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Competenze

CON , INT

Artificer

Livello Bonus di Competenza Caratteristiche Infusion Points Schema Level Limit
1 + 2 Infusions Consumable Proficiency Field of Study 2 1
2 + 2 Infusions Consumable Proficiency Field of Study 3 1
3 + 2 Infusions Consumable Proficiency Field of Study 6 2
4 + 2 Infusions Consumable Proficiency Field of Study 8 2
5 + 3 Infusions Consumable Proficiency Field of Study 10 3
6 + 3 Infusions Consumable Proficiency Field of Study 14 3
7 + 3 Infusions Consumable Proficiency Field of Study 16 4
8 + 3 Infusions Consumable Proficiency Field of Study 20 4
9 + 4 Infusions Consumable Proficiency Field of Study 24 5
10 + 4 Infusions Consumable Proficiency Field of Study 28 5
11 + 4 Infusions Consumable Proficiency Field of Study 32 6
12 + 4 Infusions Consumable Proficiency Field of Study 36 6
13 + 5 Infusions Consumable Proficiency Field of Study 40 7
14 + 5 Infusions Consumable Proficiency Field of Study 44 7
15 + 5 Infusions Consumable Proficiency Field of Study 48 8
16 + 5 Infusions Consumable Proficiency Field of Study 52 8
17 + 6 Infusions Consumable Proficiency Field of Study 56 9
18 + 6 Infusions Consumable Proficiency Field of Study 60 9
19 + 6 Infusions Consumable Proficiency Field of Study 64 9
20 + 6 Infusions Consumable Proficiency Field of Study 68 9

Caratteristiche di Classe

Livello 1

Infusions
Consumable Proficiency
Field of Study

Livello 11

OverCharge
FoS Feature

Livello 12

Ability Score Improvement

Livello 14

FoS Feature

Livello 15

Artificer Specialist Feature

Livello 16

Ability Score Improvement
FOS Feature

Livello 17

Enduring Enchantment (2)

Livello 18

FoS Feature

Livello 19

Ability Score Improvement

Livello 2

Artificer's Expertise
Minions

Livello 20

FoS Feature

Livello 3

Artificer's Senses

Livello 4

Ability Score Improvement

Livello 5

Enduring Enchantment

Livello 6

Universal Attunement
FoS Feature

Livello 7

Vocational Advancement
Sage Sight

Livello 8

Ability Score Improvement

Livello 9

Enchant

Competenze

Armor

light

medium

shield

Weapons

simple

Skills

Equipaggiamento Iniziale

Traveller's Robes, A Formulae book, A Schema book
(a) Alchemist - Two vials of acid, A poisoners kit
(a) Arcane Engineer - Calligrapher Supplies, Arcane focus, 2 daggers, and phb
(a) Battlesmith - Non magical Sword & Scale mail
(a) Clockwork Engineer - Tinkerer's Tools, 10 lbs of construct parts
In alternativa, puoi iniziare con: 5d4×10|5d4 × 10|Starting Gold

Caratteristiche di Classe

Infusions (Level 1)

You gain the ability to create Infusions. Infusions are neither arcane nor divine; they are drawn from the complex Magical Schemas and then infused into the forms listed below. They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while attempting to imbue/place an infusion (failure means the infusion is stopped and must be restarted).

As an Artificer, you use Schemas (see below) in combination with your known Infusion Formulae (See Below) from the list formulae you have learned/created/or discovered. Like spell casters, you automatically gain Infusions as you progress. Like Wizards, it is possible for you to learn new infusions and Schemas. These might include ancient infusions you find in the ruins of Xen'drik or secret infusions known only to the members of certain guilds or organizations.

Infusions have longer casting times and you will need to plan ahead as several infusions will take hours (at times even weeks) to cast, and as such you cast them from your books - without them... you are nearly powerless.

