standing on a flat surface, they can use an action to activate the boots, magically fixing the user in place. Until you use an action to deactivate the boots, you do not move, even if you are defying gravity.

A creature can use an action to make a DC 30 Strength check, separating your boots from the surface on a success.

Infiltrator Armor

Prerequisite: 5th level artificer
Item: A suit of armor (requires attunement)

This magic suit of armor retains its weight, but is formfitting, wearable under clothing, and virtually weightless. The wearer of htis armor has advantage on Dexterity (Stealth) checks.

If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other.

 

Light Blade

Prerequisite: 5th level artificer
Item: A sword hilt or wand (requires attunement)

While grasping the item, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or dissapear, from the end of the item. While the blade exists, this magic item is a simple weapon with the finesse property. The luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.

The wielder gains a +1 bonus to attack and damage rolls made with this weapon, which deals 1d8 radiant damage on hit. Undead take an additional 1d8 radiant damage. The bonus to attack and damage rolls becomes +2 at 15th level.

Radiant Weapon

Prerequisite: 5th level artificer
Item: A melee weapon (requires attunement)

As a bonus action, the wielder can cause this weapon to emit bright light in a 30-foot radius, and dim light 30 feet beyond that. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. When the wielder hits a creature with a melee attack, they can expend 1 charge and force the target to make a Constitution saving throw against your artificer spell save DC. On a failed save, the creature is blinded until the start of your next turn. The weapon regains all expended charges at dawn.

At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level.

 

Replicate Greater Magic Item

Prerequisite: 5th level artificer

Using this Infusion, you can replicate any uncommon magic item that doesn't require attunement, or a magic item from the list below. You can learn this Infusion multiple times, but you must choose a different magic item each time.

 
  • Boots of Elvenkind
  • Eyes of the Eagle
  • Brooch of Shielding
  • Hat of Disguise
  • Cloak of Elvenkind
  • Lantern of Revealing
  • Cloak of the Manta Ray
  • Ring of Jumping
  • Eyes of Charming
  • Slippers of Spider Climbing
 

Repulsion Gauntlets

Prerequisite: 5th level artificer
Item: A pair of gloves or gauntlets (requires attunement)

These magical gauntlets have 4 charges. When the wearer hits a creature with an unarmed strike they can expend 1 charge and force the target to make a Strength saving throw. On a failed save, the creature is knocked back 15 feet. The gauntlets regain all expended charges at dawn.

At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level.

 

Repulsion Shield

Prerequisite: 5th level artificer
Item: A shield (requires attunement)

This magic shield has 4 charges. When the wielder is hit by a melee attack, they can force the attacker to make a Strength saving throw. On a failed save, the attacker is knocked back 15 feet. The shield regains all expended charges at dawn.

At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level.

 

Ring of Proficiency

Prerequisite: 5th level artificer
Item: A ring

The wearer gains proficiency with in skill, tool, or weapon, or they learn one language (your choice upon Infusion). It must be a proficiency or language that you know.

War Gauntlet

Prerequisite: 5th level artificer
Item: An armored gauntlet and a martial weapon or shield

You attach either a martial weapon lacking the heavy or two handed properties, or a shield to the gauntlet. The wearer gains proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active.

 

Armor of Magical Strength

Prerequisite: 9th level artificer
Item: a suit of armor (requires attunement)

The wearer of this magical armor can use their Intelligence, in place of their Strength, for any ability checks or saving throws they make that are based on their Strength.

 

In addition, this armor has 4 charges. As a reaction when the wearer would be knocked prone or moved against their will, they can expend 1 charge to remain standing or not move. The armor regains all charges at the end of a long rest.

 

Boots of the Winding Path

Prerequisite: 9th level artificer
Item: A pair of boots (requires attunement)

The wearer of these magical boots can use a bonus action to teleport up to 15 feet to an unoccupied space they can see.

 

Chameleon Armor

Prerequisite: 9th level artificer
Item: a suit of armor (requires attunement)

This armor has 4 charges. While wearing this magical armor the wearer can use an action to expend charges and cast one of the following spells, targeting only themselves: invisibility (2 charges) or greater invisibility (4 charges). This armor regains all expended charges daily at dawn.

 

Elemental Weapon

Prerequisite: 9th level artificer
Item: A melee weapon (requires attunement)

You infuse a weapon with elemental energy. Upon infusion, choose a command word and one of the following damage types: acid, cold, fire, poison, or lightning. As a bonus action, the wielder can speak the command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On hit, the weapon deals an additional 1d4 of the elemental damage.

The additional damage becomes 1d6 at 15th level.

 

Resistant Armor

Prerequisite: 9th level artificer
Item: A suit of armor (requires attunement)

The wearer of this magical armor has resistance to one of the following damage types; acid, cold, fire, lightning, necrotic, poison, radiant, or thunder (your choice upon Infusion).

At 15th level you can choose force or psychic damage.

 

Replicate Advanced Magic Item

Prerequisite: 9th level artificer

Using this Infusion, you can replicate any uncommon magic item that requires attunement, or a magic item from the list below. You can learn this Infusion multiple times, but you must choose a different magic item each time.

  • Boots of Striding & Springing
  • Helm of Telepathy
  • Boots of the Winterlands
  • Medallion of Thoughts
  • Bracers of Archery
  • Necklace of Adaptation
  • Cloak of Protection
  • Periapt of Wound Closure
  • Gauntlets of Ogre Power
  • Pipes of the Sewer
  • Gloves of Missile Snaring
  • Portable Hole
  • Gloves of Swimming & Climbing
  • Ring of Mind Shielding
  • Headband of Intellect
  • Winged Boots
 

Ring of the Elements

Prerequisite: 9th level artificer
Item: A ring (requires attunement)

Upon infusing this magic ring you select one of the following damage types: acid, cold, fire, poison, lightning, or thunder.

When the wearer casts a spell that deals the damage type that you selected, they can activate this ring to deal maximum damage to one target of the spell instead of rolling.

