Epic Artificer

by Nagainata

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Epic Artificer

The Epic Artificer

Level Proficiency Bonus Class Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
21st +7 Ability Score Improvement, Continuous Innovation, Spellcasting 12 8 5 4 3 3 3 2 1
22nd +7 Greater Skills, Magic Item Guru 12 8 5 4 3 3 3 2 1
23rd +7 Adept Tinkering, Improved Infusions 14 10 5 4 3 3 3 2 1 1
24th +7 Spell-Storing Upgrade 14 10 5 4 3 3 3 2 1 1
25th +8 Ability Score Improvement, Inspired Spellcasting 16 12 6 4 3 3 3 2 1 1 1
26th +8 Relentless Soul, Prodigious Flash 16 12 6 4 3 3 3 2 1 1 1
27th +8 Artificer Specialist Feature 16 14 6 4 3 3 3 2 1 1 1 1
28th +8 Perfected Infusions 16 14 6 4 3 3 3 3 1 1 1 1
29th +9 Ability Score Improvement, Perfected Spell-Storing Item 18 16 6 4 3 3 3 3 2 1 1 1
30th +9 Ultimatum, Inbegriff 18 16 7 4 3 3 3 3 2 2 1 1
Page 1 | Introduction

Ability Score Improvement

When you reach 21st level, and again at 25th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature.

Continuous Innovation

Through continuous practice of creating magical weapons, when you craft an item with a rarity of Very Rare or Rare, it costs half as much gold and time. If a similar feature also exists, this feature will further reduce the required duration and time.

Spellcasting

Through extended exposure to the arcane, your magic now begins developing rapidly. Your Spellcasting feature is an extension of the Spellcasting feature in the Artificer class, as shown in the Epic Artificer table. In addition, you may now prepare or learn your spells and cantrips from both the Artificer and Wizard spell list, all of which count as Artificer spells. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the spell lists that you know.

Greater Skills

Starting at the 22nd level, the mystical connection to your magic items grows even stronger, allowing you to hone your abilities even further. You now gain a +1 bonus to all ability checks for every magic item you are currently attuned to.

Magic Item Guru

Your skill with magic items reaches new heights. You can attune to up to seven magic items at once. Using an action, you can restore a number of charges to a magic item as if that item were to regain its charges naturally. Once you use this feature, you can’t use it again until you finish a long rest.

Adept Tinkering

At 23rd level, you can use now use your Magical Tinkering feature on Huge or smaller objects.

Furthermore, you can produce exactly the tool you need, exactly when you need it. Using an action with tinker’s tools in hand, you can magically create one set of nonmagical artisan’s tools in an unoccupied space within 5 feet of you, which vanishes when you use this feature again.

Infusion Formulae

Your diversity in your craft knows no bounds. Your Replicate Magic Item infusion can now replicate any item of the Uncommon or Common rarity, and you may replace one Replicate Magic Item Infusion that you know for another Replicate Magic Item infusion at the end of a long rest.

Spell-Storing Upgrade

At 24th level, your knowledge on spells begin to grow beyond just infusions. You can now choose a 3rd-level spell or below from the spells you know that requires 1 action to cast to store into an object (you needn't have it prepared).

Inspired Spellcasting

Growing beyond your items is your knowledge on magic itself. At 25th level, you may choose a spell list from another class to be able to learn or prepare your spells and cantrips from, which will count as Artificer Spells. In addition, you may now prepare twice as many spells than before.

Relentless Soul

Starting at the 26th level, the immense ability stored within the Soul of Artifice begins to blossom. You may choose to drop to 1 hit point instead of 0 a number of times equal to half your proficiency bonus, rounded down. You regain all expended uses when you finish a long rest.

Prodigious Flash

Also at 26th level, the rapid development of your ingenuity has also begun to show in your abilities. Whenever you use the Flash of Genius feature, you may now instead subtract your Intelligence modifier to an ability check or saving throw, instead of adding it.

Artificer Specialist Feature

You gain a feature from your Artificer Specialization, detailed at the end of the class description or one from another source.

Perfected Infusions

You have breached the limits of your magical creations. At 28th level, you may now infuse magical items, and all items can now have two infusions at a time. If one or multiple infusions, or the items infused require attunement, you only require to attune to the item once. Infusions that grant a bonus gain an additional +1 bonus (e.g. Repeating Shot becomes a +2 to hit and damage, whilst Enhanced Defense becomes a +3 to AC), and your Replicate Magic Item infusion can now replicate any item or its enchantment (if it is a magical item) that is of the Rare rarity or below.

Perfected Spell-Storing Item

When you reach 29th level, you have finally found the solution to the question you could never answer before. Your Spell-Storing item can now store any spell of the 3rd-level and below, regardless of the casting time required (you needn't have it prepared).

Page 2 | Class Features

Ultimatum

When you reach 10th level, your tinkering abilities are at its pinnacle, breaking through your past limits and giving you true mastery over magic items:
• You can now attune to eight magic items at once.
• Items that have abilities that use a fixed saving throw or attack mod now uses your Artificer spellcasting ability or save DC.
• At the end of your long rest, select two of your infusions that require attunement (this does not apply to the Replicate Magic Item infusion). They will not require attunement until you complete another long rest.

