Artificer, Perfected

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The Artificer, Perfected
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 4 2 2 3
4th +2 Ability Score Improvement 4 2 2 3 1
5th +3 Specialist feature 4 2 3 4 2
6th +3 Tool Expertiese 6 3 3 4 3
7th +3 Flash of Genius 6 3 3 4 3
8th +3 Ability Score Improvement 6 3 4 4 3 1
9th +4 Specialist Feature 6 3 4 4 3 2
10th +4 Magic Item Adept 8 4 4 4 3 2
11th +4 Spell-Storing Item 8 4 4 4 3 3
12th +4 Ability Score Improvement 8 4 5 4 3 3 1
13th +5 - 8 4 5 4 3 3 1
14th +5 Magic Item Savant 10 5 5 4 3 3 1
15th +5 Specialist 10 5 5 4 3 3 2
16th +5 Ability Score Improvement 10 5 6 4 3 3 2 1
17th +6 Once in a lifetime Masterpiece 10 6 6 4 3 3 3 1
18th +6 Master of Gadgets 12 6 6 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 6 4 3 3 3 2
20th +6 Soul of Artifice 12 6 6 4 3 3 3 2

Class Features

As an artificer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light and medium armor, shields
  • Weapons: Simple weapons, firearms
  • Tools: Three of your choice

  • Saving Throws: Intelligence and Constitution
  • Skills: Choose 3 from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand. At least two of those must be Intelligence skills

Equipment

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

  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • three tools you are proficient with and a dungeoneer's pack

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 until dispelled. 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 proficiency bonus. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.


Spellcasting

As an Artificer you can use any Tool or firearm you are proficient with as your spellcasting focus. 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.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

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.

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 magic 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 your infusions with a new one. Any items made with the old infusion cease to function.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical 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 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.

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 nonmagical 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 3rd, 5th, 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' 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 10 minutes 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, you can take a Feat or 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.

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 magic items:

You can attune to up to four magic items at once.

You can infuse already magical items with more infusions.

If a magic item would use a set DC, you can use your own DC instead if it would be higher

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 or Bonus 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 the spellcasting ability modifier you had when you made the item. 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 and attuning only takes you one minute.

You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

You cannot be attuned to or cursed by magic items against your will. Choosing to ignore a magic item's curse prevents you from attuning to it.

Once in a lifetime Masterpiece

When you reach 17th level, you may spend a week in a workshop to create one magic item of your choice of Very Rare rarity or lower.

Once you have used this ability, you can never use it again.

Master of Gadgets

Starting at 18th level, you can simultaneously attune and unattune 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 or killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead.

Infusions

Arcane Propulsion Armor

Prerequisites: 14th level, A suit of armor (requires attunement)

The wearer of this armor gains these benefits:

The wearer's walking speed increases by 10 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+your Intelligence modifier 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 or they are non-functional, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Armor of Magical Strength

Prerequisite: A suit of armor (requires attunement)

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.

If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains expended charges daily at dawn.

Boots of the Winding Path

Prerequisites: 6th level, A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current round.

Enhanced Arcane Focus

Prerequisite: A rod, staff, wand or a firearm (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 or a ranged attack.

If the enhanced item was a firearm, it also gains a +1 to its attack and damage rolls unless it already has an increase to attack or damage rolls. It is considered magical for the purposes of overcoming resistance to non-magical attacks.

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

Enhanced Defense

Prerequisite: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item unless the item already grants a higher bonus (such as a +2 Shield)

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

Enhanced Weapon

*Prerequisite: any object

This object becomes a magic weapon and gains a +1 bonus to attack and damage rolls made with it unless it already has an increase to attack or damage rolls.

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

Helm of Awareness

Prerequisites: 8th level, A helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.

Homunculus Servant

Prerequisite: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus 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 homunculus can take any action of its choice, not just Dodge.

If you have the ability to command other creatures as a bonus action, such as the Battle Smiths Steel Defender, you can command the Homunculus with the same bonus action

The homunculus regains 2d8 hit points if the mending spell is cast on it. If the homunculus dies, it vanishes, leaving its heart in its space.


Homunculus Servant

Tiny construct, unaligned


  • Armor Class 13
  • Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d2s] equal to your artificer level)
  • Speed 20 ft, fly 30 ft

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

  • Saving Throws Dex +2 plus PB
  • Skills Stealth +2 plus PB × 2, Perception +0 plus PB × 2
  • Damage Immunities Poison
  • Condition Immunities exhaustion, poisoned
  • Senses Darkvision 60 Ft., passive Perception 10 plus PB x 2

Evasion. If the homunculus 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

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Mind Sharpener

Prerequisite: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains expended charges daily at dawn.

