SIGNING IN

Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

CON , INT

Artificer

Niveau Proficiency Bonus Eigenschappen Plans Known Magic Items Cantrips Prepared Spells
1 + 2 Spellcasting Tinker's Magic 2 2
2 + 2 Spellcasting Tinker's Magic 4 2 2 3
3 + 2 Spellcasting Tinker's Magic 4 2 2 4
4 + 2 Spellcasting Tinker's Magic 4 2 2 5
5 + 3 Spellcasting Tinker's Magic 4 2 2 6
6 + 3 Spellcasting Tinker's Magic 5 3 2 6
7 + 3 Spellcasting Tinker's Magic 5 3 2 7
8 + 3 Spellcasting Tinker's Magic 5 3 2 7
9 + 4 Spellcasting Tinker's Magic 5 3 2 9
10 + 4 Spellcasting Tinker's Magic 6 4 3 9
11 + 4 Spellcasting Tinker's Magic 6 4 3 10
12 + 4 Spellcasting Tinker's Magic 6 4 3 10
13 + 5 Spellcasting Tinker's Magic 6 4 3 11
14 + 5 Spellcasting Tinker's Magic 7 5 4 11
15 + 5 Spellcasting Tinker's Magic 7 5 4 12
16 + 5 Spellcasting Tinker's Magic 7 5 4 12
17 + 6 Spellcasting Tinker's Magic 7 5 4 14
18 + 6 Spellcasting Tinker's Magic 8 6 4 14
19 + 6 Spellcasting Tinker's Magic 8 6 4 15
20 + 6 Spellcasting Tinker's Magic 8 6 4 15

Spell Slots per Spell Level

Niveau Proficiency Bonus Eigenschappen 1st 2nd 3rd 4th 5th
1 + 2 Spellcasting Tinker's Magic 2 0 0 0 0
2 + 2 Spellcasting Tinker's Magic 2 0 0 0 0
3 + 2 Spellcasting Tinker's Magic 3 0 0 0 0
4 + 2 Spellcasting Tinker's Magic 3 0 0 0 0
5 + 3 Spellcasting Tinker's Magic 4 2 0 0 0
6 + 3 Spellcasting Tinker's Magic 4 2 0 0 0
7 + 3 Spellcasting Tinker's Magic 4 3 0 0 0
8 + 3 Spellcasting Tinker's Magic 4 3 0 0 0
9 + 4 Spellcasting Tinker's Magic 4 3 2 0 0
10 + 4 Spellcasting Tinker's Magic 4 3 2 0 0
11 + 4 Spellcasting Tinker's Magic 4 3 3 0 0
12 + 4 Spellcasting Tinker's Magic 4 3 3 0 0
13 + 5 Spellcasting Tinker's Magic 4 3 3 1 0
14 + 5 Spellcasting Tinker's Magic 4 3 3 1 0
15 + 5 Spellcasting Tinker's Magic 4 3 3 2 0
16 + 5 Spellcasting Tinker's Magic 4 3 3 2 0
17 + 6 Spellcasting Tinker's Magic 4 3 3 3 1
18 + 6 Spellcasting Tinker's Magic 4 3 3 3 1
19 + 6 Spellcasting Tinker's Magic 4 3 3 3 2
20 + 6 Spellcasting Tinker's Magic 4 3 3 3 2

Klasse-eigenschappen

Niveau 1

Spellcasting
Tinker's Magic

Niveau 10

Magic Item Adept

Niveau 11

Spell-Storing Item

Niveau 12

Ability Score Improvement

Niveau 14

Advanced Artifice

Niveau 15

Subclass feature

Niveau 16

Ability Score Improvement

Niveau 18

Magic Item Master

Niveau 19

Epic Boon

Niveau 2

Replicate Magic Item

Niveau 20

Soul of Artifice

Niveau 3

Artificer Subclass

Niveau 4

Ability Score Improvement

Niveau 5

Subclass feature

Niveau 6

Magic Item Tinker

Niveau 7

Flash of Genius

Niveau 8

Ability Score Improvement

Niveau 9

Subclass feature

Caster-voortgang

Caster-voortgang: artificer

Cantrip-voortgang

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Bekend 2 2 2 2 2 2 2 2 2 3 3 3 3 4 4 4 4 4 4 4

Vaardigheden

Armor

light

medium

shield

Weapons

simple

Skills

Startuitrusting

Klasse-eigenschappen

Spellcasting (Level 1)

You have learned how to channel magical energy through objects. See the Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer spell list later in the class's description.