Once this ring is activated it cannot be used again until the wearer completes a short or long rest.

 

Gauntlets of the Guardian

Prerequisite: 15th level artificer
Item: A pair of gauntlets (requires attunement)

These magic gauntlets are infused with an arcane pulling force. When the wielder has a free hand, and a Huge or smaller creature ends its turn within 30 feet, they can use their reaction and force it to make a Strength saving throw. On a failed save, the creature is pulled 30 feet toward them, to an unoccupied space of their choice. If they pull the target within 5 feet, they can make one weapon attack against it.

 

Helm of Mind Shielding

Prerequisite: 15th level artificer
Item: A helm, hat, or diadem (requires attunement)

The wearer of this magic helm is resistant to psychic damage, immune to the charmed and frightened conditions, and any magic that allows another creature to read their thoughts or telepathically communicate with them.

 

Masterwork Homunculus

Prerequisite: 15th level artificer

You have discovered the secrets to the creation of life. You learn the clone spell. It counts as an artificer spell for you, but it doesn't count against your number of Spells Known. You can cast clone without expending a spell slot as long as you have the material components available.

If you replace this Infusion with another at any point during the incubation period, the spell immediately fails.

 

Replicate Masterwork Magic Item

Prerequisite: 15th level artificer

Using this Infusion, you can replicate any rare magic item that doesn't require attunement, or a magic item from the list below. You can learn this Infusion multiple times, but you must choose a different magic item each time.

  • Belt of Hill Giant Strength
  • Gem of Seeing
  • Boots of Levitation
  • Horn of Blasting
  • Boots of Speed
  • Ring of Evasion
  • Bracers of Defense
  • Ring of Free Action
  • Cape of the Mountebank
  • Ring of Protection
  • Cloak of Displacement
  • Ring of the Ram
  • Cloak of the Bat
  • Robe of Eyes
  • Dimensional Shackles
  • Rope of Entanglement
 

Ship of Sky Sailing

Prerequisite: 15th-level artificer
Item: A sea vehicle

This sea vehicle gains a fly speed equal to twice its normal speed.


 
subclass options:

Aeronaut

Aeronaut

The most dangerous Specialty that an artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials and experiments, always striving for their goal of mechanical flight. Though many of their attempts end in catastrophic failure, nothing can dampen an Aeronaut's spirits while they pursue the creation of the perfect flying machine.

 

Tools of the Trade

When you adopt the Aeronaut Specialty at 1st level, you gain proficiency with woodcarver's tools. If you are already proficient with woodcarver's tools, you gain proficiency with another set of artisan's tools of your choice.

 

Skyfall Harness

At 1st level, you craft for yourself the signature safety harness of an Aeronaut. It is sized to fit you and can be worn over your clothing or light armor. The harness has wing-like fins between your limbs that can slow your fall or allow you to glide. When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall. You cannot move further than twice your current speed in this way per turn.

 

Aeronaut Spells

Artificer LevelSpell
2ndfeather fall, zephyr strike
5thdust devil, warding wind
9thfly, wind wall
13thdeath ward, summon elemental (air)
17thcontrol winds, steel wind strike

Flying Machine

Starting at 3rd level, at the end of a long rest, you can use your woodcarver's tools to construct a Flying Machine. You choose the Machine's appearance, but it has no effect on its abilities. Your Flying Machine has the following features:

  • It is a magic item that requires attunement, and it can be used as a spellcasting focus for your artificer spells.
  • It is built to fit your size, and it attaches to your Skyfall Harness (which is usable with your Flying Machine).
  • You gain a flying speed of 15 feet, which increases as you gain levels in this class; at 5th level (20 feet), 9th level (30 feet), and in finally at 15th level (60 feet).

You can only have one Flying Machine at a time, and creating another causes the other to fall into disrepair.

 

Extra Attack

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

 

Aerial Maneuvers

You have greatly improved the speed of your Flying Machine. Starting at 9th level, while wearing your Flying Machine, you can take the Dash action as a bonus action on your turn.

In addition, while you have your flying machine equipped, you gain a bonus to your Dexterity ability checks and saving throws equal to your Intelligence modifier (minimum of +1).

 

Master Aeronaut

You have become a master of Aeronaut artifice. Beginning at 15th level, while wearing your Flying Machine and you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and only half damage if you fail.


 
 

Alchemist

Alchemist

Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Those that study the magic of arcane potions and brews are known as Alchemists. They are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can mend a wound in moments, to sticky goo that explodes when it comes in contact with open flame. With careful preparation, and a bit of luck, Alchemists are masters of both giving life and leeching it away.

 

Tools of the Trade

When you adopt the Alchemist Specialty at 1st level, you gain proficiency with alchemist's supplies. If you are already proficient with alchemist's supplies, you gain proficiency with another set of artisan's tools of your choice.

Alchemical Elixirs

Your skills allow you to create Elixirs that mimic spell effects. At 1st level, your total number of Infusions Known increases by one, but this additional Infusion must be an Elixir.

You gain a second bonus Infusion at 9th level, and a third at 15th level, both of which must be Elixirs. Your Elixirs and their effects are detailed at the end of this Specialty.

 

Alchemist Spells

Artificer LevelSpell
2ndhealing word, inflict wounds
5thacid arrow, flaming sphere
9thgaseous form, mass healing word
13thblight, death ward
17thcloudkill, reincarnate

Homunculus Servant

At 3rd level, your alchemical experiments have yielded you a tiny Homunculus Servant. You determine your Homunculus' appearance, it is friendly to you and your companions, and it obeys your commands to the best of its ability. See its game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the Homunculus 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 use a bonus action to command it to take another action, or an action from its stat block. If you are incapacitated, the Homunculus can take any action of its choice. If you die, the Homunculus turns to ash.

If it has died within the last hour, you can use an action to revive it by touching it and expending a spell slot of 1st-level or higher. It returns to life with its maximum hit points.

At the end of a long rest, you can make a new Homunculus Servant using your alchemist's supplies. If you already have a Homunculus from this feature, the first one turns to ash.

