Alternate Artificer

by laserllama

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Alternate Artificer

The
Artificer

A graying gnome hunched over
his workbench, carefully adjusting
the clockwork construct that would
power his masterpiece: an automaton
of intricate iron gears within a suit of
plate armor, built to resemble a large
gnome. As the strange inventor affixed
a signature mithril mustache to the face-
-plate, a jolt of azure magic flashed from
within the automaton. With a sharp jerk,
the Steel Defender sat upright.

The little goblin nimbly made his way down
another tunnel he had booby-trapped with vials
of poison and acid. This was the third time this
year his clan had moved burrows to avoid being
raided by adventurers, and he was determined to
protect his latest home. This time he would stop the adventurers that always seemed to find his clan.

A young human woman, wearing a leather apron over her fine clothes, flexed the steel gauntlet she had just enchanted. As she closed her fist the gauntlet let forth a blinding arc of lavender lightning, destroying the table on the opposite side of the room. As the dust settled, she affixed the gauntlet to a suit of Arcane Armor. Once she revealed this latest invention to her father, he would have no choice but to show approval.

All three of the inventive adventurers described above are Artificers, masters of arcane invention who use their intellect to push the boundaries of science, magic, and innovation.

Masters of Innovation

Relentless in their pursuit of progress, Artificers are defined by an insatiable curiosity and willingness to push the limits of invention, even at great risk to themselves. To most Artificers, their value is tied to the fruits of their experimentation. They see mastering their craft as the first step toward greatness.

Deep down, the goal of every Artificer is the discovery of a new groundbreaking invention, magical or otherwise. Some Artificers see themselves as engineers, students of sciences and warfare. Others consider themselves artists, combining the formulas of arcane magic with the artisanal touch of their own specialized tools. Others still are elder enchanters who practice ancient arts. No matter their approach, all Artificers strike their own signature balance of art, science, and magic.

Fierce Rivalries

Almost every Artificer has a rival, most often another Artificer who they seek to outdo at every turn. These intense rivalries are the sole motivation of some Artificers, and outdoing their rival is more valuable than any fame or riches they could gain from a discovery. These obsessive inventors risk everything they have to achieve a new breakthrough before their rival.

By the same token, Artificers with similar philosophies and aims often band together in loose artisan's guilds. They share insights and discoveries, hoping to keep ahead of rival guilds by pooling resources and working as a team. However, even when working together, most Artificers are protective of any insights they think could lead to a groundbreaking discovery,
    holding back any knowledge that could benefit them.

Creating Your Artificer

When creating an Artificer, think about their background and drive for adventure. Who is their rival, and what started their feud? Are they part of a guild? What role do Artificers play in the world? Do Artificer guilds exist in all the major cities?

Most importantly, what does your artifice look like? Not all arcane inventors work with gears and grease. Is your Artificer the student of a hag who uses weird magick to imbue totems of bone with arcane energy? Or, are you an enchanter who carves elvish runes into elaborate wooden wands and staffs?

Multiclassing and the Artificer

If your group uses the optional multiclassing rule, here is what you need to know when you choose to take your first level in the Artificer class.

Ability Score Minimum. As a multiclass character, you must have at least a 13 in Intelligence to take a level in this class, or to take a level in another class if you are already an Artificer.

Proficiencies Gained. If Artificer is not your initial class, here are the proficiencies you gain when you take your first level as an Artificer: tinker's tools, light armor, medium armor, and shields.

Spellcasting. If you have a feature from another class that allows you to learn and cast spells, you can use your Artificer spell slots to cast the spells you gained through that feature, and you can use those spell slots to cast your Artificer spells.

The Artificer
Level  PB  Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th Infusions
Known
1st +2 Infusions, Magical Tinker 2
2nd +2 Spellcasting, Tinker's Insight 2 2 2 3
3rd +2 Arcane Recharge, Specialization 2 3 3 3
4th +2 Ability Score Improvement 3 3 3 3
5th +3 Specialization Feature 3 4 4 2 4
6th +3 Flash of Genius 3 4 4 2 4
7th +3 Expert Tinker 3 5 4 3 4
8th +3 Ability Score Improvement 3 5 4 3 5
9th +4 Magic Item Mastery (4) 3 6 4 3 2 5
10th +4 Specialization Feature 4 6 4 3 2 5
11th +4 Arcane Recharge Improvement 4 7 4 3 3 6
12th +4 Ability Score Improvement 4 7 4 3 3 6
13th +5 4 8 4 3 3 1 6
14th +5 Magic Item Mastery (5) 4 8 4 3 3 1 7
15th +5 Specialization Feature 4 9 4 3 3 2 7
16th +5 Ability Score Improvement 4 9 4 3 3 2 7
17th +6 4 10 4 3 3 3 1 8
18th +6 Magic Item Mastery (6) 4 10 4 3 3 3 1 8
19th +6 Ability Score Improvement 4 11 4 3 3 3 2 8
20th +6 Masterwork Inventions 4 11 4 3 3 3 2 8

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


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, hand crossbows, (firearms)
  • Tools: Tinker's tools, one type of artisan's tools.

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two: Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand.

Equipment

As an Artificer, you start with the following equipment, in addition to the equipment granted by your background:

  • Tinker's tools and a set of artisan's tools of your choice.
  • One simple weapon and a light crossbow with 20 bolts
  • (a) studded leather or (b) scale mail
  • (a) a dungeoneer's pack or (b) a scholar's pack.

Quick Build

You can make an Artificer quickly by using these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the artisan background. Third, choose the enhanced defense and repeating shot Infusions.

Infusions

You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. At 1st level, you learn two Infusions of your choice from the list at the end of this class. The Infusions Known column of the Artificer table shows when you learn additional Infusions. You cannot learn an Infusion more than once unless specified.

During each long rest, you can spend 1 hour using tinker's tools to replace one Infusion you know with another Infusion of your choice, so long as you meet all of its prerequisites.

Infusing an Object

At the end of a long rest, you can touch a non-magical object with tinker's tools to imbue it with one Infusion you know.

If the Infusion requires attunement, you can attune to the object the instant you infuse it, or you can forgo attunement so another creature can attune to it. To attune to the infused item later, you must follow the normal attunement process.

Your Infusions remain in items indefinitely. If you die, your Infusions vanish from the items after a number of days have passed equal to your Intelligence modifier (minimum 1 day). Infusions vanish immediately if you replace your knowledge of an imbued Infusion by learning another Infusion.

You can infuse multiple objects at the end of each long rest, up to one for each Infusion you know. Each Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, any previous instance of that Infusion immediately ends.

