Artificer (Revised)

by Smug Coffee Man

Search GM Binder Visit User Profile
Artificer (Revised)

Artificer

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

Arcane Science

In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magic, allows Eberron's most miraculous projects to continue.

During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but countless lives were also lost because of the mass destruction unleashed by their creations.

In other settings however, Artificers might be those on the bleeding edge of magical discovery, taking mystical forces and quantifying them to make them easier to use.

Seekers of New Lore

Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs.

Artificers in Many Worlds

Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations.

In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational.

Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi's home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers.

“Artificers invent cutting-edge problems, then try to solve them-loudly and often with collateral damage.” — Tasha

Spark of Invention

All Artificers have an event in their life that led to them taking up their craft. This spark of invention is the idea that set off the chain of events that led them to their current state.

What created the spark of invention for your character? Was it a time of desperation that required an immediate solution? Perhaps it was simply a desire to make a task easier.

d6 Spark
1 I created a device to make watering crops easier to save my village from famine.
2 I modified a set of heavy armor to escape imprisonment by a cult.
3 I created a construct to help defend the orphanage I grew up in.
4 I created an alchemical brew to cure an illness a family member or friend had.
5 I used my tools to repair and refine a water mill in my hometown.
6 I was tutored by another Artificer, whose creations inspired me to make my own.

Tools

Artificers use Tools to channel their magic rather than normal arcane foci, and these tools tend to be indicative of the trade that an Artificer practices when they aren't adventuring. Tools say a lot about who this artificer was before becoming an adventurer, and what their specialization is.

Think of your character's backstory and decide what tool fits them the most.

d6 Tool
1 Smith's Tools, created by dwarven smiths and passed down through the ages.
2 Alchemist's Supplies, once owned by a royal alchemist who was said to be able to turn lead to gold.
3 Jeweler's Tools, used to craft powerful magic-infused gemstones that I channel my power through.
4 Tinker's Tools, said to have once been owned by the first gnomish artificer.
5 Cook's Utensils, said to have been used to cook a legendary meal for a powerful king.
6 Cartographer's Tools, said to have belonged to a famous adventurer and explorer.

Sought After Lore

Every Artificer has a type of Lore they seek to enhance their understanding of and ability with their power. Some might seek ancient runes to carve into armor to empower it, while others might seek lore on a mythical material that lets them forge a weapon of ultimate power.

What drives your character to improve and adventure? Is it tales of a mythical forge that blesses any weapon made with unmatched power? Maybe it's a long-lost recipe for a mixture of metals that make any armor made from it impenetrable.

d6 Lore
1 I seek an ancient forge used by dwarven smiths in the first days so that I may craft the ultimate weapon.
2 My mentor told me of a method of forging armor lost to time. I seek this method to make the ultimate armor.
3 Legend tells of a concoction that can heal any wound. I seek the ingredients to this elixir to save someone close to me from death.
4 It has been said that long ago, there were machines that did the work of lesser men. I seek a way to recreate them to better my homeland.
5 I seek an ancient weapon so that I may reverse-engineer it to make my own creations even more powerful.
6 There are rumors of a powerful set of tools that give any who use them craftsmanship unmatched by any but the gods themselves. I seek these tools for my own ends.
The Artificer
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting - - 2 2 - - - -
2nd +2 Infuse Item 4 2 2 2 - - - -
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3 - - - -
4th +2 Ability Score Improvement 4 2 2 3 - - - -
5th +3 Artificer Specialist Feature 4 2 2 4 2 - - -
6th +3 Tool Expertise 6 3 2 4 2 - - -
7th +3 Flash of Genius 6 3 2 4 3 - - -
8th +3 Ability Score Improvement 6 3 2 4 3 - - -
9th +4 Artificer Specialist Feature 6 3 2 4 3 2 - -
10th +4 Magic Item Adept 8 4 3 4 3 2 - -
11th +4 Spell-Storing Item 8 4 3 4 3 3 - -
12th +4 Ability Score Improvement 8 4 3 4 3 3 - -
13th +5 - 8 4 3 4 3 3 1 -
14th +5 Magic Item Savant 10 5 4 4 3 3 1 -
15th +5 Artificer Specialist Feature 10 5 4 4 3 3 2 -
16th +5 Ability Score Improvement 10 5 4 4 3 3 2 -
17th +6 - 10 5 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2
Multiclassing

Ability Score Minimum: Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: firearms (SCoC)
Tools: thieves' Tools, tinker's Tools

*SCoC = Smug's Compendium of Changes

Creating an Artificer

As you create your artificer character, consider the way their magic manifests. Is it through the use of tiny clockwork machines, or some sort of biological creation that you manipulate with magic? Did you learn your artifice from a master, or did you have to master your abilities on your own through experimentation?

What's your reason for venturing into the world? Do you seek knowledge, or perhaps want to show off your technological wonders to the rest of the world and help push the world into a brighter age?

Quick Build

You can make an Artificer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the Cloistered Scholar background.

