Class: Artificer (5.5)

by SovereignLeaderLore

Search GM Binder Visit User Profile

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. The magic of artificers is tied to their tools and their talents, using a variety of tools to channel their arcane power.


You must have an Intelligence score of 15 or higher in order to multiclass in or out of this class.

Artificer Spell Slots per Level
Level Proficiency Bonus Infusions Known Infused Items Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Magic Enthusiast Mending + 2 2
2nd +2 4 2 Infuse Item Mending + 2 2
3rd +2 4 2 Artificer Specialist, The Right Tool for the Job Mending + 2 3
4th +2 4 2 Feat Mending + 2 3
5th +3 4 2 Mending + 2 4 2
6th +3 6 3 Artificer Specialist feature Tool Expert Mending + 2 4 2
7th +3 6 3 Flash of Genius, Tool Expert Mending + 2 4 3
8th +3 6 3 Feat Mending + 2 4 3
9th +4 6 3 Mending + 2 4 3 2
10th +4 8 4 Magic Item Adept, Spell-Storing Item Mending + 3 4 3 2
11th +4 8 4 Artificer Specialist feature Mending + 3 4 3 3
12th +4 8 4 Feat Mending + 3 4 3 3
13th +4 8 4 Mending + 3 4 3 3 1
14th +5 10 5 Magic Item Savant, Spell-Storing Item Improvement Mending + 4 4 3 3 1
15th +5 10 5 Artificer Specialist feature Mending + 4 4 3 3 2
16th +5 10 5 Feat Mending + 4 4 3 3 2
17th +5 10 5 Mending + 4 4 3 3 3 1
18th +6 12 6 Magic Item Master, Spell-Storing Item Improvement Mending + 4 4 3 3 3 1
19th +6 12 6 Feat Mending + 4 4 3 3 3 2
20th +6 12 6 Soul of Artifice Mending + 4 4 3 3 3 2

Artificer 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 armor, medium armor, buckler shields, kite shields
  • Weapons: Simple weapons
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

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

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack

Spellcasting

At 1st level, You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and 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 the equipment chapter 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.

Silent Magic

Because of your unique method of using magic, you ignore the verbal components of your artificer spells when you cast one using a spellcasting focus.

Cantrips (0-Level Spells)

At 1st level, you know the Mending cantrip and two other 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.

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.

Magic Enthusiast

At 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the spells Detect Magic and Identify, which are artificer spells for you, and don't count against the number of spells you can prepare each day. You can cast these spells as rituals, and don’t need to provide a material component when casting Identify.

Additionally, you can use any spell scroll regardless of what spell it bears. Intelligence is your spellcasting ability for spells not found on your class's spell list. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully as normal.

Infuse Item

At 2nd level, you've gained the ability to imbue items with certain magical infusions, turning mundane objects into magic items and granting magic items new traits.

Infusions Known

When you gain this feature, pick four artificer Infusions to learn, which are listed at the end of this document. 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.

Infusing an Item

Whenever you finish a long rest, you can touch an object and imbue it with one of your artificer infusions. If it is a mundane item, it becomes a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description.

If the infusion 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.

If the item already requires attunement and the Infusion you place on it also requires attunement, a creature must attune to both.

If both the item and the infusion both provide a bonus to attack and damage rolls, or both provide a bonus to AC, you can take only one of the two bonuses, not both.


Your infusion remains in an item indefinitely until you die, after which the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.


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 ends, and then the new infusion applies.


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

The Right Tool for the Job

At 3rd level, you've learned 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. You are proficient with tools you create in this way.

Artificer Specialist

At 3rd level, you choose a specialization of magical creation you embody, choosing from the archetypes on the following pages. Your choice grants you features at 3rd level, and again at 6th, 11th, and 15th level.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.

Flash of Genius

At 7th level, you've gained 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 Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

At 14th level, you can use this feature a number of times equal to twice your Intelligence modifier (minimum of once).

Tool Expert

Also 7th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool, and you become proficient in an additional tool of your choice.

