Alternate Artificer: Expanded

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Alternate Artificer

Expanded

Alternate
Artificer Expanded

Many players feel that the official Artificer class falls short of the fantasy it tries to capture. The Alternate Artificer seeks to more closely represent the fantasy of playing a true master of arcane invention. Included in this compendium are more options meant to enhance the Alternate Artificer class:

Additional Infusions. The Infusions that are included with the Alternate Artificer represent the most common Infusions of Artificers. The Infusions included here may be more exotic, specific, or dangerous for those who make use of them.

Inventive Feats. The Feat included here lets all characters share in the abilities of the Alternate Artificer class.

Additional Specializations. Included are twelve additional Specializations for your Artificer to choose from at 3rd level.

Additional 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.

Adjustable Tool Set

Item: set of artisan's tools or tinker's tools
The wielder is considered proficient with this magical set
of tools, and as an action, they can transform this set of
tools into another set of artisan's tools of their choice.

At 11th level, this magical tool set grants a +1 bonus to ability checks. This bonus increases to +2 at 17th level.

Artificial Limb

Item: humanoid-shaped prosthetic limb
This magic prosthetic limb attaches to a creature, seamlessly covering one limb or replacing a lost limb. As a bonus action, the wearer can extend, or retract the limb up to 10 feet.

Belt of Utility

Item: belt or vest with ten pockets
This magical belt has ten Tiny pockets which can each hold a Tiny or smaller object. As an action, bonus action, or as part of an attack, the wearer can call to mind one object in one of the pockets, instantly summoning it into its hand and can use it as part of that action, bonus action, or attack.

If the wearer does not have a free hand when it summons the object, it shunts one object it is holding into that pouch.

Enhanced Instrument

Item: musical instrument (requires attunement)
The wielder is proficient with this magical instrument and can use it as a spellcasting focus for its spells. Whenever it makes an ability check using the instrument, it can add your Intelligence modifier (minimum of +1) to its roll.

At 11th level, this magical instrument grants its wielder a +1 bonus to its Spell save DC when used as a spellcasting focus. This bonus increases to +2 at 17th level.

Ring of Knowledge

Item: ring (requires attunement)
Upon Infusion, choose one skill, tool, or weapon that you are proficient with, or one language that you can speak, read, and write. The wearer of this magic ring is considered proficient in that chosen skill, tool, or weapon, or knows that language.

Thought Blade

Item: silvered melee weapon (requires attunement)
This magical weapon translates the wielder's thoughts into physical movements, allowing it to wield it with its mind. It can use its Intelligence, in place of its Strength or Dexterity, for this magical weapon's attack and damage rolls.

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

Wondrous Translator

Item: ring, diadem, or necklace (requires attunement)
The wearer of this magical object understands any language that it hears spoken aloud as if it were its native tongue.

At 5th level, this object does not require attunement, and at 11th level, the wearer can also speak any language it hears.

Wondrous Whip

Item: whip, gauntlet, or weaver's tools
The wielder of this magical object can use it to cast the thorn whip Cantrip using the object as the material component of the spell, and your Intelligence as the spellcasting ability.

The wielder can choose for the spell to do 0 damage. If it does, it can pull a target smaller than it up to 30 feet closer, and can catch objects in a fre hand. If the target is larger than it, the wielder can pull itself up to 30 feet closer to the target.

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

Many-Handed Pouch

Prerequisite: 5th-level Artificer
Item: four Tiny pouches, pockets, or sacks
These magic pouches all share one interdimensional space with the capacity of a single pouch. Reaching into an infused pouch allows access to this shared storage space. A pouch operates as long as it is within 100 miles of another pouch; the pouch is otherwise empty and won't accept contents.

If the Infusion ends, the items stored in the shared space all move into one of the pouches, determined at random.

Ring of Potential

Prerequisite: 5th-level Artificer
Item: ring (requires attunement)
While wearing this magical ring, the wearer can use a bonus action to expend its Charges and regain one expended spell slot equal to the number of Charges expended.

This magical ring has three Charges, and it regains all of its expended Charges each day at dawn.

Skittering Servant

Prerequisite: 5th-level Artificer
Item: fine mechanical components worth 100 gold
Your experimentation has created an arachnoid Skittering Servant. It is a Tiny mechanical construct with eight metallic legs. As an action, you can use your tinker's tools to attach (or remove) a single weapon or object to the Servant.

As an action, you can expend one of the Servant's Charges and throw it to an unoccupied space you can see within 30 ft. where it activates. While it is activated, you can use a bonus action to order the Servant to move up to 20 feet and use the object attached to it as if you were using it. The Servant can move up walls and difficult surfaces, including upside down on ceilings, without having to make an ability check.

The Servant has hit points equal to
your Artificer level and Armor Class
equal to your Intelligence score. It is
active for up to 1 minute or until it
is destroyed, then it deactivates,
instantly returning to its wielder.

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

Skyfall Harness

Prerequisite: 5th-level Artificer
Item: cloak, vest, or harness
This magic harness has wing-like fins between its limbs that slow falls and allow its wearer to glide. When the wearer falls and isn't incapacitated, it subtracts up to 100 feet from its fall when calculating falling damage, and when it falls at least 10 feet, it can glide 2 feet horizontally every 1 foot that it falls.

Wildfire Cannon

Prerequisite: 5th-level Artificer
Item: gauntlet, arcane focus, or metal rod
As an action, the wielder of this magical object can expend Charges and use your Artificer Spellcasting modifier to cast these spells: firebolt (0 Charges), burning hands (1 Charge), scorching ray (2 Charges), or fireball (3 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.

Wall Shield

Prerequisite: 5th-level Artificer
Item: shield (requires attunement)
As an action, the wielder can slam this magic shield into the ground, expending Charges to produce the effects of wall of stone centered on the shield, which remains in the ground. However, this effect only creates a number of panels equal to the Charges spent, it doesn't require concentration, and lasts for 1 minute. The wall is destroyed if the shield is removed.

This magical shield has a number of Charges equal to your Intelligence modifier (a 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.

War Gauntlet

  Prerequisite: 5th-level Artificer
   Item: armored gauntlet and a martial weapon or shield
    You attach a shield or martial weapon that can be wielded
            one-handed to this magical gauntlet. The wearer is
                  proficient with the attached item, and it cannot be
                            disarmed of the attached item.

                             At 11th level this magic gauntlet grants a
                                 +1 bonus to Armor Class. This becomes a
                                                            +2 bonus at 17th level.

Collar of Taming

Prerequisite: 11th-level Artificer
Item: metal circlet or collar (requires attunement)
When worn by a beast with a CR equal to or less than your Intelligence modifier, this magical collar allows the creature attuned to exert absolute control over that beast.

The collared beast is friendly to you and obeys your orders completely. In combat you share initiative and it acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to order it to take an action from its stat block or another action. If you can ride the beast then it counts as a trained mount.

At 17th level, this magic collar can control mostrosities.

Elemental Prism

Prerequisite: 11th-level Artificer
Item: diamond worth at least 50 gold and an arcane focus
This magical diamond is bonded to an arcane focus. When the wielder of this focus casts a spell that deals damage, it can change the spell's damage to acid, cold, fire, lightning, poison, or thunder damage.

At 17th level, this magic arcane focus grants its wielder
a +1 bonus to its spell attack rolls and its Spell save DC.

Levitating Weapon

Prerequisite: 11th-level Artificer
Item: one-handed melee weapon (requires attunement)
Upon Infusion, you choose a command word for this weapon. As a bonus action, the wielder can speak the magic weapon's command word, expending one of its Charges. When it does so, the weapon begins to hover in its space, and attacks one target of its choice within 5 feet, using your Intelligence, in place of the wielder's Strength or Dexterity, for its attack and damage rolls. While this magic weapon hovers, the wielder can attack with it using its bonus action on each turn.

This magical weapon remains active for 1 minute, or until the wielder speaks its command word again, at which point it returns to its wielder's empty hand, sheath, or belt.