Class Features

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

Proficiencies

Armor: Light armor, Medium armor, Shields
Weapons: Simple wepaons, firearms (SCoC)**
Tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose any three skills.

Equipment

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

  • (a) any two simple weapons of your choice or (b) a flintlock rifle (SCoC)
  • (a) a light crossbow and 20 bolts or (b) a flintlock pistol (SCoC) and 20 rounds of ball ammo (SCoC)
  • (a) studded leather armor or (b) scale mail
  • thieves' tools and a dungeoneer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.


**If your GM allows firearms, you are proficient with firearms.

Magical Tinkering

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

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

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

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects 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.

Spellcasting

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

Tools Required

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

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

Cantrips

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

Preparing and Casting Spells

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

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

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

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

The Magic of Artifice

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.



Infuse Item

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

Infusions Known

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

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

Artificer Infusions

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

The description of each of the following infusions details the type of item that can receive it, along with whether the resulting item requires attunement.

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

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

Infusing an Item

Whenever you finish a long rest, you can touch an object and imbue it with one of your artificer infusions. 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).

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

You can infuse more than one object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. 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.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Specialist

At 3rd level, you choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.

The Right Tool For the Job

At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Cantrip Versatility

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 artificer spell list.

Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Spell-Storing Item

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant

At 14th level, your skill with magic items deepens more:

  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Magic Item Master

Starting at 18th level, you can attune to up to six magic items at once.

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Master of Artifice

Also at 20th level, your Intelligence score is increased by 2. Your maximum for this score is now 22.

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Specialization Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialization Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rd healing word, tasha's caustic brew
5th melf's acid arrow, venom blade (SCoC)
9th mass healing word, poison wave (SCoC)
13th acid rain (SCoC), blight
17th acid bath (SCoC), cloudkill

Tool Proficiency

When you adopt this specialization at 3rd level, 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.

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce two experimental elixirs. Roll on the Experimental Elixir table for the elixirs' effect, once for each elixir. The effect is triggered when a creature drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir 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 more elixirs at the end of a long rest: three at 6th level and four at 15th level. Roll for each elixir's effect separately.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher. The number of elixirs created is equal to the level of the spell slot expended. When you do so, you use your action to create the elixir, and you choose the elixir's effect from the Experimental Elixir table.

d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. This increases to 3d4 at 5th level, 4d4 at 9th level, and 5d4 at 15th level.
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. This increases to 20 feet at 5th level, 30 feet at 9th level, and 40 feet at 15th level.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes. At 9th level, this increases to +2.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. At 5th level, this becomes a d6. At 9th level, this becomes a d8. At 15th level, this becomes a d10
5 Flight. The drinker gains a flying speed equal to their walking speed for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies 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, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies 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.

Chemical Mastery

By 15th level, 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 greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist'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.

Armorer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Specialization Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialization Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rd absorb elements, burning hands
5th aganazzar's scorcher, mirror image
9th fly, lightning bolt
13th fire shield, greater invisibility
17th immolation, wall of force

Tools of the Trade

At 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Arcane Armor

At 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as a bonus action. The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

Also at 3rd level, You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. 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.

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

Guardian. You design your armor to be in the front line of conflict. It has the following features:

  • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

  • Artificial Muscles. While wearing this armor, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift and have advantage on Strength (Athletics) checks made to resist being grappled.

  • Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. 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.


Infiltrator. You customize your armor for subtle undertakings. It has the following features:

  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

  • Powered Steps. Your walking speed increases by 5 feet.

  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Armor Modifications

Beginning at 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Armor

At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.

Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies of all kinds, and it is usually the side with the larger number of Artillerists who win any wars fought.

Specialization Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialization Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rd magic missile, sanctuary
5th scorching ray, shatter
9th fireball, lightning arrow
13th ice storm, wall of fire
17th flame strike, wall of force

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Eldritch Cannon

At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, 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 cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Artillery Focus

At 5th level, you know how to turn a wand, staff, or rod into an artillery focus, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your artillery focus. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your artillery focus as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Arcane Firearm

Also at 5th level, once per turn when you deal damage with a firearm or Crossbow that is imbued with one of your Infusions, you can deal an additional 1d8 Thunder damage. This damage increases to 2d8 at 15th level.

Explosive Cannon

Starting at 9th level, every eldritch cannon you create is more destructive:

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

Specialization Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialization Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rd ensnaring strike, shield
5th branding smite, cordon of bullets***
9th aura of vitality, conjure barrage
13th staggering smite, summon construct
17th conjure volley, steel wind strike

*** Found in Smug's Compendium of Changes. If your GM does not allow the use of Firearms, you instead learn Cordon of Arrows

Tool Proficency

When you adopt this specialization at 3rd level, 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.

If your GM allows the use of Firearms, you instead gain proficiency with Gunsmith's Tools (SCoC).

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two 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.

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender 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 defender 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 smith'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 steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Arcane Jolt

At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy 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.

