Personal Artificer

by koalakat

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The Artificer
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ARTIFICER

Artificer

A gnome sits hunched over a workbench, carefully using needle and thread to wave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensional space springs to being in the bag's interior. She beams with pride at her newly crafted bag of holding.

A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee.

An elf scrambles up the castle's wall, Baron von Hendriks' men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape.

Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.

Cunning Inventors

Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are gunsmiths, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Others still are mechanists crafting clockwork servants who carryout their needs. Alchemy, mechanics, and gunsmithing are the two most common areas of study for artificers, but others do exist.

All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

  • Disclaimer: You need Xanathar's Guide to Everything for some spells in this class, and certain upgrades in the Self-Forged Specialisation.
  • See the end of this document for spells mentioned that aren't in either the Player's Handbook or Xanathar's Guide to Everything.

Intense Rivalries

The artificers' drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.

Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.

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Building your Artificer

I see the patterns of magic, and through the items I carry, I can use that magic to protect you, heal you... or make you explode.

—Tim, the Enchanter


Even the most prolific inventors cannot hope to come close to the achievements of artificers. Artificers treat mastery of magic like a technical skill. They see patterns in energy and matter, and they understand how to manipulate the flow of magic in and around objects and creatures. Artificers channel energy into items using magical components, diagrams, and complex chains of sigils. Their skills let them assemble a magic device for any situation.

An artificer on an adventure is likely to be overly cautious when delving into dungeons, but mixed with a ravenous curiousity of the possible magical traps and objects that lay within. Most of the time, in an artificer's mind, a bit of arcane lore is just as valuable as a pile of treasure, because that arcane lore may open new secrets with which they can create magic items, perhaps even the knowledge of how to create a sentient item, a truer form of immortality for an artificer there is not.

The following sections explore certain facets of what it means to be an artificer, which you can use to add depth to your character.

First Invention

The ultimate subject of your artificing area of expertise is expressed with your specialisation, but most artificers had their first spark of eccentric brilliance in something somewhat more modest... or at least a good bit less useful. Regardless of its utility, many artificers will remember fondly the first time they mocked the laws of possibility by creating something that defied conventional rationality and shocked their peers.

Perhaps you still carry it around, or you've left it behind, or you've lost it and check every pawn shop and black market to see if it will turn back up.

d6 Invention
1 A pocketwatch that not only works, but made your hair change colour slightly every hour on the hour. The secondary functionality was intentional. You swear.
2 A mechanical cat that actually worked, and came to life. Of course, it acts like a cat.
3 A crossbow that fired four bolts at once in a lethal barrage. Unfortunately, usually not at anything you were aiming at. The butcher still hasn't forgiven you.
4 A mechanical head imbued with divination magic to serve as an oracle, unfortunately it was a little too authentic and answers only in indecipherable riddles.
5 A potion that was supposed to disguise your identity... it ended up being perfect. You may still be trying to figure out how to undo that one and return to your original appearance.
6 A finely worked astrolabe of astonishing precision and craftsmanship.

Methodology

One of the things that defines any artificer is why they do what they do. No matter how peculiar their path was, no one ends up an artificer on accident. More than just how they define their relationship with their work, frequently an artificer's methodology defines their relationship with the world... and just as often the world's relationship with them.

How do you decide what to work on, and how to do work on it once you've decided?

While it is often advisable to spend some time thinking about this subject, below are some ideas that may start you down your path, or if you really want to leave it in the hands of fate, you can simply roll on the table.

d6 Method
1 Devotion. You dedicate your successes and failures to a god of the forge or craft, so you follow your intuition as they provide it.
2 Random chance. You meddle with the very laws of magic, no one can predict exactly what will work. You throw ideas at the wall until something sticks... maybe literally.
3 Improvisation. You start with a plan, and finish with a plan, but never the same one.
4 Confirm and verify. When something works, you immediately take it apart just to see if you can recreate it reliably.
5 Curiosity. You put things together in ways that shouldn't work just to see if they do.
6 Perfectionism. You work carefully, planning each step extensively on paper to ensure that you get it right the first time.

The artificer in other worlds

Eberron is the world most associated with artificers, yet the class can be found throughout the multiverse.

In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class.

The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational.

In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor named Vi—runs a multiverse-spanning business from there.

Necro-alchemists in the gothic realm of Innistrad are just as frequently macabre artificers as they are necromancers, and in the worldcity Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds, except by the tinker gnomes of Krynn. The Keyrunes of the Ravnican guilds count as Figurines of Wondrous Power when crafting them.

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The Artificer
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Artificer Specialist, Magic Item Analysis, Magical TInkering, Spellcasting 2 2
2nd +2 Infuse Item, Tool Expertise 3 2 2 2
3rd +2 Artificer Specialist feature, Improved Crafting 3 2 2 3
4th +2 Ability Score Improvement, Infuse Spell 4 2 2 3
5th +3 Superior Attunement 4 2 2 4 2
6th +3 Artificer Specialist feature 4 3 2 4 2
7th +3 Arcane Armament, Use Magic Device 5 3 2 4 3
8th +3 Ability Score Improvement 5 3 2 4 3
9th +4 5 3 2 4 3 2
10th +4 The Right Cantrip for the Job, Toolbox 5 3 3 4 3 2
11th +4 Artificer Specialist feature 6 4 3 4 3 3
12th +4 Ability Score Improvement 6 4 3 4 3 3
13th +5 6 4 3 4 3 3 1
14th +5 Artificer Specialist feature 6 4 4 4 3 3 1
15th +5 Superior Attunement 7 4 4 4 3 3 2
16th +5 Ability Score Improvement 7 5 4 4 3 3 2
17th +6 7 5 4 4 3 3 3 1
18th +6 Artificer Specialist feature, Spell-Storing Item 7 5 4 4 3 3 3 1
19th +6 Ability Score Improvement 8 5 4 4 3 3 3 2
20th +6 Soul of Artifice 8 5 4 4 3 3 3 2

Creating an Artificer

When creating an artificer character, think about your character's background and drive for adventure. Does the character have a rival? What is the character's relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.

Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

Class Features

As an artificer, you gain the following class features.

Hit Points


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

Proficiencies


  • Armour: Light armour, medium armour, shields
  • Weapons: Simple weapons, hand crossbow, heavy crossbow
  • Tools: Thieves' tools, two other tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a handaxe and a light hammer or (b) any two simple weapons
  • a light crossbow and 20 bolts
  • (a) scale mail or (b) leather armour
  • thieves' tools and a dungeoneer's pack
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Artificer Specialist

At 1st level, you choose the type of Artificer Specialist you are: Alchemist, Mechanist, Gunsmith, Self-Forged, Transformer, or Wandslinger, all of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 11th, 14th, and 18th level.

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.

Additionally you can use any spell scroll regardless of what spell it bears. If the spell is not on your classes' spell list you must make an Intelligence (Arcana) check to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Magical Tinkering

At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

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

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tools—in hand when you cast any spell with this Spellcasting feature regardless of components. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips

At 1st level, you know two cantrips of your choice from the artificer spell list below. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

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

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.


  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known

When you gain this feature, pick two artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item.

An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo the attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in the Dungeon Master's Guide, page 136).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time, for example you can only have one Enhanced Weapon infusion active at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Tool Expertise

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. You also choose one of your skill proficiencies and double your proficiency bonus for any ability check you make that uses that skill.

Improved Crafting

At 3rd level, your experience in creating your own wondrous invention makes you more adept at crafting items than others. See 'Crafting' on page 187 of the Player's Handbook for the basic rules of crafting.

You craft items at a rate of 25 gp per day, as long as you spent at least 8 hours crafting that item.

Natural Talent

When determining cost and minimum level, of a magic item that you have formula for, you use the following table:

Crafting Table
Item Rarity Creation Cost Minimum Artificer Level
Common 50 gp 3rd
Uncommon 100 gp 3rd
Rare 500 gp 5th
Very Rare 5,000 gp 9th
Legendary 50,000 gp 15th

You craft consumable items such as potions, scrolls, and items with finite charges at half the cost.

Magical Analysis

Your expertise in magical crafting allows you to spend a short rest analyzing an enchanted item, of a rarity that you are capable of crafting, in order to understand the formula necessary for its creation. At the end of the short rest, make an Arcana check. The DC for a common item is 15, and the DC increases by 2 for each rarity level higher.

On a successful check, the formula for the item is imparted to you, including what components and spells are required for crafting. If the check fails, you may make another attempt at understanding the item after a long rest

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Fast Work

You are able to tinker with your latest work during brief moments of down-time. At the end of a long rest, if you did not dedicate 8 hours of work in the last 24 hours, you make 10 gp of progress towards an item you are crafting.

Cooperative Effort

Crafting a magical item from a formula sometimes requires the use of spellcasting that is beyond your own capabilities. Because of your skill in manipulating magical energies, you are able to receive the help of another spellcaster to craft an item.

During your 8-hour work day, the aiding caster must spend at least 2 hours each day assisting you in the the item creation, during which time they cast the spells required.

Scroll Duplication

Your skill with creating magical items has taught you how to carefully extract and duplicate the magic of a spell scroll, particularly when used for crafting. If you have a spell scroll which contains a spell which you do not know, you may use that scroll when crafting items and scribing scrolls, this does not consume the original scroll.

Study of Artifice

You have spent great amounts of time studying the theory of magic items and the practical techniques that would be needed to create them.

When you first gain this feature, and at certain later levels, you learn a magic item formula you can use to craft with; at 3rd level you learn the formula for one common item, at 7th level you learn the formula for one uncommon item, and at 11th level you learn the formula for one rare item.

Infuse Spell

Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action or 1 bonus action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.

Any creature holding the item thereafter can activate the spell if the creature has an Intelligence score of at least 6, using either an action or bonus action as determined by the spells casting time. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell.

When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

Ability Score Improvement

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

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Superior Attunement

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.

At 15th level, this limit increases to five magic items.

Arcane Armament

Starting at 7th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon or your wondrous invention.

Use Magic Device

Also by 7th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and alignment requirements on the use of magic items.

Additionally you no longer need to make an Intelligence (Arcana) check to attempt to use a spell scroll that bears a spell not on your classes' spell list, and spell scrolls count as artificer spells for your Infuse Spell feature,

The Right Cantrip for the Job

At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Toolbox

Starting at 10th level, you can add half your proficiency bonus, rounded down, to any ability check you make using a tool with which you don't have proficiency.

Spell-Storing Item

When you reach 18th level, you learn how to better store a spell in an object for repeated use.