This magical weapon 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.

Metamorphosis Armor

Prerequisite: 11th-level Artificer
Item: suit of armor (requires attunement)
As a bonus action, the wearer of this magical suit of armor can expend a Charge to cast enlarge/reduce, targeting itself, without expending a spell slot or requiring concentration.

This magical suit of armor 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, the wearer can expend two Charges at one time to reduce or grow their size by two size categories.

Vampiric Weapon

Prerequisite: 11th-level Artificer
Item: melee weapon (requires attunement)
When the wielder hits a creature with this weapon, it deals a bonus 1d6 necrotic damage on hit, and the wielder can gain temporary hit points equal to half that necrotic damage. This weapon has no effect against undead or constructs.

At 17th level, this bonus necrotic damage becomes 2d6.

Astral Cannon

Prerequisite: 17th-level Artificer
Item: gauntlet, arcane focus, or metal rod
In place of an attack, the wielder of this magical object can make a ranged spell attack against a target it can see within 60 feet. On hit, the target takes 2d10 force damage.

As an action, the wielder can expend one Charge to fire two dimensional motes at two unoccupied flat surfaces that
it can see within 60 feet, creating one 5-foot by 5-foot portal that connects the two surfaces. This portal remains open for 1 minute, but it is closed early if five creatures pass through it, or if this Infusion is used to create another portal.

This magical object 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.

Boots of Destruction

Prerequisite: 17th-level Artificer
Item: pair of boots (requires attunement)
The wearer of these magical boots cannot be knocked prone or moved against its will. It also knows destructive wave, and can cast destructive wave once without expending a spell slot.

The wearer of these magic boots regains the ability to cast the spell without expending a spell slot at the following dawn.

Mystic Armament

Prerequisite: 17th-level Artificer
Item: melee weapon (requires attunement)
The wielder's attacks with this magic weapon score a critical hit on a roll of 18-20 on the d20, and they can use the weapon as a spellcasting focus. It also knows the steel wind strike LL spell, and can cast it once without expending a spell slot.

The wielder of this magic weapon regains the ability to cast the spell without expending a spell slot at the following dawn.

Mystic Shot

Prerequisite: 17th-level Artificer
Item: ranged weapon (requires attunement)
The wielder of this magic weapon can choose for any damage dealt by the weapon to be force damage, and it can be used as a spellcasting focus. They also know the swift quiver LL spell, and can cast it once without expending a spell slot.

The wielder of this magic weapon regains the ability to cast the spell without expending a spell slot at the following dawn.

Inventive Feats

The Feat here allows characters to share in the abilities of the Alternate Artificer. If you use the optional rule for Feats,
it can be selected instead of an Ability Score Improvement:

Inventive Adept

Prerequisites: Intelligence of 13 or higher
You have spent many days tinkering with various inventions, tool sets, and arcane forces. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with tinker's tools. If you are already proficient, then whenever you make an ability check with tinker's tools you treat a d20 roll of 9 or lower as a 10.
  • You learn one Infusion of your choice from those available to the Alternate Artificer. At the end of each long rest, you can infuse this Infusion into one object, following the Infusion rules outlined by the Alternate Artificer class.

Specialization

At 3rd level, the Alternate Artificer chooses a Specialization. The following additional Specializations are available, along with those presented in the base Alternate Artificer Class:

     
Aeronaut Composer Machinist
Archivist Dungeoneer Mechanic
Biomancer Gunslinger Puppeteer
Chronothief Junker Reanimator

Aeronaut

The most dangerous Specialization an Artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials in their pursuit of mechanical flight, these pioneering minds will risk anything to construct their perfect Flying Machine.

Flying Machine

3rd-level Aeronaut Specialization feature
You have constructed your signature Flying Machine which marks you as an Aeronaut Artificer. It uses the rules below:

Creating the Machine. During a long rest, you can spend 1 hour using woodcarver's tools to craft one Flying Machine. You can only have one Flying Machine at a time, and only you can use it. Crafting another causes the previous to fall apart.

Appearance. You determine the appearance of your Flying Machine, but this has no effect on its abilities. Some include canvas wings, rotating blades, or even elemental engines.

Wearing the Machine. Your Flying Machine can be worn over clothing or light armor. While wearing it, it can be used as a spellcasting focus for your Artificer spells, and it grants you a flying speed of 20 feet and allows you to hover.

At certain Artificer levels, this flying speed increases: at 5th level (30 feet), 10th level (45 feet), and 15th level (60 feet).

Infusions. Your Flying Machine can bear a single Infusion meant for an arcane focus, boots, cloak, or tiny object.

Tools of the Trade

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

Aeronaut Spells

3rd-level Aeronaut 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 fog cloud, zephyr strike *
5th dust devil *, warding wind *
9th fly, wind wall
13th death ward, summon elemental (air) **
17th control winds *, steel wind strike LL

Aerial Maneuvers

5th-level Aeronaut Specialization feature
Your Flying Machine helps you to move with wondrous grace. When you are wearing your Flying Machine, you gain a bonus to all Dexterity ability checks and saving throws equal to your Intelligence modifier (minimum of +1).

Extra Attack

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

Airborne Assault

10th-level Aeronaut Specialization feature
Your Flying Machine allows you to attack from unorthodox positions, catching enemies unaware. Whenever you make a ranged attack while flying at least 10 feet off the ground, the attack deals a bonus 1d8 damage on hit. You can forgo this bonus damage to instead make the attack with advantage.

Master Aeronaut

15th-level Aeronaut Specialization feature
You are a master Aeronaut, making expert use of your Flying Machine's maneuvering capability. While wearing your Flying Machine, you can take the Dash action as a bonus action.

Moreover, when you are forced to make a Dexterity saving throw to take half damage while you are wearing your Flying Machine, you instead take no damage if you succeed on your saving throw, and only half damage if you fail.

Archivist

For centuries chroniclers have sought the best ways to store vast amounts of information. While most were satisfied with scrolls, Archivists used their wondrous artifice to create the first Artificial Minds, arcane intelligences capable of storing libraries worth of information within their host object.

Tools of the Trade

3rd-level Archivist Specialization feature
You gain proficiency in calligrapher's supplies.
If you are already proficient in calligrapher's
supplies, you instead gain proficiency in one
set of artisan's tools of your choice.

In addition, you can speak, read, and write
two additional languages of your choice.

Archivist Spells

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

Art. Level  Spell
3rd comprehend languages, dissonant whispers
5th detect thoughts, mind spike *
9th hypnotic pattern LL, tongues
13th arcane eye, phantasmal killer
17th modify memory, synaptic static *

Artificial Mind

3rd-level Archivist Specialization feature
You have learned to awaken wondrous Artificial Minds within mundane objects, which use the rules detailed below:

Awakening the Mind. During a long rest, you can spend 1 hour using calligrapher's supplies to awaken a Mind in a Tiny object you touch. The object is magical if it was not already, and it counts as a spellcasting focus for your Artificer spells. Awakening a second Mind destroys the previous Mind.

Magical Telephony. You can communicate telepathically with any creature carrying one of your infused items within a 1-mile radius. The creature can also respond telepathically.

Information Overload. As an action, the Mind bombards
one creature you can see within 30 feet, forcing it to make an Intelligence saving throw against your Spell save DC. On a failure, it takes 1d8 psychic damage and has disadvantage on the first attack roll it makes before the start of your next turn.

At certain Artificer levels, this psychic damage increases:
at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Bonus Skills. Depending on the material of the object you awaken, you gain proficiency in two corresponding skills:

Material Examples Skill Proficiencies
Animal parchment,
leather, bone
Animal Handling, Insight,
Perception, Survival
Mineral gems, glass,
metal, stone
Deception, Intimidation,
Performance, Persuasion
Plant paper, wood,
vegetable
Arcana, History,
Nature, Religion

Acute Overload

5th-level Archivist Specialization feature
The power of your Artificial Mind has grown, increasing its power against foes. If a creature fails its saving throw against Information Overload you can expend one spell slot to deal bonus psychic damage. This bonus is 2d8 for a 1st-level slot, and an additional 1d8 for each slot level higher than 1st.