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of magic items. You gain the following traits:

  • 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

Also at 10th level, you can now 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.


At 14th level, you can store number of spells with a combined level of 2, and At 18th level, you can store a number of spells with a combined level of 3.

Magic Item Savant

Starting at 18th level, you can attune 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 out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
  • While the maximum number of your artificer infusions is active, your body ages only 1 year for every 10 years that pass.

Specialist: 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.

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, and don’t count against the number of artificer spells you prepare each day.

Level Spells
3rd Healing Word, Ray of Sickness
5th Acid Arrow, Lesser Restoration
9th Gaseous Form, Mass Healing Word
13th Blight, Death Ward
17th Cloudkill, Raise Dead

Experimental Elixir

Beginning at 3rd level, you can magically produce your own experimental elixirs in empty flasks you touch, which use one of the following options on the Experimental Elixir table. You can carry a number of Experimental Elixirs at once equal to your Intelligence modifier, and they last until they are used.

You can create a number of elixirs over the course of an hour or a single elixir as an action, up to the maximum amount of elixirs you can carry.

The effect of an elixir is triggered when someone drinks it. A creature can drink the elixir as a bonus action action, or administer it to an incapacitated creature as an action.


Creating an experimental elixir requires you to have alchemist 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: two at 6th level and three at 15th level. Each elixir requires its own flask.

Experimental Elixirs
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 of 10 feet for 10 minutes.
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

Enhanced Reactivity

At 6th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them, gaining the following traits:

  • Whenever you deal damage with a spell using your alchemist's supplies as the spellcasting focus, you deal additional damage equal to your Intelligence modifier.
  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 3d6 + your Intelligence modifier (minimum of 1 temporary hit point).

Superior Potions

Starting at 11th level, you learn to create more potent Experimental Elixirs. When creating an Experimental Elixir, you can choose to create a larger potion, which takes up 2 slots of your total Experimental Elixirs, and has one of the following effects.

Superior Potions
Superior Healing. The drinker regains a number of hit points equal to 2d8 + your Intelligence Modifier
Superior Swiftness. The drinker's walking speed increases by 15 feet for 1 hour.
Superior Resilience. The drinker gains a +2 bonus to AC for 10 minutes.
Superior Boldness. The drinker can roll a d6 and add the number rolled to every attack roll and saving throw they make for the next minute.
Superior Flight. The drinker gains a flying speed of 15 feet for 10 minutes.
Superior 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 30 minutes

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 now immune to the Poisoned condition.
  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, 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.

Specialist: 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.

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, and don't count against the number of artificer spells you prepare each day.

Armorer Spells
Level Spells
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Fireball
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force

Tools of the Trade

When you adopt this specialization 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

Beginning 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 body part it is replacing.
  • You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

When you create a set of Arcane Armor, you choose one of the following armor models to create: 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.
  • 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

Starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

At 11th 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 of your choice. 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.

Specialist: Battle Smith


Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and warrior, a Battle Smith is an expert at defending others and attacking on the front line. To aid in their work, Battle Smiths are accompanied by a steel defender, a companion of their own creation that assists them on both in offense and defense.

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, and don’t count against the number of artificer spells you prepare each day.

Battle Smith Spells
Level Spells
3rd Shield, Thunderwave
5th Branding Smite, Warding Bond
9th Aura of Vitality, Lightning Bolt
13th Aura of Purity, Fire Shield
17th Banishing Smite, Mass Cure Wounds

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's friendly to you and your companions, and it obeys your commands. See its 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 cantrip 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 smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.


Steel Defender

Medium Construct, your Alignment


  • Armor Class 15 (natural armor)
  • Hit Points 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40ft

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

  • Saving Throws Dex +1 plus PB, Con +2 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus PB x 2
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Prof. Bonus equals your bonus

Vigilant. The defender can't be surprised.

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.

Extra Attack

Starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Cannon

At 11th level, you've learned how to upgrade your Steel Defender with a magical cannon. When you create your Steel Defender, you decide which type of Arcane Cannon it wields, choosing from the options on the Arcane Cannons table.