 

Potent Potions

Starting at 5th level, when one of your spells or Elixirs deals acid, fire, necrotic, or poison damage, or restores hit points to a creature, you gain a bonus to the damage, or healing roll equal to your Intelligence modifier (minimum of +1).

 

Restorative Reagents

Beginning at 9th level, whenever a creature drinks one of your Elixirs, they immediately gain temporary hit points equal to 2d6 + your Intelligence modifier.

 

Master Alchemist

You have become a master among Alchemist artificers.

Upon reaching 15th level, you gain resistance to acid and poison damage, and immunity to the poisoned condition.


 
 

Archivist

Archivist

For centuries chroniclers have sought the best way to store vast amounts of information. Where most are satisfied with scrolls, Archivists strove for something greater. They have learned to store libraries worth of information in a single object, awakening the first Artificial Minds. Working in tandem with these wondrous Minds, Archivists wield the potentially limitless power of these arcane intelligences. How will you use your ability to create artificial intelligence?

 

Tools of the Trade

When you adopt the Archivist Specialty at 1st level, you gain proficiency with calligrapher's supplies. If you already have proficiency with calligrapher's supplies you gain proficiency with another set of artisan's tools of your choice.

 

Artificial Mind

Beginning at 1st level, you learn to awaken Artificial Minds within objects. At the end of a long rest, you can touch a Tiny, non-magical object, and use your calligrapher's supplies to awaken an Artificial Mind within it. While the Artificial Mind is awakened within an object, it is considered a magic item that requires attunement, and it can be used as a spellcasting focus for your artificer spells. If you attempt to rouse a second Artificial Mind while you already have one from this feature, the first Artificial Mind ceases to exist. While attuned to your Artificial Mind, you gain the following abilities:

Magical Telephony. You can communicate telepathically with any creature carrying one of your infused items within a 1-mile radius. The creature can respond telepathically.

Skill Proficiencies. You gain proficiency in two skills of your choice from the column on the Artificial Mind table. The material of the object determines the skills you choose from, as the object's nature affects the mind's knowledge.

 
MaterialExamplesSkill Proficiencies
Animalparchment, leather, boneAnimal Handling, Insight, Perception, Survival
Mineralgems, glass, metal, stoneDeception, Intimidation, Performance, Persuasion
Plantpaper, wood, vegetableArcana, History, Nature, Religion

Archivist Spells

Artificer LevelSpell
2ndcomprehend languages, dissonant whispers
5thdetect thoughts, mind spike
9thhypnotic pattern, tongues
13thlocate creature, phantasmal killer
17thmodify memory, synaptic static

Information Overload

Starting at 3rd level, you can cause your Artificial Mind to overload the minds of your foes by channeling information at them. As an action, you can force a creature that you can see within 30 feet to make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage and disadvantage on the next attack roll it makes before the start of your next turn.

The damage of your Information Overload ability increases when you reach certain levels in this class, at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

Acute Overload

Starting at 5th level, you can expend a spell slot to increase the psychic damage of Information Overload. The damage increases by 2d8 for a 1st-level spell slot, and an additional 1d8 for each spell level higher than 1st-level.

Also, when you deal psychic damage using your Artificial Mind as a spellcasting focus, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum of +1).

Improved Consciousness

The cognitive abilities of your Artificial Mind are powerful enough to aid your spellcasting. Starting at 9th level, when you are forced to make a Constitution saving throw to maintain concentration on a spell, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).

 

Master Archivist

You are a master of Archivist artifice. Starting at 15th level, you can an action on your to transform into pure information and teleport to an unoccupied space that you can see within 60 feet, or an unoccupied space within 5 feet of a creature or object bearing one of your artificer Infusions.


 
 

Armorer

Armorer

Of all the specialties that an artificer can pursue, that of the Armorer is the most defensively minded. With a focus on becoming a bastion of magic and metal, Armorers modify a set of armor to function as a second skin. They focus the magic of their artifice through this armor to unleash potent attacks and generate a formidable defense. Armorers view their armor as an extension of their bodies, and as they refine their magical abilities, inventor and armor become one.

 

Tools of the Trade

When you adopt the Armorer specialty at 1st level, you gain proficiency with smith's tools and heavy armor. If you are already proficient with smith's tools, you gain proficiency with another set of artisan's tools of your choice.

 

Arcane Armor

Starting at 1st level you can combine magic with mundane armor to forge a set of Arcane Armor. At the end of a long rest, you can touch your smith's tools to a set of armor and it into a set of Arcane Armor. This armor is only usable by you, and while wearing it you gain the following benefits:

  • If the armor normally has a Strength requirement, your Arcane Armor lacks this requirement for you.
  • You can use your Arcane Armor as a spellcasting focus.
  • Your Arcane Armor attaches to you and can’t be removed against your will. It expands to cover your entire body, and functionally replaces any missing limbs or body parts.
  • You can don or doff your Arcane Armor as an action, and can retract or deploy the helmet as a bonus action.
  • You can use a bonus action to grant yourself temporary hit points equal to your Intelligence modifier (minimum of 1).
 

Armorer Spells

Artificer LevelSpell
2ndshield, thunderwave
5thmirror image, shatter
9thlightning bolt, thunder step
13thfire shield, storm sphere
17thdestructive wave, wall of force

Weaponized Gauntlets

Starting at 3rd level, you can weaponize the gauntlets of your Aarcane Armor, choosing one of the options below. You can use your Intelligence, in place of Strength or Dexterity, for the attack and damage rolls of your weaponized gauntlets.

At the end of each long rest, you can touch your smith's tools to your Arcane Armor, changing the armor's gauntlet weapon out for the other weaponized option below.

Lightning Launcher. Your gauntlets count as simple ranged weapons, with a normal range of 90 feet and a long range of 300 feet, and they deal 1d6 lightning damage on hit. Once per turn, when you hit with a Lightning Launcher attack, you can deal an additional 1d6 lightning damage.

