Artificer
Hit Points
Hit Dice: d8 per Artificer level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiences
Tools: Smithing, Thievery, and one additional crafting proficiency of your choice.
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Psionics, or Sleight of Hand.
Overview & Creation
Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.
Class Features
Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other artisan’s tools in hand. You then touch a Tiny non-magical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Spellcasting
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.
Tools Required
You produce your artificer spell effects through your Tools. You must be proficient with the Tool to use it in this way. 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 Spells 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
Study Item
You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Alternatively you can spend 10 minutes to learn the properties of a magical item and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. At 11th level, you can use both of these benefits using an action instead of 10 minutes.
Ritual Casting
You can cast an
Artificer Spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Cantrip Versatility
You can replace a cantrip you know with another cantrip available to you on a long rest.
Artificer Specialist
When you select this class you choose the type of specialist you are (Options are at the bottom of the page). Your choice grants you features at 3rd level, 5th level, 9th and 15th level.
Infuse Item
At 2nd level, you gain the ability to imbue items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known
When you gain this feature, pick four
Artificer Infusions to learn, 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 short rest, you can touch a object and imbue it with one of your
Artificer Infusions, turning it into a magic item. An
Infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (spending an hour or during a Short Rest). 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 short 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.
The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: with tinker’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Ability Score Improvement or Feat
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively you can take a Feat from the
Feats List.
Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
• You can attune to up to four magic items at once.
• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Spell-Storing Item
At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the
Artificer Spell List that requires 1 action to cast (you needn’t have it prepared). While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
Magic Item Savant
At 14th level, your skill with magic items deepens more:
• You can attune to up to five magic items at once.
• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magic Item Master
Starting at 18th level, you can attune to up to six magic items at once, and you can craft magic items up to Rare quality.
Soul of Artifice
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
• If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your
Artificer Infusions, causing you to drop to 1 hit point instead of 0.
Starting Equipment
Roll 5d4 x10gp
One of the highest staring gold amounts, the artificer has some of the most expensive gear outside of Heavy Armour, usually having to balance several crafting choices as well as magical item creation.
Subclass Options
Alchemist Specialists
An Alchemist is an expert at combining reagents to produce mystical effects, by far the most far-flunk of Artificers. The heartland of this particular craft is in Halruaa, Chult, and the Trade Lanes of the Serpent Isles, where powerful and reactive reagents and arcane plant life grow in abundance. These craftsmen can often settle down with impunity, many townships lacking Doctor’s or the various Church-run scams throwing resources and support behind a good Alchemist.
Travelling Doctor Build
Arcanist Robes [Alchemist] (1gp)
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Light Crossbow (1d8 piercing, range 80/320ft, Ammunition, Loading, Two-Handed): 5lb, 25gp
Healer’s Kit (4gp), Herbalist Pouch (10gp) and Alchemist’s Station (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Tool Proficiency
When you adopt this specialization you gain proficiency with
Alchemy and
Herbalism. You can also use and administer
Alchemy Potions or
Herbalism Tinctures as a bonus action. You can use a divine spell foci as a focus for your artifcier spells.
Alchemist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the
Artificer Spell List. These spells count as
Artificer Spells for you, but they don’t count against the number of
Artificer Spells you prepare.
Experimental Elixir
Beginning at 3rd level, you have become a master of mixing reactive solutions to create unique
Elixirs. You can administer elixirs to others or yourself as a bonus action. These
Elixirs can be added to
Alchemy Potions,
Herbalism Tinctures, and
Poisons to pair with the affect. You learn a number of
Elixirs equal to your Intelligence modifier +1 (minimum of 2). At the end of a long rest, you create a number of
Elixirs equal to double your proficiency modifier. You can use an action to refill an expended
Elixir by expending a spell slot of 1st level or higher for each one.
Alchemical Savant
At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus or an alchemy attack, 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). This increases to 1d8 + your Intelligence modifier at 9th level, and 2d8 + your Intelligence modifier at 15th level. You also gain the following additional elixir affects;
Restorative Reagents
Starting at 9th level, you can incorporate restorative reagents into some of your works:
• Whenever a creature drinks an experimental elixir or healing tincture you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
• You can cast
Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
You also gain the following additional elixir affects;
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 fire damage, and you are immune to poison.