Arcane Cannons
Cannon Type 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).

Fortified Defender

At 15th level, you and your Steel Defender grow more powerful

  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
  • You and your allies have half cover while within 10 feet of your Steel Defender, as a result of a shimmering field of magical protection that the defender emits.

Specialist: Living Rifle


Artificers sometimes covet sentient magic items, seeking to create such an item for themselves. In their experiments, they manage to craft such an item, at the cost of it being a permanent part of them. This sentient item is the Living Rifle, a biotech ranged weapon that augments your spellcastng. While the Living Rifle starts out fairly innocuous, it grows exponentially stronger with time and experience.

Living Rifle Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Living Rifle Spells table. These spells count as artificer spells for you, and don’t count against the number of artificer spells you prepare each day.

Living Rifle Spells
Spell level Spells
1st Ray of Sickness, Shield
2nd Scorching Ray, Acid Arrow
3rd Clairvoyance, Lightning Bolt
4th Ice Storm, Locate Creature
5th Cone of Cold, Rary's Telepathic Bond

The Living Rifle

Starting at 3rd level when you take this specialist, the veins in one of your arms turns an abnormal color, along with other miscellaneous traits of your choice. While this hand is free, you can use a bonus action to call upon these abnormal traits to don or doff your Living Rifle, which grows over your forearm. You decide your Living Rifle's appearance; your choice has no effect on its game statistics. Typically the Living Rifle's appearance is distinctly different to your arm, doesn't make sense to others, and ends in a number of barrels, often 1-3.


Your Living Rifle is sentient, understands the languages you know, and shares your Alignment. While it is equipped, it can speak telepathically with you, and warns you of danger, preventing you from being Surprised.

Arcane Explosion

Also at 3rd level, you learn of a stored arcane energy within your rifle. Once per turn when you deal damage to a creature by casting a spell, you can use a bonus action to cause the spell to explode with power. When you do so, one target of the spell takes an additional amount of Force damage equal to twice your artificer level.


You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Smart Rifle

Starting at 6th level, your Living Rifle gains a limited sentience which it uses to assist you. When you fail an ability check, attack roll, or saving throw with your Living Rifle equipped, you can use your reaction to add your Intelligence modifier to the roll.


Once this ability causes you to succeed, you must complete a short or long rest to do so again.

Energy Splitter

Beginning at 11th level, your Living Rifle now generates its own arcane power, which you can use to overcharge your spell use. When you use your action to cast a spell, you can choose to cast a cantrip as a bonus action. To be eligible for this ability, the additional cantrip must be incapable of targeting more than one creature at your level.


Once you use this feature, you must complete a short or long rest to do so again.

Art on this page: https://www.artstation.com/artwork/NGDkJz

Overclocked Rifle

At 15th level, your Living Rifle reaches the apex of its power, giving you the following traits:

  • When you deal damage by casting a spell, its damage increases by 1d8.
  • You no longer lose the benefits of your Smart Rifle feature when it causes you to succeed.
  • When you use your Energy Splitter feature, you can cast two cantrips as a bonus action, instead of one. Each cantrip must be incapable of targeting more than one creature at your level.

Specialist: Rune Carver


Some artificers specialize in the modification and empowerment of items through fleeting Runes of great power. Originally a practice among giants, these temporary marks of power draw upon the raw magical might of the schools of magic to cause a variety of effects.

Rune Carver Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rune Carver Spells table. These spells count as artificer spells for you, and don’t count against the number of artificer spells you prepare each day.

Rune Carver Spells
Level Spells
3rd Illusory Script, Inflict Wounds
5th Branding Smite, Knock
9th Bestow Curse, Protection from Energy
13th Greater Invisibility, Death Ward
17th Far Step, Greater Restoration

Bonus Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency in the Arcana skill and one other skill of your choice.