Replicate Magic Item

You can also use your Infusions to replicate magic items you have studied. During a long rest, you can spend 1 hour using tinker's tools to examine a magic item you touch. At the end of that long rest, you can replace one Infusion you know with the knowledge of this magic item. After which, you can infuse an object with the properties of that magic item, following all the rules for your other Infusions.

You cannot use this feature to replicate magic items that are consumed after one use, such as scrolls and potions.

You can use this feature to replicate any item of Common rarity. As you gain Artificer levels you can use this feature to replicate items of increasing rarity: Uncommon at 5th level, Rare at 11th level, and finally Very Rare items at 17th level.

Magical Tinker

Your insights into magical and mechanical objects can appear as magic to the untrained eye. Starting from 1st level, you can use tinker's tools to cast the mending Cantrip and both detect magic and identify as rituals. Your tools are the spellcasting focus and replace the material components of the spells.

Moreover, the time it would take you to craft a magic item is halved if you are proficient with appropriate artisan's tools.

Spellcasting

At 2nd level, you can use your tools and your signature brand of magic to produce strange and wondrous spell effects from objects and tools you have imbued with your arcane power:

Cantrips

At 2nd level, you learn two Cantrips of your choice from the Artificer spell list. You learn an additional Artificer Cantrip of your choice when you reach 4th level, and again at 10th level.

Spell Slots

The Artificer table shows how many
spell slots you have to cast spells of
1st-level and higher. To cast your
spells, you expend a slot equal to
that spell’s level or higher. You
regain all expended slots when
you finish a long rest.

Spells Known of 1st-Level & Up

You know two 1st-level spells of your choice from the Artificer spell list on the following page. The Spells Known column of the Artificer table shows when you learn more Artificer spells of your choice. Each spell must be of a level you have slots for. For example, when you reach 5th level in this class, you can learn one new Artificer spell of either 1st or 2nd-level.

Whenever you gain an Artificer level, you can choose one Artificer spell you know and replace it with another Artificer spell of your choice for which you have spell slots.

Spellcasting Ability

Intelligence is the spellcasting ability for Artificer spells, as you use knowledge of the arcane to cast spells. You use your Intelligence if a spell refers to your spellcasting ability, when setting a saving throw DC, or making a spell attack roll.

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

Spell attack modifier = your proficiency bonus
+ your Intelligence modifier

Spellcasting Focus

You must use either tinker's tools, a set of artisan's tools you are proficient with, or an item bearing one of your Infusions as the spellcasting focus for your Artificer spells.

Tinker's Insight

Also at 2nd level, your expert understanding of the magic of artifice allows you to bypass normal magic item restrictions. You can attune to and use any magic item regardless of any alignment, class, player race, or spell requirements, and
you can choose to
use your Artificer
Spell save DC
in place of
the magic
item's DC.

Arcane Recharge

Starting at 3rd level, during the course of a short rest, you can recover expended spell slots of a combined level equal to your Intelligence modifier. After you do, you must complete a long rest before you can use this feature again.

At 11th level, you can use this feature to cause one Infused item or magic item you touch to regain any Charges it would normally regain at dawn, in place of regaining spell slots.

Specialization

Also at 3rd level, choose one of the Specializations below that represents the research, inventions, and skill of your Artificer: Alchemist, Armorer, Battle Smith, Enhanced, Forgewright, or Wandslinger; all are detailed at the end of this class.

Your Specialization grants features at 3rd level, and again when you reach 5th, 10th, and 15th level in this class.

Specialization Spells

Each Specialization has a list of Specialization Spells that you learn at the Artificer levels noted in its description. Your Specialization Spells count as Artificer spells for you, but do not count against your total number of Spells Known.

Ability Score Improvement

When you reach 4th level, 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.

Flash of Genius

You can offer potent insight at a moment's notice. Starting at 6th level, when you or a creature who can hear you within 30 feet, makes an ability check or saving throw, you can use your reaction to add your Intelligence modifier to that roll.

You can use this reaction a number of times equal to your Intelligence modifier (a minimum of once), and you regain all of your expended uses when you complete a long rest.

Expert Tinker

There are few who match your skill with mechanical magics. Starting at 7th level, you add double your proficiency bonus to any ability check you make with any tool you are proficient in.

Your expertise also allows you to infuse magic items with Infusions. However, you cannot increase bonuses above +3.

Magic Item Mastery

You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. Starting at 9th level, you can attune to up to four magic items at once.

The number of magic items you can attune to at one time increases again at 14th level (5), and finally at 18th level (6).

Masterwork Inventions

You imbue a fraction of your own soul into your Infusions and other magic items you use. At 20th level, you gain a +1 bonus to all saving throws for each magic item you are attuned to.

In addition, if you are reduced to 0 hit points but not killed outright, you can instantly end your attunement to one magic
    item or Infusion, causing you to drop to 1 hit point instead.

Artificer Spell List

When you learn an Artificer spell, consult the list below. It is organized by spell level, not character level. The spells listed below can be found in the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Cantrips (0 Level)

acid splash LL
booming blade LL
create bonfire *
fire bolt
frostbite
green-flame blade LL
light
lightning lure LL
mage hand
poison spray LL
prestidigitation
ray of frost
shocking grasp
tempestuos blade LL
thorn whip
thunderclap *

1st Level

absorb elements *
alarm
catapult
*
caustic brew **
color spray
cure wounds
disguise self
ensnaring strike LL
expeditious retreat
faerie fire
false life
feather fall
fog cloud
grease
heroism
identify
jump LL
magic missile
sleep
witch bolt LL

2nd Level

aid
blur
continual flame
cordon of arrows LL
darkvision
earthbind
enhance ability
enlarge/reduce
heat metal
invisibility
levitate
lock/unlock LL
magic mouth

magic weapon LL

2nd Level Cont.

pyrotechnics *
restoration LL
rope trick
see invisibility
skywrite

spider climb
web

3rd Level

blink
catnap
*
create food and water
daylight
dispel magic
elemental weapon
flame arrows LL

fly
glyph of warding
haste
intellect fortress
**
life transference *
lightning arrow LL
protection from energy
revivify
sending
slow
tiny servant
*
water breathing

4th Level

arcane eye
dimension door
elemental bane
fabricate
faithful hound
freedom of movement
greater invisibility
resilient sphere
secret chest
stone shape
summon construct
**

5th Level

animate objects
arcane hand
awaken
creation
far step
*
passwall
skill empowerment *
transmute rock *
wall of light
wall of stone

Specialization

Choose the Specialization from the options below that best represents your Artificer's inventive abilities and research:

   
Alchemist Enhanced
Armorer Forgewright
Battle Smith Wandslinger

Alchemist

Alchemists are experts at combining exotic reagents to create a variety of wondrous Elixirs. From healing droughts that can heal a wound instantly, to sticky serums that explode when in contact with air, with the right reagent and a little bit of luck, Alchemists give life to their allies and leech it from their foes.

