5e - Revised Artificer

by KibblesTasty

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Alternate Artificer v1.7

A gnome sits hunched over a workbench in a room cluttered with every sort of tool, carefully drawing the final lines to an intricate rune. With a crackling hum of arcane energy, the completed rune flares with power, and she watches with a smile of pride as the golem comes to life and stands.

A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thundering boom, a gout of energy erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee.

With a thunderous crash of energy a figure lands in the middle of the battlefield. As the smoke clears, a towering presence stands amidst the war-torn battlefield clad in glowing mechanical platemail. The glowing visor swivels to inspect the wreckage. It raises a gauntlet, and lightning crackles forth.

Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation.

Artificers, though, focus on creating marvellous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.

Cunning Inventors

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. Artificers are arcane engineers, students of invention and warfare who craft deadly firearms, ingenious gadgets, magical armor, and mechanical beings that they can augment with magic.

All artificers are united by their curious 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

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.

The Artificer
Level Proficiency
Bonus
Features Spells
Known
1st 2nd 3rd 4th 5th Upgrades
1st +2 Artificer Specialization, Magic Item Analysis
2nd +2 Spellcasting, Tool Expertise 3 2
3rd +2 Artificer Specialist Feature, Specialization Upgrade 4 3 1
4th +2 Ability Score Improvement 4 3 1
5th +3 Artificer Specialist Feature 5 4 2 2
6th +3 Arcane Reconstruction, Superior Attunement 5 4 2 2
7th +3 Wondrous Item Proficiency 6 4 3 3
8th +3 Ability Score Improvement 6 4 3 3
9th +4 7 4 3 2 4
10th +4 Improved Magical Crafting, Wondrous Item Recharge 7 4 3 2 4
11th +4 Study of Magic 8 4 3 3 5
12th +4 Ability Score Improvement 8 4 3 3 5
13th +5 9 4 3 3 1 6
14th +5 Artificer Specialist Feature 9 4 3 3 1 6
15th +5 10 4 3 3 2 7
16th +5 Ability Score Improvement 10 4 3 3 2 7
17th +6 11 4 3 3 3 1 8
18th +6 Wondrous Items Mastery 11 4 3 3 3 1 8
19th +6 Ability Score Improvement 12 4 3 3 3 2 9
20th +6 Soul of Artifice 12 4 3 3 3 2 9

Creating an Artificer

When creating an artificer character, think about your character's background and drive for adventure. Does the character have a rival? What drove your character down the path of being an artificer? Is it about curiosity and invention, or about the power their inventions bring? Did you character learn from another artificer, or receive a vision or flash of inspiration to learn their craft?

Consider how your character interacts with the a world, and what they represent. Consult with your DM regarding guilds or societies your character might belong to.

Quick Build

You can make an artificer quickly by following these suggestions. For the Cannonsmith or Gadgetsmith paths, make your highest attribute Dexterity, followed by Intelligence. For Golemsmith, Infusionsmith, Potionsmith or Wandsmith, Intelligence followed by Constitution or Dexterity, and for Warsmith, choose either Strength or Intelligence, with Constitution as your second highest attribute. Second, choose the Guild Artisan background.

Class Features

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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, hand crossbows, heavy crossbows.
  • Tools: Thieves’ tools, one other tool of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

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

  • (a) a light crossbow and quiver of 20 bolts or (b) any two simple weapons.
  • (a) scale mail, (b) leather armor, or (c) chain mail.
  • thieves’ tools and a dungeoneer’s pack

Artificer Specialization

At 1st level, you focus your craft on a particular specialization: Cannonsmith, Gadgetsmith, Golemsmith, Infusionsmith, Potionsmith, Warsmith or Wandsmith, each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, and 14th level.

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals without material components.

Tool Expertise

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.

Spellcasting

As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.

Spell Slots

The artificer table shows how many spell slots you have to cast your artificer spells of 1st level and higher. To cast one of your Artificer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the artificer spell list.

The Spells Known column of the Artificer table shows when you learn more Artificer spells of your choice. Each of these spells must be of a level for which you have spell slots.

For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Artificer spells you know and replace it with another spell from the Artificer spell list, which also must be of a level for which you have spell slots.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options.

Artificer's Spell Casting

An Artificer is fundamentally someone that understands and regularly interacts with magic, leading to the ability to apply this knowledge as spell casters, but how you want to approach your Artificer's spell casting is up to you.

While the Focus's listed in Chapter 5 "Equipment" are certainly functional options, feel free to explore other approaches in coordination with your DM. From a functional standpoint, the only requirement would be that you have a defined material or focus for the spell.

Consider for some spells that perhaps your Artisan's Tools are your focus, or perhaps a specific item you've made is your material component for a spell. Perhaps instead of a "Component Pouch" that simply contains all the material components you could need for your spells, you have an "Artificer's Toolbelt" that contains the various spellcasting assistance contraptions you've made to cast your spells. For the purposes of mechanics, the only thing that matters is that if functions the same way, and is used consistently.

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REVISED ARTIFICER v1.3

Specialization Upgrade

Your expert craftsmanship allows you to improve, modify, or add to your specialization's features..

