Artificer, 7th Variant (5e Class)

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Artificer[edit]

Crouching on a stone outcropping, a halfling braces a sleek metal pole against her shoulder, looking down the barrel toward the center of the orc encampment. As soon as the chief's headdress peaked out from the tents, a loud boom echoes from her hiding spot as the back of the orc chieftain's head explodes.

Running into the alleyway, an elf throws a sack of sticky goo over his shoulder, letting it explode and cover the entrance to his escape route. The pair of guards chasing him stop just short of the black goop, as the elf climbs to the rooftops with the help of his metallic bear.

Ironing out a set of robes with her runearm, a gnome sits at the corner of a corridor, slowly imbuing her companion's clothes with a protective enchantment. Despite the inconvenience of sitting in the damp darkness barely clothed, he'll thank her later when her magic saves his head.

An aasimar darts down an alleyway hoping to lose her pursuers. Her stomach turns as she sees a high wall and hears shouts echo behind her. With a last-ditch sprinting adrenaline surge, she downs a vial of red liquid and leaps for the top of the wall. Three times higher than she's ever leapt before. She hangs in the air for an eternity. It feels like flying. She hits the peak like a bag of bricks. Her lungs flatten, crushed under the weight of a thousand boulders. Desperately scrambling to the other side, her limbs are useless lumps of stone. She drops to the ground like a lead weight, breathing hard, catching up with herself, sucking labored air into her chest. She stands up and drinks from a green vial, taking the appearance of an older elf. She may have lost them for now, but she's not done yet. There's still work to do.

Tinkers, makers, and experimenters all, artificers are defined by their inventive nature. Like wizards and scholars of the arcane, they see magic as an intricate system waiting to be decoded and adapted with a combination of thorough study, investigation, and perhaps a bit of luck. Yet instead of investing solely in theory and academia, they seek to employ their knowledge in practical, day-to-day applications, often involving wonderous magical objects and concoctions. Spells, in their eyes, commonly being too ephemeral and temporary for the task at hand.

Cunning Inventors[edit]

Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist. All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

Intense Rivalries[edit]

The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.


Creating an Artificer[edit]

When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.

Quick Build

You can make an Artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom or Dexterity. Second, choose the guild artisan background. Third, choose the prestidigitagion and shocking grasp cantrips as spell toys, along with the 1st-level spells alarm, burning hands, and cure wounds as spell tools.

Class Features

As a Artificer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and medium armor
Weapons: Simple weapons, Hand crossbow, Heavy crossbow
Tools: thieves’ tools
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Performance, Religion, and Sleight of Hand

Equipment

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

  • (a) a handaxe and a light hammer or (b) any two simple weapons
  • a light crossbow and 20 bolts
  • (a) scale mail or (b) leather armor
  • thieves’ tools, a dungeoneer’s pack, and one set of tools you are proficent with.
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Artificer

Level Proficiency
Bonus
Features Spell Toys Spell Slots Spell Slot Level Total Wounderous Inventions
1st +2 Artificer Specialization, Magic Item Analysis, Invention magic 2 1 1st -
2nd +2 Tool Expertise, Wonderous Inventions 2 2 1st 2
3rd +2 Arcanic Construction 2 2 2nd 2
4th +2 Ability Score Improvement 3 2 2nd 2
5th +3 Superior Attunement 3 2 3rd 3
6th +3 Artificer Specialization feature 3 2 3rd 3
7th +3 - 3 2 4th 4
8th +3 Ability Score Improvement 3 2 4th 4
9th +4 - 3 2 5th 5
10th +4 Artificer Specialization feature 4 2 5th 5
11th +4 Mystic Tool(6th level), Superior Attunement 4 3 5th 5
12th +4 Ability Score Improvement 4 3 5th 6
13th +5 Mystic Tool(7th level) 4 3 5th 6
14th +5 Artificer Specialization feature 4 3 5th 6
15th +5 Mystic Tool(8th level) 4 3 5th 7
16th +5 Ability Score Improvement 4 3 5th 7
17th +6 Mystic Tool(9th level) 4 4 5th 7
18th +6 - 4 4 5th 8
19th +6 Ability Score Improvement 4 4 5th 8
20th +6 Soul of Artifice 4 4 5th 8

Artificer Specialization[edit]

At 1st level, you chose an Artificer Specialization. Choose between the Alchemist, the Gunsmith, the Life Mechanic, and the Eldritch Crafter, which are all detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Magic Item Analysis[edit]

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You can cast the artificer spells detect magic and identify as rituals without a spell tool. You don’t need to provide a material component when casting identify with this class feature. Additionally, artificers ignore all restrictions on magic item attunement for any non-artifact magic item. At 11th level, you can create magic items quicker than most. If you are working on creating a magic item, spell scroll, spell tool or potion, you can half the time it takes to create the item.

Invention Magic[edit]

Your practice with magic and tinkering with small objects allows you to cast spells through specialized tools. These tools can resemble any form you choose. They will replace all spell components that lack a gp cost.

Spell Toys

You build special little toys that you can use to cast a cantrip from the Artificer spell list. You start with two at 1st level, and you build additional toys of your choice at higher levels, as shown in the Spell Toys column of the Artificer table. Each toy allows you to cast an artificer cantrip, chosen when the toy is created. These toys are bonded to you and will reappear on your person after at least 1 minute if you drop any of them or give any of them to another creature if you so choose. This ability will function even if you or the spell toy is inside an area that prevents teleportation, such as an anti-magic field or an area affected by the spell Mordenkianen's Private Sanctum. A spell toy weighs at least 2 ounces and can be made of any mundane material. Your spell toys can look however you want, but you must be able to give a reasonable explanation as to how it allows you to cast the spell. For example, for the cantrip shocking grasp, you could create a small metal disk attached to a leather cord that wraps around your hand, and for the cantrip mending you could create a sewing needle that can move through any material to mend it. Work with your DM for ideas on your spell toys. These objects are not magical, rather they function as a focus through which you channel your own magic. Spell toys are immune to damage. These objects magically stay in the condition you require for their use.

Spell Slots

The Artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are of the same level. To cast one of your artificer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spell Tools

Artificers use special devices called spell tools to channel their magic and cast spells. These devices replace all verbal, somatic, and material components. If a spell requires a component that has a gp cost or is consumed by the spell, you must provide that component when you cast the spell. A spell tool weighs at least 2 ounces per spell level and can be made of any mundane material. Your spell tools can look however you want, but you must be able to give a reasonable explanation as to how it allows you to cast the spell. For example, for the spell cure wounds, you could create a glove imbued with healing magic, and for the spell dragon's breath, you could create a vial with a strange liquid in it that casts the spell when sipped from. Work with your DM for ideas on your spell tools. Your tools are magical, as they function as a focus through which you channel your magic. Each has 10 hit points and an AC of 10. It only becomes unfunctional when it reaches 0 hit points. You can repair all your unbroken tools to full hit points over a short or long rest. These objects magically stay in the condition you require for their use.