Also, whenever you deal psychic damage with Information Overload or a spell cast through your Artificial Mind, you add your Intelligence modifier (minimum of +1) to the damage.

Improved Consciousness

10th-level Archivist Specialization feature
Your Artificial Mind lends you its mental capacity. When you are forced to make a Wisdom or a Charisma saving throw, or a Constitution saving throw to maintain your concentration, you add your Intelligence modifier (minimum of +1) to your roll, so long as you are holding your Artificial Mind.

Master Archivist

15th-level Archivist Specialization feature
You have become a master of Archivist artifice. As a bonus action, you can transform into pure information and teleport to an unoccupied space you can see within 60 feet, or to an unoccupied space within 5 feet of an object bearing one of your Infusions, so long as it is the same plane of existence.

Finally, when you cast an Artificer spell, you can choose for your Artificial Mind to concentrate on it for you, allowing you to concentrate on another spell. However, both spells must be Artificer spells, and their total level cannot exceed 5th-level.

If you make a saving throw to maintain concentration on two spells, you make one saving throw for both spells, but you do not gain the benefits from Improved Consciousness.

Biomancer

While most Artificers are content with mechanical invention, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.

Tools of the Trade

3rd-level Biomancer Specialization feature
You gain proficiency in leatherworker's tools and Medicine.
If you are already proficient with leatherworker's tools, you instead gain proficiency with another set of artisan's tools.

Biomancer Spells

3rd-level Biomancer 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 false life, jump LL
5th enhance ability, spider climb
9th haste, life transference *
13th blight, polymorph LL
17th reincarnate, skill empowerment *

                       Arcane Evolution

                                3rd-level Biomancer Specialization feature
                                  You use your knowledge of arcane biology
                                    to forcefully evolve living beings, using
                                   the rules detailed below:

                                     Modifying your Flesh. During a long
                                   rest, you can spend 1 hour using a set of
                                   leatherworker's tools to modify your body
                                 with two Modifications from the list on the
                                 following page. These Modifications last
                                until you replace them during a long rest.

                                   Prerequisites. If a Modification has a
                           prerequisite Artificer level, you can modify
                           yourself with it when you meet that level.

                           Additional Modifications. At certain levels
                     in this class, you can modify yourself with more
               Modifications at once: at 5th level (3), 10th level (4),
             and finally when you reach 15th level (5).

              Biomancer's Homunculus

                 5th-level Biomancer Specialization feature
                 You can use the magic of your artifice to create a
                 facsimile of life. You learn the Homunculus Servant
           Infusion, but it doesn't count against your total number
          of Infusions Known. However, you replace the required
         gem with 1 pound of organic matter, and the creature
     type of your Homunculus changes to a monstrosity.

     Your Homunculus can heal others by grafting its flesh over wounds. As a bonus action, you order your Homunculus to touch a creature, sacrifice any number of its remaining hit points, restoring the same amount of hit points to the target.

Extra Attack

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

Monstrous Homunculus

10th-level Biomancer Specialization feature
You have improved the process of creating your Homunculus. When you create a Homunculus Servant, you can choose for it to be Tiny, Small, or Medium in size, and it gains a single Modification of your choice without a level prerequisite.

At 15th level, your Homunculus' Modification can be any Modification with a prerequisite of 5th-level or lower.

Violent Regrowth

10th-level Biomancer Specialization feature
You can use your arcane knowledge to forcefully rearrange your biology. As a bonus action, you can expend a spell slot to replace one of your Modifications with another Modification.

In addition, your walking speed also increases by 10 feet.

Master Biomancer

15th-level Biomancer Specialization feature
You have become a master of arcane biology. Whenever you target a creature with one of your Biomancer Spells, you can grant one target of that spell temporary hit points equal to your Artificer level + your Intelligence modifier.

Finally, during a long rest, you can forgo one of your own Modifications to instead use leatherworker's tools to modify one willing creature of your choice who you touch.

Biomancer Modifications

Below are the Modifications available to Biomancers. If one of the Modifications has an Artificer level prerequisite, you can use it at the same time you meet that prerequisite.

If one of your Modifications requires a creature to make a saving throw, it makes its save against your Spell save DC.

Amphibian Physiology

Your neck sprouts gills or your skin becomes permeable like an amphibious creature. You gain a swimming speed equal to your walking speed, and you can breathe both air and water.

Bestial Senses

Your eyes and ears resemble those of predators. When you make a Wisdom (Perception) or Wisdom (Survival) check based on your sense of hearing, sight, or smell, you add your Intelligence modifier (minimum of +1) to your roll.

Enhanced Physicality

Your muscles and veins engorge with arcane power. When you make a Strength ability check or saving throw you can add your Intelligence modifier (minimum of +1) to your roll.

Monstrous Claw

You transform one of your limbs into a monstrous arm ending in a massive pincer. Your unarmed strikes with this claw deal slashing damage equal to 1d8 + your Strength modifier, and on hit, you can choose to automatically grapple your target if it is equal to your size or smaller.

Resilient Hide

Your flesh grows hideously thick. When not wearing armor, your Armor Class equals 10 + your Intelligence modifier
                                             + your Constitution modifier.

Winged Glide

You grow bat-like skin flaps that you use to glide. When you fall at least 10 feet and aren't incapacitated, you can subtract up to 100 feet from your fall when you calculate fall damage, and you can move horizontally 2 feet for every 1 foot you fall.

Arachnoid Grip

Prerequisite: 5th-level Artificer
Your hands and feet secrete a sticky substance. You gain a climbing speed equal to your walking speed, you can climb difficult surfaces without needing to make an ability check.

Also, creatures have disadvantage on ability checks or saving throws they make to escape being grappled by you.

Greater Physique

Prerequisite: 5th-level Biomancer
Magic forcefully enlarges your body, giving you hideous size. You grow by one size (for example, from Medium to Large), your reach increases by 5 feet, your weight is multiplied by eight, and melee weapon attacks deal a bonus 1d4 damage.

Vestigial Limb

Prerequisite: 5th-level Artificer
You grow an additional grotesque limb that resembles your other limbs in a place of your choice. It can perform any task your limbs can including the ability to use weapons, shields, magic items, tools, and other objects.

Avian Flight

Prerequisite: 15th-level Artificer
A pair of feathered or leathery wings sprout forth from your back. You gain a flying speed equal to your walking speed.

Hideous Regeneration

Prerequisite: 15th-level Artificer
If you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you instantly regain hit points equal to your Intelligence modifier (minimum of 1).

Chronothief

For those who pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some Artificers choose to experiment with Chronomancy, or time magic. Known as Chronothieves, these Artificers are marked by their signature Chronometers, a wondrous object that they use to steal seconds and adjust the flow of time around them.

Tools of the Trade

3rd-level Chronothief Specialization feature
You gain proficiency with jeweler's tools. If you are
already proficient in jeweler's tools, you instead gain proficiency with another set of artisan's tools.

In addition, you are always aware of the exact time
on your home plane of existence. Once you spend a day
on another plane you gain this benefit there as well.

Chronothief Spells

3rd-level Chronothief 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.

If your table uses Explorer's Guide to Wildemount, you can replace these spells with Dunamancy spells of the same level.

Artificer Level Spell
3rd expeditious retreat, featherfall
5th hold person, misty step
9th haste, slow
13th banishment, dimension door
17th hold monster, modify memory

Chronometer

3rd-level Chronothief Specialization feature
You have learned to construct a wondrous device that marks you as a Chronothief. This device uses the rules below:

Creating the Chronometer. During a long rest, you can spend 1 hour using jewler's tools to craft a Chonometer. It is a Tiny object resembling a timekeeping device of your choice, and it can be used as a spellcasting focus for Artificer spells.