Arcane Schema

You are able to learn a spell's schemas that you keep in your schema book. A schema differs from a spell in that a schema doesn't pull the magic to create the effect - it the understanding needed to infuse the power of that Schema into an item but not to cast the spell itself. Therefore, you cannot cast the spell directly (but are able to create scrolls or wands with the spell's ability imbued within it). Some Schema's knowledge also allows you to research and create Formulae that have the prerequisite spell as a requirement for creation.

As with Infusions, schemas are not the same as a warlock's, a cleric, sorcerer or even a wizard's magic - being neither arcane or divine in nature, but are those spell's underlying pattern, the most basic form of the magic's effect. Any other class would not be able to pick up the book and reverse engineer the spell schema into a workable spell. (DM's Fiat obviously overrides that).

You can also copy the addition spells into your schema book by examining a scroll, a spell book, schema book (This does not use up the book). Artificer's automatically know how to use any of their known spells as schemas and does not need to keep schema of the spell in their schema book -- for spells gained from multi-classing, however, this does not go both ways. They may not use Spell Schema's they've learned as spells and cast them through the use of spell slots.

Additionally, Whenever another creature casts a spell (and is within your schema level range), as a reaction you can make an Arcane (Intelligence) check against the caster's spell DC. If successful you remember the details of the spell and can add it to your schema book. You can only hold onto one spell until you've copied it, and you are must maintain concentration to hold the spell schema in memory until the copying is completed. Copying Schemas costs 20gp and 1 hour per spell slot (though some infusions may reduce that time).

When starting off as an Artificer you start with 2 + Intelligence ability modifier spell slot levels of schemas in your schema book. Those schemas must be of a level no greater than your Proficiency bonus (Cantrips count as 1 spell slot.)

Infusion Formulae

Formulae are essentially the pattern and plan of the infusion for the Artificer. A formulae often requires specific schemas and materials which are either used up, may be recovered, or are now forever part of the object being infused.

As a general rule, if the DM allows for Artificers to develop/research additional Formulae it is suggested to use the DMG guidance for magic item creation with the value of 1,000gp cost per infusion point.

Infusion Points

You are limited to certain amount of mystical energy you draw upon each day. This is referred to as your Infusion points. You maximum Infusion points are equal to the Points listed in the table above for your level. At the dawn of each day your used infusion points are restored.¹ In general, Infusions maintain themselves for 24 hours, or until the Dawn of the next day. You may never have unexpended Infusion Points that exceeds the Maximum Infusions points for your level plus your Intelligence modifier.

Creating an Infusion costs a number of Infusion Points, as noted in the Infusion's description, and also costs materials (also noted in the Infusion's Descriptions). When an item is under the effect of an Infusion, that item is considered magical for the purposes of Detect Magic, Identify and Dispel Magic, but unless the infusion states otherwise, NOT for purposes of overcoming damage resistances or immunities. The total number of Infusion Points invested in a single item or Automaton cannot exceed the caster's Infusion Maximum. [This is a clarification for when multiple Artificers are working together on a single item]

Spellcasting/Infusion Ability

Artificers do not obtain spell slots, for purposes of spell descriptions and multiclassing, your Artificer levels are full caster levels, but again you gain no spell slots while advancing in Artificer.

Intelligence is your spellcasting ability for you artificer spells. You use your Intelligence modifier whenever an Infusion or spell refers to your spellcasting ability.

Spell/Infusion

Spell/Infusion

Infusion List

At 1st level all Artificers know the Infusions for Light and Repair.

Each Field of Study(FOS) grants you additional infusions as you level, if you are granted an infusion you already know you may choose any other infusion.

The Magic of Artifice

You spend the time gaining experience between each level developing your next infusion(s); in your downtime, during rests, doodling at taverns, etc etc.

DM's Option: Artificers may be taught or develop additional infusions, thought this should be viewed as VERY unlikely as the artificers view their formulae as trade secrets/nearly sacred, though still... some guilds and houses may provide specific guidance. Your DM may opt to replace the list of infusions learned at different levels, with specific infusions that are House/Clan/Guild mandated.