Whenever you finish a long rest, you can touch one set of armour, a weapon, or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st-or 2nd-level spell from the artificers spell list that requires 1 action to cast (you don't need to have the spell prepared). With the object worn or in hand, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier.

The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.

Soul of Artifice

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Artificer Multiclassing

Should you wish to multiclass (Player's Handbook, page 163) as an artificer, the prerequisites and proficiencies gained are listed below.

Artificer Multiclassing Prerequisites
Ability Score Minimum
Intelligence 13
Artificer Multiclassing Proficiencies
Proficiencies Gained
Light armour, medium armour, shields, thieves' tools, tinker's tools.

Spell Slots. Add half your levels (rounded down) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Extra Attack. The Arcane Armament feature doesn't give you an additional attack if you also have the Extra Attack feature.

Artificer Starting Gold

When you create an Artificer you may choose to start with gold and purchase your equipment, instead of the class and background's starting equipment, as shown below.

Starting Wealth for Artificers
5d4 x 10 gp

Artificer Infusions

Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

Unless an infusion's description says otherwise, you can't learn the infusion more than once.

Boots of the Winding Path

Prerequisite: 4th-level artificer

Item: A pair of boots (requires attunement)


While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Cloning Chamber

Prerequisite: 16th-level Artificer

Item: A vessel that has a sealable lid and is large enough to hold a Medium creature


Taking a 1 inch cube of flesh from a living creature and putting it in the chamber causes it to grow into an inert duplicate of a living creature as a safeguard against death. This clone forms inside the sealed chamber and grows to full size and maturity after 120 days; the user can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

Diadem of Alertness

Item: A diadem, headband, or crown (requires attunement)


While wearing this item a creature gains a +2 bonus to Initiative checks.

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Enhanced Defence

Item: A suit of armour or a shield


A creature gains a +1 bonus to Armour Class while wearing (armour) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 12th level in this class.

Enhanced Wand

Item: A wand (requires attunement)


While holding this wand, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 12th level in this class.

Enhanced Weapon

Item: A simple or martial weapon


This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 12th level in this class.

Forgemaster’s Weapon

Prerequisite: 12th-level Artificer

Item: A simple or martial weapon that deals bludgeoning damage


This magic weapon grants a +1 bonus to attack and damage rolls made with it, and deals an additional 1d4 fire damage on a hit. The weapon’s wielder also has advantage on attacks against constructs and deals double damage to objects and structures with this weapon.

Impulse Boots

Prerequisite: 4th-level Artificer

Item: A pair of boots (requires attunement)


While wearing these boots, if a creature is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, that creature can use its reaction to take no damage if it succeeds on the saving throw.

Many-Handed Pouch

Prerequisite: 4th-level artificer

Item: 2-5 pouches


The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won't accept any contents. If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.

Monkey's Belt

Item: A belt


While wearing this belt a creature has a climbing speed equal to their walking speed.

Pegasus Cloak

Prerequisite: 4th-level Artificer

Item: A cloak


While wearing this cloak a creature may use a reaction to cast feather fall without expending a spell slot. A creature wearing this cloak can also use it to fly up to half their walking speed on their turn, but they must end their turn on a solid surface or else fall.

Portable Bastion

Prerequisite: 4th-level artificer

Item: A shield


While wielding this shield, a creature can speak its command word and set it on its edge as a bonus action. The shield will stay in place, and magically provide half-cover to any creature that uses it as cover. Up to two creatures can use this shield as half-cover at once.

The shield can be moved from its position and the effect ended if the wielder speaks the command word again, or if another creature succeeds on a Strength check against your spell save DC to forcefully move the shield.

Radiant Weapon

Prerequisite: 8th-level artificer

Item: A simple or martial weapon (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can't be used again until the wielder finishes a short or long rest.

Repeating Shot

Item: A simple or martial weapon with the ammunition property


This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after it hits or misses a target.

Repulsion Shield

Item: A shield (requires attunement)


A creature gains a +1 bonus to Armour Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. Once used, this reaction can't be used again until the wielder finishes a short or long rest.

Resistant Armour

Prerequisite: 8th-level artificer

Item: A suit of armour (requires attunement)


While wearing this armour, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A simple or martial weapon with the thrown property


This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Sailor’s Bracers

Item: A pair of gloves


While wearing these gloves a creature has a swimming speed equal to their walking speed.

Spellward Shirt

Prerequisite: 12th-level Artificer

Item: A tunic (requires attunement)


While wearing this tunic a creature has advantage on saving throws against spells and other magical effects.

Splintershot Weapon

Prerequisite: 8th-level Artificer

Item: A simple or martial weapon with the ammunition property


This magic weapon grants a +1 bonus to attack and damage rolls made with it. As an action, the wielder of this weapon may cause it to fire a splintered piece of ammunition, dealing the weapon’s normal damage to all creatures in a 15-foot cone unless they succeed on a Dexterity saving throw against your spell save DC.

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Artificer Spell List

Cantrips
  • Acid splash
  • Dancing lights
  • Fire bolt
  • Guidance
  • Light
  • Mage hand
  • Magic stone †
  • Mending
  • Message
  • Poison spray
  • Prestidigitation
  • Primal savagery †
  • Ray of frost
  • Resistance
  • Shocking grasp
  • Spare the dying
  • Thorn whip
1st Level
  • Ablative armour Artificer
  • Absorb elements †
  • Alarm
  • Arcane weapon Artificer
  • Bed of iron Artificer
  • Catapult †
  • Caustic rampart Artificer
  • Comprehend languages
  • Cure wounds
  • Detect magic
  • Disguise self
  • Expeditious retreat
  • Faerie fire
  • False life
  • Feather fall
  • Grease
  • Identify
  • Inflict damage Artificer
  • Jump
  • Longstrider
  • Repair damage Artificer
  • Resistance item Artificer
  • Sanctuary
  • Shield of faith
  • Tenser's floating disk
  • Unburden Artificer
  • Unseen servant
2nd Level
  • Aid
  • Alter self
  • Arcane lock
  • Blur
  • Carry companion Artificer
  • Continual flame
  • Darkvision
  • Dragon's breath †
  • Enhance ability
  • Enlarge/reduce
  • Find traps
  • Heat metal
  • Hold person
  • Invisibility
  • Ironskin Artificer
  • Knock
  • Lesser restoration
  • Levitate
  • Locate object
  • Magic mouth
  • Magic weapon
  • Nystul's magic aura
  • Protection from poison
  • Reinforce construct Artificer
  • Rope trick
  • See invisibility
  • Spider climb
  • Thunderburst mine Artificer
3rd Level
  • Adamantine weapon Artificer
  • Blink
  • Dispel magic
  • Elemental weapon
  • Fireburst mine Artificer
  • Flame arrows †
  • Fly
  • Gaseous form
  • Glyph of warding
  • Haste
  • Life transference †
  • Magic circle
  • Nondetection
  • Power surge Artificer
  • Protection from energy
  • Revivify
  • Sending
  • Spell snare Artificer
  • Tiny servant †
  • Water breathing
  • Water walk
4th Level
  • Arcane eye
  • Death ward
  • Fabricate
  • Fire shield
  • Freedom of movement
  • Greater invisibility
  • Leomund's secret chest
  • Mordenkainen's faithful hound
  • Mordenkainen's private sanctum
  • Otiluke's resilient sphere
  • Repair Artificer
  • Rusting grasp Artificer
  • Stone shape
  • Stoneskin
5th Level
  • Animate objects
  • Creation
  • Control construct Artificer
  • Greater restoration
  • Hold monster
  • Jump-start Artificer
  • Legend lore
  • Mass cure wounds
  • Passwall
  • Reincarnate
  • Skill empowerment †
  • Telekinesis
  • Teleportation circle
  • Vorpal weapon Artificer
  • Wall of stone

Spell markers
  • Spells marked with † can be found in Xanathar's Guide to Everything.
  • Spells marked with Artificer can be found in this PDF.
Customising Artificer Abilities
  • The modularity of each Specialisation is presented in a list as part of the Specialisations, but there will always be ideas for things not in that list. At the heart of an Artificer beats an unrelenting drive for creativity after all!
  • It is recommended that if there is a formula or upgrade not included in your class list, you consult your DM about creating it.
  • A custom ability should aim to be balanced against the existing abilities and upgrades.
  • The same is true for magic items, but double the crafting time to represent the difficulty of creating a brand new item. The cost should remain the same though.
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Artificer Specialists

Artificers pursue a variety of specialisations. The five most common, alchemy, mechanics, weapon smithing, self augmentation, transformation, and wand carving, are presented here.

Alchemist

An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.

Master Alchemist

When you choose this specialisation at 1st level, you gain proficiency with alchemist's supplies, and you learn the Prestidigitation cantrip.

Wondrous Invention: Alchemist's Satchel

At 1st level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.

If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.

Alchemical Formula

At 1st level, you learn three Alchemical Formula options: Alchemical Acid, and two other options of your choice. You learn an additional formula of your choice at 3rd, 6th, 11th, 14th, and 18th levels.

To use any of these options, your Alchemist's Satchel must be within reach.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Alchemical Acid. As an action, you can reach into your Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you, or shoot it from a crossbow at the crossbow's normal range (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.

This formula's damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

Alchemical Fire. As an action, you can reach into your Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you, or shoot it from a crossbow at the crossbow's normal range (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage.

This formula's damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).

Alchemical Homunculus

You magically create a special homunculus that is formed by alchemical substances. At the end of a long rest, if you have a set of alechmist's supplies, you can create a tiny construct creature in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies. When you create a homunculus using this method, if it goes more than 100 x your Artificer level feet from you, it collapses back into an inanimate object until it is created using this feature once more. A homunculus created with this method uses the stats of the Alchemical Homunculus, listed at the end of this subclass description.

The homunculus is friendly to you and your companions, and it obeys your commands. You determine the homunculus’ appearance, which includes wings and bites of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons, and some prefer the standard squirrel-bat looking creature.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.

If the mending spell is cast on it, it regains 2d6 hit points. When the Homunculus dies its form dissolves into inert clay.

Flash Bomb. As an action, you can reach into your Alchemist's Satchel and pullout a clay pot filled with explosive flash powder, and hurl it at a point on the ground within 30 feet of you (the pot and its contents disappear if you don't hurl the pot by the end of the current turn). The pot explodes on impact, producing a bright flash. Each creature within ten feet of the point of impact must succed on a Constitution saving throw or become blinded until the end of your next turn. After using this formula, you can't do so again for 1 minute.