• You can cast
Greater Restoration and
Heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
Archivist Specialists
What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: using that magic to improve the world around them. Storing is not enough, but making it available to the world. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.
Librarian Build
Studded Leather (12 + Dex mod AC): 13lb, 45gp
Staff (1d6/d8 bludgeoning): 4lb, 2sp
Simple Flintlock (2d10 force, range 10/40ft, Loading): 5lb, 12gp
Spell Prism (120gp), Calligapher’s Kit (1gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Tool Proficiency
When you adopt this specialization you gain proficiency with
Astrology and
Scribing. Also, when
Scribing Spell Scrolls it takes you a quarter of the normal time, and it costs you half as much of the usual gold. You can also use arcane spell foci as your artificer spell focus.
Archivist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the
Artificer Spell List. These spells count as
Artificer Spells for you, but they don’t count against the number of
Artificer Spells you prepare.
Secular Scrivener
You became proficient in the ways of
Wizard Spellcrafting, even without an innate talent. You gain your own Spellbook, where you can transcribe both
Wizard Scrolls and create scrolls from
Cleric Ritual Spells. You start off a combination of six 1st level
Wizard Spells and
Cleric Spells. These spells can be ritual or non-ritual, but you can only cast them normally with your
Artificer Spell Slots if they have the ritual tag.
Fateful Naming
Starting at 3rd level, you can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The
Bane and
Bless spells are Artificer spells for you, and you add them to your spellbook. You cvan cast both of these spells at a level equal to your proficiency bonus, a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Pen is Mightier Than the Sword
Beginning at 5th level, when you use your action to use a Scroll, you can also use your bonus action to make a basic melee attack, or cast a cantrip.
Greater Onomancy
Starting at 9th level, as an action you can touch a creature that is possessed, expend a spell slot of 1st level or higher, and exorcise the presence. The target must succeed on a Wisdom saving throw against your Artificer Spell Save or be exorcised and banished to their home reality. Additionally you can cast the
Protection from Evil and Good at a level equal to your proficiency bonus, and a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses of this ability after a long rest.
True Onomancy
At 15th level, You have learned how to bypass a named creature’s defenses against certain types of damage. When you cast a spell that deals damage to a creature whose True Name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell’s normal damage type.
Armourer Specialists
A recent innovation from the Halls of Stormwind and birthplace of the Warforged. Ambitious Artificers at the school managed to adapt the learning of mechanisation and automaton to armour. Designed to enhance the artificers magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with a single set of powered armor, becoming one with it even as they experiment with it and refine its magical capabilities into a second skin.
Travelling Blacksmith Build
Cuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp
Light Hammer (1d6 bludgeoning, range 20/60ft, Light): 2lb, 5gp
Appraisal Kit (5gp), Smiths’ Tools (20gp), Leatherworking Kit (15gp), and Runecarvers’ Tools (50gp)
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Tool Proficiency
When you adopt this specialization you gain proficiency with
Heavy Armour and
Weaving. Also when applying armour tags or creating armour, you take half the required amount of time for the work.
Armourer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the
Artificer Spell List. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Power Armour
Your metallurgical pursuits have led to you making armour a conduit for your artificer magic. During a Long Rest, you can turn a suit of heavy armour you are wearing into power armour, provided you have smith’s tools in hand. You gain the following benefits while wearing the power armour:
• The power armour attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
• While wearing power armour, melee weapons can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
• If the armour normally has a Strength requirement, the power armour lacks this requirement for you.
• You can use the power armour as a spellcasting focus for your artificer spells.
The armour continues to be power armour until you create another set of Power Armour, or you die.
Guardian Repulsors
Beginning at 3rd level, you have completed addition of repulsors in your armour. Your unarmed strikes now deal 1d8 + Intelligence modifier thunder damage, you can also fire off your gauntlets with a range of 20/60ft to deal 1d8 + Intelligence force damage. The gaunlets automatically return to the wearer and reattach to your armour. Your weapon attacks also deal an additional 1d4 force damage. A creature hit by your spells or weapons has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armour magically emits a distracting pulse when the creature attacks someone else. You also gain a bonus action that you can use on each of your turns to 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 armour.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Modular Armour
Beginning at 9th level, you learn how to use your artificer infusions to specially modify the armour enhanced by your Power Armor feature. That armour now counts as separate items for the purposes of your Infuse Items feature: armour (the chest piece), amulet, belt, boots, bracers, and rings. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armour.
