The Sharpest Tools - 16 Artificer Subclasses

by 3athompson

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The Sharpest Tools

Introduction


This packet was made to provide artificer with a subclass for every artisan's tool in the game, additional infusions, unique spells, and optional class features. There are also two subclasses for the monk and rogue, which add the artificer's infusion mechanic to the class.

Optional Class Features

Magical Alchemy and Tool Versatility are designed for allowing artificers more options to express themselves. Spare Parts is designed so the artificer remains competitive when compared to the cleric's and paladin's "Harness Divine Power".

Spells

The artificer's signature spells involve manipulating magic itself in simple but effective ways, plus manipulation of objects or materials commonly associated with artificers. The artificer can even create or "destroy" magic items with their strongest spells.

Infusions

Several of the infusions are designed to fill out the lack of interesting high-level infusions and act as upgrades to existing infusions. Others seek to make tools themselves magical and powerful. Others improve upon the magic of the artillerist and create permanent magic items with charges.

Artificer Subclasses

This packet has an artificer corresponding with every tool, though sometimes an artificer has proficiency in multiple artisan's tools if they are similar enough thematically, such as cobbler's tools and leatherworker's tools. Only woodcarver's tools are missing from this packet, which is already covered by the artillerist.

Other Subclasses

Monk and rogue have "1/3 artificer" subclasses that use the infusion mechanic of an artificer at a slower rate of growth.

Table of Contents

Description Page#
Optl. Class Feats. Magical Alchemy, Spare Parts, and Tool Versatility. 3
Spells 7 spells that are uniquely suited to the strange spell list of the artificer. 3
Infusions 24 infusions that evolve existing infusions or bring new uses to a variety of tools. 5
Clayshaper An artificer that dabbles in divine word magic to create life from clay. 8
Cordwain An artificer that creates leather suits and shoes that grant them heightened mobility. 9
Cristallosmith An artificer that uses glassblowing skills to cast spells and fire colorful rays of light. 11
Ferromancer An artificer that can animate weapons but faces risks when animating sentient weapons. 12
Fleshweaver An artificer that modifies their body into a living weapon and stitches undead together. 13
Gastronomist An artificer that creates food that attracts beasts and fey and scavenges from the dead. 13
Gunsmith An artificer that wields guns or crossbows and copies paladin and ranger magic. 16
Illustrator An artificer that wields a brush and paints illusions into reality or unreality. 17
One-Man Band An artificer that attaches musical instruments to their suit and plays as an entire band. 18
Potioncrafter An artificer that brews herbal concoctions and synthesizes powerful potions. 20
Psychotronic An artificer that crafts psionic gadgetry and awakens a psi-crystal follower. 22
Quartermaster An artificer that assists super spies and supplies magic items to their allies. 24
Runecarver An artificer that uses giant magic and can prepare one spell from any class. 25
Sapper An artificer that uses rapid construction, rapid demolition, and terrain manipulation. 26
Wayfinder An artificer that manipulates the lay of the land itself with cartographic ingenuity. 27
Zi-Scribe An artificer that uses ideogram magic and can prepare one spell from any class. 29
Steady Hand A monk that turns into a machine and transcends humanoid limits. 30
Gadgeteer A rogue that steals artificer techniques to make weapons and devices. 31

Optional Class Features

You gain class features in Eberron: Rising from the Last War or Tasha's Cauldron of Everything when you reach certain levels in your class. This section offers additional features that you can gain as an artificer.

Unlike the features in ERftLW or TCoE, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet th level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.

Magical Alchemy

1st-level artificer feature, which replaces Magical Tinkering


At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have alchemist's tools in hand. You then touch a Tiny flask of nonmagical liquid and give it one of the following magical properties of your choice:

  • The liquid sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • The liquid heats up or cools down whatever it touches by 10 degrees Fahrenheit.
  • The liquid's consistency and flavor changes to a consistency and flavor of your choice.
  • The liquid gains a color and quality (metallic, transparent, translucent, opaque, and the like) of your choice.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.


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

Spare Parts

3th-level artificer feature


Starting at 3th level, you can spend your breaks working on backups to your spellcasting tools. When you finish a short rest, you can choose a number of expended 1st level spell slots to recover which can be no higher than half your proficiency bonus (rounded up). Starting at 11th level, The spell slots can be 1st or 2nd level.


Once you use this feature, you can’t use it again until you finish a long rest.

Tool Versatility

6th-level artificer feature, which replaces Tool Expertise


Starting at 6th level, you gain proficiency in all tools.

Spells

The artificer spells are ordered by spell level.

Force Bolt

Evocation cantrip


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a wand, staff, or rod)
  • Duration: Instantaneous

You send a concussive blast of force at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. If the target is a creature, you push the creature up to 5 feet away from you.


This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Binding Ropes

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (25 feet of rope)
  • Duration: Concentration, up to 1 minute

You throw forward magical ropes that seek to bind a creature within range. Make a ranged spell attack against the target. On a hit, the target is restrained by the ropes until the spell ends. A creature restrained by the ropes can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends.

Spellblock

2nd-level Abjuration


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a torn piece of cloth)
  • Duration: Concentration, up to 1 minute

Choose a creature that has spellcasting or a similar feature like pact magic or innate spellcasting that you can see within range. The target must succeed on a Charisma saving throw or have its connection to its spellcasting severed for the duration. The creature can still cast spells from magic items and other exterior sources. When the target attempts to cast a spell using its spellcasting, the spell fails and has no effect.


At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Metafactor

3rd-level Transmutation


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

You gain 3 1st-level spell slots. Any spell slot you create with this spell vanishes when you finish a long rest.


At Higher Levels. When you cast this spell using a spell slot of 5th level, you gain 4 1st-level spell slots.

Alchemist's Folly

4th-level Transmutation


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of quicksilver)
  • Duration: Instantaneous

You touch a nonmagical metal object of Medium size or smaller or a section of metal no more than 5 feet in any dimension. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. The metal in the object turns into liquid quicksilver.

Prototype

4th-level Transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a set of artisan's tools)
  • Duration: 8 hours

You touch a non-magical object and imbue it an artificer infusion, turning it into a magic item for the duration. You don't need to know the infusion to imbue the item in this way, and you can choose an infusion that you have already imbued into an object. This special infusion does not count towards the number of infused items you can create.


An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself or a creature touching the item to it the instant you infuse the item.

Disenchantment

5th-level Evocation


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of torn fabric)
  • Duration: Instantaneous

You disrupt magic in a 20-foot radius sphere at a point you choose in range.


Magic Item Disruption. All non-artifact magic items in the sphere have their magic suppressed and become mundane items for 8 hours. A spellcaster can touch a magic item as an action and expend a spell slot of 2nd level or higher to restore the magic of the item.


Dispel Magic. Any active spell of 4th level or lower or other magical effect on a creature or an object in the sphere is dispelled. For each spell of 5th level or higher on a creature or object, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.


Creatures and Objects. A creature or object summoned or created by magic must make a Constitution saving throw. On a failure, the creature or object winks out of existence. On a success, the creature or object winks out of existence, then instantly the target reappears in the space it left or in the nearest unoccupied space if that space is occupied at the end of its next turn.


Sever Magical Connection. A creature capable of casting spells or using teleportation or planar travel must make a saving throw using its spellcasting ability with disadvantage. On a failure, the creature is unable to cast spells, or travel magically. The affected target must make a saving throw using its spellcasting ability at the end of each of its turns. On a successful save, this effect ends. On a success, if the creature attempts to cast a spell with a casting time of 1 action or travel magically before the end of its next turn, roll a d20. On an 11 or higher, the spell or magical travel attempt doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell or magical travel attempt. If it can't, the spell or magical travel attempt is wasted.

Artificer Infusions

Animated Gaming Set

Item: a gaming set


This gaming set is imbued with sapience and animation. It can move its components around with a hover speed of 10 feet and it makes ability checks to play itself with a +10 bonus.


A creature can play an hour-long game with the animated gaming set, which can be part of a short or long rest. If the creature beats the animated gaming set, it gains one point, which does nothing. Win or lose, the creature gains temporary hit points equal to your Artificer level at the end of the game.


If any of its components get separated from the rest of the gaming set for more than 1 minute, the piece is no longer animated, and the animated gaming set becomes despondent and will not play games with others until its missing part is returned or rebuilt.

Automatic Shot

Prerequisite: 10th level artificer

Item: a simple or martial weapon with the ammunition property (requires attunement)


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


When you use the Attack action and attack with the weapon, you can use a bonus action to attack with the weapon.


If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Brutish Weapon

Prerequisite: 6th level artificer

Item: a simple or martial weapon


When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.


The bonus increases to 14 when you reach 14th level in this class.

Chirurgeon's Herbalism Kit

Prerequisite: 6th level artificer

Item: an herbalism kit (requires attunement)


This kit has 4 charges. While holding it, a creature proficient with the herbalism kit can use a bonus action and expend 1 charge to create a vial of antitoxin or a potion of healing.


The kit regains 1d4 expended charges daily at dawn.

Counterfeiter's Forgery Kit

Prerequisite: 6th level artificer

Item: a forgery kit (requires attunement)


This kit has 4 charges. While holding it, a creature proficient with the forgery kit can expend 1 charge to cast illusory script or 2 charges to cast arcanist's magic aura.


The kit regains 1d4 expended charges daily at dawn.

Curving Weapon

Prerequisite: 10th level artificer

Item: a simple or martial weapon with the thrown property


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


If the magic weapon misses its target, the wielder can reroll the attack roll, potentially turning a miss into a hit. This feature of the weapon can only be used once on each of the wielder's turns.

Elemental Weapon

Prerequisite: 6th level artificer

Item: a simple or martial weapon (requires attunement)


This magic weapon deals an additional 1d4 damage of one of the following damage types to any target it hits, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.


As a bonus action, you can turn the weapon into a pure elemental form. While it is in this form, its base weapon damage is changed from bludgeoning, piercing, or slashing to the chosen damage type. The elemental form lasts until you use a bonus action to deactivate the form or until you drop or sheathe the weapon.


The bonus damage increases to 1d8 when you reach 14th level in this class.

Explorer's Tools

Item: a set of navigator's tools


While using the Explorer's Tools, a creature proficient in navigator's tools can spend 10 minutes to focus their awareness on the region around them. The creature can sense whether land or other ships are present within 6 miles of the creature. This feature doesn’t reveal the the location of land or other ships or their number.


Additionally, a creature proficient in navigator's tools that uses the Explorer's Tols to navigate can't become lost at sea except through magical means.

Fabricating Tools

Prerequisite: 6th level artificer

Item: a set of artisan's tools (requires attunement)


While holding this set of artisan's tools, a creature proficient with the artisan's tools can use the tools as a spellcasting focus and gains a +1 bonus to spell attack rolls made with the tools.