Healing Draught. As an action, you can reach into your Alchemist's Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can't do so again until it finishes a short or long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you cannot use this formula again.

This formula's healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).

Noxious Gas. As an action, you can reach into your Alchemist's Satchel and pullout a glass vial greenish brown fluid, and hurl it at a point on the ground within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). The vial shatters on impact, producing a cloud of poisonous fumes. Each creature within 15 feet of the point of impact must succed on a Constitution saving throw or become poisoned for 1d4 rounds, roll a separate d4 for each creature affected. After using this formula, you can't do so again for 1 minute.

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Smoke Stick. As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can't do so again for 1 minute.

Stunning Powder. As an action, you can reach into your Alchemist's Satchel and pullout a pouch of fine powder, and fling it in a direction you choose (the pouch and its contents disappear if you don't hurl the pouch by the end of the current turn). The contents spill forth, producing a spray of fine powder. Each creature within a 10 foot cone in front of you must succed on a Constitution saving throw or become stunned until the end of your next turn. After using this formula, you can't do so again for 1 minute.

The range of this formula increases when you reach certain levels in this class: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet.).

Swift Step Draught. As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature's speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can't do so again for 1 minute.

Tanglefoot Bag. As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute.

Thunderstone. As an action, you can reach into your Alchemist's Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don't hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

Truth of the Flames Prerequisite: 6th level Artificer.

You have figured out the secret formulas of elemental fire to apply to your spell potions. You add the following spells to your list of additional spells for your Infuse Potions feature.

Spell Level Infusion Spells
1st burning hands
2nd flame blade
3rd fireball

Truth of the Skies Prerequisite: 6th level Artificer.

You have figured out the secret formulas of elemental air to apply to your spell potions. You add the following spells to your list of additional spells for your Infuse Potions feature.

Spell Level Infusion Spells
1st thunderwave
2nd gust of wind
3rd wind wall
Truth of the...
  • These formula upgrades can theoretically be any three short term buffs or area of effect spells connected by a common theme. Consult with your DM for other options if you have a different set of spells in mind for a formula list.

Improved Potion Brewing

At 3rd level, your experience with your Alchemist's Satchel and Alchemical Formulas allows you to create magical potions more easily.

When crafting a potion, you make progress much faster than usual; it takes you a quarter of the normal time, and it costs you half as much as the usual gold.

Infuse Potions

At 6th level, you have discovered how to take the principal of your Infuse Spell feature and apply it to vials you have specially prepared to create spell potions. When you finish a long rest you may take an empty vial you have and use your magic to alter it, preparing the vial for storing of liquid magic. You may then choose one of the artificer spells you know to store in the vial.

When you store a spell in this way, none of the spell's effects occur, instead the vial becomes filled with a pastel blue liquid that is the spell in liquid form, stored for later use.

You may also choose any of the following spells specifically for the purpose of this feature.

Spell Level Infusion Spells
1st entangle, heroism, sleep
2nd barkskin, calm emotions, web
3rd feign death, sleet storm, tongues

Any creature may, as an action, imbibe the spell potion or throw the vial up to 30 feet shattering it on impact. The spell stored in the vial is then cast using your spellcasting ability either to the area where the vial shattered, with the point of origin being where the vial shattered, or the creature who imbibed the spell potion.

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A spell cast from a spell potion does not need concentration but instead has its duration reduced to a number of rounds equal to your Intelligence modifier. A spell that does not require concentration normally lasts its normal duration.

A spell potion loses its potency at the end of your next long rest, evaporating from the vial that can then be used again.

Swift Alchemy

Starting at 6th level, you gain the ability to create concoctions using your Alchemist's Satchel even faster than before. When you take the Attack action on your turn you can replace one of your attacks with an Alchemical Formula that requires the target to make a saving throw against the effect in place of one of your attacks.

Hazardous Fumes

At 11th level, your alchemical weapons have become so potent that even when a creature succeeds on a save agaisnt your Alchemical Fire or Alchemical Acid, they still take half the damage they otherwise would have taken.

Formula Focus

At 14th level, you select one of your Alchemical Formulas which requires you to roll damage or healing. You may add your Intelligence modifier to the roll.

You choose another formula for this feature at 18th level.

Perfect Concoction

At 18th level, when you use an Alchemical Formula that you have selected for your Formula Focus, you deal maximum damage or provide maximum healing instead of rolling.

Once you use this feature for a formula, you must finish a short or long rest before you can use it again on the same formula.


Alchemical Homunculus

Tiny, construct


  • armour Class 13 (natural armour)
  • Hit Points equal to five times your level in this class + your Intelligence modifier
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Skills Perception +4, Stealth +4
  • Damage Immunities acid, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus' skill bonuses and the bonuses to hit and damage of its Acidic Spittle.

Actions (require your bonus action)


Acidic Spittle. Ranged weapon attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6+2 acid damage.

Alchemical Salve (3/day). The homunculus can only use this action within 24 hours of when you last cast the Alchemic Homunculus spell. The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:

  • Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.
  • Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your spellcasting modifier (minimum of 1).
  • Resilience. The target gains a number of temporary hit points equal to 2d6 + your spellcasting modifier.

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Gunsmith

A master of weapons engineering, you forge a firearm powered by a combination of science and magic.

Master Smith

When you choose this specialisation at 1st level, you gain proficiency with smith's tools, and you learn the Mending cantrip.

Wondrous Invention: Thunder Cannon

At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armour with ease.

You are proficient with the Thunder Cannon. The firearm is a two-handed martial ranged weapon with the loading and ammunition properties that deals 1d12 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet. Firing the thunder cannon while prone does not incur disadvantage.

When you fire the thunder cannon a loud booming sound echoes, audible out to a range of 300 feet.

If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

Arcane Magazine

At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.

You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.

If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Thunder Monger

At 3rd level, you learn to channel thunder energy into your Thunder Cannon or a crossbow. Once on each of your turns, when you hit with an attack using your Thunder Cannon or a crossbow, you can deal an extra 1d4 thunder damage.

This extra damage increases by 1d4 when you reach certain levels in this class: 6th level (2d4), 9th level (3d4), 12th level (4d4), 15th level (5d4), and 18th level (6d4).

Improved Weapon Crafting

At 3rd level, your experience with your Smith's Tools and Thunder Cannon allows you to create magical and non-magical weapons more easily.

When crafting a weapon, you make progress much faster than usual; it takes you a quarter of the normal time, and it costs you half as much as the usual gold.

Weapon Tinkering

At 6th level, you modify your Thunder Cannon by upgrading its capabilities. You make two upgrades of your choice to your weapon from the Gunsmith Upgrades list, detailed at the end of the Gunsmith description. You can change these selected upgrades when rebuilding your Thunder Cannon, or by spending the time and money as though you were rebuilding it.

You choose two more upgrades at 11th level, and an additional one at 14th level, and again at 18th level.

Blast Wave

Starting at 6th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a creature takes 3d6 force damage and is pushed 20 feet away from you. Taking half damage and not being pushed on a successful save.

This damage increases by 1d6 when you reach certain levels in this class: 14th level (4d6) and 17th level (5d6).

Devastating Blast

At 11th level, when you miss an attack with your Thunder Cannon or a crossbow, you can choose to have the target of your attack still take half of your extra Thunder Monger damage, rounded down. If you choose to deal Thunder Monger damage in this way you cannot deal damage with your Thunder Monger again until your next turn.

Piercing Round

Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 60-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage, or half as much on a success.

This damage increases to 6d6 when you reach 19th level in this class.

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Explosive Round

Starting at 18th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage, or half as much on a success.

Thunder Cannon Upgrades

Arcane Turret

After taking this upgrade, you learn how to create a magical turret. With your smith’s tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.

The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, 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 10 minutes. You can dismiss it early as an action.

When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.

You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears. As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.

Arcane Turrets
Turret Activation
Flamethrower The turret 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 1d8 fire damage on a failed save or hald 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 turret, 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, or medium or smaller object, it is pushed up to 5 feet away from the turret.
Defender The turret 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).

Bayonet You affix an implement of vicious stabbing onto the end of your thunder cannon. This bayonet may be used to make a melee weapon attack with your thunder cannon, it is a simple weapon that deals 1d8 piercing damage.

Elemental Injector When you deal your Thunder Monger damage you may choose to have the damage be either acid, cold, fire, or lightning damage instead of thunder.

Extendable Stand On your turn, by spending no movement, and firing while prone, you have advantage on attacks with your Thunder Cannon.

Extended Barrel The normal weapon range of your Thunder Cannon increases by 100 feet.

Farsight Scope The maximum weapon range of your Thunder Cannon increases by 100 feet.

Integrated Magazine Your Thunder Cannon no longer has the loading property.

Silencer Requires 11th level, cannot have echoing boom

You may expend a spell slot of 2nd level or higher to cast Silence centred on your Thunder Cannon. The area of this spell moves with your firearm. Your thunder cannon is also no longer audible out to 300 feet when fired.

Echoing Boom Requires 11th level, cannot have silencer

When you deal damage to a creature with your Thunder Monger you may force the creature to make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save the target is pushed back 30 feet and if they hit another creature or object, takes 1d8 thunder damage for every 10 feet they travel.

Fortified Position Requires: Arcane Turret, 14th level

Your turrets now grant you and your allies half cover while within 10 feet of a turret you create, as a result of a shimmering field of magical protection that the turret emits.

You can now also summon a second turret for free before needing to finish a long rest. You can have up to two turrets active at once, You can summon both turrets with the same action, and activate both of them with the same bonus action as well.

Rifled Barrel Requires: Farsight Scope, 18th level

The short and maximum range of your weapon is doubled, and you now roll three dice and take the highest when rolling advantage on an attack with your Thunder Cannon.

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Mechanist

Artificers whose expertise extends beyond enchantment, into clockwork marvels and mechanical tinkering, are known as Mechanists.

Master Tinker

When you choose this specialisation at 1st level, you gain proficiency with tinker's tools, and you learn the Mage Hand cantrip.

Wondrous Invention: Mechanical Servant

At 1st level, you complete a mechanical servant, formed from metal and clockwork. The servant is a construct that obeys your commands without hesitation and serves you loyally. Though magic fuels its creation, the servant is not magical itself. You are assumed to have recently succeeded in this creation after working towards it for sometime.

When you build your mechanical servant, you determine its game statistics by selecting a chassis and a build, which you apply to the the mechanical servant statistics provided at the end of the Mechanist description. Your construct's chassis determines its general appearance, but it can look however you like, as long as its form is appropriate for those statistics.

