Artificer

Artificer


Hit Points

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

Proficiences

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

Overview & Creation

Level Prof. Bonus Features Infusions Infused Items Cantrips 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting 2 2
2nd +2 Infuse Item 4 2 2 2
3rd +2 Artificer Specialist, The Right Tool for the Job 4 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 6 3 2 4 2
7th +3 Flash of Genius 6 3 2 4 3
8th +3 Ability Score Improvement 6 3 2 4 3
9th +4 Artificer Specialist feature 6 3 2 4 3 2
10th +4 Magic Item Adept 8 4 3 4 3 2
11th +4 Spell Storing Item 8 4 3 4 3 3
12th +4 Ability Score Improvement 8 4 3 4 3 3
13th +5 8 4 3 4 3 3 1
14th +5 Magic Item Savant 10 5 4 4 3 3 1
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2
16th +5 Ability Score Improvement 10 5 4 4 3 3 2
17th +6 10 5 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

 


Class Features

Magical Tinkering

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
  • Light: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Message: 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.
  • Smell/Sound: 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.
  • Visual: A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.   You can bestow magic on multiple objects, touching one object each time you use the feature, though a single object can only bear one property 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, you learn four artificer infusions of your choice. 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.  

Infusing an Item

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.   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. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.  

Artificer Specialist

At 3rd level, you choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.

The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Tool Expertise

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

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
 

Spell-Storing Item

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or 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 needn't have it prepared).   While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.  

Magic Item Savant

At 14th level, your skill with magic items deepens more:
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
 

Magic Item Master

At 18th level, you can attune to up to six magic items at once.  

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
 

Multiclassing and the Artificer

  • Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.
  • Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools, tinker's tools.
  • Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

  •  


    Starting Equipment

    • any two simple weapons of your choice
    • a light crossbow and 20 bolts
    • (a) studded leather armor or (b) scale mail
    • Thieves' tools and a dungeoneer's pack
    Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


    Spellcasting

    You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders through mundane items or outlandish inventions.  

    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. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips 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.   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.  

    Spells

      CANTRIPS Acid splash Booming blade Create bonfire Dancing lights Fire bolt Frostbite** Greenjlame blade* Guidance Light Lightning lure* Mage hand Magic stone'',;, Mending Message Poison spray Prestidigitation Ray of frost Resistance Shocking grasp Spare the dying Sword burst-I' Thorn whip Thunderclap   1ST LEVEL Absorb elements-I'* Alarm (ritual) Catapult** Cure wounds Detect magic (ritual) Disguise self Expeditious retreat Faerie fire False life Feather fall Grease· Identify (ritual) jump Longstrider Purify food and drink Sanctuary Snare*-!' Tasha's caustic brew'   2ND LEVE L Aid Alter self Arcane lock Blur Continual flame Darkvision Enhance ability Enlarge/reduce Heat metal Invisibility Lesser restoration Levitate Magic mouth (ritual) Magic weapon Protection from poison Pyrotechnics** Rope trick See invisibility Skywrite** (ritual) Spider climb Web   3RD LEVEL Blink Catnap*-!' Create food and water Dispel magic Elemental weapon Flame arrows** Fly Glyph of warding Haste Intellect fortress'� Protection from energy Revivify Tiny servant** Water breathing (ritual) Water walk (ritual)   4TH LEVEL Arcane eye Elemental bane'�* Fabricate Freedom of movement Leomund's secret chest Mordenkainen's faithful hound Mordenkainen's private sanctum Otiluke's resilient sphere Stone shape Stoneskin Summon construct'�   5TH LEVEL Animate objects Bigby's hand Creation Greater restoration Skill empowerment*-!' Transmute rock'h� Wall of stone


    Subclass Options

    Alchemist (Artisan Subtype)

    An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
    hit dice: (Extension of Artificer)
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    hit points at higher levels: (Extension of Artificer)
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    ALCHEMIST SPELLS

      3rd-level Alchemist feature   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.   ALCHEMIST SPELLS Artificer Level Spell
    3rd level healing word, ray of sickness
    5th level Flaming sphere, Melf's acid arrow
    9th level gaseous form, mass healing word
    13th level blight, death ward
    17th level cloudkill, raise dead
    class features:

    Tool Proficiency

    3rd-level Alchemist feature   You gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

    Experimental Elixir

    3rd-level Alchemist feature 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 elixir's 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. 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 an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.   Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
    roll:d6 Effect
    1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
    2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
    3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
    4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
    5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
    6 Transformation The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
     

    Alchemical Savant

    5th-level Alchemist feature You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's 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 +l).  

    Restorative Reagents

    9th-level Alchemist feature   You can incorporate restorative reagents into some of your works: • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, 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

    15th-level Alchemist feature   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 immune to the poisoned condition. • You can cast Greater Restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus.   Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
    subclass options:
    LevelAbilities
    3Tool Proficiency, Experimental Elixir
    5Alchemical Savant
    9Restorative Reagents
    15Chemical Mastery

    Armourer (Artificer Subclass)


    Hit Points

    Hit Dice: d4 per Armourer (Artificer Subclass) level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.


    Class Features

    Tools of the Trade   When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

    Arcane Armor

      At 3rd level, your metallurgical pursuits have led you to making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand. You gain the following benefits while wearing this armor.:
  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and cant' be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action.
  • The armor continues to be Arcane Armor until you don another suit of armor or you die.
  • Armor Model

      Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.  

    Guardian

    You design your armor to be in the front line of conflict. It has the following features: Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

    Infiltrator.

    You customize your armor for subtle undertakings. It has the following features: Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet. Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.  