You can only have one Chronometer at a time, and creating a second causes the magic of the first to instantly dispel.

Infusions. Your Chronometer can bear one Infusion that is meant to be imbued in an arcane focus, ring, or diadem.

Abilities. While you are holding your Chronometer, you can use an action to use one of the abilities below targeting a creature you can see within 60 feet. All of the Chronometer's abilities use your Artificer spellcasting and Spell save DC:

Ability Description
Accelerate You increase the creature's speed by a
number of feet equal to 5 times your
Intelligence modifier (minimum 5 feet)
until the beginning of your next turn.
Decelerate You force a creature to make a Charisma
saving throw. On a failed save, its speed
is 0 until the start of your next turn.
Warp You force a creature to make a Charisma
saving throw. On a failed save, it switches
places with you. It can choose to fail.

Efficient
Chronomancy

5th-level Chronothief Specialization feature
Your understanding and control over time magic allows you to use your Chronometer more efficiently. When you use your action to use a Chronometer ability, you can use two abilities instead of one. They can be the same ability or different, and you can target multiple creatures or the same creature.

Your Chronometer also gains the abilities detailed below:

Ability Description
Age You force a creature to make a Charisma
saving throw. On a failure, it takes 2d6
necrotic damage and ages by 1 day.
Rush As a reaction, you add your Intelligence
modifier (minimum of +1) to the initiative
roll of a creature in range, or to yourself.
Slip When a target in range makes an attack roll,
ability check, or saving throw, you can use
your reaction to force it to re-roll the d20.

Time Transfer

10th-level Chronothief Specialization feature
When a creature fails its saving throw against Decelerate, you can use Accelerate on another creature in range as part of the same action. Moreover, when a creature fails it's saving throw against Age, you can grant another creature in range temporary hit points equal to the necrotic damage dealt.

Master Chronothief

15th-level Chronothief Specialization feature
You have mastered the wondrous magic stored within your Chronometer. As an action, you can use your Chronometer to cast the time stop spell. Once you cast time stop in this way, you cannot do so again until you finish a long rest.

Starting at 17th level, you can expend a 5th-level spell slot to use your Chronometer to cast time stop this way again.

Composer

Behind every great musician, standing ovation, and sold-out concert, there is a Composer who put quill to parchment and penned the notes. Unlike Bards and entertainers, Composers take a cerebral approach to music. Masters of repetition and patterns, when they apply their analytical mind to a problem it is only a matter of time before they find a solution.

Tools of the Trade

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

Composer Spells

3rd-level Composer 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 charm person, thunderwave
5th shatter, silence
9th beacon of hope, fear
13th charm monster *, dominate beast
17th destructive wave, dominate person

Musical Apparatus

3rd-level Composer Specialization feature
You have designed a wondrous musical instrument unique to you, your Musical Apparatus, which uses the following rules:

Crafting the Apparatus. During a long rest, you can
spend 1 hour using smith's tools to create your Musical Apparatus. You can only have one Apparatus, and crafting
another causes the previous Apparatus to lose its magic.

Infusions. Your Apparatus can bear a single Infusion
meant for a musical instrument or arcane focus.

Abilities. Your Apparatus is a musical instrument that
only you are proficient with, and it can be used as the
spellcasting focus for your Artificer spells.

While you are wielding the Musical Apparatus you
can cast the thunderclap* Cantrip, so long as you
use your Apparatus as a spellcasting focus. You
can use an action on your turn to produce one
of the effects below with your Apparatus:

Raucous Blast. You make a ranged
spell attack against a creature that can
hear you within 60 feet. On hit, it takes
1d10 thunder damage and the target
is deafened until the beginning
of your following turn.

Ringing Strike. You make
a melee spell attack against
a target you can see within
5 feet. On hit, the target takes
thunder damage equal to 1d10
+ your Intelligence modifier.
If you hold our Apparatus
with two hands, the d10
becomes a d12.

Combat Virtuoso

5th-level Composer Specialization feature
Whenever you use your action to produce a Raucous Blast or Ringing Strike with your Apparatus, you can produce two of those effects. Moreover, if you use your action to cast a spell, you can produce one of those effects as a bonus action.

Thunderous Note

5th-level Composer Specialization feature
Whenever you deal thunder damage with your Apparatus you can expend a spell slot to knock the target back with a burst of thunderous sound. It is knocked back 10 feet for a 1st-level slot, plus another 10 feet for each slot level above 1st. This distance is halved for each size the target is above Large.

Resonant Frequency

10th-level Composer Specialization feature
As an action, you can play a note on your Apparatus to cause a number of creatures of your choice (up to your Intelligence modifier) within 30 feet of you to resonate with undetectable vibrations for 1 hour. The next time one of these creatures is hit by a melee attack, its attacker takes 2d8 thunder damage and cannot take reactions until the start of its next turn.

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

Master Composer

15th-level Composer Specialization feature
You have mastered the theory and applications of musical artifice, a true virtuoso. You gain the following benefits:

  • You are immune to thunder damage and being deafened.
  • The knock-back distance of Thunderous Note is doubled.
  • The damage of Resonant Frequency increases to 4d8.
  • If you spend at least 1 minute practicing with a musical instrument, you gain proficiency with that instrument.

Dungeoneer

While most Artificers focus on developing a single invention, Dungeoneers use their ingenuity to weaponize the mundane. They use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the hardiest of adventurers and monsters. Dungeoneers will set out for an adventure to analyze traps that guard tombs and temples.

Tools of the Trade

3rd-level Dungeoneer Specialization feature
You gain proficiency in both carpenter's tools and
mason's tools. If you are already proficient with either
set of tools, you instead gain proficiency with another
set of artisan's tools of your choice.

In addition, you gain proficiency with improvised
weapons and can use your Intelligence, in place
of Strength or Dexterity, for all of your attack
and damage rolls with improvised weapons.
Dungeoneers are known for crafting strange
weapons made from adventuring supplies.

Dungeoneer Spells

3rd-level Dungeoneer 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 alarm, unseen servant
5th cloud of daggers, lock/unlock LL
9th glyph of warding, tiny hut LL
13th guardian of faith, resilient sphere
17th passwall, wall of stone

Dungeoncraft

3rd-level Dungeoneer Specialization feature
You are a master at dungeoneering, and use your knowledge to craft Dungeoncraft Objects, using the following rules:

Crafting Dungeoncraft Objects. During a long rest, you can spend 1 hour using carpenter's tools to craft a number of the Dungeoncraft Objects from the table equal to twice your Intelligence modifier (minimum 2). These objects appear as non-magical, but turn to ash at the end of your next long rest.

You can also craft normal versions of Dungeoncraft Objects in one-quarter of the normal time and for half the usual cost.

Abilities. The Objects can be used as a spellcasting focus for your Artificer spells, and if one of these Objects forces a creature to make a saving throw, it uses your Spell save DC.

Using your Objects. You can take the Use an Object action as a bonus action, but you must use a Dungeoncraft Object.

Infusions. Dungeoncraft Objects can bear one Infusion for an item that it could be used as an improvised version of.

Extra Attack

5th-level Dungeoncraft Specialization feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can take the Use an Object action in place of one or both of these attacks.

Finally, damage dealt by your Dungeoncraft Objects counts
      as magical for overcoming resistances and immunities.

Arcane Improvisation

10th-level Dungeoneer Specialization feature
You have a unique way of making things work. When you cast a Dungeoneer Spell, you can replace the material component with a Dungeoncraft Object in place of expending a spell slot, but this Dungeoncraft Object is consumed by the spell.

You can cast each Dungeoncraft Spell this way once, then you must complete a long rest before you can do so again.

Master Dungeoneer

15th-level Dungeoneer Specialization feature
You are a deadly master of dungeon design. You can spend 10 minutes using mason's tools to produce the effect of passwall or wall of stone without expending a spell slot. When you cast the spells in this way, they do not require your concentration, but the structures turn to ash at the following dawn.