Thunder Gauntlets. Your gauntlets count as simple melee weapons, and deal 1d8 thunder damage on hit. Creatures hit by your Thunder Gauntlets have disadvantage on attack rolls against targets other than you until the start of your next turn.

 

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

 

Arcane Adept

Also starting at 5th level, you can touch a magical suit of armor and use it as your Arcane Armor. Bonuses to your Armor Class, or any other features, do not stack. You must choose one instance of the bonus or feature to use.

 

Armor Modifications

Beginning at 9th level, your Arcane Armor now counts as separate items for the purposes of your Infusions: armor (the chest piece), boots, helmet, and the gauntlets (weapon). Each of those items can bear one of your Infusions. Your number of Infusions Known increases by 2, but those extra Infusions must be applied to part of your Arcane Armor.

 

Master Armorer

You have become an master of Armorer artifice. Beginning at 15th level, you make significant improvements to your Arcane Armor improving its combat abilities. You gain the following benefits while wearing your Arcane Armor:

 
  • Your movement speed increases by 10 feet.
  • You gain a flying speed equal to your movement speed.
  • You adjust your weaponized gauntlets so that you have access to both weaponized gauntlet options at once.
  • The damage of your Lightning Launcher becomes 2d6, and the damage of your Thunder Gauntlets becomes 2d8.

 
 

Battle Smith

Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, Battle Smith artificers are experts at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a Steel Defender, a protective companion of their own creation.

 

Tools of the Trade

When you adopt the Battle Smith Specialty at 1st level, you gain proficiency with smith's tools and in heavy armor. If you are already proficient with smith's tools, you gain proficiency with another set of artisan's tools of your choice.

 

Battle Ready

Starting at 1st level, you can use your Intelligence, in place of Strength or Dexterity, for your attack and damage rolls with magic weapons, or a weapon bearing one of your Infusions.

In addition, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the creature's attack roll. You must be wielding a shield or weapon to use this reaction.

 

Battle Smith Spells

Artificer LevelSpell
2ndsanctuary, shield of faith
5thlesser restoration, warding bond
9thaura of vitality, counterspell
13thaura of purity, death ward
17thcircle of power, mass cure wounds

Steel Defender

At 3rd level, your tinkering bears you a faithful construct, a Steel Defender. It is friendly to you and your companions, and it obeys your commands to the best of its ability. See the creature's game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in multiple places.

In combat, your Steel Defender shares your initiative count, but 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search action. If you are incapacitated, the Defender takes an action of its choice.

If the Steel Defender has died within the last hour, you can use your action to touch it with your smith's tools and expend a spell slot of 1st-level or higher to revive it. The Defender then returns to life with its maximum hit points.

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

Upon creation, choose the shape of your Steel Defender from the options below. Its shape determines its abilities.

Humanoid. Your Steel Defender resembles a Medium humanoid creature of your choice, but is clearly a construct. It has opposable fingers and is proficient with shields. It can use its digits to perform basic tasks, and it can equip or wear any items that are appropriate for its anatomy.

Quadruped. Your Steel Defender resembles a Large beast of your choice, but is clearly a construct. Its movement speed increases by 10 feet, and it is trained to be ridden as a mount, but only by you. When used as a mount, your Steel Defender retains its place in initiative order, but can use its movement speed as part of your turn.

 

Offensive Upgrade

At 5th level, you upgrade your Steel Defender with one of the following offensive features . At the end of each long rest, you can touch your Steel Defender with your smith's tools and replace this upgrade with another from the list below.

Minor Arcane Core. Your Steel Defender is imbued with a 1st-level artificer spell of your choice. As a bonus action, you can command your Steel Defender to cast the spell at 1st-level, using your Intelligence as the spellcasting modifier.

You can command it to cast this spell a number of times equal to your Intelligence modifier (minimum of once), and it regains all expended uses when you finish a long rest.

Martial Offense. The damage of your Steel Defender's Rend becomes 1d10, and when you command it to take the Rend action it can makes two Rend attacks instead of one. The Steel Defender can replace either Rend attack with a grapple or shove attack if you command it to.

 

Improved Defender

At 9th level, you upgrade your Steel Defender with one of the following improvements. At the end of each long rest, you can touch your Steel Defender with your smith's tools and replace this improvement with another from the list below.

Limited Sentience. You improve the cognitive abilities of your Steel Defender. It's Intelligence score becomes a 10, it gains proficiency in the Arcana, History, or Investigation skill, or with one set of artisan's tools of your choice. It also learns to speak, read, and write one language you know.

Reinforced Plating. You improve the structure of your Steel Defender. It is resistant to bludgeoning, piercing, and slashing damage from non-magical attacks.

Restorative Touch. You imbue your Steel Defender with a pool of healing magic. The pool has a number of points equal to four times your artificer level. As a bonus action, you can command your Steel Defender to touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in its pool.

 

Master Battle Smith

At 15th level, you upgrade your Steel Defender with one of the following masterwork upgrades . At the end of each long rest, you can touch your Steel Defender with your smith's tools and replace its masterwork upgrade with another masterwork upgrade from the list below:

Arcane Defensive Field. Your Steel Defender emits an arcane ward. Creatures within 15 feet of your Steel Defender are resistant to damage from spells and other magic effects.

Self Destruct. You embed a powerful arcane explosive within the body of your Steel Defender. As a bonus action, you can command your Steel Defender to self destruct, completely destroying itself and forcing every creature within 20 feet of it to make a Dexterity saving throw. A target takes 10d6 force damage on a failed save, or half as much damage on a success. Once your Steel Defender uses this ability it cannot be revived until the end of your next long rest.

Greater Arcane Core. Your Steel Defender is imbued with a 3rd-level artificer spell of your choice. As a bonus action, you can command your Steel Defender to cast the spell at 3rd-level, using your Intelligence as the spellcasting modifier.

You can command it to cast this spell a number of times equal to your Intelligence modifier (minimum of once), and it regains all expended uses when you finish a long rest.


 
 

Biomancer

Biomancer

While most artificers are content with mechanical innovation, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.