Tools of the Trade

3rd-level Alchemist Specialization feature
You gain proficiency with alchemist's supplies. If you are already proficient with alchemist's supplies, you instead gain proficiency with another set of artisan's tools of your choice.

Alchemist Spells

3rd-level Alchemist Specialization feature
You learn certain spells at the Artificer levels noted in the table below. These do not count against your total number of Spells Known and cannot be switched upon gaining a level.

Artificer Level Spells
3rd healing word, inflict wounds
5th acid arrow, flaming sphere
9th gaseous form, mass healing word
13th blight, death ward
17th cloudkill, reincarnate

          Alchemical Elixirs

            3rd-level Alchemist Specialization feature
         As your knowledge of alchemy grows, you learn to craft
        potent Elixirs that mimic the effects of powerful spells:

        Elixir Infusions. As an Alchemist, you have access to
       an exclusive list of Infusions known, as Elixir Infusions.
       At 3rd level, and again at 5th, 9th, 13th, and 17th levels,
                    your number of Infusions Known increases by 1,
                      but these bonus Infusions must all be selected
                      from the list of Elixir Infusions included at the
                   end of this Specialization's description.

                      Creating an Elixir. During each long rest, you
                              can spend 1 hour using alchemist's supplies
                                 to create individual Tiny vials that contain
                                  one copy of each Elixir you know, without
                                 expending a spell slot. An Elixir produces
                               its spell at its lowest level, and all effects of
                            the Elixir are chosen when it is created. Your
                             Elixirs become inert and unusable at the end
                                 of your next long rest.

                                As an action, you can use alchemist's
                                supplies to craft one vial of one Elixir you
                           know by expending the spell slot listed in the
                          Elixir Infusion's description. An Elixir can be
                          used as part of the action you create it.

For example, if you learn Create Minor Elixir and choose grease and sleep, at the end of each long rest you prepare one elixir of grease, and one elixir of sleep. Creatures can then use these Elixirs to produce the spell effect. You can also use an action at any time to expend a 1st-level spell slot and create one additional elixir of grease or elixir of sleep.

Using an Elixir. Any creature can take the Use an Object action to drink one of your Elixirs, administer one to a target within its reach, or throw an Elixir at a point it can see within 30 feet. When thrown, an Elixir produces its spell effect at its point of impact. Elixirs use your Artificer Spellcasting Ability.

Concentration. If an Elixir produces a spell that requires concentration, it does not require concentration, but instead only lasts for three rounds (or fewer if dispelled). If a creature drinks an Elixir it can concentrate on the spell as normal.

Potent Potions

5th-level Alchemist Specialization feature
Whenever an Elixir crafted by you or an Artificer spell cast by you deals acid, fire, necrotic, or poison damage, or it restores a creature's hit points, you can add your Intelligence modifier (minimum of +1) to one of the damage or healing rolls.

Restorative Reagents

10th-level Alchemist Specialization feature
You include revitalizing additives in every Elixir you concoct. Whenever a creature willingly drinks one of your Elixirs, it also gains temporary hit points equal to your Artificer level.

Master Alchemist

15th-level Alchemist Specialization feature
You have become a master amongst Alchemist Artificers. You are immune to any effects produced by any Elixir you crafted unless you wish to be affected by that Elixir.

Finally, you can take the Use an Object action as a bonus action on your turn, and when you do so, you can expend a spell slot to create an Elixir as part of that bonus action.

Elixir Infusions

Below are Elixir Infusions available exclusively to Alchemists. Elixir Infusions can be learned multiple times, but you must select new spells each time you learn it.

Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Create Minor Elixir

Prerequisite: 3rd-level Alchemist Artificer
Each time you learn this Infusion, you learn Elixirs for two spell effects from the table below. To create additional minor elixirs, you must expend a spell slot of 1st-level or higher.

armor of agathys
caustic brew **
color spray
cure wounds
disguise self
fog cloud
grease
heroism
jump LL
longstrider
sanctuary
sleep

Create Greater Elixir

Prerequisite: 5th-level Alchemist Artificer
Each time you learn this Infusion, you learn the Elixir for one spell effect from the table below. To create additional greater elixirs, you must expend a spell slot of 2nd-level or higher.

aura of frost LL
barkskin
blindness/deafness
darkvision
dragon's breath *
enhance ability
enlarge/reduce
invisibility
levitate
mirror image
restoration LL
spider climb

Create Advanced Elixir

Prerequisite: 9th-level Alchemist Artificer
Each time you learn this Infusion, you learn the Elixir for one spell effect from the table below. To craft additional advanced elixirs, you must expend a spell slot of 3rd-level or higher.

animate dead
blink
daylight
fireball
gaseous form
haste
meld into stone
remove curse
stinking cloud
water breathing

Create Expert Elixir

Prerequisite: 13th-level Alchemist Artificer
Each time you learn this Infusion, you learn the Elixir for one spell effect from the table below. To create additional expert elixirs, you must expend a spell slot of 4th-level or higher.

banishment
freedom of movement
giant insect
greater invisibility
polymorph LL
sickening radiance
vitriolic sphere *
watery sphere *

Create Masterwork Elixir

Prerequisite: 17th-level Alchemist Artificer
Each time you learn this Infusion, you learn the Elixir for one spell effect from the table below. To craft another masterwork elixir, you must expend a spell slot of 5th-level or higher.

cloudkill
dawn
globe of invulnerability
heal
immolation
true seeing

Armorer

Of all the Specializations that an Artificer can pursue, that
of the Armorer is the most defensive-minded. With a focus
on becoming a bastion of magical metal, Armorers modify a
set of armor to function as a second skin. By focusing their
signature magic through this empowered armor, they can
unleash potent attacks and generate formidable arcane
defenses. Armorers view their armor as a part
of their body, and as they hone their abilities,
the inventor and their armor become one.

Tools of the Trade

3rd-level Armorer Specialization feature
You gain proficiency with smith's tools and
in heavy armor. If you are already proficient
in smith's tools, you instead gain proficiency
with a set of artisan's tools of your choice.

Armorer Spells

3rd-level Armorer Specialization feature
You learn certain spells at the Artificer levels in the
table below. These do not count against your number
of Spells Known and can't be switched for other spells.