Tools Required

You produce your Artificer spells through tools. You can use Thieves' Tools, Tinker's Tools, or another kind of Artisan's Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an M component when you cast it).

Cantrips

You know two Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended.

Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.

When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.

Spell Slots

The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Grease are recommended.

The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination.

If another Artificer feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Artificer spells.

Tinker's Magic (Level 1)

You know the Mending cantrip.

As a Magic action while holding Tinker's Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:

See the rules for the item in the Player's Handbook. The item lasts until you finish a Long Rest, at which point it vanishes.

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

Replicate Magic Item (Level 2)

You have learned arcane plans that you use to make magic items.

Plans Known

When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the Dungeon Master's Guide for the items' descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify.

You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.

Creating an Item

When you finish a Long Rest, you can create one or two different magic items if you have Tinker's Tools in hand. Each item is based on one of the plans you know for this feature.

If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement.

When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know.

You can't have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.

Duration

A magic item created by this feature functions as the normal magic item, except its magic isn't permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes.

If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.

Spellcasting Focus

You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan's Tools.

Crafting More Magic Items

The Replicate Magic Item feature isn't the only way for an Artificer to make magic items. The Dungeon Master's Guide provides rules for characters—not just Artificers—who want to make magic items of all sorts. Though many different characters can make magic items, Artificers can do it faster than others; each Artificer subclass improves a character's speed at making items of a certain category.

When an Artificer crafts a magic item using the normal rules in the Dungeon Master's Guide, the character gains no special connection to that item. Class features that refer to items created by your Replicate Magic Item feature don't apply to items you craft by other means.

Magic Item Plans (Artificer Level 14+)
Magic Item PlanAttunement

Armor, +2

No

Arrow-Catching Shield

Yes

Flame Tongue

Yes

Rare Wondrous Item that isn't cursed*

Varies

Ring of Free Action

Yes

Ring of Protection

Yes

Ring of the Ram

Yes

Artificer Subclass (Level 3)

You gain an Artificer subclass of your choice. The Alchemist, Armorer, Artillerist, and Battle Smith, and Cartographer subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass's features that are of your Artificer level or lower.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.

Subclass feature (Level 5)

You gain a feature from your Artificer Subclass.

Magic Item Tinker (Level 6)

Your Replicate Magic Item feature gains the following options.

Charge Magic Item

As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended.

Drain Magic Item

As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.

Transmute Magic Item

As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can't do so again until you finish a Long Rest.

Flash of Genius (Level 7)

When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier (minimum of +1).

You can take this Reaction 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)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass feature (Level 9)

You gain a feature from your Artificer Subclass.

Magic Item Adept (Level 10)

You can now attune to up to four magic items at once.

Spell-Storing Item (Level 11)

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 level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn't require a Material component that is consumed by the spell (you needn't have the spell prepared).

While holding the object, a creature can take a Magic action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. Once a creature has used the object to produce the spell's effect, the object can't be used this way again until the start of the creature's next turn.

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)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Advanced Artifice (Level 14)

You gain the following benefits.

Magic Item Savant

You can now attune to up to five magic items at once.

Refreshed Genius

When you finish a Short Rest, you regain one expended use of your Flash of Genius feature.

Subclass feature (Level 15)

You gain a feature from your Artificer Subclass.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Magic Item Master (Level 18)

You can now attune to up to six magic items at once.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.

Soul of Artifice (Level 20)

You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits.

Cheat Death

If you're reduced to 0 Hit Points but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal to 20 times the number of magic items disintegrated.

Magical Guidance

When you finish a Short Rest, you regain all expended uses of your Flash of Genius if you have Attunement to at least one magic item.