Radiant Weapon

Prerequisites: 6th level; A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it unless it already benefits from a bigger bonus. 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 expended charges daily at dawn.

Repeater Weapon

Prerequisite: 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 unless it already has an increase to attack or damage rolls. 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 the target.

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 magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

You can have only one copy made of each magic item you replicate in this way. Making another destroys the original. If the item being destroyed contained items, they are harmlessly spread on free spaces around the item.

Creating a magic item in this manner takes 10 minutes.

Replicable Items (2nd-Level Artificer)

Alchemy jug

Bag of holding

Cap of water breathing

Goggles of night

Rope of climbing

Sending stones

Wand of magic detection

Wand of secrets

Replicable Items (6th-Level Artificer)

Boots of elvenkind

Cloak of elvenkind

Cloak of the manta ray

Eyes of charming

Gloves of thievery

Lantern of revealing

Pipes of haunting

Ring of water walking

Ring of minor enhancement

Replicable Items (10th-Level Artificer)

Boots of striding and springing

Boots of the winterlands

Bracers of archery

Brooch of shielding

Cloak of protection

Eyes of the eagle

Gauntlets of ogre power

Gloves of missile snaring

Gloves of swimming and climbing

Hat of disguise

Headband of intellect

Helm of telepathy

Medallion of thoughts

Necklace of adaptation

Periapt of wound closure

Pipes of the sewers

Quiver of Ehlonna

Ring of jumping

Ring of mind shielding

Slippers of spider climbing

Ventilating lungs

Wand of Elements

Winged boots

Replicable Items (14th-Level Artificer)

Amulet of health

Arcane propulsion arm

Belt of hill giant strength

Boots of levitation

Boots of speed

Bracers of defense

Cloak of the bat

Dimensional shackles

Gem of seeing

Horn of blasting

Ring of free action

Ring of protection

Ring of the ram

Repulsion Shield

Prerequisites: 6th level, A shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wielding this shield unless the shield already grants a bigger bonus (such as a +2 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 expended charges daily at dawn.

Resistant Armor

Prerequisites: 6th level, A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can change the damage type as a part of a short or a long rest.

Returning Weapon

Prerequisite: A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it unless it already has an increase to attack or damage rolls, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Spell-Refueling Ring

Prerequisites: 6th level, A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Specializations
Name Source Page
Alchemist WGE 10
Armorer WGE 12
Artillerist WGE 14
Battle Smith WGE 16
Devil's Ride Adrin 18

Alchemist

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.

Alchemist Spells

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

Alchemist Spells
Spell Level Spells
1st Healing word, Ray of sickness
2nd Flaming sphere, Melf's acid arrow
3rd Gaseous form, Mass healing word
4th Blight, Death ward
5th Tenser's Transformation ($), Raise dead

($) Tenser's Transformation counts as a 5th level spell for you

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce two experimental elixirs in empty flasks you touch. Choose an effect from the experimental elixirs table. The effect is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to a willing or unconcious 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, four at 10th level and six at 15th level. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in your hand.

Elixir Effects

Effect
Healing: The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
Swiftness: The drinker's walking speed increases by 10 feet for 1 hour.
Resilience: The drinker gains a +1 bonus to AC for 10 minutes.
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.
Flight: The drinker gains a flying speed equal to their speed for 10 minutes.
Transformation: The user becomes affected by Alter Self (No concentration required).

If you expend a spellslot to create a Transformation Flask you can have it cast any Artificer Transmutation spell of the spellslots level or lower with a range of touch or self that you have prepared. These spells require concentration by the drinker, causing them to throw up on losing concentration. If the spell requires material components with a cost, they must be provided when you create the elixir.

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them.

Whenever you cast an Artificer spell, 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 learn Lesser restoration and it does not count towards your number of spells prepared. You can cast it without expending a spell slot, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Chemical Tolerance

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 or to boost yourself:

You gain resistance to acid damage and poison damage, and you are immune to the poisoned and diseased condition.

You know Greater restoration and Heal spells and they don't count towards your number of spells prepared. You can cast each of them once without expending a spell slot 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.

Additionally, Transformation Elixirs you consume don't require your Concentration provided you are not affected by any other of your elixirs. If you consume another of your Elixirs, the previous effect immediately ends.

Armorer

Tool Proficiency

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.