Starting at 3rd level, choose an upgrade from the list at the end of your specialization, and gain the benefits listed in the description of the Upgrade.

You select an additional Upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot select an Upgrade more than once, unless the Upgrade's description says otherwise. Upgrades cannot be replaced or changed, besides as described in the specialization. Only the Artificer selecting the Upgrade can use the Upgrade unless otherwise specified.

In any case that a specialization allows an Upgrade to be swapped out, Upgrades must always be selected as if the Artificer is the level they were when they got that Upgrade slot. For example, if you replace your Thunder Cannon and reselect all of your upgrades as a 5th level Artificer, you could select one 3rd level upgrade and one 5th level upgrade, or two 3rd level upgrades, but you would not be able to select two 5th level upgrades.

Customizing Artificer Upgrades

The upgrades for each Artificer Specialization is presented in a list at the end of the Specialization, but invariably there will always be ideas for upgrades not included in that list. At the heart of an Artificer beats an unrelenting drive for creativity, after all! Feel free to consult your DM for potential custom upgrades, using the unrestricted Upgrades as a template for balance.

For a wider selection of Upgrades, consult the Expanded Toolbox for other's custom Upgrades and playtesting content.

Ability Score Improvement

When you reach 4th, 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.

Arcane Reconstruction

At 6th level, you have mastered the knowledge of using magic to repair things. You learn the mending cantrip, and can cast it at will. Additionally, you learn the cure wounds spell. If you already know cure wounds you can select another spell from the Artificer spell list. When you cast cure wounds, it can heal constructs in addition to normally valid targets.

Superior Attunement

At 6th 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.

Wondrous Items Proficiency

At 7th level, your familiarity with the workings of magical items means that you can ignore class based restrictions on attuning to magical items.

Improved Magical Crafting

At 10th level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take.

Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest.

Wondrous Item Recharge

Starting at 10th level, you can recharge a magic item that has charges, as long as those charges can only be used to cast spells. To restore charges, you perform a ritual that takes one minute and expends a spell slot of equal or higher level than a spell slot level of a spell cast by the item.

The number of charges restored to the item is equal to the number of charges required to cast that spell using the item once.

Study of Magic

At 11th level, your proficiency in the workings of magic has become so great you can cast detect magic and identify at will without expending a spell slot. Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.

Wondrous Items Mastery

Starting at 18th level, you can activate a magic item that would normally take an action as a bonus action instead.

Soul of Artifice

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can now attune to five, rather than four, magic items at a time. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Magical or Mechanical?

One of the core debates that arises around an Artificer is if they are a "Magical Engineer" or what a magical engineer would even mean. Do they tinker with mechanics and gears or with magic and runes? The answer is, of course, whatever suits your world, game, and the vision of the player.

Much of this is written from the prospective that an Artificer is the application of magical fiddling to mechanical tinkering, but this is just the default fluff, and can be suited to either lean more toward mechanical tinkering or more toward magical fiddling depending on what an Artificer is in your world.

In some settings, perhaps a Cannonsmith is empowering their Thunder Cannon with harnassed Elemental Energy while in another setting perhaps they are an early adaptor of a dangerous explosive powder. Either way, the mechanics are there to support that the Artificer is a curious mind that pushes the boundries and delves into the unknown in pursuit of discovery and invention, whatever that might entail for your game!

Artificer Specializations

Cannonsmith

A Cannonsmith is an Artificer who has crafted a spectacular and terrible device: a Thunder Cannon.

A weapon of unmatched destruction, an Artificer's reason for forging such a thing is varied. Some seek the power, some seek the discovery.

For some it is but a tool to accomplish their goal, for others it is the culmination of the work, for which all the pesky details of adventuring are dedicated to.

Given the destructive potential of a Thunder Cannon, many monsters and men may seek to seize the power for themselves upon witnessing its potential, but even if they were to succeed they would soon find that using one of these deadly tools is an art of equal mastery to forging one, something only the one who forged the device will ever truly master, for each Thunder Cannon is unique work, suited only to its creator.

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REVISED ARTIFICER v1.3

Cannonsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with tinker’s tools and smith's tools.

You gain the knowledge to forge rounds for your Thunder Cannon, and can create them with the proper tools during a Long Rest.

You can create up to 50 rounds of ammunition during a long rest, with materials costing 1 gold piece per 10 rounds.

Thunder Cannon

At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon.

You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 60 feet, and its maximum range is 180 feet.

Loud. Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.

Reload(1). Once fired, it must be reloaded as a bonus action.

Thunder Cannon

Wondrous Item, Magical Firearm, Attunement (creator only)
Damage 2d6 piercing
Reload 1
Weight 15 lb.
Properties Two-handed, Loud, Reload(1)
Range 60/180

If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 200 gp worth of metal and other raw materials.

You can create multiple Thunder Cannons, but you can only be attuned to one of them at a given time, and can only change which one you are attuned to during a long rest. If you create a new Thunder Cannon, you can apply a number of Upgrades equal to the value on the class table, applying each at the level you get it on the class table.