The creature can spend 10 minutes using the artisan's tools to fabricate a copy of a nonmagical object that can be crafted with the artisan's tools. This object can cost no more than 50 gp, be no larger than 3 feet on a side, and weigh no more than 10 pounds. The fabricated object is visibly magical, radiating dim light out to 5 feet. The fabricated object disappears when this feature is used again.


The cost, dimension, and weight limit double and bonus to spell attack rolls increases to +2 when you reach 10th level in this class.

Force Shield

Prerequisite: 14th level artificer

Item: a shield (requires attunement)


A creature gains a +2 bonus to Armor Class while wielding this shield.

While wielding the shield, you can use a bonus action to activate or deactivate a field of shimmering protection that extends 15 feet from the shield. While the field is active, it provides half cover against attacks made through the field.


The shield has 6 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d6 expended charges daily at dawn.

Heart Weapon

Item: a simple or martial weapon (requires attunement by a spellcaster)


This magic weapon can be used as a spellcasting focus for the wielder's spells. When the wielder attacks with this weapon, it can add its spellcasting ability modifier, instead of Strength or Dexterity, to the attack and damage rolls.

Helmet of Sending

Prerequisite: 10th level artificer

Item: a helmet and 5 stones (requires attunement by the helmet's wearer)


While wearing this helmet, a creature can use an action to cast the sending spell on a bearer of one of the infused stones. In addition, a creature holding one of the infused stones can cast the sending spell on the helmet's wearer.


If any of the stones are destroyed, the remaining stones still function and a new stone can be infused at the end of a long rest. If the helmet is destroyed, the stones become nonmagical.

Helmet of Far Sight

Prerequisite: 14th level artificer

Item: a helmet and 5 stones (requires attunement by the helmet's wearer)


While wearing this helmet, a creature can cast the scrying spell, using the helmet as the material component, on a bearer of one of the infused stones. The bearer of the stone has a -10 physical connection modifier when the spell is cast in this way.


If any of the stones are destroyed, the remaining stones still function and a new stone can be infused at the end of a long rest. If the helmet is destroyed, the stones become nonmagical.

Incandescent Weapon

Prerequisite: 14th level artificer

Item: a simple or martial melee weapon (requires attunement)


This magic weapon grants a +2 bonus to attack and damage rolls made with it, and it deals radiant damage instead of its normal damage type.


The weapon emits bright light in a 15-foot radius and dim light for an additional 15 feet. While holding it, the wielder can take a bonus action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.


The weapon has 6 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d6 expended charges daily at dawn.

Master Thief's Tools

Prerequisite: 6th level artificer

Item: a set of thieves' tools (requires attunement)


While holding this set of thieves' tools, a creature proficient with the thieves' tools can use the tools as a spellcasting focus and gains a +1 bonus to spell attack rolls made with the tools.


The thieves' tools have 4 charges. The wielder of the thieves' tools can spend 1 charge to cast detect magic or identify or 2 charges to cast arcane lock or knock. The thieves' tools regain all charges at dusk.


The number of charges increases to 6 and the bonus to spell attack rolls increases to +2 when you reach 10th level in this class.

Mirror Shield

Prerequisite: 6th level artificer

Item: a shield (requires attunement)


A creature gains a +1 bonus to Armor Class while wielding this shield.


The shield has 4 charges. As a reaction immediately after being hit by a spell attack or after failing a saving throw against a spell or magical effect, the wielder can expend 1 charge and cause the attacker to take 2d8 force damage, unless the attacker succeeds on a Dexterity saving throw against your spell save DC.


The shield regains 1d4 expended charges daily at dawn.

Soul Weapon

Prerequisite: 10th level artificer

Item: a simple or martial weapon (requires attunement by a spellcaster)


This magic weapon can be used as a spellcasting focus for the wielder's spells. When the wielder attacks with this weapon, it can add its spellcasting ability modifier, instead of Strength or Dexterity, to the attack and damage rolls. Additionally, this weapon grants a +1 bonus to attack and damage rolls made with it and spell attack rolls made using this weapon as the focus.

Spellmirror Shield

Prerequisite: 14th level artificer

Item: a shield (requires attunement)


A creature gains a +1 bonus to Armor Class and a +1 bonus to saving throws while wielding this shield.


The shield has 6 charges. As a reaction immediately after being hit by a spell attack or after failing a saving throw against a spell or magical effect, the wielder can expend 1 charge and cause the attacker to take 4d8 force damage, unless the attacker succeeds on a Dexterity saving throw against your spell save DC.


The shield regains 1d6 expended charges daily at dawn.

Spell-Refactoring Ring

Prerequisite: 14th level artificer

Item: a ring (requires attunement)


While wearing this ring, the creature can recover any number of expended slots as an action. The spell slots can have a combined level that is equal to or less than 5. Once used, the ring can’t be used again until the next dawn.

Spy's Disguise Kit

Prerequisite: 6th level artificer

Item: a disguise kit (requires attunement)


This kit has 4 charges. While holding it, a creature proficient with the disguise kit can expend 1 charge to cast disguise self (DC 15) or 2 charges to cast alter self.


The kit regains 1d4 expended charges daily at dawn.

Staff of Force Blasts

Prerequisite: 14th level artificer

Item: a staff


This staff has 7 charges. While holding it, the wielder can use an action to expend 1 or more of its charges to fire a force sphere at a point within 120 feet of the wielder. Each creature and object in a 10-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. A target takes force damage equal to 4d8 plus an additional 1d8 force damage for each expended charge on a failed save, or half as much damage on a successful one. Each creature in the sphere is pushed up to 5 feet away from the center of the point, and is knocked prone on a failed save.


The staff regains 1d6 + 1 expended charges daily at dawn.

Troubador's Instrument

Prerequisite: 6th level artificer

Item: a musical instrument (requires attunement by an artificer or bard)


While holding this musical instrument, a creature gains a +1 bonus to spell attack rolls made with the musical instrument.


Additionally, the instrument stores two different 1st level spells from any class list, which you choose when you infuse the item. Each spell can be cast once through the instrument, using the wielder's spellcasting ability. The instrument regains the ability to cast its spells daily at dawn.


You can store 2nd level spells and the bonus to spell attack rolls increases to +2 when you reach 10th level in this class.

Wand of Force Bolts

Prerequisite: 6th level artificer

Item: a wand


This wand has 7 charges. While holding it, the wielder can use an action to expend 1 or more of its charges to make a ranged spell attack from it at one or more creatures or objects within 120 feet of the wielder. The wielder can target a number of creatures equal to the number charges expended. The spell attack has a +7 bonus to the attack roll. On a hit, a target takes 4d8 force damage. If the target is a creature, it is pushed up to 5 feet away from the wielder.


The wand regains 1d6 + 1 expended charges daily at dawn.


The damage of the attack increases to 6d8 when you reach 10th level in this class.

Weapon of Smiting

Item: a simple or martial weapon (requires attunement)


The magic weapon has 4 charges. When this weapon hits a target, the wielder can expend 1 of the weapon's charges to deal an additional 2d4 force damage to the target of the attack. The force damage is maximized if the target is an object or a construct. The weapon gains 1d4 expended charges daily at dawn.


The bonus damage increases to 4d4 when you reach 10th level in this class.

Artificer Specialists

Clayshaper

Clayshapers are a branch of artificers that frequently are found in religious orders. They make a study of divine magic and its lifegiving powers, and use those powers to imbue elementals or create life from unliving clay.

Tool Proficiency

3rd-level Clayshaper feature


You gain proficiency with potter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Clayshaper Spells

3rd-level Clayshaper feature


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

Clayshaper Spells
Artificer Level Spell
3rd healing word, shield of faith
5th warding bond, zone of truth
9th mass healing word, tongues
13th conjure minor elementals, death ward
17th antilife shell, conjure elemental

Create Clay Golem

3rd-level Clayshaper feature


Your claywork has borne you a faithful companion, a bonded clay golem. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Bonded Clay Golem stat block, which uses your proficiency bonus (PB) in several places.

In combat, the bonded clay golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use your action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the bonded clay golem can take any action of its choice, not just Dodge. When you use your action to command your bonded clay golem, you can make one weapon attack as a bonus action.

If you are incapacitated or absent, the bonded clay golem acts on its own, focusing on protecting you and itself. If the bonded clay golem is berserk, it acts according to its berserk nature. The bonded clay golem never requires your command to use its reaction, such as when making an opportunity attack.


Bonded Clay Golem

Large Construct


  • Armor Class 14 (Natural Armor)
  • Hit Points Your Intelligence modifier + ten times your artificer level (the clay golem has a number of Hit Dice (d10s) equal to your artificer level)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)

  • Damage Immunities Acid, Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Understands the languages you speak
  • Challenge — Proficiency Bonus (PB) equals your bonus

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk. Whenever the golem starts its turn with half its hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed, regains all its hit points, or you use an action and succeed on a DC 20 Intelligence check to calm it.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.


Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB bludgeoning damage.

If the mending or acid splash spell is cast on it, it regains 2d6 hit points. If the bonded clay golem drops to 0 hit points, it dies. If it has died within the last hour, you can use your potter’s tools as an action to reanimate it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The bonded clay golem reanimates after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new bonded clay golem if you have your potter’s tools with you. If you already have a bonded clay golem from this feature, the first one immediately perishes.

Coordinated Strike

5th-level Clayshaper feature


When you command your bonded clay golem to take the Attack action, the bonded clay golem can make two attacks.

Golem's Haste

9th-level Clayshaper feature


You can use a bonus action on your turn to command your bonded clay golem to exceed its normal limits. Until the start of your next turn, the bonded clay golem's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on its next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

You can speed up your golem a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Master of the Golem

15th-level Clayshaper feature


Your bonded clay golem is further improved. It gains the following benefits:

  • Your bonded clay golem becomes resistant to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons that aren't adamantine.
  • Your bonded clay golem deals an additional 1d10 bludgeoning damage on its slam attack. If its slam attack hits a creature, it must succeed on a Constitution saving throw against your spell save DC or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
  • You can cast awaken, targeting your bonded clay golem, without expending a spell slot, without preparing the spell, and without material components, provided you use potter's tools as the spellcasting focus. The bonded clay golem also gains a Charisma score of 10. Once you cast the spell with this feature, you can’t cast that spell with it again until 7 days have passed. While the golem has at least 10 Intelligence, it loses its berserk property. Once 7 days have passed, the bonded clay golem becomes a clay golem with 10 Intelligence and Charisma and without the berserk property. It becomes freed from your servitude and chooses whether to remain friendly to you, based on how you treated it while it was under your command.