Artificer Level Spells
3rd shield LL, thunderwave
5th mirror image, shatter
9th lightning bolt, thunder step *
13th fire shield, storm sphere *
17th destructive wave, wall of force LL

Arcane Armor

3rd-level Armorer Specialization feature
Your research has led to the crafting of a set of armor infused with your signature arcane magic. It uses the rules below:

Creating the Armor. During a long rest, you can spend 1 hour using smith's tools to modify one set of armor you touch, transforming it into Arcane Armor. You can only have one set of Arcane Armor at a time, and only you can use it. Crafting another set causes previous Arcane Armor to lose its power.

Wearing the Armor. Your Arcane Armor expands to cover your entire body, replacing missing limbs and body parts. You can don or doff your Arcane Armor as an action, and you can deploy or retract its helmet with a bonus action. If the armor normally has a Strength requirement, you can ignore it. Your Arcane Armor also cannot be removed against your will.

Defensive Ward. While wearing your Arcane Armor, you can use a bonus action to grant yourself temporary hit points equal to your Intelligence modifier (a minimum of 1). These temporary hit points disappear if you doff your armor.

Thunder Gauntlets. The Arcane Armor includes powerful Thunder Gauntlets which cover your hands and can be used as a spellcasting focus for your Artificer spells. Your Thunder Gauntlets are simple weapons that deal 1d8 thunder damage on hit, and you can use your Strength or Intelligence for their attack and damage rolls. You can also hold and interact with objects and tools as normal with your Thunder Gauntlets.

Any creature that you hit with a Thunder Gauntlet attack has disadvantage on attack rolls against targets other than
    you until the beginning of your next turn.

Extra Attack

5th-level Armorer Specialization feature
You can attack twice, instead of once, whenever you take the Attack action. Also, when you use your action to cast a spell, you can make a Thunder Gauntlet attack as a bonus action.

Modular Armor

5th-level Armorer Specialization feature
Your Arcane Armor now counts as multiple individual items for the purposes of your Infusions: armor (chest piece), boots, helmet, and its Thunder Gauntlets (two individual weapons or gauntlets). Each of these items can bear one Infusion.

Armorer Adept

10th-level Armorer Specialization feature
You have greatly improved your Arcane Armor's synergy with your signature artifice. Your total number of Infusions Known increases by 2, but both of these additional Infusions must be applied to pieces of your Arcane Armor.

You gain another one of these bonus Infusions at 15th level.

Master Armorer

15th-level Armorer Specialization feature
You have become a master of Armorer artifice. While wearing your Arcane Armor your walking speed increases by 10 feet, and you gain a flying speed equal to your walking speed.

Finally, your Thunder Gauntlets deal 2d8 damage on hit.

Battle Smith

Alongside a signature Steel Defender, Battle Smiths use their genius as a shield for others. Wading into the midst of danger, these Artificers do anything they can to protect innocent lives. Over time, they upgrade and enhance their Steel Defender so it can better stand against the challenges they face together.

Tools of the Trade

3rd-level Battle Smith Specialization feature
You gain proficiency with smith's tools and in heavy armor.
If you are proficient in smith's tools, you gain proficiency in another set of artisan's tools of your choice.

Moreover, when another creature within 5 feet of you is targeted by an attack, you can use your reaction to impose disadvantage on the triggering attack roll. However, you must be wielding a shield or a melee weapon to use this reaction.

Battle Smith Spells

3rd-level Battle Smith Specialization feature
You learn certain spells at the Artificer levels noted in the table below. These do not count against your total number of Spells Known and cannot be switched upon gaining a level.

Artificer Level Spells
3rd sanctuary, shield of faith
5th restoration LL, warding bond
9th aura of vitality, counterspell
13th aura of purity, death ward
17th circle of power, mass cure wounds

Steel Defender

3rd-level Battle Smith Specialization feature
You have created for yourself a faithful construct, known as a Steel Defender. It is friendly to you and obeys your orders. Its game statistics are found in the Steel Defender stat block on the next page, which uses your Spell save DC and proficiency bonus (PB). Your Steel Defender uses the rules below:

Creating the Defender. During a long rest, you can spend 1 hour using smith's tools to create a Steel Defender. You can only have one Steel Defender, and creating another destroys the previous Steel Defender. If your Steel Defender dies, you expend a spell slot and spend 1 minute repairing it with your smith's tools, restoring it to life with its maximum hit points.

Infusions. Your Steel Defender can bear one Infusion that is meant for boots, a cloak, gauntlet, helmet, or suit of armor.

Combat. In combat, your Steel Defender acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action on its turn unless you use your bonus action to order it to take an action in its stat block, or another action. If you are incapacitated, the Steel Defender can act on its own to defend you to the best of its abilities.

Model. Upon creation, you choose a model for your Steel Defender; Humanoid or Quadruped, which determines its appearance and capabilities both in and out of combat:

Humanoid. Your Steel Defender resembles a Medium humanoid creature. It is proficient with shields, and it has humanoid hands that it can use to perform simple tasks.

Quadruped. Your Steel Defender resembles a Large beast of your choice. Its walking speed increases by 10 feet, and it can be ridden by you as if it were a trained mount.


Steel Defender

Medium or Large construct, Unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your Artificer level
  • Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages understands the languages you speak

Hit Dice. The Steel Defender has a total number of d10 Hit Dice equal to your Artificer level. It gains all the normal benefits of both short and long rests.

Might of the Master. You add your PB to any ability check or saving throw the Steel Defender makes.

Vigilant. The Steel Defender cannot be surprised.

Actions

Rend. Melee Weapon Attack: +3 + PB to hit, reach
5 ft., one target. Hit: 1d8 + 3 + PB force damage.

Repair. The Steel Defender expends one of its Hit Dice to restore 1d10 + PB hit points to itself or to one construct or object within 5 ft. that it touches.

Minor Upgrade

5th-level Battle Smith Specialization feature
You have upgraded the offensive capabilities of your Steel
         Defender. It gains one Minor Upgrade of your choice:

  Minor Arcanum. You imbue your Steel Defender with a 1st-level Artificer spell of your choice with a casting time of one action. As a bonus action, you can order the Defender to cast that spell at 1st-level, using your spellcasting modifier.

The Steel Defender has three Charges of this spell, and it regains all Charges when it finishes a short or long rest.

Martial Offense. The damage die of the Steel Defender's Rend attack becomes a d10. Whenever you order it to make a Rend attack it can make two Rend attacks instead of one. It can also replace either Rend attack with a grapple or shove.