Finally, creatures have disadvantage on all saving throws made to resist the effects your Dungeoncraft Objects.

Dungeoncraft Objects

Below is the list of Dungeoncraft Objects available for Dungeoneers to create with their Dungeoncraft feature:

acid (1 vial)
alchemist's fire (1 flask)
ball bearings (1,000)
block and tackle
caltrops (200)
chain (25 feet)
crowbar
grappling hook
hunting trap
ladder (10 feet)
lock and key
manacles and key
oil (1 flask)
pitons (10)
portable ram
rope (50 feet)
sledgehammer
torches (5)

Gunslinger

You have dedicated your great intellect to the development of a one-of-a-kind weapon of war, the Arcane Firearm. Marked by this signature weapon, you enter the fray with the swagger and guile only found in one kind of Artificer, the Gunslinger.

Tools of the Trade

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

Gunslinger Spells

3rd-level Gunslinger 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 chaos bolt *, guiding bolt
5th acid arrow, arcane scorcher
9th conjure volley LL, lightning arrow LL
13th banishment, fire shield
17th skill empowerment *, swift quiver LL

Arcane Firearm

3rd-level Gunslinger Specialization feature
Your groundbreaking research has led to the development of your signature Arcane Firearm, which uses the rules below:

Crafting your Firearm. During the course of a long rest, you can spend 1 hour using smith's tools to craft one Arcane Firearm. It is only usable by you, and crafting another causes
   the magic of the previous Firearm to instantly dispel.

         Properties. Your Arcane Firearm is a martial weapon
                you are proficient with. It has the ranged (80/320)
               and loading properties, it deals 1d10 force damage
               on hit, and you can use your Intelligence, in place of
              Dexterity for its attack and damage rolls. Finally, you
                can use it as a spellcasting focus for Artificer spells.

                 Infusions. Your Firearm can bear one Infusion
                for a ranged weapon, metal rod, or Tiny object.

                 Upgrades. Upon creation, your Arcane Firearm
               gains two Upgrades of your choice from the list of
               Upgrades at the end of this Specialization.

                   At certain Artificer levels, your Arcane Firearm
               gains more Upgrades: at 5th level (3), 10th level (4),
               and finally at 15th level (5).

          Extra Attack

              5th-level Gunslinger Specialization feature
              You can attack twice, instead of once, whenever you
                take the Attack action on your turn. Moreover, if you
        use your action to cast a spell, you can make one Arcane
       Firearm attack as a bonus action on that turn.

Increased Capacity

5th-levle Gunslinger Specialization feature
You have improved your Firearm for efficient use in combat. You ignore the Loading property of your Arcane Firearm, but you must use your bonus action to reload it. You can make up to six attacks with your Firearm before you must reload.

Overcharge

10th-level Gunslinger Specialization feature
You can imbue your Arcane Firearm's attacks with additional explosive magic. Once per turn when you hit a target with an attack from your Arcane Firearm, you can expend a spell slot to cause that attack to deal bonus force damage to the target.

This bonus damage is 2d6 for a 1st-level spell slot, plus an additional 1d6 force damage for each slot level above 1st.

Quickdraw

10th-level Gunslinger Specialization feature
You always seem to shoot first. You can add your Intelligence modifier (minimum of +1) to your initiative rolls. Also, if you roll initiative and are not surprised or incapacitated, you can use a reaction to make one attack with your Arcane Firearm.

Master Gunslinger

15th-level Gunslinger Specialization feature
Your skill with your Arcane Firearm is nearly supernatural in battle. You can use a bonus action on your turn to steady your breathing, granting you advantage on any attacks you make with your Arcane Firearm until the end of your current turn.

Finally, once per turn when you make an attack with your Arcane Firearm with advantage, you can forgo the advantage to instead make one additional Arcane Firearm attack. You cannot gain advantage on this bonus attack.

Gunslinger Upgrades

Below are the Upgrades available to Gunslinger Artificers. If one of your Upgrades has an Artificer level prerequisite, you can use it at the same time you meet that prerequisite.

When one of your Upgrades requires a creature to make a saving throw, it makes its save against your Spell save DC.

Close Shot

When you make a ranged attack with your Arcane Firearm while you have a hostile creature within 5 feet of you, you do not have disadvantage on your attack roll.

Deadly Accuracy

You gain a +2 bonus to your Arcane Firearm attack rolls. This Upgrade does not stack with the Archery Fighting Style.

Elemental Shot

As a bonus action, you can touch your Arcane Firearm and expend a spell slot of 1st-level or higher and choose either acid, cold, fire, lighting, or poison. For the next minute, your Arcane Firearm deals additional damage of that type on hit.

The elemental damage is 1d4 for a 1st-level spell slot, plus an additional 1d4 for each spell slot level above 1st.

Grooved Barrel

You modify your Arcane Firearm to be especially accurate. You ignore the disadvantage imposed on Arcane Firearm attacks that you make at the weapon's long range.

High Caliber

You increase the firepower of the Arcane Firearm. Its range increases to (100/400), its damage die increases from 1d10 to 2d6, and it gains the heavy and two-handed properties.

Replaceable Parts

Your Arcane Firearm is crafted so you can adjust it on the fly. You can spend 10 minutes using smith's tools to replace one of your Arcane Firearm's Upgrades
with another Upgrade that you
meet the prerequisites for. You
can do so during a short rest.

Blinding Rounds

Prerequisite: 5th-level Artificer
Once per turn when you hit a target with an Arcane Firearm attack, you can force it to make a Constitution saving throw. On a failure, it is blinded until the start of your next turn.

Concussive Rounds

Prerequisite: 5th-level Artificer
Once per turn when you hit a target with an Arcane Firearm attack, you can force it to make a Constitution saving throw. On a failure, the target cannot take reactions, and its speed is halved until the beginning of your next turn.

Explosive Rounds

Prerequisite: 5th-level Artificer
Once per turn when you hit a target with an Arcane Firearm attack, you can force all creatures within 5 feet of it to make a Dexterity saving throw. On a failed save, they take damage as if they had also been hit by your Arcane Firearm attack.

Incapacitating Rounds

Prerequisite: 10th-level Artificer
Once per turn when you hit a target with an Arcane Firearm attack, you can force it to make a Strength saving throw. On a failed save, it is incapacitated until the start of your next turn, or until it takes damage or is forced to make a saving throw.

Large and larger creatures have advantage on the Strength saving throw to resist the effects of this Upgrade.

Arcane Railgun

Prerequisite: 15th-level Artificer
Once on your turn in place of making an Arcane Firearm attack, you can force creatures in a 60-foot line originating from your Arcane Firearm to make a Dexterity saving throw. Targets take 4d6 force damage on a failed save, and half as much force damage on a successful save.

Independent Turret

Prerequisite: 15th-level Artificer
As an action, you can set your Arcane Firearm up as a turret in an unoccupied 5-foot space. While you are within 120 feet of your Arcane Firearm, you can use a bonus action to cause your Arcane Firearm to make an attack, or use another one of its abilities, targeting a creature you can see in its range.

Junker

Junker Artificers specialize in the creation of hulking
constructs known as Rigs. Climbing inside of their
signature Rig, these Artificers lay waste to any foes
who stand against them and tower over their allies.
Junkers set out on the path of adventure to push their Rig
to its limits in an effort to endlessly improve upon its design.

Tools of the Trade

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

Junker Spells

3rd-level Junker 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 ensnaring strike LL, grease
5th enlarge/reduce, heat metal
9th sonic wave LL, erupting earth *
13th resilient sphere, summon construct **
17th animate objects, wall of force LL

Junker's Rig

3rd-level Junker Specialization feature
Your mechanical research has led to the construction of your Rig. The Rig's game statistics are found in the Rig stat block, which uses your Proficiency Bonus (PB), your Artificer Spell save DC, and your Intelligence modifier (INT). You determine your Rig's appearance, and it uses the rules detailed below:

Constructing your Rig. During a long rest, you can spend 1 hour using smith's tools to construct your Rig. You can only have one Rig at a time. Crafting another causes any previous Rigs to fall into disrepair and become totally unusable.