Cordwain

Cordwains create marvels with animal hide. They develop methods of tanning that do not stink. With that, they make leather wonders such as suits of armor and boots that can produce magical effects and be used as weapons.

Tool Proficiency

3rd-level Cordwain feature


You gain proficiency with cobbler's tools and leatherworker's tools. If you already have at least one of these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.

Cordwain Spells

3rd-level Cordwain feature


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

Cordwain Spells
Artificer Level Spell
3rd armor of agathys, mage armor
5th hold person, pass without trace
9th gaseous form, nondetection
13th death ward, fire shield
17th hold monster, mislead

Spellbound Suit

3rd-level Cordwain feature


Your leathery pursuits have led to you making light armor a conduit for your magic. As an action, you can turn a suit of light armor you are wearing into Spellbound Suit, provided you have cobbler's tools or leatherworker's tools in hand.

You gain the following benefits while wearing this armor:

  • You can use your Intelligence modifier instead of your Dexterity modifier to the base number from your armor type to determine your Armor Class.
  • You can use the spellbound suit as a spellcasting focus for your artificer spells.
  • Any falling damage you take is halved, and you don't land prone from a fall while you are not incapacitated.

The armor continues to be a spellbound suit until you don another suit of armor or you die.

Suit Specialization

3rd-level Cordwain feature


You can customize your Spellbound Suit. When you do so, choose one of the following suit models: Flayer or Roamer. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. The special weapon is not considered to be part of the armor for the purposes of your Infused Items feature.

You can change the armor’s model whenever you finish a short or long rest, provided you have leatherworker’s tools in hand.

Flayer. You design your suit to be manipulative. It has the following features:


Faltering Strap. You can extrude a leather strap into one of your hands while you aren’t holding anything in it. The strap counts as a simple melee weapon with the reach property, and it deals 1d6 slashing damage on a hit. The first creature you hit on each of your turns with the leather strap takes 1d4 psychic damage and must make a Wisdom saving throw against your spell save DC. On a failure, the creature becomes frightened of you until the end of its next turn. While it is frightened in this way, it is restrained.


Grappling Strap. As a bonus action, you can target a point on a surface within 30 feet of you. You are then pulled to an unoccupied space within 5 feet of that point by your leather strap. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Roamer. You focus on improving your suit's boots. It has the following features:


Tough Boots. You improve your suit's boots. They count as simple melee weapons, and they deal 1d10 bludgeoning, piercing, or slashing damage (your choice when you create the boots) on a hit. The boots are considered magical weapons if they are infused.


Quick Steps. Your walking speed increases by 10 feet.


Large Leaps. The first time you move least 20 feet straight toward a target and then hit it with a melee weapon attack on your turn, the target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be pushed up to 10 feet away.

Extra Attack

5th-level Cordwain feature


You can attack twice, rather than once, whenever you take the Attack action on your turn.

Suit Modifications

9th-level Cordwain feature


Your spellbound suit gains additional benefits based on its model, as shown below.

Flayer. The reach of your faltering strap increases to 30 feet. If a Large or smaller creature fails its saving throw against your faltering strap, it takes psychic damage equal to your Intelligence modifier and you can choose to pull it to an unoccupied space within 5 feet of you.

Roamer. You can use your Intelligence instead of your Strength for determining how far and high you can jump. You can also apply two infusions to your boots at the same time.

Golden Age of Leather

15th-level Cordwain feature


Your spellbound suit has reached its pinnacle, as shown below.

Flayer. When you use your grappling strap, you can target a point 60 feet away. If a creature fails its saving throw against your faltering strap, it is paralyzed instead of being restrained.

Roamer. you are always under the effects of a jump spell. If you fall into the space of a creature and the creature isn't Tiny, you can use your reaction to force the creature to make a Dexterity saving throw against your spell save DC. On a failure, you reduce the falling damage you take to 0, and the creature takes 1d8 damage for every 10 feet you fell, to a maximum of 6d8. The damage type is the same as that of your boots. The impacted creature is also knocked prone, unless it is two or more sizes larger than you.

Cristallosmith

A Cristallosmith is a maker of exceedingly fine glassware that can be used to heighten spells. Cristallosmiths create wondrous orbs that imprison and diffract light into rainbows.

Tool Proficiency

3rd-level Cristallosmith feature


You gain proficiency with glassblower's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Cristallosmith Spells

3rd-level Cristallosmith feature


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

Cristallosmith Spells
Artificer Level Spell
3rd burning hands, color spray
5th acid arrow, shatter
9th daylight, lightning bolt
13th greater invisibility, wall of fire
17th cone of cold, scrying

Diffractive Orb

3rd-level Cristallosmith feature


Your skill in glassmaking has granted you a crystalline orb that refracts rainbow hues. The orb can be held in one hand and can be used as a spellcasting focus for your artificer spells. At the end of a long rest, you can create a new orb if you have your glassblower’s tools with you. If you already have an orb from this feature, the first one immediately shatters.

If you cast an artificer spell that deals acid, cold, fire, force, lightning, poison, radiant, or thunder damage using the orb as a spellcasting focus, you can choose to refract the spell through the orb. Roll a d8 to determine the new damage type and color of the spell. If a creature is hit by a spell attack or fails a saving throw from a spell or effect cast in this way, the creature suffers an additional effect.

Diffractive Orb Colors
d8 Color Damage Type Effect
1 Red Fire The target takes fire damage equal to your intelligence modifier.
2 Orange Acid The target takes acid damage equal to your intelligence modifier at the end of its next turn.
3 Yellow Lightning The target can't take reactions until the start of your next turn.
4 Green Poison The target is poisoned until the start of your next turn.
5 Blue Cold The target's speed is reduced by 10 until the start of your next turn.
6 Indigo Thunder The target is restrained until the start of your next turn
7 Violet Radiant The target is blinded until the start of your next turn
8 White Force The target takes 8 force damage.

Light Cage

3rd-level Cristallosmith feature


You can use an action to imbue your orb with light. The light can be colored as you like, and you can change the color as a bonus action. For the next hour, the orb emits bright light in a 20-foot radius and dim light for an additional 20 feet.

While holding the orb when it is imbued with light, you can use a bonus action to fire a beam of light from it. Make a ranged spell attack at one creature within 120 feet of you that is not in magical darkness. On a hit, the target takes 2d8 radiant damage. You can change the orb's color of light as part of the same bonus action.

Once you imbue your orb with light, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher.

Crystalline Resonance

5th-level Cristallosmith feature


You improve your orb to heighten your spells. When you roll a d8 to diffract an artificer spell, you add the number rolled to one of the spell's damage rolls. If the spell is a critical hit, you can roll the d8 again and choose one of the d8s to determine the effect.

Prismatic Burst

9th-level Cristallosmith feature


Your orb's light becomes more destructive:

  • The orb's beam of light attack deals an additional 1d8 damage. The damage increases by 1d8 again at 15th level.
  • As an action, you can release all the trapped light in the orb at once. Choose up to 7 creatures within 20 feet of you that are not in magical darkness. Each creature must make a Dexterity saving throw against your spell save DC. A creature takes 4d8 radiant damage on a failed save, or half as much on a successful one. The orb loses all trapped light inside and must be imbued with light to be used again. The damage increases to 6d8 at 15th level.

Diffractive Genius

15th-level Cristallosmith feature


Your light shines the brightest of all. You can cast sunbeam and prismatic spray without expending a spell slot, without preparing the spell, and without material components, provided you use your orb as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Ferromancer

Ferromancers are adept at animating weapons and imbuing the weapons with limited sentience. Already-sentient magic items may test the limits of the ferromancer's control.

Tool Proficiency

3rd-level Ferromancer feature


You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Ferromancer Spells

3rd-level Ferromancer feature


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

Ferromancer Spells
Artificer Level Spell
3rd mage armor, shield
5th cloud of daggers, warding bond
9th conjure barrage, crusader's mantle
13th fire shield, greater invisibility
17th conjure volley, swift quiver

Animated Weapon

3rd-level Ferromancer feature


You can animate a metallic melee weapon to serve as your companion. See the animated weapon's statistics in the flying sword statblock. The damage type of the animated weapon matches the base weapon's damage type. Add your proficiency bonus to the animated weapon’s attack rolls and damage rolls, as well as to any saving throws and skills it is proficient in. For each artificer level you gain after 3rd, your animated weapon's maximum hit points increase by 4. If the weapon is magical or bears one of your infusions, it applies the magical effects to its statblock, including its attack if relevant. Animated weapons that require attunement become hostile toward you if you aren't attuned to them, and treat features that require attunement as if they are attuned to themselves. Sentient magic items retain their personality and Intelligence, Wisdom, and Charisma scores.

The animated weapon gains traits from the weapon properties of the weapon that was animated:

Animated Weapon Properties
Property Trait
Finesse The weapon gains a +2 bonus to its Dexterity checks and Dexterity saving throws.
Heavy The weapon gains a +2 bonus to its damage rolls.
Light The weapon's flying speed is increased by 10 feet.
Reach The weapon's reach is increased to 10 feet, and its flying speed is reduced by 10 feet.
Special (Lance) The weapon gains the traits of the heavy, and reach, and two-handed weapon properties.
Thrown The weapon's flying speed is increased by 10 feet.
Two-handed The weapon's maximum hit points increase by 2 for each artificer level you have attained.
Versatile The weapon gains a +1 bonus to its damage rolls and its maximum hit points increase by 1 for each artificer level you have attained.

The animated weapon obeys your commands as best as it can, unless it is hostile or uncooperative. It takes its turn on your initiative. On your turn, you can verbally command a cooperative animated weapon where to move (no action required by you). You can use your action to verbally command it to take one of the actions in its statblock or the Dash, Disengage, or Help action as well. If you don't issue a command, the animated weapon takes the Dodge action. When you use your action to command your animated weapon, you can make one weapon attack as a bonus action.

If you are incapacitated or absent, the animated weapon acts on its own, focusing on protecting you and itself. If the animated weapon is hostile or uncooperative, it acts on its own according to its whims. The animated weapon never requires your command to use its reaction, such as when making an opportunity attack.

If the mending spell is cast on it, it regains 2d6 hit points. If the animated weapon drops to 0 hit points, it reverts to being a non-animated weapon. If it has reverted within the last hour, you can use your smith’s tools as an action to reanimate it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The animated weapon reanimates after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new animated weapon if you have your smith’s tools with you. If you already have an animated weapon from this feature, the first one reverts to being a non-animated weapon.

Coordinated Strike

5th-level Ferromancer feature


When you command your animated weapon to take the Attack action, the animated weapon can make two attacks.