Armorer Spells

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

Armorer Spells
Spell Level Spells
1st Magic Missile, Thunderwave
2nd Mirror Image, Enlarge/Reduce
3rd Hypnotic Pattern, Lightining Bolt
4th Fire Shield, Greater Invisibility
5th Chain Lightning ($), Passwall

($) Chain Lightning counts as a 5th level spell for you

Arcane Armor

Starting 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 parts of it as a bonus action. The armor allows non-functional limbs to move as normal and replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor continues to be Arcane Armor until you turn another armor into your Arcane Armor or you die.

Armor Model

You can customize your Arcane Armor at the end of each Short or Long Rest. 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.


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.

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 your chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet. It deals 1d6 lightning damage on a hit plus an additional 1d6 if you had not yet damaged the target this turn.

Powered Steps. Your walking speed increases by 10 feet.

Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the bonuses cancel each other resulting in a straight roll.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

Starting at 9rd 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 each of the armor's special weapons. 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

Starting at 15th level, whenever you expend a 1st level spellslot or higher to cast a spell, you may perform your armors weapon attack as a bonus action that turn.

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 closer to you 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.

Artillerist

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.

Artillerist Spells

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

Artillerist Spells
Spell Level Spells
1st Shield, Catapult
2nd Scorching Ray, Shatter
3rd Fireball, Wind Wall
4th Ice Storm, Wall of Fire
5th Fizban's Platinum Shield ($), Wall of Force

($) Fizban's Platinum Shield counts as a 5th level spell for you

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 wielded 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 creating another one immediately turns the old one to dust.

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 2d8 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. If the cannon does not have legs it can't move but it can't be knocked prone.

Cannon type Activation
Flamethrower The cannon exhales fire in a 15-foot cone. 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 it is pushed 5 feet away from the cannon.
Protector The cannon emits a burst of protective particles that grant itself and each creature of your choice within 10 feet of it temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane firearm

At 5th level, you know how to turn a wand, staff, rod or a firearm into an arcane firearm, 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, rod or firearm and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. Once per turn when you cast an artificer spell through the arcane firearm or attack with it, roll a d8, and you gain a bonus to one of the damage rolls equal to the number rolled.

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. 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 5d8 force damage on a failed save or half as much damage on a successful one.

As a bonus action, you can teleport the cannon to an unoccupied space within 5 ft of you that you can see.

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 your Eldritch Cannon, as a result of a shimmering field of magical protection.

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

Tool Proficiency

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.

Battle Smith Spells

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

Battle Smith Spells
Spell Level Spells
1st *Heroism, Shield
2nd Branding Smite, Warding Bond
3rd Aura of Vitality, Catnap
4th Aura of Purity, Fire Shield
5th Heroe's Feast ($), Banishing Smite

($) Heroe's Feast counts as a 5th level spell for you

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 magical or infused 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, or command it as part of your Attack 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.

The Steel Defender counts as one set of armor and one melee weapon for the purposes of Artificer Infusions

If the mending spell is cast on it, it regains 2d8 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 one hour after you die but before doing so does its best to conserve and protect your dead body.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

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 magical weapon 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. You regain all expended uses when you finish a long rest.

Improved Defender

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 1d8 + your Intelligence modifier.


Steel Defender

Medium construct, unaligned


  • Armor Class 18
  • Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40 ft.

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

  • Saving Throws Dex +1 plus PB, Con +2 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus PB × 2
  • Damage Immunities Poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Darkvision 60 Ft., passive Perception 10 plus PB x 2

Actions

Force-Empowered Rend Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day) The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reactions

Deflect Attack The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Devil's Ride

Tool Proficiency

3rd-level Devil's Ride feature


You gain proficiency with land vehicles. 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.

Devil's Ride Spells

3rd-level Devil's Ride feature


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

Devil's Ride Spells
Artificer Level Spell
3rd Burning hands, Tenser's floating disk
5th Dust devil, Mirror image
9th Fireball, Bestow curse
13th Locate creature, Wall of fire
17th Cloudkill, Summon Fiend ($)

($) Summon Fiend counts as a 5th level spell for you

Devil's Ride

3rd-level Devil's Ride feature


Your knowledge of infernal war machines allowed you to construct a special vehicle of your own. You gain a special vehicle called the Devil's Ride. The Devil's Ride follows normal vehicle riding rules, with additional benefits.