Modular Defender

10th-level Battle Smith Specialization feature
Your Steel Defender now counts as multiple individual items for the purposes of Infusions: its torso (armor or cloak), legs (boots), head (helmet), and the limbs it uses for Rend attacks (gauntlet or melee weapon). Each item can bear one Infusion.

Greater Upgrade

10th-level Battle Smith Specialization feature
You can imbue your Steel Defender with wondrous abilities and features. It gains one Greater Upgrade of your choice:

Greater Arcanum. You imbue your Steel Defender with a
       2nd-level Artificer spell of your choice with a casting time
              of one action. As a bonus action, you can order your
                    Defender to cast the imbued spell at 2nd-level,
                        using your spellcasting modifier.

The Steel Defender has three Charges of this spell, and it regains all Charges when it finishes a short or long rest.

Limited Sentience. You improve the cognitive abilities of your Steel Defender. Its Intelligence score becomes 10, and
it can speak, read, and write one language of your choice.

It will also carry out simple instructions you give it until they are complete. Examples include "bring me that object", "attack that creature", or "let nothing through this door".

Reinforced Plating. You greatly improve its defenses. It is resistant to all bludgeoning, piercing, and slashing damage.

Masterwork Upgrade

15th-level Battle Smith Specialization feature
You imbue your Steel Defender with wondrous abilities and powers. It gains one Masterwork Upgrade of your choice:

Arcane Ward. Creatures of your choice within 15 feet of your Steel Defender are resistant to damage from spells.

Major Arcanum. You imbue your Steel Defender with a 3rd-level Artificer spell of your choice with a casting time of one action. As a bonus action, you can order the Defender to cast that spell at 3rd-level, using your spellcasting modifier.

The Steel Defender has three Charges of this spell, and it regains all Charges when it finishes a short or long rest.

Self-Destruct. You embed a powerful arcane explosive in your Steel Defender. As a bonus action, you can order your Steel Defender to self-destruct, destroying itself and forcing all creatures within 30 feet to make a Dexterity saving throw.

Creatures take force damage equal to the Steel Defender's remaining Hit Dice on a failure (maximum of 10d8), and half on a success. Once this feature is used, your Steel Defender cannot be rebuilt until the end of your next long rest.

Enhanced

While most Artificers develop inventions of wondrous power, those known as Enhanced use their great intellect to modify their own bodies. They replace and improve their own limbs and organs with mechanical inventions, striving to create a perfect version of themselves. Enhanced are known for the impressive, and deadly, modifications to their bodies.

Enhanced Spells

3rd-level Enhanced Specialization feature
You learn certain spells at the Artificer levels noted in the table below. These do not count against your total number of Spells Known and cannot be switched upon gaining a level.

Artificer Level Spell
3rd absorb elements, thunderous smite LL
5th alter self, spider climb
9th blinding smite LL, haste
13th freedom of movement, greater invisibility
17th banishing smite LL, skill empowerment

Tools of the Trade

3rd-level Enhanced Specialization feature
You gain proficiency with leatherworker's and smith's tools.
If you are already proficient with these tools, you instead gain proficiency with a set of artisan's tools of your choice.

Modular Physique

3rd-level Enhanced Specialization feature
You can improved your physical form with mechanical
and arcane enhancements. Your body itself counts as individual items for the purposes of Infusions: your
head (helmet), torso (armor), arms (gauntlets), and legs (boots). Each of these body parts can bear one Infusion.

These modifications have also hardened your exterior.
If you are not wearing armor, your Armor Class is equal to
10 + your Dexterity modifier + your Intelligence modifier.
You can use a shield and still gain this benefit, and any Infusions incorporated into your torso benefit this AC.

Hidden Blade

3rd-level Enhanced Specialization feature
You have modified one of your arms with a Hidden Blade that can be extended or retracted as a bonus action. This Hidden Blade is a simple weapon with the finesse property, and on hit, it deals 1d10 piercing or slashing damage.

Your Hidden Blade is considered a magical weapon, but it can still bear one of your Infusions. It can also be used as the spellcasting focus for your Artificer spells when extended.

Bonus Enhancements

5th-level Enhanced Specialization feature
You find it easier to innovate and invent when working with your own body. Your number of Infusions Known increases by 1, but this bonus Infusion must be applied to part of your body with your Modular Physique feature.

Your total number of Infusions Known increases by 1
again at 10th and 15th level, but both of these additional
Infusions must also be applied to part of your body with
    your Modular Physique feature as well.

Extra Attack

5th-level Enhanced Specialization feature
You can attack twice, instead of once, when you take the Attack action. Also, when you use your action to cast a spell, you can make one Hidden Blade attack as a bonus action.

Streamlined Integration

10th-level Enhanced Specialization feature
Your modifications perform better than the original parts. For each part of your body (including your Hidden Blade) bearing an Infusion you gain a +1 bonus to Strength, Dexterity, and Constitution-based ability checks (maximum of +5), and your walking speed increases by 5 feet (maximum of 25 feet).

The damage of your Hidden Blade also increases to 2d10.

Master Enhanced

15th-level Enhanced Specialization feature
You have finally achieved the goal of all Enhanced Artificers, ascension beyond your mortality. You gain the benefits below:

  • You are considered both Humanoid and Construct.
  • You no longer need to eat, sleep, or breathe, and
    you no longer age. To gain the benefits of a
    long rest you must perform four hours of
    mechanical maintenance on yourself
    or your body will fall into disrepair.
  • You are resistant to bludgeoning,
    piercing, and slashing damage.

Forgewright

While most Artificers are primarily inventors who take up the life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament.

Forgewright Spells

3rd-level Forgewright Specialization feature
You learn certain spells at the Artificer levels noted in the table below. These do not count against your total number of Spells Known and cannot be switched upon gaining a level.

Artificer Level Spell
3rd compelled duel, zephyr strike *
5th cloud of daggers, misty step
9th blinding smite, conjure volley LL
13th fire shield, staggering smite LL
17th banishing smite LL, steel wind strike LL

Arcane Armament

3rd-level Forgewright Specialization feature
Your battlefield research has resulted in the invention of your signature Arcane Armament, which uses the following rules:

Forging the Armament. During a long rest, you can spend 1 hour using smith's tools to reforge one melee weapon that you are holding into an Arcane Armament. You can only have one Arcane Armament at a time, and forging another causes any previous Armaments to revert to their normal state.

Properties. When you are wielding the Arcane Armament it counts as a magical weapon, and you can use Intelligence, in place of Strength or Dexterity, for attack and damage rolls. It also gains the Thrown (20/60) property, and after you make a thrown attack with it, it instantly returns to your hand. Last, it can be used as a Spellcasting focus for Artificer spells.