The construct has its own proficiency bonus which matches your own. It increases in level whenever you do, and gains a new hit die, just as you do. Your servant may spend hit dice to heal during a short rest, however you must be present and able to make repairs. Long rests for the construct follow the same rules as players.

Additionally, whenever you gain an ability score increase from this class, your servant gains an ability score increase of its own, however the construct's Intelligence and Charisma scores cannot be increased this way.

The servant obeys your orders to the best of its ability. In combat, it takes its turns on your initiative and requires you to command it to take an action using your bonus action. Your mechanical servant can't attack, but it can take other actions as normal.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest.

If the servant is beyond recovery, you can reproduce the construct in the same form, with three days of work (eight hours each day) and 100 gp of raw materials.

Combat-Ready Construct

Starting at 3rd level you are able to create weapon components for your construct. Choose 2 simple weapons, the mechanical servant is considered proficient with the chosen weapons. The construct can now be commanded to attack, and follows the normal rules for wielding weapons.

These weapons may take a different form than a normal weapon. For example, curved blades may be attached to the wings of a flying construct, enabling it to deal slashing damage like a scimitar. Whatever its physical description, you can use the game statistics provided for the weapon in chapter 5 of the Player's Handbook.

Additionally, the construct has proficiency in all saving throws you are proficient with.

Upgraded Construct

At 3rd level you improve your construct by upgrading or adding components. You make three upgrades of your choice to your servant from the Mechanical Servant Upgrades list, detailed at the end of the Mechanist description. You can change these upgrades when rebuilding the construct after it has been destroyed beyond recovery or with 8 hours of work.

You choose an additional two upgrades each at level 6 and level 11, and one additional upgrade each at level 14 and level 18.

Improved Construct Creation

At 3rd level, your experience with your Tinker's Tools and Mechanical Servant allows you to create magical and mechanical constructs more easily.

When crafting a construct creature or figurine of wondrous power, you make progress much faster than usual; it takes you a quarter of the normal time, and it costs you half as much as the usual gold.

Magic Imbued Strikes

Starting at 6th level your servant's attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.

Defensive Response

At 11th level, if you are attacked and the attacker is within 5 ft of your construct, your construct can make a single melee attack against the attacker as a reaction.

Overwrite Construct

At 11th level, you can use an action to target one construct creature within 30 feet of you. The target must make a wisdom saving throw. On a failed save the creature is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's challenge rating is less than your artificer level you may instead take control of it. The construct must obey your commands for a number of hours equal to half your artificer level rounded down. Or until you take control of another construct using this feature.

You must complete a short or long rest before you can use this ability again.

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Mechanical Servant Statistics

Your mechanical servant uses these base statistics when created.


Mechanical Servant

Construct, unaligned

  • armour Class 10 + proficiency bonus + Dexterity modifier

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 3 (-4) 9 (-1) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, charmed, poisoned
  • Senses passive perception 10 + Wisdom modifier, darkvision 60 ft.
  • Languages Understands creator's languages, but cannot speak

Mechanical Servant Chassis

The basic physical form of your construct, including its size and speed. The specifics of its appearance are your choice.

Aerial Chassis

You construct a smaller, lighter chassis capable of flight. The servant gains the following additions to its statistics.

  • Size small
  • Skills acrobatics
  • Speed 10 ft., fly 40 ft.
  • Hit Die d6
  • Hit Points at 1st Level 6 + its Constitution modifier
  • Hit Points at Each Level After 1st 4 (or 1d6) + Constitution modifier
Biped Chassis

You construct a chassis built to stand upright on two legs. The servant gains the following additions to its statistics.

  • Size medium
  • Skills athletics
  • Speed 30 ft., climb 30 ft.
  • Hit Die d8
  • Hit Points at 1st Level 8 + its Constitution modifier
  • Hit Points at Each Level After 1st 5 (or 1d8) + Constitution modifier
Quadruped Chassis

You construct a chassis designed to move quickly using 4 legs. The servant gains the following additions to its statistics.

  • Size medium
  • Skills athletics, acrobatics
  • Speed 40 ft.
  • Hit Die d8
  • Hit Points at 1st Level 8 + its Constitution modifier
  • Hit Points at Each Level After 1st 5 (or 1d8) + Constitution modifier
Expanding Chassis Options

Depending on the nature of your campaign, and your interests as a the player, the DM might choose to expand the options for your mechanical servant. Any form for a servant can do, but these general guidelines should be followed.

  • The chassis size should not exceed medium
  • Skills should not be added that are available via upgrades
  • Mechanical benefits, such as a fly speed, should be offset by negatives, such as small size, or lack of features, such as a single skill proficiency.
  • Special abilities or extreme values can be used sparingly, but again should be offset. For example creating a limbless tank-like chassis with a d10 hit die, size large, but a slow land speed.

Mechanical Servant Builds

The manner in which you build your mechanical servant is just as important as its components and design. The build determines your construct's strengths and weaknesses.

Strong Build
  • The servant gains a Strength score of 16.
  • The servant gains either a Wisdom, Dexterity, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct's saving throw DC is calculated as follows:

Construct save DC = 8 + proficiency bonus + Strength modifier

Flexible Build
  • The servant gains a Dexterity score of 16.
  • The servant gains either a Wisdom, Strength, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct's saving throw DC is calculated as follows:

Construct save DC = 8 + proficiency bonus + Dexterity modifier

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Intircate Build
  • The servant gains a Wisdom score of 16.
  • The servant gains either a Strength, Dexterity, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct's saving throw DC is calculated as follows:

Construct save DC = 8 + proficiency bonus + Wisdom modifier

Sturdy Build
  • The servant gains a Constitution score of 16.
  • The servant gains either a Strength, Dexterity, or Wisdom score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct's saving throw DC is calculated as follows:

Construct save DC = 8 + proficiency bonus + Constitution modifier

Mechanical Servant Upgrades

If a construct upgrade has prerequisites, you must meet them to perform it. You can perform the upgrade at the same time that you meet its prerequisites. You can select each upgrade only once, unless the upgrade’s description says otherwise.

Advanced Materials

Prerequisite: 14th level Artificer

By utilizing rare ore in upgrading the construct's armour, the construct gains resistance against bludgeoning, piercing, and slashing damage from nonmagical attacks.

Aquatic Adaptation

Using a special compound that you develop, you coat your construct in a friction reducing material. You attach fins, webbing, or other appropriate aquatic locomotive aids. The construct gains a swim speed equal to its base walking speed. If any effect increases its walking speed, that increase also applies to its swim speed.

Arcane Shielding

Prerequisite: 18th level Artificer

You install a device which can generate a bubble of arcane energy. As a bonus action the construct can activate the shield. While the shield is active the construct gains resistance to all damage for 1 minute.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Arcane Sight

Prerequisite: 6th level Artificer

You develop an arcane link with you servant's sensors. You can use an action to don a special pair of goggles of your own design and see through your construct's eyes. These goggles are uniquely calibrated to you. If another creature looks through the goggles they see only blackness.

Arcane Sensors

Utilizing an array of magical sensors of your own design, you enable your construct to detect threats with greater ease. The construct gains proficiency with the perception skill. Additionally the construct has advantage on perception checks relying on sound.

Armour Plating

Prerequisite: 6th level Artificer, Construct's Strength score must be 15 or higher

By replacing much of the construct's chassis with heavy metal plates you significantly upgrade its armour at the cost of clumsier movement. The construct's AC becomes 18 + proficiency bonus. The construct has disadvantage on Dexterity (Stealth) checks.

Charge Attack

Prerequisite: Quadruped Chassis

By upgrading the construct's joints to be more nimble at high speeds, your construct gains the ability to attack while dashing. When the construct uses its action to dash, it can use a bonus action to make a single melee attack or to shove a creature.

If the construct moves at least 10 feet in a straight line immediately before taking this bonus action, it gains either a +5 bonus to the attack's damage roll (if it makes an attack and hits) or pushes the target up to 10 feet away from it (if it succeeds on the shove).

Cloaking Mechanism

Prerequisite: 11th level Artificer

Through a series of enhancements, magical and mechanical, you create an advanced stealth system. As an action, the construct can become invisible. The invisibility ends after one hour, or if the construct attacks or casts a spell.

After the effect ends, the construct can't do so again for 1 minute.

Clockwork Brain

Prerequisite: 6th level Artificer

You design a clockwork brain and install it into your mechanical servant. The construct gains an intelligence score of 6, allowing it to utilize items imbued with your magical infusion and follow more complex commands. You can now order the construct to harry a single creature and it will attack that creature until you command it otherwise, or the creature dies. Your construct will now also do its best to defend you if you are unconscious.

Additionally, you can use your Infuse Magic feature directly on your construct once without counting against your max number of infused spells. Only the construct can activate the infusion.

Due to its increased intelligence, the construct loses its immunity to psychic damage.

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Flame Spout

Prerequisite: 11th level Artificer

The construct is upgraded with a flame weapon. As an action, the construct can send out a blast of fire. Each creature in a 5 ft wide 60 ft line starting from the construct extending in a direction of your choice, must make a Dexterity saving throw against the construct save DC. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 at 13th level and 12d6 at 17th level.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Grapple

Prerequisite: Biped Chassis

You upgrade the arms of your bipedal construct, outfitting them with hooks, clamps, or another appropriate addition. When the construct strikes a target with their basic attack, the target becomes grappled, the escape DC is calculated using the Save DC shown in the construct chassis stat block.

Hair Trigger Springs

Prerequisite: 14th level Artificer

By honing your construct's reaction times, it becomes able to avoid damage with lightning reflexes. When forced to make a dexterity saving throw to avoid taking damage, the companion takes half damage on a failed save, and no damage on a success.

High Tension Springs

Utilizing springs made of a superior alloy you are able to increase the construct's movement speed. Your mechanical servant's base land speed increases by 10 ft.

You may choose this upgrade multiple times.

Larger Chassis

You upgrade the chassis of your construct to create a larger, more powerful frame. The size of your construct increases one category.

Additionally the construct's hit die increases by one size (d6 becomes d8, d8 becomes d10).

Hit points are recalculated when this upgrade is taken, according to the following table.

Hit Die 1st Level Hit Points Each Level After 1st
d6 6 + Constitution modifier 4 (or 1d6) + Constitution modifier
d8 8 + Constitution modifier 5 (or 1d8) + Constitution modifier
d10 10 + Constitution modifier 6 (or 1d10) + Constitution modifier
d12 12 + Constitution modifier 7 (or 1d12) + Constitution modifier

You may choose this upgrade multiple times.