You can use tinker's or smith's tools to repair any damage to your Rig. For every 10 minutes you spend on repairs, your Rig regains hit points equal to your Artificer level.

Piloting your Rig. As a bonus action, a Medium or smaller creature can climb into your Rig so long as it is within 5 feet. While inside, it is considered its Pilot. The Rig's Pilot cannot be targeted by attacks, spells, or other abilities, and they use the Rig's stat block. The Rig can be used as the spellcasting focus for your Artificer spells while you are its Pilot.

The Pilot can exit the Rig as a bonus action, reappearing in an unoccupied space within 5 feet. If your Rig is reduced to 0 hit points it is destroyed, the Pilot is ejected, and lands prone in an unoccupied space within 5 feet. If your Rig is destroyed, you can spend 1 hour, which can be during a short rest, using smith's tools to restore your Rig to its maximum hit points.

Infusions. Your Rig can bear one Infusion meant for a suit of armor, gauntlets, boots, helmet, or a melee weapon.

Collapsible Rig. While your Rig is a Large Construct, you have designed it to be collapsible for ease of transport. As a bonus action, you can collapse, or expand, your Rig. While it is collapsed, the Rig can be worn as a backpack. However, its
    wearer must have a Strength of 13 or it is encumbered.


Rig

Large Construct, Unaligned


  • Armor Class 10 + INT + PB (natural armor)
  • Hit Points 5 + five times your Artificer level
  • Speed 30 ft., climb 20 ft.

STR
DEX
CON
18 (+4) 8 (-1) 16 (+3)

  • Skills Athletics +PB, Intimidation +PB
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhausted, poisoned

Inanimate. The Rig is incapacitated without its Pilot. When it is forced to make an Intelligence, Wisdom, or Charisma ability check or saving throw, its Pilot is considered to be the target of the effect instead.
    Moreover, if the Pilot is concentrating on a spell when the Rig takes damage, the Pilot must make its Constitution saving throw to maintain concentration as if the Pilot had taken that damage.

Ironsides. When the Rig takes damage, it reduces the damage by its Constitution modifier (3). Acid and force damage bypass the effects of this feature.

Siege Engine. The Rig's weapon attacks and spells deal maximum possible damage, in place of rolling, when used on non-magical objects and structures.

Actions

Slam. Melee Weapon Attack: +4 + PB to hit, reach
5 ft., one target. Hit: 2d6 + 4 bludgeoning damage.

Extra Attack

5th-level Junker Specialization feature
You can attack twice, instead of once, whenever you or your Rig takes the Attack action. Also, when you use your action to cast a spell, you can make a weapon attack as a bonus action.

Modular Rig

5th-level Junker Specialization feature
Your Junker now counts as multiple individual items for your Infusions: its armor (torso), boots (legs), helmet (head), and the limbs it uses for Slam (melee weapon or gauntlet). Each of these individual items can bear one of your Infusions.

Hulking Strikes

10th-level Junker Specialization feature
The power of your Rig knocks foes off their feet. When your Rig hits a target equal to its size or smaller with its Slam, it can choose to knock it back 10 feet in a straight line, where
it must succeed on a Strength saving throw or fall prone.

Master Junker

15th-level Junker Specialization feature
You have improved your Rig so that it rivals the great titans of legend, marking you as a master of Junker artifice. Your Rig now uses the Titanic Rig stat block below:



Titanic Rig

Large Construct, Unaligned


  • Armor Class 10 + INT + PB (natural armor)
  • Hit Points 5 + five times your Artificer level
  • Speed 40 ft., climb 30 ft.

STR
DEX
CON
22 (+6) 6 (-2) 19 (+4)

  • Skills Athletics +PB, Intimidation +PB
  • Damage Immunities poison, psychic
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical or non-adamantine attacks.
  • Condition Immunities charmed, exhausted, poisoned

Inanimate. The Titanic Rig is incapacitated without its Pilot. If it is forced to make an Intelligence, Wisdom,
or Charisma ability check or saving throw, its Pilot is considered to be the target of the effect instead.
    Moreover, when the Pilot is concentrating on a spell when the Titanic Rig takes damage, the Pilot must make its Constitution saving throw to maintain concentration as if the Pilot had taken that damage.

Immutable Form. The Titanic Rig can choose to ignore any spell or effect that would alter or change its form.

Ironsides. When the Titanic Rig takes damage, it reduces the damage by its Constitution modifier (4). Acid and force damage bypass the effects of this feature.

Siege Engine. The Titanic Rig's weapon attacks and spells deal the maximum possible damage, in place of rolling, when used on non-magical objects and structures.

Actions

Slam. Melee Weapon Attack: +6 + PB to hit, reach 5 ft., one target. Hit: 3d6 + 6 bludgeoning damage.

Titanic Transformation. The Titanic Rig becomes Huge in size, so long as there is room for it to grow. While it is Huge, its Slam attacks deal an additional 1d6 damage on hit, its reach increases by 5 ft., and it adds your INT to all Strength ability checks and saving throws.
    This transformation lasts for 1 minute. It ends early if the Titanic Rig is destroyed, or its Pilot uses their action to cause the Rig to revert to its normal form.
    The Titanic Rig can transform in this way once, and it regains the ability to do so at the following dawn. When it has no uses left, its Pilot can expend a 5th-level spell slot to use this transformation again.

Machinist

While some Artificers spend their lives perfecting one single creation, Machinists value quantity over quality of inventions. Known for their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of these strange and wondrous servants, Machinists are ready to face any challenge.

Tools of the Trade

3rd-level Machinist Specialization feature
You gain proficiency with smith's tools and Sleight of Hand.
If you are already proficient in smith's tools, you instead gain proficiency with another set of artisan's tools of your choice.

Machinist Spells

3rd-level Machinist 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 color spray, unseen servant
5th cloud of daggers, cordon of arrows LL
9th spirit guardians, tiny servant *
13th faithful hound, summon construct **
17th animate objects, awaken

Automatons

3rd-level Machinist Specialization feature
You learned to craft uniquely specialized mechanical servants known as Automatons. Your Automatons use the rules below:

Crafting Automatons. During a long rest, you can spend
1 hour using smith's tools to create a number of Automatons equal to your Intelligence modifier (minimum of 1). They are inactive and are easily carried or worn until activated by you.

Your Automatons use the Automaton stat block, which uses your proficiency bonus (PB) and Intelligence modifier (INT).

As an action, you can use smith's tools and expend a spell slot to create an inactive Automaton. However, the maximum number of Automatons you can have at one time equals your Intelligence modifier (minimum of 1). Creating an Automaton while at your maximum causes the oldest to be destroyed.

Model. Whenever you craft an Automaton, you choose its Model from the list at the end of this Specialization. Its Model determines its main ability. Once chosen it can't be changed.

Combat. As a bonus action, you can activate an Automaton and throw it to an unoccupied space you can see within 30 ft. While active, your Automaton acts during your turn. It does nothing unless you use your bonus action to order it to move up to its speed and make a Slam attack or to use the action determined by its Model. Automatons cannot use the normal actions available to other creatures, only the actions detailed by its Model or a Slam attack. You can order an Automaton to use its Model action or to make a Slam attack as part of the same bonus action that you use to activate it.

Your Automaton remains active for 1 hour, or until you use an action to touch it and deactivate it, or it is destroyed. You can only have one Automaton active. If you activate a second
    Automaton, the first instantly deactivates in its space.


Automaton

Tiny construct, Unaligned


  • Armor Class 13 + INT
  • Hit Points 5 + your Artificer level
  • Speed 25 ft.

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

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhausted, poisoned
  • Languages understands the languages you speak

Model. The Automaton gains the benefits of one Model detailed at the end of this Specailization.

