After the last thread I thought I'd see what I could throw into an Artificer pass. Thoughts or suggestions?
You can bestow this 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). Any attempt to exceed that maximum causes the oldest property to immediately end, and then the new property applies.
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.
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. You know two Artificer cantrips of your choice. Acid Splash and Guidance are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.
When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.
Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Faerie Fire are recommended.
The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number in the Artificer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of level 1 or 2 in any combination.
If another Artificer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells on your list with other Artificer spells for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.
Infusing an Item. Whenever you finish a long rest, you can take a Magic action to touch an object and imbue it with one of your artificer infusions, transforming a mundane object into a magical one or enhancing a magical object further. 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).
Infusion Limits. You can infuse more than one object at the end of a long rest; the maximum number of objects is equal to the number of infusions known in the Infusions column of the Artificer Features table. You must touch each of the objects. 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.
Infusion Attunement. 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.
You can craft one piece of gear from the Fast Crafting table as part of the process, provided you create the Artisan’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish a Long Rest or until you use this feature again, at which point the item falls apart.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Flash of Genius.
While holding the object, a creature can take a Magic 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 your proficiency bonus plus your Intelligence modifier or until you use this feature again to store a spell in an object.
If you are the creature holding the object you can expend 2 uses of the stored spell to recover a 1st level spell slot as a Magic action. Once you use this feature, you can’t do so again until you finish a Short Rest.
The area and amount of damage is a function of the minimum level required for the infusion.
Creatures can make a DEX save against your spell DC for 1/2 damage and are not subject to Push or Prone effects on a successful save.
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.
This magic weapon grants the Weapon Mastery feature of the weapon to any wielder who is proficient in using the weapon.
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.
As an action or a bonus action, a creature can drink the elixir or administer it to an incapacitated creature.
Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
You can create up to one elixir per point of INT bonus. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two plus INT bonus at 6th level and five plus INT bonus at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.
You gain the following benefits while wearing this armor:
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:
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your Intelligence 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 and the creature cannot take reactions until after the end of its next turn.
Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your Artificer level. It is immune to Poison damage and Psychic damage. 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.
You can use your Arcane Firearm as a spellcasting focus for your artificer spells. When you cast an Artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
In combat, the defender acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the defender to take the Force-Empowered Rend action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.
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 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.
Artificer
Core Artificer Traits
Primary Ability | Intelligence |
---|---|
Hit Point Die | D8 per Artificer level |
Saving Throw Proficiencies | Constitution and Intelligence |
Skill Proficiencies | Choose 2: Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand |
Weapon Proficiencies | Simple weapons, Musket, Pistol |
Tool Proficiencies | Thieves’ Tools, Tinker's Tools |
Armor Training | Light and Medium armor, and Shields |
Starting Equipment | Choose A or B: (A) Scale Mail, Shield, 2 Simple weapons of choice, Light Crossbow, 20 Bolts, Thieves' Tools, Dungeoneer's Pack, and 15 GP; or (B) 150 GP |
Becoming an Artificer...
As a Level 1 Character
- Gain all the traits in the Core Artificer Traits table.
- Gain the Artificer’s level 1 features, which are listed in the Artificer Features table.
As a Multiclass Character
- Gain the following traits from the Core Artificer Traits table: Hit Point Die, proficiency with Thieves' Tools, proficiency with Tinker's Tools, and training with Light and Medium armor and Shields.
- Gain the Artificer’s level 1 features, which are listed in the Artificer Features table.
The Artificer
Level | Proficiency Bonus | Class Features | Infusions | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Crafter Feat, Magical Tinkering, Spellcasting | — | 2 | 2 | 2 | — | — | — | — |
2nd | +2 | Infuse Item, Tool Expertise | 2 | 2 | 3 | 2 | — | — | — | — |
3rd | +2 | Artificer Specialist, The Right Tool for the Job | 3 | 2 | 4 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 5 | 3 | — | — | — | — |
5th | +3 | Flash of Genius | 5 | 2 | 6 | 4 | 2 | — | — | — |
6th | +3 | Artificer Specialist feature | 5 | 2 | 6 | 4 | 2 | — | — | — |
7th | +3 | Spell-Storing Item | 6 | 2 | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 2 | 7 | 4 | 3 | — | — | — |
9th | +4 | Magic Item Adept | 7 | 2 | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Artificer Specialist feature | 7 | 3 | 9 | 4 | 3 | 2 | — | — |
11th | +4 | Retributive Infusion | 8 | 3 | 10 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 3 | 10 | 4 | 3 | 3 | — | — |
13th | +5 | — | 9 | 3 | 11 | 4 | 3 | 3 | 1 | — |
14th | +5 | Magic Item Savant | 9 | 4 | 11 | 4 | 3 | 3 | 1 | — |
15th | +5 | Artificer Specialist feature | 10 | 4 | 12 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 10 | 4 | 12 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 11 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magic Item Master | 11 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Epic Boon | 12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1: Crafter Feat
At 1st level the Artificer gains the benefits of the Crafter Feat. The Artificer is not limited to proficiency in the fast crafting table and may select any 3 Artisan's Tools.Level 1: Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have Thieves’ Tools or Artisan’s Tools in hand. You can touch a Tiny nonmagical object as a Magic 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. The Artificer utters the message when they 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.