Spells Known of 1st Level and Higher

At 1st level, you gain three spell tools of 1st level spells from the Artificer spell list. Each time you gain an artificer level, you can add one spell tool for an artificer spell of your choice to your collection of spell tools. A spell you choose must be of a level no higher than what is shown in the table's Slot Level column for your level, as shown on the Artificer table.

Preparing Spells

Before you can cast a spell, you must attune to it's associated spell tool. You attune to a set of artificer spell tools that you have on your person by infusing a bit of your magical power with them. To do so, choose a number of artificer spells from your collection of spell tools equal to your Intelligence modifier + half your artificer level(minimum 1) (minimum of one spell). The spells must be of a level equal to or lower than the level of your artificer spell slots. Once you have attuned to a spell tool, it is bonded to you, and every part of it will reappear on your person after at least 1 minute if you drop it or give it to another creature if you so choose. This only functions for any spell tool you have attuned to. You can change which spell tools you are attuned to when you finish a long rest. Attuning to new spell tools doesn't take all that long: at least 1 minute for every 2 spell tools. These attunements do not count toward your magic item attunements.

Crafting Spell Tools

During some downtime, you can craft new spell tools, if you have access to enough materials. By spending one day and 500gp per spell level, you can choose another spell from the artificer spell list to add to your collection of spell tools. The new spell you choose must be of a level no higher than what is shown in the table's Slot Level column for your level, as shown on the Artificer table. The cost represents material components you expend as you experiment with the spell tool to master its use, as well as the more refined materials you need to craft the final design. Once you have spent this time and money, you can attune to the spell tool just like your other spell tools. This cannot be done with spell toys.

Replacing Lost Spell Tools, Creating Backups, and Finding Spell Tools

If you lose a spell tool, or if one of your spell tools is destroyed, you can replicate it over a long rest by spending 50gp per spell level. This cost represents the refined materials needed to complete the spell tool. If you have a spell tool, and you want to create an identical one to it as a backup incase you lose it, you can spend 1 hour and 10gp per spell level to create a backup. If you have two spell tools for the same spell on your person when you attune to your spell tools, you must choose which one is attuned. You cannot attune to two spell tools of the same spell. If you find a spell tool on your adventures, you can tinker with it to master its use over a long rest. Afterward, you can attune to it as you would your other spell tools.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells since you cast your spells through magically imbued items you have crafted. You use your Intelligence whenever a 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

Tool Expertise[edit]

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. You now also learn new tool proficiencies at half the time and cost.

Wondrous Inventions[edit]

At 2nd level, you gain the use of magic items that you have crafted. Choose two items from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 7th, 9th, 12th, 15th, and 18th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide. If an item you craft from this feature is destroyed in some way, you can craft another of the same type without special materials, as you know the formula for any item you craft with this feature. See the Restoring Wonderous Inventions table for construction time and cost. You cannot gain more than 8 items from this feature. You can craft any item you gain from this feature again using the rules for crafting magic items in the Dungeon Master’s Guide or Xanathar's Guide to Everything.

2nd level: bracers of archery, cap of water breathing, driftglobe, goggles of night, helm of comprehending languages, immovable rod, ring of swimming, ring of jumping, sending stones

5th level: alchemy jug, lantern of revealing, rope of climbing, wand of magic detection, wand of secrets

7th level: bag of beans, bag of holding, chime of opening, dimensional shackles, gem of brightness

9th level: boots of striding and springing, decanter of endless water, folding boat, Heward’s handy haversack, robe of useful items

12th level: brooch of shielding, broom of flying, eyes of minute seeing, hat of disguise, slippers of spider climbing

15th level: eyes of the eagle, gloves of missile snaring, gloves of swimming and climbing, portable hole, ring of mind shielding, wings of flying

18th level: apparatus of kawalish, iron flask, ring of spell turning, well of many worlds

Restoring Wonderous Inventions
Rarity Time Cost
Uncommon 1 workweek 100gp
Rare 5 workweeks 1,000gp
Very Rare 13 workweeks 5,000gp
Legendary 25 workweeks 10,000gp
  1. Your DM may add, remove, or change the level of any magic item you can gain from this feature.

Arcanic Construction[edit]

At 3rd level, the research and mastery of your craft allow you to produce a mechanical invention to assist you in your occupation. Choose either Mechanical Servant or Runearm.

Mechanical Servant

You build a robotic servant to help you. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 3rd level. Select a Large or Smaller Humanoid, Beast, or Monstrosity with a challenge rating of 2 or less that lacks a fly speed. The servant uses that creature's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

• It is a construct instead of its original creature type.

• It can’t be charmed.

• It can’t be feared.

• It is immune to psychic damage.

• It is immune to poison damage and the poisoned condition.

• It gains darkvision with a range of 60 feet if it doesn’t have it already.

• It understands the languages you can speak when you create it, but it can’t speak.

• It replaces the creature's proficiency bonus with yours.

• It has a number of hit dice equal to the number of hit dice you have. It gains a hit dice whenever you gain one, which does increase it's hit points. The die for it's hit dice is a d10. You also add it's form's Constitution modifier times the number of hit dice it has to it's hit points.

• If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it acts on your initiative, and you determine its actions and decisions. If you are incapacitated or absent, your servant acts on its own.

If the servant is killed, it can't be returned to life via normal means, such as with the revivify spell. If you have access to the body, over the course of a long rest you can repair a slain servant for 1000GP. It returns to life with 1 hit point at the end of the rest. Spells that restore hit points, such as cure wounds, that would not normally affect a construct can affect the servant. During a short rest, it can spend hit dice if you are conscious and willing to fix it up.

If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000gp of raw materials.

Runearm

You build a gauntlet inscribed with runes that fits over your entire forearm. You are assumed to have been working on the runearm for quite some time, finally finishing it during a short or long rest after you reach 3rd level. It can look however you want, but its base function is the same. You have proficiency with any unarmed strike you make with the gauntlet, you can use your Intelligence for the attack instead of your Strength, and it deals 1d4 + your Intelligence modifier force damage instead of the normal unarmed strike damage. This damage increases when you reach certain levels. At 7th level, the dice increases to 1d6, at 13th level, it increases to 1d8, and at 18th, it increases to 1d10.