Multiklassen

Verworven Vaardigheden

Armor light , medium , shield
Skills Choose Kies 1 van Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand
Toolproficiencies Tinker's Tools: true

Subklasses

Aeronaut
SCOE
Aeronaut
llasio
Aeronaut
AERO
Alchemist
TCE
Alchemist
EFA
Alternate Alchemist
llasio
Archivist
SCOE
Archivist
llasio
Archivist Specialist
KCAA
Armorer
TCE
Armorer
EFA
Artillerist
TCE
Artillerist
EFA
Automatist Specialist
KCAA
Battle Smith
TCE
Battle Smith
EFA
Biomancer
mlpplaneshift
Biomancer
llasio
Bladeshaper
SCOE
Bonesculptor
DrDhrolinsDictionaryofDinosaurs
Caravaneer
AS:C
Cartographer
EFA
Chronothief
llasio
Cognician
UltimateAdventurer
Composer
llasio
Crystal Shaper
ArchEb
Defiler
ABYSS
Defiler
BelzorMM
Demolitionist
UltimateAdventurer
Disruptor
ArchEb
Drowcrafter
JBoE
Dungeoneer
llasio
Effigist
TCEE1
Firescrapper
BDPC
Fleshweaver
sharpestToolsFleshweaver
Forge Adept
ExploringEberron24
Forgewright
llasio
Gourmet
bga
Grenadier
ZTGAS
Hellraiser
AbiDalzims
Kobold Engineer
TCEE2
Lightslinger
BDPC
Machine Cultist
ASDFS
Machinist
llasio
Maverick
ExploringEberron24
Mech Pilot
TTT
Mechaneer Artificer Specilization
SVMAS
Mechanic
UltimateAdventurer
Mortis Engineer
SGttEH-AME
Oozologist
UltimateAdventurer
Puppeteer
llasio
Pyrokinetic
MH
Reanimator
ASDFS
Renegade Specialist
KCAA
Scrapper
UltimateAdventurer
Soulkeeper
SCOE
The Mad Scientist
TMSA
Transmortalist
UltimateAdventurer
Variant Battle Smith (Dervish)
KCAA
Vector
AbiDalzims
War Weaver
ArchEb
Watchmaker
HippocampersCompleteCookbook
Weaver
PGInsec

Subklasse-eigenschappen

Aeronaut

Aeronaut

Aeronaut

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.

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.

Experimental Elixir
d6Effect

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.

Alchemist

Alchemist (Level 3)

Craft Magic Elixirs and Potions

An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.

Tools of the Trade

You gain the following benefits.

Tool Proficiency

You gain proficiency with Alchemist's Supplies and the Herbalism Kit. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan's Tools of your choice (or with two other types if you have both).

Potion Crafting

When you brew a potion using the crafting rules in the Dungeon Master's Guide, the amount of time required to craft it is halved.

Alchemist Spells

When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.

Experimental Elixir

Whenever you finish a Long Rest while holding Alchemist's Supplies, you can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a Long Rest, the elixir and its vial vanish.

Drinking an Elixir

As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself.

Creating Additional Elixirs

As a Magic action while holding Alchemist's Supplies, you can expend one spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.

When you reach certain Artificer levels, you can make an additional elixir at the end of each Long Rest: a total of three at level 5, four at level 9, and five at level 15.

Experimental Elixir
1d6Effect

1

Healing. The drinker regains a number of Hit Points equal to 2d8 plus your Intelligence modifier. The number of Hit Points restored increases by 1d8 when you reach Artificer levels 9 (3d8) and 15 (4d8).

2

Swiftness. The drinker's Speed increases by 10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet).

3

Resilience. The drinker gains a +1 bonus to AC for 10 minutes. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours).

4

Boldness. The drinker can roll 1d4 and add the number rolled to every attack roll and saving throw they make for the next minute. The duration increases when you reach Artificer levels 9 (10 minutes) and 15 (1 hour).

5

Flight. The drinker gains a Fly Speed of 10 feet for 10 minutes. The Fly Speed increases when you reach Artificer levels 9 (20 feet) and 15 (30 feet).

6

You determine the elixir's effect by choosing one of the other rows in this table.

Alchemical Savant (Level 5)

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, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1).

Restorative Reagents (Level 9)

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)

You gain the following benefits.

Alchemical Eruption

When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal 2d8 Force damage to that target. You can use this benefit only once on each of your turns.

Chemical Resistance

You gain Resistance to Acid damage and Poison damage. You also gain Immunity to the Poisoned condition.

Conjured Cauldron

You can cast Tasha's Bubbling Cauldron 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 use this feature, you can't use it again until you finish a Long Rest.

Alternate Alchemist

Archivist

Archivist

Archivist Specialist

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.

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.

Armorer

Armorer (Level 3)

Craft Magic Armor to Enhance Your Abilities

An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer's magic, unleash potent attacks, and generate a formidable defense.

