Artificer
Tools, not Words (Enhancement to Spellcasting)
Artificer spells use their Tool as a focus, and do not need V components unless the component is specifically mentioned in the spell description as part of the effect of the spell (like suggestion, message or sending).
Tool Expertise (Enhancement)
In addition, your magic attack rolls for Artificer Spells and your save DCs with Artificer spells is increased by 2 if you use a tool you are proficient or an infused item as a focus.
Spell-storing Item (Enhancement)
When the item is used, it uses “at higher level” effects as if it was cast with a 3rd level slot.
Magic Item Adept (Enhancement)
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. You ignore all class and race restrictions on attuning or using a magic item if you can tinker with it (usually while attuning to it) over a short rest.
- 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.
Genius Unleashed (Enhancement to Flash of Genius)
Starting at 13th level, you can use Flash of Genius an unlimited number of times on saving throws (but it still requires a reaction), and up to your int modifier number of times between short rests on ability checks.
Magic Item Savant (Enhancement)
At 14th level, your skill with magic items deepens more:
- You can attune to up to five magic items at once.
- Over a long rest, you can combine two magic items that require attunement, including infused items. You can attune to the item twice (using two attunement slots), gaining the benefit of both enchantments; other creatures can attune to it once, gaining only one of the effects. The combined enchantments must both be compatible with the same kind of item. You cannot use this feature on items that have already been combined.
The Quality of Quantity (Enhancement to spell-storing item)
At 17th level you can create two spell-storing items, and your spell-storing items now create the effect of the spell as if it was cast with a 5th level slot (but can still only be 1st or 2nd level spells).
Alchemist
Experimental Elixir (enhancement)
You can have up to your Intelligence bonus (min 1) plus ½ of your Artificer levels total Elixirs levels active at any one time. The 6 random effects count as level 1 effects. When expending a spell slot to create an Elixir, you can either create one of the 6 effects, or you can imbue the Elixir with an Artificer spell of that level or lower; such spells must require 1 action or 1 bonus action to cast, require the full casting time to drink, and can be applied to the person with the Elixir or to an adjacent creature or object (which of these two is chosen when the Elixir is created), and is restricted to 1 target. Any concentration requirement is paid for by the user of the Elixir, the effective slot level and DCs are determined by the spell slot used to create the Elixir and the Artificer’s spellcasting DC. In addition, you can create 1 random experimental Elixir at the end of a short rest.
For example, you can create an Elixir of Haste consuming 3 Elixir levels. The user can drink the Elixir as an action, gaining the effects of the Haste spell so long as they maintain concentration on it.
Alchemical Savant (enhancement)
This bonus applies to any spell you cast, not just Alchemist spells, and applies to your Elixirs even if someone else uses them.
Restorative Reagents (enhancement)
Whenever you cast Lesser Restoration, the creature is also healed 2d8+intelligence HP, and gains that number of temporary HP.
Chemical Mastery (enhancement)
You can cast Greater Restoration or Heal again via this feature again after completing a short rest.
Artillerist
Eldritch Cannon (enhancement)
If you do not give the cannon a new order as a bonus action, it continues to do the last action you told it to do in the same target or area, and does not move. It is considered proficient in all saves. Starting at 9th level, it gains an additional bonus to its saving throws equal to your intelligence modifier.
Arcane Firearm (enhancement)
Arcane Firearm applies to all spells you cast. Its bonus damage increases to 2d8 at level 11. You can also add your sigils to an actual firearm. If you so so, when you take the attack action with that firearm, you both attack with the firearm and cast an Artificer cantrip without the bonus damage from this feature instead of attacking once. For the purpose of multiclassing, this is considered an extra attack(2) feature.
Battle Smith
Battle Ready (rewrite)
At 3rd level, your combat training and experiments have paid off in two ways:
- You add ½ of your intelligence bonus (round up) to the attack and damage rolls of magic weapons you are attuned to. If the item already has a magical attack bonus, use the greater of the two bonuses plus 1.
- You gain proficiency in martial weapons and firearms.
Steel Defender (enhancement)
It will continue to take the last action you told it to if you do not expend a bonus action to give it a new order, including attempting to move closer to a creature you told it to attack. If it cannot, it will take the dodge action. The Steel Defender’s AC is equal to 13+PB, and is also immune to psychic damage.
Arcane Jolt (enhancement)
When you use this feature, you can do one or both effects. In addition, you regain all uses when you finish a short rest.
Improved Defender (enhancement)
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’s AC becomes 15+PB.
- Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 3d6 + your Intelligence modifier.
- It adds its proficiency bonus to all saving throws, not just Str and Con.
- It is immune to one of fire, cold, necrotic, radiant, acid, lightning, force, or thunder damage. You can change which of these kinds of damage your steel defender is immune to over a short rest if you have smith’s tools.
Armorer
Armor Model (enhancement)
Guardian
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 also choose to expend a spell slot; if you do so, you gain 5 additional temporary HP per spell slot level, and you gain a bonus to your AC equal to the level of the slot expended while you have these temporary HP (max +5 AC). You can use this bonus action without expending a spell slot a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Power Armor
While wearing your armor, you are considered proficient in Strength saving throws, and can add your intelligence bonus to checks to resist being grabbed or escape from a grab.
Cantrips
Select one wizard or artificier cantrip that involves a melee attack, and one that does not deal damage. While wearing your guardian armor, you can cast those cantrip as if it where an artificer cantrip.
Thunder Guantlets
Unchanged.
Infiltrator
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, and creatures hit by it cannot take reactions and have disadvantage on attacks against you until the end of your next turn. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target, and
can choose to expend a spell slot to deal an extra 1d6 lightning damage per spell slot level.
Powered Steps
Unchanged
Dampening Field
You have advantage on Dexterity (Stealth) checks unless your armor grants disadvantage on Dexterity (Stealth) checks, in which case the disadvantage is instead removed. As a bonus action you can extend the field, granting a bonus to Dexterity(Stealth) checks to yourself and all creatures of your choice within 30’ equal to your proficiency bonus plus the level of the slot expended for the next 10 minutes.
Cantrips
Select two wizard or artificer cantrips that do not deal damage. While wearing your infiltrator armor, you can cast these cantrips as if they where artificer cantrips.
Extra Attack (enhancement)
You can substitute one of your attacks for casting an Artificer cantrip.
Armor Modifications (enhancement)
In addition, the first two attunements from infusions on your armor do not count against your maximum number of attunements.
Perfected Armor (enhancement)
Creatures hit by your lightning damage have disadvantage on their next attack on anyone, instead of on you. When the creature takes an extra 1d6 damage from this feature, you can expend a spell slot and deal additional d6 equal to the level of the spell slot expended.