A runearm can also function as your artificer spellcasting focus for any spell of 5th level or lower, as long as you have crafted the spell tool for the spell you want to cast, and have that spell tool attuned to you. This allows you to cast artificer spells without the appropriate spell tool on your person. A runearm also supplements an artificer's magical capabilities. When you gain your runearm, choose two cantrips from the Wizard spell list. You can cast those cantrips from your runearm if you have it equipped. You use your Artificer spellcasting ability to cast these spells. Additionally, the runearm allows you to cast one additional spell of 1st to 5th level that you have made a spell tool for from it without using a spell slot. When cast in this way, the spell is of it's lowest level version instead of using your spell slot level. After using this feature, you cannot do so again until you finish a short or long rest.

If you lose your runearm or it is destroyed, you can build a new one with one week of work (eight hours each day) and 1,000gp of raw materials. Any creature other than you that attempts to use your Runearm automatically fails, as it's magic is attuned to you and you alone.

Ability Score Increase[edit]

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.

Superior Attunement[edit]

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 11th level, this limit increases to five magic items.

Mystic Device[edit]

At 11th level, you craft an especially powerful spell tool called a mystic device. Choose one 6th-level spell from the artificer spell list as this device. You can use your device to cast it's spell once without expending a spell slot. You must finish a long rest before you can do so again. These devices follow the same rules for components as your spell tools. At higher levels, you gain more mystic devices of your choice that can be used in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You gain an associated device for each one. You regain all uses of your Mystic Device feature when you finish a long rest. A mystic device weighs at least 2 pounds.

Creating Mystic Devices

You can create more mystic devices through a long and tedious process of trial and error involving magic items. By spending one workweek, 1000gp per spell level, and a magic item based on the spell level, found on the Mystic Device Magic Item Cost chart, you can choose another spell of 6th level or higher from the artificer spell list to have as a mystic device. You must have another mystic device of the same level as the one you wish to create. The cost represents material components you expend as you experiment with the mystic device to master its use, the more refined materials you need to craft the final design, as well as the permanent magical energy from a magic item needed to power the device. The magic item is destroyed in the process of making the mystic device. Artifacts cannot be used in this process. Your mystic devices can look however you want, but you must be able to give a reasonable explanation as to how it allows you to cast the spell.

Attuning to a Mystic Device

When you are attuning to spell tools, you can also attune to a number of mystic devices equal to the number of mystic devices you have gained from level increases. You cannot attune two mystic devices with associated spells that are of the same spell level. These do not count toward the number of spell tools you can attune to, nor toward your magic item attunements. Once you have attuned to a mystic device, it is bonded to you, and every part of it will reappear on your person after 1 minute if you drop it or give it to another creature. This only functions for any mystic device you have attuned to. Mystic devices are immune to damage. These objects magically stay in the condition you require for their use.

Mystic Device Magic Item Cost
Spell level Magic Item Rarity
6th Uncommon
7th Rare
8th Very Rare
9th Legendary

Soul of Artifice[edit]

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Artificer Specializations[edit]

Alchemist[edit]

An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.

Alchemical Studies[edit]

You gain proficiency in alchemist's supplies, your choice of Herbalism Kit or Poisoner's kit, and your choice of brewer's supplies or cook's utensils. You also gain the poison spray cantrip as a spell toy. It does not count toward the number of spell toys you can attune to.

Alchemist's Satchel[edit]

At 1st level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.

Alchemical Formula[edit]

At 1st level, you learn three Alchemical Formula options: Alchemical Acid or Bomb, Enhanced Nutrients or Healing Draught, and one other option of your choice. You learn one additional formula of your choice at 4th, 6th, 8th, 10th, 12th, and 14th levels. To use any of these options, your Alchemist's Satchel must be within reach.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Alchemical Acid

As an action, you can reach into your Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 10th level (5d6), 13th level (6d6), 16th level (7d6), 18th level (8d6)

Bomb

As an action, you can reach into your Alchemist's Satchel, pull out a dark gray ball full of volatile liquid, and hurl it at a creature, object, or surface within 30 feet of you (the ball and its contents disappear if you don’t hurl the ball by the end of the current turn). On impact, the ball detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 8th level (3d6), 11th level (4d6), 13th level (5d6), 16th level (6d6), and 18th level (7d6). (Note: This formula deals damage in an area of effect, so compared to Alchemist's Acid, it deals less damage to more enemies)

Concentrated Poison

As an action, you can reach into your Alchemist's Satchel and pull out a vial of thick poison and apply it to a melee weapon you or a friendly creature adjacent to you is holding. That weapon will deal an additional 1d4 poison damage on the next attack it hits with, and the target of that attack must succeed on a Constitution saving throw or become poisoned for the next hour. The vial and poison disappear after 1 minute. You cannot apply this formula to any natural weapons. The additional damage increases by 1d4 when you reach certain levels in the class: 3rd level (2d4), 5th level (3d4), 7th level (4d4), 9th level (5d4), 11th level (6d4), 13th level (7d4), 15th level (8d4), 17th level (9d4), and 19th level (10d4).

Enhanced Nutrients

As an action, you can you can reach into your Alchemist's Satchel and pull out a wad of magical food and consume it yourself or feed it to another willing creature adjacent to you. When you do, choose one ability score from each list: Strength, Dexterity, or Constitution, and then Intelligence, Wisdom, or Charisma. After being consumed, the creature adds 1d6 to all attack rolls, ability checks and saving throws of one of the ability scores you chose and subtracts 1d6 to all attack rolls, ability checks and saving throws from the other ability score you chose for the next minute. You choose which ability score gains the positive effect, and the other one will gain the negative effect. Once a creature benefits from this alchemical formula, that creature can’t do so again until it finishes a long rest. If the food is not consumed on the turn it is pulled out, it loses all magic, even if it is consumed later. If it is not, it disappears after 1 hour. While the food exists, this formula cannot be used again. This food gives no nutrients, making it impossible to live on. At 9th level, the dice of the positive benefit increases to 1d8. It increases to 1d10 when you reach 18th level. This does not increase the dice of the negative effect. It looks and tastes differently depending on the two ability scores chosen.

Enhanced Nutrients Apperance chart
Ability Scores Intelligence Wisdom Charisma
Strength Purple Pink Orange
Dexterity Green Orange w/brown spots Pale orange
Constitution Brown w/ Blue stripes Black Light Brown
Enhanced Nutrients Taste chart(based on the positive effects)
Strength Cooked steak
Dexterity Chicken
Constitution Hard tack
Intelligence Tasteless
Wisdom Carrots
Charisma Wine or grapes
Healing Draught

As an action, you can reach into your Alchemist's Satchel and pull out a vial of healing liquid. A creature can drink it as a bonus action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a short rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). It tastes like bitter herbs.

Smoke Stick

As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. At 18th level, the duration increases to a number of minutes equal to your intelligence modifier.