Garrison

9th-level Ferromancer feature


You can cast animate dead using a spell slot without preparing the spell, provided you use smith's tools as the spellcasting focus. When cast using this feature, you target a nonmagical metallic melee weapon instead of a corpse or pile of bones. The target becomes a flying sword under your control. The damage type of the flying sword's attack matches the base weapon's damage type.

Blade Storm

15th-level Ferromancer feature


You can use an action to command your animated weapon to make a melee attack against each creature of your choice within its reach, with a separate attack roll for each target.

Fleshweaver

Alternately called splicers or stitchers, fleshweavers conduct experiment with body parts that result in disgusting yet fruitful abominations.

Tool Proficiency

3rd-level Fleshweaver feature


You gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Fleshweaver Spells

3rd-level Fleshweaver feature


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

Fleshweaver Spells
Artificer Level Spell
3rd inflict wounds, ray of sickness
5th blindness/deafness, gentle repose
9th animate dead, feign death
13th blight, greater invisibility
17th contagion, reincarnate

Weapons of the Flesh

3rd-level Fleshweaver feature


You modify your body to grow a natural weapon of your choice or improve a natural weapon you already possess. When you attack with your natural weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. Choose one of the following natural weapons. You can change your natural weapon whenever you finish a long rest.

Bite. You grow fangs, mandibles, or a spiky maw. Your natural weapon is a simple melee weapon that deals 1d8 damage on a hit. If you hit a creature no more than one size larger than you with your bite, you can use a bonus action on the same turn to gain temporary Hit Points equal to your level.

Claws or Talons. Each of your hands transforms into a claw or talon, which you can use as a simple melee weapon that deals 1d6 slashing damage on a hit if it’s empty. Any infusions that are applied to one claw or talon apply to the other claw or talon. If you attack with a claw or talon using the Attack action, you can make one additional claw or talon attack as a bonus action on the same turn.

Hooves. Your feet turn into hooves. The hooves are a simple melee weapon that deals 2d6 bludgeoning damage on a hit. If you move at least 20 feet straight towards a creature no more than one size larger than you and then hit it with your hooves on the same turn, you can use a bonus action on the same turn to attempt to shove the target back 5 feet.

Horns. You grow horns on your head. The horns are a simple melee weapon that deals 1d10 bludgeoning or piercing damage on a hit (your choice when you take this feature). If you move at least 20 feet straight towards a creature no more than one size larger than you and then hit it with your horns on the same turn, you can use a bonus action to attempt to shove the target prone.

Stinger. You gain a sharp natural weapon that secretes its own venom. The stinger is a simple melee weapon that deals 1d6 piercing damage on a hit. You can use a bonus action to coat the stinger in your natural venom. A creature hit by your stinger when it is coated in venom must make a Constitution saving throw against your spell save DC, taking 2d4 poison damage and becoming poisoned until the start of your next turn on a failed save, or taking half as much damage and suffering no other effect on a success.

Tail. You grow a tail that is effective in combat. The tail is a simple melee weapon that has a reach of 10 feet and deals 1d8 bludgeoning, piercing, or slashing damage on a hit (your choice when you take this feature). If you hit a creature no more than one size larger than you with your tentacle, you can use a bonus action on the same turn to attempt to shove the target back 5 feet.

Tentacles. You grow a tentacle...somewhere. You can transform one of your hands into a tentacle as well. The tentacle is a simple melee weapon that has a reach of 10 feet and deals 1d6 bludgeoning damage on a hit. If you transformed your hand into a tentacle, you can use it as a weapon only if it's empty. If you hit a creature no more than one size larger than you with your tentacle, you can use a bonus action on the same turn to attempt to grapple the target.

Infusing Graft

At 3rd level, whenever you infuse an item, you can instead infuse your magic into a creature's body directly by using weaver's tools. The item must be worn to receive its powers, such as a cap or armor, or it must apply to a weapon. When you infuse an item in this way, you instead modify a creature's body in some way to gain the same ability the magic item provides. The graft is considered part of the creature and can't be removed against the creature's will unless the infusion ends on it. A creature's hit point maximum increases by 3 for every infusion you graft to it.

A body counts as separate items for the purposes of your Infuse Items feature: arms, legs, head, and torso. Each of those body parts can bear one of your grafts unless otherwise stated. You may change the body part that the infusion applies to, such as applying a boots of flying infusion to your arms. Infusions that apply to rings or neckwear such as amulets do not need to be applied to a body part. You can also apply an infusion that applies to weapons to a creature's natural weapons or unarmed strikes.

If you apply an armor infusion to a creature's body, they gain natural armor if they do not already have it, or their natural armor is improved. When the creature isn't wearing armor, its AC equals 13 + its Dexterity modifier or 16, plus any bonus to AC the infusion provides. A shield’s benefits apply as normal while the creature uses the natural armor.

Extra Attack

5th-level Fleshweaver feature


You can attack twice, rather than once, whenever you take the Attack action on your turn.

Corpse Stitcher

9th-level Fleshweaver feature


You can spend 10 minutes using your weaver's tools to combine two zombies you control into a stonger and more durable creature. The stitched zombie is a zombie with the following modifications:

  • It has a hit point maximum of 44 plus twice your Artificer level and it has 6 hit dice.
  • It has advantage on Wisdom (Perception) checks and on Strength, Constitution, and Wisdom saving throws.
  • It gains a multiattack action that allows it to make two melee attacks. It also adds your proficiency bonus to its attack and damage rolls.
  • It can attune to your infusions if you use Infusing Graft to apply the infusion.
  • It counts as 2 undead creatures for the purposes of reasserting control over it.

Internal Magic

9th-level Fleshweaver feature


You can steal the magic of existing magic items and infuse them into your body. When you attune to a magic item that must be worn to receive its powers or is a magic weapon, you can apply it to your body as if you had infused an item with Infusing Graft. The magic item loses its powers for the duration of your attunement to it, and you must remain within 5 feet of the magic item to benefit from it.

Apex Adaptation

15th-level Fleshweaver feature


Your mastery of body modification is unparalleled. You gain one of the following benefits:


Breath Weapon. Choose one of the following damage types: acid, cold, fire, lightning, or poison. You can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 9d6 damage of the chosen type on a failed save, or half as much damage on a successful one. You can use your breath weapon twice between rests. When you finish a short or long rest, you regain your expended uses.


Elemental Glands. Choose one of your natural weapons. Whenever you hit a creature with this natural weapon, the creature takes an extra 1d8 acid, cold, fire, lightning, or poison damage. You can change the damage type whenever you finish a long rest.


Spiky Natural Armor. You grow a toughened and spiky carapace, granting you a +2 bonus to your AC. In addition, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 2d4 piercing damage.

Gastronomist

Gastronomists are creators of beautiful art that must be tasted to be believed. They learn recipes that can coax beasts and fey to aid them, methods to grow plants quickly, and create food and drink inspired by their defeated foes.

Tool Proficiency

3rd-level Gastronomist feature


You gain proficiency with brewer's supplies and cook's utensils. If you already have at least one of these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.

Gastronomist Spells

3rd-level Gastronomist feature


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

Gastronomist Spells
Artificer Level Spell
3rd armor of agathys, mage armor
5th find steed, hold person
9th gaseous form, nondetection
13th death ward, fire shield
17th hold monster, mislead

Scavenged Victuals

3rd-level Gastronomist feature


Whenever you finish a long rest, you can magically produce food or drink in an empty container you touch. Roll on the Scavenged Victuals table for the victual’s effect, which is triggered when someone eats or drinks the provision. As an action, a creature can ingest the victual or force-feed it to an incapacitated creature.

You can create additional scavenged victuals by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the victual in an empty container you touch, and you choose the victual’s effect from the Scavenged Victual table.

Creating a scavenged victual requires you to have brewer's supplies or cook's utensils on your person, and any victual you create with this feature lasts until it is ingested or until the end of your next long rest.

You can also spend 1 minute scavenging edible bits from a dead creature that has died within the last 24 hours. During your next short rest, you can prepare scavenged victuals using the dead creature. You create a scavenged victual that shares the creature type of the dead creature. You may also use the dead creature to determine the effect of the scavenged victual you prepare after finishing a long rest instead of rolling, provided the creature died within the last 24 hours.

When you reach certain levels in this class, you can make more victuals at the end of a long rest: two at 5th level and three at 15th level. Roll for each victual’s effect separately. Each victual requires its own container.

Scavenged Victuals
d10 Loot
1 Aberration. The imbiber magically emits psychic energy in a 15-foot cone. Each creature in that area must make an Intelligence saving throw against your Artificer spell save DC, taking 3d6 psychic damage and being affected by the bane spell until the end of the imbiber's next turn on a failed saving throw, or taking half as much damage and suffering no other effect on a success.
2 Beast, Fey. The imbiber regains a number of hit points equal to 2d8 + your Intelligence modifier, unless the imbiber is a construct or undead.
3 Celestial. The imbiber gains 5 temporary hit points that last for 1 minute. For the same duration, the imbiber is under the effect of the bless spell (no concentration required).
4 Construct, Plant. The imbiber gains 10 temporary hit points that last for 1 minute. For the same duration, the imbiber's AC increases by 1.
5 Dragon. The imbiber spews magical energy in a 15-foot cone. The imbiber chooses acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your Artificer spell save DC, taking 4d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
6 Elemental. The imbiber can cast their choice of burning hands (2nd level), gust of wind, create or destroy water (2nd level), or shatter, using your Artificer spell save DC. Gust of wind does not require concentration and lasts 1 minute.
7 Fiend. The imbiber gains resistance to fire and poison damage for 1 minute.
8 Giant, Ooze. The imbiber gains the effects of the enlarge/reduce spell (no concentration required) for 1 minute. The imbiber chooses which effect is caused.
9 Humanoid, Monstrosity. The imbiber gains the effects of the enhance ability spell (no concentration required) for 1 minute. The imbiber chooses which effect is caused.
10 Undead. The imbiber magically emits necrotic energy within 10 feet of it. Each creature in that area must make a Constitution saving throw against your Artificer spell save DC. On a failed save, a target takes 3d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

Chef's Talents

3rd-level Gastronomist feature


Your eye for food and drink has given you certain abilities:

  • When you forage, you find twice as much food and water as you normally would.
  • You have advantage on saving throws against being diseased.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Gastronomical Guru

5th-level Gastronomist feature


You've developed flavorful and potent recipes, enhancing the healing and damage you create through them. Whenever you cast a spell using your brewer's supplies or cook's utensils as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, cold, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Filling Meals

9th-level Gastronomist feature


Your meals fill your allies with newfound resolve:

  • Whenever a creature imbibes a scavenged victual you created, the creature restores hit points equal to 2d6 + your Intelligence modifier (minimum of 1 hit point).
  • You can cast aid without expending a spell slot and without preparing the spell, provided you use brewer's supplies or cook's utensils as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Feasts of Legends

15th-level Gastronomist feature


You've developed resistance to the most dangerous foods, and you've developed meals fit for heroes and extraplanar entities:

  • You gain resistance to poison damage, and you are immune to the poisoned condition.
  • You can cast conjure fey and heroes' feast without expending a spell slot, without preparing the spell, and without material components, provided you use brewer's supplies or cook's utensils as the spellcasting focus. Once you cast conjure fey with this feature, you can’t cast that spell with it again until you finish a long rest. Once you canst heroes' feast with this feature, you can't cast that spell with it again until you finish 1d4 long rests.