Longer Reach

Prerequisite: Large or larger size

You increase the reach of your servant's melee attack, by adding tentacles, lengthening arms, or another appropriate modification. The construct's range for melee weapon attacks increases by 5 feet.

Magically Warded

Prerequisite: 14th level Artificer

You provide strong antimagic enchantments for your mechanical servant. The construct has advantage on saving throws against spells and other magical effects.

Muffled Joints

You upgrade the construct's joints with a lighter material, and use a special casing, of your own design, to muffle the sounds the construct makes while moving. The construct gains proficiency in the stealth skill.

Multiattack

Prerequisite: 11th level Artificer

Faster moving appendages allow your companion to attack rapidly. When you command your companion to attack it makes two weapon attacks instead of one.

Nimble Flight Control

Prerequisite: Aerial Chassis

By upgrading the maneuverability of your flying construct, the construct is able to nimbly move in and out of combat. The construct does not provoke opportunity attacks while flying.

Overdrive

Prerequisite: 18th level Artificer

You develop a system which allows your mechanical servant to generate a surge of energy for a short flurry of activity. As an action the target may double its speed until the end of its turn. The construct may then make a single melee weapon attack against each creature it can reach during its turn. It has advantage on attack rolls, and opportunity attacks have disadvantage against it.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

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Overload

Prerequisite: 11th level Artificer

The construct is upgraded with an energy discharge weapon. As an action, the construct can release a blast of electrical energy from its body. Each creature within 20 ft of the companion must make a Dexterity saving throw against the construct save DC. A target takes 5d10 lightning damage on a failed save, or half as nmuch damage on a successful one.

This damage increases to 6d10 at 13th level and 7d10 at 17th level.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Precision Instruments

You graft a set of fine tools onto your construct allowing it to manipulate small details. The construct gains proficiency with thieves' tools, and always has thieves' tools available.

Relentless

Prerequisite: 6th level Artificer

A variety of backup systems are installed into your construct. If the construct takes damage that would reduce it to 0 hit points, it instead is reduced to 1.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Reserve Power

You install a node for conducting magical energy, enchanted to spontaneously repair your construct. As an action, by touching the construct and expending a 1st level spell slot, you can restore 2d8 + your Intelligence modifier hit points to your mechanical servant.

When you expend a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.

Riding Harness

You design and craft a special saddle or harness to aid in using the construct as a mount. When an attack targets a creature that is using the construct as a mount, your mechanical servant can force the attack to target itself instead.

Runic Engravings

Prerequisite: 6th level Artificer, Construct's Wisdom score must be 12 or higher

By inscribing arcane runes onto your mechanical servant, it is able to utilize some spellcasting abilities. The construct learns the fire bolt and shocking grasp cantrips, its spellcasting ability is Wisdom.

Smoke Screen

Prerequisite: 6th level Artificer

You attach a mechanism capable of creating a 20-foot-radius sphere of thick grey smoke centered on a point within 120 feet. The sphere spreads around corners, and its area is heavily obscured. It lasts for the 1d4+1 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Spark of Intellect

Prerequisite: 18th level Artificer, Clockwork Brain Upgrade

Through an inexplicable breakthrough in the design of the clockwork brain, your mechanical servant gains an Intelligence score of 12. In addition, the companion gains the ability to speak in one language of your choice that you know.

Choose a single level 1 spell and a single level 2 spell from the artificer spell list. The companion can spontaneously cast each of those spells once per short rest, without providing components. Intelligence is its spellcasting ability.

Upgraded Build

You improve upon the foundation of your mechanical servant's build. Choose one ability score from Strength, Dexterity, Constitution, or Wisdom. The construct's score for the chosen ability becomes 16, if the score was already 16 or higher, you add 2 to the score, up to a maximum of 20.

You may choose this upgrade multiple times.

Upgraded Sensor Array

Prerequisite: 11th level Artificer, Arcane Sensors upgrade

By working to advance the sensor modules on your construct, you enable it to see invisible creatures within 30 feet. The construct also cannot be surprised.

In addition, the construct can make a perception check to search for hidden enemies as a bonus action instead of an action.

Weapon Mastery

Prerequisite: 6th level Artificer

By focusing on improving your servant's weapon systems, you enable the construct to use more powerful weapons. Choose 2 martial weapons. Your construct becomes proficient with those weapons, and you are able to integrate the chosen weapons into the construct's design.

Additionally your construct becomes proficient with shields and you can incorporate a shield into the design, allowing it to benefit from a shield you equip to it.

You may choose this upgrade multiple times.

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Self-Forged

A master of biology and mechanics, artificers who for some reason augmented their own bodies with scientific marvels, pushing beyond that which normal people could accomplish.

Master Medic

When you choose this specialisation at 1st level, you gain proficiency with Medicine, Smith's tools, one melee weapon of your choice, and you learn the Spare the Dying cantrip.

Wondrous Invention: Power Fist

At 1st level, you create a powerful invention that replaces your arm and has increased strength and durability. Maybe you created this augment to strengthen your own arm, or maybe you forged a new augmented arm to replace the lost limb.

If you lose your Power Fist, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of raw materials.

Your Power Fist functions exactly as if it were an ordinary arm, but it also grants you the following benefits;

  • Your power fist is a simple melee weapon which you are proficient with that deals 1d6 bludgeoning damage on a hit. You cannot be disarmed of your power fist.
  • You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes and your power fist.

Expanded Spell List

At 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the following table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer level Spell
1st Thunderous Smite
5th Branding Smite
9th Blinding Smite
13th Staggering Smite
17th Destructive Wave

Augmented Body

In your study of the arcane and the scientific you have learned how to create part-magical part-scientific augmentations to yourself or your armour based on the enhancements of your power fist.

At 3rd level, you make three upgrades to yourself or your armour from the Self-Forged Upgrades list, detailed at the end of the Self-Forged description.

When you gain a level in this class, you can choose one of the upgrades you know and replace it with another upgrade that you meet the requirements for.

You choose an two additional upgrades at level 6 and level 11, and one additional upgrade each at level 14 and level 18.

Improved Prosthetic Building

At 3rd level, your experience with your Smith's Tools and Power Fist allows you to create magical and non-magical prosthetics and warforged components more easily.

When crafting a warforged component or prosthetic, you make progress much faster than usual; it takes you a quarter of the normal time, and it costs you half as much as the usual gold. A prosthetic counts as a common magic item that does not require attunemnt.

Mass Accelerated Strike

At 3rd level, you learn to channel magical energy into your weapon strikes. Once on each of your turns, when you hit with an attack using a melee weapon or a crossbow, you can deal an extra 1d4 thunder damage.

This extra damage increases by 1d4 when you reach certain levels in this class: 6th level (2d4), 9th level (3d4), 12th level (4d4), 15th level (5d4), and 18th level (6d4).

Arcane Metal

Starting at 6th level, your Power Fist now also grants the following benefits:

  • Your power fist and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • You can use your Intelligence modifier in place of Strength or Dexterity for the attack and damage rolls of crossbows, and melee weapons you are proficient with that lack the two-handed property.

Bio-Augmentation

Beginning at 6th level your familiarity with your upgrades and usage of them has honed to the point where you are able to augment your body beyond what should be possible.

Choose and gain the benefits of one upgrade for which you meet the requirements, this upgrade doesn't count against the maximum number of upgrades you can have.

You may choose an additional upgrade to gain with this feature at 18th level.

You can only swap these upgrades when you gain access to a new tier of upgrade.

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Herculean Impact

At 11th level, when you deal damage to a creature with your Mass Accelerated Strike, you may also push that creature a number of feet equal to the amount of thunder damage you dealt (rounded up to the nearest 5).

Flexible Augmentation

Starting at 14th level you have learned to tune your upgrades for a variety of situations, better able to prepare for the task at hand.

During a long rest, you may choose one of your upgrades and swap it for another upgrade, so long as you meet the prerequisites for that upgrade.

Arcane Overcharge.

Starting at 18th level, as an action you can channel magical power into yourself and your upgrades. For 1 minute you may use any of your active upgrades at-will and you may make one additional attack whenever you take the attack action. In addition you deal an additional 2d6 force damage whenever you hit with a weapon attack.

After 1 minute has passed you gain one level of exhaustion.

Once you have used this ability you cannot do so again until you have completed a long rest.

Self-Forged Upgrades

Tier 1: No Level Requirements

Arcane Optics: Whilst this upgrade is active it provides you with a heads up display to help you process information faster and keep better awareness of your surroundings. You have advantage on Intelligence (Investigation) checks and enemies don’t gain advantage on attacks against you as a result of being unseen.

Cryo-Projector: Whilst this upgrade is active you know the Ray of Frost cantrip, this does not count against your maximum cantrips known. Additionally, you can also cast the following spells at their lowest level using your spell save DC and spell attack modifier, once per day each at certain Artificer levels.

3rd level; Ice Knife, 5th level; Snilloc’s Snowball Swarm, 7th level; Glacial Blast, 9th level; Ice Storm, 11th level; Cone of Cold, 13th level; Wall of Ice.

Heavy Work Augment: You double the amount of weight you can carry, drag, lift, or push. Additionally you may grapple or shove a creature that is two sizes larger than you.

Holographic Projector: You may cast Disguise Self and Silent Image a number of times equal to your Intelligence modifier each whilst this upgrade is active. You must complete a long rest before you can use this upgrade again.

Hydraulic Leg Pistons: Your base walking speed is increased by 10 ft. and your jump distance and height is doubled whilst this upgrade is active.

Integrated Armour: Your body has built-in defensive layers with this upgrade, which determines your armour class. You gain no benefit from wearing armour, but if you are using a shield, you apply it's bonus as normal.

Your AC is equal to 14 + your proficiency bonus, as long as this upgrade is active.

Night-Vision: Whilst this upgrade is active you have darkvision out to 60 feet, or an additional 30 feet if you already have darkvision.

Nimble Work Augment: You have advantage on all Sleight of Hand and Acrobatics checks. Additionally, when squeezing, you are not slowed and your attacks don't have disadvantage.

Rebreather: Whilst this upgrade is active you may breathe underwater.

Storm-Projector: Whilst this upgrade is active you know the Lightning Lure cantrip, this does not count against your maximum cantrips known. Additionally, you can also cast the following spells at their lowest level using your spell save DC and spell attack modifier, once per day each at certain Artificer levels.

3rd level; Witch Bolt, 5th level; Arc Lightning, 7th level; Call Lightning, 9th level; Storm Sphere, 11th level; Control Winds, 13th level; Chain Lightning.