Swift Step Draught

As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. At 18th level, the duration increases to a number of minutes equal to your intelligence modifier. A creature can only benefit from one use of this formula at a time. It tastes like liquid sugar.

Tanglefoot Bag

As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. At 18th level, the duration increases to a number of minutes equal to your intelligence modifier.

Thunderstone

As an action, you can reach into your Alchemist's Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. At 18th level, the distance you can throw the shard is increased to 60ft.

Potent Regeants[edit]

Your training with alchemical compounds has improved greatly. At 6th level, whenever you craft an item with alchemist's supplies, a herbalism kit, a poisoner's kit, brewer's supplies, or cook's utensils, you only need half the materials, reducing the cost of crafting by half.

Advanced Alchemical Studies[edit]

At 10th level, you gain advantage on all ability checks made to identify and utilize alchemical items, including items such as alchemist's fire and acid.

Alchemical Transformation[edit]

At 14th level, choose an artificer transmutation spell of 5th level or lower that targets creatures. You gain spell tool of that spell if you do not already have one for it. Whenever you cast this spell and include yourself as a target, it does not require concentration.

Gunsmith[edit]

A gunsmith is adept at creating a variety of different firearms. Through magic and metallurgy, they craft powerful ranged weapons, inflicting death on the battlefield from a distance.

Master Smith[edit]

You gain proficiency in alchemist's supplies, leatherworker's tools, smith's tools, tinker's tools, and woodcarver's tools.

Firearm Training[edit]

At 1st level, you gain proficency in firearms. Choose one of the following weapons: Thunder Cannon, Dual pistols(2 Pistols), Sniper Rifle, or Minigun. You gain this weapon in addition to your other equipment.

You can craft other firearms by spending one workweek and 100gp in materials as long as you have access to a forge, smithing tools, and tinkering tools. If this is your first time crafting the firearm, you make an Intelligence check with either smith's tools or tinker's tools. If you beat the DC listed on the Craftable Firearms table, you craft the firearm and can craft it again for the same amount of gold and time without making a check. You can craft the firearm you chose at first level without making a check. You can also upgrade certain aspects of a firearm with a similar check. See the Firearm Upgrades section for more information.

An attack roll with a firearm uses the shooters Dexterity modifier, and the damage roll uses the crafter's Intelligence modifier. A firearm you craft looks however you choose. An attack with a firearm consumes 1 piece of ammunition. If a creature using a firearm it did not craft rolls a natural 1 on an attack roll with it, the firearm misfires, requiring an action to clear the barrel before it can be used again. The ammo for the attack is still consumed. When a firearm is used in an attack, it makes a loud sound audible from 300ft. away. The sound can be blocked by 10ft. or more of a solid material.

Craftable Firearms
Name Damage Range DC Properties
Pistol 1d10 30/100 20 Reload 4, loading
Thunder Cannon 1d8 30/60 15 Reload 2, burst shot, two-handed
Sniper Rifle 2d8 200/800 20 Loading, two-handed
Minigun 2d4 80/240 20 Reload 20, burst fire, two-handed
  1. Ammunition. The ammunition of a firearm is destroyed upon use.
  2. Burst Fire. A weapon that has the burst fire property can make a normal single-target attack or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw(DC of 8 + your proficiency bonus(if you are proficient with the weapon) + your Dexterity modifier) or take the weapon's normal damage. This action uses ten pieces of ammunition.
  3. Burst Shot. Attacks made with a weapon with the burst shot property target all creatures in a 5ft. cone centered on a point within range. Attacks made against creatures within 5ft of the attacker do not have disadvantage.
  4. One-handed. A firearm that lacks the two-handed property can be used as if you were using two-weapon fighting. You add the crafter's Intelligence modifier to the second damage roll if you would normally apply ability modifier damage to that roll.
  5. Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand or be wielding nothing but firearms to reload a firearm.
  6. Reload vs Loading: If a firearm has both the Reload property and the Loading property, it can be reloaded as an action, an attack, or as a bonus action.
Firearm Upgrades[edit]

General Upgrades

Silencer: Your firearm is now slightly quieter, reducing the distance its sound travels to 250ft. A wall of solid material 5ft. thick or more now also blocks the sound. DC: Wisdom(Tinker's Tools) 15, Cost: 100gp

Pistol Upgrades

Pistols are upgraded separately.

Enlarged Cylinder: Your pistol gains Reload 6 instead of Reload 4. DC: Intelligence(Tinker's Tools) 25, Cost: 100gp

Thunder Cannon Upgrades

Attached Magazine: Your Thunder Cannon gains Reload 4 instead of Reload 2. DC: Intelligence(Smith's Tools) 28, Cost: 200gp

Sniper Rifle Upgrades

Farsight Scope: The maximum weapon range of your Sniper Rifle increases by 200 feet. DC: Dexterity(Tinker's Tools) 25, Cost: 300gp

Minigun Upgrades

Extendable Stand: On your turn, by spending no movement and using your action and bonus action to set up the stand, you can give creatures in the area of your Burst Fire attacks disadvantage on their saving throws when making those attacks with your Minigun. If you move after setting up the stand, you can choose to drag the Minigun with you(as if you were dragging a creature), or you can leave it in the space you set it up at. You must use an action to disassemble the stand. DC: Wisdom(Tinker's Tools) 30, Cost: 500gp

A firearm cannot be made from scratch with any upgrades on it.

Arcane Magazine[edit]

At 1st level, you craft a leather bag used to carry your tools and ammunition for your firearms. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep your firearms functioning. You can use the Arcane Magazine to produce ammunition for your guns. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. Your Arcane Magazine can hold 1000 rounds of ammunition. Other ammunition must be kept in another container. Alternatively, you can craft your own ammunition with Tinker's tools and 1gp worth of materials for every 10 rounds you craft.

Arcane Lead[edit]

At 6th level, you gain the ability to infuse your shots with magic. Any firearm you craft or have crafted is now considered a magical weapon. Additionally, you can expend a spell slot as a bonus action to give one attack roll you make with a firearm this turn advantage. If that attack hits, it deals an extra 1d8 weapon damage. This extra damage increases to 2d8 when you reach 12th level.

Specialized Rounds[edit]

Starting at 10th level, whenever you generate ammo from your arcane magazine or craft it, you can choose to generate or craft one-tenth of that amount of one type of specialized ammunition instead, choosing from the following varieties:

Explosive round

If you hit with this round, every creature within 5 ft of the target(including the target) must succeed on a Dexterity saving throw (DC equal to your spell save DC) or suffer 1d8 fire damage. If the attack misses, the ammunition fails to detonate or bounces away harmlessly before doing so.