Gunsmith

Gunsmiths have invented (or perfected) a ranged weapon that fires metal pellets at a high speed. They can be found in deserts, upholding the law.

Tool Proficiency

3rd-level Gunsmith feature


You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Gunsmith Spells

3rd-level Gunsmith feature


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

Gunsmith Spells
Artificer Level Spell
3rd hail of thorns, heroism
5th branding smite, find steed
9th conjure barrage, lightning arrow
13th death ward, faithful hound
17th banishing smite, swift quiver

Weaponcraft

3rd-level Gunsmith feature


You gain proficiency with heavy crossbows and hand crossbows. You craft a weapon worthy to be wielded. If your Dungeon Master uses the rules of firearms in Chapter 9 of the Dungeon Master's Guide, you craft a renaissance firearm and 20 bullets. Otherwise, you craft a crossbow of your choice and 40 bolts.

Arsenal

3rd-level Gunsmith feature


You craft a variety of ranged weapons to suit your purposes. When you finish a long rest, you can use smith's tools to carve special sigils into a ranged weapon with the loading property, and the weapon becomes an arsenal weapon. You can have any number of weapons inscribed with the sigil.


Your arsenal weapons have the following benefits:

  • When you attack with an arsenal weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • Arsenal weapons ignore the loading property when you use them.
  • While an arsenal weapon is on your person, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. During your first turn of each combat, you have advantage on the first attack roll you make if it is made with an arsenal weapon.

Extra Attack

5th-level Gunsmith feature


You can attack twice, rather than once, whenever you take the Attack action on your turn.

Deadly Aim

9th-level Gunsmith feature


When you make an attack with an arsenal weapon, you score a critical hit on a roll of 19 or 20 and you can roll one additional weapon damage die when determining the extra damage for a critical hit with the weapon.


This increases to two additional dice at 15th level.

Sidearm

15th-level Gunsmith feature


When you use your action to cast a spell, you can make one attack with an arsenal weapon as a bonus action.

Illustrator

Illustrators use the power of art and paint to create a weapon that uses colored paint to harm with all the colors of the rainbow. They can also learn techniques to create, destroy, manipulate, and realize illusions.

Tool Proficiency

3rd-level Illustrator feature


You gain proficiency with painter's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Illustrator Spells

3rd-level Illustrator feature


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

Illustrator Spells
Artificer Level Spell
3rd color spray, silent image
5th mirror image, phantasmal force
9th hypnotic pattern, major image
13th greater invisibility, hallucinatory terrain
17th passwall, seeming

Painter's Weapon

3rd-level Illustrator feature


When you finish a long rest, you can use painter's supplies to imbue the illusory magic of paint into a simple or martial weapon, which becomes a painter's weapon. The illusory magic disappears from the weapon if you later paint them onto a different weapon. The illusory magic otherwise lasts indefinitely.


Your painter's weapon has the following benefits:

  • You are considered proficient with your painter's weapon.
  • When you attack with the painter's weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • You can use a bonus action to change the damage type the painter's weapon deals.
  • Once on each of your turns when you hit a creature with an attack from the painter's weapon, you can cause the attack to deal an extra 2d4 damage of the same type dealt by the weapon to a creature of your choice within 5 feet of the original target.

Doodled Creation

3rd-level Illustrator feature


You can use an action to cast the minor illusion spell, using your painter's weapon or painter's supplies as the spellcasting focus, creating an image of an object. The object becomes real for 1 minute, until it takes or deals any damage, or until you use this action again.

Extra Attack

5th-level Illustrator feature


You can attack twice, rather than once, whenever you take the Attack action on your turn.

Critical Eye

9th-level Illustrator feature


You have advantage on saving throws against visual illusions, and you can make Intelligence (Investigation) checks to discern illusions with a visual component as a bonus action.

Illusory Manipulations

9th-level Illustrator feature


You learn unique tricks to manipulate your illusions and the illusions of others:

  • You can use an action while holding your painter's weapon or painter's supplies to dispel an illusion within 30 feet of you that have you discerned as an illusion.
  • You can use your action while holding your painter's weapon or painter's supplies to change the nature of an illusion that you control within 30 feet of you, provided that you can see the illusion.
  • When you hit a creature with an attack from your painter's weapon, you can deal an additional 2d4 damage to the creature, and the extra damage a creature within 5 feet of the original creature takes increases to 4d4.
  • When you use Doodled Creation, you can make the object more durable. It becomes real for 1 hour, and does not cease to be real when it takes or deals damage.

You can perform any of these illusory manipulations a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Old Master

15th-level Illustrator feature


Your skill with your painter's weapon and your artistic magic is beyond compare. You gain the following benefits:

  • Whenever you hit a creature with a your painter's weapon, the creature takes an extra 1d8 damage of the weapon's type.
  • You can cast programmed illusion and true seeing without expending a spell slot, without preparing the spell, and without material components, provided you use your painter's weapon or painter’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

One-Man Band

One-Man Bands are expert makers of musical instruments that integrate their musical instruments into their suit of armor then manipulate the properties of sound to influence minds or directly harm.

Tool Proficiency

3rd-level One-Man Band feature


You gain proficiency with three musical instruments of your choice, which you can use as a spellcasting focus for your artificer spells.

One-Man Band Spells

3rd-level One-Man Band feature


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

One-Man Band spells
Artificer Level Spell
3rd dissonant whispers, thunderwave
5th shatter, silence
9th fear, mass healing word
13th compulsion, confusion
17th mass cure wounds, dominate person

Odd Hobbies

3rd-level One-Man Band feature


You've picked up strange tricks and tools during your travels You gain the following 3 benefits:

  • You gain proficiency in one skill, tool, or weapon of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
  • You learn one cantrip of your choice from any class's spell list. The cantrip must deal psychic or thunder damage. For you, this cantrip count as an artificer cantrip.

Orchestral Armor

3rd-level One-Man Band feature


Your musical pursuits have led to you upgrading your armor to serve as a holder for your musical instruments. As at the end of a long rest, you can turn a suit of armor you are wearing into Orchestral Armor, provided you have tinker’s tools in hand.

You can integrate up to 3 musical instruments into your armor. When an instrument is integrated, it cannot be removed from the armor, it does not need to be drawn or stowed, and you only need 1 hand to use it. For each integrated musical instrument in your armor, the armor gains a special ability, which is detailed below.

The armor continues to be Orchestral Armor until you create another suit of Orchestral Armor or you die.

Orchestral Armor Instruments

3rd level One-Man Band feature


The abilities of your Orchestral Armor change depending on what musical instruments you added to your armor. Each musical instrument gives you special benefits while you wear it. If the musical instrument doesn't appear on the list, choose the abilities of a similar musical instrument.

You can change which musical instruments are integrated into your Orchestral Armor whenever you finish a short or long rest, provided you have tinker's tools in hand.

Bagpipes. You can use an action to command the flow of battle. Choose 3 creatures that you can see and that can hear you within 60 feet of you. Each of them can immediately use its reaction to move up to its speed, without provoking opportunity attacks. Once you invoke this instrument, you can’t do so again until you finish a short or long rest.

Drum. You can use an action to create a loud burst of sound. Each creature within 15 feet of you must make a Constitution saving throw, taking 3d8 thunder damage on a failed save, or half as much on a successful save. Once you invoke this instrument, you can’t do so again until you finish a short or long rest.

Dulcimer. You can use an action to play a soothing melody. Choose up to three creatures that aren't a construct or undead that you can see and that can hear you within 15 feet of you. Each creature regains hit points equal to 1d6 + your Intelligence modifier. Once you invoke this instrument, you can’t do so again until you finish a short or long rest.

Flute. You can use an action to play charming music. Each creature in a 30-foot cone that can hear you must succeed on a Wisdom saving throw or become charmed by you until the end of your next turn. Once you invoke this instrument, you can’t do so again until you finish a short or long rest.

Lyre. You can use an action to play a soothing melody. Choose one creature that isn't a construct or undead that you can see and that can hear you within 60 feet of you. That creature regains hit points equal to 2d6 + your Intelligence modifier. Once you invoke this instrument, you can’t do so again until you finish a short or long rest.

Horn. You can use an action to create a loud cone of sound. Each creature in a 30-foot cone must make a Constitution saving throw, taking 3d8 thunder damage on a failed save, or half as much on a successful save. Once you invoke this instrument, you can’t do so again until you finish a short or long rest.

Pan Flute. You can use an action to play haunting music. Each creature in a 30-foot cone that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Once you invoke this instrument, you can’t do so again until you finish a short or long rest.

Shawm. While this instrument is integrated into your suit, you can’t be surprised, except when incapacitated by something other than nonmagical sleep. When you roll initiative, you can use your reaction to prevent all allies within 30 feet of you from being surprised. Once you invoke this power of the instrument, you can’t do so again until you finish a short or long rest.

Viol. You can use an action to play an entrancing melody. Three creatures of your choice that you can see within 60 feet of you and that can hear you must make a Wisdom saving throw. On a failure, a creature must immediately use its reaction, if available, to move as far as its speed allows in a direction horizontal to you that you choose when you use this ability. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. Once you invoke this instrument, you can’t do so again until you finish a short or long rest.

Acoustical Prodigy

5th-level One-Man Band feature


You've developed masterful command of sound-based spells, enhancing the healing and damage you create through them. Whenever you cast a spell using a musical instrument as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals psychic or thunder damage, and the bonus equals your Intelligence modifier (minimum of +1).

Orchestral Cacophony

9th-level One-Man Band feature


Your skill at using your orchestral armor is improved:

  • You can invoke each musical instrument's ability from your Orchestral Armor feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
  • You can invoke a musical instrument's ability that takes an action as a bonus action. You can't invoke the same musical instrument's ability twice in the same turn.

Master of Noise

15th-level One-Man Band feature


Your orchestral suit has inured you to loud sounds, and you can create highly potent performances:

  • You gain resistance to psychic damage and thunder damage, and you are immune to the deafened condition.
  • You can cast destructive wave and irresistible dance without expending a spell slot, without preparing the spell, and without material components, provided you use a musical instrument as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Potioncrafter

A potioncrafter uses the skills of alchemy and herbalism to create powerful liquid brews with magical effects.