Some Artificers may create variant weapons beyond the traditional Thunder Cannon, in which case the stats of that weapon are used.

Variant Weapon Types

Your DM may allow you to select on the following variants for your Thunder Cannon. These do not cost a normal upgrade slot, and do not count against your total upgrades.

Hand Cannon

You modify your Thunder Cannon with lightweight components and a shorter barrel. Its weight becomes 7 lbs. Your Thunder Cannon becomes a one handed ranged weapon. It deals 1d8 damage piercing damage (instead of 2d6) and its normal range becomes 20 feet and its maximum range 60 feet.

Lightning Sword

You entirely remodel your weapon into a melee weapon. This can take the form of any martial melee weapon, and you have proficiency with this weapon regardless of its shape. When you apply Thundermonger damage with this weapon, it deals lightning damage instead of Thunder Damage. Apply common sense in what upgrades this eliminates as options.

Arm Cannon?

Perhaps most plausible for a Warforged Cannonsmith, consult with your DM on replacing a lost or removed arm with your Thunder Cannon if you feel the need to never be parted from it. In this configuration, it retains the normal statistics, but becomes a one-handed weapon. As a consequence, you lose the use of that arm for anything else, and the use of the arm can only be recovered by removing the Thunder Cannon and regaining the arm through the effect of Regenerate or similar magic.

Thundermonger

At 3rd level, you've developed the arcane engineering skill to upgrade your Thundercannon to deliver its shots with greater force.

Once per turn, you can deal an extra 1d6 thunder damage to one creature you hit with an Attack using the Thunder Cannon. After discharging this bonus damage, the you cannot deal this bonus damage again until the start of your next turn.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Devastating Blasts

Beginning at 5th level, when you miss an attack with your Thunder Cannon, you can still choose to apply your Thundermonger damage to the target creature you missed, but it deals only half the bonus damage. Dealing damage this way counts as applying Thundermonger damage.

Elemental Swapping

Starting at the 14th level, when you take the attack action with your Thunder Cannon you can adjust the firing chamber, causing any bonus damage granted by Thundermonger to deal fire, cold, acid, or lightning damage instead of thunder damage. Alternatively, you can use a Vial of Holy Water to cause your next Thundermonger bonus damage to deal radiant damage.

Firearms In a Campaign Setting

A lot of campaign settings do not feature firearms, and in some of these the Cannonsmith variant of Artificer might not be the right choice, but consider that the Artificer is fundamentally someone that tinkers with and explores boundries of magic as much as or more so than technology.

A Thunder Cannon need not be a gunpowder powered device, even in a setting where gun powder exists, but can be powered by harnassing elemental powers, bound through various carefully researched magical techniques. In most cases, the wonders of an Artificer are more an engineering marvel of magic than technology, but that balance can shift depending on what is best for your setting.

You do need to feel constrained to terminology of a Cannon if it does not fit your setting, it can by styled as anything from a crossbow to a thunder staff.

Cannonsmith Upgrades

Unrestricted Upgrades

Echoing Boom. Incompatible with Silencer.

You pack extra power into your Thundermonger, increasing the damage it deals by 1d6.

Extended Barrel

You extend the length of your Thunder Cannon’s barrel refining its aim. The normal weapon range of your Thunder Cannon increases by 30 feet, and the maximum range by 90 feet. You can apply this upgrade up to 2 times.

After applying this twice, if you have the Lightning Charged Bayonet upgrade, the Bayonet gains the Reach property.

Lightning Burst

You upgrade your Thunder Cannon to discharge its power in within a 5-feet wide and 60-feet long line. As an action, you can make a special attack. Each creature must make a Dexterity saving throw against your Spell Save DC or take damage equal to the bonus damage of Thundermonger as lightning damage on a failed save, half as much on a successful save. Using this shot counts as applying Thundermonger damage for the turn.

Firing in this way does not consume ammo.

Lightning Charged Bayonet.

You affix a short blade to the barrel of your Thunder Cannon, allowing you to make a melee weapon attack with it. The blade is a finesse weapon melee weapon that you are proficient with, and deals 1d6 piercing damage.

The blade can be used to apply Thundermonger bonus damage. When Thundermonger bonus damage is dealt with a bayonet attack, the damage type is lightning. Dealing damage this way counts as applying Thundermonger damage for the turn.

Silencer. Incompatible with Echoing Booms.

You upgrade your Thunder Cannon with a sound dampening module. Your Thunder Cannon loses the Loud property. Additionally, you can expend a 2nd level spell slot to overcharge the Silencer, casting the spell silence.

Note: Sound - and consequently Thunder Damage - cannot pass through silence or effect a creature inside its area of effect.

Shock Absorber.

You add a reclamation device to your Thunder Cannon to gather energy from the surroundings when it is present. As a reaction to taking Lightning or Thunder damage, you can cast absorb elements without consuming a spell slot. When absorbed in this method, you can apply the bonus damage granted by absorb elements to your next Thunder Cannon attack even if you make a ranged attack.

5th Level Upgrades

Autoloading Magazine Prerequisite: 5th level Artificer

Your Thunder Cannon now automatically chambers the next round, no longer requiring your bonus action to reload.