 

Tools of the Trade

When you adopt the Biomancer Specialty at 1st level, you gain proficiency with leatherworker's tools. If you already have proficiency with leatherworker's tools, you gain proficiency with another set of artisan's tools of your choice.

 

Biomancer Golem

You can use the magic of your artifice to create a facsimile of life. At 1st level, you learn the find familiar spell, and can cast it as a ritual. When you cast find familiar with this feature, the spell has the following changes:

  • The material component is 1 pound of organic matter.
  • It is a monstrosity (instead of a celestial, fey, or fiend).
  • It has additional hit points equal to your artificer level.

In addition, your familiar can heal others by grafting its own flesh onto the creature's wounds. As an action, your familiar can sacrifice any amount of its hit points, touching a willing creature and healing them for the same amount.

 

Biomancer Spells

Artificer LevelSpell
2ndfalse life, find familiar
5thalter self, spider climb
9thhaste, life transference
13thblight, polymorph
17threincarnate, skill empowerment

Modular Biology

Beginning at 3rd level, you use your knowledge of arcane biologgy to enhance your physical form. At the end of each long rest, choose one of the body modifications listed below, the benefits of which last until the end of your next long rest.

Amphibious Physiology. You develop gills and webbing between your digits. You can breathe both air and water, and you gain a swimming speed equal to your movement speed.

Resilient Hide. Your flesh becomes thick and knotted. While not wearing any armor, your Armor Class is equal to 10 + your Intelligence modifier + your Constitution modifier.

Vestigial Limb. You grow an additional limb resembling a smaller version of your other limbs. It has a reach of 5 feet, and it can lift a number of pounds equal to your Intelligence score. The limb cannot use weapons or shields nor can it do anything that requires manual precision, such as using tools.

 

Augmented Flesh

Starting at 5th level, you can merge with your Biomancer Golem to enhance your abilities. As an action, you can touch your Golem and merge with it, gaining the following benefits:

  • You gain temporary hit points equal to your Fleshwright Golem's remaining hit points + your Intelligence modifier.
  • Your movement speed increases by 10 feet.
  • You can use Intelligence, in place of Strength, for Strength attack rolls, damage rolls, ability checks, or saving throws.
  • You can attack twice, rather than once, whenever you take the Attack action on your turn.

You remain merged with your Golem until your temporary hit points from this feature are depleted, at which point your Golem is destroyed and you return to your normal form.

 

Strange Evolution

You have permanently improved your own physiology. At 9th level, your movement speed increases by 10 feet, and you can have two of your Modular Biology features at one time.

When you reach 15th level in this class, you are always under the effects of all three Modular Biology features.

 

Master Biomancer

You are a master amongst Biomancer artificers. Starting at 15th level, whenever you target a creature with one of your Biomancer Spells, you can choose to grant one target of the spell temporary hit points equal to your artificer level.

In addition, when merged with your Biomancer Golem, you are resistant to bludgeoning, piercing, and slashing damage.


 
 

Composer

Composer

Behind every great musician, every standing ovation, every sold out concert, there is most often Composer who put quill to parchment and penned the notes. These great minds are unlike other bards and entertainers, Composers take a more cerebral approach to music. They are masters of patterns and repetition, and when they apply their analytical minds to a problem it is only a matter of time before they find a solution.

The signature invention of every Composer is their Musical Apparatus, a totally unique invention of their own design that allows them to produce wondrous musical effects.

 

Tools of the Trade

When you adopt the Composer specialty at 1st level, you gain proficiency with smith's tools and one instrument of your choice. If you already proficient with smith's tools, you gain proficiency with another set of artisan's tools of your choice.

 

Musical Apparatus

At 1st level, you create a signature musical instrument. At the end of a long rest, you can use your smith's tools to create a Musical Apparatus. You are proficient with this Apparatus and it can be used as a spellcasting focus by you. When you make an ability check with your Musical Apparatus, you can add double your proficiency bonus to the result of your roll.

You can only maintain one Apparatus at a time. If you create a second, the previous Apparatus becomes unusable.

Composer Spells

Artificer LevelSpell
2ndcharm person, thunderwave
5thshatter, silence
9thbeacon of hope, fear
13thcharm monster*, dominate beast
17thdestructive wave, dominate person
 

Musical Savant

Starting at 3rd level, if you spend at least 1 minute practicing with a musical instrument, you are considered proficient with that instrument until the end of your next long rest.

When you reach 9th level, you add double your proficiency bonus to any ability check you make with an instrument.

 

Weaponized Apparatus

Starting at 3rd level, you weaponize your Musical Apparatus. At the end of a long rest, choose one of the following options:

Raucous Blast. Your Apparatus can assault creatures with a blast of sound. As an action, make a spell attack against a creature within 60 feet that can hear you. On hit, the creature takes 1d8 thunder damage and is deafened until the start of your next turn. The damage increases by 1d8 at 5th level (2d8), and again at 11th level (3d8), and 17th level (4d8).

Ringing Strike. Your Apparatus is a simple weapon with the versatile property, and it deals 1d8 (1d10) bludgeoning damage on hit. You are considered proficient with it, and you can use your Intelligence, in place of Strength, for attack and damage rolls. In addition, you can cast the booming blade* cantrip as long as your Apparatus is the material component.

 

Thunderous Note

Beginning at 5th level, when you hit a creature with an attack from your Musical Apparatus, you can expend a spell slot to knock a Large or smaller target back with a thunderous burst of sound. The creature is knocked back 10 feet for a 1st-level spell slot, and an additional 10 feet for each spell level higher than 1st-level.

Also, when you deal thunder damage you add your Intelligence modifier (minimum of 1) to the damage.

 

Resonant Frequency

Starting at 9th level, you can use your action to play a note with your Musical Apparatus that causes creature of your choice within 10 feet resonates with undetectable vibrations for 1 hour. The next time that creature is hit with a melee attack, the attacker must make a Constitution saving throw. On a failed save, it takes 2d8 thunder damage and can't take reactions until the start of their next turn. On a successful save, the attacker takes half damage.