Thermo-Projector: Whilst this upgrade is active you know the Fire Bolt cantrip, this does not count against your maximum cantrips known. Additionally, you can also cast the following spells at their lowest level using your spell save DC and spell attack modifier, once per day each at certain Artificer levels.

3rd level; Burning Hands, 5th level; Aganazzar’s Scorcher, 7th level; Fireball, 9th level; Wall of Fire, 11th level; Immolation, 13th level Investiture of Flame.

Tier 2: Requires level 6

Active Camouflage: As a bonus action, you can activate this upgrade causing yourself to automatically blend into your surroundings. This lasts until you use an attack, cast a spell, or move. While this is active, you are lightly obscured, and can hide from a creature even when they have a clear line of sight to you.

Arcane Barrage: You may use an action to cast Magic Missile at 3rd level, you must complete a short or long rest before you can use this upgrade again.

Flail Fist: Your power fist gains the reach property, as long as this upgrade is active.

Overdrive Servos: Whilst this upgrade is active you may take the dash action as a bonus action.

Reforged Biology: Whilst this upgrade is active you don’t need to eat, drink, breathe, or sleep, and magic cannot put you to sleep. To gain the benefits of a long rest, you must spend at least 6 hours in an inactive, motionless state, rather than sleeping. In this state, you appear unconscious, but you aren't, and you can see and hear as normal. You also count as a Construct in addition to your other types.

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Tier 3: Requires level 11

All-Terrain: Whilst this upgrade is active you have a burrowing, climbing, and swimming speed equal to your walking speed, and difficult terrain doesn't slow you down.

Demiplane Arsenal: As a bonus action you may summon a weapon to your hand from a miniature demiplane you call hammerspace, or dismiss it back to this demiplane, as long as this upgrade is active. You may spend a short rest modifying a weapon you are proficient with to be stored in this demiplane to be the weapon summoned by this upgrade. You may only have two weapons modified in this way at a time.

Hovering Augment: You may cast Levitate on yourself at-will whilst this upgrade is active.

Radar Pulse: As an action you send out a weak magical pulse. You learn the location and direction of all creatures within 30 feet of you, except undead.

You cannot use this upgrade again until you complete a short or long rest.

Repair Subroutines: As a bonus action you flood your system with magic, healing your remaining organic parts and repairing your constructed augmentations. You regain 1d8 + half your artificer level (rounded down) hit points.

You cannot use this upgrade again until you complete a short or long rest.

Tier 4: Requires level 14

Flight Jets: As an action you gain a flying speed equal to your walking speed. and can hover for up to 1 hour. You may end this earlier as a bonus action. You can use this upgrade a number of times equal to your Intelligence modifier before you must take a long rest to use it again.

Powered Boosters: You may cast Tenser’s Transformation on yourself without spending a spell slot, you must complete a long rest before you can use this upgrade again.

Infused Fist: As long as this upgrade is active, when you take the Attack action on your turn you may cast a cantrip with a range of touch in place of one of your attacks. If you have the flail fist upgrade the range of that cantrip becomes 10 feet.

Tesla Coils: Whilst this upgrade is active, whenever a creature within 10 feet of you hits you with a melee attack, that creature takes 1d6 lightning damage.

Warding Field: Whilst this upgrade is active you have advantage on Strength, Dexterity, and Constitution saving throws against spells and other magical effects.

Tier 5: Requires level 18

Arcane Radar: Whilst this upgrade is active it provides you with a heads up display that identifies magical energies and highlights them for you. You are always under the effects of Detect Magic, not requiring concentration, whilst this upgrade is active.

Death Ray: You installed a death ray into your Power Fist... of course you did. As long as this upgrade is active you may cast Finger of Death without expending a spell slot once per long rest.

Disintegration Beam: A disintegration beam too... why am I not surprised? As long as this upgrade is active you may cast Disintegrate without expending a spell slot once per long rest.

Divert Power: This upgrade allows you to store power to keep yourself fighting even if you would be knocked unconscious.

Having 0 hit points doesn't knock you unconscious. You must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until a number of rounds equal to your Intelligence modifier have past, and you die then only if you still have 0 hit points.

This upgrade cannot be used again until you complete a short or long rest.

Shield Core: You may cast Invulnerability without expending a spell slot or requiring material components, you must complete a long rest before using this upgrade again.

Spelljammer: You may cast Anti-Magic Field without expending a spell slot, you must complete a long rest before using this upgrade again.

Your power fist is unaffected by the spell, but some of your upgrades may be at the DM's discretion.

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Transformer

Much like a self-forged artificer modifies their body with magic and science, a warforged is a bit more receptive to changing parts. These warforged artificers create a powerful core that enables them to transform their body. Truly they are more than meets the eye.

Restriction: Warforged Only

Only warforged can becomes transformers. The nature of their bodies enabling such rapid changes without the aid of magic like a druid.

Your DM can lift this restriction to better suit the campaign. The restriction exists for Eberron. It might not apply to your DM's setting or your DM's version of Eberron.

Master Defender

You gain proficiency in the Disguise Kit, learn the Resistance cantrip, and gain the Protection Fighting Style.

Wondrous Invention: Morph Core

At 1st level, you forge a core that you then implant into yourself that allows your body to shift and transform, changing the uses of the mechanical parts inside of you to better suit your purposes. As part of creating the Morph Core, you had to make some changes to your body, making it more mechanical in preparation for the device. You count as a construct in addition to your other types and are affected by spells and abilities that target both constructs and humanoids.

If you lose your Morph Core or it is destroyed, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

Golem Shape

Beginning at 1st level, as an action, you may use the Morph Core to transform into a large machine-like construct, whilst in this golem form you are one size larger and you gain temporary hit points equal to 4 times your artificer level. You still benefit from all your race and class features whilst in this golem form. If you take lightning damage whilst in this form you cannot use reactions until the start of your next turn.

You can also use your action whilst in this golem form to transform into a vehicle the same size category as your golem form, you cannot transform into a flying vehicle, doing so does not cost a use of this feature.

You can transform into golem form twice per short rest.

The transformation lasts for 1 hour or when you run out of temporary hit points, whichever comes first.

Combat Transformation

Starting at 3rd level, you can install weapons systems into your golem form, you may take the time to integrate two weapons which you are proficient with into your body and can equip them using your object interaction, you can access these weapons only while in golem form and your weapon attacks in this form deal an additional 1d4 damage. You can change these installed weapons over the course of a long rest.

In addition you may transform as a bonus action.

Improved Component Forging

At 3rd level, your experience with your Morph Core allows you to create warforged components more easily.

When crafting a warforged component, you make progress much faster than usual; it takes you a quarter of the normal time, and it costs you half as much as the usual gold.

You can also attune and unattune to warforged components in 10 minutes, rather than an hour.

Stinger

You have learned to channel the electrical energy of your body to further fuel the power of your strikes. Once per turn, when you hit with an attack using an installed weapon or a crossbow, you can deal an extra 1d4 lightning damage.

This extra damage increases when you reach certain levels in this class: 6th level (2d4), 9th level (3d4), 12th level (4d4), 15th level (5d4), and 18th level (6d4).

Modular Transforming

At 6th level, you learned to create various modules and upgrades to apply to your golem and vehicle forms. You create two upgrades of your choice from the Transfomer Upgrades list, detailed at the end of the Transformer description.

You can change one of these upgrades when you level up, or after rebuilding your Morph Core.

You choose one additional upgrade each at level 11, level 14 and level 18.

Partial Transformation

At 6th level, you can now partially transform your body, not quite accessing your full strength, but some of the utility. You may transform your installed weapons, equipping them even when not in golem form, and you may transform into vehicle mode at any time. You may only remain in vehicle mode without transforming fully for 10 minutes.

Armour Plating

Starting at 11th level, your armour becomes thicker and even more protective, when you transform you gain an additional 2 temporary hit points per artificer level.

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Power Core

At 14th level, the duration for which you can remain in golem form is now a number of hours equal to half your artificer level, and you do not revert to your normal form when you run out of temporary hit points.

You may also remain in vehicle form indefinitely. Though your golem form still expires if you run out of time before transforming back, you will not drop out of vehicle form until you sustain enough damage that you are knocked unconscious, or you choose to revert from vehicle form.

Transformer Upgrades

If an upgrade has prerequisites, you must meet them to create and install it. You can create an upgrade at the same time that you meet its prerequisites. You can select each upgrade only once, unless the upgrade's description says otherwise.

Beast Mode

Choose a beast with a challenge rating equal to your artificer level divided by three, you can now alternatively turn into a Beast Mode which resembles a mechanical version of the creature you chose. Whilst in this form you have the size and speeds of that beast and can use its attacks and traits, but your stats otherwise remain the same.

Your Beast Form still gains the same damage benefit and grants you temporary hit points like if you transformed into golem form. You also cannot access any of your equipment except installed ranged weapons whilst in Beast Mode.

You can choose a different beast form when you level up in this class.

Damage Resistant Plating

Prerequisite: 14th level

You have resistance to bludgeoning, piercing, and slashing damage whilst transformed.

Energy Knife

You have learned to create and install a blade with an edge of magical energy that protrudes from your forearm. You are proficient with this martial melee weapon, it deals 1d8 slashing damage and counts as a magic weapon for the purposes of overcoming resistance and immunity, and your arcane armament feature.

You can spend a spell slot to increase it's sharpness and cause it to deal double damage against objects for the next 1 minute.

Energy Shield

You can now create a shield of energy from your arm, taking a bonus action to don or doff. You can access this shield even when not transformed.

Flame Thrower

You have installed a powerful compressed canister of a liquid that you can ignite with a spark at the end of a pressurised nozzle, allowing you to launch gouts of flame at your foes. As an action you may launch a 30-foot cone of fire, all creatures caught in the area must make a Dexterity saving throw, taking 5d6 fire damage on a fail and half as much on a success.

You must finish a short or long rest before you can use this again.

Flight Mode

Prerequisite: 11th level

Whilst in golem form you gain a flight speed equal to your walking speed. You may also transform into flying vehicles.

Force Cannon

You have learned to create and install a cannon of magical force, transforming your forearm into this powerful weapon. You are proficient with this martial ranged weapon, it deals 1d8 bludgeoning damage and counts as a magic weapon for the purposes of overcoming resistance and immunity, and your arcane armament feature

You can spend a spell slot to increase its impact power and cause it to deal double damage to structures for the next 1 minute.