Perfected Armour
At 15th level, tinkering with your armours energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to 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 Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Artillerist Specialists
The mastery of arcanotech Artillery is still one lead by Gnomes, the Gnomes of Lantan’s Rest that is. One of the smallest geographical settlements in the Sword Coast, their Skyships and Navy are universally feared for their legions of Artillerist artificers. Their destructive potential from a stationary point in unmatched except maybe by the highest of War Magic’s, with many other Navy’s paltry attempts producing a few capable Artillerist’s.
Gunnery Pirate Build
Studded Leather (12 + Dex mod AC): 13lb, 45gp
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Simple Flintlock (2d10 force, range 10/40ft, Loading): 5lb, 12gp
Thieves’ Tools (25gp), Scrimshaws’ Tools (15gp), Smiths’ Tools (20gp), and Leatherworking Kit (15gp).
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Tool Proficiency
When you adopt this specialization you gain proficiency with
Carpentry and
Siege Weapons. Also when applying weapon tags or creating weapons, you take half the required amount of time for the work. You can use your ranged weapons as a focus for your
Artificer Spells.
Artillerist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the
Artificer Spell List. These spells count as
Artificer Spells for you, but they don’t count against the number of
Artificer Spells you prepare.
Eldritch Cannon
At 3rd level, you learn how to create a magical cannon, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can’t create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the
Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Eldritch Cannons
• Flamethrower: The can non 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 Balista: 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) .
Arcane Firearm
At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve the material of a wand, staff, or rod and thereby turn it into a flintlock in addition to an arcane focus. The firearm turns back into its original form if you repeat this process on another Item. The change otherwise last indefinitely. When you cast an
Artificer Spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
Explosive Cannon
Starting at 9th level, every eldritch cannon you create is more destructive:
• The cannon’s damage rolls all increase by 1d8.
• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
Fortified Position
Starting at 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:
• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.
Battle Smith Specialists
The newest of Dwarven ingenuity, mixing the lessons of their Gnomish allies with Dwarven martial tradition, comes the Battle Smith. Protected, mobile, and able to create a rolling defence crucial in the treacherous Underdark. A combination of protectorate and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are accompanied by a automaton called a ‘steel defender’, a protective companion of their own creation.
Underdark Guardian Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Warhammer (1d8/d10 bludgeoning): 2lb, 15gp or Cavalry Mace (1d10 bludgeoning, Reach 1): 18lb, 35gp
2 Light Hammer (1d6 bludgeoning, range 20/60ft, Light): 2lb, 5gp
Steppe Pony (30gp)
Smiths’ Tools (20gp)
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Tool Proficiency
When you adopt this specialization you gain proficiency with
Riding and
Martial Weapons. Also, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. You can use your martial weapon as a focus for your artificer spells.
Battle Smith Spells
You always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the
Artificer Spell List. These spells count as
Artificer Spells for you, but they don’t count against the number of
Artificer Spells you prepare.
Steel Defender
By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, it defaults to a Dodge Action, unless you spend a Bonus action to make it Rend, Repair, Dash, Disengage, Help, Hide or Search. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
Steel Defender (medium/large) AC: 15
HP: 2 + your Intelligence modifier +5 times your artificer level
Speed: 40ft
Senses: Darkvision 60ft
Str 14 (+2)
Dex 12 (+1)
Con 14 (+2)
Int 4 (-4)
Wis 10 (+0)
Cha 6 (-2)
Saving Throws: Dex +1 + Proficiency Bonus, Con +2 + Proficiency Bonus.
Skills: Athletics +2 + Proficiency Bonus, Perception +Proficiency Bonus x 2
Immunity: Charmed, Disease, Exhaustion, Poison, Surprise
Force-Empowered Rend: +spell attack modifier to hit, 1d8 +proficiency bonus force damage.
