Points de Vie
Maîtrises
Artificer
| Niveau | Bonus de Maîtrise | Capacités | Infusions Known | Infused Items | Cantrips Known |
|---|---|---|---|---|---|
| 1 | + 2 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 0 | 0 | 2 |
| 2 | + 2 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 2 | 2 |
| 3 | + 2 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 2 | 2 |
| 4 | + 2 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 2 | 2 |
| 5 | + 3 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 2 | 2 |
| 6 | + 3 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 6 | 3 | 2 |
| 7 | + 3 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 6 | 3 | 2 |
| 8 | + 3 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 6 | 3 | 2 |
| 9 | + 4 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 6 | 3 | 2 |
| 10 | + 4 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 8 | 4 | 3 |
| 11 | + 4 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 8 | 4 | 3 |
| 12 | + 4 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 8 | 4 | 3 |
| 13 | + 5 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 8 | 4 | 3 |
| 14 | + 5 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 10 | 5 | 4 |
| 15 | + 5 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 10 | 5 | 4 |
| 16 | + 5 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 10 | 5 | 4 |
| 17 | + 6 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 10 | 5 | 4 |
| 18 | + 6 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 12 | 6 | 4 |
| 19 | + 6 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 12 | 6 | 4 |
| 20 | + 6 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 12 | 6 | 4 |
Spell Slots per Spell Level
| Niveau | Bonus de Maîtrise | Capacités | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 2 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Optional Rule: Firearm Proficiency Magical Tinkering Spellcasting | 4 | 3 | 3 | 3 | 2 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 14
Niveau 15
Niveau 16
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Progression d'Incantation
Progression des Tours de Magie
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tours de Magie Connus | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Maîtrises
light
medium
shield
simple
Équipement de Départ
Capacités de Classe
Optional Rule: Firearm Proficiency (Level 1)
The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
Magical Tinkering (Level 1)
1st-level artificer feature
You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Spellcasting (Level 1)
1st-level artificer feature
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and 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 (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
The Magic of Artifice
As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.
The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.
Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent 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
Spell
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Infuse Item (Level 2)
2nd-level artificer feature
You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
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.
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the 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.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Artificer Specialist (Level 3)
3rd-level artificer feature
Choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.
The Right Tool for the Job (Level 3)
3rd-level artificer feature
You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Ability Score Improvement (Level 4)
4th-level artificer feature
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Artificer Specialist Feature (Level 5)
5th-level artificer feature
You gain a feature granted by your Artificer Specialist choice.
Tool Expertise (Level 6)
6th-level artificer feature
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius (Level 7)
7th-level artificer feature
You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Ability Score Improvement (Level 8)
8th-level artificer feature
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Artificer Specialist Feature (Level 9)
9th-level artificer feature
You gain a feature granted by your Artificer Specialist choice.
Magic Item Adept (Level 10)
10th-level artificer feature
You've achieved 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 (Level 11)
11th-level artificer feature
You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 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 to store a spell in an object.
Ability Score Improvement (Level 12)
12th-level artificer feature
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Magic Item Savant (Level 14)
14th-level artificer feature
Your skill with magic items deepens:
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.
Artificer Specialist Feature (Level 15)
15th-level artificer feature
You gain a feature granted by your Artificer Specialist choice.
Ability Score Improvement (Level 16)
16th-level artificer feature
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Magic Item Master (Level 18)
18th-level artificer feature
You can now attune to up to six magic items at once.
Ability Score Improvement (Level 19)
19th-level artificer feature
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Soul of Artifice (Level 20)
20th-level artificer feature
You have developed 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.
Multiclassage
Prérequis de Multiclassage
{"int":13}
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Aeronaut
Aeronaut (Level 3)
Artificers who dream of flying into the folds of the Weave typically become Aeronauts. Using their magical contraptions to fuel their fight, Aeronauts who survive their field of study go on to become deadly forces to be reckoned with on the battlefield. Aviation is the newest field of study for artificery and as such did not see much use in battle until the end of the last war. However should the fighting ever start again, Aeronauts will be ready to fill the skies and prove their worth against the other artificer traditions.
For years people have gazed upon the firmament with wonder. The path to mastering the skies is not concrete and the creativity of many inventors has given birth to flying machines of all shapes and sizes. As an Aeronaut you decide what has inspired the design of your flying contraption. At your option, you can pick from or roll on the Aviator's Inspiration table to determine what inspired your character.
| 1d6 | Inspiration |
|---|---|
1 | Great Beasts. You have studied the dragon, the griffon, and the roc. Your designs consist of massive indestructable wings that command dominion over the skies. |
2 | Elemental Air. You took to researching the elemental plane of air studying tempests and mephites alike. Your designs hold you aloft with an intricate system of rings and runes which conjure powerful gales to power your flight. |
3 | Extra Planar. Your research is more alien. Taking inspiration from the Gith and former Illithid empires has lead you to design truly unique forms of transportation such as a board which hovers using psychic energy. |
4 | Infernal Influence. Your research or dealings with fiends has procured some designs of infernal nature. Like their war machines you are kept in the skies by an engine that spites a torrent of flame in your wake. |
5 | Ancient History. Your study of old cultures has lead you to adapt their old ways and reinvent them in your image. Kite like contraptions made of canvass and resin are what you've designed to keep you airborne. |
6 | Original Design. A flash of genius or years of dedicated hard work has lead you to design a type of aircraft that is unlike any other the world has ever seen before. |
| Artificer Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with air vehicles and one set of artisan's tools of your choice.
Flying Contraption
At 3rd level, you've completed the prototype of your first flying machine, and you can magically activate it as an action. You determine the machine's appearance, what happens when it activates, and how you operate it; your choice has no effect on its game mechanics.
Once activated, your flying machine can remain in the air for a number of hours equal to your proficiency bonus, after which it deactivates. This duration ends early if you are knocked unconscious or if you choose to end it as a bonus action. If you are aloft when the duration expires, you descend at a rate of 30 feet per round until you land.
Once you activate this machine, you can't activate it again until you finish a short or long rest, unless you expend a spell slot of 1st-level or higher to activate it again.
While your machine is active, you gain the following benefits:
You have a flying speed of 20 feet, and you can hover. This speed increases when you reach certain levels in this class: 30 feet at 5th level, and 50 feet at 15th level.
You can use your flying machine as a spellcasting focus for your artificer spells.
If you make a melee attack against a creature on your turn, that creature can't make opportunity attacks against you for the rest of your turn.
As an action, you can propel yourself forward in a rush of wind. Each creature within 5 feet of you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone. You can then immediately fly up to half of your flying speed (rounded up). At 9th level, the range of this ability increases to 10 feet.
Momentum (Level 5)
Starting at 5th level, you've learned how to manipulate the air around you, even using it as a weapon. When you make an attack roll against a creature on your turn, you deal additional thunder damage to the target equal to your Intelligence modifier (minimum +1).
Death from Above (Level 9)
By 9th level, you learn to take advantage of your altitude, preferring to strike creatures from above. If you fly at least 10 feet in a straight line immediately before attacking a creature, you gain a +5 bonus to the attack roll.
Wingman (Level 9)
Also at 9th level, you have created an enhanced model of your flying machine, which has increased handling and speed. You can take the Help action as a bonus action.
Additionally, the flying speed granted by your Flying Contraption feature increases by 10 feet. You can forgo this increase to allow your flying machine to support an additional creature that is Medium or smaller. That creature treats your flying machine as an independant mount. If this creature is still in your flying machine when it deactivates, it descends at a rate of 30 feet per round until it lands.
Ace Pilot (Level 15)
Beginning at 15th level, your effortless flying has permanently altered your reflexes. You gain proficiency in Dexterity saving throws, and while you are flying, you gain a +1 bonus to your AC.
Aeronaut
Aeronaut (Level 3)
One of the most dangerous obsessions an artificer can pursue has always been mechanical flight. Many strive for this lofty goal, and all but the most dedicated, and often the most foolhardy, artificers fail in their pursuits. Experiments that end in disastrous explosions, catastrophic falls from the sky, and deadly malfunctions are not out of the norm for an Aeronaut perfecting their mechanical flying machine.
You constantly strive to achieve the lofty goal of every Aeronaut, the creation of an arcane flying machine.
Tools of the Trade
At 3rd level, you gain proficiency with woodcarver's tools. If you are already proficient in woodcarver's tools you gain proficiency with another type of artisan's tools of your choice.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
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 can be used as a spellcasting focus by you.
It is built to fit you, and can be worn over light armor.
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 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).
When you make a weapon attack while at least 5 feet off the ground, you can use your Intelligence, in place of Strength or Dexterity, for the attack and damage rolls.
You can only have one Flying Machine at a time, and creating another causes the other to fall into disrepair.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Aerial Maneuvers (Level 9)
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 (Level 15)
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.
Aeronaut
Eye in the Sky (Level 3)
An artificer who takes the aeronaut specialization has used all their skills and experience to construct a device that allows them to take flight and control a battlefield from above. They are scouts and wayfinders, snipers and tacticians, master engineers who have claimed the clouds as their domain. To be an aeronaut is to look to the heavens above and declare that even the sky is not the limit of your genius.
Tools of the Trade
You gain proficiency with Navigator's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. You also gain proficiency with Vehicles (Air).
Aeronaut Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Aeronaut Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Aeronaut Spells
Personal Aerial Device
You have, in your studies and experimentations, been able to magically craft a personal aerial device which may take a form of your choosing such as a jetpack, rocket boots, mechanical wings, a shoulder-mounted hot air balloon, or some other form. You can expend fuel charges to use your personal aerial device in a number of ways. You have a number of fuel charges equal to your Intelligence modifier (minimum of 1) and regain all expended charges when you finish a long rest.
When you gain this feature, you have access to the Standard Flight function, as well as two alternate fuel applications: Accelerated Escapes and Flying Leaps. You can engage no more than one alternate fuel application at a time, though you can expend the normal fuel charge cost of an alternate fuel application to use it simultaneously with the standard flight function of your personal aerial device.
Beginning at 9th level, you can regain a number of fuel charges equal to half your Intelligence modifier (rounded down) whenever you complete a short rest.
Standard Flight
You can, as a bonus action, expend a fuel charge to activate this device and take to the air. While the device is activated, you gain the following benefits:
You have a flying speed equal to 5 feet greater than your walking speed and can hover.
If you already have a flying speed from another source, the device increases that speed by 10 feet.
You have advantage on Wisdom (Perception) and Wisdom (Survival) checks.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
As a part of the bonus action used to activate the device, you may choose to either Dash or Disengage, as your rapid liftoff helps move you out of the reach of foes.
Once aloft, you are able to stay airborne for up to 10 minutes. Your flight ends early if you are incapacitated or reduced to 0 hit points. If your flight ends early in this way, or you are still airborne when the duration ends, you fall at a rate of 60 feet per round. At the end of the fall you land prone, but take no falling damage.
Beginning at 9th level, the duration of your standard flight granted by this feature increases from 10 minutes to 1 hour.
- Alternate Fuel Applications
- Accelerated Escapes
As a bonus action, you can funnel greater power into your personal aerial device to enable dizzying speed. For up to 1 minute, you can dash, dodge, or disengage as a bonus action.
- Flying Leaps
As a bonus action, you can set your personal aerial device to operate in short bursts. For up to 1 hour, your jump distance is tripled, and you may use Intelligence instead of Strength or Dexterity for ability checks or saving throws that use those abilities.
Air Support (Level 5)
You have become experienced in attacking foes from the air. While a fuel charge is in use, you can attack twice, rather than once, whenever you take the Attack action on your turn.
You can also, as a bonus action, expend 1 fuel charge to grant yourself advantage on any ranged attack rolls against creatures that you can see when you are airborne and 30 feet or more away from them until the end of your turn.
Versatile Fuel Application (Level 9)
Your tinkering has paid off, and your personal aerial device is capable of performing even more diverse functions. You gain the following applications for your fuel charges:
- Arcane Conversion
As a bonus action, you can expend any number of fuel charges to draw magical energies out of your personal aerial device and into yourself. You regain an expended spell slot of a level equal to the number of fuel charges expended.
- Concussive Strikes
As a bonus action, you can expend 1 fuel charge to use your personal aerial device to propel yourself forward in battle. For up to 1 minute, when you hit a creature with an attack roll, you can add 2d6 of the weapon's damage type to your damage rolls.
- Evasive Maneuvers
As a bonus action, you can expend 2 fuel charges to engage an augmented boost mechanism, granting you greater speed than ever. Your device replicates the effects of the haste spell for up to 1 minute without requiring verbal, somatic, or material components, and without requiring concentration.
- Sniper Scope
As a bonus action, you can expend 2 fuel charges to route the power of your personal aerial device into your weapons and magic. For up to 1 minute, you gain a +2 bonus to all attack rolls, the range of your ranged weapons and spells is doubled, and spells with a range of touch have a range of 30 feet.
- Tow Cable
As a bonus action, you can expend 1 fuel charge to fire a grappling hook at a creature or object which you can see within 60 feet of you. Roll an Intelligence (Arcana) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated or an object. If you succeed, the target is grappled.
You can have no more than one of these features active at a time, though any active fuel application can be used simultaneously with the Standard Flight function, provided you expend the fuel charges required for each.
Additionally at this level you gain the following improvements to earlier features:
Beginning at 9th level, you can regain a number of fuel charges equal to half your Intelligence modifier (rounded down) whenever you complete a short rest.
Beginning at 9th level, the duration of your standard flight feature increases from 10 minutes to 1 hour.
Turbulent Tenacity (Level 15)
Your time fighting among the clouds and resisting the buffeting winds has taught you to roll with unseen atmospheric blows. You gain the following benefits:
You have resistance to bludgeoning, cold, and thunder damage.
You have advantage on any saving throws against spells or other effects which would restrain, grapple, or reduce your movement.
The duration of the standard flight function of your personal aerial device increases dramatically. Once you have expended 1 fuel charge to engage standard flight, you can use that function until you complete a long rest without having to expend an additional fuel charge.
Alchemist
Alchemist (Level 3)
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.
Tool Proficiency
When you adopt this specialization at 3rd level, 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.
Alchemist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Experimental Elixir
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the 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.
Creating an experimental elixir requires you to have alchemist's 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.
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.
| 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 (Level 5)
At 5th level, you develop 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 +1).
Restorative Reagents (Level 9)
Starting at 9th level, you can incorporate restorative reagents into some of your works:
Whenever a creature drinks an experimental elixir you created, the creature gains temporary 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 (Level 15)
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
You gain resistance to acid damage and poison damage, and you are 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.
Alternate Alchemist
Alternate Alchemist (Level 3)
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
At 3rd level, you gain proficiency with alchemist's supplies. If you are already proficient with alchemist's supplies, you instead gain proficiency with another set of artisan's tools of your choice.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Alchemical Elixirs
Beginning at 3rd level, at the end of each long rest, you can use your alchemist's supplies produce an Elixir in an empty flask you touch. At creation, you choose the Elixir's effect from the table below, some of which include your proficiency bonus (PB). The effect of an Elixir is triggered when someone drinks the Elixir. As a bonus action, a creature can drink the Elixir or administer it to a creature within 5 feet. A creature can only be under the effects of one Elixir at a time, and drinking another immediately ends any other Elixir effects.
Any Elixir you create through this feature lasts until it is consumed, or until the end of your next long rest.
As an action on your turn, you can expend a spell slot of 1st-level or higher to create an Elixir in an empty flask you touch. You can use the Elixir as part of the same action.
At certain levels in this class, you can make more Elixirs at the end of a long rest: at 6th level (two), and 15th level (three).
| Elixir | Effect |
|---|---|
Alteration | The drinker is transformed as if by the alter self spell. They determine the effect of the spell, which lasts for 10 minutes. |
Boldness | The drinker can add 1d4 to any attack rolls and saving throws they make for 1 minute. |
Flight | The drinker gains a flying speed equal to 5 times your PB in feet for 10 minutes. |
Healing | The drinker regains a number of hit points equal to PB(d4) + your Intelligence Modifier. |
Resilience | The drinker gains a bonus to their Armor Class equal to half your PB for 10 minutes. |
Swiftness | The drinker's speed increases by a number of feet equal to 5 times your PB for 1 hour. |
Alchemical Savant (Level 5)
Starting at 5th level, when you cast an artificer spell that deals acid, fire, necrotic, or poison damage, or restores hit points, you gain a bonus to the damage, or healing, roll equal to your Intelligence modifier (minimum of +1).
Restorative Reagents (Level 9)
Beginning at 9th level, whenever a creature drinks one of your Elixirs, they gain temporary hit points equal to 2d6 + your Intelligence modifier, in addition to the Elixir's effect.
Also, you can cast lesser restoration without expending a spell slot, even if you don't have it prepared, provided you use your alchemist's supplies as the spellcasting focus.
You can cast lesser restoration in this way 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 Alchemist (Level 15)
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.
In addition, you can cast both greater restoration and heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use your alchemist's supplies as the spellcasting focus.
You can cast each of these spells once with this feature, and you must finish a long rest before you can do so again.
Archivist
Archivist (Level 3)
What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds?
As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.
| Artificer Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Artificial Mind
At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and have your calligrapher's supplies on your person, you can touch a Tiny nonmagical object, inscribing arcane runes on its surface. A magical mind is awakened inside the object, granting you the following benefits while it is on your person:
You can use the object as a spellcasting focus for your artificer spells.
You can cast the mind sliver cantrip.
You can telepathically communicate with the object, and it supplies you with advice and information on certain topics. Choose one of the skills from the Artificial Mind table below, determined by your Tiny object's primary material. While it is on your person, you may add 1d4 to the result of any check that uses that skill. You may choose a different skill from the list whenever you finish a short rest. When you reach 9th level, this bonus increases to 1d8, and at 15th level, you may choose two skills instead of one.
Your Artificial Mind remains awakened until you finish your next long rest, at which time you need to reinscribe its runes with your calligrapher's supplies. You may instead choose to create another Artificial Mind out of a different object.
| Main Material Category | Material Examples | Skill Proficiencies |
|---|---|---|
Animal | Leather, bone, hide | Animal Handling, Perception, or Survival |
Mineral | Glass, gem, metal | Deception, Insight, Performance, or Persuasion |
Monster | Scale, fang, gelatin | Arcana, Intimidation, or Religion |
Plant | Paper, linens, wood | History, Investigation, Medicine, or Nature |
Psychic Nexus (Level 5)
At 5th level, you've learned how to use your artifices to affect the minds of creatures around you.
Mental Network
While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions. That creature can also telepathically communicate with you, provided you are within 100 miles of one another and on the same plane of existence.
Boggle the Mind
When you deal psychic damage to a creature on your turn, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum of +1).
Shielded Mind (Level 9)
Starting at 9th level, your mind becomes strong enough to defend against any assault against it. You gain resistance to psychic damage.
Additionally, you can reroll a failed Intelligence, Wisdom, or Charisma saving throw. If you do so, you must use the new roll. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses whenever you finish a long rest.
Psychic Archive (Level 15)
At 15th level, your Artificial Mind is able to receive and transmit more information than ever before.
Infopath
As an action while your Artificial Mind is on your person, you can transform your body into pure, arcane information. You may then teleport to an unoccupied space within 5 feet of an item bearing one of your artificer infusions, where your body physically reappears. You can only teleport to an item that is on the same plane of existence as you are.
Once you use this ability, you can't use it again until you finish a long rest, unless you expend a spell slot of 2nd-level or higher to teleport again.
Information Overload
When you deal psychic damage to a creature on your turn, you can expend a spell slot of 1st-level or higher to force the creature to make an Intelligence saving throw or be stunned until the end of your next turn.
Archivist
Archivist (Level 3)
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 become an Archivist Specialist at 3rd level, you gain proficiency with calligrapher's supplies. If you are already proficient in calligrapher's supplies you instead gain proficiency with another type of artisan's tools of your choice.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Artificial Mind
Beginning at 3rd 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:
Information Overload
You can cause your Artificial Mind to overload the mind's 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 Information Overload increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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.
| Material | Examples | Skill Proficiencies |
|---|---|---|
Animal | parchment, leather, bone | Animal Handling, Insight, Perception, Survival |
Mineral | gems, glass, metal, stone | Deception, Intimidation, Performance, Persuasion |
Plant | paper, wood, vegetable | Arcana, History, Nature, Religion |
Acute Overload (Level 5)
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 (Level 9)
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 (Level 15)
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.
Archivist Specialist
Archivist Specialist (Level 3)
Archivist artificers are driven by a devotion to—or some would say, obsession with—self-improvement. These artificers are called Archivists because they ignore conventional wisdom and experiment upon themselves, improving their bodies by implanting and replacing parts of themselves with the products of their mad genius.
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.
Archivist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist 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 | |
5th | |
9th | |
13th | |
17th |
Artificial Mind
At 3rd level, you discover how to create an artificial mind inside an object. Whenever you finish a long rest and you have a set of calligrapher's supplies or a forgery kit, you can magically form a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while it has a mind, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.
Regardless of the object's material composition, as your artificial mind it has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. The magic item is destroyed and the artificial mind is annihilated if it is reduced to 0 hit points.
The magic item has the following properties.
Telepathic Advisor
The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice. The item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.
| Main Material | Skill Proficiencies |
|---|---|
Animal (parchment, leather, bone) | Animal Handling, Insight, Medicine, Perception, Survival |
Mineral (glass, stone, metal) | Deception, Intimidation, Performance, Persuasion |
Plant (paper, wood, cotton) | Arcana, History, Investigation, Nature, Religion |
All-Around Awareness
Your item's artificial mind has darkvision out to 60 feet and can see in all directions at once. While the item is on your person, you have advantage on Initiative checks and Wisdom (Perception) checks based on vision, as it feeds you sensory data telepathically.
Information Overload
As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 60 feet of the artificial mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.
Mind Network (Level 5)
At 5th level, you've learned how to use your artifices to access minds, both to communicate and to harm. You gain both of the following abilities.
Telepathic Relay
While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.
Psychic Damage
When you make a damage roll for Information Overload or an artificer spell that deals psychic damage, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1)
Torrential Overload (Level 9)
Beginning at 9th level, whenever a target fails its saving throw against your Information Overload, you can expend a spell slot to deal extra psychic damage to the target. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than first.
Pure Information (Level 15)
At 15th level, your Artificial Mind is able to receive and transmit more information than ever before. You gain both of the following abilities.
Mind Overload
When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.
Infoportation
As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to an unoccupied space the mind can see within 60 feet of it or to the unoccupied space nearest to an item bearing one of your artificer infusions, where you physically reappear.
You can teleport in this way once and must finish a long rest or expend a spell slot of 2nd level or higher before doing so again.
Armorer
Armorer (Level 3)
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.
Tools of the Trade
3rd-level Armorer feature
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.
Armorer Spells
3rd-level Armorer feature
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 | |
5th | |
9th | |
13th | |
17th |
Arcane Armor
3rd-level Armorer feature
Your metallurgical pursuits have led to you 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 can't 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
3rd-level Armorer feature
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 (Level 5)
5th-level Armorer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Armor Modifications (Level 9)
9th-level Armorer feature
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 (Level 15)
15th-level Armorer feature
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 it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly 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.
Artillerist
Artillerist (Level 3)
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."
Tool 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.
Artillerist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Eldritch Cannon
At 3rd level, you 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 and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 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 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 |
|---|---|
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. | |
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. | |
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 (Level 5)
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 (Level 9)
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 (Level 15)
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 have 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.
Automatist Specialist
Automatist Specialist (Level 3)
An automatist is an artificer who focuses on the nature of constructs and hones their intellect toward repairing, maintaining, and creating them. They also learn the fundamental properties of the animus of constructs, and are able to exploit that knowledge to enhanced or hinder constructs around them.
Tool Proficiency
When you adopt this specialty at 3rd level, you gain proficiency with one set of artisan's tools useful for the construction of constructs (typically carpenter's tools, mason's tools, or smith's tools).
Automatist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Automatist 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 | |
5th | |
9th | |
13th | |
17th |
Signature Homunculus
At 3rd level, you complete construction on your signature homunculus. Your signature homunculus can be any construct no larger than Medium that has a challenge rating of 1/4 or lower (see Appendix C: Homunculi for constructs particularly suitable for this purpose). When you complete construction of the construct, you imbue it with a portion of your soul, transforming it into your signature homunculus. Your signature homunculus shares your alignment.
Your signature homunculus obeys your commands as best it can. In combat, the signature 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 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, or Repair (see below) action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use a set of artisan's tools appropriate for its construction to revive it as an action, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The signature homunculus returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new signature homunculus if you have an appropriate set of artisan's tools with you. If you already have a signature homunculus from this feature, the first one immediately perishes. You require 25 gp in appropriate raw materials to create a new signature homunculus in the form of a different type of construct from your previous one (for example, creating a new packmate signature homunculus when you previously had an arbalester).
Your signature homunculus has the same statistics as a regular construct of its type, with the following exceptions:
Fortified Construction
The signature homunculus's maximum hit point total is either the normal total for its kind, or equal to five times your artificer level + your Intelligence modifier + the construct's Constitution modifier, whichever is higher.
Might of the Master
Whenever your proficiency bonus increases by 1, the signature homunculus's bonus to skills and saving throws noted in its statistics increase by 1, as well as its bonuses to attack rolls and damage rolls.
Repair
As an action, the signature homunculus can activate the magical mechanisms inside it to restore hit points to itself or to one construct or object within 5 feet of it. The number of hit points it restores is equal to 2d8 + your proficiency bonus. It can use this action three times, and it regains all expended uses when you finish a long rest.
Synchronicity (Level 5)
Beginning at 5th level, when you use the Attack action on your turn, if your signature homunculus can see you, it can use its reaction to make a melee attack.
Additionally, while your signature homunculus can see you, it has advantage on all saving throws.
Overdrive Impulse
Also at 5th level, you master various arcane phrases and codewords that can trigger peak performance in constructs or warforged for a brief moment. Whenever a construct or warforged you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you may use your reaction to roll a d8 and add it to the result of the creature's roll. You may take this reaction after you see the roll, but must do so before the DM declares the roll's result. You may use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.
When you reach higher levels in this class, the size of the die you roll for this feature increases: to a d10 at 9th level, and a d12 at 15th level.
Construct Lock (Level 9)
Starting at 9th level, you can force a construct or warforged to temporarily cease all functions. As an action, you can expend one 2nd level or higher spell slot to force one construct or warforged within 30 feet of you that you can see to make a Wisdom saving throw against your artificer spell save DC. If the target fails its saving throw, it locks up for 1 minute.
While a target is locked, it can take no actions or reactions, can't move or speak, and it automatically fails Strength and Dexterity saving throws. Additionally, attack rolls against it have advantage, and any attack that hits the target is a critical hit if the attacker is within 5 feet of it. At the end of each of its turns, the target can repeat the saving throw. On a success, it is no longer locked.
You can use this feature once and must finish a short or long rest before you can use it again.
Masterpiece (Level 15)
At 15th level, you complete your final adjustments to your signature homunculus. Pick two of the following features. Your signature homunculus gains the selected features permanently. Once you make your choice, you cannot change it unless you construct a new signature homunculus.