Runic Infusions

At 3rd level, you learn to create Runes, special artificer infusions that modify other items. When you complete a long rest, you can touch an object and apply one of the Runes you know onto an item, as if applying a regular infusion. You can have a number of Runes active at once equal to your Intelligence modifier (minimum of 1), including those that already have an infusion, provided that infusion is not another Rune. When you complete a long rest, the magic of all of your active Runes fades.

At 3rd level, you learn three of the following runes of your choice. They don’t count against the number of artificer infusions you know. You learn an additional rune from this list at 6th level (3 runes), 11th level (4 runes), and 15th level (5 runes). Each time you gain a level in this class, you can replace one Rune you know with a different one from the following list.

Rune: Abjurer's Aegis

Item: a shield or suit of armor


While wearing this item, when the wearer takes damage, they can use their reaction to expend this rune's magic and reduce the damage they take by 1d10 + half your Artificer level (rounded up) . Once they do so, the rune fades and can't be used until you reapply it.

Rune: Conjurer's Friend

Item: a staff or rod


When the creature that wields this item summons or creates a creature with a conjuration spell, they can expend this rune's magic to grant it 30 temporary hit points. Once they do so, the rune fades and can't be used until you reapply it.

Rune: Diviner's Secret

Item: goggles or a magnifying glass


While this item is held or worn by a creature, it can choose to expend this rune's magic to cast a divination spell without expending a spell slot. Once it does so, the rune fades and can't be used until you reapply it.

Rune: Enchanter's Command

Item: A wand


When the wielder of this item casts an Enchantment spell that requires a saving throw, they can expend this rune's magic to impose disadvantage on the save, as they weave enchantment magic into the spell. Once they do so, the rune fades and can't be used until you reapply it.

Rune: Evoker's Might

Item: any melee weapon


When the wielder of this item hits an attack with this item, they can expend this rune's magic to deal an additional die of damage to the target. Once they do so, the rune fades and can't be used until you reapply it.

Rune: Illusioner's Disappearance

Item: a cloak


While wearing this item, a creature can use its bonus action to expend this rune's magic to become Invisible, as if by the Invisibility spell. Once it does so, the rune fades and can't be used until you reapply it.

Rune: Necromancer's Lifesteal

Item: any weapon


When a creature deals the killing blow to a creature, they can choose to expend this rune's magic to regain hit points equal to 2d6 + your artificer level. Once it does so, the rune fades and can't be used until you reapply it.

Rune: Transmuter's Omnitool

Item: a stone


When a creature carrying this item makes a check using artisan's tools, it can expend this rune's magic to gain a +5 bonus to the roll. Once it does so, the rune fades and can't be used until you reapply it.

Ritual Sigils

At 6th level, your study of runic magic has taught you the method of inscribing several spells as rituals. Choose two spells from the following list: Animate Dead, Create Food and Water, Clairvoyance, Daylight, Fly, Nondetection, Tongues, or Water Walk. These spells count as artificer spells for you, are always prepared, and don’t count against the number of artificer spells you prepare. You can cast these spells as rituals. You can't cast these spells except as rituals, unless you've learned them by some other means.

Additionally, each time you gain a level in this class, you can replace one of these spells with a different spell from this feature.

Empowered Runes

Beginning at 11th level, your runes grow power. Each of your runes can be used twice before their magic fades.

Perfected Sigils

At 15th level, the power of your runes reaches its apex. Each of your runes can be used three times before their magic fades.

Specialist: Skyforged


When exploring the cosmos, artificers are an invaluable resource aboard flying ships. Over time, artificers that maintain these highly advanced vessels, or learn of their design by some other means, glean the important details of their function and learn to replicate their benefits in the form of personal flying machines.

Skyforged Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rune Carver Spells table. These spells count as artificer spells for you, and don’t count against the number of artificer spells you prepare each day.