Shocking round

If you hit with this round, the target must succeed on a Constitution saving throw (DC equal to your spell save DC) or take an additional 1d8 lightning damage and become unable to take reactions until it's next turn.

Concussive round

If you hit with this round, the target must succeed on a Strength saving throw (DC equal to your spell save DC) or take an additional 1d8 force damage and be knocked prone.

Piercing round

When you attack using this round, you can target any number of creatures in a straight line up to your normal range. If you hit the first creature, the round travels to the next target in the line, using the same attack roll as the first. This continues until the attack reaches its normal range. For each creature after the first you hit, the damage decreases by 1 until either the damage is 0, there are no more targets in the line, or the attack misses one of the targets.

Healing round

If you hit with this round, the target takes 1d4 non-magical piercing damage instead of the firearm's normal damage and regains 3d8+your Intelligence modifier hit points. The target can choose to give you advantage on the attack if it can see and hear you.

When you load a firearm, you can choose to load a specialized round into it. A firearm can only have 1 specialized round for every 5 ammo it can hold(minimum 1). For example, if you load a Minigun with a specialized round, it can have 4 of these rounds and 16 normal rounds, and if you load a Pistol with a specialized round, it can have 1 of these rounds and 3 normal rounds. When you attack with a firearm that you know has a specialized round in it, you can choose to use that round instead of one of the normal rounds. If there is a specialized round in it and you do not know there is, roll 1d4 and use the Random Ammo Chance chart to determine if you fire the specialized round. If you make an attack with a specialized round that does not involve an attack roll, the specialized round becomes a piece of magical ammunition without any special properties.

Random Ammo Chance
Weapon Normal round Special Round
Pistol 1-3 4
Thunder Cannon 1-2 3-4
Sniper Rifle - 1-4
Minigun 1-3 4

Clutch Victory[edit]

At 14th level, you learn a special ability for one firearm you have crafted. Choose one of the following benefits based on the four firearm styles:

Rapid Fire

If you are wielding two pistols you have crafted, you can use a bonus action to make four attacks, two with each pistol. If a specialized round is part of any of these attacks, it loses it's properties, becoming a piece of magical ammunition. Once you use this feature, you can't do so again until you finish a long rest. You can use this feature twice between rests at 18th level.

Arcanic Aim

If you are wielding a sniper rifle you have crafted, you can use a bonus action to charge the rifle with magical energy. The range of the firearm's next attack is 500/2000. If the next attack with the charged rifle hits, the attack is an automatic critical hit. If no attack is made with the rifle by the end of your turn, the magic fades and that use of this ability is consumed. If a specialized round is part of the attack, it loses it's properties, becoming a piece of magical ammunition. Once you use this feature, you can't do so again until you finish a long rest. You can use this feature twice between rests at 18th level.

Energy Blast

If you are wielding a thunder cannon you have crafted, you can use a bonus action to charge the firearm with elemental energy, allowing you to make any of the following special attacks as an action without consuming any ammunition for the next minute:

-You cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed saving throw, a target takes 4d6 lightning damage and half on a success.

-You unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw against your spell save DC. On a failed saving throw, a target takes 3d6 force damage and be pushed 10ft away from you. On a success, it takes half the damage and is not pushed.

-You launch an explosive shell from the gun. The bomb detonates in a 20-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed saving throw, a target takes 4d6 fire damage and half on a success.

Once you use this feature, you can't do so again until you finish a long rest. You can use this feature twice between rests at 18th level.

Spray n' Pray

If you are wielding a minigun you have crafted, you can use a bonus action to charge it with arcane energy, reducing the amount of ammunition consumed by the Burst Fire special attack to 4 for 1 minute. While it is charged using this feature, whenever you take the Attack action with your minigun, you can make one additional attack with it. Once you use this feature, you can't do so again until you finish a long rest. You can use this feature twice between rests at 18th level.

Life Mechanic[edit]

A life mechanic is an expert at creating constructs and fueling vehicles with magic. They are capable of animating nearly anything to do their will.

Mechanic's Experience[edit]

At 1st level, you gain proficiency with one type of vehicles from air, land, or water, tinker's tools, and one of the following of your choice: carpenter's tools, glassblower's tools, jeweler's tools, smith's tools, or woodcarver's tools. You also gain the mending cantrip as a spell toy. It does not count toward the number of spell toys you can attune to.

Crafted Companions[edit]

At 1st level, you learn to imbue small constructs with an additional bit of life. You can cast the find familiar spell as a ritual, but you use 10gp of scrap metal instead of the normal components to cast it. Any familiar you create with this spell is a construct instead of its normal creature type. You can have up to two of these familiars instead of the spells normal restriction of one. You do not gain a spell tool for this spell. Instead, you cast it only with the material components. Your familiar can be any Tiny creature with a CR of 1 or lower instead of the normal restrictions of the spell. Your familiars are unaligned.

Mechanical Servant Improvement[edit]

Starting at 6th level, you can choose new forms for your Mechanical Servant. When you gain this feature and any time you finish a long rest, you can change your mechanical servant's form as long as it fits a new set of restrictions. Your Mechanical Servant can now be of CR 5 or lower, Medium or Large, and take the form of any monstrosity, humanoid, fey, fiend, dragon or beast creature. If it is a monstrosity, the form must follow these additional restrictions:

• It must lack the ability to cast spells.

• It cannot use magical abilities.

• It cannot have any subtypes.

• It cannot have telepathy.

• It must lack any uses of the legendary resistance feature.

• It cannot have truesight.

• It cannot be a creature that is created from a magical ritual.

For example, an unaugmented mechanical servant can take the form of a Gorgon but will be unable to use the Petrifying Breath ability, and it can take the form of a mimic or a doppelganger but will be unable to use those creatures shapechange abilities unless augmented(example: magically transmute its form to a liquid metal). Changing the size of your mechanical servant does not change it's hit dice. It's hit points change if the new form has a different Constitution modifier. If the form gives your mechanical servant any damage immunities, it loses immunity to those damage types. If the form gives your mechanical servant vulnerability to any damage types, it loses vulnerability to those damage types. At 9th level, the form of your mechanical servant can begin to be augmented and can have a fly speed.

If you do not have a Mechanical Servant when you reach 6th level, you gain one from this feature instead of gaining this feature's other benefits.

Improved Crafted Companions[edit]

At 6th level, you gain a spell tool for the tiny servant spell if you do not already have one, and Crafted Companions can begin to be augmented(Speak with DM about how you want to augment your Companions).