Cannon Improvement. Prerequisite: 5th level Artificer

You fine tune your Thunder Cannon's firing mechanism. The Thunder Cannon gains a +1 bonus to Attack and Damage Rolls made with it. You can apply this upgrade up to 3 times.

After the first time you take this upgrade, the piercing damage dealt by your Thunder Cannon is considered magical.

Divination Scope. Prerequisite: 5th level Artificer

You add a scope to your Thunder Cannon and enchant the lenses with Divination magic. The Scope has 3 Charges. As a bonus action you can use 1 charge to cast hunter's mark. As an action you can use 2 charges to cast see invisibility or 3 charges to cast clairvoyance.

The scope regains all charges after a long rest.

Harpoon Reel Prerequisite: 5th level Artificer

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. This attack has a normal range of 30 feet and a maximum range of 60 feet, and it deals 1d6 piercing damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the Harpoon unless it removes the Harpoon as an action, which causes it to take an additional 1d6 damage. While the Harpoon is stuck in the target, you are connected to the target by a 60 foot cord. Dragging the connected party via the attached cord causes the creature moving to move at half speed unless they are a size category larger.

While connected in this manner, you can use your bonus action to activate the Reel action, pulling yourself to the location if the target is Medium or larger. A Small or smaller creature is pulled back to you. Alternatively, you can opt to disconnect the cord.

This attack cannot be used again until the Reel action is taken.

Connected... by a Rope.

Note that Harpooning a creature means means that there is a rope connecting you to them. While you can use this to move them as per the ability, they can also use this to move you, particularly if they are substantially larger. Many Cannonsmiths were last seen saying "I got this" and then Harpooning a dragon. User discretion is advised.

Terrifying Thunder. Prerequisite: Echoing Booms.

You add an additional amplifier to maximize the shock and awe value your cannon blasts. The first time a target is hit by one of your attacks, they are deafened until the end of their next turn. Additionally, they must make a Wisdom saving throw against your Spell Save DC or become frightened of you for one minute. They can repeat this saving throw at the end of each of their turns.

If a creature's saving throw is successful or the effect ends for it, the creature is immune to Terrifying Thunder for the next 24 hours.

Storm Blast. Prerequisite: 5th level Artificer

You upgrade your Thunder Cannon to discharge its power in 30-foot cone from the gun. As an action, you can make a special attack. Each creature must make a Strength saving throw, or take 1d6 + half the bonus damage of Thundermonger and be knocked prone. Using this shot counts as applying Thundermonger damage for the turn.

Firing in this way does not consume ammo.

9th Level Upgrades

Shock Harpoon Prerequisite: 9th level Artificer; Prerequisite: Harpoon Reel

After hitting a creature with the Harpoon fire mode, you can use a bonus action to deliver a shock. If you have not used it since the start of your turn, you can apply Thundermonger damage as lightning damage. Additionally, the target must make a Constitution saving throw against your spell save DC or be stunned until the end of its next turn.

Once used, the Harpoon must be reeled in before this can be used again.

Synaptic Feedback. Prerequisite: 9th level Artificer

You install feedback loop into your cannon, allowing you to siphon some energy from your Thunder Cannon to empower your reflexes.

Whenever you deal Lightning damage with your Thunder Cannon your walking speed increases by 10ft and you can take the Dash or Disengage actions as a bonus action. This effect lasts until the end of your turn.

Thunder Jump Prerequisite: 9th level Artificer

Build a quick release for the arcane thundering energy that fills your Thunder Cannon. As an action you can channel it to cast thunder step. This counts as applying your Thundermonger damage.

Once you use this ability, you cannot use it again until you complete a short or long rest.

11th Level Upgrades

Blast Radius Preqreuisite: 11th level Artificer

Your Devastating Blasts now deals half your weapon damage in addition to half your Thundermonger damage when you apply it to a missed target that is within 30 feet of you.

Stabilization Prerequisite: 11th level Artificer

Being prone no longer causes you to have disadvantage when making a ranged weapon attack with your Thunder Cannon. If neither you nor a target creature has moved since you last made a ranged weapon attack against them, you can make a ranged weapon attack against them with advantage.

15th Level Upgrades

Mortar Shells. Prerequisite: 15th level Artificer

You build a secondary firemode allowing you to fire your cannon like a mortar. Pick a target point within range, and make an attack roll. Apply the attack roll to all creatures within a 5 foot radius of the target point. Creatures hit take weapon damage plus half of Thunder monger bonus damage. Dealing damage this way counts as applying Thundermonger damage for the turn.

Creatures do not benefit from cover against this fire mode unless they have overhead cover as well.

Variant Weapon Upgrades.

While Cannonsmith is understandably focused around Cannons, if you are using a variant weapon, you can find some additional ideas of upgrades for the suggested weapon variants in the Expanded Toolbox including Channel Lightning, Ride the Lightning, Snap Fire, and Point Blank.

Gadgetsmith

A Gadgetsmith is an Artificer whose curiosity and inventive genius have run rampant. While other Artificers may spend their whole career perfecting a single-minded pursuit, a Gadgetsmith believes that quantity is at least as good as quality.