Tools of the Trade

You gain the following benefits.

Armor Training

You gain training with Heavy armor.

Tool Proficiency

You 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.

Armor Crafting

When you craft nonmagical or magic armor, the amount of time required to craft it is halved.

Armorer Spells

When you reach an Artificer level specified in the Armorer Spells table, you thereafter always have the listed spells prepared.

Arcane Armor

As a Magic action while you have Smith's Tools in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die.

You gain the following benefits while wearing your Arcane Armor.

No Strength Requirement

If the armor normally has a Strength requirement, the Arcane Armor lacks this requirement for you.

Quick Don and Doff

You can don or doff the armor as a Utilize action. The armor can't be removed against your will.

Spellcasting Focus

You can use the Arcane Armor as a Spellcasting Focus for your Artificer spells.

Armor Model

You can customize your Arcane Armor. When you do so, choose one of the following armor models: Dreadnaught, 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 your Strength or Dexterity modifier, to the attack and damage rolls.

You can change the armor's model whenever you finish a Short or Long Rest if you have Smith's Tools in hand.

Dreadnaught

You design your armor to become a towering juggernaut in battle. It has the following features:

  • Force Demolisher

    An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.

  • Giant Stature

    As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Guardian

You design your armor to be in the front line of conflict. It has the following features:

Thunder Pulse

You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d8 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.

Defensive Field

While Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.

Infiltrator

You customize your armor for subtler undertakings. It has the following features:

  • Lightning Launcher

    A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher 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 the launcher, you can deal an extra 1d6 Lightning damage to that target.

  • Powered Steps

    Your Speed increases by 5 feet.

  • Dampening Field

    You have Advantage on Dexterity (Stealth) checks. If the armor imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Improved Armorer (Level 9)

You gain the following benefits.

Armor Replication

You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.

In addition, you can create an additional item with that feature, and the item must also be in the Armor category.

Improved Arsenal

You gain a +1 bonus to attack and damage rolls made with the special weapon of your Arcane Armor model.

Perfected Armor (Level 15)

Your Arcane Armor gains additional benefits based on its model, as detailed below.

Dreadnaught

The damage die of your Force Demolisher increases to 2d6 Force damage.

In addition, when you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you have Advantage on Strength checks and Strength saving throws for the duration.

Guardian

The damage die of your Thunder Pulse increases to 1d10 Thunder damage.

In addition, when a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly toward you to an unoccupied space. If you pull the target to a space within 5 feet of yourself, you can make a melee weapon attack against it as part of this Reaction.

You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Infiltrator

The damage die of your Lightning Launcher increases to 2d6 Lightning damage. 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.

Additionally, as a Bonus Action, you can gain a Fly Speed equal to twice your Speed until the end of the current turn. You can take this Bonus Action a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

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.

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.

Eldritch Cannons
CannonActivation

Flamethrower

The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Force Ballista

Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector

The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Firearm (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.

Artillerist

Artillerist (Level 3)

Wield Destructive Power from Afar

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.

Tools of the Trade

You gain the following benefits.

Ranged Weaponry

You gain proficiency with Martial Ranged weapons.

Tool Proficiency

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.

Wand Crafting

When you craft a magic Wand, the amount of time required to craft it is halved.

Artillerist Spells

When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.

Eldritch Cannon

Using Smith's Tools or Woodcarver's Tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of yourself. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as a Magic action.

Once you create a cannon, you can't do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one cannon at a time and can't create one while you already have one.

Arcane Firearm (Level 5)

When you finish a Long Rest, you can use Woodcarver's Tools to carve special sigils into a Rod, Staff, Wand, or Martial Ranged weapon 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 1d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Explosive Cannon (Level 9)

Every Eldritch Cannon you create is now more destructive. You gain the following benefits.

Detonate

When your cannon takes damage, you can take a Reaction to 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 3d10 Force damage on a failed save or half as much damage on a successful one.

Firepower

The cannon's damage rolls and the number of Temporary Hit Points granted by Protector increase by 1d8.

Fortified Position (Level 15)

You're a master at forming well-defended emplacements using your Eldritch Cannon. You gain the following benefits.

Double Firepower

You can now have two cannons at the same time, and you can create two with the same Magic action. (If you expend a spell slot to create the first cannon, you must expend another spell slot to create the second.) You can activate both of them with the same Bonus Action, ordering them to use the same activation option or different ones. You can't create a third cannon while you have two.