You may use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

 

Master Composer

You have mastered the theory and applications of musical . Beginning at 15th level, you gain the following benefits:

  • You are immune to thunder damage and being deafened.
  • Your Musical Apparatus gains both Weaponized effects.
  • Your Thunderous Note feature effects Huge or smaller creatures. Large or smaller creatures that fail the saving throw fall prone at the end of their forced movement.
  • The damage of Resonant Frequency becomes to 4d8.
 
 
 

Dungeoneer

Dungeoneer

While most focus on singular inventions, dungeoneers use their know-how to weaponize mundane objects. Trusted to safeguard untold riches and powerful artifacts, dungeoneers use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the most hardy adventurers. How did you come become a dungeoneer? Were you apprenticed to a master dungeoneer, or did a powerful creature charge you to protect their treasure hoard?

 

Resourceful Fighting

You have learned to fight with whatever you can find, turning mundane objects into deadly weapons. At 1st level, you gain proficiency with improvised weapons. When you attack with an improvised weapon you can use your Intelligence, in place of Strength or Dexterity, for the attack and damage rolls.

 

Tools of the Trade

When you adopt the Dungeoneer specialty at 1st level, you gain proficiency with mason's tools and carpenter's tools. If you are already proficient with either of these tools, you gain proficiency with another set of artisan's tools of your choice.

 

Dungeoneer Spells

Artificer LevelSpell
2ndalarm, unseen servant
5tharcane lock, knock
9thglyph of warding, tiny hut
13thguardian of faith, resilient sphere
17thpasswall, wall of stone

Dungeoncraft

Starting at 3rd level, at the end of each long rest, you can craft a number of objects of your choice from the table below equal to your Intelligence modifier (minimum of 1 object). They appear as mundane versions of those objects, but turn to ash the following dawn after they are created. You can craft normal versions of these objects in one quarter of the time.

 

If an object you craft with this feature forces a creature to make a saving throw, they use your artificer Spell Save DC.

Dungeoncraft Objects
  • acid (1 vial)
  • alchemist's fire (1 vial)
  • ball bearings (1,000)
  • caltrops (200)
  • chain (25 feet)
  • crowbar
  • grappling hook
  • hunting trap
  • lock/manacles and key
  • oil (1 vial)
  • portable ram
  • rope (50 feet)
  • sledge hammer
  • torches (5)
 

Extra Attack

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

 

Arcane Improvisation

Starting at 9th level, your improvised weapon attacks and Dungeoncraft Objects are considered magical for the sake of overcoming resistance and immunity to non-magical attacks.

Also, you can cast one of your Dungeoneer Spells without providing the material component once per long rest.

 

Master Dungeoneer

You have become a master of Dungeoneering. Beginning at 15th level, creatures have disadvantage on saving throws for your Dungeoncraft Objects and Dunegoneer spells.

In addition, you learn to cast a ritual version of both the passwall and wall of stone spells. Casting them in this way takes 1 hour, doesn't consume a spell slot, and the structure created becomes permanent at the end of the ritual casting.


 
 

Forgewright

Forgewright

While most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament.

 

Tools of the Trade

When you adopt the Forgewright specialty at 1st level, you gain proficiency with smith's tools and martial weapons. If you are already proficient with smith's tools, you gain proficiency in another set of artisan's tools of your choice.

 

Arcane Armament

Beginning at 1st level, when you finish a long rest, you can transform one melee weapon you touch into your Arcane Armament. While wielding it, you gain the following benefits:

You can use your Intelligence, in place of Strength or Dexterity, for attack and damage rolls with the weapon.

The weapon is considered magical if it was not already, and you gain a +1 bonus to attack and damage rolls with it, unless the base weapon granted a higher bonus. This bonus increases at 9th level (+2) and 15th level (+3)

You can only have one Arcane Armament at a time, and enchanting a second causes the magic of the first to end.

 

Forgewright Spells

Artificer LevelSpell
2ndcompelled duel, zephyr strike*
5thcloud of daggers, misty step
9thblinding smite, conjure barrage
13thfire shield, staggering smite
17thconjure volley, steel wind strike*

Forge of War

Upon reaching 3rd level, your Arcane Armament gains the thrown property with a normal range of 20 feet, and a long range of 60 feet. It also gains the returning property, and returns to your hand immediately after every ranged attack.

Your Armament can also bear one Infusion, unless it was already a magic item before becoming your Armament.

 

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

 

Arcane Jolt

You can channel powerful magic into your strikes. Starting at 9th level, when you hit a target with your Arcane Armament you can deal an additional 2d6 force damage to the target. You can expend a spell slot to increase this damage by 1d6 per level of the spell slot you expend, to a maximum of 6d6.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

 

Master Forgewright

You have become a master among Forgewright artificers. Starting at 15th level, you can extend the power within your Arcane Armament to your allies. As an action, choose a number of weapons equal to your Intelligence modifier (minimum of 1) within 30 feet. For the next minute these weapons deal an additional 1d6 force damage on hit.

You can use this feature once per long rest, unless you spend a spell slot of 3rd level or higher to use it again.


 
 

Machine Cultist

Machine Cultist

The Dread Machine, an impossible technological advancement from the far future, whispers in your mind, demanding you build it. How does it speak to you if it doesn’t yet exist? How can a machine instruct its creator on its own design? What goals does it have beyond ensuring its own creation? These are questions you will never answer. There won’t be time. You’ll be too busy finding pieces to build the Dread Machine and its hellish conveyance.

 

Tool Proficiency

When you adopt this specialization at 1st level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

 

Machine Cultist Spells

Beginning at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Machine Cultist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you can prepare.

 
Artificer LevelSpell
2ndhex, identify
5thaugury, locate object
9thfear, stinking cloud
13thEvard’s black tentacles, wall of fire
17thanimate objects, contact other plane

Cog in the Machine

At 1st level, the Dread Machine has augmented your abilities to better serve as one of its creators. You learn the eldritch blast cantrip. This cantrip counts as an artificer spell for you but does not count against your cantrips known.