Infusions. Your Arcane Armament can bear one Infusion, even though it is a magic weapon. Your number of Infusions Known also increases by 1, but this bonus Infusion
must be applied to your Arcane Armament.

Tools of the Trade

3rd-level Forgewright Specialization feature
You gain proficiency with martial weapons and smith's tools. If you're already proficient with smith's tools, you instead gain proficiency with another set of artisan's tools of your choice.

Arcane Jolt

5th-level Forgewright Specialization feature
You can channel pure destructive magic through your strikes. Once per turn when you hit with an Arcane Armament attack you can expend a spell slot to deal bonus force damage to the target equal to 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, up to a maximum of 6d8 damage.

Extra Attack

5th-level Forgewright Specialization feature
You can attack twice, instead of once, whenever you take the Attack action. Moreover, if you use your action to cast a spell, you can make an Arcane Armament attack as a bonus action.

Arcane Surge

10th-level Forgewright Specialization feature
The magic of your Arcane Armament empowers its strikes. Whenever you hit with an Arcane Armament attack you can deal a bonus 1d8 force damage on hit. Each time you attack with your Arcane Armament, you can forgo this potential bonus damage to instead make your attack with advantage.

Master Forgewright

15th-level Forgewright Specialization feature
You have become a master Forgewright and extend the power of your Arcane Armament to others. As a bonus action, you can flood a number of weapons equal to your Intelligence modifier (minimum of 1) within 30 feet, one of which can be your Arcane Armament, with raw power. For 1 minute, these weapons deal a bonus 1d8 force damage on hit.

Once you use this feature you must finish a long rest before you can use it again. If you have no uses left, you can expend a spell slot of 3rd-level or higher to use it again.

Wandslinger

Wandslingers use their inventive and artistic genius to create wondrous arcane weapons. What they lack in flexibility and subtlety, they make up for in overwhelming arcane firepower. Wandslingers are marked by their signature Arcane Sidearm. For some, these are intricately carved wands or staffs, and for others, they are expertly crafted cannons scoured with runes.

Tools of the Trade

3rd-level Wandslinger Specialization feature
You gain proficiency with woodcarver's tools. If you are already proficient with woodcarver's tools, you instead gain proficiency with another set of artisan's tools of your choice.

Wandslinger Spells

3rd-level Wandslinger Specialization feature
You learn certain spells at the Artificer levels noted in the table below. These do not count against your total number of Spells Known and cannot be switched upon gaining a level.

Artificer Level Spells
3rd shield LL, thunderwave
5th blur, scorching ray
9th counterspell LL, lightning bolt
13th vitriolic sphere *, wall of fire
17th cone of cold, wall of force LL

Arcane Sidearm

3rd-level Wandslinger Specialization feature
Your research has resulted in the creation of a Wandslinger's signature Arcane Sidearm, which uses the following rules:

Crafting your Sidearm. During a long rest, you can spend 1 hour crafting an Arcane Sidearm using woodcarver's tools. You can only have one Arcane Sidearm, and crafting another causes previous Arcane Sidearms to lose their power.

Appearance. An Arcane Sidearm is a Tiny object that can be used as a spellcasting focus for Artificer spells. You choose its appearance, though this has no effect on its abilities. Many Wandslingers craft Sidearms that resemble delicate wands of wood, ornate metallic rods, or even runic iron cannons.

Infusions. Your Arcane Sidearm can bear a single Infusion that is meant for an arcane focus.

Spell Slinger

3rd-level Wandslinger Specialization feature
As an action, you can use the Arcane Sidearm to produce one of the effects below using your Artificer spellcasting ability:

Arcane Lance. You make a ranged spell attack against one target that you can see within 120 feet. On hit, it takes force damage equal to 1d10 + your Intelligence modifier.

Shocking Burst. You conjure a burst of lightning at a point you can see within 60 feet, forcing creatures within 5 feet to make a Dexterity saving throw. Creatures take 2d6 lightning damage on a failed save, and half as much on a success.

Thunderous Blast. You emit a blast of thunderous force in an adjacent 15-foot cone, forcing creatures within to make a Strength saving throw. On a failure, they are knocked back 10 feet in a straight line and take 2d6 thunder damage.

Arcane Duelist

5th-level Wandslinger Specialization feature
You wield your Arcane Sidearm with deadly skill. Whenever you use a Spell Slinger action, you can produce two effects from your Arcane Sidearm instead of one. These effects can target multiple targets or the same target.

The number of Spell Slinger effects you can produce from your Arcane Sidearm with a single action increases again at certain Artificer levels: at 10th level (3) and 15th level (4).

Also, when you use your action to cast an Artificer spell, you can produce one Spell Slinger effect as a bonus action.

Quickdraw

10th-level Wandslinger Specialization feature
You add your proficiency bonus to initiative rolls, and when you roll initiative and aren't surprised or incapacitated, you can use your reaction to use one Spell Slinger effect.

Master Wandslinger

15th-level Wandslinger Specialization feature
Your skill with your Arcane Sidearm marks you as a master amongst Wandslingers. You gain the benefits listed below:

  • When you or another creature you can see within 30 feet is targeted by a spell or magical effect, you can grant it three-quarters cover against the effect as a reaction.
  • You have advantage on counterspell ability checks.
  • When you deal damage with a Spell Slinger effect or Artificer spell, you can cause it to deal force damage.

Artificer Infusions

Below are additional Infusions available to Artificers. If an Infusion has an Artificer level prerequisite, you can learn it the same time you meet its prerequisite. Infusions use your Artificer spellcasting ability, Spell save DC, and level.

Arm Launcher

Item: glove or gauntlet
As an action, this magical launcher can be loaded with up to five Tiny objects, such as individual bags of ball bearings or caltrops, or vials of acid, alchemist's fire, oil, or holy water.

As a bonus action, the wearer can activate the launcher to fire one of the objects loaded in it, making a ranged weapon attack against a target or space it can see within 20 feet.

Enhanced Arcane Focus

Item: arcane focus (requires attunement)
This magic item grants its wielder +1 bonus to spell attack rolls, and it ignores half cover when making spell attacks.

This bonus increases at 11th level (+2) and 17th level (+3).

Enhanced Defense

Item: suit of armor or a shield
This magical item grants its wearer or wielder a +1 bonus to its Armor Class while wearing or wielding this infused item.

This bonus increases at 11th level (+2) and 17th level (+3).

Enhanced Weapon

Item: simple or martial weapon
This magic weapon grants its wielder a +1 bonus to attack and damage rolls it makes with this infused weapon.