Shimmering Field Projection

You and your allies have Half Cover while within 10 feet of your Eldritch Cannon.

Automatist Specialist

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.

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.

Battle Smith

Battle Smith (Level 3)

Command a Construct Guardian

A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.

Tools of the Trade

You gain the following benefits.

Tool Proficiency

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.

Weapon Crafting

When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved.

Battle Smith Spells

When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.

Battle Ready

Your combat training and your experiments with magic have paid off in two ways.

Arcane Empowerment

When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.

Weapon Knowledge

You gain proficiency with Martial weapons. You can use a weapon with which you have proficiency as a Spellcasting Focus for your Artificer spells.

Steel Defender

Your tinkering has borne you a companion, a Steel Defender. You determine the defender's appearance and whether it has two legs or four; your choices don't affect the defender's game statistics.

The defender is Friendly to you and your allies and obeys you. It vanishes if you die.

The Defender in Combat

In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn't limited to the Dodge action.

Restoring or Replacing the Defender

If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can create a new defender if you have Smith's Tools in hand. If you already have a defender from this feature, the first one vanishes.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn. You can forgo one of your attacks when you take the Attack action to command your Steel Defender to take the Force-Empowered Rend action.

Arcane Jolt (Level 9)

When either you hit a target with an attack roll using a magic weapon or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • Destructive Energy

    The target takes an extra 2d6 Force damage.

  • Restorative Energy

    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 per turn. You regain all expended uses when you finish a Long Rest.

Improved Defender (Level 15)

Your Arcane Jolt and Steel Defender have become more powerful, granting these benefits.

Improved Jolt

The extra damage and healing of your Arcane Jolt both increase to 4d6.

Improved Deflection

Whenever your Steel Defender uses its Deflect Attack, the attacker takes Force damage equal to 1d4 plus your Intelligence modifier.

Biomancer

Biomancer

Bladeshaper

Bonesculptor

Caravaneer

Cartographer

Cartographer (Level 3)

Chart Advantageous Courses through Turmoil

Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.

Tools of the Trade

You gain the following benefits.

Tool Proficiency

You gain proficiency with Calligrapher's Supplies and Cartographer's Tools. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan's Tools of your choice (or with two other types if you have both).

Scroll Crafting

When you scribe a Spell Scroll using the crafting rules in the Player's Handbook, the amount of time required to craft it is halved.

Cartographer Spells

When you reach an Artificer level specified in the Cartographer Spells table, you thereafter always have the listed spells prepared.

Adventurer's Atlas

Whenever you finish a Long Rest while holding Cartographer's Tools, you can use that tool to create a set of magical maps by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish.

While carrying the map, a target gains the following benefits.

Awareness

The target adds 1d4 to its Initiative rolls.

Positioning

The target knows the location of all other map holders that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect's target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect's range.

Mapping Magic

You gain the following benefits.

Illuminated Cartography

You can cast Faerie Fire without expending a spell slot, outlining the affected creatures as if in ink. 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.

Portal Jump

On your turn, you can spend an amount of movement equal to half your Speed (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of a creature that is within 30 feet of you and holding one of your Adventurer's Atlas maps. You can't use this benefit if your Speed is 0.

Guided Precision (Level 5)

Once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your Faerie Fire with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.

In addition, taking damage can't cause you to lose Concentration on Faerie Fire.

Ingenious Movement (Level 9)

When you use your Flash of Genius, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same Reaction.

Superior Atlas (Level 15)

Your Adventurer's Atlas improves, gaining the following benefits.

Safe Haven

When a map holder would be reduced to 0 Hit Points but not killed outright, that creature can destroy its map. The creature's Hit Points instead change to a number equal to twice your Artificer level, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder of its choice.

Unerring Path

If you are one of the map holders for your Adventurer's Atlas, you can cast Find the Path without expending a spell slot, without preparing the spell, and without needing spell components. Once you use this benefit, you can't use it again until you finish a Long Rest.

Chronothief

Cognician

Composer

Crystal Shaper

Defiler

Defiler

Demolitionist

Disruptor

Drowcrafter

Dungeoneer

Effigist

Firescrapper

Fleshweaver

Forge Adept

Forge Adept (Level 3)

Craft a Mighty Weapon out of Your Soul

The daashor artificers of the Dhakaani Empire were the finest weaponsmiths in Khorvaire's history, as discussed in Uncharted Domains. 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 Proficiency

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.