Skyforged Spells
Level Spells
3rd Faerie Fire, Ice Knife
5th Misty Step, Scorching Ray
9th Call Lightning, Sending
13th Arcane Eye, Resilient Sphere
17th Far Step, Telekinesis

Arcane Flight

When you adopt this specialization at 3rd level, you have crafted an item capable of granting you limited flight. You might create a pair of metallic wings, a set of armor untethered from gravity, boots that let you hover, or some other odd invention. As a bonus action, you can activate this item to gain a burst of flight, giving you a flying speed equal to your walking speed for the next minute, provided you aren't wearing heavy armor or wielding a shield.


Once you use this feature, you must complete a long rest or end one of your active infusions to do so again.

Sky Scout

Also at 3rd level, you are accustomed to scouting from above, and have crafted equipment to assist you. Thanks to your specialized equipment, while under the effects of your Arcane Flight, you have Darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.


Otherwise, you have Darkvision to a range of 60 feet.

Gliding Shot

At 6th level, you are more adept at flying, and your flight giving out is not the end of your power. While under the effects of your Arcane Flight, you have advantage on ranged attack rolls.


Additionally, when you fall and aren't wearing heavy armor or wielding a shield, your rate of descent is 60 feet per round, you take no falling damage, and can land on your feet.

Aerial Combatant

At 11th level, you are at your deadliest while in the air. While you are flying, when you deal damage with a ranged attack, it deals an additional die of damage, and the attack is magical if it wasn't already.

Aerialist

At 15th level, you perfect your use of Arcane Flight. When you use your Arcane Flight, you gain a fly speed for the next hour, instead of 1 minute.


Additionally, both the normal and long range of ranged weapons is doubled for you.

Artificer Infusions


Artificer infusions are extraordinary processes that rapidly alter the effects of items, possibly turning a mundane item magical. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic 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.

Arcane Propulsion Armor

(Prerequisite: 14th-level artificer)


Item: A suit of armor (requires attunement)


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.)
Armor of Magical Strength

Item: 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, they can expend 1 charge to add a bonus to the roll equal to they 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 1d6 expended charges daily at dawn.

Boots of the Winding Path

Prerequisite: 6th-level artificer


Item: 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 turn.

Bag of Holding

Item: a bag


You create a magical bag that has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Enhanced Arcane Focus

Item: A rod, staff or wand (requires attunement)


While holding this item, a creature gains +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 Defense

Item: 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.

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

Enhanced Weapon

Item: A simple or martial weapon


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.

Gloves of Missile Snaring

Prerequisite: 10th-level artificer


Item: gloves (requires attunement)


These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Helm of Awareness

Prerequisite: 10th-level artificer


Item: 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

Item: A gem or crystal worth at least 100 gp


With this gem, you can cast Find Familiar as a ritual spell. When cast in this way, your familiar is a Construct, and has a number of hit points equal to 1 + your Intelligence modifier + your artificer level. If you cast the Mending cantrip on it, it regains 2d6 hit points.

Lightfoot Boots

Prerequisite: 10th-level artificer


Item: boots (requires attunement)


While wearing these boots, you can Dash as a bonus action.

Mind Sharpener

Item: A suit of armor or robes


This item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution 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 1d4 expended charges daily at dawn.

Radiant Weapon

Prerequisite: 6th-level artificer


Item: A simple or martial weapon (requires attunement)


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

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


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

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.

Repulsion Shield

Prerequisite: 6th-level artificer


Item: A shield (requires attunement)


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

The shield has 4 charges. 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.

Replicate Magic Item

Prerequisite: 6th-level artificer


Item: —


You create an item of Uncommon or lower rarity, at your DM's discretion.

Resistant Armor

Prerequisite: 6th-level artificer


Item: 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.

Returning Weapon

Item: A simple or martial weapon with the thrown property


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

Spell-Refueling Ring

Prerequisite: 6th-level artificer


Item: 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.

Stone of Whispers

Item: a gemstone worth at least 50gp


With this gem, you can cast the Sending spell as a ritual spell.

Winged Robes

Prerequisite: 14th-level artificer


Item: robes (requires attunement)


While wearing these robes, you have a fly speed equal to your walking speed. When the robes' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.