Tool Proficiency

3rd-level Potioncrafter feature


You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency with herbalism kits, which you can use as a spellcasting focus for your artificer spells.

Potioncrafter Spells

3rd-level Potioncrafter feature


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

Potioncrafter Spells
Artificer Level Spell
3rd create or destroy water, fog cloud
5th Melf's acid arrow, spike growth
9th gaseous form, stinking cloud
13th death ward, wall of fire
17th cloudkill, raise dead

Replicate Potion

3rd-level Potioncrafter feature


You learn how to use your artificer infusions to replicate potions. Whenever you infuse an item, you can instead infuse your magic into a flask by using your alchemist's supplies or herbalism kit, creating a potion. Whenever you can learn an artificer infusion, you can instead choose to learn a replicate potion infusion. You can learn this special infusion multiple times; each time you do so, choose a potion that you can make with it, picking from the Replicable Potions tables. A table’s title tells you the level you must be in the class to choose an item from the table.

In addition, the maximum number of learned infusions known and items you can infuse at once increases by 1, but the additional learned infusion must be a replicate potion infusion, and the additional infused item must be a potion.

Any potion you create with this feature lasts until it is drunk or until the end of your next long rest.

Replicable Potions (3rd level Artificer)
Potion
potion of animal friendship
potion of climbing
potion of greater healing
potion of heroism
potion of poison
potion of water breathing
Replicable Potions (5th level Artificer)
Potion
potion of diminution
potion of growth
potion of hill giant strength
potion of mind reading
potion of resistance
potion of superior healing
Replicable Potions (9th level Artificer)
Potion
oil of slipperiness
potion of clairvoyance
potion of frost/stone giant strength
potion of invisibility
potion of gaseous form
potion of supreme healing
Replicable Potions (15th level Artificer)
Potion
oil of etherealness
oil of sharpness
potion of fire giant strength
potion of flying
potion of speed
potion of vitality

Instant Potion

3rd-level Potioncrafter feature


You can use a bonus action to create a potion of healing by touching an empty flask and expending a spell slot of 1st level or higher.

Creating a potion of healing with this feature requires you to have alchemist's supplies or an herbalism kit on your person, and any potion of healing you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make a potion of healing in this way at the end of a long rest without expending a spell slot: one at 5th level and two at 15th level. Each potion requires its own flask.

Potent Alchemy

5th-level Potioncrafter feature


You've developed masterful command of magical chemicals, enhancing the effectiveness of your spells. Whenever you cast a spell using your alchemist’s supplies or an herbalism kit as the spellcasting focus, you gain a bonus to one damage roll of the spell equal to your Intelligence modifier (minimum of +1). When a creature succeeds on a saving throw against your spell or the spell attack misses, the creature takes half the spell’s damage (if any) but suffers no additional effect from the spell.

Chemical Savant

9th-level Potioncrafter feature


You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast lesser restoration and greater restoration without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies or an herbalism kit as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Chemical Mastery

15th-level Potioncrafter feature


Your proficiency with the alchemical and herbal arts makes your rote concoctions more destructive and allows you to formulate rare and powerful brews:

  • Whenever a creature takes damage from a spell of 3rd level or lower or a cantrip that you cast using your alchemist's supplies or herbalism kit as the spellcasting focus, you can cause the creature to take an additional 1d8 damage (no action required). You can deal this damage to a creature no more than once a round.
  • Choose two spells from the list below. You can cast each one without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies or an herbalism kit as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest. Whenever you gain a level in this class, you can replace one of the spells you are able to cast with this feature with a new one from the list.
Chemical Mastery Spells
Spell
fire storm
flesh to stone
harm
heal
regenerate
wall of ice
wall of thorns
wind walk

Psychotronic

A Psychotronic is an artificer that channels their innate psionic talent into their inventions. They create artificial minds and myriad psychic tools and weaponry.

Tool Proficiency

3rd-level Psychotronic feature


You gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Psychotronic Spells

3rd-level Psychotronic feature


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

Psychotronic Spells
Artificer Level Spell
3rd command, dissonant whispers
5th detect thoughts, suggestion
9th clairvoyance, sending
13th compulsion, locate creature
17th telekinesis, telepathic bond

Awakened Psi-Crystal

3rd-level Psychotronic feature


You imbue a gem or crystal with sentience, creating an awakened psi-crystal. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Awakened Psi-Crystal stat block, which uses your proficiency bonus (PB) in several places. You determine the crystal’s appearance; your choice has no effect on its game statistics.

In combat, the psi-cyrstal shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the psi-crystal can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your jeweler’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The awakened psi-crystal returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new awakened psi-crystal if you have your jeweler’s tools with you. If you already have an awakened psi-crystal from this feature, the first one immediately perishes. The psi-crystal also perishes if you die.


Awakened Psi-Crystal

Tiny Construct


  • Armor Class 14 (Natural Armor)
  • Hit Points 1 + your Intelligence modifier + twice your artificer level (the psi-crystal has a number of Hit Dice (d4s) equal to your artificer level)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 15 (+2) 13 (+1) 17 (+3) 14 (+2) 13 (+1)

  • Saving Throws Int +3 plus PB, Wis +2 plus PB
  • Damage Resistances Psychic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Understands the languages you speak, Telepathy 30 ft.
  • Challenge — Proficiency Bonus (PB) equals your bonus

Evasion. If the psi-crystal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.


Actions

Mind Shard. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d6 + PB psychic damage.

Reactions

Psychic Deflection. If the psi-crystal is targeted by an effect that would deal psychic damage to it, it can use its reaction to cause a creature within 30 feet of it that isn't targeted by the same effect to be targeted by the effect instead.

Psionic Power

3rd-level Psychotronic feature


You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Assisted Design. If you make an ability check using a tool, you can expend one Psionic Energy die, rolling it and adding the number rolled to the check.

Eloptic Touch. As an action, you can touch an object or a creature. If the target is a creature, you learn what creature type it is. If the target is an object, you learn if it is magical, and you learn its school of magic, if any. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Psionic Repair. If your awakened psi-crystal is within 30 feet of you, you can use a bonus action to expend one to three Psionic Energy dice. Roll the dice, and your awakened psi-crystal heals an amount equal to the amount rolled plus your Intelligence Modifier.

Psyshock. You can focus your mind to deliver an unavoidable mental jolt. As an action, you target one creature that is within 30 feet of you and expend one Psionic Energy die. The target takes psychic damage equal to the amount rolled plus your Intelligence modifier, and it can't take reactions until the start of its next turn.

Psionic Construction

5th-level Psychotronic feature


You've developed the ability to extract your psychic energy into your devices, enhancing the damage you create through them. Whenever you cast a spell that deals damage, you can choose to change the spell's damage type to psychic. If you do so, you gain a bonus to one roll of the spell that equals your Intelligence modifier (minimum of +1).

Psionic Potence

9th-level Psychotronic feature


You have mastered new ways to use your psionic power, which are detailed below:

Mind Crush. You can force an enemy's mind to shut down. As an action, you target one creature that is within 30 feet of you and expend two Psionic Energy dice. The target takes psychic damage equal to the amount rolled plus your Intelligence modifier, and it must make an Intelligence saving throw against your artificer spell save DC. On a failed save, the creature's Intelligence and Charisma scores become 1 until the end of your next turn. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

Psychoboost. Once on each of your turns, immediately after you deal damage to a target, you can expend one Psionic Energy die, rolling it and dealing psychic damage to the target equal to the number rolled.

Supergenius. When you use your Flash of Genius feature, you can roll one Psionic Die. If the roll on the Psionic Die is larger than your Intelligence modifier, it is expended and is added to the ability check or saving throw instead of your Intelligence modifier.

Transfer Mind

15th-level Psychotronic feature


You can implant the artificial mind of your awakened psi-crystal in creatures. At the end of a long rest, you can touch a huge or smaller creature with an intelligence score of 3 or less and a challenge rating 5 or less. The psi-crystal implants itself in the target. The psi-crystal remains implanted until the target drops to 0 hit points or dies. The psi-crystal can also use an action to unimplant itself.

While the psi-crystal is implanted, the following rules apply:

  • The psi-crystal and the target count as one implanted creature. The implanted creature's game statistics are the statistics of the target creature, with the Alignment and Intelligence, Wisdom, and Charisma scores of the psi-crystal.
  • In combat, the implanted creature shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the implanted creature can take any action of its choice, not just Dodge.
  • The implanted creature uses the Intelligence, Wisdom, and Charisma saving throw proficiencies of the psi-crystal and uses the target creature's the skill proficiencies and Strength, Dexterity, and Constitution saving throw proficiencies.
  • The implanted creature gains the psi-crystal's telepathy and its ability to understand your languages.
  • The implanted creature uses the target creature's Hit Points and Hit Dice. If the implanted creature drops to 0 hit points, the target creature and the psi-crystal drop to 0 hit points as well.

Quartermaster

Quartermasters are frequently found adjacent to thieves' guilds and assassins. They create and share magic items that are specially designed for the sort that seek silence and deadly ends.

Tool Proficiency

3rd-level Quartermaster feature


You gain proficiency with the disguise kit, forgery kit, and poisoner's kit. If you already have at least one of these proficiencies, you gain proficiency with one type of artisan’s tools of your choice.

Quartermaster Spells

3rd-level Quartermaster feature


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

Quartermaster spells
Artificer Level Spell
3rd illusory script, ray of sickness
5th arcanist's magic aura, pass without trace
9th nondetection, stinking cloud
13th blight, greater invisibility
17th cloudkill, seeming

Spy's Preparedness

3rd-level Quartermaster feature


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

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • You can use the disguise kit, forgery kit, and poisoner's kit as spellcasting focuses for your artificer spells.
  • You can take the Hide action as a bonus action on each of your turns.

Suppressed Weapon

3rd-level Quartermaster feature


When you finish a long rest, you can use thieves' tools to carve special sigils into a ranged weapon with the ammunition property, and the weapon becomes a suppressed weapon. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.


Your suppressed weapon has the following benefits:

  • While you hold it, you emit a dampening field. that grants you advantage on Dexterity (Stealth) checks. If the armor you wear normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
  • When you are hidden from a creature and miss it with an attack from the weapon, making the attack doesn't reveal your position.
  • Once on each of your turns when you hit a creature with an attack from the weapon, you can cause the attack to deal an extra 1d10 damage of the same type dealt by the weapon to the target. The damage increases when you reach certain levels in this class, increasing to 2d10 at 5th level, 3d10 at 9th level, and 4d10 at 15th level.