Improved Defense

At 15th level, your Arcane Jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Revised Infusions

Arcane Propulsion Armor

Prerequisite: 14th level, A suit of armor that lacks a magical bonus to armor class

The wearer of this armor gains these benefits:

  • The wearer's walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Enhanced Defense

Prerequisite: A suit of armor or a shield that lacks a magical bonus to armor class

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

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Arcane Focus

Prerequisite: A rod, staff, or wand that lacks a magical bonus to spell attack rolls or spell save DC (requires attunement)

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

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Prerequisite: A weapon that lacks a magical bonus to attack or damage rolls

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

The bonus increases to +2 when you reach 10th level in this class.

Radiant Weapon

Prerequisite: 6th level, A weapon that lacks a magical bonus to attack or damage rolls

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

The weapon has 4 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 1d4 expended charges daily at dawn.

Repeating Shot

Prerequisite: A weapon with the ammunition property that lacks a magical bonus to attack or damage rolls (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.

If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item

Prerequisite: N/A

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it. The Magic Item you replicate must be Common in rarity and cannot be any item that has a property or benefit from the following list:

  • A suit of Armor
  • A Weapon
  • A Shield
  • A Spellcasting Focus
  • A Tool
  • An Instrument
  • A Gaming Set
  • A Vehicle
  • A Potion
  • A Scroll
  • A Tattoo
  • Is a piece or pieces of Ammunition
  • Cursed
  • Silvered
  • Adamantine
  • Mithral
  • Grants a bonus to Attack Rolls
  • Grants a bonus to Damage Rolls
  • Grants a bonus to Spell Save DC
  • Grants a bonus to Ki Save DC
  • Grants a bonus to Spell Attacks

The rarity of Magic Item you can replicate with this feature increases at certain Artificer levels. At 6th level, you can replicate Uncommon Magic Items. At 10th level, you can replicate Rare Magic Items. At 14th level, you can replicate Very Rare magic Items. Regardless of the rarity of the Magic Item, it must still adhere to all the rules listed above.

If a Magic Item would require attunement, a replicated version of it also requires attunement.

Repulsion Shield

Prerequisite: A shield that lacks a magical bonus to armor class (requires attunement)

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

The shield has 4 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 1d4 expended charges daily at dawn.

Returning Weapon

Prerequisite: A weapon with the thrown property that lacks a magical bonus to attack or damage rolls

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.

New Infusions

Arcane Translator

Prerequisite: 6th level, a helmet (requires attunement)

A creature wearing this helm can read all writing and understand all spoken language, but cannot write or speak any language it does not already know.

Arcane Visor

Prerequisite: a helmet (requires attunement)

A creature wearing this helm can cast the Detect Magic spell at will.

A creature wearing this can cast Identify without expending a spell slot or material components. It can't do so again until it finishes a long rest unless it expends a 1st-level spell slot to do so.

Defender's Saddle

Prerequisites: 6th level, Battle Smith

Your Steel Defender counts as Large for the purpose of being a mount for you.

Enhanced Alchemy Flasks

Prerequisites: 6th level, Alchemist Specialization

When you prepare your elixirs at the end of a long rest, you may roll 2d6 for each elixir you make and choose whichever of the two results you want.

Enhanced Movement

Prerequisites: 6th level, Artillerist Specialization

Your Eldritch Cannon is premanently under the effects of the Spider Climb spell.

Flamethrower

Prerequisite: N/A

You may cast the Burning Hands spell as an artificer spell without material components. You can't do so again until you finish a long rest unless you expend a 1st-level spell slot to do so.

Reactive Armor

Prerequisites: 6th level, Armorer Specialization

When you take damage from a Melee Attack, you can use your reaction to cause the attacker to take damage equal to that dealt by the weapon associated with your current armor model; 1d8 Thunder for Guardian, 1d6 Lightning for Infiltrator.

You may use this infusion a number of times equal to your Proficiency Bonus, and regain all uses at the end of a Long Rest.

Web Shooter

Prerequisite: 6th level

You may cast the Web spell as an artificer spell without material components. You can't do so again until you finish a long rest unless you expend a 2nd-level spell slot to do so.

Credits

Art (In Order)

Other

Changes: Me, SmugCoffeeMan

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

If you enjoy my content, feel free to buy me a coffee over on Ko-Fi! It ensures I can focus on putting out content instead of worrying about paying my bills.

Feel free to follow me on social media!
Youtube
Twitter
Twitch

Changelog

1.01

  • Armorer's Armor can now be donned or doffed as a Bonus Action, bringing it in line with Armoured Hero's Transformation.

1.02

  • Alchemist's elixirs now scale with higher levels.
  • Replicate Magic Item has a revised version. It now allows you to create any Magic Item of a specific tier based on your Artificer level with a laundry list of restrictions to prevent it being too powerful.

1.03

  • Fixed Formatting.
  • Added art for Alchemist.

1.04

  • Can now choose any three skills instead of two from a list.

1.05

  • New Feature - Master of Artifice