Adamantine Defense. Your signature homunculus has resistance to all damage.
Amalgamate Essence. When you cast a spell targeting yourself, you can also affect your signature homunculus with the spell if the homunculus is within 30 feet of you.
Arcane Armaments. Your signature homunculus's attacks are considered magical.
Mithral Wings. Your signature homunculus gains a fly speed of 60 feet, or its existing fly speed increases by 30 feet. While flying, it can hover. In addition, your signature homunculus doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Quicksilver Fury. Your signature homunculus can use its action to make two melee weapon attacks against a single creature, or one melee weapon attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Battle Smith
Battle Smith (Level 3)
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.
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 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 | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic 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. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. 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 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender 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 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. The defender also perishes if you die.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Jolt (Level 9)
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 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 when you finish a long rest.
Improved Defender (Level 15)
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 a +2 bonus to Armor Class.
Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
Biomancer
Biomancer (Level 3)
A unique school of artificers from Mt. Aeris, Biomancers have studied the magic and science of nature to make themselves and other living things into nearly anything they need to defend themselves and advance their studies.
Bonus Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. You also gain proficiency with martial weapons.
Biomancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Biomancer 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 | |
5th | |
9th | |
13th | |
17th |
Pearl of Transformation
At 3rd level you create your own pearl of transformation. When you do, choose an Equinoid Race. By operating the pearl you can polymorph yourself into that race, or back into your natural form. You retain your general features, this doesn't work as a disguise among those that know your face already. Your ability scores do not change, but all other features do. If destroyed or lost, you can replace the pearl after 8 hours of work and 100gp spent on arcane materials
Extra Attack (Level 5)
Starting at 5th level, You can attack twice, rather than once, whenever you take the Attack action on your turn.
Pearl Infusions (Level 9)
At 9th level you modify your pearl to increase its abilities. As long as you have your pearl on your person, you gain the following benefits. You are immune to unwanted polymorph effects, your weapon attacks deal 2d8 additional poison damage, and your hit dice always heal their maximum amount.
Artifact of Transmutation (Level 15)
At 15th level you've modified your pearl into an artifact level device, and made it nearly indestructible. When you operate your pearl you can now polymorph into forms that disguise yourself, and into any beast. Your bonus poison damage increases to 4d8, and you gain proficiency in a saving throw of your choice as long as you have your pearl on your person.
Biomancer
Biomancer (Level 3)
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
At 3rd level, you gain proficiency with leatherworker's tools. If you are already proficient with leatherworker's tools, you gain proficiency with another set of artisan's tools of your choice.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Aberrant Chimera
You can use your understanding of Biomancy magic to create an aberrant life form. Starting at 3rd level, whenever you cast find familiar, you instead create a Chimera, which functions as a normal familiar, but 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.
As an action, the Chimera can touch a creature and sacrifice any amount of its hit points, healing the target for the same amount by grafting its flesh to theirs.
As an action, the Chimera can merge with a creature it can touch, granting it temporary hit points equal to the Chimera's remaining hit points. While merged, the target gains one of the Chimeric Traits below. The creatures remain merged until you create another Chimera, or the temporary hit points are depleted, at which point the Chimera is destroyed.
Amphibious Physiology
While merged, the creature can breathe both air and water, and gains a 30 foot swim speed.
Resilient Hide
While merged and not wearing any armor or using a shield, the creature's Armor Class is equal to 10 + your Intelligence modifier + their Constitution modifier.
Vestigial Limb
While merged, the creature grows an additional limb which resembles their own limbs. It has a reach of 5 feet, and can lift a number of pounds equal to your Intelligence score. The limb can't use weapons or shields nor can it do anything that requires manual precision.
Augmented Flesh (Level 5)
The power your Chimera works best when merged with its master. Starting at 5th level, you gain the following benefits while you are merged with your Aberrant Chimera:
Whenever you make an attack or damage roll, ability check, or saving throw that would normally use your Strength, you can use your Intelligence score instead.
You gain a climbing speed equal to your movement speed, and you can climb difficult surfaces, including upside down on ceilings, without making an ability check.
As a bonus action, you can expend a spell slot to grant yourself temporary hit points equal to five times the level of the spell slot + your Intelligence modifier. These temporary hit points are added to any temporary hit points you have from merging with your Aberrant Chimera.
Extra Attack (Level 5)
Also starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Strange Evolution (Level 9)
You have enhanced your own physiology with strange magic. At 9th level, your movement speed increases by 10 feet, and you permanently gain one Chimeric Trait of your choice.
When you reach 15th level in this class, you gain a second permanent Chimeric Trait of your choice (for a total of two).
Master Biomancer (Level 15)
You have become a master amongst Biomancer artificers. Beginning at 15th level, when you target a creature with a Biomancer Spell, you can grant a single target (additional) temporary hit points equal to your artificer level.
In addition, when merged with your Chimera, you are resistant to bludgeoning, piercing, and slashing damage.
Bladeshaper
Bladeshaper (Level 3)
While some artificers are content firing cantrips from afar, the bladeshaper has developed a dynamic style that allows them to barrage their enemies with a combination of martial prowess and lightning-fast transmutation.
| Artificer Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
The Sharpest Tools in the Box
Beginning at 3rd level, you gain proficiency with martial weapons and one type of artisan's tools of your choice.
Dynamic Weapon
At 3rd level, you gain the ability to create a dynamic weapon—multiple weapons that occupy a single space. You can create a dynamic weapon by performing a special ritual while you are within 5 feet of the weapons you wish to combine. You perform the ritual over the course of 1 hour, which can be done during a short rest, and you can bind a number of weapons together equal to your proficiency bonus. You can't bind an artifact or a sentient weapon, and you must be proficient with each weapon you bind, otherwise the ritual fails. When the ritual ends, each weapon disappears, and your dynamic weapon appears in your hands, tkaing the form of one of hte bound weapons of your choice.
As a bonus action, you can transform your dynamic weapon into one of its other bound forms, a 10-foot pole, or a 5-foot staff. Your dynamic weapon functions identically to a weapon or item of the same type, including any magical bonuses or infusions, with the following benefits:
You can use this weapon as a spellcasting focus for your Artificer spells.
This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you attack with your dynamic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
The bond of your dynamic weapon breaks if you die, if you perform the 1-hour ritual to bind a different set of weapons, or if you use your action to split the weapons apart. When this bond breaks, all of the bound weapons appear at your feet. Lastly, your dynamic weapon reappears in your hands if it is more than 5 feet away from you for 1 minute or more.
Dynamic Attack (Level 5)
Starting at 5th level, you can attack with your dynamic weapon twice, instead of once, whenever you take the Attack action on your turn. You can use your bonus action to transform your dynamic weapon between these attacks, if you wish.
Defensive Form (Level 9)
By 9th level, you learn to reflexively defend yourself. You may bind a shield to your dynamic weapon during the 1-hour ritual, treating it as a weapon for the purposes of the ritual.
Additionally, as a reaction when you are hit by an attack, you can transform your dynamic weapon into a shield. You gain a +2 bonus to your AC, or a bonus according to your bound shield. You can choose to revert your dynamic weapon to its previous form at the start of your next turn, no action required. You can only benefit from one shield at a time.
Dynamic Infusion (Level 9)
Also at 9th level, you learn how to use your artificer infusions to augment your arsenal. Choose two artificer infusions that can be applied to a simple or martial weapon. When you change your dynamic weapon's form, you may choose one of these infusions to apply to the new form. The benefits of a single infusion do not stack, and a weapon's magical bonus to attack or damage rolls may not exceed +3.
This feature doesn't count against the number of infusions you know, nor does it count against the number of items you can infuse at once.
Adaptive Weapon (Level 15)
At 15th level, you have mastered the stability of your dynamic weapon, allowing it to exhibit properties from multiple forms. When you transform your dynamic weapon, you may pick two of the following traits of any other bound weapon to apply to the weapon's new form.
The weapon's damage type.
The weapon's damage die.
Any weapons property, such as light, thrown, or versatile.
Any one magical property, such as a +1 to attack and damage rolls, an ability that expends charges, or a passive feature.
The chosen property must be compatible with your dynamic weapon's new form. For example, if you have bound a longbow, a maul, and a flame tongue (a magical flaming sword) to your dynamic weapon, you may transform your dynamic weapon into a longbow that deals fire damage equal to 2d6 + your Dexterity or Intelligence modifier on a hit.
Magic weapons' abilities and properties can vary widely, and some weapon combinations may be too unrealistic or unbalanced to work with this feature. Be sure to work with your DM as to how these properties might interact with one another, and which ones are feasible.
Bonesculptor
Bonesculptor (Level 3)
This gory reimagining of a blacksmith makes armour, weapons, and trinkets from the carcasses of slain great creatures. Through a combination of runic enhancements and harnessing the life essence of the slain beast, they are able to imbue their designs with potent magical energies.
| Artificer Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Body Knowledge
You have advantage on Medicine checks, and you know the cantrip spare the dying in addition to your other cantrips.
Grim Harvest
You can harvest resources from slain creatures that you may use to craft items. The table below outlines suggestions for managing the resources harvested from a creature and how long it takes to harvest from that creature. When harvesting, the DM may decide (or roll) how much, if any, of that resource you can harvest within the appropriate range of values. These are just guidelines, and we recommend that you discuss this with your DM when the moment arises.
Your allies may assist you in harvesting. If at least two other humanoids assist you in harvesting, you may halve the harvest time taken for each creature you harvest from.
| Creature Size | Hide/Skin | Bone/Chitin | Horn/Feathers/Scales | Fangs/Claws/Mandibles | Time Taken |
|---|---|---|---|---|---|
Tiny | 0–1 | — | — | — | 3 minutes |
Small | 1–2 | 0–1 | 0–1 | 0–1 | 6 minutes |
Medium | 1–2 | 1–2 | 1–2 | 0–1 | 15 minutes |
Large | 3–4 | 3–4 | 2–3 | 1–2 | A short rest |
Huge | 5–7 | 5–7 | 4–5 | 3–5 | A long rest |
Gargantuan | 10–12 | 10–12 | 8–10 | 8–10 | One day |
Melder of Flesh and Bone
You gain proficiency in Heavy Armour, Leatherworker's tools, and Smith's tools if you did not have them already. You can craft armour, shields, and weapons from the parts of slain creatures. The table below outlines suggestions for the resource requirements for crafting these items and you must use Leatherworker's tools and Smith's tools to do so. These are just guidelines, and we recommend that you discuss this with your DM when the moment arises.
You can craft a single item during a long rest. During this time, you may apply any other improvements to that item that your class would allow.
| Item Type | Example Item | Suggested Resources |
|---|---|---|
Simple Medium Armour | Hide Armour or Scale Mail | 4 Hide or Skin, 1 Feathers or Scales |
Complex Medium Armour | Breastplate or Half Plate | 4 Hide or Skin, 1 Bone or Chitin, 2 Feathers or Scales |
Simple Heavy Armour | Ring Mail or Chainmail | 4 Bone or Chitin |
Complex Heavy Armour | Splint or Full Plate | 6 Bone or Chitin, 2 Hide or Scales |
Small Weapon | Dagger, Handaxe, Dart | 1 Bone/Chitin OR 1 Horn/Fangs/Claws/Mandibles |
Medium Weapon | Shortsword, Mace, Crossbow | 2 Bone/Chitin + 1 Hide/Skin OR 1 Bone/Chitin + 1 Horn/Fangs/Claws/Mandibles |
Large Weapon | Longsword, Warhammer, Longbow | 3 Bone/Chitin + 2 Hide/Skin OR 2 Bone/Chitin + 2 Horn/Fangs/Claws/Mandibles |
Huge Weapon | Greataxe, Halberd, Lance | 2 Hide/Skin + 5 Bone/Chitin OR 3 Horn/Fangs/Claws/Mandibles + 3 Bone/Chitin |
Shield | Shield | 3 Hide/Skin + 1 Bone/Chitin OR 3 Bone/Chitin |
Trinket | Necklace, Ring, Dice | 1 Horn/Fangs/Claws/Mandibles + 1 Hide/Skin |
Butcher (Level 4)
You gain proficiency in one weapon type of your choosing. When making an attack roll, if you are attacking with a weapon that you crafted, you may use your Intelligence modifier instead of Strength or Dexterity for both the bonuses to hit and to damage.
Improved Crafting (Level 5)
You better understand the creation of items from flesh and bone. The items you craft using your Melder of Flesh and Bone ability become +1 items of their respective type.
Construct of Flesh (Level 5)
During a long rest, you may craft a Construct of Flesh instead of an item. This requires 4 hide/skin, 4 bone/chitin, and any combination of 4 horns, feathers, scales, fangs, claws, or mandibles.
The Construct of Flesh is a friendly undead companion that obeys your commands. It is a Medium creature with the appearance of your choice (although usually fairly gruesome) and the statistics outlined below. You may only have a single Construct of Flesh at a time. If you create a second one, the first collapses into the components you used to create it.
In combat, the Construct of Flesh takes its turn immediately after yours. On your turn you may use a bonus action to command it to attack, otherwise it may only move and Dodge on its turn. It may still use its reaction regardless of whether you commanded it to attack or not.
Construct of Flesh
Medium Undead (Amalgamation), your alignment
Armour Class 15 (Natural Armour)
Hit Points 30 + 2 × your level
Speed 30 ft.
STR 18 (+4) | DEX 16 (+3) | CON 14 (+2) | INT 2 (−4) | WIS 12 (+1) | CHA 4 (−3)
Damage Resistances poison
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses passive Perception 11 + PB
Proficiency Bonus equals yours
Constructed. When a Construct of Flesh is created, the creator chooses one of the abilities listed below and one of the attacks. The Construct of Flesh then loses all other abilities and attacks.
Abilities:
Arboreal. Gains a climb speed of 30 ft. and has advantage on Athletics and Acrobatics checks.
Volant. Gains a fly speed of 30 ft.
Nocturnal. Gains darkvision (120 ft.) and has advantage on Stealth and Perception checks.
Robust. AC is increased to 17 and maximum hit points are increased to 50 + 2 × your level.
Nimble. Speed is increased to 45 ft. and Dexterity is increased by 2. If it succeeds a Dexterity saving throw to avoid half incoming damage, it instead avoids all of that damage.
Attacks:
Vicious Bite. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 2d6 + PB piercing damage plus 1d6 necrotic damage. Target must succeed a Constitution saving throw against your spell save DC or take 2d4 poison damage.
Mighty Gore. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 2d6 + PB bludgeoning damage plus 1d6 necrotic damage. Target must succeed a Strength saving throw against your spell save DC or be knocked prone.
Noxious Spit. Ranged Weapon Attack: +4 + PB to hit, range 60 ft., one target. Hit: 2d6 + PB acid damage plus 1d6 necrotic damage.
Gruesome Claw. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 2d6 + PB slashing damage plus 1d6 necrotic damage. Target must succeed a Wisdom saving throw against your spell save DC or be frightened of the Construct of Flesh until the end of their next turn.
Artisan Crafter (Level 9)
Your knowledge of your craft deepens to that of an experienced crafter. The items you craft using your Melder of Flesh and Bone ability become +2 items of their respective type.
Improved Butcher (Level 9)
You gain proficiency in another weapon type of your choosing.
Improved Construct of Flesh (Level 9)
You may select a second ability for your Construct of Flesh from its initial list of abilities. The selected ability cannot be the same as the first one you picked. The Construct of Flesh also gains Multiattack, allowing two attacks.
Master Crafter (Level 15)
Your creations are only rivalled by the works of master smiths. The items you craft using your Melder of Flesh and Bone ability become +3 items of their respective type.
Body Modification (Level 15)
Over the course of a long rest, you can incorporate one set of your crafted armour and up to two of your crafted weapons into your own flesh. They become a part of you and can only be removed if you choose to remove them over the course of a long rest. The weapons can be concealed within your body, and you may use a bonus action to draw them out.
Minion Master (Level 15)
The maximum hit points of your Construct of Flesh is increased by a further 60 hit points and its AC is increased by 2 (cumulative with the Robust ability if you selected it). You may select a second attack for your Construct of Flesh from its initial list of attacks. The selected attack cannot be the same as the first one you picked. All attacks made by your Construct of Flesh deal an additional 2d6 necrotic damage.
Caravaneer
Caravaneer (Level 3)
Every adventuring party needs a safe place to rest. A Caravaneer is a master of hospitality who maintains and provides a smoking magical vehicle to act as a home away from home for any diligent traveler.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Caravaneer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Caravaneer 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 | Caravaneer Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Arcane Caravan
By 3rd level, you have constructed a mobile home known as an arcane caravan. See its game statistics in the Arcane Caravan stat block along with your 9th and 15th level features. You determine the arcane caravan's appearance except for its size, which is determined by your DM. You can use an action to control it with a console inside.
Inside the arcane caravan is an extradimensional dwelling. It is warm and dry, regardless of conditions outside. You can create any floor plan you like with the space indicated in the stat block. The place is furnished and decorated as you choose, but it must include a fireplace that leads to the chimney outside, a console, and at least one door and window. Any equipment or furnishings conjured within the arcane caravan dissipate into smoke if removed from it. You can use an action with mason's tools to transform the layout when no creatures are inside it except yourself.
Once per round, if an effect that deals fire damage occurs to the fireplace, the arcane caravan regains 2d4 + 2 hit points. If its hit points are reduced to zero, all creatures and objects within the extradimensional dwelling are expelled through the chimney and fall prone into the nearest open spaces. No creatures can enter or recall the arcane caravan until it is revived. You can spend 1 hour working with mason's tools and expend a spell slot of 1st level or higher to revive it with all of its hit points restored.
Using mason's tools, you can spend 8 hours to construct a new arcane caravan. If you already have an arcane caravan from this feature, the first one immediately perishes.
Sentient Host
3rd-level artificer optional feature
Some magical homes are inhabited by a sentient spiritual host, such as Calcifer from Howl's Moving Castle and Idris from the Doctor's TARDIS.
When you create a new arcane caravan, you can give it a sentient host using the Sentient Magic Item rules found in the Dungeon Master's Guide, modifying the terms when appropriate to suit a vehicle. They can exist as a tangible spirit kept within the extradimensional dwelling or as the arcane caravan itself.
You can design your sentient host with help from the following tables.
| d12 | Creature Type (appearance only) |
|---|---|
Abberation | |
Celestial | |
Construct | |
Dragon | |
Elemental | |
Fey | |
Fiend | |
Monstrosity | |
Ooze | |
Plant | |
Undead | |
Combine two |
| d6 | Manifestation |
|---|---|
The arcane caravan itself | |
Within the extradimensional dwelling's walls | |
Part of the console | |
The fireplace | |
A decoration | |
A floating entity |
| d6 | Origin |
|---|---|
Former living being | |
Warlock patron | |
Artificial Intelligence | |
Extension of the Caravaneer's soul | |
Awakened object | |
Proxy for a deity |
| d6 | Power within extradimensional dwelling |
|---|---|
None | |
Moves furniture and decorations at will | |
Writes on anything without the use of a pen | |
Locks or unlocks doors | |
Replicates one non-violent cantrip | |
Makes all your bacon burn |
Zone of Hospitality (Level 5)
At 5th level, you can generate zones which act as small magical sanctuaries for your allies. When a creature restores hit points within 5 feet of an object with a property from your Magical Tinkering feature, it gains temporary hit points equal to your Intelligence modifier plus double your proficiency bonus
Arcane Upgrades (Level 9)
As your skills increase, your Arcane Caravan upgrades. The following features are upgraded:
Enhanced Movement. Your Arcane Caravan's speed increases to 50 ft.
Extradimensional Dwelling. The maximum space in your Aracane Caravan increases to 100 cubes.
Recall Link. You can now recall your Arcane Caravan from anywhere on the same plane.
Your Arcane Caravan also gains the following new feature:
Universal Mobility
You can spend 1 hour working with mason's tools to swap in a climbing or swimming speed to the caravan equal to its base speed.
Freedom of Mobility (Level 15)
As your skills continue to increase, your Arcane Caravan upgrades even further gaining even more enhanced mobility, with the following feature upgrading:
Universal Mobility
You can now grant your caravan a flying speed
Your Arcane Caravan also gains the following new feature:
Wayfinding Teleport
The caravan teleports to a destination it has been on the same plane of existence in the past 7 days. Once this is used, it can't be used again until the next dawn.
Chronothief
Chronothief (Level 3)
For those that pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some artificers choose to experiment with Chronomancy, the magic of time. Known as Chronothieves, these bold artificers are marked by their signature Chronometers, a wondrous object which they use to steal moments and adjust the flow of time.
Tools of the Trade
At 3rd level, you gain proficiency with jeweler's tools. If you are already proficient with jeweler's tools, you instead gain proficiency with another set of artisan's tools of your choice.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Chronothieves & Dunamancy Magic
If your table uses the Dunamancy magic found in Explorer's Guide to Wildemount, a Chronothief can choose to use time related Dunamancy spells, in place of the list of Chronothief Spells above.
Chronometer
At 3rd level, you can create a Chronometer, marking you as a true Chronothief. At the end of a long rest, you can use your jeweler's tools to construct a Tiny timekeeping device, like a watch, hourglass, or small sun dial, which can be used as a spellcasting focus by you for your artificer spells.
You can only have one Chronometer at a time, and creating another causes the magic within the first to dissipate.
Your Chronometer has a number of charges equal to twice your Intelligence modifier. It regains all expended charges when you finish a long rest. While your Chronometer is in hand, you can expend a charge to use the following abilities:
Accelerate
As an action, you increase the speed of a creature within 60 feet by a number feet equal to 5 times your Intelligence modifier until the end of their next turn.
Decelerate
As an action, you force a creature that within 60 feet to make a Charisma saving throw. On a failed save, its movement speed is reduced by a number feet equal to 5 times your Intelligence modifier until the end of its next turn.
Slip
As a reaction when a creature within 60 feet makes an attack roll, ability check, or saving throw, you can force them to re-roll. You must use this reaction before you know if the triggering attack, check, or saving throw succeed.
Warp
As an action, you can switch places with a creature within 60 feet, each instantly teleporting to the other's space. An unwilling creature must succeed on a Charisma saving throw or be forced to switch places with you.
Stolen Moments (Level 5)
You have improved your Chronometer so that you can literally save moments in time for later. Beginning at 5th level, when you successfully paralyze, stun, or reduce a creature's movement speed to 0 with a spell or Chronothief ability, your Chronometer regains one of its expended charges.
Also, any of your Chronometer abilities that require an action to use can also be used as a bonus action on your turn.
Empowered Chronomancy (Level 9)
Your understanding and control over the magic of time has greatly increased. Upon reaching 9th level in this class, the magic of your Chronometer improves in the following ways:
Accelerate
Opportunity attacks against the target creature have disadvantage until the end of their next turn.
Decelerate
You can spend an additional charge to double the movement speed reduction. If this feature reduces a target's speed to 0, it must succeed on a Constitution saving throw or be stunned until the end of its next turn.
Slip
You can spend two charges to use this reaction after you know if the triggering attack roll, ability check, or saving throw succeeded or failed.
Warp
You can spend additional charges to increase the range by an additional 30 feet for each charge you expend.
Master Chronothief (Level 15)
You are considered a master in the field of Chronomancy. Starting at 15th level, you can overload your Chronometer, expending any remaining charges, to cast time stop.
Once you cast time stop in this way, you must finish a long rest before you can do so again.
Cognician
Cognician (Level 3)
Cognicians are artificers who have specialized in the creation of helms that enhance cognitive abilities and awaken latent psionic powers. Using these cerebral helms, a Cognician can reach beyond their natural mental abilities and learn to encroach on the minds of others. Cognicians are fascinated by crystals and rare minerals, the key magical components of their helms.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools'24. If you already have this proficiency, you gain proficiency with one other type of artisan's tools'24 of your choice.
Cognician Spells
Beginning at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Cognician 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 | |
5th | |
9th | |
13th | |
17th |
Cerebral Helm
At 3rd level, you create a helm beset with gems, prisms, and glass that enhances your natural cognitive abilities. This helm counts as a spellcasting focus for your artificer spells. While you are wearing this helm, you know a number of the following cantrips your choice up to your Intelligence modifier (minimum one cantrip) guidance, mage hand, message, mind sliver, and prediction. If the cantrip is normally not on the artificer spell list, it counts as an artificer spell for you.
When you finish a long rest'24, you can replace any number of cantrips from this list with an equal number of cantrips from this list.
If you ever lose your cerebral helm, you can create another one with 8 hours of work and 10 gp of materials. Creating a new cerebral helm causes the old one to immediately and permanently cease functioning.
Psionic Amplification (Level 5)
Starting at 5th level, when you cast an artificer spell that deals damage, you can choose to change the damage to psychic. In addition, when you deal psychic damage with an artificer spell, you can choose one target to take additional psychic damage equal to your Intelligence modifier (minimum 1).
Parallel Processing Power (Level 9)
At 9th level, you're able to make certain upgrades to your cognition enhancing helm. While you are wearing it, you gain the following benefits:
Surpass Cognitive Potential (Level 15)
At 15th level, the cumulative effect of wearing your cerebral helm has left you permanently cognitively enhanced. You gain the following benefits:
Composer
Composer (Level 3)
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 become a Composer Specialist at 3rd 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.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Musical Apparatus
At 3rd 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.
Upon creating your Musical Apparatus, you can weaponize it, choosing one of the following options below:
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 (Level 5)
Beginning at 5th level, when you hit a creature with a Musical Apparatus attack, you can expend a spell slot to knock Large or smaller targets 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, whenever you deal thunder damage, you add your Intelligence modifier (minimum of +1) to your damage roll.
Resonant Frequency (Level 9)
Starting at 9th level, you can use an action to play a note that causes a target within 10 feet to resonate with undetectable music for 1 hour. The next time that creature is hit by a melee attack, the attacker must succeed on a Constitution saving throw or take 2d8 thunder damage and not be able take reactions until the start of their next turn.
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 (Level 15)
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 4d8.
Crystal Shaper
Crystal Shaper (Level 3)
As a crystal shaper, you have closely studied the mystical properties of quartz, ruby, and sapphire. Within the precise layers and cleaved edges of each crystal lattice is the potential to awaken vast psionic magics. Far beyond the careful meditations of psions or the explosive power of wilders, you have learned how to use crystal structures to construct a reservoir for your own psyche. After all, your mind is a tool to be harnessed just like any other in your supply.