This bonus increases at 11th level (+2) and 17th level (+3).

Featherweight Belt

Item: belt or cloak (requires attunement)
When worn, this magic belt reduces its wearer to one-tenth
of its weight without decreasing its physical abilities.

At 11th level, it reduces the wearer to one-hundredth of its weight without decreasing its physical abilities.

Featherweight Weapon

Item: simple or martial melee weapon (requires attunement)
This magic weapon no longer has the heavy and two-handed properties if it had it. If it does not have either the heavy or two-handed property, it instead gains the light property.

At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.

Goggles of Clearsight

Item: helm, pair of goggles, or glasses
While wearing these magical goggles the wearer can see normally through light or heavy obscurement from mundane and magical phenomena, including darkness, within 120 feet.

The wearer also no longer suffers negative effects from the Sunlight Sensitivity trait, and it has advantage on any saving throws it makes to resist the blinded condition.

Lightning Cannon

Item: gauntlet, arcane focus, or metal rod
In place of an attack, the wielder of this magical object can make a ranged spell attack, using your Intelligence for the Spellcasting ability, against a target it can see within 60 feet. On hit, the target takes 2d6 lightning damage.

Power Whip

Item: whip or chain
The damage die of this magic whip becomes a d10, and once per turn when the wielder hits a Large or smaller target with a Power Whip attack, they can force it to make a Dexterity saving throw or be knocked prone.

At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.

Repeating Shot

Item: ranged weapon (requires attunement)
This magic weapon ignores the loading property if it has it. If you load no ammunition into the weapon it produces its own, creating magic ammunition when you make a ranged attack. The ammunition vanishes after it either hits or misses.

At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus becomes +2 at 17th level.

Returning Weapon

Item: weapon with the thrown property
This magical weapon immediately flies back to the hand of
its wielder after they make a thrown weapon attack with it.

At 11th level this weapon grants a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.

Gem of Warding

Prerequisite: 5th-level Artificer
Item: gem worth at least 100 gold to serve as its core
As an action, the wielder of this magical gem can expend one of its Charges and throw it to an unoccupied space it can see within 30 feet, where it hovers 5 feet above the ground. Once placed, the wielder can use a bonus action to cause the gem to move up to 20 feet, or to emit a pulse granting creatures of the wielder's choice within 10 feet of the gem temporary
hit points equal to your Intelligence modifier.

This magic gem has a number of hit points equal
to your Artificer level and an Armor Class equal to
your Intelligence score. It is active for 1 minute, or
until it is destroyed, after which it returns to its wielder.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

Homing Weapon

Prerequisite: 5th-level Artificer
Item: weapon with the ranged or thrown property
The wielder of this magic weapon ignores the disadvantage imposed when attacking at the weapon's long range.

At 11th level this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.

Homunculus Servant

Prerequisite: 5th-level Artificer
Item: gem worth at least 100 gold to serve as its core
Your experimentation has yielded you a loyal Homunculus Servant. You determine its appearance, but this has no effect on its abilities. It is friendly to you, and it obeys your orders. It uses the Homunculus Servant stat block on this page, which uses your proficiency bonus (PB) in several places.

Creating the Homunculus. During a long rest, you can spend 1 hour using tinker's tools to create a Homunculus. You can only have one Homunculus. If you create another the previous turns to ash. If your Homunculus dies, you expend a spell slot and spend 1 minute repairing it with your tinker's tools, restoring it to life with its maximum hit points. If you die, your Homunculus turns to ash after 1 minute.

Combat. In combat, your Homunculus acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action on its turn unless you use your bonus action to order it to take an action in its stat block, or another action. If you are incapacitated, your Homunculus can act on its own and will defend its master to the best of its abilities.

Immovable Boots

Prerequisite: 5th-level Artificer
Item: pair of boots (requires attunement)
If the wearer is standing on a flat surface, it can use an action to activate the boots, fixing itself in place with magic. Until it uses an action to deactivate the boots, they do not move, even if they are defying gravity. To move the boots and their wearer,
    a creature must succeed on a DC 30 Strength check.


Homunculus Servant

Tiny Construct, Neutral


  • Armor Class 11 + PB (natural armor)
  • Hit Points 1 + two times your Artificer level
  • Speed 20 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Senses darkvision 60ft., passive Perception 10 +PB
  • Languages understands the languages you speak

Arcane Conduit. When your Homunculus is within 120 feet of you, you can cast an Artificer spell with
a range of touch through your Homunculus' touch.

Evasion. If the Homunculus makes a Dexterity saving throw to take only half damage, it instead takes no damage on a success, and half damage on a failure.

Hit Dice. The Homunculus has a total number of d4 Hit Dice equal to your Artificer level. It gains all the normal benefits of both short and long rests.

Might of the Master. You add your PB to any ability check or saving throw your Homunculus makes.

Actions

Acidic Spittle. Ranged or Melee Spell Attack: your Intelligence modifier + PB to hit, range 30 ft., one target you can see. Hit: 2d4 + PB acid damage.

Infiltrator Armor

Prerequisite: 5th-level Artificer
Item: suit of armor (requires attunement)
This magic suit of armor retains its weight but is formfitting and wearable under clothes without detection. It also grants its wearer advantage on Dexterity (Stealth) checks.

At 11th level, this armor grants its wearer a +1 bonus to Armor Class. This bonus increases to +2 at 17th level.

Light Blade

Prerequisite: 5th-level Artificer
Item: sword hilt or arcane focus (requires attunement)
While it is grasping this magical object, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or disappear, from this object. While it exists, this magic item emits bright light in a 15-foot radius and dim light for an additional 15 feet beyond that radius. This luminous blade is considered a simple melee weapon with the finesse property, and it deals 1d8 radiant damage on hit.

At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.

Mind Sharpener

Prerequisite: 5th-level Artificer
Item: helmet, diadem, suit of armor, or robes
When the wearer of this magical object fails a Constitution saving throw to maintain concentration, it can use a reaction to expend a Charge from this object to succeed instead.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

Minor Arcane Item

Prerequisite: 5th-level Artificer
Item: Tiny object, tool, or arcane focus (requires attunement)
You imbue this object with a minor amount of arcane power, choosing a 1st-level Artificer spell you know to infuse within. Any creature that holds this item can expend one Charge to cast the imbued spell with your Artificer spellcasting ability.

If the imbued spell requires concentration, the wielder of the item must concentrate on the spell for the duration.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

Radiant Weapon

Prerequisite: 5th-level Artificer
Item: melee weapon (requires attunement)
As a bonus action, the wielder can cause this weapon to emit bright light in a 30-foot radius, and dim light 30 feet beyond that. The wielder can extinguish the light as a bonus action.