Imbue Sentience[edit]

Starting at 10th level, you gain the ability to infuse various constructions with magic. As an action, you can expend a spell slot and touch one Large or smaller vehicle, siege weapon, or other construction designed to be mobile, turning it into a construct creature for 1 hour. It is friendly to you and your allies, and it rolls its own initiative. As a bonus action on your turn, you can give the construct an order that it fulfills to the best of its ability on its turn. If it receives no instructions, it defends itself. The construction has stats based on the Construct Stats table. Its Intelligence and Wisdom are 3, it's Charisma is 1, and it's Constitution is 10. It is proficient with the Athletics skill, adding your proficiency bonus to its rolls. At 15th level, you can target a Huge or smaller construction. At 19th level, you can target a Gargantuan or smaller construction. A sentient construction can, as an action, attempt to throw all creatures currently on top of it off. Each creature must make a Strength(Athletics) or a Dexterity(Acrobatics) check against the vehicle's Strength(Athletics) check. If the construction is a weapon, it can make attacks without any crew on it.

Alternatively, you can use this ability to charm a construct of a size equal to or lower than the size of vehicle you could enchant. You ignore any immunity to the charmed condition it may have. The construct must make a Wisdom saving throw against your spell save DC. On a fail, it becomes charmed by you for 1 hour. It automatically succeeds the saving throw if it can take legendary or lair actions when you attempt to charm it. The target has advantage on the save if you or your allies are hostile toward it.

Construct Stats
Size HP AC Attack STR DEX
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6
Gargantuan 110 8 +10 to hit, 4d8 + 6 damage 22 4

Superior Crafted Companions[edit]

At 10th level, through experience and repetition you can now bestow sentience upon your crafted companions, after your companion has gained sentience it is friendly towards your companions and loyal to its creator. Your companions now gain the full bonuses of the creature it mimics, can understand, read and speak all languages its creator can and it keeps the stat block of its creature form. You also gain a spell tool for the animate objects spell if you do not already have one.

Monstrous Mech[edit]

At 14th level, you have further adapted your Mechanical Servant with new abilities. The CR of the creature it can take the form of is now equal to half of your Artificer level, rounded down. Additionally, you craft a secret pocket inside your Mechanical Servant that can carry one Medium or smaller creature or 500lbs of material. The servant can use its action to expose the pocket, allowing creatures and items to enter or exit it, and another action to close the pocket. While inside the mechanical servant, a creature can only see and hear anything the servant can. A creature inside a mechanical servant has full cover. The mechanical servant must be at least Large to carry a Medium creature inside it using this feature. If it is Medium, it can only carry a Small or smaller creature inside of it. At 18th level, the creature size for your Mechanical Servant can be Huge, Large, or Medium.

If you gained a Mechanical Servant from a specialization feature instead of the Arcanic Construction feature, you gain the Mechanical Servant Improvement feature instead of this feature.

Eldritch Crafter[edit]

A most peculiar art, eldritch crafting is well known for it's more mundane uses. These artificers can quickly construct buildings, arm battalions, and turn a well-defended fortification into a death trap.

Well-known Crafts[edit]

You gain proficiency in three of the following artisan's tools:

-Caligrapher's supplies

-Carpenter's tools

-Cobbler's tools

-Glassblower's tools

-Jeweler's tools

-Leatherworker's tools

-Mason's tools

-Painter's supplies

-Potter's tools

-Smith's tools

-Weaver's tools

-Woodcarver's tools

You also gain the prestidigitation cantrip as a spell toy. It does not count toward the number of spell toys you can attune to.

Arcane Crafting[edit]

Starting at first level, you gain the ability to use your magic to create a small item or change you would have otherwise needed to spend much time working on. You can create minor magical items associated with your tool proficiencies. In order to use one of these features, you must gain proficiency with the associated tool from this class.

Calligrapher's supplies

Simple Glyph: By spending 10 minutes with a set of calligrapher's supplies, you place a magic glyph on a scroll of paper. The glyph can store an artificer spell of 1st level or an artificer cantrip that has a casting time of 1 action, which you must cast when you make the item. If a creature opens the scroll as an action, the spell stored on it activates, targeting the creature that opened it. You must have the spell tool for a spell to store it in the spell glyph. You can have a number of these scrolls in existence equal to your Wisdom modifier(minimum 1).

Carpenter's tools

Instant beam: As an action, you can summon a rough-hewn wooden beam from your hand(it is not attached to your hand). The beam is 15ft. long, and 6 inches in the other dimensions. It has a number of hit points equal to your Wisdom modifier(minimum 1) + your Artificer level. It lasts for one hour unless you use carpenter's tools to smooth the beam out. If you smooth the beam out for 10 minutes, it becomes permanent. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after a short or long rest.

Cobbler's tools

Enhance Boots: Over a short rest, you can enchant a pair of shoes to be more useful in combat. A creature wearing one of these has their speed increased by 5 feet and, as a bonus action, can make one unarmed strike with the shoes. This enchantment lasts for a number of hours equal to your Wisdom modifier(minimum 1). The boots cannot be worn while you are enchanting them.

Glassblower's tools

Glass Cover: As an action, you can create a thin plane of glass 5ft by 5ft within 30ft of you. The plane has 1 hit point, and any attack made against it automatically hits. If it breaks, the area it was in becomes difficult terrain for the next minute, after which the glass shards disappear. If the plane hits a creature before breaking, the creature takes 1d6 slashing damage, and then the glass breaks. If the plane is not destroyed within 24 hours, it disappears. You can use this feature a number of times equal to your Wisdom modifier(minimum 1). You regain all uses of this feature after finishing a short or long rest.

Jeweler's tools

Fool's Gem: As an action, you can take one stone that can fit in your hand and make it appear to be a gem of your choice. The change lasts a number of minutes equal to your Wisdom modifier(minimum 1). A creature holding the gem can make an Intelligence(Investigation) check against your spell save DC. On a success, they see through the illusion, realizing the gem is worthless.

Leatherworker's tools

Create Lash: As a bonus action, you can cause a 15ft cord of leather to spring out of your wrist. You treat this as a whip with a 15ft reach. You are considered proficient with it. It disappears after 1 minute. You can detach it with another bonus action. You can have a number of cords from this feature in existence equal to your Wisdom modifier(minimum 1).

Mason's tools

Mold Stone: By spending an action touching a section of stone with a total area of 2ft cubed, you can cause one change to it. This change can make a hole in a stone stairway, turn a stone floor into difficult terrain, or shape a chisel mark into the stone. Consult your DM on what else this feature can do. You can use this feature to undo any change you or another artificer using this feature made to a section of stone. You cannot generate new stone with this feature(It's like stoneshape, not wall of stone). You can use this feature a number of times equal to your Wisdom modifier(minimum 1). You regain all uses of this feature after finishing a short or long rest.