The crystal shaping tradition first appeared among the Inspired, the quori-possessed leaders of the Unity of Riedra. Most Chosen psions have little sentimental attachment to their own minds, after all—their will is destined to be subservient to il altas, the spirits that guide their people. Despite the best efforts by the Inspired to restrict the knowledge of crystal shaping, teaching it only to trusted Chosen artisans, the kalashtar of Adar developed similar practices with a healthier respect for the artificer's own mind. Adaran refugees eventually introduced the practice to Khorvaire, though it remains little more than an academic curiosity outside kalashtar communities such as Overlook in Sharn.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Crystal Shaper Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Crystal Shaper 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 | |
5th | |
9th | |
13th | |
17th |
Psicrystal Affinity
Beginning at 3rd level, whenever you finish a long rest, you can pour your psionic essence into a crystal you touch, storing your emotions safely out of harm's reach. Select two emotions from the Psicrystal Affinities table, storing them in your psicrystal; the crystal can't hold the same emotion twice. While you have an emotion stored in your psicrystal, you gain the stored benefit of that emotion as listed on the table. The range of emotions you can choose from expands after you reach particular levels in this class, as shown in the table.
Creating a psicrystal requires you to have jeweler's tools on your person, and any psicrystal you create with this feature retains all stored emotions until the end of your next long rest.
When you reach certain levels in this class, you can imbue your psicrystal with additional emotions at the end of a long rest: you can store three emotions at 5th level, four at 9th level, and five at 15th level.
You can store additional emotions in your psicrystal by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to touch your psicrystal and store the emotion in it.
| Emotion | Artificer Level | Stored Benefit | Augmentation Effect |
|---|---|---|---|
Joy | 3rd | You gain advantage on saving throws against being charmed. | The target must succeed on an Intelligence saving throw or become charmed by you or one creature you can see for 1 minute or until it takes damage from any subsequent effect. |
Fear | 3rd | You gain advantage on saving throws against being frightened. | The target must succeed on an Intelligence saving throw or become frightened of you or one creature you can see for 1 minute or until it takes damage from any subsequent effect. |
Disgust | 3rd | You gain advantage on saving throws against any effect that deals poison damage or causes the poisoned condition. | The target must succeed on an Intelligence saving throw against your artificer or become poisoned until the end of its next turn. |
Sadness | 3rd | You gain advantage on saving throws to resist any effect that would cause you to gain a level of exhaustion. | The target must succeed on an Intelligence saving throw or suffer one level of exhaustion. |
Anger | 3rd | Any critical hit against you becomes a normal hit. | The target must succeed on an Intelligence saving throw or take an additional 3d6 psychic damage, or half that amount on a successful save. |
Surprise | 3rd | You gain advantage on initiative rolls. | The target must succeed on an Intelligence saving throw or have disadvantage on Dexterity saving throws and be unable to use reactions until the end of its next turn. |
Temerity | 5th | When you cast an artificer spell, one target of your choice can gain a number of temporary hit points equal to your Intelligence modifier (minimum 1). | The target gains advantage on attack rolls until the end of its next turn, and its attacks score a critical hit on a roll of 19 or 20. |
Tranquility | 5th | When you cast an artificer spell, you gain a bonus to one damage roll equal to your Intelligence modifier (minimum of +1) | The target regains a number of hit points equal to 1d6 + your Intelligence modifier. |
Envy | 15th | When you cast an artificer spell, one target of your choice can regain a number of hit points equal to 1d4 + your Intelligence modifier (minimum 1). | The target must make an Intelligence saving throw or become overwhelmed with envy for 1 minute or until it takes damage from any subsequent effect. On its turn, an affected creature must move as close as possible toward one object, place, or person you designate that you can both see. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. |
Humility | 15th | Every enemy creature that starts its turn within 10 feet of you takes psychic damage equal to your Intelligence modifier (minimum 1). | The target is warded against hostile action for 1 minute. Until the effect ends, any creature who targets the warded creature with an attack or a harmful spell must first make an Intelligence saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn't protect the warded creature from area effects, such as the explosion of a fireball. |
Psionic Augmentation
Also at 3rd level, you know how to draw on the emotions stored in your psicrystal to augment your spells. When you cast an artificer spell, you can release one emotion stored in your psicrystal to apply an augmentation effect to one target of that spell. The augmentation effects for each emotion are given in the Psicrystal Affinities table. If an effect causes a saving throw, the DC equals your artificer spell save DC.
When you use this feature to release an emotion and augment a spell, you no longer gain the benefit of that emotion until you store it again.
Exceptional Augmentation (Level 5)
At 5th level, when you target a creature with your Psionic Augmentation feature, you can choose to either deal 1d6 psychic damage to the target or to cause it to regain 1d6 hit points. This effect is in addition to the augmentation effects in the Psicrystal Affinities table. For example, when you release tranquility from your psicrystal, you can choose for a target to regain hit points equal to 2d6 plus your Intelligence modifier.
Astral Construct (Level 9)
At 9th level, you have learned how to unleash your psicrystal's deeper potential. Whenever you use your Psionic Augmentation feature, you can coalesce the released emotion into a crystalline construct. In addition to targeting a creature with an augmentation effect, you create an astral construct imbued with that emotion in a space within 30 feet of you, which lasts for one minute or until it is reduced to 0 hit points. If you already have an astral construct shaped when you use your Psionic Augmentation, you instead fully heal your current construct, extend its duration by a further minute, and imbue it with an additional use of its Release Emotion action.
In combat, the astral construct shares your initiative count, but it takes its turn immediately after yours. It can move on its own, but the only action it takes on its turn is the Dodge action, unless you take bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.
Crystal Simulacrum (Level 15)
At 15th level, the emotions embedded in your astral construct become so potent that it can even cast your spells. As a bonus action, you can command your astral construct to use the Simulacrum Casting action. When it uses this action, the astral construct expends one of your spell slots, casting one of your prepared artificer spells of that level that has a casting time of 1 action or 1 bonus action and that does not require costly material components. When it casts a spell in this manner, it can do so without material components. It uses your spellcasting ability as if you had cast the spell. Once you command an astral construct to use the Simulacrum Casting action, you can't do so again until you finish a short or long rest.
Defiler
Defiler (Level 3)
A Defiler is a master of deadly substances both caustic and corruptive, using foul mixtures to create sickeningly permanent effects. Any battlefield a Defiler enters is hauntingly marked with cruel magic that scars the landscape and mutilates its victims. Valued for scorched-earth warfare, members of the specialization are summoned when morals and long-term consequences no longer matter.
Bonus Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with the poisoner's kit, and can use it as a spellcasting focus for your artificer spells. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Defiler Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Defiler 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 | |
5th | |
9th | |
13th | |
17th |
Tainted Ground
At 3rd level, you learn to magically salt the earth around you, corrupting it and sickening creatures that enter the contaminated area. As an action, you can use a poisoner's kit to befoul a 10-foot cube you can see within 60 feet of you, choosing one of the options listed below. The area becomes corrupted for 1 minute, until you use this feature again, or until it is dispelled by a dispel magic spell. An area affected by this feature remains forever scarred and unable to support any kind of plant or animal life after the effect ends. You are immune to the effects of Tainted Ground that you create.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 1st level or higher to use it again.
At the start of each of your turns, the corruption spreads to one adjacent 10-foot cube of your choice. The new cube must have at least one face adjacent to another cube of Tainted Ground, and has the same effect as it.
Corrosive Smog
Foul, heavy smoke fills the area, scouring the eyes and lungs and lightly obscuring the area. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 acid damage and must succeed on a Constitution saving throw against your artificer spell save DC or become blinded until the start of its next turn. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.
Draining Tar
Sticky black tar fills the area, coating any objects not being worn or carried within it. For every 1 foot a creature moves through this area, it must expend 4 feet of movement. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 necrotic damage. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.
Raging Inferno
Intense supernatural flames burn within the area, igniting flammable objects in the area that aren't being worn or carried. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d10 fire damage. This damage increases when you reach higher levels in this class, to 2d10 at 5th level, 3d10 at 9th level, and 4d10 at 15th level.
Vile Radiation
Sickly bright light fills the area, befouling all it touches. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 radiant damage and must succeed on a Constitution saving throw against your artificer spell save DC or become poisoned until the start of its next turn. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.
Creeping Corruption (Level 5)
Starting at 5th level, you can use your Tainted Ground to channel your foul magics. When you cast an artificer spell while standing within an area of Tainted Ground, you choose any point covered by Tainted Ground. The spell is cast as if you were at the chosen point, but you must use your own senses. After you cast a spell of 1st level or higher in this way, you can cause the Tainted Ground to spreads to a number of 10-foot-cubes equal to the spell's level. Each new cube must have at least one face adjacent to another cube of Tainted Ground.
Reduced Casualties (Level 9)
Starting at 9th level, you learn how to protect others from your own powers. When you cast an artificer spell or create an area of Tainted Ground, you can designate any number of creatures you can see to be immune to its effects.
Profane Empowerment (Level 15)
By 15th level, your exposure to horrific pollutants allows you to become one with the contaminants:
Creatures of your choice have resistance to the damage type dealt by your Tainted Ground while standing in it.
If you start your turn within an area of Tainted Ground, your speed is increased by 10 feet until the end of the turn.
When you cast an artificer spell that deals damage while standing in a patch of Tainted Ground, you can choose to change the spell's damage type to the same type that the Tainted Ground deals.
Defiler
Defiler (Level 3)
A Defiler is a master of deadly substances both caustic and corruptive, using foul mixtures to create sickeningly permanent effects. Any battlefield a Defiler enters is hauntingly marked with cruel magic that scars the landscape and mutilates its victims. Valued for scorched-earth warfare, members of the specialization are summoned when morals and long-term consequences no longer matter.
Bonus Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with the poisoner's kit, and can use it as a spellcasting focus for your artificer spells. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Defiler Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Defiler 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 | |
5th | |
9th | |
13th | |
17th |
Tainted Ground
At 3rd level, you learn to magically salt the earth around you, corrupting it and sickening creatures that enter the contaminated area. As an action, you can use a poisoner's kit to befoul a 10-foot cube you can see within 60 feet of you, choosing one of the options listed below. The area becomes corrupted for 1 minute, until you use this feature again, or until it is dispelled by a dispel magic spell. An area affected by this feature remains forever scarred and unable to support any kind of plant or animal life after the effect ends. You are immune to the effects of Tainted Ground that you create.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 1st level or higher to use it again.
At the start of each of your turns, the corruption spreads to one adjacent 10-foot cube of your choice. The new cube must have at least one face adjacent to another cube of Tainted Ground, and has the same effect as it.
Corrosive Smog
Foul, heavy smoke fills the area, scouring the eyes and lungs and lightly obscuring the area. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 acid damage and must succeed on a Constitution saving throw against your artificer spell save DC or become blinded until the start of its next turn. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.
Draining Tar
Sticky black tar fills the area, coating any objects not being worn or carried within it. For every 1 foot a creature moves through this area, it must expend 4 feet of movement. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 necrotic damage. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.
Raging Inferno
Intense supernatural flames burn within the area, igniting flammable objects in the area that aren't being worn or carried. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d10 fire damage. This damage increases when you reach higher levels in this class, to 2d10 at 5th level, 3d10 at 9th level, and 4d10 at 15th level.
Vile Radiation
Sickly bright light fills the area, befouling all it touches. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 radiant damage and must succeed on a Constitution saving throw against your artificer spell save DC or become poisoned until the start of its next turn. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.
Creeping Corruption (Level 5)
Starting at 5th level, you can use your Tainted Ground to channel your foul magics. When you cast an artificer spell while standing within an area of Tainted Ground, you choose any point covered by Tainted Ground. The spell is cast as if you were at the chosen point, but you must use your own senses. After you cast a spell of 1st level or higher in this way, you can cause the Tainted Ground to spreads to a number of 10-foot-cubes equal to the spell's level. Each new cube must have at least one face adjacent to another cube of Tainted Ground.
Reduced Casualties (Level 9)
Starting at 9th level, you learn how to protect others from your own powers. When you cast an artificer spell or create an area of Tainted Ground, you can designate any number of creatures you can see to be immune to its effects.
Profane Empowerment (Level 15)
By 15th level, your exposure to horrific pollutants allows you to become one with the contaminants:
Creatures of your choice have resistance to the damage type dealt by your Tainted Ground while standing in it.
If you start your turn within an area of Tainted Ground, your speed is increased by 10 feet until the end of the turn.
When you cast an artificer spell that deals damage while standing in a patch of Tainted Ground, you can choose to change the spell's damage type to the same type that the Tainted Ground deals.
Demolitionist
Demolitionist (Level 3)
Demolitionists are explosive experts who specialize in the deft application of magical incendiaries. In times of war, they are valued as bombardiers and grenadiers who can set traps, break down fortifying barriers, and dispatch large groups of enemies. In times of peace, they can clear land for the creation of mines and settlements or efficiently break down decaying structures to make room for new construction.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with potter's tools'24. If you already have this proficiency, you gain proficiency with one other type of artisan's tools'24 of your choice.
Demolitionist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist 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 | |
5th | |
9th | |
13th | |
17th |
Explosive Charges
At 3rd level, you learn how to produce magical explosives. When you finish a long rest'24, you can use potter's tools'24 or tinker's tools'24 to magically create a number of explosive charges equal to half your artificer level, rounded up. When you finish your next long rest, any charges you have cease functioning.
As an action, you can expend and throw one of your charges to a point you can see within 60 feet of you. When you do, you decide its type, choosing from one of the options on the Explosive Charges table. When the charge detonates, it explodes in a 10-foot radius sphere centered on the point to which you threw it. Any creature within the sphere that isn't behind full cover'24 must make a Dexterity saving throw against your spell save DC. Each creature that failed its saving throw, as well as any structure and object that isn't being worn or carried, takes 2d6 force damage. A creature that succeeds on its saving throw takes half damage. The explosion emits a thunderous boom audible out to a range of 300 feet.
If you have no charges, you can use potter's tools'24 or tinker's tools'24 as an action and expend a spell slot to magically create a number of charges equal to the level of the expended spell slot.
The damage of your explosive charges increases by 1d6 when you reach certain levels in this class: 9th (3d6), 15th (4d6), and 20th (5d6).
| Charge Type | Effect |
|---|---|
Force Grenade | The charge detonates on impact. |
Proximity Mine | The charge can be thrown only to a point on a solid surface, onto which the charge adheres until it detonates or deactivates. The next time a creature other than you or another thrown charge comes within 10 feet of the charge, it detonates. The charge deactivates after 1 hour or when you use your action to touch the charge and deactivate it. If you use this action, you regain the expended charge. |
Timed Detonation | The charge can be thrown only to a point on the ground. When you throw the charge, it detonates after 1 minute. At the start of your turn, you can choose for the charge to detonate early. Before it detonates, any creature that can touch the charge can use its action to throw the charge to a different point on the ground within 60 feet of it. |
Bombs Away (Level 5)
Starting at 5th level, when you use your action to create one or more explosive charges or to throw an explosive charge, you can immediately throw one as a bonus action. This bonus charge must be a Force Grenade.
Modified Charges (Level 9)
Starting at 9th level, when you use your action to throw an explosive charge, you can choose to apply one of the following modifications to it.
Flash Boom
The charge's explosion deals radiant damage instead of force, and requires a Constitution saving throw instead of Dexterity. If a creature fails its saving throw against the charge, it is blinded and deafened until the end of your next turn. Once a creature makes a saving throw against this modification, it has advantage on further saving throws made against this modification for 10 minutes.
Heavy Ordnance
The charge's explosion deals double damage to objects and structures, has a radius of 20 feet, and is audible out to a range of 600 feet.
Incendiary Powder
The charge's explosion deals fire damage instead of force damage, gains a bonus to its damage roll equal to your Intelligence modifier, and ignites any flammable objects in the area that aren't being worn or carried.
Glorious Grenadier (Level 15)
Starting at 15th level, when you finish a short rest'24, you can use potter's tools'24 or tinker's tools'24 to magically create a number of explosive charges up to your Intelligence modifier (minimum 1).
Additionally, whenever you cast an artificer spell that deals damage in a sphere, you deal an additional 1d6 damage to each creature that takes damage from the spell this turn.
Disruptor
Disruptor (Level 3)
The Disruptor excels at controlling the battlefield, then when the moment is right, blowing it all to Khyber. The blast disks they use to spread mayhem were developed at the start of the Last War in a collaboration between Brelish artificers and the gnomes of Zilargo, but the practice quickly spread to the other nations, and within a generation, all nations employed their own Disruptors as valued combat specialists. Now that the Last War is ended, Disruptors gravitate toward pursuits where they feel valued and useful, especially adventuring and mercenary companies.
Scholars at Morgrave University also report finding evidence of ancient Dhakaani stone disks that suggest a similar tradition of arcane explosives. Explorers to the Tashana Tundra of Sarlona bear tales of dwarves there with similarly advanced explosive techniques.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Disruptor Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Disruptor 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 | |
5th | |
9th | |
13th | |
17th |
Battle Savvy
When you reach 3rd level, your dedicated training provides you with the following benefits:
When you are wearing light armor or no armor, you can use your Intelligence modifier, instead of your Dexterity modifier, to determine your AC. You can use a shield and still gain this benefit.
You gain a bonus to your initiative rolls equal to your Intelligence modifier.
Blast Disks
Beginning at 3rd level, whenever you finish a long rest, you can magically imbue effects to create a blast disk from a flat stone you touch.
You can create one blast disk at the end of a long rest, imbuing it with one effect from the Blast Disks table, which you can later trigger by detonating the disk.
Creating a blast disk requires that you have mason's tools on your person, and any disk that you imbue with this feature lasts until it detonates or the end of your next long rest, when the magic dissipates.
When you reach certain levels in this class, you can imbue additional disks at the end of a long rest: two at 5th level, three at 9th level, and four at 15th level. Each disk requires its own flat stone.
You can imbue additional blast disks by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to touch a stone disk and create a blast disk imbued with one effect from the Blast Disks table.
When a blast disk detonates, every creature within a 5-foot radius must make a saving throw as indicated on the Blast Disks table. On a failed save, a creature takes damage and is subject to the blast disk's effects. On a successful save, the creature takes half damage and suffers no other effect. The saving throw DC to avoid a blast disk's effects is equal to your artificer spell save DC.
Detonating a Blast Disk
As an action, you can touch an imbued blast disk to activate it, choosing whether to detonate it on impact or by proximity when you do so. Once activated, the blast disk can be detonated any time before the end of your next long rest using the detonation type you chose when you activated it:
Impact Detonation. You can use your action to throw an activated blast disk up to 15 feet, where it detonates on contact with a creature or object, triggering its effect.
Proximity Detonation. You place an activated blast disk on the ground, then when any creature other than you approaches within 5 feet of the activated blast disk, it immediately detonates, automatically triggering its effect.
| Type | Save | Effect on Failed Save |
|---|---|---|
Breath of Life | Wis | Deals 3d8 radiant damage to undead and heals living creatures half as much. This has no effect on constructs. |
Corrosive | Dex | Deals 3d6 acid damage, and the creature takes half as much acid damage at the start of its next turn. |
Storm Surge | Dex | Deals 3d6 lightning damage and the creature can't take reactions until the end of your next turn. |
Enervating | Con | Deals 3d6 necrotic damage and the creature can't regain hit points until the end of your next turn. |
Flashbang | Con | Deals 3d4 thunder damage and the creature is blinded and deafened until the end of your next turn. |
Glitterfire | Dex | Deals 3d8 fire damage and the creature is coated in magical glitter. Until the end of your next turn, any attack roll against the creature is made with advantage if the attacker can see it, and the creature can't benefit from being invisible. |
Hallucinogenic | Wis | Deals 3d4 psychic damage and the creature is frightened until the end of your next turn. |
Hoarfrost | Dex | Deals 3d8 cold damage and the creature's speed is reduced to 0 until the end of your next turn. |
Pressure Wave | Str | Deals 3d6 force damage and the creature is pushed 10 feet away from the blast disk. |
Toxic Cloud | Con | Deals 3d8 poison damage and the creature is poisoned until the end of your next turn. |
Arcane Ignition (Level 5)
Starting at 5th level, you can amplify the destructive effects of magical energies. Whenever a creature you can see within 30 feet of you takes damage from a magical attack or effect, you can use your reaction to deal an additional 1d10 damage.
Enhanced Maker (Level 9)
By 9th level, you're an experienced demolitionist, and you've discovered a few shortcuts to quickly imbuing blast disks. You can now create blast disks when you complete a short or long rest, instead of just after a long rest.
Collateral Damage (Level 15)
At 15th level, you're an uncontested master of explosives, and your blast disks are unusually potent. You now roll twice as as many dice when dealing damage with blast disks. For example, a corrosive blast disk now deals 6d6 acid damage on a failed saving throw.
Drowcrafter
Drowcrafter (Level 3)
We would still be hitting each other with sticks in the dark if it wasn't for drowcrafters.
Works of Drow craftsmanship and manufacture are infamous throughout the Underdark. Terrible tales of evil Dark-Elf creations extends to the surface world. Since their expulsion from the surface many ages ago drow artisanship has been instrumental in cementing their dominance over the other races of the Underdark.
Drowcraft typically combines the use of adamantine or spider silk with the magical properties of faerzress which is found frequently in Earth Nodes (described in chapter 3) deep in the world below. Drowcraft has similarities with other elven craft, sharing a similar lightness and grace in construction. Where the craft of the elves of the surface and the Drow diverge is in the Drowcrafter's use of fearsome dark energies, poisons, and chiefly with their race's obsession with causing as much pain as possible to its enemies-all in the name of Lolth the Spider Goddess.
To ensure that a noble house remains dominant, they go to great lengths to hide their skills and knowledge from other houses within their own city. As such, non-drow rarely come across these fell objects until they are on the piercing end of a poisoned adamantine short sword or shackled in magically restrictive chains. Some attentive prisoners however, aided by a great deal of courage and insight manage to learn these dark crafts from their masters before escaping. Often, they use this knowledge as a means of getting revenge on their cruel captors.
Shackles of Lolth
3rd-level Drowcrafter feature
Your study of Drowcraft has taught you to create one of the most fearsome symbols of Drow power: the Shackles of Lolth.
These magical shackles are forged from adamantine, baked for a season in an earth node or in a patch of faerzress and are then traditionally blessed by a priestess of Lolth. The drow use these evil manacles as tools to enslave their opponents both physically and magically:
You can use the shackles as a spellcasting focus for your artificer spells.
You learn the mending cantrip.
As an action, you can can make a melee spell attack roll using the Shackles of Lolth against a creature within 5 feet of you. If the creature is grappled or incapacitated, you have advantage on the roll. On a hit, the creature becomes snared in the shackles and is restrained. While the creature is restrained in this way, you can cast the suggestion spell on them at will. The creature is not under the restrained condition while carrying out your commands. If you command the creature to harm themselves or another creature, the spell fails. If the creature takes damage or your attempt to command them fails, they can make a Wisdom saving throw against your spell save DC. On a successful save, the shackles are broken and return to you. As part of completing a long rest, you can cast the mending spell on the shackles to use them again. A creature that has broken free of their shackles is magically marked for 24 hours. During that time, you have advantage on Wisdom (Survival) checks to track them.
Cleaving Fetters (Level 5)
5th-level Drowcrafter feature
When you make an attack with the Shackles of Lolth, you can choose to deal damage instead of attempting to restrain a creature. Make a spell attack roll against each creature of your choice within 5 feet of you. On a hit, the shackles deal magical bludgeoning damage equal to 1d8 plus your Intelligence modifier, and a struck creature must succeed on a Constitution saving throw or be knocked prone.
Harness Faerzress (Level 9)
9th-level Drowcrafter feature
You have learned how to tap into the latent magical energy of faerzress, storing it for later use.
When you are standing in a patch of faerzress or near an earth node, you can use an action to drain some of the radiation from these sources into your spellcasting focus or one of your infused items that you have equipped. When you do so, you gain 1d4 charges of faerzress. Whenever you finish a long rest, you also gain one charge. The maximum number of charges you can hold is equal to your proficiency bonus.
As a bonus action, you can expend a charge of faerzress to create one of the following effects:
Destruction
For 1 minute, when you hit with a spell attack or weapon attack, the attack deals an extra 3d6 force damage to the target.
Warding
For 1 minute, you gain a +2 bonus to your AC. Your hit point maximum and current hit points also increase by an amount equal to twice your artificer level for the duration.
Luck
For 1 minute, you can use your reaction to reroll a failed ability check or saving throw.
Only one of these effects may be active at a time. If you expend another charge to use a different effect, the previous effect immediately ends.
Dark Artisan of the Spider Queen (Level 15)
15th-level Drowcrafter feature
Your devotion to Drowcraft has gained you the favor of the Spider Queen herself. You have become the chosen conduit to Lolth through your craftsmanship and magical equipment. You gain the following features:
Web Walker
You gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also do not suffer any movement penalty from moving in difficult terrain.
Poison Blood
You are immune to the poisoned condition. When you would take poison damage, you instead recover hit points equal to that amount.
Heightened Senses
You have advantage on Wisdom (Perception) checks, and can't be surprised. You also gain tremorsense out to a range of 60 feet.
Dungeoneer
Dungeoneer (Level 3)
While most artificers iterate on one invention, Dungeoneers use their know-how to weaponize mundane objects. Trusted to safeguard untold riches and powerful artifacts, these slick inventors use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the most hardy and determined adventurers and marauders.
Tools of the Trade
When you become a Dungeoneer Specialist at 3rd level, you gain proficiency with carpenter's tools and smith's tools. If you already proficient in carpenter's tools or smith's tools, you gain proficiency with another set of artisan's tools of your choice.
You also gain proficiency with improvised weapons. When you make an improvised weapon attack, you can use your Intelligence, in place of Strength or Dexterity, for the attack and damage rolls, and the damage die for any improvised weapon attacks you make becomes a d8 if it would be lower.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Improvised Weapons in 5e
Improvised Weapons include any object you that can be wielded in one or two hands; like a broken bottle, a table leg, a bear trap, or a dead Goblin.
Often, an Improvised Weapon is similar to an actual weapon and should be treated as such. For example, a table leg could be considered similar to a club and would deal 1d4 bludgeoning damage on hit. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Dungeoncraft
Beginning at 3rd level, whenever you finish a long rest, you 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.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Improvisation (Level 9)
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 (Level 15)
You have become a master of Dungeoneering. Beginning at 15th level, creatures have disadvantage on saving throws for your Dungeoncraft Objects and Dungeoneer 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.
Effigist
Effigist (Level 3)
Effigists use a combination of arcane and eldritch arts to manipulate the bodies of other creatures by way of dolls and figurines. Many effigists come from rural tribes, but the tradition is slowly gaining students in more populated areas.
Tool Proficiency
You gain proficiency with one of the following: mason's tools, potter's tools, or weaver's tools.
Effigist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Effigist 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 | |
5th | |
9th | |
13th | |
17th |
Effigy Connection
You learn how to create magical effigies. Using any set of artisan's tools of your choice, you can take an action to magically create a Tiny figurine in your hands. This figurine can be held in one hand, and you can use it as a spellcasting focus. When you create the effigy, you determine its appearance. It may be a jade figurine, a sackcloth doll, a clay mock-up, or even spoons in a pickle jar.
Once you create a magical effigy, 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 only have one magical effigy at a time. If you create a new one, the original one loses its magic. The effigy also loses its magic after 1 hour, and you can dismiss its magic early as an action.