Backup Cantrips

5th-level Quartermaster feature


You've developed the ability to make your cantrips a fall-back option in times of pressure, enhancing the damage you deal through them. Whenever you cast a cantrip, you gain a bonus to one damage roll of the spell. The bonus equals your Intelligence modifier (minimum of +1).

Fence's Counterfeit

9th-level Quartermaster feature


You develop secret and dangerous tricks that allow you to share your artificer infusions more effectively. You can infuse the same infusion into multiple objects, and the maximum number of items you can infuse at once increases by 2. If a creature holds or wears more than one object of the same infusion, or if a creature holds or wears more of your infusions than the number listed in the Infused Items column of the artificer table, the infused items create a magical feedback loop, dealing 1d4 force damage to the creature at the start of its turns.

Quartermaster's Signature

15th-level Quartermaster feature


You leave special signatures in your infused items. You gain the following benefits:

  • You can cast scrying on a creature wearing or holding one of your infused items or a location that is centered on of your infused items, without expending a spell slot, without preparing the spell, and without material components. The creature has a -10 connection save modifier when you cast it in this way. You don't need to know the creature or have been to the location before. Once you cast this spell with this feature, you can’t cast the spell with it again until you finish a long rest.
  • You can destroy one of your infused items as an action. When you destroy the item, you can choose to cause it to detonate, forcing each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 5d8 force damage on a failed save or half as much damage on a successful one. A nonmagical object that isn't being worn or carried also takes the damage if it's in the effect's area.

Runecarver

A Runecarver is part of an ancient tradition of artifice first originated by the giants. Some believe runecarving originated before even alchemy. This rune-magic of the giants was tied to martial valor and general warding magic.

Tool Proficiency

3rd-level Runecarver feature


You gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Runecarver Spells

3rd-level Runecarver feature


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

Runecarver Spells
Artificer Level Spell
3rd heroism, protection from evil and good
5th augury, zone of truth
9th crusader's mantle, magic circle
13th banishment, divination
17th dispel evil and good, raise dead

Victory Rune

3rd-level Runecarver feature


When you finish a long rest, you can use mason's tools to engrave a spear-shaped rune into a simple or martial weapon, and the weapon becomes a victory weapon. You can have any number of weapons inscribed with the rune. Your victory weapons have the following benefits:

  • You are considered proficient with your victory weapons.
  • When you attack with a victory weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • The first creature you hit on each of your turns with a weapon attack from a victory weapon takes extra damage equal to 1d4 + one third of your artificer level. You choose the type of extra damage when you gain this feature.

Stave Stone

3rd-level Runecarver feature


You carve a stave, a runic sigil, into a stone. When you finish a long rest, choose one spell from any class, including this one, with a casting time of 1 action. A spell you choose must be of a level you can cast, as shown on the Artificer table, or a cantrip.

The chosen spell is stored in the stave stone. While holding the stave stone, you can use an action to cast the spell stored in the stave stone without expending a spell slot. The spell counts as an artificer spell for you.

The spell stays in the stave stone until it’s been cast once or until you store a different spell in the stave stone.

Extra Attack

5th-level Runecarver feature


You can attack twice, rather than once, whenever you take the Attack action on your turn.

Ale Runes

9th-level Runecarver feature


You learn to heighten your ability to channel your magic through your victory runes. When you hit a target with a victory weapon, you can channel runic magic to create one of the following effects:

  • The target takes an extra 2d4 damage of the type chosen for your victory weapon and has disadvantage on the next attack roll it makes before the end of its next turn.
  • The target must make a Wisdom Save against your Artificer spell save DC. On a failure, the target is frightened of you until the end of your next turn. If the target is an aberration, celestial, elemental, fey, fiend, or undead, it must spend its next turn trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you while frightened. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

You can use these runes a number of times equal to your proficiency bonus, but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Woeful Runes

15th-level Runecarver feature


You've mastered the wyrdest runes.

  • You can store spells in your stave stone on a short or long rest.
  • You can cast glyph of warding and symbol in 1 minute using your mason's tools without expending a spell slot, without preparing the spell, and without material components, provided you use mason's tools as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Sapper

A Sapper is a recently-developed branch of artifice focused on the territorial aspects of war. If the terrain that a battle will take place on isn't ideal for your side, sappers can fix it.

Tool Proficiency

3rd-level Sapper feature


You gain proficiency with carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Sapper Spells

3rd-level Sapper feature


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

Sapper Spells
Artificer Level Spell
3rd entangle, floating disk
5th shatter, spike growth
9th fireball, meld into stone
13th dimension door, private sanctum
17th passwall, wall of force

Wall of Wood

3rd-level Sapper feature


Your artifice allows you to spontaneously bring plant matter into existence to reinforce your position. Using carpenter's tools, you can take an action to magically create wooden reinforcements at an unoccupied space you choose within 5 feet of you. You create a wall that is 3 inches thick and is composed of a number of 10-foot-by-10-foot panels equal to your artificer level. Each panel must be contiguous with at least one other panel. The wall can only be created in unoccupied spaces.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, be solidly supported by solid ground. Thus, you can use this feature to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports.

The wall is an object made of wood that can be damaged and thus breached. Each panel has AC 15, hit points equal to five times your artificer level, and vulnerability to fire damage. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. The wall of wood disappears after 10 minutes. You can dismiss it early as an action.

Once you create a wall of wood, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one wall of wood at a time and can’t create one while an existing wall of wood is present.

When you create the wall of wood, you decide which type it is, choosing from the options on the Wall of Wood table.

Wall of Wood Types
Wall of Wood Description
Reinforced The wall of wood has double the amount of hit points.
Handholds The wall of wood can be climbed without an athletics check.
Slats Attacks can be made through the wall. The wall provides three-quarters cover unless the attack is made within 5 feet of the wall.

Resonant Demolisher

5th-level Sapper feature


You can make a conduit for your destruction. When you finish a long rest, you can use thieves' tools or tinker’s tools to carve special sigils into a warhammer, war pick, or maul and thereby turn it into your resonant demolisher. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You are considered proficient with your resonant demolisher, which is a magic weapon that uses your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. You can also use your resonant demolisher as a spellcasting focus for your artificer spells. Once on each of your turns when you hit a creature or object with your resonant demolisher, you can cause the attack to deal an extra 1d12 thunder damage to the target. The thunder damage increases when you reach certain levels in this class, increasing to 2d12 at 9th level, and 3d12 at 15th level. The resonant demolisher deals double damage to objects that are not made out of adamantine.

Booby Trap

9th-level Sapper feature


Your walls of wood become deadly for enemies to be around:

  • When you create the wall, you may create difficult terrain within 10 feet of one side of the wall of wood. When a creature moves into or within the the difficult terrain, it takes 2d4 piercing damage for every 5 feet it travels.
  • As an action, you can magically cause the wall of wood to explode into shrapnel if you are within 60 feet of it. Each creature within 10 feet of the wall must make a Dexterity saving throw against your spell DC, taking 8d4 magical piercing damage on a failed save, or half as much on a successful one. The damage increases to 12d4 at 15th level.

Wallbreaker

15th-level Sapper feature


You can easily circumvent many fortifications:

  • While you hold your resonant demolisher, you have a burrow speed of 10 feet. You can burrow through solid nonmagical rock at half your burrowing speed and you leave a 5-foot-diameter tunnel in your wake.
  • You can cast passwall and move earth without expending a spell slot, without preparing the spell, and without material components, provided you use your resonant demolisher as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Wayfinder

A Wayfinder creates maps that provide detailed knowledge on the nearby terrain and figures out shortcuts between points that may not always be euclidean. Wayfinders can adjust space in unusual and powerful ways.

Tool Proficiency

3rd-level Wayfinder feature


You gain proficiency with cartographer's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency with navigator's tools, which you can use as a spellcasting focus for your artificer spells.

Wayfinder Spells

3rd-level Wayfinder feature


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

Wayfinder Spells
Artificer Level Spell
3rd guiding bolt, illusory script
5th misty step, spike growth
9th clairvoyance, slow
13th banishment, dimension door
17th banishing smite, passwall

Dowsing Rods

5th-level Wayfinder feature


You can make a conduit for your destruction. When you finish a long rest, you can use thieves' tools or tinker’s tools to carve special sigils into a pair of clubs and thereby turn them into your resonant demolisher. The sigils disappear from the objects if you later carve them on a different pair of clubs. The sigils otherwise last indefinitely.

The clubs are a pair of magic weapons that use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. When you use your action to attack with one of the clubs, you can make an attack with the other club as part of the same action. Any infusion that you apply to one of the clubs is duplicated onto the other club.

You can cast find traps, locate animals or plants, or locate object without expending a spell slot, without preparing the spell, and without material components, provided you use your dowsing rods as the spellcasting focus. Once you cast any spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Folding Map

3rd-level Wayfinder feature


Your artifice allows you to create a map so accurate that changing the map changes the land around you. Using cartographer's tools or navigator's tools, you can take an action to perfectly sketch a map the terrain of a space within 60 feet of you. When you do so, you can deform the map to warp the terrain in one of the following ways:

Dimple Space

You create dimples in the map that cause faster or slower motion within a 30-foot cube. Create 3 10-foot cubes of enlarged space and 3 10-foot cubes of shrunken space which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube and must be located within the 30-foot cube. A creature moving in a cube of enlarged space must spend 2 feet of movement for every 1 foot it moves. A creature moving in a cube of shruken space can spend 1 foot of movement for every 2 feet it moves.

Fold Space

You fold the map to shorten the distance between spaces. An invisible wall of teleportation springs into existence on two of the faces of a 20-foot cube. The faces must be opposite each other. If any creature is inside the cube when it appears, the creature is pushed to the exterior side of one of the walls (the creature's choice which side). The cube is impassable from all sides except the sides with the walls of teleportation. Any creature or object entering one of the walls of teleporation exits from the other wall as if the two were adjacent to each other.

The terrain is warped for 1 minute or until you use this action again. Afterwards, the folding map is destroyed.

Once you create a folding map, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher to use this action again.

Cruel and Unusual Geography

9th-level Wayfinder feature


You gain the ability to make rapidly accurate cartographic alterations. You can use a bonus action on each of your turns to cause one of the following effects:

  • You target a creature you can see within 60 feet of you and warp its perception in hideous ways. The target must succeed on a Charisma saving throw against your spell save DC, taking 3d6 psychic damage on a failed save, or half as much on a successful one.
  • You target a creature you can see within 30 feet of you and teleport the target to another location within 30 feet of you. An unwilling target can make a Charisma saving throw against your spell save DC to resist the effect.
  • If you have a.folding map active, you can alter the folding map to create a new region of warped terrain. The existing space is unwarped.