When the wielder hits a creature with this magic weapon, it can expend one Charge to force it to make a Constitution saving throw. On a failed save, the target is blinded until the beginning of the wielder's next turn.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.

Repulsion Gauntlets

Prerequisite: 5th-level Artificer
Item: pair of gloves or gauntlets (requires attunement)
When the wielder of these magical gauntlets hits a creature with an unarmed strike or gauntlet attack it can expend one Charge to force it to make a Strength saving throw. Large or larger creatures have advantage on this saving throw. On a failure, the target is knocked back 15 feet in a straight line.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

At 11th level, the gauntlets gain a +1 bonus to their attack and damage rolls. This bonus increases to +2 at 17th level.

Repulsion Shield

Prerequisite: 5th-level Artificer
Item: shield (requires attunement)
When the wielder of this magic shield is hit by a melee attack, it can expend one Charge to force the attacking creature to make a Strength saving throw. Large or larger creatures have advantage on this saving throw. On a failed save, the attacker is knocked back 15 feet in a straight line and falls prone.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

At 11th level, this magic shield grants a +1 bonus to Armor Class. This Armor Class bonus increases to +2 at 17th level.

Armor of Strength

Prerequisite: 11th-level Artificer
Item: a suit of armor (requires attunement)
This magical armor grants its wearer a +1 bonus to its Armor Class, and its wearer can also use its Intelligence, in place of Strength, for Strength-based ability checks or saving throws.

When the wearer of this armor would be knocked prone or moved against its will, it can expend one Charge to not move.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

At 17th level, this armor grants a +2 bonus to Armor Class.

Chameleon Armor

Prerequisite:11th-level Artificer
Item: suit of armor (requires attunement)
This magical armor grants its wearer a +1 bonus to its Armor Class. The wearer can use an action to expend Charges and cast one of the spells here on itself: disguise self (1 Charge), invisibility (2 Charges) or greater invisibility (4 Charges).

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

At 17th level, this armor grants a +2 bonus to Armor Class.

Elemental Armor

Prerequisite: 11th-level Artificer
Item: suit of armor (requires attunement)
This magical armor grants its wearer a +1 bonus to its Armor Class, and its wearer is resistant to your choice of either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder.

At 17th level, this armor grants a +2 bonus to Armor Class, and you can infuse this magical armor so it grants the wearer resistance to psychic or force damage.

Elemental Ring

Prerequisite: 11th-level Artificer
Item: ring (requires attunement)
You infuse a ring with elemental power, choosing acid, cold, fire, poison, or lighting, and a command word.

When the wearer casts a spell of 3rd-level or lower that deals the chosen damage type, it can speak the command word to deal maximum damage to one target of the spell.

Once the wearer uses this ring to maximize the damage of a spell it cannot be used again until the next dawn.

At 17th level, it can be used on spells of 5th-level or lower.

Elemental Weapon

Prerequisite: 11th-level Artificer
Item: melee weapon (requires attunement)
You infuse a melee weapon with elemental power, choosing acid, cold, fire, poison, or lighting, and a command word.

The wielder of this magic weapon can speak its command word to cause elemental power to wreathe the weapon until it speaks the command word again. For the duration, it deals a bonus 1d6 damage of the type you chose on hit.

At 17th level, the bonus elemental damage becomes 2d6.

Greater Arcane Item

Prerequisite: 11th-level Artificer
Item: Tiny object, tool, or arcane focus (requires attunement)
You imbue this object with a greater amount of arcane power, choosing a 2nd-level Artificer spell you know to infuse within. Any creature that holds this item can expend one Charge to cast the imbued spell with your Artificer spellcasting ability.

If the imbued spell requires concentration, the wielder of the item must concentrate on the spell for the duration.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains
    all of its expended Charges each day at dawn.

  Helm of Awareness

  Prerequisite: 11th-level Artificer
  Item: helmet or diadem (requires attunement)
    The wearer of this magic helm cannot be surprised unless
       it is incapacitated. It also adds your Intelligence modifier
             (minimum of +1) to its initiative rolls.

                Voyager Boots

                          Prerequisite: 11th-level Artificer
                              Item: pair of boots (requires attunement)
                                   The wearer of these magical boots can
                                    use a bonus action to teleport up to 15
                                    feet to an unoccupied space it can see.

                                    At 17th level, the wearer can use the                                   magical boots to teleport up to 30 feet to
                             an unoccupied space it can see.

         Guardian Gauntlets

             Prerequisite: 17th-level Artificer
               Item: pair of gauntlets (requires attunement)
               When a creature ends its turn within 30 feet of the
               wearer of these magical gauntlets, the wearer can
             expend one Charge as a reaction to force it to make a
           Strength saving throw. Huge and larger creatures have
         advantage on this save. On a failure, it is pulled 30 feet
        toward the wearer to an unoccupied space of its choice.
       If it pulls the creature within 5 feet, the wearer can make
    a single melee weapon attack against it.

    This magic item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

Masterwork Arcane Item

Prerequisite: 17th-level Artificer
Item: Tiny object, tool, or arcane focus (requires attunement)
You imbue this object with your extraordinary arcane power, choosing a 3rd-level Artificer spell you know to infuse within. Any creature that holds this item can expend one Charge to cast the imbued spell with your Artificer spellcasting ability.

If the imbued spell requires concentration, the wielder of the item must concentrate on the spell for the duration.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

Masterwork Homunculus

Prerequisite: 17th-level Artificer
You have discovered the secrets to the creation of life. You learn the clone spell. It counts as an Artificer spell for you, but it doesn't count against your total number of Spells Known. You can cast clone without expending a spell slot as long as you have the material components available. Your clone only takes 12 days to reach maturity, but you can only have one.

If you replace this Infusion with another at any point before your clone reaches maturity, the spell immediately fails.

Mind Shield

Prerequisite: 17th-level Artificer
Item: helmet or diadem (requires attunement)
The wearer of this magic helm gains resistance to psychic damage, immunity to the charmed and frightened conditions, magic that would read its thoughts or dreams, and it cannot be targeted by telepathy unless it wishes to.

The Alternate
Artificer


Become the master of arcane invention you were meant to be! Includes Six Specializations and over 30 Infusions to customize your Artificer.

Version 3.1.1 - Created by /u/laserllama
Last Updated: July 16th, 2024

Additional Infusions, Feats, and Specializations can be found in the Alternate Artificer: Expanded

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