Repair (3/Day): The magical mechanisms inside the defender restore 2d8 +Proficiency Bonus hit points to itself or to one construct or object within 5 feet of it.
Deflect Attack (Reaction): 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.
You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. If the
Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes.
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 magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
• The target takes an extra 2d6 force damage.
• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
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 and a 80ft flying speed.
• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
Portal Engineer Specialists
Teleportation has always been a popular path of arcane study, with most falling into the traditional methods tried and tested by braver spellcrafters. But never before has such a bone-headed and crazy level of experimental risk been taken before. The Portal Engineers of the Waterdeep and Illusk took the higher craft of Planeswalkers and reduced it into the most basic of abilities. And now they abuse the laws of the cosmos for quick hop and a skip around town…
Crazy Inventor Build
Studded Leather (12 + Dex mod AC): 13lb, 45gp
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Simple Flintlock (2d10 force, range 10/40ft, Loading): 5lb, 12gp
Thieves’ Tools (25gp), Astronomy Equipment (35gp), and Planewalker’s Case (65gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Tool Proficiency
When you adopt this specialization you gain proficiency with
Astrology and you can teleport objects that are less than 10 pounds unless their are worn or held by a hostile creature. You can also use items from other planes as spellcasting foci for your
Artificer Spells.
Portal Engineer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the
Artificer Spell List. These spells count as
Artificer Spells for you, but they don’t count against the number of
Artificer Spells you prepare.
Thinking With Portals
At 3rd level, you have mastered the art of creating portals. Using your bonus action, you create a portal within 30ft, the portal is 3 feet wide and 6 feet tall, and connect it to another portal within 30ft as the same size. Spells cannot travel through the portal but ranged attacks can. A creature must be willing to enter the portal to use it. This ability can be used a number of times equal to your Intelligence modifier, you regain all expended uses of this ability on a long rest. This range increases to 60ft at 9th level. Additionally, your weapon deals an additional 1d8 force damage through portal energy, this increases to 2d8 at 9th level.
I Don't Want Your Damn Lemons!
Starting at 5th level, you’ve learnt to channel your teleportation energy into those who travel through it. Once per round when a creature moves through your portal, they deal an additional 1d8 force damage to their attack. This increases to twice per round at 9th level, and three times per round at 15th level. You can choose to obscure the view of the portal, choose to make it one-way, or two-way obscurement.
Here Come the Test Results
At 9th level, you’ve learnt to teleport creatures other than yourself. As a reaction you can move an ally within 60ft of you anywhere else within 60ft of you. You regain the use of this ability on a short or long rest. Your portals can now also be used to teleport unwilling creatures that move through it.
The Cake is a Lie
At 15th level, you can cast
Teleport or
Plane Shift without having the spell prepared. You regain this ability on a long rest.
Puppeteer Specialists
A newly formed specialty of artifice using complex pulleys and nearly in-perceivable strings to move creatures and objects and control the world around you. While most artificers are overt and dangerously direct, you can appear harmless and unseen if you need to.
Marionetter Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Simple Flintlock (2d10 force, range 10/40ft, Loading): 5lb, 12gp
Thieves’ Tools (25gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Tool Proficiency
When you adopt this specialization you gain proficiency with
Weaving,
Carpentry, and three string-based
Instruments of your choice. You can also use Instruments as spellcasting foci for your
Artificer Spells.
Puppeteer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the
Artificer Spell List. These spells count as
Artificer Spells for you, but they don’t count against the number of
Artificer Spells you prepare.
Arcane Conduit
At 3rd level, you can bind a creature within 60ft to yourself with silk string, channeling energy to and from them. Once you create a magical string, 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 only have one magical string at a time. If you create a new one, the original one loses its magic. The string also loses its magic after 1 hour, and you can dismiss its magic early as an action. This connection remains even if the creature moves out of range. As an action on each of your turns, you can reconnect the string to another creature. This
connection ends when the string loses its magic. You can target the represented creature with spells that have a range of Touch, by casting such a spell on the string. As a bonus action on each of your turns, you can expose the string to a harmful effect within 5 feet of you to potentially damage the connected creature. The harmful effect must deal bludgeoning, piercing, slashing, acid, cold, fire, lightning, necrotic, radiant, or thunder damage. When you affect the string, the represented creature must succeed on a Wisdom saving throw or else take 2d8 of the corresponding damage type. If you use your action to cast a spell that deals a qualifying type of damage, you can choose for the string connection to deal that type of damage. For example, if you use your action to cast
Frostbite, you can choose for the effigy connection to deal cold damage, regardless of whether you exposed the effigy to the actual spell effects or not.