Quick footed and quicker witted, a Gadgetsmith is never caught without another trick in their sleeve. Their minds are always jumping ahead on how to solve the problem with a clever gadget.

A Gadgetsmith can come from any walk of life, but usually exemplifies a curiosity and distaste for the suppression of knowledge or technology, usually favoring freedom to experiment, leaning toward more Chaotic behaviors.

Gadgetsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with nets, rapiers, whips, and tinker's tools.

Essential Tools

At 1st level, you've mastered the creation of the essential reusable tools of surviving the battlefield as a gadgeeter. You have the following items:

  • Grappling Hook. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Grapple check to pull it to you and Grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it.
  • Smoke Bomb. As an action, you can use this to cast fog cloud on yourself without expending a spell slot. It lasts a number of rounds equal to your intelligence modifier and does not require concentration.
  • Gadgetsmith Weapon. Pick one of Boomerang of Hitting, Impact Gauntlets, Repeating Crossbow, Shock Generator or Lightning Baton from the upgrade section. You receive this upgrade and does not count against your upgrade total.

Additional Upgrade

At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal. The number of upgrades you have for your class level is increased by one.

The number of additional upgrades you get increases by one more at 5th level to two more than the class table.

Recycle Gadgets

Starting at the 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade its place.

You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 7th level, you can only have one upgrade that has a prerequisite of 7th level).

Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials worth 20 gold pieces.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Combat Gadgets

Beginning at the 14th level, when you take the attack action, you can replace an attack with using any gadget that requires an action to use.

Gadgetsmith Upgrades

Unrestricted Upgrades

Airburst Mine.

You create a mechanical device capable of producing a devastating blast. You can use this device to cast shatter without expending a spell slot. Alternatively, you can set up the mine as an action to be triggered by your reaction within a 1 minute. Once used gadget cannot be used again until you complete a short or long rest.

Boomerang of Hitting.

You create a magical boomerang. You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 1d4 bludgeoning damage. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14.

Special: When this weapon is Thrown, you can target two creatures within 10 feet of each other, making a separate attack roll against each target.

This weapon returns to your hand after you make an attack with it using the Thrown property.

Belt of Adjusting Size.

You create a belt with a creature size dial on it. While you are wearing this belt, you can use an action to cast Enlarge/Reduce on yourself. Once you use this gadget, you cannot use it again until you complete a short or long rest.

Gravity Switch

You build a switch that turns off gravity. You can cast use it to cast fallArtificer without expending a spell slot. Once you his gadget, you cannot use it again until you complete a short or long rest.

Element Eater.

You create a device capable of absorbing incoming elemental damage. You can activate this device and cast absorb elements without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.

Enhanced Grappling Hook.

You enhance your grappling hook, increasing its range to 40 feet. Additionally, the enhanced power of the grappling hook means that when pulling yourself to a larger or larger creature or object, you can drag one medium or smaller willing or grappled creature within 5 feet of you with you.

Fire Spitter.

You create a gadget that creates a quick blast of fire. As an action, you can cast Aganazzar's Scorcher with this gadget without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.

Flashbang.

You create a high luminary discharge device. As an action, you can target a point within 30 feet. Any creature within 20 feet of the targeted point must make a Dexterity saving throw or be blinded until the end of its next turn. Once you use this gadget, you cannot use it again until you complete a short or long rest.

Impact Gauntlet.

You create a magic weapon capable of amplifying the impact of your blows. You have proficiency in this weapon, and it has the Finesse, Light and Special properties. It deals 1d8 bludgeoning damage. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14.

Special: When you make an attack roll, you can choose to forgo adding your Proficiency modifier to the attack roll. If the attack hits, you can add double your Proficiency modifier to the damage roll.

You can apply this upgrade up to 2 times, making a separate item each time.

Lightning Baton.

You combine incorporate elements of a shock generator design into a baton, creating a magic weapon. You have proficiency in this weapon, and it has the Finesse and Light properties. It deals 1d4 bludgeoning damage and 1d4 lightning damage on hit. If you score a critical strike with this weapon, the target must succeed a Constitution saving throw against your Spell Save DC or become stunned until the start of your next turn. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14.

You can apply this upgrade up to 2 times, making a separate item each time.

Mechanical Arm.

You create a mechanical arm, giving an extra hand. This mechanical arm only functions while it is mounted on gear you are wearing, but can be operated mentally without the need for you hands. This mechanical arm can serve any function a normal hand could, such as holding things, making attacks, interacting with the environment, etc, but does not give you additional actions.

Mechanical Familiar.

You can create the blueprint for a small mechanical creature. At the end of a long rest, you can choose to animate it, and cast find familiar with the following modifications: the creatures type is Construct, and you cannot select a creature with a flying speed. This construct stays active until you deactivate it or is destroyed. In either case, you can choose to reactivate it at the end of a long rest.

Jumping Boots.

You modify your boots with arcane boosters. While wearing these boots, you are under the effects of the jump spell.

Repeating Hand Crossbow.

You build an improved hand crossbow. You have proficiency in this weapon, and it has the Ammunition (range 30/120), Light, and Special properties and deals 1d6 piercing damage. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14.