Painter's supplies

False Passage: As an action, you can use painting supplies to create the illusion of a passageway or an object in a 5ft area on a surface. The illusion lasts for 10 minutes. A creature examining the painting can make an Intelligence(Investigation) check against your spell save DC. On a success, they realize it is a painting. Other physical attributes of the wall may give away the illusion, such as if a creature runs into it. You can have a number of these illusions active equal to your Wisdom modifier(minimum 1).

Potter's tools

Jug of Holding: During some downtime, you can spend 1 hour with a set of potter's tools and 25gp worth of clay to create a small jug that can hold 100 lbs of material. No matter how much is in the jug, it only weighs 5 lbs. Should the jug break, all it's contents spill out onto the ground, and the jug is destroyed. You can have a number of these jugs in existence equal to your Wisdom modifier(minimum 1).

Smith's tools

Dampen Armor: Over a short rest, you can enchant a suit of armor to be quieter. The armor you enchant does not give disadvantage on Dexterity(Stealth) checks for a number of hours equal to your Wisdom modifier(minimum 1). The armor cannot be worn while you are enchanting it.

Weaver's tools

Abjure Clothing: Over a short rest, you can enchant a set of clothing to provide additional protection to the wearer. While wearing a set of these clothes, a creature that is hit by an attack can use its reaction to add a +2 to its Armor Class, potentially causing the triggering attack to miss. This increase to AC lasts until the start of the wearer's next turn. If the creature does this, the magic of the clothing is expended. The enchantment lasts for a number of hours equal to your Wisdom modifier(minimum 1). The clothes cannot be worn while you are enchanting them.

Woodcarver's tools

Improve Arrow: As an action, you can touch an arrow or crossbow bolt and imbue it with magic, giving it extra sharpness. When used as part of an attack, the arrow or bolt deals an additional 3 points of magical piercing damage. This enchantment lasts for 24 hours. You can use this feature a number of times equal to your Wisdom modifier(minimum 1). You regain all uses of this feature after a short or long rest.

Infuse Magic[edit]

At 6th level, you can spend 1 hour with an object to imbue it with an artificer spell of 5th level or lower you have a spell tool for. The spell transfers into that item for use later if the item doesn’t already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, using the creature that activates the item as the caster. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. When you infuse an item in this way, it must be used within a number of days equal to your Wisdom modifier. After that time, its magic fades. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. You cannot use this feature on spell toys, spell tools, mystic devices, or a runearm.

Runic Sigils[edit]

At 10th level, you gain the ability to enhance your Runearm further. Choose two of the following benefits, and another one at 18th level. You gain them while your Runearm is equipped:

Runic Strength

Your Strength score increases to 17 if it is not already higher.

Rune Blast

You can use an action to cast the eldritch blast cantrip. When cast in this way, you can make one additional spell attack from the cantrip. It is cast using your artificer spellcasting ability.

Elemental Gauntlet

Whenever you make an unarmed strike with your Runearm, you can choose to change the damage type to one of the following: acid, cold, fire, lightning, or thunder. Additionally, you can cast the protection from energy spell once from the runearm without using a spell slot. When cast in this way, you do not need to concentrate on the spell. Once you do so, you must finish a long rest before you can use any of the Elemental Gauntlet benefits again.

Spell Storing

Your Runearm can now store spells cast into it, holding them until you use them. The runearm can store up to 3 levels worth of spells at a time. A creature can cast a spell of 1st through 3rd level into your runearm by touching it as the spell is cast. The spell has no effect, other than to be stored in the runearm. If a caster with the Invention Magic feature(artificers, including you) or the Pact Magic feature(warlocks) casts a spell into it, they can choose which level the spell will be when it is cast from the runearm, to a maximum of 3rd level. It takes up space based on that level. Otherwise, the level of the slot used to cast the spell determines how much space it uses. While equipped, you can cast any spell stored in it. The spell uses the slot level(chosen by the caster, in the case the caster was an artificer or a warlock), spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the runearm is no longer stored in it, freeing up space. You cannot store cantrips in the runearm.

Protective Field

You can cast the shield spell a number of times equal to your Intelligence modifier. You regain all uses of this feature after finishing a long rest.

If you do not have a Runearm when you reach 10th level, you gain one from the Arcanic Construction feature, and you gain one of the benefits from the Runic Sigils feature. You then do gain another benefit from this feature at 18th level.

Robotic Suit[edit]

At 14th level, you craft a special full-body suit that gives special properties to the wearer. The suit fits any creature of your size and takes 1 minute to don and 1 minute to doff. To put it on, a creature cannot be wearing any armor. The suit has 3 of the following abilities. They are based on the tool proficiencies you gained from this class:

Caligrapher's supplies

Cipher Sight: The wearer can read any writing they see, gains darkvision in color out to 30ft, and they gain the benefits of the detect magic spell while the suit is worn.

Carpenter's tools

Bouyancy: The wearer gains a swim speed of 40ft and can walk on water as per the water walk spell.

Cobbler's tools

Flight: The wearer gains a flying speed of 80ft.

Glassblowers Tools

Air Tank: The suit grants it's wearer the ability to speak and breath without air.

Jeweler's tools

Crystal Beam: As an action, the wearer stretches their arm out and fires a beam of light, targeting a creature or object within a 100 ft. line of it. The target must succeed on a Dexterity saving throw against the crafter's spell save DC or take 4d6 radiant damage. If the target is an object, it automatically fails the save. Once used, this ability cannot be used again until the wearer finishes a short rest.

Leatherworker's tools

Shrapnel Pockets: As an action, the wearer can pull a cord on the sleeve of the suit to release a cloud of dust and metal shards. Any creature in a 30ft. cone centered on the wearer must succeed on a Dexterity saving throw against the crafter's spell save DC or take 2d6 piercing damage and become blinded until the end of the wearer's next turn. Once used, this ability cannot be used again until the wearer finishes a short rest.

Mason's tools

Siege Calculations: A creature wearing the suit deals an additional 1d12 damage to structures with its unarmed strikes.

Painter's supplies

Camouflage: While wearing the suit, the wearer can press themselves against a surface as part of a Hide action to give themselves +10 to their Stealth checks as long as they remain motionless. They do not need any cover to remain hidden this way.

Potter's tools

Pot Smasher: A creature wearing the suit deals an additional 1d12 damage to objects with its unarmed strikes.

Smith's tools

Plating: While wearing the suit, the wearer's AC equals 14 + its Dexterity modifier. The wearer can still gain the benefits of a shield.

Weaver's tools

Nanotech: The time to don and doff the suit is an action instead of the normal time it would take.

Woodcarver's tools

Weaved Fiber: The suit grants it's wearer resistance to non-magical damage.