Consumable Proficiency (Level 1)

You are considered proficient in improvised weapons for attack rolls required by your Consumables. In addition, you may throw your Consumables twice as far (commonly 10/40).

Field of Study (Level 1)

At 1st level, you choose a Field of Study (Fos) for your Artificer and gain a feature from that Field of Study.

Artificer's Expertise (Level 2)

At 2nd level, choose either two of your skill proficiencies based on Intelligence, one skill based on Intelligence and one tool proficiency, or two tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen.

Minions (Level 2)

Likewise you may speed 1 week and 250 gp building one of the following: Clockwork Helper, Mechanical Agent, or Iron Grappler. This does not count against the number of constructs you can control, but does count against your ability to summon a familiar.

You may only have the one minion active at a time and you may not dismiss it as with phb. Minions upon reaching 0 Hp are not destroyed (provided it was not disintegrated) it is instead rendered inert and you need only repair the construct to full health to bring it back to functional.

Nothing prevents you from making additional minions, but they remain intert until they are swapped out to be the active Minion, this takes 10 minutes.

  • At 11th Level you may have 2 minions active at a time.

Artificer's Senses (Level 3)

At 3rd level, you develop your ability to trace the dweomer of magic items. You can expend concentration and take 1 minute to gain the effect of a Detect Magic on a specific item or read, and if you continue to maintain concentration over the period of a short rest you gain the effects of an Identify spell (This does not require any components Verbal, Somnatic, Material nor does it use any spell slots)

  • At 7th Level when you concentrate you are considered to always be under the effect of Detect Magic, and it takes you only 10 minutes to gain the effect of an Identify spell.

Ability Score Improvement (Level 4)

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.

Enduring Enchantment (Level 5)

At 5th level when you create an infusion you may choose to enhance the dweomer making it last for 1 step longer. Doing this costs the Artificer dearly, reducing their Maximum Health by twice the Infusion point cost, takes a point of Constitution damage, and gains/adds a level of Exhaustion. The character does not regain the Infusion Point(s), CONstitution damage until either the Infusion(s) is(are) broken, used or a week has passed. Exhaustion can be removed as normal.

  • At 11th Level, your Infusions can last up to two weeks. (Charged Items regain charges (not to exceed their MAX) at the start of each day)

  • At 17th Level, you no longer gain levels of Exhaustion when you use this feature.

Universal Attunement (Level 6)

At 6th level, the Artificer's intimate familiarity with magic, and magical equipment allows them to gain the benefits of most any item intuitively. The artificer is may attune any magic item even if the item has class or level restrictions.

  • At 10th Level, you may now attune an additional item (Typically this means 4), and it only takes 10 minutes for you to attune an object.

  • At 15th Level, you may now attune an additional item (Typically this means 5)It takes you 1 minute to attune. If another creature is already attuned to the item, it the attunement isn't agreed upon the Artificer should make a resisted arcana check with its current owner.

FoS Feature (Level 6)

Yyou gain a feature granted by your Artificer Field of Study.

Vocational Advancement (Level 7)

At 7th level you add half of your proficiency bonus to your attempts with any tools in which you do not have expertise.

Sage Sight (Level 7)

At 7th level, Once per long rest, you may take 10 minutes to generate the effects of Legend Lore (no components are needed) on a magical item, but the lore is focused on its arcane lore, history and persons around such can be provided, but not in great depth.

Ability Score Improvement (Level 8)

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.

Enchant (Level 9)

At 9th level, once per short rest, as an Action you may (at no cost) surround a melee weapon or up 20 bolts/arrows/stones with a magical field that counts as a magical weapon but gives no bonus to attack or damage. The effect last until a short or long rest.

OverCharge (Level 11)

At 11th level, when using a magical item with charges, you may use your own infusion points to power the device. By expending 1 Infusion point plus 1 point per spell slot level of the effect, you grant the device an additional charge, and/or (where possible) increase the effective spell slot of the effect being generated.

FoS Feature (Level 11)

At 11th level, you gain a feature granted by your Artificer Field of Study.

Ability Score Improvement (Level 12)

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.