In addition, when you craft an ordinary or magic weapon, the amount of time required to craft it is halved.

Forge Adept Spells

When you reach an Artificer level specified in the Forge Adept Spells table, you thereafter always have the listed spells prepared.

Battle Ready

Your combat training and your experiments with magic have paid off in two ways:

Arcane Empowerment

When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Weapon Knowledge

You gain proficiency with Martial weapons. You can use a weapon with which you have proficiency as a Spellcasting Focus for your Artificer spells.

Ghaal'Shaarat

You can imbue a weapon with a fraction of your spirit, creating what the Dhakaani daashors call a ghaal'shaarat, Goblin for "mighty blade." As a Magic action while you have Smith's Tools in hand, you can turn a Simple or Martial Melee weapon into a Ghaal'Shaarat. The weapon continues to be a Ghaal'Shaarat until you imbue a different weapon or you die.

The weapon gains the following benefits while you wield it.

Mighty Blade

A nonmagical weapon becomes a magic weapon. You gain a +1 bonus to attack and damage rolls made with the weapon, unless it already had this bonus or a better one.

Returning Weapon

The weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Runes of War (Level 9)

You gain the following benefits while wielding your Ghaal'Shaarat.

Improved Mighty Blade

You gain a +2 bonus to attack and damage rolls made with the weapon, unless it already had this bonus or a better one.

Aura of War

As a Magic action, you begin radiating a bolstering aura in a 30-foot Emanation that originates from you. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. While in the aura, you and your allies each deal an extra 1d4 damage of the chosen type when hitting with a weapon attack or Unarmed Strike. The aura lasts for 1 minute, until you use this feature again, or until you end it (no action required). 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.

Perfect Weapon (Level 15)

The connection of your spirit to your weapon has been perfected. You gain the following benefits while wielding your Ghaal'Shaarat.

Perfect Mighty Blade

You gain a +3 bonus to attack and damage rolls made with the weapon, unless it already had this bonus or a better one. Additionally, the first time you attack with your Ghaal'Shaarat on your turn, you can transfer some or all of the weapon's bonus to your Armor Class. The bonus remains until the start of your next turn.

Elemental Strike

When you hit a creature with an attack roll using your Ghaal'Shaarat, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Your Ghaal'Shaarat deals an extra 1d6 damage of the chosen type; and you can cause the weapon to deal the chosen type of damage or its normal damage type.

Soul Bound

You have Resistance to Psychic damage, and you have Immunity to the Charmed and Frightened conditions.

Variant Capstone: Weapon of Legend (Level 20)

The Soul of Artifice feature an Artificer gains at 20th level allows them to cheat death—sacrificing their creations to regain Hit Points when they drop to 0 Hit Points—and to regain uses of Flash of Genius after completing a Short Rest. While these are useful, they are also passive abilities that don't capture the flavor of a particular subclass. With the DM's permission, an Artificer who reaches level 20 can choose an alternative feature associated with their subclass instead of Soul of Artifice.

You are able to connect your spirit to your allies, making them living weapons. You gain the following benefits while wielding your Ghaal'Shaarat.

Constant Aura

Your Aura of War is always active, and you can take a Bonus Action to change its damage type.

Retributive Aura

Whenever an enemy starts its turn in your Aura of War, that creature takes damage equal to the extra damage provided by the aura.

Empower Aura

As a Bonus Action, you can increase the extra damage provided by your Aura of War to 2d6. This increase lasts for 1 minute. 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.

Forgewright

Gourmet

Grenadier

Hellraiser

Kobold Engineer

Lightslinger

Machine Cultist

Machinist

Maverick

Maverick (Level 3)

Craft the Tool You Need in the Moment

A Maverick Artificer is always tinkering, forever chasing a new idea. Where other Artificers focus on a single path of arcane science, the strength of the Maverick is flexibility. They may lack the discipline or credentials of their scholarly colleagues, but Mavericks have a talent for cobbling together exactly what's needed to solve any problem.

Tool Proficiency

You gain proficiency with Tinker's Tools. If you already have proficiency with Tinker's Tools, you gain proficiency with one other type of Artisan's Tools of your choice.