When you create an effigy you designate a creature within 60 feet of you that you can see or hear for it to represent. This connection remains even if the creature moves out of range. As an action on each of your turns, you can designate for the effigy to represent a new qualifying creature. This connection ends when the effigy loses its magic.
You can target the represented creature with spells that have a range of Touch, by casting such a spell on the effigy. The effigy counts as a creature that you can see for the purposes of what you can target with such a spell.
As a bonus action on each of your turns, you can expose the effigy to a harmful effect within 5 feet of you to potentially damage the represented creature. The harmful effect must deal bludgeoning, piercing, slashing, acid, cold, fire, lightning, necrotic, radiant, or thunder damage. When you harm the effigy, the represented creature must succeed on a Wisdom saving throw or else take 2d8 of the corresponding damage type.
If you use your action to cast a spell that deals a qualifying type of damage, you can choose for the effigy connection to deal that type of damage. For example, if you use your action to cast frostbite, you can choose for the effigy connection to deal cold damage, regardless of whether you exposed the effigy to the actual spell effects or not.
Modify Movement (Level 5)
If your represented creature makes a Strength or Dexterity based saving throw, attack roll, or ability check, you can use your reaction to force them to do it with advantage or disadvantage (your choice).
Concentrated Connection (Level 9)
The damage rolls caused by your effigy increase by 1d8. As an action, you can see through the creature's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses or until the effigy disappears. The creature is aware someone is perceiving through its senses, but does not necessarily know who it is or how they can do it.
Complete Control (Level 15)
By 15th level, you have become a master of control. You can cast dominate monster on a represented creature once without expending a spell slot, provided that you use your effigy as the spellcasting focus. Once you have used this feature, you cannot use it again until you finish a long rest.
Firescrapper
Firescrapper (Level 3)
As the name implies, firescrappers specialize in the use of pyromantic magic. They are quite unlike wizardly pyromancers, however, as they use this magic to become powerful front-line fighters rather than back-line mages. In the Last War, efforts of firescrappers turned the tides of many a battle, and they were highly valued assets of many different armies. Since the war's conclusion, the demand for these artificers has decreased dramatically, but there are still many that learn and pass on the techniques of this specialization.
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.
Firescrapper Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Firescrapper Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Firescrapper Spells
Arcane Gauntlets
At 3rd level, you learn how to craft magical, technologically enhanced gauntlets that make for brutally effective weapons. Creating a pair of these magical gauntlets takes an hour of uninterrupted work, which can coincide with a short or long rest, and requires the use of smith's tools and 30 gp of materials. Creating your first pair of gauntlets is free. The gauntlets are specially designed for your body, and are ineffective when used by other creatures. They are considered martial melee weapons with which you are proficient. They deal 1d8 bludgeoning damage on a hit, have the light property, and you use your Intelligence modifier for their attack and damage rolls. Also, when you engage in two-weapon fighting with these gauntlets, you can add this modifier to the damage of the secondary attack. Though the gauntlets are magical, they can still be infused.
While wielding these gauntlets, you can activate them as a bonus action. Once you do so, you can't do so again until you finish a long rest. You can also expend a spell slot of 1st level or higher as an alternative way to activate them. If you spend a slot of 2nd level or higher, the first time you hit a creature with the activated gauntlets you deal an additional 1d8 fire or lightning damage (your choice) to the target for each slot level above 1st.
The gauntlets remain activated for up to 1 minute. When you hit a creature with one of your activated gauntlets, you can choose to have the gauntlet deal an additional 1d8 fire damage or lightning damage to its target (you choose when you activate the gauntlets). However, when you do so, each of your gauntlets become heated until the end of the turn. If you choose to deal this bonus damage while your gauntlets are heated, they become overheated. This causes the target to take 3d8 additional fire or lightning damage, rather than 1d8, and each creature in a 15-foot cone behind the target must make a Dexterity saving throw against your artificer spell save DC, as heat is expelled from your gauntlets in a blast of energy. A creature takes 3d8 fire or lightning damage on a failed save, or half as much damage on a successful one. After your gauntlets overheat, they deactivate and cannot be activated again for the next minute.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Enhanced Weaponry (Level 9)
By 9th level, you have incorporated a multitude of improvements into your arcane gauntlets:
Your gauntlets use d10|d10s, rather than d8|d8s, for all of their damage rolls. This includes their weapon damage dice, as well as the damage dice used for their activated effects.
While you wield your gauntlets in both hands, you gain a +1 bonus to your AC.
When you deal fire or lightning damage with your gauntlets, you can choose to push damaged targets up to 10 feet away from you.
Charged Defense (Level 15)
Starting at 15th level, you can channel the energy within your contraptions into arcane armor. When you hit a creature with a weapon attack, you can use this feature to gain 4d6 temporary hit points that last until the start of your next turn. If any of these temporary hit points remain at the end of their duration, a burst of flame or lightning is expelled from you. Each creature within 5 feet of you takes fire damage or lightning damage (your choice) equal to the remaining temporary hit points.
You can use this 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 when you finish a long rest.
Fleshweaver
Fleshweaver (Level 3)
Alternately called splicers or stitchers, fleshweavers conduct experiment with body parts that result in disgusting yet fruitful abominations.
Tool Proficiency
You gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Fleshweaver Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Fleshweaver 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 | |
5th | |
9th | |
13th | |
17th |
Weapons Of The Flesh
You modify your body to grow a natural weapon of your choice or improve a natural weapon you already possess. When you attack with your natural weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. Choose one of the following natural weapons. You can change your natural weapon whenever you finish a long rest.
Bite. You grow fangs, mandibles, or a spiky maw. Your natural weapon is a simple melee weapon that deals 1d8 damage on a hit. If you hit a creature no more than one size larger than you with your bite, you can use a bonus action on the same turn to gain temporary Hit Points equal to your level.
Claws or Talons. Each of your hands transforms into a claw or talon, which you can use as a simple melee weapon that deals 1d6 slashing damage on a hit if it's empty. Any infusions that are applied to one claw or talon apply to the other claw or talon. If you attack with a claw or talon using the Attack action, you can make one additional claw or talon attack as a bonus action on the same turn.
Hooves. Your feet turn into hooves. The hooves are a simple melee weapon that deals 2d6 bludgeoning damage on a hit. If you move at least 20 feet straight towards a creature no more than one size larger than you and then hit it with your hooves on the same turn, you can use a bonus action on the same turn to attempt to shove the target back 5 feet.
Horns. You grow horns on your head. The horns are a simple melee weapon that deals 1d10 bludgeoning or piercing damage on a hit (your choice when you take this feature). If you move at least 20 feet straight towards a creature no more than one size larger than you and then hit it with your horns on the same turn, you can use a bonus action to attempt to shove the target prone.
Stinger. You gain a sharp natural weapon that secretes its own venom. The stinger is a simple melee weapon that deals 1d6 piercing damage on a hit. You can use a bonus action to coat the stinger in your natural venom. A creature hit by your stinger when it is coated in venom must make a Constitution saving throw against your spell save DC, taking 2d4 poison damage and becoming poisoned until the start of your next turn on a failed save, or taking half as much damage and suffering no other effect on a success.
Tail. You grow a tail that is effective in combat. The tail is a simple melee weapon that has a reach of 10 feet and deals 1d8 bludgeoning, piercing, or slashing damage on a hit (your choice when you take this feature). If you hit a creature no more than one size larger than you with your tail, you can use a bonus action on the same turn to attempt to shove the target back 5 feet.
Tentacles. You grow a tentacle...somewhere. You can transform one of your hands into a tentacle as well. The tentacle is a simple melee weapon that has a reach of 10 feet and deals 1d6 bludgeoning damage on a hit. If you transformed your hand into a tentacle, you can use it as a weapon only if it's empty. If you hit a creature no more than one size larger than you with your tentacle, you can use a bonus action on the same turn to attempt to grapple the target.
Infusing Graft
At 3rd level, whenever you infuse an item, you can instead infuse your magic into a creature's body directly by using weaver's tools. The item must be worn to receive its powers, such as a cap or armor, or it must apply to a weapon. When you infuse an item in this way, you instead modify a creature's body in some way to gain the same ability the magic item provides. The graft is considered part of the creature and can't be removed against the creature's will unless the infusion ends on it. A creature's hit point maximum increases by 3 for every infusion you graft to it.
A body counts as separate items for the purposes of your Infuse Items feature: arms, legs, head, and torso. Each of those body parts can bear one of your grafts unless otherwise stated. You may change the body part that the infusion applies to, such as applying a boots of flying infusion to your arms. Infusions that apply to rings or neckwear such as amulets do not need to be applied to a body part. You can also apply an infusion that applies to weapons to a creature's natural weapons or unarmed strikes.
If you apply an armor infusion to a creature's body, they gain natural armor if they do not already have it, or their natural armor is improved. When the creature isn't wearing armor, its AC equals 13 + its Dexterity modifier or 16, plus any bonus to AC the infusion provides. A shield's benefits apply as normal while the creature uses the natural armor.
Extra Attack (Level 5)
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Corpse Stitcher (Level 9)
You can spend 10 minutes using your weaver's tools to combine two zombies you control into a stronger and more durable creature. The stitched zombie is a zombie with the following modifications:
It has a hit point maximum of 44 plus twice your Artificer level and it has 6 hit dice.
It has advantage on Wisdom (Perception) checks and on Strength, Constitution, and Wisdom saving throws.
It gains a multiattack action that allows it to make two melee attacks. It also adds your proficiency bonus to its attack and damage rolls.
It can attune to your infusions if you use Infusing Graft to apply the infusion.
It counts as 2 undead creatures for the purposes of reasserting control over it.
Internal Magic
You can steal the magic of existing magic items and infuse them into your body. When you attune to a magic item that must be worn to receive its powers or is a magic weapon, you can apply it to your body as if you had infused an item with Infusing Graft. The magic item loses its powers for the duration of your attunement to it, and you must remain within 5 feet of the magic item to benefit from it.
Apex Adaptation (Level 15)
Your mastery of body modification is unparalleled. You gain one of the following benefits:
Breath Weapon. Choose one of the following damage types: acid, cold, fire, lightning, or poison. You can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 9d6 damage of the chosen type on a failed save, or half as much damage on a successful one. You can use your breath weapon twice between rests. When you finish a short or long rest, you regain your expended uses.
Elemental Glands. Choose one of your natural weapons. Whenever you hit a creature with this natural weapon, the creature takes an extra 1d8 acid, cold, fire, lightning, or poison damage. You can change the damage type whenever you finish a long rest.
Spiky Natural Armor. You grow a toughened and spiky carapace, granting you a +2 bonus to your AC. In addition, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 2d4 piercing damage.
Forge Adept
Forge Adept (Level 3)
The daashor artificers of the Dhakaani Empire were the finest weaponsmiths in Khorvaire's history, as discussed in chapter 4 of this book. As a Forge Adept, you carry on these ancient traditions, creating mystical weapons and armor, strengthening allies on the battlefield, and bringing down enemies with weapons imbued with your own soul energy. If you're dar, you learned these techniques from the masters of your clan. Are you content to follow ancient traditions, or do you want to add your own innovations? If you're not Dhakaani, did you learn these techniques from a daashor mentor? Did you steal this knowledge? Or are you replicating these traditions on your own?
Tool Proficiencies
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.
Forge Adept Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forge Adept 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 | |
5th | |
9th | |
13th | |
17th |
Battle Ready
Beginning at 3rd level, you're skilled in fighting side-by-side with your companions on the field of battle. You gain proficiency with martial weapons. Additionally, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Ghaal'Shaarat
At 3rd level, you learn to imbue a weapon with a fraction of your spirit. The Dhakaani daashors called this weapon the ghaal'shaarat, Goblin for "mighty blade." Imbuing your ghaal'shaarat works like infusing an item, but does not count toward your maximum number of infused items. When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon, which becomes your ghaal'shaarat.
Once imbued, your ghaal'shaarat is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.
Your ghaal'shaarat's benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can't benefit from your ghaal'shaarat's powers, and to them, it functions as the unimbued weapon did.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Runes Of War (Level 9)
At 9th level, you gain the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies. As an action, you can activate an aura that extends from you in a 30-foot radius. The aura moves with you, centered on you, and lasts for 1 minute or until your concentration ends (as if you were casting a spell).
When you activate this aura, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each creature of your choice in the aura deals an extra 1d4 damage of the chosen type when it hits with a weapon attack.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest.
Perfect Weapon (Level 15)
At 15th level, you learn how to imbue your ghaal'shaarat with additional power, and how to draw on it in time of need. The first time you attack with your ghaal'shaarat on your turn, you can transfer some or all of its bonus to your armor class, instead of using the bonus on any attacks that turn. For every 1 you reduce your attack and damage rolls by, you gain +1 to your AC. As long as you continue holding your ghaal'shaarat, the AC bonus remains in effect until the start of your next turn
Additionally, when you finish a long rest, you can select one of the following benefits. Until you finish your next long rest, you gain the selected benefit whenever you're holding your ghaal'shaarat.
You have resistance to psychic damage, and you can't be charmed or frightened.
You use your ghaal'shaarat to channel the elements. When you select this ability, select one of the following damage types: acid, cold, fire, lightning, or thunder. When you hit with your ghaal'shaarat, the target takes an extra 1d6 damage of the chosen type.
Forgewright
Forgewright (Level 3)
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 become a Forgewright Specialist at 3rd level, you gain proficiency with smith's tools and all martial weapons.
If you already proficient in smith's tools, you gain proficiency with another set of artisan's tools of your choice.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Arcane Armament
Your intimate knowledge of warfare and arcane magic allows you to combine both with ease. Starting at 3rd level, you learn to forge an arcane armament. At the end of each long rest, you touch one melee weapon and turn it into your arcane armament, granting it the following properties:
The weapon you is considered magic if it was not already.
You can use your Intelligence modifier, in place of Strength or Dexterity, for the attack and damage rolls.
You gain a +1 bonus to your attack and damage rolls with it, unless the base weapon granted a higher bonus. This bonus increases at 9th level (+2) and at 15th level (+3).
It can bear one of your Infusions, even if it was already a magic item before becoming your Arcane Armament.
It gains the thrown property (range 20/60) and the returning property, and the weapon returns to your hand immediately after every ranged attack you make.
Your Arcane Armament is usable only by you. Enchanting a second weapon causes the magic imbued the first to dispel.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also, you can cast one of your cantrips in place of one of those attacks.
Arcane Smite (Level 9)
You can channel raw arcane power through your Armament. Beginning at 9th level, when you hit a target with your Arcane Armament you can channel arcane energy through it to create one of the following effects of your choice:
The target takes an extra 2d6 force damage. You can expend a spell slot to increase this damage. The damage increases by 1d6 per level of the spell slot you expend.
You gain temporary hit points equal to your artificer level.
You can force the target to make a Strength saving throw. On a failed save they are knocked prone.
You can use this ability 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 (Level 15)
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.
Gourmet
Gourmet (Level 3)
Whether you're a former innkeeper or restaurateur that was inspired to adventure, or you're simply an enthusiast of the culinary arts already on the trail, you've decided to use the magic of food to keep your more combat-oriented allies in fighting shape. Nothing boost morale more than good food!
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency in cook's utensils. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Additionally, you learn the produce flame cantrip, and it counts as an artificer cantrip for you, though it does not count against the total number of cantrips you can know.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Short-Order Snacks
At 3rd level, you learn to cook delicious treats to reinvigorate your allies. Your goodberry spell adds your Intelligence modifier (to a minimum of 1) to the hitpoint each berry heals. Additionally, a creature that consumes one of your goodberries adds 1d6 to their next attack roll, saving throw, or ability check.
Comfort Food (Level 5)
At 5th level, you inscribe magic runes on your cook's utensils. These runes last indefinitely, only fading if you should choose to inscribe them on a different set of tools. Whenever you use these tools to cast a spell that heals, ends a condition, or grants a bonus to a type of roll, the recipient of that effect gainst temporary hit points equal to your artificer level.
Secret Recipe (Level 9)
At 9th level, your endless hours of tinkering with your recipes has paid off. Your goodberry's base healing is now 1d6, rather than just 1. Additionally, if you or an ally are targeted by an effect that causes the frightened or charmed conditions while holding one of your goodberries, it can be eaten as a reaction to gain advantage on the saving throw. If you would already have advantage, you instead automatically succeed.
Decadent Indulgence (Level 15)
By 15th level, your mastery of sauce and spice know no equal. You can use your cook's utensils to cast Heroes' Feast without consuming a spell slot or the material component. You can use this ability once, and you regain the ability to do so after a long rest.
Grenadier
Grenadier (Level 3)
Grenadiers are experts in the makings of traps, explosives and firearms. Always finding new and interesting ways to blow things up, these artificers tread the careful line between life and death in their pursuit of ingenuity and progress, as even the smallest misstep can spell disaster.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Painter's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Grenadier Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Grenadier 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 Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Explosive Tinkering
You have improved upon one of artifice's most basic of capabilities; Explosive Tinkering (3rd-Level).
At 3rd level, when you bestow a Tiny object that is at least 2 inches to side with a property from your Magical Tinkering feature, you can as part of the same action use your painter's supplies to also imbue a magical explosive effect to it as well, which triggers under one of the conditions listed below.
An object cannot benefit from this feature more than once at a time and loses this trait when it loses its Magical tinkering effect or it explodes.
When the object explodes, all creatures within 5 feet of it must make a Dexterity saving throw against your spell save DC, taking 2d6 bludgeoning damage on a failed save or half as much on a success. The object is then destroyed. This damage increases to 2d8 at 5th level, to 2d10 at 9th level and to 2d12 at 15th level.
In addition, depending on the color of paint you use, you may add one extra secondary effect to it, choosing from the Explosive Bonus Effects listed below, some of which alters the properties of the explosion. Some of these effects also have a level requirement you must meet in this class before you can bestow them upon the object.
- Trigger Conditions
Proximity: The first time a creature other than you touches or moves the object or it takes damage.
Duration: The first time the duration of its Magical Tinkering effect or an internal mechanism has lapsed once.
Countdown: When a preset timer runs out. This timer can have a duration up to a number of minutes equal to your Artificer level and you always know how much time remains.
Detonator: Upon bestowing the object, you tie its magical trigger to another Tiny non-magical object that can fit into your hand which becomes magical for the sole purpose of acting as the imbued object's detonator.
A creature can use its action to activate the detonator while within 60 feet of the imbued object, which immediately triggers it. If a creature holds both the object and the detonator, they can throw the bestowed object as part of the same action. The detonator then becomes non-magical again.
Explosive Bonus Effects (Level 3)
The traits below describes the extra effects you can attach to an object benefitting from your Explosive Tinkering, which depends on the color you use.
Some of the effects alter the saving throw required to resist its effect and some also changes its damage type.
Decoy Bomb
Color: Orange.
This bonus effect amplifies the effects of one of your Magical Tinkering's standard effects:
Improved Visual Effect: This visual illusion you cause the object to emit can appear as a creature or object no larger than 10 feet to a side. The illusion is either static or can have a moving element to it (your choice), such as a creature waving or moving slightly, though it produces no sound.
Improved Sensory Emission: The object's recorded message, non-verbal sound or scent can be heard or smelled up to 300 feet away and the recording can last for up to 1 minute.
At 15th level, you can bestow both of these effects at once in a single object.
Exploding Drone
Color: Purple.
This bonus effect gives the object a movement speed of its own by attaching movable parts to it. When triggered, it walks up to 30 feet in the direction it is facing, exploding when it collides with something or after it has moved 30 feet.
As you level up, you can add different types of movement to it, though you can only add one of the following at a time:
At 5th level, The object can have a climbing speed equal to its walking speed, allowing it to scale obstacles without exploding.
At 9th level, The object can have a swimming speed equal to its walking speed.
At 15th level, The object can have a flying speed equal to its walking speed.
Frag Grenade
Color: Teal.
The explosion deals piercing damage instead of its normal damage.
Additionally, it scatters magically created razor sharp caltrops on the ground in the blast radius which disappear at the start of your next turn. A creature moving through the area takes 1d4 piercing damage per 5 feet it moves through it, unless it moves at half speed.
At 15th level, a creature moving through the area takes 1d6 piercing damage instead.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice instead of once when you take the attack action.
Additionally, you can replace an attack on your turn with activating a detonator created by your Explosive Tinkering feature.
Explosive Bonus Effects (Level 5)
The traits below describes the extra effects you can attach to an object benefitting from your Explosive Tinkering, which depends on the color you use.
Some of the effects alter the saving throw required to resist its effect and some also changes its damage type.
Decoy Bomb
Color: Orange.
This bonus effect amplifies the effects of one of your Magical Tinkering's standard effects:
Improved Visual Effect: This visual illusion you cause the object to emit can appear as a creature or object no larger than 10 feet to a side. The illusion is either static or can have a moving element to it (your choice), such as a creature waving or moving slightly, though it produces no sound.
Improved Sensory Emission: The object's recorded message, non-verbal sound or scent can be heard or smelled up to 300 feet away and the recording can last for up to 1 minute.
At 15th level, you can bestow both of these effects at once in a single object.
Exploding Drone
Color: Purple.
This bonus effect gives the object a movement speed of its own by attaching movable parts to it. When triggered, it walks up to 30 feet in the direction it is facing, exploding when it collides with something or after it has moved 30 feet.
As you level up, you can add different types of movement to it, though you can only add one of the following at a time:
At 5th level, The object can have a climbing speed equal to its walking speed, allowing it to scale obstacles without exploding.
At 9th level, The object can have a swimming speed equal to its walking speed.
At 15th level, The object can have a flying speed equal to its walking speed.
Flashbang
Prerequisite: 5th level.
Color: Pink.
The explosion deals no damage, but instead flashes a bright light in the blast radius. A creature in its area must succeed on a Constitution saving throw or become blinded until the start of your next turn.
The object then loses its Magical Tinkering effects and becomes a non-magical object again.
At 15th level, you can choose to add a thundering boom to the flashbang that can be heard up to 300 feet away. If so, a creature that fails its saving throw also takes 2d12 thunder damage and is deafened for the same duration. It takes half the damage and is not deafened on a success.
Frag Grenade
Color: Teal.
The explosion deals piercing damage instead of its normal damage.
Additionally, it scatters magically created razor sharp caltrops on the ground in the blast radius which disappear at the start of your next turn. A creature moving through the area takes 1d4 piercing damage per 5 feet it moves through it, unless it moves at half speed.
At 15th level, a creature moving through the area takes 1d6 piercing damage instead.
Gas Dispenser
Prerequisite: 5th level.
Color: Lime.
The damage changes to poison and the saving throw type to Constitution. Instead of exploding, the object emits poisonous gas in an area of double its normal blast radius that lasts until the start of your next turn, which lightly obscures the area. A creature makes its save when it starts its turn in the cloud or enters it for the first time on a turn. The object then loses its Magical Tinkering effects and is left a non-magical object.
At 15th level, you can swap out the poison gas of this grenade with sleeping gas instead. On a failed save, a creature takes no damage, but falls asleep and is unconscious until the start of your next turn.
Incendiary Mortar
Prerequisite: 5th level.
Color: Red.
The explosion deals fire damage instead of its normal damage. A creature that fails its saving throw also takes half the damage at the end of its next turn unless it uses its action to put the flames out. The effect then ends.
At 15th level, when a creature fails its saving throw against this effect, it takes full damage at the end o fits next turn instead of half.
Nitrogen Bomb
Prerequisite: 5th level.
Color: White.
The explosion deals cold damage instead of its normal damage and a creature that fails its saving throw is grappled until the end of their next turn as ice and frost hold them in check.
At 15th level, a creature grappled by this effect is also restrained.
Sticky Bomb
Prerequisite: 5th level.
Color: Yellow.
An object with this effect ad hers to the first creature except you that touches it. A creature can use its action to attempt a Strength check contested by your spell save DC to remove it. On a success, it can use the same action to throw the object away. The object then adheres to whatever it hits.
At 15th level, a creature has disadvantage on the the Strength check made to remove the object.
Demolition Expert (Level 9)
At 9th level, the explosion created by your Explosive Tinkering (3rd-Level) deals force damage instead of bludgeoning and its blast radius increases to 10 feet. Objects and structures now also take double damage from the explosion, but only if it deals force damage.
You now also have advantage on all ability checks and saving throws when interacting with any kind of explosive, magical or otherwise.
Explosive Bonus Effects (Level 9)
The traits below describes the extra effects you can attach to an object benefitting from your Explosive Tinkering, which depends on the color you use.
Some of the effects alter the saving throw required to resist its effect and some also changes its damage type.
Arcane Shockgrenade
Prerequisite: 9th level.
Color: Blue.
The explosion deals lightning damage instead of its normal damage and the saving throw changes to Constitution. A creature that fails its saving throw is also incapacitated until the end of your next turn.
A construct has disadvantage on this saving throw.
At 15th level, a creature that fails its saving throw is also stunned until the end of your next turn.
Decoy Bomb
Color: Orange.
This bonus effect amplifies the effects of one of your Magical Tinkering's standard effects:
Improved Visual Effect: This visual illusion you cause the object to emit can appear as a creature or object no larger than 10 feet to a side. The illusion is either static or can have a moving element to it (your choice), such as a creature waving or moving slightly, though it produces no sound.
Improved Sensory Emission: The object's recorded message, non-verbal sound or scent can be heard or smelled up to 300 feet away and the recording can last for up to 1 minute.
At 15th level, you can bestow both of these effects at once in a single object.
Exploding Drone
Color: Purple.
This bonus effect gives the object a movement speed of its own by attaching movable parts to it. When triggered, it walks up to 30 feet in the direction it is facing, exploding when it collides with something or after it has moved 30 feet.
As you level up, you can add different types of movement to it, though you can only add one of the following at a time:
At 5th level, The object can have a climbing speed equal to its walking speed, allowing it to scale obstacles without exploding.
At 9th level, The object can have a swimming speed equal to its walking speed.
At 15th level, The object can have a flying speed equal to its walking speed.
Flashbang
Prerequisite: 5th level.
Color: Pink.
The explosion deals no damage, but instead flashes a bright light in the blast radius. A creature in its area must succeed on a Constitution saving throw or become blinded until the start of your next turn.
The object then loses its Magical Tinkering effects and becomes a non-magical object again.
At 15th level, you can choose to add a thundering boom to the flashbang that can be heard up to 300 feet away. If so, a creature that fails its saving throw also takes 2d12 thunder damage and is deafened for the same duration. It takes half the damage and is not deafened on a success.
Frag Grenade
Color: Teal.
The explosion deals piercing damage instead of its normal damage.
Additionally, it scatters magically created razor sharp caltrops on the ground in the blast radius which disappear at the start of your next turn. A creature moving through the area takes 1d4 piercing damage per 5 feet it moves through it, unless it moves at half speed.
At 15th level, a creature moving through the area takes 1d6 piercing damage instead.
Gas Dispenser
Prerequisite: 5th level.
Color: Lime.
The damage changes to poison and the saving throw type to Constitution. Instead of exploding, the object emits poisonous gas in an area of double its normal blast radius that lasts until the start of your next turn, which lightly obscures the area. A creature makes its save when it starts its turn in the cloud or enters it for the first time on a turn. The object then loses its Magical Tinkering effects and is left a non-magical object.