You can bestow this 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). Any attempt to exceed that maximum causes the oldest property to immediately end, and then the new property applies.
Level 1: Spellcasting
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.
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. You know two Artificer cantrips of your choice. Acid Splash and Guidance are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.
When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.
Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Faerie Fire are recommended.
The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number in the Artificer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of level 1 or 2 in any combination.
If another Artificer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells on your list with other Artificer spells for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.
Level 2: Infuse Item
Infusions Known. When you gain this feature select 2 Artificer infusions to learn from the Artificer Infusions list. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions column of the Artificer Features table. You many replace 1 Artificer infusion when you gain a level in this class. The infusion immediately vanishes from any item in which the infusion was exchanged in this way.Infusing an Item. Whenever you finish a long rest, you can take a Magic action to touch an object and imbue it with one of your artificer infusions, transforming a mundane object into a magical one or enhancing a magical object further. 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).
Infusion Limits. You can infuse more than one object at the end of a long rest; the maximum number of objects is equal to the number of infusions known in the Infusions column of the Artificer Features table. You must touch each of the objects. 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.
Infusion Attunement. 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.
Level 2: Tool Expertise
Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.Level 3: Artificer Subclass
You gain an Artificer subclass of your choice. Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith. Your choice grants you additional features at 6th level and again at 10th and 15th level. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level or lower.Level 3: The Right Tool for the Job
You learn how to produce exactly the tool you need: with Thieves’ Tools or Artisan’s Tools in hand, you can magically create one set of Artisan’s Tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.You can craft one piece of gear from the Fast Crafting table as part of the process, provided you create the Artisan’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish a Long Rest or until you use this feature again, at which point the item falls apart.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.Level 5: Flash of Genius
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 one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Flash of Genius.
Level 7: Spell-Storing Item
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 a Magic 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 your proficiency bonus plus your Intelligence modifier or until you use this feature again to store a spell in an object.
If you are the creature holding the object you can expend 2 uses of the stored spell to recover a 1st level spell slot as a Magic action. Once you use this feature, you can’t do so again until you finish a Short Rest.
Level 9: Magic Item Adept
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 use a magic item that casts or replicates a spell and uses charges you can use a spell slot of the same level or higher of the spell in place of the charge. The spell does not need to be prepared or on the Artificer spell list.
- 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.
Level 11: Retributive Infusion
You may release the magical energy of any Infusion you have created as a Magic action that you are holding, destroying the infused item in the process. This effect cannot be used on an infused magic item; it must be applied to a mundane item that you have infused.The area and amount of damage is a function of the minimum level required for the infusion.
- An infusion that has a minimum of 2nd level deals 2d8 damage out to a radius of 5'.
- An infusion that has a minimum of 6th level deals 3d8 damage out to a radius of 10'.
- An infusion that has a minimum of 10th level deals 5d8 damage out to a radius of 15'.
- An infusion that has a minimum of 14th level deals 10d8 damage out to a radius of 20'.
Creatures can make a DEX save against your spell DC for 1/2 damage and are not subject to Push or Prone effects on a successful save.
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.
Level 14: Magic Item Savant
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.
Level 18: Magic Item Master
You can attune up to 6 items at once.Level 20: Soul of Artifice
You draw on a mystical connection to your magic items, which you can use 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 and you can use up to 2 Hit Dice to recover hit points as part of that reaction.
New Infusion...
Skillful Weapon
Item: A simple or martial weaponThis magic weapon grants the Weapon Mastery feature of the weapon to any wielder who is proficient in using the weapon.
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.
Level 3: 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.Level 3: Alchemist Spells
You gain an additional Artificer cantrip of your choice from the Artificer spell list, and you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.Alchemist Spells
Artificer Level | Spell |
---|---|
3rd | healing word, ray of sickness |
5th | flaming sphere, Melf’s acid arrow |
9th | gaseous form, mass healing word |
13th | blight, death ward |
17th | cloudkill, raise dead |
Experimental Elixir
Whenever you finish a long rest, you can take a Magic action to produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. For each elixir you produce you may choose to make a DC 15 Arcana check to select the type of elixir instead of the roll, but failure by 5 or more ruins that elixir. You can make this check before or after the roll.As an action or a bonus action, a creature can drink the elixir or administer it to an incapacitated creature.
Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
You can create up to one elixir per point of INT bonus. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two plus INT bonus at 6th level and five plus INT bonus at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.
Experimental Elixir
d6 | Effect |
---|---|
1 | Healing. The drinker regains a number of hit points equal to 4d4 + your Intelligence modifier. |
2 | Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour. |
3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
6 | Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Level 6: Alchemical Savant
You develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your Alchemist’s Supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).Level 10: Restorative Reagents
You can incorporate restorative reagents into some of your works:- Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
- You always have Lesser Restoration prepared and can cast it without expending a spell slot a number of times equal to you INT bonus (minimum of once) when you use Alchemist’s Supplies as the spellcasting focus. You regain all expended uses when you finish a long rest.
Level 15: Chemical Mastery
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:- You gain resistance to Acid damage and Poison damage, and you are immune to the Poisoned condition.
- You always have Greater Restoration and Heal prepared, and can cast each once without expending a spell slot and without material components when 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.
- As a Magic action or Bonus action, you can throw an Experimental Elixir up to 30' where it explodes in a 10' radius sphere for 2d6 Acid damage and 2d6 Poison damage. Add your INT modifier to the damage and creatures in the area have the Poisoned condition until the end of their next turn. The DC is your spell DC with a CON save for half damage and negates the Poisoned condition. This damage bypasses damage resistance.
Armorer
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 it's magical capabilities.Level 3: Tools of the Trade
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.Level 3: Armorer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.Armorer Spells
Artificer Level | Spell |
---|---|
3rd | magic missile, thunderwave |
5th | mirror image, shatter |
9th | hypnotic pattern, lightning bolt |
13th | fire shield, greater invisibility |
17th | passwall, wall of force |
Level 3: Arcane Armor
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.
Level 3: Armor Model
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
Guardian. You design your armor to be in the front line of conflict. It has the following features:
- Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
- 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 Intelligence bonus, and you regain all expended uses when you finish a long rest.
- 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.
Level 6: Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn. In addition, you can cast one of your Artificer cantrips that has a casting time of an action in place of one of those attacks if you are using your Arcane Armor as an arcane focus.Level 10: Armor Modifications
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.Level 15: Perfected Armor
Your Arcane Armor gains additional benefits based on its model, as shown below.Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your Intelligence 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 and the creature cannot take reactions until after the end of its next turn.
Artillerist
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.Level 3: Tool Proficiency
You gain proficiency with Woodcarver’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.Level 3: Artillerist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.Artillerist Spells
Artificer Level | Spell |
---|---|
3rd | shield, thunderwave |
5th | scorching ray, shatter |
9th | fireball, windwall |
13th | ice storm, wall of fire |
17th | cone of cold, wall of force |
Level 3: Eldritch Cannon
You learn how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take a Magic action to 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 to create one. You can have only one cannon at a time and can’t create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your Artificer level. It is immune to Poison damage and Psychic damage. 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
Cannon | Activation |
---|---|
Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. |
Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Level 6: Arcane Firearm
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 special sigils into a wand, staff, or rod and thereby turn it into your Arcane Firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.You can use your Arcane Firearm as a spellcasting focus for your artificer spells. 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.
Level 10: Explosive Cannon
Every Eldritch Cannon you create is more destructive:- The cannon’s damage rolls all increase by 1d8.
- 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.
- As a Magic 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 5d6 force damage on a failed save or half as much damage on a successful one.
Level 15: Fortified Position
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 three cannons at the same time. You can create three with the same action (but not the same spell slot), and you can activate all of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a fourth cannon while you have three.
Battle Smith
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.Level 3: Tool Proficiency
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.Level 3: Battle Smith Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.Battle Smith Spells
Artificer Level | Spell |
---|---|
3rd | heroism, shield |
5th | shining smite, warding bond |
9th | aura of vitality, conjure barrage |
13th | aura of purity, fire shield |
17th | banishing smite, mass cure wounds |
Level 3: Battle Ready
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.
Level 3: Steel Defender
Your tinkering has borne you a 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 acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the defender to take the Force-Empowered Rend action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.
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 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
Armor Class 13 plus your INT modifier (natural armor)
Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
STR 14 (+2)
DEX 12 (+1)
CON 14 (+2)
INT 4 (–3)
WIS 10 (+0)
CHA 6 (–2)
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus PB, Perception +0 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) 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 + INT modifier force damage.
Repair (3/Day). The magical mechanisms inside the defender restores 4d8 + INT modifier hit points to itself or to one construct or object within 5 feet of it.
Reaction
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.
Level 6: Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.Level 10: Arcane Jolt
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 4d6 hit points to it.
Level 15: Improved Defender
At 15th level, your Arcane Jolt and steel defender become more powerful:- The Arcane Jolt extra damage increases to 4d6 and the healing increases to 8d6.
- Your steel defender gains a +2 bonus to Armor Class.
- Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.