FoS Feature (Level 14)

At 14th level, Yyou gain a feature granted by your Artificer Field of Study.

Artificer Specialist Feature (Level 15)

At 15th level, you gain a feature granted by your Artificer Specialist choice.

Ability Score Improvement (Level 16)

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.

FOS Feature (Level 16)

Yyou gain a feature granted by your Artificer Field of Study.

Enduring Enchantment (2) (Level 17)

At 17th level, you no longer gain levels of Exhaustion when you use this feature.

FoS Feature (Level 18)

Yyou gain a feature granted by your Artificer Field of Study.

Ability Score Improvement (Level 19)

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.

FoS Feature (Level 20)

Yyou gain a feature granted by your Artificer Field of Study.

Multiclasse

Requisiti Multiclasse

{"int":13}

Sottoclassi

Alchemist
MMMxArtificer
Arcane Engineer
MMMxArtificer
Battlesmith
MMMxArtificer
Clockwork Engineer
MMMxArtificer
Mystic Sage
MMMxArtificer

Caratteristiche Sottoclasse

Alchemist

Alchemist (Level 1)

Alchemist are masters of concoctions, potions and reagents, they can make potions faster than other Artificers, and are skilled in enhancing creatures' potential. They have some healing abilities and coupled with the Agent Minion, an effective delivery device for the battlefield.

Bonus Proficiency (Level 1)

You gain proficiency with the Alchemist Kit & Glassblower's Tools. If you already have this proficiency, you gain expertise.

Bonus Infusion (Level 1)

You gain 1 additional Infusion with each level.

The infusion must be of the type "Consumable".

Alchemist's Knowledge (Level 1)

At 1st level, you learn the either Acid or Potion of Health and the Potion of¹.. Infusions.

  • At 5th level, you learn *Potion of²..* Infusion.

  • At 9th level, you learn *Potion of³..* or the *Flashbang Infusion* Infusions.

  • At 13th level, you learn *Potion of⁴..* or the *Potion of Vitality* Infusions.

  • At 17th level, you learn *Potion of⁵..* or the *Bottled Storm* Infusion.

Quick and Unstable Consumables (Level 1)

At 1st level you are able to spend a bonus action to create a consumable potion that cost one less infusion point (down to zero), and degrades into uselessness at the end of your turn. The Unstable Consumable may be generated as powerful as if you had spent two points at 6th level, and as powerful as if four points at 14th level.

Acid, Alchemist's Fire, Alchemist's Frost, Holy Water, Holywrath Stone, ICB, Poison, Sympathetic Balm, Phosphorus Stick, Tanglefoot Bag, Thunderstone, or Universal Antidote for no infusion cost.

The Unstable Consumable created degrade into uselessness at end of your turn.

  • At 5th level, you may pick another from the additional Unstable Consumable list.

  • At 10th level, you add another Unstable Consumable List; which now expands to include: *Alchemist's Acid*, *Greasebomb*, and *Smokebomb*.

  • At 15th level, you add another Unstable Consumable that you've figured out how to quickly craft.

Combine Consumables (Level 3)

At 3rd level,

Combine Consumables (Level 6)

At 6th level, when you create a Consumable, you can create a single Consumable out of the effects of two Consumables. If both Consumables require a ranged attack, you resolve the Consumable with a single attack roll.

For example, you can spend 2 points on an Acid effect, and 2 point on an Alchemist's Fire effect. On a hit, this Consumable would deal 4d6 + 2 acid damage, and cause the target to begin taking 1d4 fire damage at the start of each of its turns. (Note normally mixing magical potions results in very possible Miscibility Misfires See DMG)

  • At 14th level, you can combine 3 Consumable effects.

Enhanced Consumables (Level 11)

At 11th level, the dice used by your manufactured Consumables increases by 1 size. (d4 increases to d6, d6 increases to d8, d8 increases to d10, d10 increases to d12, and d12 increases to 2d8).