Larger Build

Prerequisites: 11th level

You upgrade your Golem form so you may take upon an even larger and more powerful build when you transform. Whilst in this larger Golem form your weapon attacks deal an additional 1d8 damage, instead of 1d4.

Your Vehicle mode similarly increases in size.

Stealth Mode

When you transform, you are now also capable of transforming into a Golem or Vehicle mode smaller than you are, compacting and storing the excess mass into a smaller package. You do not gain the damage boost of your transformation whilst in this Stealth mode but you do gain advantage on Dexterity (Stealth) checks to blend in as a Vehicle or when disguising yourself in an environment where you might blend in.

Weaponised Vehicle

Prerequisite: 18th level

You may access your installed weapons and make attacks with them whilst in Vehicle mode by transforming part of your form to your weapons.

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Wandslinger

Rewriting spells on the fly as they launch from their many wands, these artificers make truly terrifying duelists.

Master Carver

When you choose this specialisation at 1st level, you gain proficiency with woodcarver's supplies, and you learn one evocation cantrip from any class, this cantrip counts as an artificer spell for you.

Wondrous Invention: Battle Wand

At 1st level, you've mastered the arcane secrets and fine craftsmanship to forge a wand. The first wand you create is your Battle Wand.

When you deal damage or cause healing to a creature or object with a cantrip while holding your Battle Wand or with a spell using a charge of a Wand, you can add your Intelligence modifier to the damage or amount healed by the spell.

You may use your Battle Wand as a spellcasting focus.

If you lose your Battle Wand, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of gems, woods, and other raw materials.

Infused Wands

The time you have spent painstakingly carving wood, cutting gems, and shaping metal to create and maintain your Battle Wand has taught you how to create other wands which are empowered by your own magic.

Beginning at 3rd level you learn to craft Infusion Wands. These wands are made of wood and can have runes carved into them to enable them to store and remember spells.

At the end of a long rest, by spending one minute with a length of wood and expending a spell slot you can create an Infusion Wand and teach it an artificer spell of that level with a casting time of 1 action or 1 bonus action, at which point the wand gains 3 charges and any creature can, as an action, expend one charge to cast that spell at it's lowest level using your spellcasting modifier. These Infusion Wands regain all expended charges at the end of a long rest.

The number of Wands you can create begins at one, and you learn to create more as you level, two at 6th level, three at 11th level, four at 14th level, and five at 18th level. If you lose or want to change a wand you can create a new one by the same process you made the original, rendering it inert.

Improved Implement Carving

At 3rd level, your experience with your Woodcarver's Supplies and your Battle Wand allows you to create magical implements more easily.

When crafting a wand, staff, or rod, you make progress much faster than usual; it takes you a quarter of the normal time, and it costs you half as much as the usual gold.

Arcane Artillery

At 3rd level, your wands amplify the power of your damaging cantrips with additional power. Once on your turn, when you hit with an evocation cantrip that requires an attack roll while holding your Battle Wand, the cantrip deals an extra 1d4 damage to one target of the spell.

This extra damage increases by 1d4 when you reach certain levels in this class: 7th level (2d4), 11th level (3d4), 15th level (4d4), and 19th level (5d4).

Spell Editor

Beginning at 6th level, your knowledge of how to write spells into existence brought with it a new epiphany, the knowledge of how to edit and manipulate these spells.

You learn one metamagic option of your choice from among those available to the sorcerer, you learn an additional metamagic option at 11th level, and again at 18th level. You have a pool of sorcery points which you can use to fuel these metamagics. Your maximum number of points is equal to half your artificer level + your Intelligence modifier. You can never have more sorcery points than your maximum. As a bonus action you may expend a spell slot to regain a number of points equal to the level of the spell slot.

You regain all expended points when you finish a long rest.


  • The number of sorcery points and metamagics is based off a house rule I use which gives them their sorcerer level + charisma modifier, plus two more metamagic choices at 6th and 14th level.
  • The two sources of sorcery points do combine when multiclassing.
  • There are also four new metamagic options at the end of the Wandslinger description. Available to both the artificer and the sorcerer.

Spell Battery

Starting at 6th level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one third your artificer level (rounded up), and none of the slots can be 6th level or higher.

Additionally you can spend sorcery points to recharge a Wand you are holding. By spending 2 sorcery points as a bonus action you can restore 1 charge to a Wand.

Spell Crafter

At 11th level you use your knowledge of the script of magic to expand your knowledge of the temporary, ephemeral magic beyond what most artificers would bother to learn. You choose two spells from the wizard list, you always have these spells prepared and they do not count towards your maximum number of spells prepared, the spells must be of a level which you have spell slots. They also count as artificer spells for you.

You can change the chosen spells when you gain a level in this class.

Wand Mastery

By 11th level your continued use of your Battle Wand and the crafting of your Infusion Wands has given you a keen sense for the proper way to wield and use a wand.

Wands you use gain a +2 bonus to their spell attack rolls and spell save DC. In addition cantrips you cast while holding your Battle Wand have a +2 bonus to their spell attack rolls and spell save DC.

Metamagic Wand

Beginning at 14th level, your Battle Wand gains 3 charges, you can spend these charges when casting a spell with your Battle Wand in your hand to apply one of your metamagics to that spell. Your Battle Wand regains all expended charges at the end of a long rest.

Wand Surge

Also starting at 14th level your skill with recharging wands allows you to spend sorcery points to fuel your Wands as you activate them. For each charge a Wand would use when you activate it you may spend 2 sorcery points instead.

Spell Codex

Starting at 18th level you can prepare three spells from the wizard list, these spells do not count towards your maximum number of spells prepared, the spells must be of a level which you have spell slots. They also count as artificer spells for you.




















New Metamagic options for Sorcerer and Wandslinger

Bouncing Spell

When a creature succeeds on the saving throw against a spell you cast that targets only it and the spell would have no effect, you may spend 2 sorcery points as a reaction to cause a different creature within range to make the saving throw against the spell as though they were the original target.

You can use Bouncing Spell even if you have already used a different metamagic option during the casting of the spell.

Disruptive Spell

When you cast a spell that deals damage, you can spend 1 sorcery point to cause all creatures damaged by that spell to have to make a saving throw to maintain concentration against your spell save DC instead of the normal DC.

Elemental Spell

When you cast a spell that deals acid, cold, fire, lightning, or poison damage, you may spend 2 sorcery points to change that damage to one of the other types.

Widen Spell

When you cast a spell that effects an area, you may spend 3 sorcery points to double the area effected.

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Optional Artificer Infusion

Below is an artificer infusion that might be included as an option for you to choose at the DM's discretion, all the details for the infusion are described as part of it.

Replicate Magic Item

Prerequisite: See below


Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

Replicable Magic Items
Magic Item Attunement
Alchemy Jug No
Bag of Holding No
Cap of Water Breathing No
Cloak of the Manta Ray No
Goggles of Night No
Lantern of Revealing No
Rope of Climbing No
Sending Stones No
Wand of Magic Detection No
Wand of Secrets No
Replicable Magic Items (12th-Level Artificer)
Magic Item Attunement
Boots of Elvenkind No
Boots of Striding and Springing Yes
Boots of the Winterlands Yes
Bracers of Archery Yes
Brooch of Shielding Yes
Cloak of Elvenkind Yes
Cloak of Protection Yes
Eyes of Charming Yes
Eyes of the Eagle Yes
Gauntlets of Ogre Power Yes
Gloves of Missile Snaring Yes
Gloves of Swimming and Climbing Yes
Gloves of Thievery No
Hat of Disguise Yes
Headband of Intellect Yes
Replicable Magic Items (12th-Level Artificer continued)
Magic Item Attunement
Helm of Telepathy Yes
Medallion of Thoughts Yes
Periapt of Wound Closure Yes
Pipes of Haunting No
Pipes of the Sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of Mind Shielding Yes
Ring of Water Walking No
Slippers of Spider Climbing Yes
Winged Boots Yes
Replicable Magic Items (16th-Level Artificer)
Magic Item Attunement
Amulet of Health Yes
Belt of Hill Giant Strength Yes
Boots of Levitation Yes
Boots of Speed Yes
Bracers of Defence Yes
Cloak of the Bat Yes
Dimensional Shackles No
Gem of Seeing Yes
Horn of Blasting No
Ring of Free Action Yes
Ring of Protection Yes
Ring of the Ram Yes

Optional feats

Below are possible feats that a character may be able to choose at their DM's discretion.

Adaptive Inventor

Requires Intelligence 13 or higher

You have honed your mind and studied the works of your colleagues so that you understand them intrinsically and can replicate them.

Choose one Artificer Specialisation you do not already have, you gain the Wondrous Invention feature of that specialisation.

You also gain one upgrade or formula relevant to that specialisation that doesn't have a level requirement. You must be a warforged to choose Transformer and if you do you also gain the Golem Shape feature. You count as a 1st level Artificer for the purposes of these abilities.

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Warforged Customisation

Prerequisite: Warforged, or Self-Forged Artificer

Other people have to excercise to improve their bodies. You've found that yours is just upgradeable.

  • You can increase one ability score of your choice by 1.
  • You can select one upgrade from the Mechanist, Self-Forged, Transformer, or Warmachine lists, and apply it to yourself. This upgrade cannot be a level restricted upgrade.
Credits
  • Wizards of the Coast for the original UA Artificer class that this homebrew has been built upon.
  • u/forgottenduck on reddit for the original chassis of this homebrew version and the inspiration to modify it into something I enjoy playing and making, and something that feels like my own.
  • u/kibbles_tasty for a lot of inspiration and their outstanding rendition of the Artificer class, the two feats, and the "Building your Artificer" section (which yes I did copy wholesale).
  • Art credits
  • Cover Art: "Steampunk Warrior" by mwku on deviantart
  • "Artificer" by wocstudios
  • "Artificer class icon" by user pdzoch on the enworld forums
  • "Alchemist's workshop" by mischiveiouslittleelf
  • "Arcane Items" by OlgaDrebas
  • "Experience Potion" from Orcs Must Die Unchained
  • "Lava Potion" from Lavapotion.com
  • "Iron Kingdoms Gun Mage" by Privateer Press
  • "Commando portrait" from bl2skills.com
  • "Gaige and Deathrap" by AkitaHaru
  • "Clockwork Golem" by Rayph Beisner for Pathfinder Bestiary 2 Box
  • "Artificer" from Magic of Eberron
  • "Yang Xiao-long" by Rooster Teeth Productions
  • "Edward elric Render" by shirogane-ken
  • "Steampunk Girl" by Haydar Maksym
  • "Wandsmith" by Wizards of the Coast
  • Art from Wandslinger's Guide to Eberron, Art by Wizard's of the Coast (according to the guide credits)

Notes on Adaptive Inventor

A wandslinger doesn't have upgrades, it instead has metamagics. Whilst it would be reasonable to assume that choosing the wandslinger with Adaptive Inventor would therefore mean you do not gain any type of upgrade, it would also be just as reasonable to gain a single metamagic and the battle wand to have 1 charge to activate that metamagic once per long rest.