Forceful Strings
Starting at 5th level, if your stringed creature makes a Strength or Dexterity based saving throw, attack roll, or ability check, you can use your reaction to force them to do it with advantage or disadvantage (your choice).
Puppet Theatre
Beginning at 9th level, the damage rolls caused by your string increase by 1d8. As an action, you can see through the creature’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses or until the string disappears. The creature is aware someone is perceiving through its senses, but does not necessarily know who it is or how they can do it.
Overpowering Strings
At 15th level, you have become a master of control. You can cast
Dominate Monster on a stringed creature once without expending a spell slot. Once you have used this feature, you cannot use it again until you finish a long rest.
Sabtoteur Specialists
Most artificers are focused on stability and reliability. Now, reliability is always nice, but you were intensely interested in the unstable. The explosive, best executed in the enemies faces. Stealth and knowledge of your surrounding are your bread and butter more than the explosives you covet, but you also have the quickness of hand to deploy mid-combat in a pinch if caught unawares. But hopefully they never hear you coming… just your arrival.
Forest Trapper Build
Studded Leather (12 + Dex mod AC): 13lb, 45gp
Longbow (1d8 piercing, range 150/600ft, Ammunition, Heavy, Two-Handed): 2lb, 50gp
2 Daggers (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Thieves’ Tools (25gp), Alchemist’s Station (50gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Tool Proficiency
When you adopt this specialization you gain proficiency with
Poisoning,
Longbows and Stealth checks. You also know the
Mould Earth cantrip.
Trapmaker Spells
You always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the
Artificer Spell List. These spells count as
Artificer Spells for you, but they don’t count against the number of
Artificer Spells you prepare.
Vulnerable Mark
You have learned to further enhance the magical affects of
Hunter's Mark. When you cas the spell, you have advantage on Lore checks about your marked target and learn vulnerabilities and saving throws. You can cast the spell at 1st level a number of times equal to your proficiency bonus without using a spell slot. You regain all expended uses of this feature on a long rest.
Force Barricade
Starting at 3rd level, you learn how to create a deployable wall. You can use your action to deploy a semi-circle wall of half cover that is 15 feet diameter and 2 feet thick, originating at a point you can see within 60 feet. This cover has an AC of 10 + your Intelligence modifier and a number of hit points equalling ten times your Intelligence modifier. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0).
If the
Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. Once you create the barricade, 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 only have one barricade at a time and can’t create one while your barricade is present. When you create cover, your allies gain the following additional effects below:
•
Hospitality: As a bonus action on your turn, you can activate the protective energies within your barricade. When you activate this feature, all friendly creatures within 30ft of your cover gain 1d8 + Intelligence modifier temporary hit points.
•
Reflection: This explosive barrier is built for defense. As a reaction, when your cover or an ally protected by your cover would be hit by an attack, you can activate this barricade to make a spell attack damage or deal 2d8 force damage to the attacker.
Rapid Deployment
Starting at 5th level, you can now create cover with your bonus action. The wall is now a full circle. In addition, you are able to take better aim from behind your cover. Once on each of your turns, while within 5ft of your cover when you hit a creature with an attack, you can cause the attack to deal an additionally 1d8 force damage to the target. When you reach 15th level, the extra damage increases to 2d8.
True Bastion
At 9th level, the cover you create for others is charged with extra power.
Rapid Deployment,
Hospitality, and
Reflection gain an additional 1d8 to their respective healing or damage.
Fortified Barricade
At 15th level, you are masterful at keeping others safe. The cover you can build gains the following upgrades:
• Benefits of your cover gains an additional +2 to its Armour Class.
• Grants advantage against Area of Affect spells that target behind cover.