At 15th level, you can swap out the poison gas of this grenade with sleeping gas instead. On a failed save, a creature takes no damage, but falls asleep and is unconscious until the start of your next turn.
Incendiary Mortar
Prerequisite: 5th level.
Color: Red.
The explosion deals fire damage instead of its normal damage. A creature that fails its saving throw also takes half the damage at the end of its next turn unless it uses its action to put the flames out. The effect then ends.
At 15th level, when a creature fails its saving throw against this effect, it takes full damage at the end o fits next turn instead of half.
Nitrogen Bomb
Prerequisite: 5th level.
Color: White.
The explosion deals cold damage instead of its normal damage and a creature that fails its saving throw is grappled until the end of their next turn as ice and frost hold them in check.
At 15th level, a creature grappled by this effect is also restrained.
Poison Dart Launcher
Prerequisite: 9th level.
Color: Green.
When you choose this bonus effect, the object does not gain an exploding effect. Instead, each time it is triggered, it fires a poisonous dart at a random creature within 10 feet, ignoring you. A target must make a Dexterity saving throw or suffer 2d4 poison damage.
If the trigger condition is set to Duration or Countdown,it instead fires one dart immediately when triggered and again at the end of each of your turns.
A dart disappears immediately after it deals damage or misses its target. The object loses its Magical Tinkering effects and becomes a non-magical object again 1 minute after the first triggering.
At 15th level, the poison damage increases to 2d6.
Sticky Bomb
Prerequisite: 5th level.
Color: Yellow.
An object with this effect ad hers to the first creature except you that touches it. A creature can use its action to attempt a Strength check contested by your spell save DC to remove it. On a success, it can use the same action to throw the object away. The object then adheres to whatever it hits.
At 15th level, a creature has disadvantage on the the Strength check made to remove the object.
Vitriol Spitter
Prerequisite: 9th level.
Color: Black.
The explosion deals acid damage instead of its normal damage and a creature that fails its saving throw takes a -2 penalty to its AC until the end of your next turn. A creature can only have one instance of this penalty at a time.
At 15th level, a creature that fails its saving throw has a -2 penalty to all of its saving throws as well until the end of your next turn.
Improved Explosive Tinkering (Level 15)
You have further improved upon your Explosive Tinkering (9th-Level), making your bombs far more potent.
Beginning when you hit 15th level, you now require only a bonus action to bestow an object with your Magical Tinkering feature. Also, each of your explosive bonus effects improve as noted under each effect.
Explosive Bonus Effects (Level 15)
The traits below describes the extra effects you can attach to an object benefitting from your Explosive Tinkering, which depends on the color you use.
Some of the effects alter the saving throw required to resist its effect and some also changes its damage type.
Arcane Shockgrenade
Prerequisite: 9th level.
Color: Blue.
The explosion deals lightning damage instead of its normal damage and the saving throw changes to Constitution. A creature that fails its saving throw is also incapacitated until the end of your next turn.
A construct has disadvantage on this saving throw.
At 15th level, a creature that fails its saving throw is also stunned until the end of your next turn.
Decoy Bomb
Color: Orange.
This bonus effect amplifies the effects of one of your Magical Tinkering's standard effects:
Improved Visual Effect: This visual illusion you cause the object to emit can appear as a creature or object no larger than 10 feet to a side. The illusion is either static or can have a moving element to it (your choice), such as a creature waving or moving slightly, though it produces no sound.
Improved Sensory Emission: The object's recorded message, non-verbal sound or scent can be heard or smelled up to 300 feet away and the recording can last for up to 1 minute.
At 15th level, you can bestow both of these effects at once in a single object.
Exploding Drone
Color: Purple.
This bonus effect gives the object a movement speed of its own by attaching movable parts to it. When triggered, it walks up to 30 feet in the direction it is facing, exploding when it collides with something or after it has moved 30 feet.
As you level up, you can add different types of movement to it, though you can only add one of the following at a time:
At 5th level, The object can have a climbing speed equal to its walking speed, allowing it to scale obstacles without exploding.
At 9th level, The object can have a swimming speed equal to its walking speed.
At 15th level, The object can have a flying speed equal to its walking speed.
Flashbang
Prerequisite: 5th level.
Color: Pink.
The explosion deals no damage, but instead flashes a bright light in the blast radius. A creature in its area must succeed on a Constitution saving throw or become blinded until the start of your next turn.
The object then loses its Magical Tinkering effects and becomes a non-magical object again.
At 15th level, you can choose to add a thundering boom to the flashbang that can be heard up to 300 feet away. If so, a creature that fails its saving throw also takes 2d12 thunder damage and is deafened for the same duration. It takes half the damage and is not deafened on a success.
Frag Grenade
Color: Teal.
The explosion deals piercing damage instead of its normal damage.
Additionally, it scatters magically created razor sharp caltrops on the ground in the blast radius which disappear at the start of your next turn. A creature moving through the area takes 1d4 piercing damage per 5 feet it moves through it, unless it moves at half speed.
At 15th level, a creature moving through the area takes 1d6 piercing damage instead.
Gas Dispenser
Prerequisite: 5th level.
Color: Lime.
The damage changes to poison and the saving throw type to Constitution. Instead of exploding, the object emits poisonous gas in an area of double its normal blast radius that lasts until the start of your next turn, which lightly obscures the area. A creature makes its save when it starts its turn in the cloud or enters it for the first time on a turn. The object then loses its Magical Tinkering effects and is left a non-magical object.
At 15th level, you can swap out the poison gas of this grenade with sleeping gas instead. On a failed save, a creature takes no damage, but falls asleep and is unconscious until the start of your next turn.
Incendiary Mortar
Prerequisite: 5th level.
Color: Red.
The explosion deals fire damage instead of its normal damage. A creature that fails its saving throw also takes half the damage at the end of its next turn unless it uses its action to put the flames out. The effect then ends.
At 15th level, when a creature fails its saving throw against this effect, it takes full damage at the end o fits next turn instead of half.
Nitrogen Bomb
Prerequisite: 5th level.
Color: White.
The explosion deals cold damage instead of its normal damage and a creature that fails its saving throw is grappled until the end of their next turn as ice and frost hold them in check.
At 15th level, a creature grappled by this effect is also restrained.
Poison Dart Launcher
Prerequisite: 9th level.
Color: Green.
When you choose this bonus effect, the object does not gain an exploding effect. Instead, each time it is triggered, it fires a poisonous dart at a random creature within 10 feet, ignoring you. A target must make a Dexterity saving throw or suffer 2d4 poison damage.
If the trigger condition is set to Duration or Countdown,it instead fires one dart immediately when triggered and again at the end of each of your turns.
A dart disappears immediately after it deals damage or misses its target. The object loses its Magical Tinkering effects and becomes a non-magical object again 1 minute after the first triggering.
At 15th level, the poison damage increases to 2d6.
Sticky Bomb
Prerequisite: 5th level.
Color: Yellow.
An object with this effect ad hers to the first creature except you that touches it. A creature can use its action to attempt a Strength check contested by your spell save DC to remove it. On a success, it can use the same action to throw the object away. The object then adheres to whatever it hits.
At 15th level, a creature has disadvantage on the the Strength check made to remove the object.
Vitriol Spitter
Prerequisite: 9th level.
Color: Black.
The explosion deals acid damage instead of its normal damage and a creature that fails its saving throw takes a -2 penalty to its AC until the end of your next turn. A creature can only have one instance of this penalty at a time.
At 15th level, a creature that fails its saving throw has a -2 penalty to all of its saving throws as well until the end of your next turn.
Hellraiser
Hellraiser (Level 3)
A Hellraiser is a master of iron and fire, and an engineer endowed with mad genius. Streaked with grime and soaked with gasoline, these mechanics launch spells from the windows of volatile war machines, careening across the battlefield and weaving between obstacles. Their manic laughter echoes through the air as their haphazard vehicles—inspired by visions of the Nine Hells' oppressive armories—belch black smoke into the sky.
Though they prefer a mobile approach, these wild-eyed mechanics are equally dangerous in close quarters, with fiery magic that makes them unstable allies.
Bonus Proficiencies
When you adopt this specialization, you gain proficiency with land vehicles and smith's tools. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Hellraiser Spells (Level 3)
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Hellraiser 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 | |
5th | |
9th | |
13th | |
17th |
War Machine (Level 3)
At 3rd level, you can conjure a Hellish war machine on the ground in an unoccupied space or a space containing only willing creatures within 30 feet of you. Creatures that exceed the machine's capacity are harmlessly shunted to the nearest unoccupied space.
Once you create a war machine, you can't create that type of machine again until you finish a long rest. If you create a second, the first disappears.
A war machine is a magical object with a number of hit points equal to five times your artificer level. It is immune to poison and psychic damage and all conditions other than grappled, restrained, and petrified, and resists fire damage. If it makes an ability check or saving throw, treat its ability scores as 10 (1d20|+0), but any saving throw it inflicts use your artificer spell save DC. If the mending spell is cast on it, it regains 2d6 hit points. When destroyed, it disappears, and each creature inside is knocked prone.
You are the only creature who can pilot your war machines. On your turn, you can drive a war machine you are riding on or piloting, or get out. Doing so (or getting on) costs an amount of movement equal to half your speed.
If an effect moves your war machine while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the vehicle, landing prone in a space within 5 feet of it. If you're knocked prone while driving, you must make the same saving throw. The initiative of your vehicle matches yours. It moves only as you direct it, and it has only three action options: Dash, Disengage, and Dodge.
You can infuse your war machine as you would an item. The machine meets all prerequisites that don't have a cost. Piloting a machine is considered wearing, carrying, wielding the infused item, and the machine gains any bonuses to its statistics (such as AC) that you do. If the infusion requires a part the machine doesn't have, it creates one, such as a spigot for an alchemy jug or wings for a cloak of the bat.
Spikecycle
This two-wheeled Medium bike has incredible agility. It has an AC of 10 and a movement speed of 40 feet, and its spiked wheels grant it a climbing speed of 40 feet. Its incredible maneuverability grants it a running long jump of 20 feet, instead of the normal length gained by its Strength. When you would be subjected to an area of effect while driving the Spikecycle, you can use your reaction to drive up to half its speed (20 feet), potentially removing yourself from the affected area.
War Wagon
This Huge four-wheeled war truck has an AC of 15, a speed of 15 feet, and can fit four Medium creatures. A creature inside gains half cover and can use its action to fire one of its three turret-mounted heavy crossbows, which deal force damage instead of their normal type.
Baneful Bunker
This Gargantuan, treaded titan of industry has an AC of 19, a speed of 5 feet, and can fit eight Medium creatures. It grants full cover to all occupants, but has gunports which creatures inside can use to attack outside.
Mobile Artillery (Level 5)
Starting at 5th level, artificer spells you cast that originate from you can instead originate from any point on a war machine you are piloting, and you can choose to allow any spell targeting only you to also target your war machine, even if the spell can't ordinarily affect objects.
In addition, the first time in a round a creature riding your war machine hits a target with an attack, the target takes an additional 1d8 damage.
Nitrous (Level 9)
Starting at 9th level, after you cast an artificer spell of 1st level or higher, the speed of a war machine you are piloting doubles until the end of the current turn.
Manic Mechanic (Level 15)
At 15th level, you master recklessly efficient engineering. You can conjure a second war machine, which other creatures can pilot if you allow. This machine is always a spikecycle.
Additionally, when a war machine enters the space of a creature that is one size larger than it or smaller, the creature must succeed on a Strength or Dexterity saving throw (its choice) or be knocked prone. Your war machines can move through prone creatures' spaces without provoking opportunity attacks or expending additional movement.
As an action, or as a reaction when a war machine you can see is reduced to 0 hit points, you can make it explode. All creatures and objects inside or within 60 feet of the machine must make a Dexterity saving throw, taking 8d6 fire damage and 8d6 piercing damage on a failed save, or half as much on a success. You can't summon that model war machine again until you finish a long rest.
Kobold Engineer
Kobold Engineer (Level 3)
Kobold engineers aren't all kobolds, but many are. The practice was named after the most prominent practitioners, kobold inventors that specialize in devising madcap, improvised weapons and traps designed to distract enemies while their companions attack. These weapons often include odd chemicals and animals collected from nature or conjured from thin air.
Kobold Engineer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Kobold Engineer 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 | |
5th | |
9th | |
13th | |
17th |
Bonus Proficiency
You gain proficiency in Animal Handling
Supply Bag
You have a magical bag that you can pull supplies for quickly improvised weapons and traps from. When you finish a long rest, you prepare a number of Improvised Attacks, described below, equal to half your level in this class (rounded up). You can choose which ones to prepare or roll 1d10 to determine randomly. You can use each prepared Improvised Attack three times, and you regain expended uses when you finish a long rest. You can also expend a spell slot of 1st level or higher to use an Improvised Attack that you have not prepared or that you have expended all uses for.
Improvised Attacks and creatures made by them use your spell attack bonus and spell save DC for their attacks and saving throw effects. Creatures conjured by these attacks have a number of hit points equal to your Intelligence modifier + the creature's Constitution modifier + twice your level in this class. Such creatures use your spell save DC for their abilities that require saving throws.
Unless otherwise noted, Improvised Attacks can target creatures, objects, structures, and spaces, and require a ranged spell attack roll.
You can expend a spell slot of 1st level or higher to use an Improvised Attack of your choice.
Oops
Consider asking your Dungeon Master if your supply bag can function as a bag of holding as well. If so, any time you attempt to pull an item out of the bag, there is a 10% chance you accidentally pull a random Improvised Attack out instead, targeting yourself. This does not count as one of your uses for each prepared Improvised Attack.
| d10 | Random Improvised Attack |
|---|---|
1 | Angry cat |
2 | Basket of centipedes |
3 | Bear Trap |
4 | Green Slime |
5 | Otyugh Bile |
6 | Sack of frogs |
7 | Scorpion on a stick |
8 | Skunk |
9 | Smoke bomb |
10 | Wasp nest |
Improvised Attacks
Angry Cat
As a bonus action, you toss an angry cat at a target of your choice within 15 feet. The creature must succeed on a Dexterity saving throw, or else take 1d6 slashing damage and have an angry cat on it. A creature with an angry cat on it is distracted, and attack rolls against it are made with advantage. A creature with an angry cat on it repeats this saving throw at the start of each of its turns, taking 1d6 on a failed save, or ending the effect on a success. The cat then disappears.
Basket of Centipedes
As a bonus action, you throw a wicker basket of centipedes onto a target within 20 feet. A swarm of insects (centipedes) emerges from the basket and rolls initiative, attacking any creatures that occupy its space. At the end of each of the swarm's turns, there's a 25% chance that the swarm and basket disappear.
Bear Trap
As a bonus action, you throw a bear trap at a target within 20 feet. On a hit, the creature takes 1d6 piercing damage, and its speed is halved until it regains at least 1 hit point. If the attack is a critical hit and it reduces a creature to 0 hit points, the creature is decapitated.
Green Slime
As a bonus action, you throw a pot of green slime at a target within 30 feet. On a hit, a target is covered in green slime and takes 1d6 acid damage, or 2d6 acid damage if it is a nonmagical object or structure made of wood or metal. A target covered in green slime takes this damage again at the start of each of its turns. Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys the green slime. A creature can also use its action to scrape green slime off of a target. The slime disappears after 1 minute.
Otyugh Bile
As a bonus action, you throw a vial of acid at a target of your choice within 30 feet. On a hit, the target takes 3d6 acid damage.
Sack of Frogs
As a bonus action, you throw a burlap sack of frogs at a target within 20 feet. A swarm of frogs emerges from the sack and rolls initiative, attacking any creatures that occupy its space. At the end of each of the swarm's turns, there's a 25% chance that the swarm disappears.
Scorpion on a Stick
As a bonus action, you pull a 10-foot-long pole out of your supply bag and make a melee spell attack with it at a creature within 10 feet of you. On a hit, the creature takes 1d6 poison damage and is poisoned for 1 minute. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
Skunk
As a bonus action, you pull a friendly skunk out of your bag and toss it into an unoccupied space within 15 feet. It rolls initiative. It is friendly to all creatures, has a speed of 15 feet, has no meaningful attacks, and always walks towards the nearest creature. At the end of each of its turns, there is a 50% chance it sprays a random adjacent creature. A sprayed creature makes a Constitution saving throw at the start of each of its turns. On a failed save, the creature spends its action on that turn retching and reeling. On a success, the effect ends. After 1 minute, the effect ends. Once the skunk has sprayed its musk, it disappears.
Smoke Bomb
As a bonus action, you throw a small packet of questionable contents at a space within 30 feet of you. Thick black smoke quietly erupts from that space, filling a 15-foot cube centered on that spot. The area of the smoke is heavily obscured. The smoke disappears after 1 minute or until a strong wind disperses it.
Wasp Nest
As a bonus action, you throw a nest of angry wasps at a target within 20 feet. A swarm of insects (wasps) emerges from the nest and rolls initiative. It always moves towards and attacks the nearest creature with more than 0 hit points remaining. At the end of each of the swarm's turns, there's a 50% chance that the swarm and nest disappear.
Better Bag (Level 5)
The initial damage of all of your Improvised Attacks increases by 1d6, and increases by another 1d6 again at 9th level.
Warrens Excavator (Level 9)
You've discovered esoteric secrets of civil engineering magic. You gain a burrowing speed of 10 feet and can choose to leave a tunnel behind you that is just big enough to fit a creature of your size. This speed cannot be used to burrow through solid rock, ice, metal, wood, or similar substances.
Creatures one size larger than you can also fit in the area, but must squeeze to do so. While squeezing, such a creature's speed is halved, it has disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it have advantage.
Look Over There! (Level 15)
When you see a creature take the Dash, Dodge, Help, Hide, or Search action, you can use your reaction to take the same action or to use one of your prepared Improvised Attacks.
Lightslinger
Lightslinger (Level 3)
A Lightslinger learns how to harness magical, radiant energy and put it to use in their weaponry. These artificers create complex machines that channel and focus light, turning that energy into powerful beams that can sear their foes. These machines come in multiple varieties, each with a distinct purpose and common name. The aurum blaster is the generalist weapon, and also the most defensive weapon, considering its common pairing with a shield. The bolt shooter is a long range weapon, capable of outranging longbows and taking out targets with powerful, focused blasts. The lux cannon is a short ranged weapon, capable of hitting multiple foes at once.
Though lightslingers were relatively uncommon in the time of the Last War, those that did exist made versatile combatants that were an asset to any army. Capable both as front-line soldiers and back-line artillery, these artificers are well respected warriors.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with glassblower's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Lightslinger Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Lightslinger Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Lightslinger Spells
Lightsmith
Beginning at 3rd level, whenever you finish a short or long rest, you can magically construct one of the following weapons: an aurum blaster, a lux cannon, or a bolt shooter. If you already have a weapon constructed, you must transform that weapon into a new type rather than constructing a new one. After you gain this subclass, the first weapon you construct is free. If you lose your weapon, however, replacing it requires 50 gp of materials. Transforming your weapon is always free. You are proficient with these weapons, and you use your Intelligence modifier for their attack and damage rolls. They function by channelling your inner magic, and thus cannot be wielded by other creatures. Each of these weapons have the following special property:
Recharge (X)
Only X attacks can be made with a weapon that has the recharge property before it needs to be recharged. A weapon can be recharged as a bonus action (even if it still has charges left), but it cannot be recharged on the same turn it is used to make an attack.
The weapons' other properties are detailed in the following table:
| Weapon | Damage | Properties |
|---|---|---|
1d8 radiant | Ranged (60/240), recharge (4) | |
1d12 radiant | Ranged (300/1200), recharge (2), two-handed | |
1d8 radiant | special, recharge (2), two-handed |
The lux cannon's special property is described below:
Special
You do not make attack rolls with this weapon. Instead, your attacks with it shoot blasts of radiant energy that fill a line 5-feet wide and 10-feet long extending from you. Each creature in the area must succeed on a Dexterity saving throw against your Artificer spell save DC or take the damage of this weapon.
Empowered Ammunition
Also at 3rd level, you can temporarily empower the shots of your Lightsmith weapons. When you recharge one of these weapons, you can use this feature by expending a spell slot of 1st level or higher. Also, once per long rest you can use this feature without expending a spell slot, and gain the same effects as if you had used a 1st level spell slot. When you use this feature, the weapon gains one of the following enhanced effects (based on the weapon's type) until it is next recharged:
Augmented Armaments (Level 5)
At 5th level, all of your weapons are improved. None of these improvements can be combined with the Extra Attack feature.
Aurum Blaster
The aurum blaster's recharge (4) property is replaced with the recharge (8) property, and you can attack twice, instead of once, whenever you take the Attack action on your turn and attack only with your aurum blaster.
Bolt Shooter
When you take the Attack action on your turn, you can make a single attack with your bolt shooter. This attack is made with advantage, and unless this advantage is cancelled out by disadvantage, it deals an additional 1d12 radiant damage on a hit if the lower of the two rolls would also hit the target.
Lux Cannon
The lines created by this weapon have a length of 20 feet, rather than 10 feet, and a creature that succeeds on the save imposed by this weapon takes half damage, rather than none.
Aurum Bombs (Level 9)
At 9th level, you learn how to craft magical explosives, called aurum bombs, that create bursts of blinding light. Whenever you finish a long rest, you can create a number of aurum bombs equal to your Intelligence modifier (minimum 1). Unused bombs disappear when you take your next long rest.
As an action, you can throw an aurum bomb at a point you can see within 60 feet of you. The bomb explodes at that point, forcing each creature within a 10-foot radius area to make Dexterity saving throws against your Artificer spell save DC. On a failed save, a creature takes 2d10 radiant damage and is blinded until the end of your next turn. On a successful save, a creature takes half as much damage and is not blinded.
Radiant Mastery (Level 15)
Starting at 15th level, your Aurum Bombs and Lightsmith Weapons are both improved.
The damage of your aurum bombs is increased to 4d10.
Each of your Lightsmith Weapons have an additional damage die, for a total of 2d8 for the Aurum Blaster and Lux Cannon and 2d12 for the Bolt Shooter.
Whenever you use your Empowered Ammunition feature, you can transform your Lightsmith weapon into another type immediately before recharging it.
Machine Cultist
Machine Cultist (Level 3)
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 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.
Machine Cultist Spells
Beginning at 3rd 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 Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Cog in the Machine
At 3rd 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
Also 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
You 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.
| Vehicles | Speed** | Traveling Speed** | Passengers* | Cargo* | AC | HP | Damage Threshold* | Level Requirement | Dimensions (LxW) |
|---|---|---|---|---|---|---|---|---|---|
Chariot | 60 ft. | 10 mph | 0 | ½ ton | 13 | 50 | - | 3 | 5x5 feet |
Wagon | 40 ft. | 8 mph | 8 | 3 ton | 11 | 80 | - | 3 | 10x5 feet |
Rowboat | 30 ft. | 1½ mph | 3 | ½ ton | 10 | 50 | - | 3 | 10x5 feet |
Carriage | 60 ft. | 10 mph | 4 | 2½ ton | 13 | 100 | 5 | 6 | 10x5 feet |
Longboat | 50 ft. | 7 mph | 10 | 10 ton | 14 | 200 | 10 | 10 | 60x15 feet |
Armored Carriage | 40 ft. | 8 mph | 4 | 1 ton | 15 | 150 | 10 | 14 | 60x15 feet |
Hot-Air Balloon | 60 ft. | 10 mph | 5 | ½ ton | 13 | 100 | 5 | 14 | 10x10 feet (basket) |
Eldritch Ordnance (Level 5)
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 (Level 9)
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 (Level 9)
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 (Level 15)
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.
Machinist
Machinist (Level 3)
While some artificers spend their lives perfection one solitary creation, Machinist artificers value quantity over quality. They are known for creating their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of strange and wondrous servants, Machinists are ready for any challenge.
Tools of the Trade
At 3rd level, you gain proficiency with smith's tools. If you already proficient in smith's tools, you gain proficiency with another set of artisan's tools of your choice.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Automatons
At 3rd level, you learn to craft Automatons. At the end of each long rest, you use your smith's tools to magically create a Small Automaton in an unoccupied space within 5 feet. Once you create an Automaton, you can't do so again until you finish a long rest or until you expend a spell slot of 1st-level or higher to create another one. You can have one Automaton at a time, creating a second causes the first to fall apart.
Automatons are magical constructs with an Armor Class equal to 12 + your Intelligence modifier, and hit points equal to your artificer level + your Intelligence modifier. When they make an ability check or a saving throw, its ability scores are 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.
When you create you Automaton, you decide which type it is, choosing from the options on the table below. As a bonus action on your turn, you can activate the Automaton if you are within 60 feet. As part that bonus action, you can direct the Automaton to walk up to 25 feet to an unoccupied space.
| Model | Activation |
|---|---|
Agent | You can see and hear through the senses of your Automaton, so long as you are within 100 feet. You are deaf and blind to your senses until you end this link as a bonus action. |
Anchor | The Automaton latches onto a creature within 5 feet, reducing the target's movement speed by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet). |
Armor | The Automaton attaches itself to a willing creature within 5 feet. While attached, the creature's Armor Class cannot be less than 13 + your Intelligence modifier |
Artisan | The Automaton gains proficiency in one set of tools, and adds your Intelligence modifier to any check it makes using that set of tools. |
Assault | The Automaton makes a melee spell attack against a creature within 5 feet. On hit, it deals bludgeoning damage equal to 1d6 + your Intelligence modifier |
Arcane Conduit (Level 5)
Beginning at 5th level, you learn to channel magic through your Automatons. When you cast an artificer spell, you can choose for the spell to originate from an Automaton, instead of yourself so long as you are within 60 feet of it.
When you cast a spell in this way, you roll a d8, and add the number rolled to one damage, or healing, roll of the spell.
Automated Army (Level 5)
You can create and control Automatons even more efficiently. Starting at 5th level, you can control up to two Automatons at one time, and at the end of each long rest you can create two Automatons of your choice, without expending a spell slot. You can activate all Automatons as one bonus action.
Efficient Production (Level 9)
Starting at 9th level, when you expend an artificer spell slot to create an Automaton, you create a number of Automatons equal to the level of the spell slot expended. You cannot use this feature to exceed your maximum number of Automatons.
Master Machinist (Level 15)
You have become a master amongst Machinist artificers. Starting at 15th level, you can control up to three Automatons at one time, and at the end of a long rest you create three Automatons of your choice, without expending a spell slot.
Also, when you are forced to make a saving throw or are hit by an attack, you can use your reaction to switch places with one of your Automatons within 60 feet. The Automaton then becomes the target of the attack or saving throw.
Mastermaker
Mastermaker (Level 3)
A Mastermaker specializes in integrating flesh and steel, creating powerful construct limbs and replacing weak organs of flesh with components of metal and stone. The actions of a few renegade Mastermakers have caused House Cannith to shun this path in Eberron, but an artificer might learn these techniques in Dread Metrol or develop them on their own.