In addition, the Dread Machine is constantly sending encoded messages from the future to ensure you survive long enough to build it. You can use a bonus action to receive and decode such a message. When you do, you gain one of the following benefits of your choice:

  • For the next minute, when you make an ability check or saving throw you roll a 1d4 and add it to the result.
  • For the next hour, you add your proficiency bonus to ability checks made to determine initiative and cannot be surprised.
  • You can replace an artificer spell you have prepared with any other artificer spell of a level you can cast.

Once you use this bonus action, you can’t use it again until you finish a short or long rest.

 

Infernal Engine

At 3rd level, the mechanical designs that plague your mind allow you to turn a vehicle you are touching into an Infernal Engine. As a 1-hour ritual and provided you have smith’s tools in hand and meet the level requirement, you can convert a mundane vehicle you are touching into your Infernal Engine, with statistics listed later that closest resemble the converted vehicle. Your Infernal Engine has the following benefits:

  • You can operate your Infernal Engine alone without a crew whilst touching it. Nobody else can operate your Infernal Engine vehicle.
  • Your Infernal Engine does not require laborers, fuel, or animals to move.
  • You are considered proficient with all vehicles for the purpose of ability checks you make to control or maneuver your Infernal Engine. Your proficiency bonus is doubled for such ability checks.
  • While you are on the same plane as your Infernal Engine, you know the direction and distance to it.
  • If the mending spell is cast on it, it regains 2d6 hitpoints.
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ou can perform a 1-minute ritual to banish your Infernal Engine into an empty demiplane. You do not need to be touching your infernal engine to complete this ritual. When you complete the ritual, all creatures aboard your Infernal Engine fall until they hit the ground or water, taking any falling damage if required. You can summon your Infernal Engine from this demiplane into an unoccupied space as an action, provided there is enough space within 100 feet of you on the ground or water. If your Infernal Engine of a given type is destroyed, you need to convert another comparable mundane vehicle to replace it.

At any given time you can only have one infernal engine on the same plane of existence as you. If you try to convert a vehicle into an Infernal engine or summon one from the demiplane, it fails to convert or be summoned.

You can only have up to one of each of the below Infernal Engines stored within the demiplane or converted into an infernal engine at any given time. If at any point you have two infernal engines of the same type, both within or outside the demiplane, choose which vehicle remains an infernal engine. All other vehicles of the same type return to their original mundane state. If a vehicle within your demiplane is turned mundane, it is lost to the astral plane.

 

Eldritch Ordnance

At 5th level, when you cast a spell of 1st level or higher, add 1d8 to the damage dealt. Additionally, while aboard your infernal engine, when you cast eldritch blast you can add your Intelligence modifier to all of the damage rolls if you don’t already add an ability modifier to them.

 

Dread Pact Magic

Starting at 9th level, the Dread Machine grants you greater power in exchange for your ongoing pledge to create it at all costs. You can cast any artificer spell you have prepared without expending a spell slot. This spell is cast as if you had expended the highest-level spell slot available to an artificer of your level in this class. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

 

Infernal Dread

Starting at 9th level, the Dread Machine has imbued your Infernal Engine with greater eldritch power. Once per long rest, while you are touching your Infernal Engine, you can use a bonus action to make your Infernal Engine emit a 120 foot aura of dread for 1 minute from its center most point. When you use this feature, you can choose any number of creatures you can see to be unaffected by this feature. Whenever an affected creature that can see you enters the area of this feature or starts its turn within it, they must succeed on a Wisdom saving throw against your spell DC. On a failed save, the creature becomes frightened of you. While frightened this way, a creature must take the Dash action and move away from you by the safest route on each of its turns, unless there is nowhere to move. At the end of any affected creature’s turn it can make another Wisdom saving throw. The affected creature has advantage on the saving throw if it is in a location where it doesn’t have line of sight to you or your infernal engine. On a success, the effect ends for that creature. A creature that succeeds on the saving throw is immune to this feature for the next 24 hours.

 

Apocalyptic Metamorphosis

At 15th level, your body undergoes changes in preparation for the Dread Machine’s arrival. You gain the following benefits:

  • You have resistance to damage from magic.
  • While you are aboard your Infernal Engine, the vehicle has resistance to all damage and advantage on saving throws.
 
 
 

Reanimator

Reanimator

Most artificers prefer to work with chemicals or metals, but you work with flesh and bone. Other artificers are known to push boundaries in pursuit of magical advancement, but you transgress even those limits. These differences have resulted in your unique ability to manipulate the states of life and death. Others may believe these states are static, but to a reanimator they are dynamic—what is living may die, and what is dead may live again.

 

Tool Proficiency

When you adopt this specialization at 1st level, you gain proficiency with surgeon’s. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

 

Reanimator Spells

Beginning at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Reanimator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you can prepare.

 
Artificer LevelSpell
2ndcure wounds, witch bolt
5thgentle repose, hold person
9threvivify, call lightning
13thstorm sphere, summon construct
17thdanse macabre, raise dead
 

Modern Prometheus

At 1st level, your transgressive experiments with life after death have borne fruit, and you have created a Composite Golem. It’s friendly to you and your companions and obeys your commands. See its game statistics in the Composite Golem stat block, which uses your proficiency bonus (PB) in several places. Your composite golem is covered in the stitches and staples necessary to keep the various body parts it’s composed of attached to one another.

In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. If you are incapacitated, the golem 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 surgeon’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 golem returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new composite golem if you have surgeon’s tools and spare parts with you. If you already have a golem from this feature, the first one immediately perishes. The composite golem also perishes if you die.

 

Macabre Modules

At 3rd level, you can upgrade your composite golem in your idle time. When you finish a long rest, choose two macabre modules from the list below. Your golem gains the benefit of these modules until you use this feature again. Starting at 9th level, you can choose three macabre modules when you finish a long rest.