Healing Infusion (Level 14)

At 14th level, whenever you create a potion, you can also infuse it with one of the following effects:

  • Curative Admixture, The character that drinks the potion heals 1 hit points per Infusion Point spent on the potion.

  • Resistive Formula, The character that drinks the potion gains resistance to acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage until the start of your next turn.

  • Shielding Elixir, The character that drinks the potion gains 1 temporary hit point per Infusion Point it cost.

Chemical Mastery (Level 15)

By 20th level, you create two of that consumable for the expense.

Arcane Engineer

Arcane Engineer (Level 1)

Arcane Engineers are more focused upon the engineering of spell schema than on infusion formulae. They trade some of their ability to produce magical devices for magical casting potential. They are a poor sorcerer, but they are the only Artificer that has direct, immediate spell casting ability.

Bonus Proficiency

You gain proficiency in Arcana (or expertise if already proficient).

Cantrip

You learn two Cantrips from the following list: Gust, Control Flames, Mage Hand, Magic Stone, or Light

Arcane Knowledge

You learn three 1st-level spells of your choice from either the Wizard or the Expanded spell list below.

You learn an additional spell at every odd level taken in the Artificer class. Your spellcasting ability is Intelligence. The spells you learn may not exceed the following chart.

  • At 4th level, you can learn 2nd level spells.

  • At 7th level, you can learn 3rd level spells.

  • At 10th level, you can learn 4th level spells.

  • At 14th level, you can learn 5th level spells.

  • At 17th level, you can learn 6th level spells.

Arcane Spellcasting

At 1st level you can cast any spell you know. (Spells and Schemas are different things) Doing so uses infusion points equal to twice the spell slot used, you may not use a higher spell slot then the highest spell level you can learn.

You also gain Overcharge (as per the 9th level ability)

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, 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 wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Ritual Spellcasting:

You can cast any spell you know as a ritual if that spell has the ritual tag. Doing so uses 1 infusion point regardless of its level.

Arcane Adaptability:

When you learn a spell you may instead learn a variant of that spell (chosen upon leveling up), if the spell does a damage type, you may cast a variant of the spell which does another form of damage or gives another equal condition (ie - deaf and silenced; converted to restrained and grappled) or requires a different Save (Dex vs Wis). You may develop a variant version of 1 spell at every even level taken in the Artificer class.

Arcane Engineer's Additional Spell List

You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Engineer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Arcane Implement (Level 3)

At 3rd level, you craft an implement. The implement costs 500gp and takes 2 weeks to build. This implement can be an orb, a Medallion, a staff, a rod, a Libram, or a wand. Your implement grants certain benefits to spells cast through it, depending on the type of implement you've crafted.

  • Libram of Versatility: With each new level you gain you may choose to either gain a new spell or develop another variant.

  • Medallion of Metamagic: You gain one Metamagical ability from Sorcerer. Pay the costs in Infusion Points.

  • Orb of Imposition: You have advantage on Constitution saving throws made to maintain Concentration on a spell cast from your Orb of Imposition and you may cast a spell the requires an melee/touch attack roll on a willing recipient that you can touch -- casting the spell as normal but spending an additional Infusion point. The recipient thereafter become the "wielder" of that spell on their turn and can use it with their own attack/action rolls.

  • Rod of Power: You deal an extra point of damage per damage die.

  • Staff of Defense: When you cast a spell out of your Staff of Defense, choose one creature you can see. That creature has disadvantage on attack rolls made against you until the start of your next turn.

  • Wand of Accuracy: You add 1d4 to attack rolls of spells cast out of this implement.

Unravel (Level 3)

At 3rd level, as an action, you spend an infusion point and establish concentration - making an Arcana Check against the caster's spell DC to suppress a spell's ongoing magical effect within 15ft until the beginning of your next round. The magical effect is merely interrupted, and resumes for its remaining duration.

  • At 8th Level ou may spend three (3) infusion points to either create the effect of a dispel magic, or spend your reaction to attempt to Unravel (Counterspell) the the spell as its being cast using an Arcana check.