Tools of Integration
You gain proficiency with heavy armor and smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Mastermaker Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mastermaker 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 | |
5th | |
9th | |
13th | |
17th |
Prosthesis Expertise
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with your power, creating a permanent magical item that replaces a lost limb—a hand, arm, foot, leg, or similar body part. While the prosthetic is attached, it functions identically to the part it replaces. The wearer can detach or reattach it as an action, and it can't be removed against the wearer's will. It detaches if the wearer dies
Battlefist
You replace one of your arms with a battlefist, a magical prosthetic you created. Your battlefist is a simple melee weapon, and you can use it as a spellcasting focus for your artificer spells. While your battlefist is a magical weapon, it can be infused as if it were a nonmagical weapon.
When you attack with your battlefist, you can use your Intelligence modifier instead of Strength for the attack roll. If you hit with it, you deal bludgeoning damage equal to 1d10 + your Strength or Intelligence modifier. At 9th level, the damage dealt by your battlefist increases to 2d10 + your Strength or Intelligence modifier.
Additionally, you can choose one of the following weapon properties to add to your battlefist: finesse, thrown (range 20/60), or reach. When you finish a long rest, you can replace this property with a different weapon property from the list.
Extra Attack (Level 5)
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Improved Battlefist (Level 9)
You have modified your battlefist in both mundane and magical ways. It gains the following benefits:
When you infuse your battlefist, you can apply two infusions to it at a time. If both infusions grant bonuses to your attack rolls or armor class, you gain only the greater bonus.
Your battlefist is also a shield, increasing your armor class by 2. You can wield it as a weapon even if you are using it as a shield. You can infuse it as if it were both a simple melee weapon and a shield.
The maximum number of items you can infuse at once increases by 1, but the extra infusion must be applied to your battlefist
Construct Apotheosis (Level 15)
You have modified your form, becoming nearly impervious to the weaknesses of flesh. You gain the following benefits:
You gain resistance to poison damage and psychic damage, and you are immune to the poisoned condition
If you are affected by a spell or magical effect, you can choose to consider yourself a construct instead of your other creature types.
You can cast the antilife shell and investiture of stone spells without expending a spell slot, without preparing the spell, and without material components, provided you use your battlefist 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.
Maverick
Maverick (Level 3)
In the world of artifice, the Maverick is a jack of all trades and master of none. A Maverick is always experimenting with new designs, forever abandoning yesterday's work in pursuit of a new obsession. While often dismissed by other artificers as eccentric amateurs, in their refusal to follow established tradition, a Maverick may stumble on remarkable breakthroughs--though their idiosyncratic techniques can rarely be replicated by others
Arcane Breakthroughs
Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most artificers. Choose one of the following classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, or Wizard. This class's spells become part of your Breakthrough spell list. You can choose an additional class and add its spells to your Breakthrough spell list at 5th, 9th, 13th, and 17th levels.
When you change your list of prepared artificer spells after a long rest, you can prepare an additional 1st-level spell. This spell must be from your Breakthrough spell list. When you reach certain levels in this class, you increase the number of Breakthrough spells that you can prepare. You can prepare an additional 2nd-level spell at 5th level, an additional 3rd-level spell at 9th level, an additional 4th-level spell at 13th level, and an additional 5th-level spell at 17th level. These prepared spells don't count against the number of artificer spells you prepare.
When you cast a spell you've prepared using this feature, it's considered to be an artificer spell for you, and Intelligence is your spellcasting ability for it. When you swap a prepared Breakthrough spell for a new spell, you lose any ongoing benefits from having cast it (such as a steed summoned by find steed).
Cantrip Specialist
You excel at producing minor magical effects--and at abandoning your current projects to pursue new ideas. Starting at 3rd level you gain the following benefits:
You know one additional cantrip beyond what's normally allowed for an artificer of your level.
When you finish a short rest (instead of 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 or your Breakthrough spell list. This cantrip is considered an artificer cantrip for you.
Cantrip Savant (Level 5)
Starting at 5th level, you continue to develop your talent for the simplest spells. You gain the following benefits:
When casting an artificer cantrip, you gain a +1 bonus to attack rolls and to your artificer spell save DC unless your spellcasting focus grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.
As an action, you can replace an artificer cantrip you know with a different cantrip from the artificer spell list or your Breakthrough spell list. Once you use this feature, you can't use it again until you finish a long rest.
Superior Breakthroughs (Level 9)
Starting at 9th level, when you cast one of the spells you prepared with Arcane Breakthroughs, you can do so as if the spell was cast using a spell slot two levels higher than the spell slot you expend.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses after you finish a long rest.
Work in Progress (Level 9)
Starting at 9th level, you can ready half-formed projects for easy completion when needed. As an action, you can replace any prepared artificer spell with any other spell from the artificer spell list, which then counts as a prepared spell for you.
Once you use this feature, you can't use it again until you finish a short or a long rest.
Final Breakthrough (Level 15)
At 15th level, you gain one additional spell slot of each spell level you can prepare. These spell slots can only be used to cast the bonus spells granted by your Arcane Breakthroughs.
As you gain levels in this class and are able to prepare 5th-level artificer spells, you gain an additional spell slot of that level.
Mech Pilot
Mech Pilot (Level 3)
Mastery of the modern battlefield requires a hybrid approach of technology and magic, and no combat specialist epitomizes this approach better than the Mech Pilot. Armed and armored in an enchanted mobile suit, the battle mech isa flexible weapons platform built to be reconfigurable. This allows it to fit into any tactical situation on evolving battlefields.
The Mech Pilot's bond to their battle mech is critical to their success. The battle mech is attuned to their pilot's magic, and strong fluctuations of that power source can cause instability, desynchronization, and mission failure. However, a Mech Pilot with mind and mech united can become an unstoppable force.
Mech Pilot Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mech Pilot 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 | |
5th | |
9th | |
13th | |
17th |
Battle Mech
At 3rd level, your knowledge of arcane mechanics has allowed you to develop a sophisticated mechanical suit that you pilot into battle. Over the course of a long rest, you can use your tinker's tools to create a battle mech, which functions as a magical suit of medium armor. The armor weighs 200 pounds, which you can ignore while you wear it.
The armor can be the target of one of your artificer infusions.
You gain the following benefits while wearing the battle mech:
When you attack with a weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
You gain proficiency with martial weapons.
The armor is powered by your magic, and any creature other than you that dons the battle mech receives no benefits and their movement speed becomes 0.
Tactical Assault Array
Also at 3rd level, you can adjust your armor for a given combat situation. When you create your battle mech, choose one of the following modes: hellion, valkyrie, or titan. The mode you choose gives you special benefits while you wear the battle mech, and determines its properties as armor per the Battle Mech Armor table.
You can change your battle mech's mode whenever you finish a short or long rest, provided you have tinker's tools in hand.
| Mode | Armor Class | Stealth |
|---|---|---|
Hellion | 12 + Dex modifier | - |
Valkyrie | 14 + Dex modifier (max 2) | - |
Titan | 16 | Disadvantage |
Hellion
This battle mech mode sacrifices armor and mobility, preferring instead to rain destruction on foes from long range with heavy weaponry. It has the following features:
You can ignore the massive property on firearms.
Bombardment. As a bonus action, you can assume a braced firing stance if you are standing on a solid surface. While in this stance, you can use a bonus action to make a ranged weapon attack. Additionally, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls, your speed becomes 0, you can't be knocked prone, and you cannot be pushed or pulled by any effect. As a bonus action, you can exit this stance.
Valkyrie
This battle mech mode is adept at skirmishing in mobile battlefronts. It has the following feature:
Blitz. You can Dash or Disengage as a bonus action. When you Dash, you gain the effects of the jump spell until the end of your turn, and if you move at least 10 feet in a straight line straight toward a target before hitting it with a weapon attack, it takes an extra 1d8 lightning damage. You can deal this extra damage only once on each of your turns. This extra damage increases to 2d8 at level 9.
Titan
This battle mech mode is focused on close quarters combat with its ironclad defense. It has the following features:
You can ignore the two-handed property on a single melee weapon you're holding. Your current and maximum hit points increase by an amount equal to your artificer level.
Rebuff. When you hit a creature that is no more than two sizes larger than you with a melee weapon attack, you can immediately use a bonus action to force it to make a Strength saving throw against your spell save DC. On a failed save, you can push the creature up to 15 feet away from you.
Bulwark. When a creature you can see attacks a target other than you, you can use your reaction to move up to half your movement speed. At the end of this movement, if you are within 5 feet of the target of the attack, you can force the attack to target you instead. This movement doesn't provoke opportunity attacks.
This mode's AC increases by 1 when you reach 5th level, and again when you reach 9th level.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Overdrive (Level 9)
At 9th level, you can push your battle mech to its limits. As an action, you can activate your battle mech's Overdrive ability, which grants you effects based on its mode, as shown below. This ability requires a loud vocal component. Once you have used a mode's Overdrive ability, you cannot use that mode's Overdrive ability again until you have finished a long rest.
- Hellion.
- Valkyrie.
- Titan.
Air Supremacy (Level 15)
At 15th level, your battle mech can take to the skies and unleash its full potential. You have a flying speed equal to your current walking speed.
Additionally, your battle mech gains benefits based on its mode, as shown below.
- Hellion.
- Valkyrie.
- Titan.
Mechaneer Artificer Specilization
Mechaneer (Level 3)
Mechaneers are artificers who prefer to focus on their engineering skills, while using their arcane powers to fuel their creation. While they may lack the hands-on combat prowess of other artificers, their Mechs are known for their capabilities, and are only limited by their creator's ingenuity.
Engineering Expertise
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.
Multitasking
Starting at 3rd level, you increase the amount of infusions you can have active at the same time by 1.
MechTech
Beginning at 3rd level, you manage to complete crafting your first Mech. You can add your INT modifier to 1 of the following ability scores of the Mech: STR, DEX or CON. This bonus can be changed when making a new Mech. It lacks any INT, WIS or CHA, and cannot make any checks based on Int, Wis, or Cha.
When you create your first Mech, you choose between 1 and 3, you lose max hp equal the number chosen x artificer level, every Mech that you create gains additional hp equals the number you choose x your artificer level. This effect cannot be reversed, but the amount of hp transferred to the Mech can be changed whenever you make a new Mech
At the end of a long rest, you can create a Mech.
Once you create a Mech, you can't do so again until you finish a long rest. You can have only one Mech at a time. It can be repaired as part of a short rest gaining 2d6 + intelligence mod hp. You can do this a number of times equal to your proficiency bonus.
Mech Weapons
Whenever you create your Mech Template (STR = 10 + PB + intelligence modifier; DEX = 10 + PB + intelligence modifier; CON = 10 + PB + intelligence modifier;), you choose two of the Mech Weapons in the list below to be installed on it. Those require an action to be used.
The Mech Weapons installed can be changed at the end of a long rest.
Force Fists - Melee, Reach 5ft, 1d6 bludgeon damage. Can be used again as a bonus action after taking a action to attack.
Pike Bunker - Melee, Reach 5ft, 1d8 piercing damage. Increases Mech's AC by 2.
Chainsword - Melee, Reach 5ft, 1d12 Slashing damage.
Twin Repeaters - Ranged, Range 20/40ft, 2d3 Piercing damage. Can be used again as a bonus action after taking a action to attack.
Siege Cannon - Ranged, range 120/240ft, 2d10 Piercing damage. Must be reloaded to attack again. Costs an action to reload.
Piloting
The Mech is a mindless construct and cannot take any actions on its own, and must be piloted to be able to act.
While in combat, the Mech has no initiative, and requires a creature piloting it to act, while being piloted, any actions it takes due to being piloted are done during the pilot's turn, spending its equivalent actions.
To pilot it, a creature must enter its cockpit. Any humanoid creature that fits can enter the cockpit, by spending half it's walking speed to do so or to exit.
Creatures who are not the creator of the Mech can spend their action to attempt to gain control of the Mech. The creature must succeed on an Intelligence check with DC equal to 10 + creator's PB + Intelligence modifier. On a success, the creature assumes control of the Mech, being treated as the pilot until the creature is removed from the cockpit or is incapacitated.
Cockpit
The cockpit is made to fit medium and small creatures, and only one can be inside it at a time. To enter it, a creature must not be wearing medium, heavy armor or shields.
While inside the cockpit, the pilot cannot be targeted or affected, any attacks that try to target of affect the pilot instead hits the Mech. Except for effects and spells that affect the mind, those hitting the pilot directly, as the Mech does not have a mind.
Any creature that gets on top of it (if smaller than the mech, the creature can use the "Climb Onto a Bigger Creature" rules), can try to remove the pilot from the cockpit, with a grappling check with disadvantage. The creator of the Mech has advantage against being grappled when inside the cockpit.
If an effect moves The Mech against the pilot's will, the pilot must succeed on a DC 10 Strength saving throw or take 1d6 bludgeon damage.
If your Mech is knocked prone, the pilot must succeed on a DC 10 Strength saving throw or take 2d4 bludgeon damage.
If the Mech is reduced to 0 hit points it explodes, the pilot must make a DC 15 Dexterity saving throw to eject from the cockpit before it explodes. On a failure, it takes 2d8 fire damage, or no damage on a success.
Customization
You learn how to apply Enhanced Weapon to a Mech Weapon and Enhanced Defense to your Mech itself.
You can only apply 2 infusion to the Mech. This number increases by 1 at 5th, 9th and 15th levels.
The Mech can have 1 magical item installed on its chassis (you can install one extra magical item at 9th level), and activated by the pilot from inside the cockpit. One of those magical items falls from the Mech's Chassis if its hp is reduced to less than half of its max hp, and another one at a quarter of its max hp if you have a second one installed. ( gear that needs to be wore, like cloaks, helmets, boots or armor cannot be used this way etc.)
Retrofitting (Level 5)
Starting at 5th level, you design new infusions, these new infusions only work on your Mech, and do not count towards your known infusions.
Mech Infusions
Auxiliary Thrusters
The Mech gains a +10 bonus to walking speed.
Jump Thrusters
You can spend your bonus action to make the Mech either make a long jump of 20ft or a high jump of 30ft. Jumping this way costs movement.
Accelerated Actuators
While piloting the mech, it can attack twice, instead of once, whenever you spend your action to make an attack with a Mech Weapon.
Specialization
You modify the mech's chassis to give it expertise on a single skill that uses strength or dexterity.
Advanced Optics
While piloting your mech, you have 60ft dark vision, and you have advantage on perception checks that rely on sight.
Additional Infusion for mech (Level 5)
At 5th level, you learn how to apply a additional Enhanced Weapon to a Mech Weapon and Enhanced Defense to your Mech itself.
You can now apply 3 infusion to the Mech
Improved Engineering (Level 9)
Starting at 9th, you design more advanced infusions of your own, that can only be used on your mech. These new infusions do not count towards your known infusions.
Advanced Mech Infusions
Energy Shields
At the start of each of your turns, Your Mech gains temporary hit points equal to your Intelligence modifier. At 15th lv, the temporary hit points gained are equal to your Intelligence modifier x2.
Land-Air Modification
The Mech gains Fly speed equal to its walking speed.
Infrared Optics
While inside the Mech, you gain truesight 20ft.
SuperCharger
While piloting the Mech, you can make it Dash as a bonus action.
Targeting Module
Mech Weapon attacks have an increased crit range of 19-20.
Enhanced Chassi
You can apply your Mech to two ability scores instead of one.
Reinforced Mount
You can attach one extra magical item to the mech's chassis. This one only falls off if the Mech is destroyed.
Advanced Mech Weapons (Level 9)
Whenever you create your Mech Advanced Template (STR = 10 + PB + intelligence modifier; DEX = 10 + PB + intelligence modifier; CON = 10 + PB + intelligence modifier;), starting at 9th level, you modify your Mech Weapons designs, improving their functionality.
Advanced Mech Weapons
Force Fists - Grappled targets take 1d4 + INT lightning damage at the start of their turns.
Pike Bunker - Reach increases to 10ft. When a creature you can see attacks a target other than you or your Mech that is within reach of your Mech Weapon, you can use the Mech's reaction to impose disadvantage on the attack roll.
Chainsword - Before you make an attack, you can choose to take a -2 penalty to the attack roll. If you do so and the attack hits, it deals +5 damage. If you kill a target with this weapon, the damage that exceeds the creature's max hp can be dealt to any other creature that is adjacent to you.
Twin Repeaters - Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Siege Cannon - On a hit, adjacent creatures to the target of the attack must make a Dexterity saving throw against your spellcasting DC. On a failure they take half the damage a 1d10 roll.
Additional Infusion for mech (Level 9)
At 9th level, you learn how to apply a additional Enhanced Weapon to a Mech Weapon and Enhanced Defense to your Mech itself.
You can now apply 4 infusion to the Mech
MechWarrior (Level 15)
Whenever you create your Mech Warrior Template (STR = 10 + PB + intelligence modifier; DEX = 10 + PB + intelligence modifier; CON = 10 + PB + intelligence modifier;), starting at the 15th level, You add a backup battery that has 10 points of energy. It is fully charged when the Mech is created, and is fully recharged at the end of a long rest, short rests recharge only 1 energy point per hour rested. It can also be recharged by an action by spending a spell slot. The amount of points recharged is equal to the level of spellslot spent to recharge it.
This battery is used to power the Mega Weapons in the list below:
You can only apply one of these to your Mech at a time.
Mega Mech Weapons
Howitzer - The oversized Cannon launches the Heavy Payload at a point at most 120ft away. Each creature in a 20-foot-radius sphere centered at the point of impact must make a Dexterity saving throw. The DC is equal to your spellcasting DC. A target takes 8d8 fire damage on a failed save, or half as much damage on a successful one. Costs your action and at least 3 Energy be used. If you make this action using More than 3 Energy, the damage increases by 1d8 for each Energy above 3. (max of 5)
Flammethrower - The muzzle engulfs enemies in fire at close range. Each creature in a 30-foot cone starting from your Mech must make a Dexterity saving throw. The DC is equal to your spellcasting DC. A creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. Costs your action and at least 3 Energy be used. If you make this action using More than 3 Energy, the damage increases by 1d10 for each Energy above 3. (max of 5)
Particle Projector - The weird cannon like object accelerates particles at a line 60 feet long and 5 feet wide out from your Mech in a direction you choose. Each creature in the line must make a Dexterity saving throw. The DC is equal to your spellcasting DC. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. Costs your action and at least 3 Energy be used. If you make this action using More than 3 Energy, the damage increases by 1d8 for each Energy above 3. (max of 5)
Molecular Disruptor - when you hit a creature with a melee Mech Weapon attack, you can expend at least 3 Energy to deal lightning damage to the target, in addition to the weapon's damage. The extra damage is 4d10 lightning damage. If you make this action using More than 3 Energy, the damage increases by 1d10 for each Energy above 3. (max of 5)
Additional Infusion for mech (Level 15)
At 15th level, you learn how to apply a additional Enhanced Weapon to a Mech Weapon and Enhanced Defense to your Mech itself.
You can now apply 5 infusion to the Mech
Mechanic
Mechanic (Level 3)
A Mechanic specializes in the creation and repair of automotive vehicles that can be used in nearly any environment. They believe that living mounts such as horses will be obsolete in the near future, given the innovations occurring with black powder weapons and the creation of magical implements of warfare, so they seek to solve the problem before it begins. When given the time and option, these artificers create rides customized to their clients' needs and senses of style.
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools'24 and all air, land, and water vehicles.
Mechanic Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanic 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 | |
5th | |
9th | |
13th | |
17th |
Mechanical Marvel
At 3rd level, you learn how to create magical vehicles that can be used to navigate many kinds of terrain. Using smith's tools'24 or tinker's tools'24, you can take an action to magically create a Medium or Large vehicle in the space of a willing creature within 5 feet of you that is Large or smaller. The creature can immediately mount the vehicle if it is no larger than the vehicle.
Once you create a vehicle with this feature, you can't do so again until you finish a long rest'24 or until you expend a spell slot to create another one. You can have only one vehicle from this feature at a time; if you create a new vehicle with this feature while you already have one, the previous vehicle disappears.
The vehicle is a magical object. It has AC equal to 12 + your Intelligence modifier and a number of hit points equal to 10 times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or if you dismiss it as an action.
Only one creature can ride the vehicle at a time. The rider can use half its speed to dismount the vehicle, exiting into an unoccupied space within 5 feet of the vehicle. On a subsequent turn while the vehicle has no rider, a creature no larger than the vehicle within 5 feet of the vehicle can use half its speed to mount it. If an effect causes the vehicle to move against the rider's will or knocks the vehicle prone, the rider must succeed on a DC 10 Dexterity saving throw or fall out of the vehicle, landing prone in a space within 5 feet of it. The rider also falls out of the vehicle in this way if the rider is knocked prone.
When you create the vehicle, you determine its appearance and decide which type it is, choosing from the options on the Mechanical Marvels table.
| Vehicle | Effect |
|---|---|
Motor Bike (Land) | While a creature is riding this vehicle, it has a walking speed of 60 feet. |
Wall Crawler (Land) | While a creature is riding this vehicle, it has a climbing speed of 30 feet. It can use this climbing speed to move up, down, and across vertical surfaces. |
Wave Skimmer (Water) | While a creature is riding this vehicle, it has a swimming speed of 30 feet. It can use this swimming speed only to move across the surface of liquids. |
Mounted Gun (Level 5)
Starting at 5th level, each time you create a vehicle with your Mechanical Marvel feature, you can choose for it to have a mounted gun. The mounted gun is a magical simple ranged weapon with a normal range of 60 feet and a long range of 150 feet that deals 1d8 piercing damage and that doesn't require ammunition. A creature riding the vehicle can make attacks with the mounted gun as part of the Attack action, and uses its choice of Dexterity or Intelligence for the attack and damage rolls.
While you're riding the vehicle, when you take the Attack action or cast a cantrip with a casting time of 1 action, you can make an additional attack with the mounted gun as a bonus action this turn.
Mechanical Masterwork (Level 9)
At 9th level, the list of vehicle types you can choose from when creating a vehicle is expanded. To create one of the vehicles in the Mechanical Masterworks table below when your use of Mechanical Marvel is expended, you must expend a spell slot of 3rd level or higher, instead of a spell slot of any level.
| Vehicle | Effect |
|---|---|
Deep Diver (Water) | While a creature is riding this vehicle, it has a swimming speed of 40 feet, it can breathe underwater, and it can use a bonus action to switch on or off a magical light that creates bright light'24 in a 30-foot cone originating from the vehicle. |
High Flyer (Air) | While a creature is riding this vehicle, it has a flying speed'24 of 30 feet and can hover. |
Lightning Engine (Land) | While a creature is riding this vehicle, it has a walking speed of 90 feet, it spends no extra movement using its walking speed through difficult terrain'24, and opportunity attacks made against it or the vehicle have disadvantage. |
Marvelous Mechanic (Level 15)
Starting at 15th level, you can now have a number of vehicles up to half your artificer level. If you create a vehicle beyond this number, you choose one of your older vehicles to disappear.
As an action, you can touch a vehicle you created and cause it to disappear to regain the use of your Mechanical Marvel feature.
Mortis Engineer
Mortis Engineer (Level 3)
Mortis Engineers are nothing short of nightmarish.
Tool Proficiency
You gain proficiency in the Medicine skill. If you are already proficient in it, you gain proficiency in another skill of your choice.
Mortis Engineer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mortis Engineer Spells table. These spells count as Artificer spells for you, but they don't count against the number of Artificer spells you prepare.
Mortis Engineer Spells
Jumpstart
You can channel lightning to mend wounds. Once on your turn, when you deal Lightning damage to a creature with a spell of level 1 or higher, you can choose to heal the creature instead. The creature regains Hit Points equal to your Intelligence modifier multiplied by the spell's level (minimum of 1). If the spell affects multiple creatures, choose one which receives the healing; the others take the damage as normal. Starting at level 9, you can ignore this limitation and heal multiple creatures at once.
If you attempt to heal a creature in this way on consecutive rounds, the creature must succeed on a Constitution saving throw or take the Lightning damage as normal instead. The DC for this save starts at 15 and increases by 5 for each subsequent round the healing is used on that creature. This DC resets after the creature doesn't receive healing from this feature for 1 round.
Galvanized Flesh
You master the art of reanimating corpses through electricity. When you deal Lightning damage to a corpse of size Small or larger with a spell of 1st level or higher, you can take a Bonus Action to embed metallic rods into the nervous system of the corpse and briefly bring it to unlife as a Zombie.
The zombie gains Temporary Hit Points equal to twice your Artificer level, and it gains a bonus to its attack and damage rolls equal to your Intelligence modifier (minimum of +1).
You can control up to 2 zombies at once. This increases to 3 zombies at level 9 and 4 zombies at level 17. If you attempt to create more zombies than this limit allows, your oldest zombie crumbles to dust. A zombie disintegrates after 10 minutes, when it drops to 0 Hit Points, or if you take a Bonus Action to extract the rods, killing it.
The zombies are Friendly to you and your companions. In combat, they share your Initiative count, but they take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue a command, or they can't see and hear you directly, they take the Dodge action.
When a zombie you created is reduced to 0 Hit Points, it releases a surge of electricity. One creature of your choice within 15 feet of the zombie must succeed on a Dexterity saving throw against your spell save DC or take Lightning damage equal to your Intelligence modifier (minimum of 1) and have its Speed reduced by 10 feet until the start of its next turn.
Death Lightning (Level 5)
You learn to interweave necrotic and electrical energies. Whenever you cast a spell that deals Necrotic damage, you can choose to have it deal Lightning damage instead and vice versa.
In addition, the legions you raise can act as catalysts for your spells. When you cast a spell with a range of touch, choose one of your zombies within 100 feet of you; it can deliver the spell as if it had cast the spell. Your zombie must use its Reaction to deliver the spell when you cast it.
Shock Troopers (Level 5)
Your expertise in electrical animation enhances your zombies' capabilities. Each zombie you create has a Speed of 40 feet, and you can choose to have its attacks deal Lightning damage instead of Bludgeoning damage.
Additionally, your zombies gain the following Bonus Action:
- System Overload
The zombie attempts to shock one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw against your spell save DC or take 1d6 Lightning damage and have its Speed reduced by 10 feet until the end of its next turn. If the target has taken Lightning damage since the start of its last turn, it automatically fails this saving throw. A creature whose Speed is reduced to 0 by this feature has the Stunned condition until the start of its next turn.
Unending Legion (Level 9)
You've mastered the art of mass reanimation. You create a specialized container that uses manikin technology to enhance your Undead servants. This container can take the form of a coffin, chest, backpack, or other similar receptacle of your choice, which you must carry on your person.
Each zombie you create can be enhanced with a metallic shell from your container. An enhanced zombie gains these benefits:
Its Armor Class equals 12 + your Intelligence modifier
It adds your Intelligence modifier to saving throws
It has Immunity to Lightning damage
In addition, when you take a Bonus Action as part of your Galvanized Flesh feature, you can animate a number of zombies equal to the level of the spell you cast, up to your maximum limit, provided sufficient corpses are affected by your lightning spell.