You gain the following benefits while using this vehicle:

  • You can use the Devil's Ride as a spellcasting focus for your artificer spells and Revving Shot uses your intelligence modifier for its attack and damage rolls. Only you are proficient with it.
  • You can infuse the Devil's Ride with two Infusion that you could infuse onto a piece of armor. If the infusion requires the Devil's Ride to use an action, bonus action, or reaction, it uses yours instead.
  • If the mending spell is cast on it, it regains 2d6 hit points.
  • Up to two Medium or three Small creatures can ride The Devil's Ride at once
  • If it has been destroyed within the last hour, you can use your smith's tools as an action to repair it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Devil's Ride is magically repaired after 1 minute with all its hit points restored.

Devil's Ride

Medium Vehicle (500 lb.)


  • Armor Class 19 (17 while motionless)
  • Hit Points Your Intelligence modifier + five times your level in this class
  • Speed 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

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

  • Jump. If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
  • Prone Deficiency. If the Devil's Ride falls prone, it can't right itself and is incapacitated until pulled upright.

Actions (Requires your Bonus Action)

  • Revving Shot. Ranged Weapon Attack: Range 120 ft., Hit: 1d8 fire damage. The damage of this shot increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

  • Stunt. You can expend 1 use of Stunt to perform one vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity (Acrobatics) check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.

Reactions

Juke. If the Devil's Ride is able to move, the driver can use its reaction to grant the Devil's Ride and riders advantage on a Dexterity saving throws and opportunity attacks against them have disadvantage until the start of their next turn.

  • At the end of a long rest, you can create a new Devil's Ride if you have your smith's tools with you. If you already have an Devil's Ride from this feature, the first one immediately crumbles.

Stunts

At 3rd level, you learn how to perform Stunts. You have stunt points equal to your proficiency bonus. You can expend a spellslot as an action or a bonus action to recover stunt point equal to the spells level. You can perform only one stunt each turn.

Stunts

Burnout. You use the power of the engine and braking force to cause the rear wheel to spin, heating the rear tire and producing smoke. The smoke covers a 15 feet area around you, heavily obscuring the area. The smoke lasts until the end of your next turn.


Flaming Wheelie. You accelerate rapidly in a low gear, lifting the front of your vehicle of the ground. You can move up to 30 feet in a 5 foot wide line, without provoking attacks of opportunity or using your movement, leaving a line of roaring flames that scorches creatures. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 3d8 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.


Combat Drift. As a part of your movement, you can start drifting. Until the start of your next turn, creatures have disadvantage on ranged attacks made against you or the Devil's Ride while your or the devils ride's speed is not 0. The Devil's Ride isn't affected by difficult terrain and cannot be restrained or grappled until the start of your next turn.

Rider's Agility

5th-level Devil's Ride feature


By 5th level, you have become an experienced driver, becoming more familiar with your vehicle.

While riding the Devil's Ride, you gain the following benefits:

  • You can force an attack targeted at the Devil's Ride to target you instead.
  • You have advantage on checks and savingthrows against being knocked prone, including the acrobatics check you do to perform stunts.
  • Due to your rides unnecessarily loud engine you have resistance to Thunder damage.

Fortified Chassis

9th-level Devil's Ride feature


Starting at 9th level, the Devil's Ride is fortified, making it more destructive:

  • Burnouts smoke cloud lasts for 1 minute, until you dispel it as a bonus action or until dispersed by wind of moderate or greater speed (at least 10 miles per hour)
  • Flaming Wheelies damage is increased by 2d8.
  • For the duration of Combat Drift, you cannot be paralyzed or knocked prone, and any effects or spells that would paralyze you don't do so for the duration.
  • The Devil's Ride gains proficiency in Strength (Athletics) and Dexterity (Acrobatics) skills, which use your proficiency bonus.
  • The Devil's Ride gains proficiency in Strength and Constitution saving throws, which use your proficiency bonus.
  • You can mentally control your Devil's Ride as long as it is within 300 ft of you, provided it is not prone. You can mentally give it commands (no action required) such as 'drive there' or 'block that doorway'. You still need to use your bonus action for Revved Shot and Stunts.

Ghost Rider

15th-level Devil's Ride feature


At 15th level, you perfect your ride:

  • The Devil's Rides speed is increased by 30 feet.
  • The Devil's Ride gains a +2 bonus to Armor Class.
  • When you roll initiative and have no uses of Stunts remaining, you regain one use.
  • Flaming Wheelie's damage increases by 2d8
  • The smoke created by your Burnout does not heavily obscure the area for you
  • Your Devil's Ride can jump as high and far as its speed allows, provided it takes a 30 ft running start
  • Passengers of the Devil's Ride have resistance to fire damage
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