Replaceable Parts. When the mending spell is cast on the Automaton, it regains 2d6 hit points.

Actions

Slam. Melee Weapon Attack: INT + PB to hit, reach
5 ft., one target. Hit: 1d6 + 3 bludgeoning damage.

Automated Army

5th-level Machinist Specialization feature
Your ability to control your signature Automatons has greatly increased. You can have two Automatons active at once, and you can use a single bonus action to order both Automatons to move and use the action determined by their Model.

When you reach 15th level in this class, you can have up to three Automatons active at once, and you can issue orders to all three Automatons with a single bonus action.

Improved Designs

5th-level Machinist Specialization feature
Your ability to design complex constructs has grown. When you create an Automaton it gains the benefits of two Models of your choice from the list at the end of this Specialization.

Moreover, your Automaton's attacks count as magical for the sake of overcoming resistances and immunities.

Efficient Construction

10th-level Machinist Specialization feature
Your signature magic provides quantity of Automatons over quality. When you expend a spell slot to create an Automaton, you create a number of inactive Automatons equal to the level of the spell slot you expended. You cannot use this feature to surpass the limit on your total number of Automatons.

Master Machinist

15th-level Machinist Specialization feature
You are a master Machinist and have become but one among many with your army of Automatons. When you are forced to make a saving throw or are hit by an attack, you can use your reaction to instantly switch places with an active Automaton within 60 feet, causing that Automaton to become the target of the triggering effect or attack.

Finally, your Automatons are resistant to all non-magical bludgeoning, piercing, and slashing damage.

Automaton Models

Below are the Automaton Models available to Machinists. If one of the Models has an Artificer level prerequisite, you can use it at the same time you meet that prerequisite.

If one of your Automaton Models requires a target to make a saving throw, it makes its save against your Spell save DC.

Agent Model

As an action, you perceive the world through the Automaton senses, but become blind to your own senses. You can end this ability as a bonus action. You must be within 1 mile of your Automaton to use this feature.

Anchor Model

As an action, the Automaton latches onto a target within 5 feet, reducing the target's speed by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet). The Automaton can still be targeted by attacks while attached.

As an action, a creature can make a Strength check against your Spell save DC, removing the Automaton on a success.

Arcane Model

When you cast an Artificer spell, you can choose for the spell to originate from this Automaton, instead of yourself, so long as you are within 60 feet of the Automaton.

This Automaton's Slam attack also deals force damage.

Artisan Model

The Automaton is proficient with one set of tools, which you choose upon its creation. As an action, it can use the tools to make an ability check and add your Intelligence modifier (a minimum of +1) to the result of its ability check.

Assault Model

The damage of this Automaton's Slam attack increases to 1d10 damage, and it deals force damage on hit, in place of the normal bludgeoning damage.

Amphibian Model

Prerequisite: 5th-level Artificer
The Automaton gains a 30-foot swimming speed, and while
it is swimming it has advantage on its Slam attack rolls.

Arachnid Model

Prerequisite: 5th-level Artificer
The Automaton gains a 30-foot climbing speed, and it can climb on difficult surfaces, including sheer walls and upside down on ceilings, without making an ability check.

Archer Model

Prerequisite: 5th-level Artificer
When this Automaton makes a Slam attack, it can choose to make it a ranged weapon attack against a target that it can see within 60 feet. On hit, it deals piercing damage.

Armor Model

Prerequisite: 5th-level Artificer
As an action, the Automaton attaches itself to one willing creature within 5 feet, granting it a bonus to Armor Class equal to your Intelligence modifier (minimum of +1). The Automaton can still be targeted by attacks while attached.

The Automaton can detach from the target as an action.

Avenger Model

Prerequisite: 10th-level Artificer
When a creature within 25 feet of the Automaton attacks or forces another creature to make a saving throw, you can use
a reaction to order this Automaton to move up to its walking speed and make a Slam attack against that creature. On hit, this attack deals a bonus 1d6 bludgeoning damage.

Avian Model

Prerequisite: 10th-level Artificer
The Automaton gains a 30-foot flying speed, and while flying,
                       opportunity attacks against this Automaton are
                              made with disadvantage.

Mechanic

Mechanics channel an overwhelming obsession with arcane motors to construct powerful mechanical vehicles. Marked by their unquenchable need for speed, these Artificers draw on their adventuring experiences to construct and improve on a wondrous Autocycle, their one-of-a-kind motorized invention.

Tools of the Trade

3rd-level Mechanic Specialization feature
You gain proficiency with smith's tools and land vehicles. If you are already proficient with smith's tools or land vehicles you gain proficiency in a set of artisan's tools of your choice.

Roadster

3rd-level Mechanic Specialization feature
Your experience has given you special resilience against the hazards of your motorized inventions. You can't be knocked from a vehicle against your will while you are conscious.

In addition, once per turn when you take bludgeoning, fire, piercing, slashing, or thunder damage, you can use a reaction to reduce the damage you take by your Intelligence modifier.

Mechanic Spells

3rd-level Mechanic 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 grease, zephyr strike *
5th enlarge/reduce, heat metal
9th haste, thunder step *
13th freedom of movement, fire shield
17th creation, steel wind strike LL

Autocycle

3rd-level Mechanic Specialization feature
Your obsession with motorized machinery has borne fruit in the construction of an Autocycle, which uses the rules below:

Constructing your Autocycle. During the course of a long rest, you can spend 1 hour with smith's tools to construct an Autocycle. It is a Medium vehicle with an appearance of your choice, but its appearance has no effect on its statistics. You can only have one Autocycle at a time. Constructing another causes the first to fall into disrepair and become unusable.

You can use tinker's or smith's tools to repair any damage to your Autocycle. For every 10 minutes you spend on repairs, your Autocycle regains hit points equal to your Artificer level.

Properties. Your Autocycle is a mount which can only be controlled by you. It uses the Autocycle stat block on the next page, which uses your Intelligence modifier (INT), proficiency bonus (PB), and Artificer Spell save DC. While riding it, it can be used as a spellcasting focus for your Artificer spells.

Riding the Autocycle. While mounted on the Autocycle, it acts during your turn, you use its speed instead of yours, and you can use an action to use the actions from its stat block. If a creature attacks your Autocycle while you are riding it, you can use a reaction to cause the attack to target you instead.

Infusions. Your Autocycle can bear one Infusion meant for boots (wheels), armor (chassis), or a melee weapon (ram).

Afterburn

5th-level Mechanic Specialization feature
Once per turn, when you are riding your Autocycle and move within 5 feet of another creature, you can force it to make a Dexterity saving throw. On a failed save, it takes fire damage equal to 1d10 + your Intelligence modifier and that creature cannot target you with an opportunity attack on this turn.

Your Autocycle can now bear up to two Medium creatures (or three Small creatures), and up to 100 lbs. of cargo.

Expert Rider

10th-level Mechanic Specialization feature
Your Autocycle and your ability to drive it have increased. You gain the following benefits while riding on your Autocycle:

  • Your Autocycle's movement ignores all difficult terrain.
  • Opportunity attacks against your Autocycle, or creatures riding on your Autocycle, are made with disadvantage.
  • When you cast an Artificer spell with a target of self, you can also grant your Autocycle the benefits of that spell.
  • When you move within 5 feet of a friendly creature, it can use its reaction to mount your Autocycle if there is room.

Master Mechanic

15th-level Mechanic Specialization feature
You are a master of arcane motorization, and have upgraded your Autocycle into a vehicle of mythic ability. Your Autocycle gains a flying speed equal to its walking speed and can hover. Creatures riding on your Autocycle also cannot be targeted by opportunity attacks while the Autocycle is moving.

Finally, the damage of your Afterburn feature increases to 2d10, and you can use it whenever you move past a creature on your turn. However, you can only force each creature to make this saving throw once per turn.



Autocycle

Medium Vehicle (200 lb.)