Implement Adapatability (Level 6)

At 6th level, you must choose Verbal or Somatic. When you cast through this implement you can't spend more points than your level maximum level of known spells, but yours spells cast through the object no longer require the chosen (verbal or somatic).

You also learn an additional cantrip from any list.

Implement Expertise (Level 11)

At 11th level, spells cast through your implement gain a +1 bonus to attack rolls, saving throw DC's.

Implement Mastery (Level 14)

At 14th level, your implement adds certain bonuses to spells cast through it, depending on the type of implement you've crafted.

  • Libram of Versatility: With each new level you gain you may choose to either gain a new spell or develop another variant.

  • Medallion of Metamagic: You gain one Metamagical ability from Sorcerer. Pay the costs in Infusion Points.

  • Orb of Imposition: You have advantage on Constitution saving throws made to maintain Concentration on a spell cast from your Orb of Imposition.

  • Rod of Power: You deal an extra point of damage per damage die.

  • Staff of Defense: When you cast a spell out of your Staff of Defense, choose one creature you can see. That creature has disadvantage on attack rolls made against you until the start of your next turn.

  • Wand of Accuracy: You add 1d4 to attack rolls of spells cast out of this implement.

Implement Expertise (Level 15)

At 18th level, spells cast through your implement gain a +2 bonus to attack rolls, saving throw DC's.

Dweomer Absorption (Level 16)

At 20th level, whenever you succeed on a saving throw and as a result that spell doesn't generate an effect (damage or impart a condition) You regain a number of infusion points equal to the spell slot used (cannot exceed the artificer's level maximum).

Battlesmith

Battlesmith (Level 1)

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.

Bonus Proficiency

You gain proficiency with: all Martial weapons and Heavy Armor; and Smith's Tools.

Bonus Cantrip

You gain one cantrip from the following list; Green Flame Blade, Blade Ward, Shillelagh, or Sword Burst.

Bonus Infusions

You gain 1 Constant type Infusion with each level.

  • At 1st, You learn the Magic Armor, Clockwork Iron Defender and Magic Weapon Infusions.

  • At 5th level, you learn either Elemental Resistance or the Vengeance Weapon Infusions.

  • At 9th level, you learn Protective Armor Infusion.

  • At 13th level, you learn Quickened Weapon Infusion.

  • At 17th level, you learn Antimagic Armor Infusion.

Battle Ready (Level 3)

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.

Extra Attack (Level 6)

Starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Signature Enchantment (Level 11)

At 11th level you may choose up to 5 Infusion Points of a single Infusion. The Infusion must be one that affects a weapon or armor. You thereafter lose those infusion points until your next level, but any Infused weapon/armor you wield that you've created gains that Infusion as well at no additional cost. Each level you may reassign those points to a different infusion.

  • At 17th level, you may choose up to 8 points for the Infusion.

For example, an 11th level Battle Engineer chooses to have the Signature Enchantment of Elemental Weapon (fire), When they wield an infused greatsword with Bleeding Weapon. Greatsword is infused by both Bleeding Weapon and Elemental Weapon(fire).

Mass Enchantment (Level 14)

At 14th level, all allies within 60 feet of you gain the benefit of your Battle Engineer Signature Enchantment, when they wield one of your infused weapons/armor.

Arcane Army (Level 15)

At 18th level, allies within 150 feet of you may attune themselves to a fourth magic item. This magic item must be a weapon or armor. If your allies are not within 150 feet of you, they cease to gain the benefits of being attuned with that item

Arcane Defender (Level 16)

At 20th level, You Clockwork Iron Defender Grows Grows to a Mecha Defender, and can acts as your mount.

Clockwork Engineer

Clockwork Engineer (Level 1)

Clockwork Engineers are masters of the automata. Bringing springs, gears and wires to life. Mirroring life's wonders thru their tinkering.