Special: This weapon does not require a free-hand to load, as it has a built in loader. Once per turn, when you take the Attack action with this weapon and have advantage on an attack, you can forgo advantage on an attack to make one additional weapon attack with this weapon against the same target.

Shock Generator.

You create a device capable of generating potent shocks. You can use this to cast shocking grasp . When you cast shocking grasp with this feature, you can use either your Dexterity or Intelligence modifier for the melee spell attack roll.

Shocking Hook. Prerequisite: Requires Shock Generator

You can integrate your Shock Generator and your Grappling Hook. If the target of your Grappling Hook is a creature, you can cast shocking grasp using your Shock Generator on that creature as a bonus action when pulling it to you or being pulled to it.

Sight Lenses.

You create a set of lenses you can integrate into a set of goggles, glasses, or other vision assistance that allow you to see through obscurement. You can see through fog, mist, smoke, clouds, and non-magical darkness as normal sight up to 15 feet.

Smoke Cloak.

You create a cloak that causes you to blend in with smoke. When you start your turn lightly or heavily obscured by smoke, you are invisible until your turn ends, you cast a spell, make an attack, or damage an enemy.

Striding Boots.

You modify your boots with amplified striding speed. While wearing these boots, you are under the effects of the longstrider spell.

5th Level Upgrades

Autonomous Crossbow. Prerequisite: 5th level Artificer

You modify a crossbow to be able to aim and fire and its own. As an action, you can deploy a tiny construct. Once deployed, the tiny construct can be fired as a bonus action making an attack from where it is deployed.

You make a ranged spell attack, and if the attack hits it deals 1d6 + your intelligence modifier piercing damage. The construct becomes inactive after 1 minute has passed, or after it has fired 10 times.

Once you have activated it, you cannot activate it again until you complete a short or long rest.

Binding Rope. Prerequisite: 5th level Artificer

You create a rope that is capable of animating and binding a target. As an action, target a creature within 30 feet. The target must make a Dexterity saving throw against your Spell Save DC or become restrained until the end of your next turn. If you are currently grappling the target, it makes the Dexterity saving throw with disadvantage. The rope can only restrain one target a time.

9th Level Upgrades

Arcane Nullifier. Prerequisite: 9th level Artificer.

You make a device that nullifies the arcane through means you assure everyone else you understand. As an action, you can use this device to cast dispel magic. Once you use this gadget, you cannot use it again until you complete a short or long rest.

Phase Trinket. Prerequisite: 9th level Artificer.

You create a magical stopwatch that manipulates ethereal magic. As an action, you can cast blink or dimension door using the Stopwatch without expending a Spell Slot.

Once you use this ability, you cannot use it again until you complete a long rest.

Stinking Gas. Prerequisite: 9th level Artificer.

You make a more potent compound for your Smoke Bomb. When you use a Smoke Bomb, you can choose to cast stinking cloud rather than fog cloud, following the same rules.

Stopwatch Trinket. Prerequisite: 9th level Artificer.

You create a magical stopwatch that manipulates time magic. As an action, you can cast haste or slow using the stopwatch without expending a Spell Slot.

Once you use this ability, you cannot use it again until you complete a long rest.

11th Level Upgrades

Bracers of Empowerment. Prerequisite: 11th level Artificer.

You create bracers that can empower you. You can use this to cast Tenser's transformation without expending a Spell Slot.

Once you use this ability, you cannot use it again until you complete a long rest.

Lightning Generator Prerequisite: Requires Shock Generator Prerequisite: 11th level Artificer.

You upgrade your shock generator with additional lightning capabilities. You can cast lightning lure at-will using it, can overload it to cast lightning bolt. Once you overload it, you cannot use it to cast lightning bolt again until you complete a short or long rest.

Additionally, when deal Lightning damage during your turn, you can add your Intelligence modifier to one roll of the damage dealt.

Gripping Gloves. Prerequisite: 11th level Artificer.

You create a set of gloves with a powerful assisted grip. Your Strength score and maximum Strength score increases by 2 while wearing these gloves. You gain advantage on Strength (Athletics) checks involving manipulating things with your hands while wearing these gloves.

Deployable Wings. Prerequisite: 11th level Artificer.

You build a set of deployable artificial wings. You can deploy this as a bonus action, or as a reaction to falling. When deployed, these give you a flying speed of 30 feet.

Nimble Gloves. Prerequisite: 11th level Artificer. Incompatible with Gripping Gloves.

You create magical gloves the increase your dexterity. Your Dexterity score and maximum Dexterity score increases by 2 while wearing these gloves. You gain advantage on Dexterity (Sleight of Hand) checks involving manipulating things with your hands while wearing these gloves.

Truesight Lenses. Prerequisite: Sight Lenses. Prerequisite: 11th level Artificer.

You upgrade and fine-tune your sight lenses, granting you Truesight up to 30 feet.

Useful Universal Key. Prerequisite: 11th level Artificer.

You create a Universal Key to obstacles, transmuting them into not-obstacles. As an action, you can apply this key to a surface to cast passwall without expending a spell slot.