Inbegriff

You feel as though you can speak to items through your mystical connection, and in return of your care and expertise in wielding them, they protect you even further. The Soul of Artifice grows, giving you newfound strength.
• You gain proficiency in Wisdom saving throws, as your mentality develops beyond just the arcane and mystics of innovation.
• You can now wield firearms with the Two-Handed property with one hand. If your creature size is smaller than medium, you can also wield weapons the Heavy property without disadvantage. Whilst doing so, your movement speed is halved, and you can not wield another weapon on other hands.

Epic Artificer Infusions

Arm-Mounted Force Projector

Prerequisite: 21st-level Artificer


Item: A Suit of Plate Armor


You upgrade a suit of plate armor with an arm-mounted force projector. The suit’s wearer can make ranged weapon attacks using your spell attack bonus out to a range of 120 feet. On a hit, the projector deals 2d6 force damage.

Replicate Magic Item


Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

Replicable Magic Item (22nd-Level Artificer)
Magic Item Attunement
Amulet of Proof against Detection and Location Yes
Cape of the Mountebank No
Chime of Opening (1 use) No
Cloak of Displacement Yes
Decanter of Endless Water No
Eversmoking Bottle No
Folding Boat No
Ioun Stone (Rare) Yes
Replicable Magic Item (26th-Level Artificer)
Magic Item Attunement
Amulet of the Planes Yes
Animated Shield Yes
Cloak of Arachnida Yes
Crystal Ball (very rare) Yes
Immovable Rod No
Ioun Stone (very rare) Yes
Replicable Magic Item (29th-Level Artificer)
Magic Item Attunement
Ioun Stone (legendary) Yes
Necklace of Adaption Yes
Rod of Absorption Yes

Artificer Specialist Feature

Alchemist

Hermetic Genius

27th-Level Epic Alchemist Feature


You can now create three elixirs at the end of a short or long rest and your elixirs lasts until drunk or until the end of your next short or long rest.


In addition, when creating an elixir, you can choose the elixir’s effect from the Experimental Elixir table.

Armorer

Maximum Output

27th-Level Epic Armorer Feature


Guardian. When using your Defensive Field, you now gain the gain the benefit of the Perfected Armour feature, without requiring to use your reaction. When using it as a reaction, the creature also becomes prone when the melee attack is successful.


Infiltrator. Your Powered Steps increases to 10 feet, and your Dampening Field ignores disadvantage to Dexterity (Stealth) checks. In addition, when taking the attack action with your Lightning Launcher, you can make an additional attack as a bonus action.

Artillerist

Upgrade Paradigm

27th-Level Epic Artillerist Feature


When you cast an artificer spell through your arcane firearm, roll a 2d8 instead of 1d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled. In addition, you’ve learned to equip your eldritch cannon with a scintillation regulator, doubling the range, as well as damage dice on your Eldritch Cannon.

Battle Smith

Reconstruction Paradigm

27th-Level Epic Battle Smith Feature


You can take a bonus action on your turn to command your steel defender to transform into a steel juggernaut or return to its normal form. As a steel juggernaut, the steel defender’s size changes to Large, its AC increases by 2, it grants half cover to you while you remain within 5 feet of it. When the defender transforms into a juggernaut, it gains temporary hit points equal to twice your artificer level. These temporary hit points last until the juggernaut transforms back into a defender.


In addition, when you target your steel defender or steel juggernaut with the mending cantrip, it regains 6d6 hit points, and you can use your Arcane Jolt feature any number of times, but you still can do so no more than once on a turn.

Page 3 | Epic Artificer Infusions
Page 4 | Artificer Specialist Features

Machine Cultist

Gordius Wheel

27th-Level Epic Machine Cultist Feature


The Infernal Machine bellows with the bond between you and the Dread Machine. The Infernal Machine now uses your saving throw bonus as its own, and your Eldritch Ordnance extends to all cantrips and spells that you know.


Whilst your Infernal Dread is active, creatures within range must succeed on a Strength saving throw at the start of each of their turns or become Restrained until the start of your next turn. In addition, when you target your Infernal Engine with the mending cantrip, it instead regains 6d6 hit points.

Reanimator

Unorthodox Genius

27th-Level Epic Reanimator Feature


Your Composite Golem is permanently under the Enlivening Discharge feature. When activating Enlivening Discharge, its creature type changes to Aberration, and for the next minute its resistances become immunities, and all Slam attacks deal an additional 1d10 lightning damage. At the start of each of your turn, it gains temporary hit points equal to your Artificer level.


All constructs other than your Composite Golem can now have a macabre module.

Weaponsmith

Ea

27th-Level Epic Weaponsmith Feature


The benefit of your Weapon Enhancement feature doubles, including the additional damage dice and allowed movement from the weapon's properties.


In addition, whenever you take the Attack action, you can use your bonus action to activate your magic items, or use any of your Artificer Features (such as Magical Tinkering, Dragon's Wrath Weapon's Breath attack, etc.).