You can create more suits by using the rules for creating a mystic device, but instead of getting a new mystic device, you get a new robotic suit. It has a number of abilities varying based on how it is crafted(see the Robotic Suit Crafting Cost chart for more information). In order to give it an ability, you must have proficiency in the tool related to that ability. New suits you make can have abilities other than those related to the tool proficiencies you gained from this class; however, you must be proficient with those related tools.

Robotic Suit Crafting Cost
Mystic Device level Number of abilities
6th 2
7th 3
8th 4
9th 5

Artificer Spell List[edit]

You know all of the spells you have a spell tool for, chosen from the Artificer spell list and additional spells based on your subclass. Within the spell list, an example of a spell tool has been provided for each spell.

Cantrips

Blade Ward (a rune-inscribed rock)

Guidance (a straight wood stick)

Light (a thimble)

Magic Stone (a leather rubbing cloth)

Mending (a sewing needle)

Message (a small metal box with a grate and an antenna)

Poison Spray (a preserved mushroom cap)

Prestidigitation (a vial of sticky goop)

Produce Flame (a lighter)

Resistance (reflective metal buttons)

Spare the Dying (special balm)

Shocking Grasp (a small metal disk attached to a leather cord)

Thunder Clap (two crystal sticks)

1st Level

Absorb Elements (multi-colored stickers)

Alarm (an extendable wire)

Burning Hands (a hand-held flamethrower)

Color Spray (a small motor that shoots sand)

Comprehend Languages (glasses w/ colored lenses)

Cure wounds (a white glove)

Detect Magic (a crystal monocle)

Disguise self (projector pin)

Expeditious retreat (a wad of chewable material)

False life (a small bit of solidified alcohol)

Heroism (rune-inscribed wristbands)

Identify (crystal monocle)

Illusionary Script (a crystal quill)

Jump (a metal clamp placed over the leg)

Longstrider (a metal clamp placed on the foot)

Purify Food and Drink (a small crystal vial)

Protection from Evil and Good (a shaker full of salt and iron)

Ray of Sickness (a laser pointer)

Sanctuary (a hand-held projector)

Snare (a small silver spool)

Tenser's Floating Disk (a rune-inscribed belt loop)

2nd Level

Aid (small silver plates)

Alter self (rune-inscribed stickers)

Arcane lock (wax seals)

Barkskin (special ointment)

Blur (a projector pin)

Continual flame (a lighter)

Darkvision (glasses w/ colored lenses)

Dragon's breath (vial of weird liquid)

Enhance ability (stickers w/ the associated animal)

Enlarge/Reduce (stickers w/ an up or down arrow)

Invisibility (special ointment)

Lesser restoration (special balm)

Levitate (rune-inscribed pins)

Magic weapon (a sword cleaning cloth)

Nystul's Magic Aura (rune-inscribed stickers)

Protection from poison (tongue patches)

Pyrotechnics (sparkler sticks)

Ray of Enfeeblement (a laser pointer)

Rope trick (a small silver spool)

Scorching Ray (a laser pointer)

See invisibility (a crystal monocle)

Silence (small disks w/ runes on them)

Spider climb (double-sided stickers)

Web (a hand-held projector)

3rd Level

Blink (vial of weird liquid)

Catnap (pillow and blanket)

Dispel Magic (paint scraper w/ a rune on the blade)

Elemental Weapon (a dirty cleaning cloth)

Flame Arrows (a lighter)

Fly (rune-inscribed sticker)

Gaseous form (vial of weird liquid)

Glyph of warding (paintbrush)

Haste (a metal clamp placed over the leg)

Life Transference (syringe w/ needlepoint)

Lightning Bolt (crystal rod)

Magic Circle (crystal quill)

Nondetection (rune-inscribed sticker)

Protection from energy (multi-colored sticker)

Revivify (special balm)

Sending (small metal box with a grate and an antenna)

Tiny Servent (remote controller)

Water breathing (small metal grates)

Water walk (rubbing sponge)

4th Level

Arcane eye (eye patch)

Banishment (metal collar)

Death ward (vial of holy water)

Elemental Bane (multicolored crystal disk)

Fabricate (a pair of work gloves)

Fire Shield (projector pin)

Freedom of movement (rune-inscribed stickers)

Greater Invisibility (rune-inscribed stickers)

Leomund’s secret chest (a paint brush)

Mordenkainen’s private sanctum (rune-inscribed tape)

Otiluke’s resilient sphere (bubble blower)

Polymorph (animal-shaped gummies in a small pouch)

Stone shape (a paint scraper w/ a rune on the blade)

Stoneskin (rune-inscribed stickers)

5th Level

Animate Objects (a remote controller)

Circle of Power (a hand-held projector)

Creation (a small block of any material with runes on each face)

Dispel Evil and Good (a shaker full of salt and iron)

Greater Restoration (special balm)

Mass Cure Wounds (a small leather ball)

Raise Dead (special balm)

Rary’s Telepathic Bond (a small box w/ a radio grate on one side)

Skill Empowerment (a sticker w/ a special design on it)

Steel Wind Strike (a shiny sword cleaning cloth)

Teleportation Circle (a piece of chalk)

Transmute Rock (a muddy glove)

Wall of Stone (an extendable trowel)

6th Level

Chain Lightning (a crystal rod)

Contingency (a glass canister to hold the other spell component)

Create Homunculus (a metal box)

Disintegrate (a laser pointer)

Drawmij's Instant Summons (a metal quill)

Flesh to Stone (a roughly-hewn stone stick)

Globe of Invulnerability (plastic wrap)

Heal (a white glove)

Heroes’ Feast (a metal disk inlaid on a box, set to spin)

Move Earth (a muddy glove)

Primordial Ward (stickers w/ colored runes on them)

Tenser's Transformation (a mouth guard)

True Seeing (a pair of crystal glasses)

Wind Walk (a small metal fan inscribed with runes)

7th Level

Etherealness (a rune-inscribed patch)

Plane Shift (a crystal rod)

Regenerate (special balm)

Resurrection (special balm)

Sequester (special ointment)

Simulacrum (a hand-held snow maker)

Symbol (a paintbrush)

8th Level

Antimagic Field (projector pin)

Clone (a heart-rate tracker)

Demiplane (rune-inscribed measuring tape)

Glibness (rune-inscribed sticker)

Mind Blank (a tinfoil hat)

Telepathy (a headband w/ an antenna)

9th Level

Astral Projection (a silver belt)

Invulnerability (a funnel cone)

Power Word Heal (a small leather ball)

Shapechange (a mask)


Note: This spell list can be modified for your game if your DM approves of the change.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Artificer class, you must meet these prerequisites: Int 13, proficiency in at least one set of tools.

Proficiencies. When you multiclass into the Artificer class, you gain the following proficiencies: one skill from the Artificer skill list, thieves tools



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