Once you use this ability, you cannot use it again until you complete a long rest.

15th Level Upgrades

Disintegration Ray. Prerequisite: 15th level Artificer.

You create a Disintegration Ray. You can use this to cast disintegration without expending a Spell Slot.

Once you use this ability, you cannot use it again until you complete a long rest.

Bee Swarm Rockets. Prerequisite: 15th level Artificer.

You design a type of tiny firecracker-like device, which can release rockets in large numbers. You have a maximum number of rockets equal to your Artificer level. You can release between one and the number you have remaining as an action. Each rocket targets a point you can see within 40 feet. Creatures within 10 feet of a target point must make a dexterity saving throw. Creatures that fail take 2d6 fire damage per rocket that effects the area they are standing in, or half as much on a successful one.

You rebuild your stock to your maximum during a long rest.

Upgrades In Inelegant Hands

The rules-as-written state that other creatures cannot use your Upgrades, but many of the Gadgetsmith's upgrades may often make sense to hand to a party member - is there any way to make this work?

My suggestion to DMs is that this can be allowed on a case by case basis by assigning an Arcana DC to others using the Artificer's upgrades based on if they the Artificer showed them how it worked, how complicated the gadget is, and how much it would break the game.

For example, a Belt of Adjusting Size may be quite easy to use if the Artificer spends some time showing them how to use it, perhaps an Arcana check of 5 or so, while a giving a Lightning Baton to a Champion Fighter would result in a likely unusable DC just to maintain the balance of the feature.

Golemsmith

A Golemsmith is an Artificer that has committed themselves to creating a true work of artifice, forging a golem. A painstaking life ambition, they plan and design meticulously, even if in practice sometimes compromises on materials must be made.

Why a Golemsmith embarks on the quest to forge this artificial construct of life can vary. For many it is the pure pursuit of forging the perfect creation, while for others, it is simply so they do not have to carry around their loot, or to have a loyal companion to count on at all times.

A Golemsmith is rarely chaotic, as they are people of great care and discipline: those that are not would not have succeeded where they have, but some have been set on their path by such events that might drive them to interact chaotically with society as a whole.

Golemsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with smith's tools and tinker's tools.

Warforged Golem

Starting at 1st level, you have forged a mechanical golem to carry out your orders and protect you. The golem is controlled via a pendent that only you can attune to.

The Warforged Golem obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to.

Control Pendant

Wondrous Item, Attunement (creator only).

While attuned to this gem, you have control of your Warforged Golem. Your Warforged Golem acts on your Initiative.

On your turn, you can verbally command the construct where to move (no action required by you) and take an action, which requires your action to do. Additionally, you can use your reaction to direct it to take a reaction. It has Proficiency in Shields, Simple Weapons and Martial Weapons.

Your Warforged Golem's Proficiency increases when yours does. Additionally, it gains 5 + its Constitution modifier hit points for every level in Artificer you gain. If the golem is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can reproduce the construct exactly as it was, with four days of work (eight hours each day) and 100 gp of raw materials.

Over the course of a short rest, you can restore hitpoints equal to your Intelligence modifier + your Artificer level to your golem, or repair it to full health during a long rest.


Warforged Golem

Medium Construct, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 5 + ([Golem's Constitution Modifier + 5] * Artificer Level)
  • Speed 25ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 4 (-3) 5 (-3) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, charmed, poisoned
  • Senses passive perception 7
  • Languages Understands creator’s languages, but cannot speak

Actions

Attack. Slam: +5 to hit, reach 5ft., one target. Hit 1d4 + 3

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Intelligent Oversight

Starting at 3rd level, you can use the Help action as a bonus action when assisting your golem.

Additionally, when you use the Help action to aid an ally (including your golem) in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the allied creature can see or hear you.

Autonomous Action

Starting at 5th level, you no longer need to spend your action or reaction to direct the golem to use its action or reaction, and it can act following mental commands communicated via the control pendant (no action required by Artificer).

Perfected Design

Starting at 14th level, your golem can add your Intelligence modifier to all of its attack rolls, skill checks, and saving throws.

Variant Golem Types

The default assumption of the Golemsmith is a humanoid golem. However, if your vision takes you elsewhere, consider the alternate options.

Quadrupedal

You might make a more beast-like Golem, set on all fours. Such a golem would probably lose its ability to wield weapons and shields, but may have a higher natural attack (1d8), higher durability (6 hp per Artificer level), and faster movement (35 feet). Additionally, it may be more suited as a mount for a small creature.

Mechanical Abomination

Maybe your vision skews more toward the 'mad' end of the spectrum. Maybe it has mechanical tentacles that can grapple at 10 feet. The golem gains reach 10 feet, but loses its ability to wield martial weapons, and its haphazard construction means movement is challenging (20 feet).

Golemsmith Upgrades

Unrestricted Upgrade

Arcane Resonance.

You install an essence connection into your golem to sync your magic to it. You can make any spell you cast that targets only you also target your golem.

Improve Dexterity.

You tune the servos in your Warforged Golem. Your Warforged Golem's Dexterity score increases by 2. You may apply this upgrade multiple times. A Warforged Golem's maximum Dexterity score is 18.