You can perform this rapid cartography a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Master Dowser

9th-level Wayfinder feature


Your skill with your dowsing rods become more adept:

  • When you hit with an attack using a dowsing rod, the target takes an extra 1d4 force damage. This damage increases to 2d4 at 15th level.
  • You can cast locate creature without expending a spell slot, without preparing the spell, and without material components, provided you use your dowsing rods as the spellcasting focus. Once you cast this spell with this feature, you can’t cast the spell with it again until you finish a long rest.

Many Doors

15th-level Wayfinder feature


Your paths through the worlds are direct:

  • You can perfectly recall any path you have traveled. As long as you are on the same plane of existence as a specific fixed location you are familiar with, you know how far it is and in what direction it lies. You have advantage on any ability checks to determine which path is the shortest and most direct route to that destination.
  • You can cast arcane gate and teleport without expending a spell slot, without preparing the spell, and without material components, provided you use cartographer's tools as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Zi-Scribe

A Zi-Scribe masters the art of transcribing ideograms with a calligrapher's brush. The Zi-scribe works their magic on paper, plastered walls, and puttees. This rune-magic was perfected for use in controlling and exorcising spirits.

Tool Proficiency

3rd-level Zi-Scribe feature


You gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Zi-Scribe Spells

3rd-level Zi-Scribe feature


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

Zi-Scribe Spells
Artificer Level Spell
3rd protection from evil and good, unseen servant
5th augury, spiritual weapon
9th speak with dead, spirit guardians
13th banishment, divination
17th dispel evil and good, reincarnate

Rote Scroll

3rd-level Zi-Scribe feature


When you finish a long rest, you can use calligrapher's supplies to scribe special runes onto a scroll, which becomes a rote scroll. The runes disappear from the object if you later carve them on a different item. The runes otherwise last indefinitely. You can use your rote scroll as a spellcasting focus for your artificer spells. When you create the rote scroll, choose one of the following benefits that applies whenever you cast an artificer cantrip through the rote scroll:

Rote Scroll Styles
Scroll Effect
Scroll of Power Roll a d8, and you gain a bonus to one of the cantrip’s damage rolls equal to the number rolled.
Scroll of Growth If the cantrip targets only one creature and doesn’t have a range of self, you can cause the cantrip to target a second creature within range of the spell and within 5 feet of the original creature.
Scroll of Precision If the cantrip forces a creature to make a saving throw to resist its effects, the creature has disadvantage on the saving throw.

Spirit Scroll

3rd-level Zi-Scribe feature


You gain the ability to consult with the spirits of sages to scribe a scroll with your calligrapher's supplies that only you can use. When you finish a long rest, choose one spell from any class, including this one, with a casting time of 1 action. A spell you choose must be of a level you can cast, as shown on the Artificer table, or a cantrip.

The spirits of sages give you insight and store the chosen spell in the spirit scroll. While holding the spirit scroll, you can use an action to cast the spell stored in the spirit scroll without expending a spell slot. The spell counts as an artificer spell for you.

The spell stays in the spirit scroll until it’s been cast once or until you store a different spell in the spirit scroll.

Potent Cantrips

5th-level Zi-Scribe feature


When a cantrip cast from your rote scroll misses a creature or creature succeeds on a saving throw against a cantrip cast from your rote scroll, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Six Arts

9th-level Zi-Scribe feature


You learn six ways to improve your rote magic. When you hit a small or larger creature with a cantrip cast from your rote scroll, you can channel runic magic as a bonus action to create one of the following effects:

  • You regain a 1st-level or 2nd-level spell slot.
  • You can cast a spell of 1st or 2nd level that you have prepared.
  • You can expend a spell slot of 1st or 2nd level to regain 2d6 hit points per level of the spell slot expended.

You can use these arts a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Verbose Strokes

15th-level Zi-Scribe feature


You've mastered the most detailed runic ideograms that allow you to harness the power of the greatest sages.

  • You can store spells in your spirit scroll on a short or long rest.
  • When you finish a long rest, choose two different 6th-level spells from any class with a casting time of 1 action. You can cast these spells as an action using your calligrapher's supplies without expending a spell slot, without preparing the spell, and without material components, provided you use calligrapher's supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Way of the Steady Hand

Monks that follow the Way of the Steady Hand seek to achieve a perfect form by any means possible, including replacing their limbs with carefully crafted metallic versions. The Way of the Steady Hand walks a fine line between humanoid and construct.

Crafty Soul

3rd-level Way of the Steady Hand feature


You gain the ability to imbue mundane items with your life essence. The magic items you create with this feature are tied strongly to your life force.

Infusions Known

When you gain this feature, pick two artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the Artificer class’s description. At 11th and 17th level you learn one additional artificer infusion of your choice.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Infusions that require artificer level 6 can be learned at 11th level and infusions that require artificer level 10 can be learned at 17th level.

Infusing an Item

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide). The infusion uses your monk level and Wisdom modifier instead of artificer level and Intelligence modifier, and uses your Wisdom modifer + your proficiency bonus as your spell attack bonus and your Ki save DC as your spell save DC.

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes instantly. The infusion also vanishes if you give up your knowledge of the infusion for another one.

When you gain this feature at 3rd level, you can infuse 1 nonmagical object at the end of a long rest. At 11th level, you can can infuse more than one nonmagical object at the end of a long rest; You can infuse 2 objects at 11th level and 3 objects at 17th level. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Iron Body

3rd-level Way of the Steady Hand feature


Your body becomes hard as iron, which lets you apply infusions to it. Alternately, you replace parts of your body with metallic prosthetics.

Limbs of Steel. You can apply artificer infusions that can be applied to a simple melee weapon to your limbs. All unarmed strikes you make with your limbs benefit from the infusion. If you do so, you can use your Strength modifier instead of your Dexterity modifier for your Unarmored Defense (Monk).

Metal Shell. You can apply artificer infusions that require a suit of armor to your skin. If you do so, you are unable to use magic items that require that you do not wear armor or a shield. If you do so, you can use your Constitution modifier instead of your Dexterity modifier for your Unarmored Defense (Monk).

Steel Strength

6th-level Way of the Steady Hand feature


You can go beyond peak humanoid performance in tandem with your upgrades. You gain the following benefits.

Focus Strike. You learn to put all your might behind a single attack. As an action, make one unarmed strike or melee attack with a monk weapon. You can also spend 1 ki as a bonus action before you make the attack to increase the attack's power further. On a hit, the target takes damage as if it were hit by the attack, plus extra damage equal to 3 rolls of your martial arts die, or extra damage equal to 7 rolls of your martial arts die if you spent 1 ki. If you spent 1 ki and the target is a huge or smaller creature, it must make a Strength saving throw. If it fails, it is knocked back or knocked up 10 feet (your choice) and is knocked prone.

Lunar Jump. When you take Step of the Wind on your turn, your jump distance is sextupled instead, and Slow Fall reduces your falling damage by an amount equal to ten times your monk level until the end of your turn.

Strength in Fracture

11th-level Way of the Steady Hand feature


When you take damage, you can roll a number of martial arts dice up to your proficiency bonus. The damage is reduced by the total rolled on the dice. For each die rolled this way, your hit point maximum is reduced by 2. This reduction lasts until you finish a long rest. You die if this effect reduces your hit point maximum to 0. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 1 ki to use it again.

Full Metal Jacket

17th-level Way of the Steady Hand feature


You're more akin to golem than human. You gain the following benefits.

  • You gain immunity to fire damage.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
  • You have advantage on saving throws against any spell or effect that would alter your form.

Gadgeteer

You have stolen knowledge of the techniques of artificers and knowledge of the function of magic items. Your training was more artisan in nature, but your craftiness was destined to be suited for more illicit pursuits.

Niche Experience

3rd-level Gadgeteer feature


You have learned enough about the working of magic items to mimic the infusions of artificers.

Infusions Known

When you gain this feature, pick two artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the Artificer class’s description. At 9th, 13th, and 17th level, you learn two additional artificer infusions of your choice.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Infusions that require artificer level 6 can be learned at 9th level, infusions that require artificer level 10 can be learned at 13th level, and infusions that require artificer level 14 can be learned at 17th level.

Infusing an Item

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide). The infusion uses your rogue level instead of artificer level, and uses your Intelligence modifer + your proficiency bonus as your spell attack bonus and 8 + your Intelligence modifier + your proficiency bonus as your spell save DC.

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

When you gain this feature at 3rd level, you can infuse 1 nonmagical object at the end of a long rest. At 9th level, you can can infuse more than one nonmagical object at the end of a long rest; You can infuse 2 objects at 9th level, 3 objects at 13th level, and 4 objects at 17th level. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Prototype

3rd-level Gadgeteer feature


You gain proficiency with smith's tools and tinker's tools.

When you finish a long rest, you can use thieves' tools or tinker's tools to turn a finesse or ranged weapon into a prototype. The weapon breaks if you later prototype a different item. When you hit a creature with this weapon, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on the attack roll. This sneak attack damage is acid, cold, fire, lightning, or poison, which you choose when you make the prototype.

Toolcraft

9th-level Gadgeteer feature


When you finish a long rest, you can use tinker's tools and touch up to 3 different objects. For each object, choose a 1st or 2nd-level spell from the artificer spell list that requires 1 action to cast. The object is imbued with that spell. While holding the object, a creature can take an action to produce the spell’s effect from it, using your Intelligence as your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell leaves the object after using the object in this way or until you use this feature again to store a spell in an object.

Magic Item Disruption

13th-level Gadgeteer feature


You gain the ability to sever someone's connection to a magic item. As a bonus action on your turn, you can target a held magic item within 30 feet of you. The creature holding the magic item must make a Charisma saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failure, that creature can't benefit from the magic item for 8 hours.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Rigged to Blow

17th-level Gadgeteer feature


When you finish a long rest, you can use tinker's tools and touch up to 3 different nonmagical objects to rig them with magical explosive energy. As an action, you can detonate one or more of the rigged objects. You can throw a held rigged object to a point within 60 feet of you as part of the same action. Each creature in a 20-foot-radius sphere centered on the object must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). A creature takes 6d6 fire damage and 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one blast is affected only once. An object in the area of one or more blasts takes 25 bludgeoning damage from each blast.

Creation

Begets

Destruction

Artificers epitomize the limitless potential of an artisan. While many artisans are mundane creators of basic goods, it is not too strange to imagine a scenario in which the artisan is more creative or talented than their peers and seeks glory or is thrust into precarious scenarios due to the wonder their craft inspires in others.

Artificer Class: Wizards of the Coast

Cover Art: Manuel Castañón

Interior Art: /u/3athompson

Version 1.1.0

 

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