Flesh Titan (Level 15)
You've perfected a volatile combination of electrical shocks and enhancement serums. As an action, you can inject a zombie under your control within 5 feet of you with this unstable mixture, causing its flesh to swell and crackle with intense electrical energy. It becomes a Flesh Golem for 1 minute, but still benefits from any of your features that affect zombies.
At the end of the minute, or when it reaches 0 Hit Points, it dies in an explosion of lightning. Each creature within a 20-foot radius centered from the flesh golem must succeed on a Constitution saving throw against your spell save DC or take 4d8 Lightning damage.
Once you've used this feature, you can't use it again until you finish a Long Rest or expend a spell slot of level 5 or higher to use it again.
Oozologist
Oozologist (Level 3)
Artificers experiment with many odd phenomena, but few stranger than the study of sentient oozes. Oozologists, as these artificers are known, discover the secret to creating their own domesticated ooze, as well as methods to modify their pet slime using syringe-tipped vials of alchemical concoctions. When oozologists aren't busy with the relatively mundane effort of creating new forms of docile oozes, they pursue more esoteric goals like completely transforming their own bodies into slime (then back again, if they're lucky).
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies'24. If you already have this proficiency, you gain proficiency with one other type of artisan's tools'24 of your choice.
Oozologist Spells
Beginning at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Oozologist 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 | |
5th | |
9th | |
13th | |
17th |
Domesticated Ooze Companion
At 3rd level, your experimentation has borne fruit in the form of a domesticated ooze. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Domesticated Ooze stat block, which uses your proficiency bonus (PB) in several places. The domesticated ooze is a malleable, translucent blob, but you otherwise choose its appearance; this has no effect on the domesticated ooze's statistics.
In combat, the ooze 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the ooze can take any action of its choice, not just Dodge.
If you spend a minute treating your ooze with alchemist's supplies'24, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies'24 as an action to revive it, provided you are within 5 feet of it and you expend a spell slot. The ooze returns to life after 1 minute with all its hit points restored.
At the end of a long rest'24, you can create a new domesticated ooze if you have alchemist's supplies'24 with you. If you already have an ooze from this feature, the first one immediately perishes. The ooze also perishes if you die.
Ooze Injectables
Also at 3rd level, you can spend 1 minute using alchemist's supplies'24 to create and administer an injectable dose that transforms the nature of your domesticated ooze. After being administered, the domesticated ooze remains affected by the injectable for 8 hours or until you use this feature again, whichever comes first.
- Ferno Injection
Your domesticated ooze gains resistance to fire damage. In addition, when it deals damage with its striking pseudopod attack, it deals fire damage instead of acid damage and this damage gains a +2 bonus.
- Glacia Injection
Your domesticated ooze gains resistance to cold damage. In addition, when it deals damage with its striking pseudopod attack, it deals cold damage instead of acid damage and the target's speed is reduced by 10 feet until the end of its next turn.
- Lectra Injection
Your domesticated ooze gains resistance to lightning damage. In addition, when it deals damage with its striking pseudopod attack, it deals lightning damage instead of acid damage and the target can't use reactions until the start of its next turn.
- Kaichu Injection
The size of your domesticated ooze increases to Large and its current and maximum hit points increase by twice your artificer level. Additionally, the reach of its pseudopod attacks increases to 10 feet.
Acidic Arcana (Level 5)
At 5th level, when you deal damage with an artificer spell, you can deal an additional 1d6 damage to one target. If the damage is acid, this additional damage increases to 2d6.
Stickier Slime (Level 9)
Starting at 9th level, when a creature within 5 feet of your domesticated ooze uses any movement, your domesticated ooze can use its reaction to make one pseudopod attack against that creature. In addition, a creature that ends its turn grappled by your domesticated ooze takes 1d4 acid damage.
Gelatinous Transformation (Level 15)
At 15th level, you discover methods to adapt many of the benefits of ooze physiology to your own anatomy. You gain the following benefits:
You are immune to acid damage.
You gain a climbing speed equal to your base walking speed
You gain blindsight out to a range of 60 feet.
In addition, you can use a bonus action to temporarily transform yourself into slime. While you are transformed into a slime, you can move through a space as narrow as 1 inch wide without squeezing. This transformation ends when you are reduced to 0 hit points or you use a bonus action on your turn to end it.
Puppeteer
Puppeteer (Level 3)
Though all artificers have their quirks, Puppeteers tend to be the strangest subset of arcane inventors. They dedicate their research and intellect towards mastery of manipulation and control of other creatures through the use of their Marionette Strings. Often found literally pulling the strings from behind the scenes, these strange artificers prefer to empower their allies rather than risk their own lives on the front lines.
Tools of the Trade
At 3rd level, you gain proficiency with weaver's tools. If you are already proficient with weaver's tools, you instead gain proficiency with another set of artisan's tools of your choice.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Marionette Strings
At 3rd level, you learn to fashion the strange Strings that mark you as a Puppeteer. When you finish a long rest, you can use your weaver's tools to construct a set of Marionette Strings, usable only by you. As an action, you can cause your Strings to fly out and magically attach to a willing creature within 30 feet. You must have a free hand to use your Strings.
While a creature is attached to your Strings, you gain the features listed below. Your Marionette Strings detach after 1 minute, if you use a bonus action to detach them, or if you and the creature are ever more than 30 feet apart.
You can attach your Marionette Strings a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Corrected Strike
When the attached creature makes a melee attack, you can use your reaction to have them re-roll their attack roll, and they must use the new roll. You must use this reaction before you know if the attack hits or misses.
Channel Spell
As an action on your turn, you can cast an artificer spell as if it originated from the attached creature. If the spell requires concentration, you concentrate on it.
Puppeteer's Guidance
When the attached creature makes an ability check that uses a skill with which you are proficient , you can grant them a bonus to their roll equal to your Intelligence modifier (minimum of +1).
Strange Movement
As a bonus action on your turn, you can move the attached creature a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet). This movement does not provoke opportunity attacks.
Strange Strikes (Level 5)
The degree of control you exert through your Strings grows. Starting at 5th level, when the creature attached to your Marionette Strings makes an attack, you can use your reaction to cause them to make one additional attack.
In addition, when a creature attached to your Strings hits a creature with a melee attack, you can expend a spell slot to empower their strike. Their strike deals an additional 2d6 force damage for a 1st-level spell slot, and an additional 1d6 force damage for each spell slot level above 1st.
Nimble Fingers (Level 9)
Your ability to control and amplify the abilities of others has increased. Starting at 9th level, you can have two creatures attached to separate Marionette Strings at one time. You must have a free hand to control each of these creatures. The two creatures can be any distance apart, so long as they each individually remain within the range of your Strings.
In addition, the length of your Marionette Strings, and the range of your Puppeteer abilities, becomes 60 feet.
Master Puppeteer (Level 15)
You have become a master amongst Puppeteer artificers. Starting at 15th level, you can use an action on your turn to cast the Irresistable Dance spell, without expending a spell slot, or requiring your concentration. You can only have once instance of this spell active at a time. When a creature makes a saving throw to resist the spell, you can expend a use of your Marionette Strings to impose disadvantage.
Once you cast Irresistable Dance in this way, you must finish a long rest before you can do so again, or expend a use of your Marionette Strings ability to use this ability again.
Pyrokinetic
Pyrokinetic (Level 3)
Pyrokinetics are artificers that specializes on creating and controlling fire with their abilities and magic. Even though some people think they are dangerous individuals, there are several pyrokinetics that use their abilities for extinguish hazardous fires that threaten life, property, and the environment as well as to rescue people from dangerous situations involving fires.
Bonus Cantrips
When you adopt this specialization at 3rd level, you know the control flames and produce flame cantrips. These spells count as artificer cantrips for you, but you cannot replace them with another cantrip from the artificer spell list when you level up in this class.
Pyrokinetic Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Pyrokinetic Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Pyrokinetic Spells
Pyrokinetic Amplifier
Beginning at 3rd level, you can canalize and amplify your pyrokinetic abilities. Using tinker's tools, you can take an action to magically create a pair of flaming gauntlets or for imbuing a weapon with your arcane energy. You can use the pyrokinetic amplifier as a spellcasting focus, and you gain new features depending on what option you choose, which are detailed below.
Gauntlets
You touch your forearms to create a pair of flaming gauntlets. You gain the following features:
- Armor of Embers
Whenever you take fire damage, you can use your reaction to generate a protective flaming shield that absorb part of that damage, reducing the fire damage by 1d4. You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses of it when you finish a long rest.
- Burning Spells
When you cast a spell that deals acid, cold, lightning, or thunder damage, you can change that damage type to fire.
Weapon
You touch a weapon you're proficient, giving it a fiery aspect. While you're using that weapon, it gains the following features:
- Flaming Weapon
Whenever you hit with a weapon attack, the target takes an extra 1d4 fire damage. This fire damage count as magical for the purpose of overcoming resistance and immunity. The weapon can also ignite any flammable object that isn't being worn or carried.
- Critical Combustion
Each time you make a critical hit with your pyrokinetic amplifier weapon, the attack generates a fire explosion. After dealing the damage from the critical hit, the target and every other creature within 10 feet from it other than yourself must make 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.
Once you create a pyrokinetic amplifier, 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 pyrokinetic amplifier at a time.
Pyromancer (Level 5)
At 5th level, you are an expert on controlling and sensing the fire around you, fueling your spells and abilities with it. You gain the following features:
Whenever you cast a spell using your pyrokinetic amplifier as the spellcasting focus, you deal an additional 1d8 fire damage.
Additionally, you can spend 1 minute to focus on detecting heat and thermal signals in a 120 feet radius for a number of minutes equal to half your Artificer level (rounded up). You can use this feature a number of times equal to your proficiency bonus, and it only gives you the general direction and intensity of the sources of heat, but not the type (like if it's a creature or an object) or the exact number of sources.
Improved Amplifier (Level 9)
Starting at 9th level, your pirokinetic amplifier is capable of canalize even more your arcane magic, granting the following changes to each type.
Gauntlets
The fire damage reduced by the armor of embers is now 1d8, and whenever you reduce damage with this feature, you are healed by the same amount.
Weapon
The extra fire damage the weapon deals is now 1d8 and your attacks using your pyrokinetic amplifier weapon score a critical hit on a roll of 19 or 20. Additionally, you can spend a spell slot instead to use the critical combustion feature each time you hit a target with your weapon. The damage dealt from the critical combustion feature now count as magical for the purpose of overcoming resistance and immunity.
Master of the Flames (Level 15)
Starting at 15th level, you have mastered the control of fire through your pyrokinetic abilities:
You gain resistance to fire damage.
You can cast conjure elemental (fire elemental only) and investiture of flame without expending a spell slot, without preparing the spell, and without material components, provided you use your pyrokinetic amplifier 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.
Reanimator
Reanimator (Level 3)
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 3rd level, you gain proficiency with surgeon's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Reanimator Spells
Beginning at 3rd 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 prepare.
| Artificer Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Modern Prometheus
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
Also 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 (Level 5)
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 (Level 9)
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 (Level 15)
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.
Renegade Specialist
Renegade Specialist (Level 3)
Renegade artificers are driven by a devotion to—or some would say, obsession with—self-improvement. These artificers are called renegades because they ignore conventional wisdom and experiment upon themselves, improving their bodies by implanting and replacing parts of themselves with the products of their mad genius.
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.
Skill Proficiency
Just as importantly, as part of adopting this specialization at 3rd level, you gain proficiency in the Medicine skill. If you already have this proficiency, you gain proficiency with another skill of your choice.
Renegade Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Renegade 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 | |
5th | |
9th | |
13th | |
17th |
Bionic Limbs
At 3rd level, you take the first major leap in your quest for self improvement, something that clearly announces your lack of limits and marks you as a renegade. You remove one or more of your limbs—usually a perfectly functional arm—and replace it with a special constructed prosthesis you refer to as a bionic limb.
When you make an unarmed strike with a bionic limb, you may choose to use Intelligence for the attack roll instead of Strength, and if you hit you deal bludgeoning damage equal to 1d8 + your Strength or Intelligence modifier (your choice).
Additionally, whenever you use the Attack action to make an unarmed strike with a bionic limb, you may use a bonus action to make an additional unarmed strike with a bionic limb.
Your bionic limbs are considered martial weapons worth at least 1 sp for all purposes and effects (such as the Enhanced Weapon infusion, or the steel wind strike spell).
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Body Augmentation (Level 9)
At 9th level, you have augmented so much of your body with artificial components that you gain the following benefits:
You can, as a bonus action, cause your bionic limbs to become magical weapons for 1 minute.
While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
You have a pool of self-maintenance energy that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to twice your artificer level. As an action, you can draw points from the pool to restore a number of hit points to yourself, up to the maximum amount remaining in your pool.
You may attune to and attach warforged component magic items, even if you are not a warforged.
Self-Made (Level 15)
At 15th level, you have achieved your vision of perfection for yourself. So much of your body is replaced with artificial parts that any critical hit against you is treated as a normal hit, and you are no longer considered a humanoid. Instead, you are a construct. As a construct, you cannot be targeted by spells or effects that specifically target humanoids (such as dominate person), and you cannot be affected by spells that explicitly exclude constructs (such as cure wounds).
Additionally, you are immune to poison damage, the poisoned condition, disease, exhaustion, and you cannot be petrified. Finally, you cease to age and will continue to function indefinitely until destroyed due to accident or violence.
Scrapper
Scrapper (Level 3)
The scrapper moves with their eyes scanning the ground, ready to snatch any metals they can get their hands on. Everything can be made into anything, and the only limits are what they have on hand. They might not make the most durable of machinations, but their tools will last long enough to get the job done.
To the scrapper, scrapwork might be an artform, a necessity to survive, or both.
Scrapper's Tools
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools'24. If you already have this proficiency, you gain proficiency with one other type of artisan's tools'24 of your choice.
Additionally, your Magical Tinkering feature is more flexible if a little slipshod. It gains the following changes:
The maximum number of objects you can affect with this feature at one time is doubled.
You have access to a new magical property: The object turns into a mundane piece of adventuring gear of your choice worth 10 gp or less.
The properties granted by your Magical Tinkering end after 24 hours.
Scrapper Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Scrapper 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 | |
5th | |
9th | |
13th | |
17th |
Make It Work
By 3rd level, you've learned a few tricks to help you make the most out of scrap metal and other industrial refuse. Your carrying capacity is doubled and you have proficiency with improvised weapons'24.
In addition, you can spend 1 minute converting 10 lbs of mundane materials, such as armor and weapons, into a scrap slot. Doing so destroys the converted objects. You can have a maximum number of scrap slots at one time equal to your proficiency bonus.
On each of your turns you can use a bonus action and expend a scrap slot to gain a flexible benefit. Once before the start of your next turn you can add a bonus equal to half your proficiency bonus (rounded up) to an ability check, attack roll, or saving throw you make. Alternatively, if you are targeted by an attack you can add this bonus to your AC against that attack instead.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Fuse Item (Level 9)
By 9th level, you've learned that more is more. When infusing an item, you can reinforce it by consuming a scrap slot, granting it your choice of one of the following effects:
An infusion that would provide a numerical bonus increases that bonus by 1.
An infusion that has charges increases its maximum charges by 1.
If this infused item requires a creature to attune to it, this infused item doesn't count against the number of magic items to which that creature can be attuned. A creature can only be attuned to one infused item with this benefit.
You can only have two infused items reinforced in this way at a time. If you reinforce a new infused item, your choice of one of the previous reinforced items loses its benefit.
Scrapwave (Level 15)
At 15th level, your collection of junk has grown so much that it practically orbits you. As an action, you can make it do so, casting the maelstrom spell without expending a spell slot. When you cast the spell with this feature, it counts as an artificer spell for you, scavenged metal swirls around you instead of water and it has the following changes:
You are unaffected by the spell.
The spell's area is centered on you, and remains centered on you as you move for its duration.
Until the spell ends, you can use a bonus action and expend a scrap slot to cause the scrapwave to heat up until the start of your next turn. Until then, the spell deals an additional 2d8 fire damage when a creature fails its saving throw against it.
Once you use this feature, you can't do so again until you finish a long rest'24, unless you expend a 5th level spell slot to use it again.
Soulkeeper
Soulkeeper (Level 3)
When a life ends, its energy descends to the lower planes, becoming a shadow of its former thoughts, personality, and form. A highly skilled spellcaster can craft a special device using precious gems to intercept this facsimile of a soul, infusing it within a costly vessel.
These individuals are known as soulkeepers—artificers that combine necromancy and conjuration to form unique gems that fuel their various powers.
| Artificer Spell | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Soul Gems
Starting at 3rd level, when a life ends in your presence, you are able to trap the spirit into a precious gem. When a creature you can see dies within 30 feet of you while you are holding an emerald, diamond, ruby, or sapphire that costs at least 50 gp, you can use your reaction to trap the departing soul within it. The dying creature must have an Intelligence score of 4 or higher for its soul to be trapped.
Containing these souls is taxing on both yourself and the vessel; each gem can only hold one soul at a time, and you can only maintain a number of souls gems equal to your proficiency bonus. You can't absorb another soul into a gem while you are at your maximum.
While you have at least one filled soul gem on your person, you gain the following benefits:
Your weapon attacks deal an additional +1 damage.
You regain an additional 1d8 hit points when you are the target of a healing spell.
You can unleash one of the stored souls to cast a conjuration or necromancy spell you have prepared without expending a spell slot. The spell must be 1st level, and the gem no longer houses a soul after you use this ability, though it remains intact.
Spiritual Infusion (Level 5)
At 5th level, your experience with capturing souls has granted you the ability to utilize their contained power. As an action, you can destroy a soul gem to immediately infuse an item with one of your known infusions. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and the new infusion applies, as normal.
When you do, choose one of the following effects to imbue on the infused item:
- Defending Spirit
- Guiding Spirit
- Sentry Spirit
- Sage Spirit
Soulguard (Level 9)
At 9th level, your control over death has bolstered your resilience. You have advantage on death saving throws, your maximum hit points can't be reduced, and your soul can't be consumed, taken, trapped, or otherwise restricted unless you allow it.
Improved Gemcraft (Level 9)
Also at 9th level, while you have at least one filled soul gem on your person, you gain the following benefits:
The additional weapon damage you deal increases to +2.
When you unleash a soul to cast a spell, you can cast a 2nd level or lower conjuration or necromancy spell you have prepared.
Additionally, the maximum number of items you can infuse at once increases by 2, but those extra items must be infused using your Spiritual Infusion feature.
Ferry the Spirits (Level 15)
By 15th level, your mastery of capturing the departed has granted you new understanding of the space between worlds. Once on your turn, you can teleport to an unoccupied space within a number of feet equal to your remaining movement speed.
Additionally, while you are holding a diamond worth at least 500 gp, you can cast the soul cage spell without expending a spell slot, using the diamont as the material component. Once you use this ability, you can't use it again until you finish a long rest, and you can only have one soul trapped by this ability at a time.
The Mad Scientist
The Mad Scientist (Level 3)
So much has been done - more, far more, will I achieve: treading in the steps already marked, I will pioneer a new way, explore unknown powers, and unfold to the world the deepest mysteries of creation...
Mad Scientists are artificers who have become deranged or certifiably insane in their pursuit of knowledge.
Astute observers of the world and all manner of creatures in it, they always remain true to the cause of Science, uncaring of what must be done in order to acquire information, the dangers of learning forbidden secrets, or the consequences of unrestricted experimentation (particularly for creatures other than themselves).
Although somewhat scatterbrained, and often reliant on questionable practices, these technologists possess a level of intellect unparalleled in mortal kind; having the ability to create virtually any idea that enters their mind. They are usually found inside their private laboratories, building implausible gadgetry or slightly ridiculous superweapons.
It is not unheard of, however, for a few of those scientists to willingly go out into the world; after all, adventuring and exploration go hand in hand for providing stimulating new insights into a wide variety of fields.
Pseudoscience Manipulation
When you adopt this specialization at 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Additionally, you have a bonus of +1 to all your Intelligence (Arcana), Intelligence (History), Intelligence (Investigation), Wisdom (Medicine) and Wisdom (Survival) ability checks. This increases to +2 when you reach 12th level.
Mad Scientist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mad Scientist 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 | |
5th | |
9th | |
13th | |
17th |
Quantitative Aptitudinal
At 3rd level, you can briefly put your brain into overdrive, being able to thoroughly and completely understand the basic and complex functions of any creature you are focusing on, related to measuring the amount of matter usually estimated by spatial measurement.
Once every 24 hours, you can use your action to make an Intelligence check against a DC equal to double the specified creature's CR. On a success, you may learn the attacks, immunities, features or resistances granted by the target's race or type. You must be able to see and hear the target for this feature to work, and the full breadth of what you learn is at the DM's discretion (particularly obscure monsters may reveal very little, and a hidden weapon remains hidden).
The DC of the check becomes equal to the creature's CR when you reach 9th level, and equal to half the creature's CR when you reach 15th level.
Crazy Contraption
At 3rd level, your unbridled genius gives you a knack for inventing the unthinkable, usually in disregard of your own safety. Once per day you may have a flash of inspiration, allowing you to build an insane gadget of unprecedented design. Using tinker's tools or smith's tools, you can spend 1 hour building the contraption in an unoccupied space on a horizontal surface within 5 feet of you.
Have your DM roll on the Crazy Contraption table, and then describe to you the resulting creation.
| d6 | Contraption | Properties |
|---|---|---|
1 | This item is identical in appearance to one of the other contraptions, but faulty in its design. It will explode when a creature attempts to use it, dealing 1d8 fire damage and 1d8 lightning damage to the holder and any creatures within 5 feet of them. | |
2 | You can use this item as a spellcasting focus for your artificer spells. While you are wearing the gauntlet, you may cast either Shocking Grasp or Lightning Lure as a bonus action on your turn. | |
3 | This item functions as a one-handed firearm with a range of 30/90. When rolling for attack with this weapon, use your Intelligence modifier instead of your Dexterity. On a hit, the target takes radiant damage equal to 1d8 + your Intelligence modifier + your proficiency bonus . | |
4 | This single-use item can be thrown up to 30 feet away as an action, detonating when it reaches the end of its trajectory. Upon detonation, it creates a 15-foot-radius sphere of whirling electricity which remains in place for 1 minute. All creatures inside the sphere when it appears, as well as any that enter or end their turn in it, take 2d8 lightning damage. | |
5 | This single-use item can be used to create a dramatic or specific effect, rather than causing damage. It might blast open an impenetrable wall, steal an object carried by an enemy, reactivate a fallen construct, or any other suitably dramatic effect that the DM approves. | |
6 | This item works in the same way as one of the other contraptions, but its energy cell is overcharged. Each time you use it, the DM must roll a 1d4. On a 1, you take 1d6 lightning damage. When you reach 9th level, this damage increases to 2d6. |
Once you create a contraption, you can't do so again until you finish a long rest, or until you expend a spell slot to create one. You can have only one contraption active at a time, and can't create another while your current one is present. You may dismantle your current contraption during the same hour spent on the creation of a new one.
Starting from 9th level, you can have two contraptions active at the same time, but the second one only lasts for a number of days equal to your Intelligence modifier.
Omnifabrication (Level 5)
At 5th level, your absolute knowledge of all forms of science gives you the ability of improvisational inventing: to efficiently construct any item, device or weapon you might need in an exceptionally short time, by using the existing resources in your surroundings.
You gain the benefits of one 3rd level feature from a different Artificer Specialization of your choice. If the chosen feature requires the use of a specific type of artisan's tools, you may instead use any type of artisan's tools that you are proficient with. You may change your chosen feature at the end of a long rest.
In addition, you can now use your contraptions as the targets for your artificer infusions.
Hardened By Experimentation (Level 9)
At 9th level, your exploits in the pursuit of science have exposed your body to consistent hazards, granting you some level of acclimation to them. You gain resistance to acid, lightning, and poison damage. When you reach 12th level, you gain immunity to the poisoned condition.
Doomsday Device (Level 15)
At 15th level, you reach the stage required to finally create your crowning achievement, the ultimate tool of destruction to take over any dungeon: a Doomsday Device!
Once per long rest you may spend a spell slot of 4th level or higher to build your device, choosing from the following options:
Killer Robot
You can spend 1 minute building the robot in an unoccupied space within 5 feet of you. You can also choose to spend 1 hour on it instead, making it last for longer. Once created, the Killer Robot lasts for 1 hour if you spent 1 minute on it, or 8 hours if you spent 1 hour on it.
The robot can take the form of any Large or smaller construct with a CR equal to or lower than 6. It has immunity to psychic and necrotic damage, in addition to the features given by its chosen form. It is friendly to you and your companions, and obeys your commands. During combat, it rolls its own initiative and acts on its own turn. If the Mending spell is cast on it, it regains 2d8 hit points.
The robot breaks down and becomes unusable if reduced to 0 hit points, unable to be healed or revived afterwards.
Killer Robot
You can spend 1 minute building the robot in an unoccupied space within 5 feet of you. You can also choose to spend 1 hour on it instead, making it last for longer. Once created, the Killer Robot lasts for 1 hour if you spent 1 minute on it, or 8 hours if you spent 1 hour on it.
The robot can take the form of any Large or smaller construct with a CR equal to or lower than 6. It has immunity to psychic and necrotic damage, in addition to the features given by its chosen form. It is friendly to you and your companions, and obeys your commands. During combat, it rolls its own initiative and acts on its own turn. If the Mending spell is cast on it, it regains 2d8 hit points.
The robot breaks down and becomes unusable if reduced to 0 hit points, unable to be healed or revived afterwards.
Death Ray
You can spend 1 minute building a high- performance laser turret in an unoccupied space within 5 feet of you, which lasts for up to 1 hour. The turret is a Medium-sized cannon, with an AC of 20 and a number of hit points equal to five times your artificer level. It is immune to poison and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 14 (+2). If the mending spell is cast on it, it regains 2d4 hit points.
You can activate the turret as an action on your turn, as long as you are within 5 feet of it. Once activated, it fires off a beam of searing light against a target within 60 feet of it. Make a ranged spell attack. On a hit, if the target has 80 hit points or fewer, it dies. Otherwise, it takes 5d6 radiant damage and 5d6 fire damage. The Death Ray ignores the damage threshold of objects and structures, always dealing maximum damage to them.
You can fire off the ray a number of times equal to half your Intelligence modifier (rounded up). Once the number of shots is expended, the ray hits a living creature, or the turret is reduced to 0 hit points, the turret then completely breaks down and becomes unusable.
Bioweapon Beast
You can spend 1 minute transforming the corpse of a Huge or smaller creature within 5 feet of you into your bioweapon. You can also choose to spend 1 hour on it instead, making it last for longer. Once created, the Bioweapon Beast lasts for 1 hour if you spent 1 minute on it, or 8 hours if you spent 1 hour on it.
The bioweapon can be any beast of the same size as the corpse with a CR equal to or lower than 8. It has immunity to acid and poison damage, in addition to the features given by its chosen form. During combat, it rolls its own initiative and acts on its own turn. It is hostile to all creatures, including you, and will pursue and attack the nearest targets to the best of its ability.