When an Automaton Infusion created by you and synced to you is reduced to 0 hit points, it is rendered inert instead of destroyed. It doesn't need to make death saves, but if it's attacked further you will need to take 10 minutes more for each additional assault to restore it's function. If the automaton was dropped to 0 hp after the end of your last turn, you your Turn, as an action and can get into the square with the downed automaton, for two infusion point, you can return the Automaton to functional with 1 hit point.

Multiclass Synergy

If your character is able to cast a Conjuring / Summon of creatures, or find familiar spell - while these may traditionally brings a celestial, beast, fey, or fiend. However; if you cast such a spell, where you can choose forms for your summoned/familiar creature, it is always a construct instead of a beast (or celestial, beast, fey, or fiend). It resembles the chosen creature, but is make of clockwork gears, screws, wires, hinges and plates. The summoned creatures are immune to charmed condition, and resistant to Poison damage.

Bonus Proficiency

You gain proficiency with Tinkerer's Kit. If you already have this proficiency, you gain expertise.

Bonus Schema

You have the Animate Object Schema.

Bonus Infusion

You gain no additional infusions with each level.

Clockwork Engineer's Infusions

  • At 1st level, you learn the Arbalest Infusion.

  • At 5th level, you learn Clockwork Bomb.

  • At 9th level, you learn Total Repair.

Clockwork Companion (Level 3)

At 3rd Level When an Automaton Infusion created by and synced to you is reduced to 0 hit points, it is rendered inert instead of destroyed. It doesn't need to make death saves, but if it's attacked further you will need to take 10 minutes more for each additional assault to restore it's function.

You may have up to ½ your Artificer Level worth of Constructs operative - (though you may never have more than your Charisma Bonus under your control at one time. (all action economy is maintained))

Autonomy (Level 3)

At 3rd Level, Autonomous Engineer's can assign the Automaton(s) to take the Guard, or Evade, Actions, which they will continue doing so until ordered to stop.

  • Evade. Attacks against the Automaton are at disadvantage, if attacked on its next turn it will disengage and takes its move to get away from combat, it will continue to move this way until not attacked for a turn, at which point it will then return.

  • Guard. Assign the Automaton a creature or 15ftx15ft cube to watch over. When a creature either attacks creature or a creature not designated by its Sync'd owner enters the space, it attacks them.

  • At 5th level. Automatons gain an Semi-Autonomous Command interpreter. As an Bonus Action you command your Automaton (a single Automaton or a designated sync'd group) to perform a simple a full action command (attack, dash, evade, etc) which it will repeat (ie attack that creature, dig a hole, walk between these points) until attempting the task becomes impossible, it's sync'd companion or creator is killed, or it is given another command. The DM interprets the command's execution unless you specifically are micromanaging (in which case any action/bonus/reaction the automaton uses, so do you).

  • At 7th Level. your synced Automatons execute one additional attack when performing an attack action (May not exceed 3 attack actions a round), if you wish you may now use either a bonus action or a reaction action to modify the semi autonomous command action. Or as a full action you may give two command actions; (commanding different automatons/groups.)

  • At 17th level. your commands may consist of up to your Int Bonus number of Stacked commands. Example:

    • (1st Priority) Defend Unconscious Ally

    • (2nd Priority) Kill Designated Creature

    • (3rd Priority) Assist Closest Ally (Grant Help)

Same As Above

In that a total of 9 words convey that the Automaton should defend an unconscious ally, (and if none exists), attack a designated creature until it's dead (or until an ally is brought to unconsciousness - at which point the Automaton would disengage and defend the body of the ally), however if the initial target is killed before an ally is dropped to 0 hp. It would move to the closest ally and mirror its engagement (attempting a skill). The DM should limit the number of words the player can use to make them VERY cautious of wording of such.

Infuse Automaton (Level 6)

At 6th level, you can infuse an Automaton with infusions that can target a weapon or armor. You still cannot exceed your level for Infusion Maximum on the total number of points invested in your Automaton. Additionally, if you can cast spells, You may now also cast any spell with self as the target on one of your sync'd Automatons.