In addition, when you craft a magic item, the amount of time required to craft it is halved.

Maverick Spells

You learn one cantrip of your choice from the Artificer, Cleric, or Wizard spell list. The chosen cantrip counts as an Artificer spell for you, and Intelligence is your spellcasting ability for it.

In addition, any time you prepare Artificer spells, you can prepare an additional number of spells equal to your Proficiency Bonus. These additional spells can be chosen from the Artificer, Cleric, and Wizard spells lists, and the chosen spells count as Artificer spells for you.

Arcane Prototype

You're always working on new projects, crafting Arcane Prototypes. You determine a prototype's appearance, but its functionality is always similar to that of a Spell Scroll—it holds the effect of a spell that can be unleashed at a later time. Only you can use a prototype to cast a spell; they're experimental creations that no one else can truly understand.

Your ability to constantly come up with new ideas is represented by Arcane Charges. You have 1 Arcane Charge, and you gain more as you reach higher levels, as shown in the Arcane Charges level of the Arcane Prototypes table. You can't have more Arcane Charges than the number shown in the table for your level. You regain all expended Arcane Charges when you finish a Long Rest.

You can use your Arcane Charges to imbue spells into your prototypes, up to the level shown in the Max Spell Level of the Arcane Prototypes table. While a prototype is in your possession, you can cast the imbued spell without expending a spell slot, without preparing the spell, and without Material components. Casting the spell in this way requires the spell's normal casting time. Once the spell is cast, the prototype crumbles to dust, unless you choose to preserve it by expending a spell slot equal to the level of the spell.

Imbuing Spells into your Prototypes

When you finish a Long Rest, you can create a prototype if you have Tinker's Tools in hand. When you reach certain Artificer levels specified in the Artificer Level column of the Arcane Prototypes table, the number of prototypes you can create at the end of a Long Rest increases.

When you create a prototype, choose a spell from the Artificer, Cleric, or Wizard spell list. This expends a number of Arcane Charges equal to the level of the spell, up to the maximum spell level allowed. For example, if you're a level 9 Artificer, you can create up to 3 prototypes, each with a maximum spell level of 3, expending a total of 5 Arcane Charges to do so; you could create two level 1 prototypes and one level 3 prototype; one level 2 prototype and one level 3 prototype, or one level 1 prototype and two level 2 prototypes.

Arcane Prototypes
Artificer LevelMax Number of PrototypesMax Spell LevelArcane Charges

3

1

1

1

5

2

2

3

9

3

3

5

13

3

4

7

15

4

5

9

17

4

6

11

20

5

6

13

Fine Tuning (Level 5)

Whenever you cast an Artificer spell while you have Tinker's Tools in your possession, you can add your Intelligence modifier to one damage roll of the spell.

Work in Progress (Level 9)

Whenever you finish a Short Rest, you can replace one of your prepared spells with a new spell from the Artificer, Cleric, or Wizard spell list. This spell counts as an Artificer spell for you.

Final Breakthrough (Level 15)

Whenever you finish a Short Rest, you can swap a spell contained in your Prototype for another spell of the same level, chosen from the Artificer, Cleric, or Wizard spell list.

In addition, you ignore all class, species, spell, and level requirements on attuning to or using a magic item.

Variant Capstone: Improved Genius (Level 20)

The Soul of Artifice feature an Artificer gains at 20th level allows them to cheat death—sacrificing their creations to regain Hit Points when they drop to 0 Hit Points—and to regain uses of Flash of Genius after completing a Short Rest. While these are useful, they are also passive abilities that don't capture the flavor of a particular subclass. With the DM's permission, an Artificer who reaches level 20 can choose an alternative feature associated with their subclass instead of Soul of Artifice.

You can take a Magic action to cast any spell of level 8 or lower. This takes the place of the usual casting time of the spell, and you don't need to meet any requirements to cast the spell, including costly components; the spell simply takes effect. Once you cast a spell with this feature, you can't do so again until you finish a Long Rest.

Mech Pilot

Mechaneer Artificer Specilization

Mechanic

Mortis Engineer

Oozologist

Puppeteer

Pyrokinetic

Reanimator

Renegade Specialist

Scrapper

Soulkeeper

The Mad Scientist

Transmortalist

Variant Battle Smith (Dervish)

Vector

War Weaver

Watchmaker

Weaver