If the bioweapon is reduced to 0 hit points, its body breaks down into a pool of acid, unable to be healed or revived afterwards.
Explodium Bomb
You can spend 1 minute building a Large-sized missile launch pad in a 10-foot square unoccupied space within 5 feet of you, which lasts for up to 10 minutes. It has an AC of 16 and a number of hit points equal to three times your artificer level. It is immune to poison and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d4 hit points.
You can initiate the launching sequence as an action on your turn, as long as you are within 5 feet of it. Once activated, the structure takes one round to load the warhead, launching it to the sky at the start of your next turn. The sequence is interrupted if the launch pad takes any damage.
Once successfully launched, one round later at the start of your following turn, the missile comes down at a point of your choice within 300 feet of you, generating an explosion of insensible proportions. Each creature in a 50-foot-radius sphere centered on the specified point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 1d4 fire damage and 1d4 lightning damage per artificer level on a failed save, or half as much damage on a successful one. The blast damages objects in the area and ignites flammable objects that aren't being worn or carried.
Once the Explodium Bomb is launched, or the launch pad is reduced to 0 hit points, the launch pad then completely breaks down and becomes unusable.
Transmortalist
Transmortalist (Level 3)
All artificers design and create new technologies, but few would go so far as to integrate experimental inventions into their own bodies. The Transmortalists would and do. These artificers craft modular pieces of technology that can be installed directly into their body, allowing them to push beyond their normal limitations. Part magical machinery, part humanoid, the Transmortalist doesn't just innovate on life changing technology, they also raise the question: at what point are they more magical machinery than mortal?
Bonus Proficiency
When you adopt this specialization at 3rd level, you gain proficiency in the Medicine skill if you don't already have it. If you already have this proficiency, you gain proficiency with one type of artisan's tools'24 of your choice.
Transmortalist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Transmoralist 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 | |
5th | |
9th | |
13th | |
17th |
Self Reforged
Beginning at 3rd level, you learn how to modify your body with magical implants called modules. You learn three modules of your choice from the options presented at the end of this specialization. When you gain a level in this class, you can replace one module you know with a different module.
You can install two modules at a time. When you finish a long rest'24, you can replace any number of your installed modules with other modules you know. While a module is installed, you gain the benefits described and can surge it to gain an additional benefit. Once you have surged a module, you can't surge the same module again until you finish a long rest'24. You can use an action and expend a spell slot to regain the ability to surge a number of installed modules of your choice up to the level of the expended spell slot.
At higher levels, you learn additional modules and can have more modules installed simultaneously. You learn two additional modules at 5th level, and again at 9th and 15th level. You can have one additional module installed at 5th level (3 modules), and another at 9th (4 modules) and 15th level (5 modules).
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Hot Swap (Level 9)
Starting at 9th level, when you finish a short rest'24, you can regain the ability to surge all your modules. If you do, you can also replace any number of installed modules with an equal number of other modules you know. Once you use this feature, you can't do so again until you finish a long rest'24.
Performance Test (Level 15)
Starting at 15th level, you can use a bonus action to enter a state of heightened arcane power for 10 minutes. During this time, you gain the following benefits:
When these benefits end, you choose which five modules remain installed and regain the ability to surge all of your modules. Once you use this feature, you can't do so again until you finish a long rest'24.
Variant Battle Smith (Dervish)
Dervish (Level 3)
Battle smiths are artificers that do not flinch from the front lines. While most battle smiths wade into combat with steel defenders, some of these artificers take a page from their Archivist peers and construct sentient magic weapons instead.
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.
Dervish Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Dervish 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 | |
5th | |
9th | |
13th | |
17th |
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic 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.
Dancing Weapon
By 3rd level, your research into magical item sentience has come to fruition. Using smith's tools, you can take an action to imbue one nonmagical simple or martial melee weapon with sentience and motion. The dancing weapon is friendly to you and your allies, and shares your alignment. If you already have a dancing weapon from this feature, the first one becomes nonmagical.
Once imbued, the weapon counts as a magical weapon and has an AC of 20 and a number of hit points equal to five times your artificer level. It is immune to poison damage and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+O). If the mending spell is cast on it, it regains 2d6 hit points. If reduced to 0 hit points, the weapon becomes nonmagical but is not destroyed.
When you release the weapon from your grip, it hovers in your space, sharing it. As a bonus action, you can direct the weapon to hover in the space of a creature within 30 feet of it or return to you. While hovering, the dancing weapon follows any creature whose space it shares. If doing so would move it further than 100 feet away from you, it returns to your space.
When you direct the weapon to share an enemy's space, it can also make one attack against it as part of the same bonus action. When it attacks, the weapon functions as if you made a melee weapon attack with it. If the weapon begins your turn hovering in an enemy's space, you can direct it to attack that enemy as a bonus action.
Interposing Weapon
Starting at 3rd level, you can use your reaction to command your dancing weapon to hinder or defend a creature whose space it shares. While hindering, the next attack roll the creature it shares a space with makes before the start of your next turn has disadvantage. When commanded to defend, it reduces damage the creature it shares a space with takes against one attack by an amount equal to a roll of its own damage die + your Intelligence modifier.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Channeling (Level 9)
At 9th level, you channel arcane power into your dancing weapon, making it deal an extra 2d6 force damage on a hit. Alternatively, when you command your dancing weapon to defend a creature, you can channel arcane power to grant the creature 2d6 temporary hit points.
You can channel arcane power a number of times equal to your Intelligence modifier (minimum 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.
Master's Weapon (Level 15)
At 15th level, your Arcane Channeling and Interposing Weapon features become more powerful.
The extra damage and temporary hit points of your Arcane Channeling both increase to 4d6.
Whenever you use Interposing Weapon to command your weapon to hinder a creature, the creature takes force damage equal to 1d4 + your Intelligence modifier.
Vector
Vector (Level 3)
Vectors engineer horrors on a microscopic scale. Able to peer into the miniscule worlds that flourish on every surface, these medically-minded maniacs brew lethal diseases with the same equipment others use to brew potions. Vectors use the infected as a conduit to transmit their harmful spells across vast distances, building a network ready to explode into a pandemic at a moment's notice.
Many Vectors savor the power they wield over others, and select symptoms designed to facilitate misery. The most powerful Vectors manifest themselves in the fever dreams of the infected and delight in the opportunity to torment the weak and helpless.
Bonus Proficiencies
When you adopt this specialization, you gain proficiency in your choice of alchemist's supplies or herbalism kits. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Vector Spells (Level 3)
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Vector 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 | |
5th | |
9th | |
13th | |
17th |
Latent Infection (Level 3)
Starting at 3rd level, you can coat yourself with a magical pathogen, which spreads harmlessly to any creature of your choice that you damage with an artificer spell or weapon attack, that you touch, or that ends its turn within 5 feet of you. The disease spreads from that creature to others in the same way. If you choose, infected creatures suffer a mild, ultimately harmless illness until you activate their symptoms. A creature is infected with the harmless disease for a number of days equal to twice your artificer level, after which the illness fades.
When you see a creature, you know if it's infected. If you touch an infected creature (making a melee spell attack against an unwilling creature as an action), you can cause the disease to erupt with an excruciating symptom. Roll on the Symptoms table to determine which effect manifests. Once you use this feature on a creature, you can't use it on that creature again until you finish a long rest or you expend a spell slot. The symptoms last for 1 minute unless otherwise noted in the disease, after which the flare-up ends and the asymptomatic disease continues.
You can use your action to touch a creature and remove the disease. Any disease you create, through this feature or by other means, ignores immunity to disease (including for creatures such as undead and constructs which do not live), but can be removed by the lesser restoration spell or similar magic.
| d8 | Disease |
|---|---|
1 | Agony. Any attack roll that exceeds the target's AC by 5 or more is a critical hit. |
2 | Coughing. The target cannot speak. |
3 | Delirium. The target has disadvantage on saving throws against illusions and effects that would charm it, and loses the ability to understand any language. |
4 | Malaise. The target's speed is halved, and it cannot make more than one attack roll or target more than one creature with an effect on its turn. |
5 | Pustules. Once per turn when the target is hit by an attack, it and each creature within 15 feet of it take acid damage equal to your Intelligence modifier. |
6 | Rupture. When the target is hit by an attack, it has disadvantage on the first Constitution check or saving throw it makes before the start of its next turn. |
7 | Spasms. At the end of its turn, the target must succeed on a Constitution saving throw or drop whatever it is holding and fall prone. |
8 | Wasting. The target deals halved damage with weapon attacks. |
Pathogenic Magic (Level 5)
At 5th level, your affinity for filth seeps into your spells. Artificer spells you cast that deal necrotic, poison, or psychic damage deal one additional damage die to creatures affected by your disease.
Doctor a Plague (Level 9)
Starting at 9th level, you can cause your diseases to mutate in bizarre and unpredictable ways. When you activate a disease with your Latent Infection feature, you can roll twice and inflict both effects, rerolling any duplicates.
Rage Virus (Level 15)
Starting at 15th level, you can use an action to choose one or more creatures that you know are infected to suffer the below effects. If a target is unwilling, it must succeed on a Wisdom saving throw against your artificer spell save DC to avoid it.
The target gains the benefits (and none of the drawbacks) of the haste spell.
The target loses the ability to distinguish friend from foe, and treats any creature it sees as an enemy. When it would choose a target of an attack or other harmful ability, it does so randomly from targets within the ability's reach or range. The target will not harm other creatures suffering these effects.
The target has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered, and its Armor Class increases to 18 if it is lower.
If the target is reduced to 0 hit points, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the target drops to 1 hit point instead.
This rage lasts for 1 minute. After you successfully cause a number of creatures equal to your Intelligence modifier to enter this rage, you can't do so again until you finish a long rest.
Vremyonni
Vremyonni (Level 3)
Spellcasters who can't join the hathran are often exiled from their communities. The safety of their community members largely depends on knowing that spellcasters can be responsible for their actions, that they understand the full weight of their powers.
While exiled, most spellcasting Rashemi fall into one of two groups: those who exile themselves, leaving Rashemen forever, or those who join the vremyonni: an elite group of spellcasters who use their powers to enhance magic items for their allies. The hathrans aren't going to let such a powerful resource go to waste either; in times of need, the vremyonni are bound to the witches where their powers can be more purposefully directed.
Tool Proficiency (Level 3)
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 Binding (Level 3)
You craft a new tool known as a battle wrap using a ritual known only to the vremyonni. This wrap can be placed around mundane items to grant them magical fortifications or to bind to another spellcaster, allowing you to fight as a pair.
If the wrap is lost or destroyed, you can craft a new one as part of a short rest with 100gp worth of materials, or as part of a long rest (requiring no gold). The wrap's AC is equal to the AC of the individual holding the bonded item or 10 if the item is not held. The wrap has hit points equal to 5 x your artificer level and gains resistance to all damage starting at 10th level.
As part of a short rest, you can bind your battle wrap around a single weapon or part of a suit of armor. Weapons wrapped in this way deal 1d6 extra damage of the weapon's damage type. Each time your proficiency modifier increases, the weapon deals an extra die of damage (up to 5d6 with a proficiency modifier of +6). Armor wrapped in this way provides resistance against your choice of the following: bludgeoning, piercing, or slashing damage.
You can create an additional wrap at levels 9 and 14.
Battle Caster (Level 5)
If you cast an artificer cantrip, you can use your bonus action to cast a second artificer cantrip you know.
Power Bound (Level 9)
You can use your battle wrap to attach yourself to another willing creature who can cast spells. This process takes 10 minutes and can only be ended as part of a short or long rest, or if either of you die.
While bound in this way, either of you can use your action to gain the following benefits:
If one of you moves (on their own volition or by using magic), the other immediately teleports to an open space within 5 feet of the bound partner. If the creature is unwilling to teleport, the other has their speed reduced to 0 until the end of turn.
You both have resistance to all damage except psychic. Whenever one bound partner takes damage, the other takes the same amount of damage.
You both have advantage on saving throws.
These benefits last 10 minutes or until a creature no longer consents to the binding, ending the effect immediately.
Potential Unbound (Level 15)
As an action, you cause your battle binding to flare brightly with energy. For 10 minutes, the following changes apply to your binding and whatever it is bound upon:
Weapons grant +3 to attack.
Armor grants resistance to bludgeoning, piercing, and slashing damage, as well as granting +2 to AC.
If you are bound to a willing spellcaster, if either of you tries to cast a spell, they can use a spell slot from the other bound creature if the other creature consents.
After the 10 minutes elapses, the binding burns away to ashes.
War Weaver
War Weaver (Level 3)
The survival of a military unit largely depends on the unity of its members, and the War Weaver excels at ensuring this cooperation and cohesiveness. Creating a magical tapestry to blanket their close allies, the War Weaver can support from afar, pick others up if they fall, and punish those who dare attack their unit.
This art finds its recent origins in Aundairian spellcraft before the Last War. It was incorporated into Cyre's elite legions and Breland's Dark Lanterns, then spread over all of the Five Nations before the war began. Cyran and Aundairian artificers have the greatest natural inclination for the craft.
Though Aundair proudly claims the War Weaver tradition as their own creation, it predates even the arrival of humanity on the shores of Khorvaire. The oral traditions of Talenta halflings recount rare and powerful War Weavers through the ages, though their druidic traditions are far stronger. And earlier still, tens of thousands of years ago, elven War Weavers perfected the art during their exodus from Xen'drik.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
War Weaver Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the War Weaver 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 | |
5th | |
9th | |
13th | |
17th |
Eldritch Tapestry
Beginning at 3rd level, you can thread together unseen strands of arcane force to connect allies in a magically resonant network know as an eldritch tapestry. At the end of a long rest, you can choose a number of willing creatures equal to your Intelligence modifier that you can see within 30 feet of you. These creatures are woven into your tapestry until the end of your next long rest, even if they move more than 30 feet from you. You are always considered part of your own tapestry, but you do not count against the total number of creatures allowed.
Additionally, when casting a spell with a range of touch on one of the creatures in your eldritch tapestry, the range of the spell increases to 10 feet. As you gain more levels in this class, the range at which you can cast touch spells increases to 20 feet at 5th level, 30 feet at 9th level, and 60 feet at 15th level. You can also use the Help action on any of your tapestry allies if they are within this range.
As a reaction to seeing one of the creatures in your tapestry drop to 0 hit points, you can unmake your eldritch tapestry to heal that creature a number of hit points equal to your artificer level. When you do so, your entire tapestry is unmade, removing all creatures from it.
You can expend a spell slot of 1st level or higher to spend 1 minute reweaving the tapestry as if you had just finished a long rest. If you weave a second tapestry while the first still exists, the creatures previously in your tapestry are replaced by the new creatures you select.
Avenging Strike (Level 5)
Starting at 5th level, anyone who damages one of your allies is a special target of your ire. Once per turn, when you deal damage with a weapon attack or cantrip to a creature who has dealt damage to an ally that is part of your tapestry since the end of your last turn, you can add an additional 1d10 force damage to one damage roll.
At 15th level, this increases to 2d10 points of additional force damage.
Improved Tapestry (Level 9)
Starting at 9th level, you can blanket your allies in a weave of bolstering spellwork. When you cast a prepared spell that targets only one creature, doesn't have a range of self, and is of a level no higher than your artificer level divided by four, you can choose for that spell to affect every creature within 60 feet of you that is part of your tapestry. In addition, they all gain a number of temporary hit points equal to your artificer level. Once you use this feature, you can't use it again until you finish a short or long rest.
Contingent Weaving (Level 15)
By 15th level, you've mastered the art of storing powerful spell effects in your tapestry where they wait for your signal, the bound magic warding your allies. You gain the following benefits:
All of the creatures in your tapestry have advantage on saves against spells and magical effects while within 60 feet of you. You must be conscious to grant this bonus.
Once per long rest, you can cast contingency with this feature without expending a spell slot, without preparing the spell, and without a material component, provided you use weaver's tools as the spellcasting focus. When you do so, you can choose for any creature in your eldritch tapestry to count as you for purposes of determining the target of the contingent spell; you do not have to specify which creature it is when you cast it. For example, you could cast feather fall as your contingent spell, and set it to take effect on the first creature in your tapestry that falls more than 20 feet in one round. If more than one creature simultaneously meets the criteria to trigger the circumstance you described, you choose at the time the spell would go into effect which one creature it affects.
When you cast the contingency spell multiple times, you can have several contingencies active at a time, up to a number equal to your Intelligence modifier (minimum of 1).
Watchmaker
Watchmaker (Level 3)
Good ideas take time to make. Great ideas make time to take. Building on many years of magical and mechanical research, certain artificers have been able to trap time itself inside their machines, winding its temporal energies tightly between cogs and keys. In a delicate situation, a watchmaker's control over brief seconds with their clockwork contraptions might make the difference between success and failure. With the movement of a hand, they can arrest, reverse, or reshape the relentless march of time by a crucial tick. With enough preparation, they can even stretch out the hours to gain an edge over their rivals in the research and development of new skills or technologies.
The science of contained chronomancy is in its infancy, and it is arguable that even those dedicated to its study don't fully understand the forces at work when they wind their arcane devices. With the fundamental laws of the universe at stake, some have accused watchmakers of playing god. They scoff at this suggestion: they are, of course, working tirelessly at it.
Tool Proficiency
You gain proficiency with smith's tools or woodcarver's tools. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Watchmaker Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Watchmaker 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 | |
5th | |
9th | |
13th | |
17th |
Wondrous Timepiece
You create a wondrous timepiece, an intricate clockwork device with which you can track and control time. The timepiece is a Tiny object with an AC of 11 and hit points equal to your artificer level. You determine its exact appearance, such as if it has a face and hands or a more esoteric design. While holding it, you can use the timepiece as a spellcasting focus for your artificer spells. You can consult the timepiece as an action to learn the time of day, or how many hours have passed since you last consulted it.
The timepiece has 12 charges, and it regains any expended charges at the end of a long rest. You can also wind the timepiece by touching it and expending a spell slot of any level as an action. When you do so, it regains a number of charges equal to the level of the spell slot expended.
If the mending spell is cast on it, it regains 2d6 hit points. If it was destroyed within the last hour, you can use your smith's tools or woodcarver's tools as an action to reassemble it, provided you are within 5 feet of its remains and you expend a spell slot of 1st level or higher. The timepiece returns to your hand after 1 minute with a number of charges equal to the level of the spell slot you expended. At the end of a long rest, you can create a new timepiece if you have your smith's tools or woodcarver's tools with you. If you already have a wondrous timepiece from this feature, the first one immediately vanishes from the timestream.
You can use the timepiece in one of the following ways:
Precise Timing
Slowing time by a minute fraction, you can expand the window of opportunity for an accurate motion. When you make an attack roll or an ability check that uses your proficiency with a tool, you can expend 1 charge and roll 1d12. You can choose to use the result of either the d20 or the d12 for the attack roll or ability check.
Six Second Chance
By reversing the last tick of time, you can cause events that just took place to be reevaluated. As a bonus action, you can expend 1 charge and choose one creature or object that you can see within 60 feet of you. The target must reroll one die of damage that it either dealt or received since the end of your last turn. You can choose to add or subtract your Intelligence modifier to or from the roll. The target must accept the new result.
While Away the Hours
At the start of a long rest, you can set your timepiece and expend up to 4 charges to grant yourself a number of extra hours equal to the charges expended. During the extra hours, all other creatures and 48objects except those being worn or carried by you are frozen in time, becoming immune to all damage. The extra hours can be used as you wish for light activity, including sleeping, or attuning to magic items, for example. Time immediately unfreezes if you touch another creature, cast a spell, or move more than 60 feet away from where you set the timepiece.
Alternatively, during a period of downtime while you are engaged with an activity you can undertake alone, such as crafting an item, research, or scribing a spell scroll, you can expend 12 charges and set the clock to stretch out your day. While you are committed to the chosen downtime activity, a full day's work counts as one and a half work days for you.
Tick, Tock (Level 5)
Once per turn when you miss with an attack you make as part of the Attack action or as part of casting a spell of 2nd-level or lower, the energy of an alternative outcome is temporarily stored in your timepiece. The next time you successfully hit with an attack roll you make before the end of your next turn, you can roll additional damage dice equal to any you would have rolled for the previously missed attack, and add the result to the damage dealt.
Spellwinding Dial (Level 9)
You refine the mechanisms turned by the trapped hours inside your timepiece, enabling you greater control over local chronology, and even other magic. You can now use your wondrous timepiece in the following ways:
Delaying Dial
As a bonus action, you can expend 1 charge and choose one creature, object, or magical effect within 30 feet of you that you can perceive. Any spell on the target that has a duration of 1 minute or longer has its duration doubled, to a maximum duration of 12 hours.
Hastening Hands
As a bonus action, you can expend 1 charge and choose one creature, object, or magical effect within 30 feet of you that you can perceive. Any spell of 3rd level or lower on the target that has a duration of 1 minute or longer has its remaining duration halved. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell's duration is halved. You can affect the same target multiple times using this bonus action.
Seize the Moment
You can stop the clock for a single target within 30 feet of you, freezing it temporarily in time. As an action, you can expend 1 charge and choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, this feature has no effect.
If the target is a creature, everything it is wearing and carrying is frozen with it.
A target you freeze in time vanishes from reality for a number of turns up to your Intelligence modifier (a minimum of 1). For each turn the target is frozen after the first, your timepiece expends 1 further charge. The target returns to the ordinary flow of time when the maximum number of turns are exceeded, when your timepiece runs out of charges, or when you die. You can end the effect yourself at any time (no action needed).
Timekeeper (Level 15)
Working with the time contained inside your creation has granted you apparent decades of specialized study into temporality. You gain the following benefits:
Once per turn, you can use your Precise Timing feature without expending a charge from your wondrous timepiece. When you do so, you can choose to expend additional charges to roll a number of extra d12s equal to the number of charges expended, from which you can choose your result.
When you target a creature or object with an action or bonus action granted by your wondrous timepiece, roll 1d12. The target either regains hit points or takes force damage (your choice) equal to the number rolled.
Weaver
Weaver (Level 3)
An Artificer who specializing as a Weaver employ threads to control and capture their opponents. They use a magical gauntlet that produces string and enhances nets with arcane energy.
Tool Proficiency
You gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Weaver Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Weaver 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 | |
5th | |
9th | |
13th | |
17th |
Weaver's Gauntlets
At 3rd level, your tinkering lead you to create a of weaver's gauntlet, a magical gauntlet that produces magically reinforced threads. Creating a weaver's gauntlet takes an hour of uninterrupted work, which can coincide with a short or long rest, and requires the use of weaver's tools and 30 gp of materials. The First Gauntlet you create is free. The gauntlet is specially designed for you, and is ineffective when used by other creatures. You are proficient with the weaver's gauntlet.
Spool Charges
The abilities your weaver's gauntlet grants you, use a resource known as spool charges. Your weaver's gauntlet has a number of spool charges equal to 3 + Intelligence modifier + your Proficiency bonus. The charges replenish after you finish a long rest.
Using these charges, your wearer's gauntlet can produce a multitude of items:
Net Shooter
Using an action, you can expend one spool charge to make a ranged spell attack with your gauntlet against a creature within 30 feet of you, as you shoot a net at the target. A Large or smaller creature hit by the net is restrained until freed.
A creature can use its action to make a Strength check against your spell save DC, freeing itself or another creature within its reach on a success.
Dealing slashing damage equal to 5 x your Proficiency bonus to the net (AC 10) also frees a trapped creature without harming it, ending the effect and destroying the net. Furthermore, if the net is exposed to fire, it burns away within one round.
The net does not restrain creatures that are formless or creatures that are Huge or larger.
Rope
Using an action, you can expend one spool charge and shoot a rope from your weaver's gauntlet at a point you can see. The rope is up to 30 ft. long and sticks to any solid surface it touches. After the rope is produced, it can be detached from the weaver's gauntlet. You can spend additional spool charges to lengthen the rope by 30 feet per charge spent.
The rope is flammable. Any 5-foot of string exposed to fire burns away within one round.
Whip
Using a bonus action, you can expend a spool charge to create a piece of rope in an unoccupied hand. This rope can be used as a whip, and you are proficient in attacks made with it. The damage of the whip increases to 1d8 slashing damage. You can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
Web
You can cast the web spell from your weaver's gauntlet by spending two spool charges. Casting the spell in this way does not require vocal or material components.
Arcane Weaver
Also at 3rd level, you gain the ability to infuse the string from your weaver's gauntlets with arcane energy to create arcane nets.
When you use the Net Shooter ability from your weaver's gauntlet, you can spend an additional spool charge to transform the net into an arcane net.
You learn how to create three arcane nets of your choice, detailed in the "Arcane Nets" table below.
You gain knowledge of one additional arcane net at 5th, 9th, and 15th level. Each time you gain a new arcane net, you can also replace one arcane net you know with a different one.
While the net doesn't restrain huge or larger creatures, they are still affected by the special effects of the arcane net until they use an action to remove the net from themselves, no Strength check is required.
| Arcane Net | Special Traits |
|---|---|
Barbed | This net deals 1d4 piercing damage on a hit. Additionally, a creature restrained by this net takes 1d4 piercing damage each time it attempts to escape from it or makes an attack. The damage increases by an additional 1d4 at 5th, 9th, and 15th level. |
Disrupting | Creatures restrained by this net are deafened. |
Enlarging | This net can restrain creatures of huge size. |
Ethereal | This net can affect ethereal and formless creatures. |
Flaming | Creatures restrained by this net take 1d4 fire damage at the start of each of their turns. The damage increases by an additional 1d4 at 5th, 9th, and 15th level. |
Reinforced | This net has resistance against slashing damage. |
Shocking | This net deals 2d4 lightning damage on a hit. The damage increases by an additional 1d4 at 5th, 9th, and 15th level. |
Umbral | Creatures restrained by this net are blinded. |
Weighted | Creatures restrained by this net have disadvantage on their Strength checks to remove it. |
Binding Thread (Level 5)
Starting at 5th level, whenever a creature restrained by one of your arcane nets or spells attempts to move out of the space they occupy by using a spell or an ability, it must first make a Wisdom saving throw against your Spell save DC. On a failure, the creatures movement is interrupted and the spell slot or use of its ability is wasted. On a success, the creature is unaffected and can use its spell or ability normally.
Arcane Tapestry (Level 9)
At 9th level, you learn how to combine different magic threads to craft stronger arcane nets. Whenever you create an arcane net, you can spend an additional spool charge to add an additional special trait to the net of the ones you know. An arcane net can have a maximum of 2 effects.
When reaching 15th level, the maximum of special traits a net can have increases to 3.
Perfect Cocoon (Level 15)
At 15th level, you can cast forcecage without expending a spell slot, without preparing the spell, and without providing the material component, provided you use weaver's tools as the spellcasting focus. The cube the spell creates appears as a cocoon made out of translucent webbing. Once you cast the spell with this feature, you can't cast that spell with it again until you finish a long rest.