Sync (Level 11)

At 11th level, you can sync with multiple Automatons at one time (Each takes 1 attunement slot, but you may never have more than your Charisma Ability Modifier (minimum 1)).

Reinforced Automaton (Level 14)

At 14th level, when you create an Automaton or restore it to its full hit points, that Automaton gains 20 temporary hit points.

Automaton Artistry (Level 15)

Choose between one of the following:

  • Lifelike Automaton. Your skill transcends into artistry - your Automaton's gain proficiency with Deception (+10) for the purposes of appearing to be living creatures, They gain speech (limitedly) and their movements and behavior are disturbingly realistic. Cost of the automatons is doubled. They retain their abilities which often will clearly demonstrate them to be constructs, but a horse, dog, or even child will appear real to the casual inspection. Your Automatons gain +2 bonus to their Intelligence,Wisdom, and a +6 to Charisma ability scores.

  • Adamantine Automaton. Your Automaton's gain a +2 bonus on their AC, STRength, DEXterity, and CONsitution ability scores, and gain +10 movement.

Mystic Sage

Mystic Sage (Level 1)

This Artifier focuses on the creation of goods. Written works in particular, and is horrible at combat.

Bonus Proficiency

You gain proficiency with two of the following artisan kit/tools; Calligraphy Supplies, Carpenter's Tools, Cook's Utensils, Painter's Kit, Potter's Tools, phb, , and Woodworker's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Bonus Cantrip

You learn 2 Cantrips from the Following List: Message, Guidance, or Mage Hand.

Bonus Infusions

You gain one additional infusion of the type Artistic/Wonderous with each level.

  • At 1st level, you learn Quill of Longwritting and Quill of Dictation.

  • At 3rd level, you learn Wand of... and Rune Infusions.

  • At 5th level, you learn Reading Glasses, and Cynic's Goggles.

  • At 7th level, you learn Goggles of Truesight and Quill of Law.

  • At 11th level, you learn Rune of Shadowtendril.

  • At 17th level, you learn Bottled Storm.

ReCharged

At 1st level, You may, as a bonus action, use 1 infusion point + 2 points per spell slot level to grant a magic item with a Temporary single charge.

  • At 6th level, you reduce the infusion cost of making a wand, stave, rod by 1 point (You still may not exceed your Max Infusion cost).

  • At 12th level, if you put a charge into an item that broke within the last hour as a result of expending its last charge, you may repair it. (effectively a revify for charged magical items). When you do this, rather than your overcharge granting an additional charge, it returns the item's ability to gain more charges the next day.

Alternate Rules:

The Artificer must have one or all of the schema(s) necessary to recharge the item to use this ability.

Enduring Enchantment

(This grants early access of the Enduring Enchantment received at 6th level)

At 1st level, when you create an infusion you may choose to enhance the dweomer making it last one day. Doing so costs the Artificer dearly. In addition to the Infusion point costs the artificer reduces their Maximum Health by that same amount as well as take a point of Constitution damage. You may not regain the Infusion Point(s), CONstitution damage, and damage from Maximum HP until either the item(s) are broken, used or a week has passed.

  • At 6th level, you may add infusions points to an Enduring Enchantment, taking it further - you may not add more Infusions points than your Maximum Infusion and your infusions last up to a week.

  • At 12th Level, you no longer take Constitution damage when you craft an enduring enchantment.

Expeditious Enchanter (Level 3)

At 5th level, you may effect you daily crafting productivity from 25gp a day (DMG pg. 129) for magical goods with your Infusion points. So that at 5th level they would have 35gp productivity of work a day for magical goods. (and from 5 gp a day for mundane to 15gp a day)

Increased Infusions (Level 6)

At 11th level, your Maximum Infusion Pool in increased by (2 x INTelligence bonus.)

Frugal Fabricator (Level 11)

Starting at 9th level, every eldritch cannon you create is more destructive:

  • At 14th level, the costs (gold) for the infusions is ½ the listed expense and 1 less Infusion point (Minimum 1 pt) - provided you are able to work on your project for 2 hours each day your work is not lost.