This of course is left to the DM's discretion, so check with your DM before choosing this feat.

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New spells in this document

1st level spells

Ablative Armour

1st-level abjuration (Artificer)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a shard of scrap metal from a forge)
  • Duration: 10 minutes

You imbue a suit of armour you touch with a protective magical barrier that shields the wearer from assault. The barrier has hit points equal to 10 + your spellcasting modifier. Whenever the wearer takes damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the spell ends and any remaining damage is dealt to the wearer.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its hit points increase to 20 + twice your spellcasting modifier and its duration increases to 8 hours.

Arcane Weapon

1st-level transmutation (Artificer)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You channel arcane energy into one weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

Bed of Iron

1st-level necromancy (Artificer, Paladin)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a feather or swatch of fabric)
  • Duration: 8 hours

This spell makes even the clunkiest of armour soft as silk to the wearer. You touch a willing creature wearing heavy armour, that creature is able to sleep comfortably in heavy armour without suffering any fatigue.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target an additional creature for each slot level beyond 1st.

Caustic Rampart

1st-level evocation (Artificer)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of acid worth 25 gp)
  • Duration: concentration, up to 10 minutes

You conure up a wall of acidic fumes on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, and it vanishes when the spell ends. The wall blocks line of sight due to the density of the fumes, but not movement. A creature is blinded while in the wall's space. Any creature that enters the wall for the first time on a turn, or starts its turn in the wall or adjacent to it, must make a Constitution saving throw or take 1d6 + your spellcasting modifier acid damage.

Inflict Damage

1st-level transmutation (Artificer)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a construct or object you can reach, you transmute its structure to deal 3d12 + your spellcasting ability modifier force damage to it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Repair Damage

1st-level transmutation (Artificer)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A construct or object you touch regains a number of hit points equal to 1d10 + your spellcasting ability modifier.

At higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st.

Resistance Item

1st-level abjuration (Artificer)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (oil mixed with various spices and minerals worth 20 gp)
  • Duration: 10 minutes

A non-magical item you touch for the entire casting time becomes infused with protective magic, a creature wearing or carrying the item gains a +1 bonus to all saving throws for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the saving throw bonus increases by 1 for each 2 slot levels above 1st, to a maximum of +3. If you use a 3rd level or higher spell slot to cast this spell, the duration extends to 1 hour. I you use a spell slot of 5th level or higher, the duration extends to 8 hours.

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Unburden

1st-level transmutation (Artificer)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

A creature you touch no longer suffers the penalties to movement speed or to their Dexterity (Stealth) checks while wearing heavy armour, and is no longer encumbered from carry weight unless they are carrying more than twice the weight that would encumber them.

2nd level spells

Arc Lightning

2nd-level evocation (Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of lightning-struck tree)
  • Duration: Instantaneous

You create a bolt of lightning that arcs toward a creature of your choice that you can see within range. The target must make a Dexterity saving throw. The target takes 2d8 lightning damage on a failed save, or half as much on a successful one.

Lightning arcs from the target to up to 2 additional creatures within 20 feet. Those creatures must make Dexterity saving throws. Each target takes 1d8 lightning damage on a failed save, or half as much on a successful one.

At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and arcs) increases by 1d8, and one additional arc leaps from the first target to another target, for each slot level above 2nd.

Carry Companion

2nd-level transmutation (ritual) (Artificer, Druid, Paladin, Ranger)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of sand or limestone dust)
  • Duration: until dispelled

You touch a willing beast, construct, conjured familiar, or conjured steed, that is friendly toward you, instantly transforming the creature into a miniature figurine of stone, small enough to fit into the palm of your hand.

A creature with an intelligence of 3 or higher must be a willing subject in order for this spell to take effect. Any items that the creature wears (such as a harness or saddle) or carries (such as those stowed in saddlebags) are transformed along with the creature.

While miniaturized, the creature is petrified: It is mindless and inert, and does not seem alive when examined. However, you may return the creature to its normal form at any time simply by placing the figurine on the ground, touching it, and uttering a word of command. Otherwise, the creature remains in miniature form unless the spell is broken, such as by dispel magic.

If the miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or deformities.

Ironskin

2nd-level Abjuration (Artificer, Paladin, Ranger)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of forge soot)
  • Duration: concentration, up to 1 hour

Your skin hardens and takes on the color and texture of rough iron. You gain a +3 bonus to your armour class. Whilst under the effects of this spell, if an opponent hits you with a critical hit you can use your reaction to end this spell and cause the attack to be treated as though it were not a critical (it still hits though). You cannot dismiss the spell in this way if you were unaware of the attacker.

Reinforce Construct

2nd-level transmutation (Artificer)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You bolster a constructs frame, making it better able to withstand blows. The construct gains 10 temporary hit points and +1 AC for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the construct gains an additional 10 temporary hit points, and the duration is increased by 1 hour for each spell level above 2nd.

Thunderburst Mine

2nd-level transmutation (Artificer)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (an object to be infused)
  • Duration: 8 hours

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when a creature comes within 5 feet of it, or by a verbal command using your reaction.

When the magic trap detonates, each creature in a 10-foot-radius sphere centered on the mine must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the caster that set it disarms it with an action.

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3rd level spells

Adamantine Weapon

3rd-level transmutation (Artificer)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a pinch of powdered adamantine)
  • Duration: 1 hour

This spell temporarily alters the substance of one weapon made of metal, transforming it into adamantine. This effect replaces the properties of any other special material the weapon might be constructed from.

Fireburst Mine

3rd-level transmutation (Artificer)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (an object to be infused)
  • Duration: 8 hours

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when a creature comes within 5 feet of it, or by a verbal command using your reaction.

When the magic trap detonates, each creature in a 20-foot-radius sphere centered on the mine must make a Constitution saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one fireburst mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the caster that set it disarms it with an action.

Glacial Blast

3rd-level evocation (Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, M (a cracked sphere of ice)
  • Duration: Instantaneous

A blast of freezing cold energy is launched from your fist, freezing and halting everything in a 30 ft. cone. Each creature in the spell's area must make a Dexterity saving throw. A creature takes 6d8 cold damage on a failed save, or half as much on a successful one.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Power Surge

3rd-level transmutation (Artificer)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

By touching a wand or staff that has at least 1 charge, you imbue it with 3 temporary charges. These charges work like temporary hit points; when a character uses the item, deduct the charges spent from the temporary charges first. These charges expire at the end of a long rest.

Spell Snare

3rd-level abjuration (Artificer)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a precious gem worth at least 25 gp, which is consumed when the spell triggers)
  • Duration: 8 hours

You imbue a precious gem with protective and binding magics, tuning it so that it readily absorbs the energy of a spell. The next spell of 3rd level or lower that targets the bearer of the spell snare is absorbed into the gem and has no effect. Only spells that affect a single target can be absorbed. Once the spell snare has absorbed a spell, its magic expires and the gem disintegrates. It requires no action to absorb a spell, but the gem must be held or worn openly.

A spell snare does not discriminate between harmful or beneficial spells, though a creature may temporarily stow or put down the gem to receive a beneficial spell. A creature can only benefit from one spell snare at a time, if one creature is carrying more than one active spell snare, they all will activate and be destroyed by the first spell to target the bearer.

At Higher Levels. When you cast this spell using a slot of 4th level or higher, the spell snare may absorb a spell of a level equal to or lower than the spell slot used to create it.

4th level spells

Break

4th-level transmutation (Artificer)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a construct or inanimate object and attempt to destroy it's structure. The target must make a Constitution saving throw. On a failed save, it takes 16d10 force damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1.

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Repair

4th-level transmutation (Artificer)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a construct or inanimate object, causing it to regain 60 hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to pristine condition.

This spell can even restore damage caused by effects such as a rust monster, or the Rusting Grasp spell.

Rusting Grasp

4th-level transmutation (Artificer, Cleric, Sorcerer)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Any iron or iron alloy object you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius sphere (a large iron door or a a metal wall for example), a 3-foot radius sphere of the metal is rusted and destroyed. Magic items are immune to this spell.

If you cast this spell against armour or a weapon that a creature is wearing or carrying, or a construct creature, you must make a melee spell attack against the creature’s armour class. On a hit the armour or creature takes a permanent and cumulative -1d6 penalty to the AC it offers. Armour reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touch is a held metal weapon it takes a permanent and cumulative -1d6 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

Double the dice rolled for a critical hit.

5th level spells

Control Construct

5th-level enchantment (Artificer, Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to control a construct that you can see within range. It must succeed on a Wisdom saving throw or be dominated by you for the Duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is dominated, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the construct while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the construct completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the construct to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 7th-level spell slot, the dur⁠ation is concen⁠tration, up to 1 hour. When you use a spell slot of 8th level or higher, the dura⁠tion is concentr⁠ation, up to 8 hours.

Jump-start

5th-level transmutation (Artificer)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a construct that has broken within the last 10 days. That construct regains 1 hit point and resumes functioning. This spell does not repair any extreme damage such as a missing part, but it will cause the construct to start functioning again so it can then be repaired.

Vorpal Weapon

5th-level transmutation (Artificer)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Until the spell ends, one weapon you touch becomes indescribably sharp, ignoring resistance to slashing damage, and deals double damage to objects and structures.

If the weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.

Additionally if you roll a 19 or 20 on the dice when making an attack roll with the weapon, and the damage would leave a creature with 50 hit points or less, the creature dies.

Empty space

For extra stuff

Still to come: Stoneforger specialisation added to main document, Armoursmith specialisation to be created (what's an artificer without a way to be Iron Man?), and vehicle stats which are relevant to transformer artificers and any artificer that wants to build a vehicle.

Art
  • "Rhino X" by rickyryan
  • "The Avengers - Iron man" by theDURRRRIAN
  • "Iron Man, The sorcerer of snark" by theDURRRRIAN
  • "Gaige" by maze-d
  • "Sketch no. 332 Warforged Wizard" by Olieart

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Art
  • "Bounty Hunter" by kerembeyit on deviantart

  • "ArcAgent" by Earl-Grey on deviantart

 

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