    Extra Attack

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

    Armor Modifications

    At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.  

    Perfected Armor

    At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.  

    Guardian.

    When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.  

    Infiltrator.

    Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.


    Spellcasting

    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

    Artificer Level Spell
    3rd magic missile, thunderwave
    5th mirror image, shatter
    9th hypnotic pattern, lightning bolt
    13th fire shield, greater invisibility
    17th passwall, wall of force

     


    LevelAbilities
    3Tools of the Trade, Arcane Armor, Armor Model
    5Extra Attack
    9Armor Modifications
    15Perfected Armor

    SRD Tasha's Cauldron of Everything

    Artillerist (Artificier Subclass)

    An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire. The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
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    spellcasting:
    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.    
    Artificer Level  Spells
    3rd Shield, Thunderwave
    5th Scorching Ray, Shatter
    9th Fireball, Wind Wall
    13th Ice Storm, Wall of Fire
    17th Cone of Cold, Wall of Force
     
    class features:
    Tools Proficiency When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

    Eldritch Cannon

    At 3rd level, you can learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.   Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.   The cannon is a magical object. Regardless of size, the cannon 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 Mending is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.   When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As a part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
    Cannon Activation
    Flamethrower The cannon 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 cannon, 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 cannon.
    Protector The cannon 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

    At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later 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 spell's damage rolls equal to the number rolled.  

    Explosive Cannon

    Starting at 9th level, every eldritch cannon you create is more destructive:
  • The cannon's 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 damage on a successful one.
  • Fortified Position

    Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon: You and your allies have half cover while within 10 feet of a Cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. You can now summon two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
    subclass options:

    Battle Smith (Artificer Subclass)

    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 material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel 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.
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    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.
    Artificer Level Spells
    3rd Heroism, Shield
    5th Branding Smite, Warding Bond
    9th Aura of Vitality, Conjure Barrage
    13th Aura of Purity, Fire Shield
    17th Banishing Smite, Mass Cure Wounds
    class features:

    Tool Proficiency

    When you adopt this specialization at 3rd 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.  

    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 modifier, for the attack and damage rolls.
  • Steel Defender

    By 3rd level, your tinkering has borne you a faithful companion, a Steel Defender. It is friendly to you and your companions, and it obeys your commands. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.   In combat, the steel 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, Help, Hide, or Search action.   If Mending is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.   At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel 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 on your turn.  

    Arcane Jolt

    At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
  • You can use this magical energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses of this feature when you finish a long rest.  

    Improved Defender

    At 15th level, your Arcane Jolt and steel defender become more powerful: The extra damage and the healing of your Arcane Jolt both increase to 4d6. Your steel defender gains +2 bonus to AC Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
    subclass options:
     

    Artificer Infusions

    Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.   The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.   Some infusions specify a minimum 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 an infusion more than once.  

    Arcane Propulsion Armor

    Prerequisite: 14th-level artificer Item: A suit of armor (requires attunement)   The wearer of this armor gains these benefits:
    • The wearer's walking speed increases by 5 feet.
    • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
    • The armor can't be removed against the wearer's will.
    • If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
     

    Armor of Magical Strength

    Item: A suit of armor (requires attunement)   This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
    • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
    • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
    The armor regains 1d6 expended charges daily at dawn.  

    Boots of the Winding Path

    Prerequisite: 6th-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 Arcane Focus

    Item: A rod, staff, or 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 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.  

    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.  

    Helm of Awareness

    Prerequisite: 10th-level artificer Item: A helmet (requires attunement)   While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.  

    Homunculus Servant

    Prerequisite: 6th-level artificer A gem worth at least 100gp   You learn intricate methods for magically creating a special Homunculus Servant that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.   You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.   The homunculus is friendly to you and your companions, and it obeys your commands.   In combat, the homunculus 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.   The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.  

    Mind Sharpener

    Item: A suit of armor or robes   The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to add a d4 to the result, potentially creating a succeed instead. The item regains 1d4 expended charges daily at dawn.  

    Radiant Weapon

    Prerequisite: 6th-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.   The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.  

    Repeating Shot

    Item: A simple or martial weapon with the ammunition property (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.   If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses 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. A table's title tells the level you must be in the 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 for more information about it, including the type of object required for its making.  

    2nd-Level Artificer

    Item Attunement
    Alchemy Jug No
    Armblade 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

    6th-Level Artificer

    Item Attunement
    Boots of Elvenkind No
    Cloak of Elvenkind Yes
    Cloak of the Manta Ray No
    Eyes of Charming Yes
    Gloves of Thievery No
    Lantern of Revealing No
    Pipes of Haunting No
    Ring of Water Walking No
    Wand Sheath Yes

    10th-Level Artificer

    Item Attunement
    Boots of Striding and Springing Yes
    Boots of the Winterlands Yes
    Bracers of Archery Yes
    Brooch of Shielding Yes
    Cloak of Protection Yes
    Eyes of the Eagle Yes
    Gauntlets of Ogre Power 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 the Sewers Yes
    Quiver of Ehlonna No
    Ring of Jumping Yes
    Ring of Mind Shielding Yes
    Slippers of Spider Climbing Yes
    Ventilating Lungs Yes
    Winged Boots Yes

    14th-Level Artificer

    Item Attunement
    Amulet of Health Yes
    Arcane Propulsion Arm 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: 6th-level artificer Item: A shield (requires attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield.   The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.  

    Resistant Armor

    Prerequisite: 6th-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.  

    Spell-Refueling Ring

    Prerequisite: 6th-level artificer Item: A ring (requires attunement)   While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.


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