Adamant Staples. Your composite golem’s weapon attacks count as magical for the purposes of overcoming damage resistances. In addition, the golem has resistance to damage from critical hits.

Beastial Components. Your composite golem incorporates animal components to enhance its abilities. While this module is installed, your golem’s base movement speed increases by 10 feet, it has advantage on Wisdom (Perception) ability checks that rely on scent, and it has darkvision out to a distance of 120 feet.

Electric Touch. Your composite golem can cast the shocking grasp cantrip. When it casts this cantrip, it uses your spell attack modifier, counts as your level for the purposes of the cantrip’s damage scaling, and scores a critical hit on a result of 19 or 20 on the attack roll.

Growth Hormone. Your composite golem’s size increases to Large. Its maximum hit points increase by 2 per level you have in this class.

Iron Knuckles. When your composite golem hits a creature with a slam attack, that creature must succeed on a Strength saving throw with a DC of your artificer spell save DC or be pushed 5 feet or knocked prone (your choice).

 

Enlivening Discharge

At 5th level, when your composite golem is within 60 feet of you, you can use an action to fire a bolt of empowering energy at it. When you do, it gains the following benefits for the next minute:

  • It gains resistance to bludgeoning, piercing, and slashing damage.
  • It regains a number of hit points equal to your Proficiency Bonus at the start of each of its turns.
  • Its slam attack deals an additional 1d10 lightning damage. Once you use this feature, you can’t use it again until you finish a short or long rest.
 

Reanimate Dead

At 9th level, you always have the animate dead spell prepared and can cast it without expending a spell slot. It counts as an artificer spell for you and does not count against the maximum number of spells you can prepare. When you cast the spell, the creature type of the skeletons or zombies created changes from undead to construct and has resistance to lightning damage.

Once you cast this spell without expending a spell slot, you cannot do so again until you finish a long rest.

In addition, whenever you create a construct with a spell, one can be created with a macabre module of your choice. Only one construct other than your Composite Golem can have a macabre module at any given time.

 

Spark of Life

Starting at 15th level, your understanding of the role that electricity has in starting and stopping life has led to improved outcomes. When you cast an artificer spell that restores hit points or deals lightning damage, roll 2d6 and add the result to the amount healed or lightning damage dealt by the spell.


 
 

Wandslinger

Wandslinger

For some artificers, magic is simply a means to an end, a way to increase their raw power. Those known as Wandslingers use their ingenuity and insightful minds to craft weapons of wondrous arcane potential. What they lack in flexibility and subtlety, they make up for in overwhelming arcane firepower. Often, Wandslingers are obsessed with dueling other mages, constantly seeking to prove their power in the arcane arts.

Though Wandslingers vary in appearance and motivation, they are marked by their signature Arcane Sidearms. For some, these sidearms are intricately carved wooden wands or staffs, for others they are expertly crafted iron cannons.

 

Tools of the Trade

When you adopt the Wandslinger Specialty at 1st level, you gain proficiency with woodcarver's tools. If you are already proficient with woodcarver's tools, you gain proficiency with another set of artisan's tools of your choice.

 

Arcane Sidearm

At 1st level, you learn to construct the trademark weapon of a Wandslinger, the Arcane Sidearm. At the end of a long rest, you can use your woodcarver's tools, or a set of artisan's tools that you are proficient with, to craft your Arcane Sidearm. It is a Tiny object, though you determine its appearance, and you can use it as a spellcasting focus for your artificer spells.

You can only have one Arcane Sidearm at a time. Creating a second Sidearm renders first Sidearm unusable.

As an action, you can use your Arcane Sidearm to make a spell attack against a creature that you can see within 120 feet. You are considered proficient with your Sidearm, and you use your Intelligence for the attack roll. On hit, it takes force damage equal to 1d10 + your Intelligence modifier.

 

Wandslinger Spells

 
Artificer LevelSpell
2ndshield, thunderwave
5thblur, shatter
9thcounterspell, lightning bolt
13thvitriolic sphere*, wall of fire
17thcone of cold, wall of force

Spellcraft Runes

Beginning at 3rd level, you can enhance your Arcane Sidearm with powerful Spellcraft Runes. At the end of each long rest, you inscribe your Sidearm with one of the Spellcraft Runes below. As a bonus action on your turn, while you are wielding your Sidearm, you can produce the effect of the Rune.

Rune of Blasting. Your Sidearm emits a blast of magic in an adjacent 15-foot cone, forcing creatures in that area to make a Dexterity saving throw. On a failed save, creatures take 2d6 thunder damage and are knocked back 5 feet.

Rune of Destruction. Your Sidearm conjures a burst of lightning at a point you can see within 60 feet. Creatures within 5 feet must make a Dexterity saving throw, taking 2d6 lightning damage on a failure, and half as much on a success.

Rune of Protection. Your Sidearm produces a wave of positive energy that immediately grants you, and creatures of your choice within 10 feet of you, a number of temporary hit points equal to 1d6 + your Intelligence modifier.

 

Arcane Duelist

You wield your Sidearm with deadly skill. Starting at 5th level, when you use your action to make an attack with your Arcane Sidearm, you make two spell attacks, instead of one. Each of these attacks can target the same or separate creatures, but you must make a separate attack roll for each spell attack.

The number of spell attacks you make with your Arcane Sidearm increases at 11th level (3), and 17th level (4).

 

Empowered Runes

When you reach 9th level, your Spellcraft Runes increase in power. The rolls of all three of your Runes increase by 1d6.

In addition, you can inscribe your Arcane Sidearm with a new Spellcraft Rune at the end of a short or long rest.

 

Master Wandslinger

You have become a master Wandslinger. Starting at 15th level, your Arcane Sidearm improves in the following ways:

  • When you use your action to cast a spell, you can make an attack with your Arcane Sidearm as a bonus action.
  • Your Sidearm gains the benefits of all three Spellcraft Runes, but you can only activate one per bonus action.
  • Once per short or long rest when you cast a spell using your Sidearm as your spellcasting focus, you can change the damage dealt by the spell to force damage.

 
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