  • Max Creature Capacity 1 Medium creature
  • Max Cargo Capacity 50 lb.
  • Armor Class 10 + INT + PB (natural armor)
  • Hit Points 5 + five times your Artificer level
  • Speed 30 feet

STR
DEX
CON
13 (+1) 18 (+4) 12 (+1)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned, unconscious

Empowered Speed. The Autocycle gains additional speed equal to 5 times your INT (minimum of 5 feet).

Expert Handling. If you are mounted on the Autocycle, and not incapacitated, you add your PB to any ability check or saving throw the Autocycle is forced to make.

Inanimate. The Autocycle is incapacitated without a rider. If it is forced to make an Intelligence, Wisdom,
or Charisma ability check or saving throw, its rider is considered to be the target of the effect instead.

Jump. If the Autocycle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap.

Mechanical Momentum. If the Autocycle moves at least 20 ft. straight toward a creature and hits it with a Ram attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone.

Prone Deficiency. If the Autocycle falls prone, it can't right itself and is incapacitated until a creature uses an action on its turn to stand the Autocycle upright.

Swerve. When the Autocycle is upright and is forced to make a Dexterity saving throw, its rider can use their reaction to grant it advantage on its saving throw.

Rider Actions

Ram. Melee Weapon Attack: +4 + PB to hit, reach 5 ft.,
1 target. Hit: 1d10 +4 + PB bludgeoning damage.

Puppeteer

Though all Artificers have their quirks, Puppeteers tend to be the strangest subset of arcane inventors. They dedicate their research towards mastering the control of others through the use of their Arcane Strings. Often found literally pulling the strings from behind the scenes, these Artificers empower their allies rather than risk their life on the front lines.

Tools of the Trade

3rd-level Puppeteer Specialization feature
You gain proficiency with weaver's tools and Sleight of
Hand. If you are already proficient with weaver's tools,
you gain proficiency with another set of artisan's tools.

Arcane Strings

3rd-level Puppeteer Specialization feature
You have learned to craft your signature spool of
Arcane Strings which use the rules detailed here:

Crafting the Spool. During a long rest, you can
spend 1 hour using weaver's tools to craft a spool
of Arcane Strings. It is a Tiny spool of thread you
can wield as a whip, you are proficient with it, and
it can be a spellcasting focus for Artificer spells.

You can only have one spool of Arcane Strings,
and creating a second spool of Strings causes the
magic of the previous spool to be instantly dispelled.
Only you can wield your Arcane Strings in this way.

Infusions. Your Arcane Strings are always infused with the Wondrous Whip Infusion, but this doesn't count against your total number of Infusions Known, and it cannot be replaced.

Abilities. While wielding your spool of Arcane Strings, you gain the features below, which can target any willing creature you can see within 30 feet. When you use these abilities, your Arcane Strings fly out and attach to your target, then return.

Ability Description
Correct If a creature misses with a melee attack,
you can use your reaction to have it
repeat its attack against the same target.
Guide If a creature makes an ability check with a
skill you are proficient in, you can add your
Intelligence modifier to its roll as a reaction
Move As a bonus action, you move the attached
creature up to half its walking speed. This
does not provoke opportunity attacks.

Puppeteer Spells

3rd-level Puppeteer 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 ensnaring strike LL, entangle
5th crown of madness, hold person
9th hypnotic pattern LL, slow
13th dominate beast, grasping vine
17th dominate person, hold monster

Skillful Strings

5th-level Puppeteer Specialization feature
The magic and your skill with your Arcane Strings grows. You gain the following additional Arcane String features:

Ability Description
Channel When you cast a spell you have it originate
from a target in range. If it requires
concentration, you concentrate on it.
Strike When a creature takes the Attack action,
you can use a reaction to cause it to make
one additional attack as part of its action.

Nimble Fingers

10th-level Puppeteer Specialization feature
Your ability to manipulate others via your Arcane Strings is truly a marvel. You gain one additional reaction each round, but it can only be used to use an Arcane Strings ability. An effect can only trigger one of your reactions.

Additionally, the range of your Arcane Strings, and all of their abilities, increases to 60 feet.

Master Puppeteer

15th-level Puppeteer Specialization feature
You are an unquestioned master Puppeteer. You can use your Arcane Strings to cast the irresistible dance spell. Once you do so, you cannot cast it again until you finish a long rest.

Starting at 17th level, you can expend a 5th-level spell slot and use your Arcane Strings to cast irresistible dance again.

Reanimator

Most Artificers focus their creativity on mechanical or arcane inventions, but those known as Reanimators use their unique abilities to raise their defeated enemies as Thralls. Instead of improving themselves, they use necromantic artifice to make use of the abilities of their Thralls had in life, now in undeath.

Tools of the Trade

3rd-evel Reanimator Specialization feature
You gain proficiency in Nature and leatherworker's tools. If you are already proficient in leatherworker's tools, you gain proficiency with a set of artisan's tools of your choice.

Reanimated Thrall

3rd-level Reanimator Specialization feature
You use necromantic artifice to restore a facsimile of life to a slain foe, reanimating it as your Thrall, using the rules here:

Reanimating a Thrall. You can use leatherworker's tools to perform a 1-minute ritual on a creature you touch that has died within the last 8 hours. At the end of this ritual, it rises as your Thrall. You can only have one Thrall at a time, and if you raise another Thrall, any previous Thralls die instantly.

Once a creature is reanimated as your Thrall, you cannot reanimate that creature as a Thrall again after it dies.

Potential Thralls. Your artifice only allows you to raise Beasts, Humanoids, and Monstrosities as your Thralls, and the strength of the creatures you can raise is limited by their Challenge Rating. You can raise one of the above creatures as your Thrall if the creature's Challenge Rating is equal to your Artificer level divided by three, rounded down.

Thrall Statistics. Your Thrall is mindless and follows you with absolute loyalty. It uses the stat block it had in life, but it gains the Undead creature type in addition to its type, it has no Hit Dice, and it gains no benefits from short or long rests. When you reanimate a creature as your Thrall, it is restored to full health and abilities as if it completed a long rest.

Combat. In combat, your Thrall acts on your turn. It can move and use its reaction on its own, but it will only take the Dodge action on its turn unless you use your bonus action to command it to take one of the actions from its stat block or another action. If you are incapacitated, your Thrall will
act to defend you, but it will take no further actions.

If your Thrall has the ability to cast spells, you
must expend one of your spell slots when you
order it to cast one of its spells.

Reanimator Spells

3rd-level Reanimator 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 false life, longstrider
5th gentle repose, locate creature LL
9th life transference, summon undead **
13th blight, polymorph LL
17th enervation, raise dead

Extra Attack

5th-level Reanimator Specialization feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can forgo one of these attacks to order your Thrall to make a single attack.

Necrotic Preservation

5th-level Reanimator Specialization feature
You can preserve the dead for later use. When you cast gentle repose on a creature that you could raise as a Thrall, you can transform it into a small Trinket, which lasts for the duration.

At any point, you can use your Reanimated Thrall ritual on one of these Trinkets to raise that creature within as a Thrall.

Advanced Reanimations

10th-level Reanimator Specialization feature
You can raise some of the most powerful mortal creatures to serve you as Thralls. You can raise Aberrations, Dragons, and Giants as your Thralls, so long as the creatures are within the Challenge Rating limited detailed in Reanimated Thrall.

Master Reanimator

15th-level Reanimator Specialization feature
You can keep your Thralls alive so long as your power lasts. If your Thrall is reduced to 0 hit points but isn't killed outright,
             you can use your reaction to expend a spell slot. The
                   Thrall is instead reduced to a number of hit points
                          equal to 10 times the level of the spell slot.

                                                      This feature cannot cause a
                                                         your Thrall to exceed its hit
                                                        point maximum.

Alternate
Artificer Expanded


A multitude of additional options for laserllama's Alternate Artificer for 5e! Includes twenty-four Infusions, one Feat, and twelve Specializations!

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

The Alternate Artificer class can be found Here

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