Improve Strength.

You reinforce the power of your golem’s core and limbs. Your Warforged Golem's Strength score increases by 2. A Warforged Golem's maximum Strength score is 18.

Magical Essence.

You infuse a fragment of magical essence into your golem, allowing it to attune to one magical item.

Precision Movements. Incompatible with Expanded.

Your Warforged Golem gains Proficiency in the Stealth skill and with Thieves' Tools. Additionally, it gains an integrated set of Thieves' Tools that are always available.

Redundant Systems.

You have reinforced your Warforged Golem with layers of protection and redundant systems. It gains additional hitpoints equal to twice your Artificer level. Additionally, it gains advantage on death saving throws.

Remote Connection

You integrate a magical relay into your golem, allowing you to use it as a magical familiar. As an action, you can see through your golem's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses.

Additionally, when you Cast a Spell with a range of touch, your golem can deliver the spell as if it had cast the spell. Your golem must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.

Stabilization.

You increase the resilience and stability of your Warforged Golem. It gains proficiency in Constitution Saving Throws and has advantage against saving throws to be knocked prone.

Warfare Routines. Your Warforged Golem gains one Fighting Style of your choice from Archery, Defense, Dueling, or Great Weapon Fighting.

5th Level Upgrade

Arcane Barrage Armament. Prerequisite: 5th level Artificer.

You install an mounted armament to your golem, charged with arcane power. As an action, the golem can cast Magic Missile as a 3rd level spell. When cast this way, it has no Verbal or Somatic components.

Once used, this armament cannot be used again until the Artificer completes a short or long rest.

Environmental Adaptation. Prerequisite: 5th level Artificer.

You add integrated climbing hooks, deployable fins, and insulated seals to your Golem. Your Warforged Golem gains a climbing and swimming speed equal to its walking speed.

Additionally, it gains resistance to Cold and Fire damage.

Flamethrower Armament. Prerequisite 5th level Artificer.

You install an armament to your golem, capable for reproducing powerful flames. As an action, the golem can cast Burning Hands as a 3rd level spell.

The spell save DC is equal to your spell save DC. When cast this way, it has no Verbal or Somatic components.

Once used, this armament cannot be used again until the Artificer completes a short or long rest.

Heavy Armor Plating Prerequisite: 5th level Artificer.

You can incorporate a suit of Heavy Armor into your Warforged Golem. Your Warforged Golem's AC becomes the AC granted by the incorporated armor. While incorporated with your Warforged Golem in this way, the Warforged Golem has Proficiency with that armor.

While equipped with Heavy Armor, your Warforged Golem has disadvantage on Dexterity (Stealth) checks.

Iron Fortress. Prerequisite: Stabilization

You increase the size and durability of your golem’s frame. Your Warforged Golem now counts as full cover for people behind it or riding it. Additionally, it cannot be moved against its will while in contact with a floor.

Shielding Bond

Studying shield golems, you gain some insight that you can building into your golem on how they shield their controllers. Your golem gains the ability to cast warding bond without expending a spell slot. When cast in this method, it does not require material components. Once the golem casts warding bond in this way, it cannot use this feature to cast it again until it completes a short or long rest.

9th Level Upgrades

Expanded. Prerequisite: 9th level Artificer.

You enlarge your Warforged Golem, increasing its size category by one. It has advantage on Strength checks and Strength saving throws. During the process, you can determine if your golem will have the appropriate physiology to serve as a mount.

Mark of Life. Prerequisite: 9th level Artificer.

You have attained the understanding of magic and you craft a Mark of Life on the forehead of your Warforged Golem, turning it into a Warforged Companion. It gains an Intelligence score of 10, a Wisdom score of 10 and a Charisma score of 8. This allows it to follow more complex commands without direct input, speak, and remember things.

Roleplaying a Warforged Companion

If you choose the Mark of Life upgrade, your Warforged golem becomes a sentient companion, capable of learning, thinking, and having opinions. Consider how this may impact your interactions.

Fundamentally, a Warforged Companion is still entirely loyal to their creator, but their develop a personality and thoughts of their own.

Overdrive. Prerequisite: 9th level Artificer

You build in a special mode allowing your golem go beyond its limitations. As your action, you can overcharge your golem with energy, granting it the effects of haste for a number of rounds equal to your intelligence modifier. Once used, you cannot use this again until you complete a long rest.

11th Level Upgrade

Multiattack Protocol. Prerequisite: 11th level Artificer.

Your Warforged Golem gains multiattack. When your Warforged Golem uses the Attack action, it can attack twice.

Thundering Stomp. Prerequisite: Expanded

Your warforged golem can leverage its increased size and magical nature to unleash a crushing stomp of magical energy when it brings down its foot. Your golem can replace any attack with the thunderclap spell using the Artificers level and spell save for casting the spell.

Transforming Golem. Preqrequisite: Expanded

Your warforged golem can collapse its size back down to medium. The process takes 1 minute to invoke or revert.

Runic Wings. Prerequisite: 11th level Artificer. Incompatible with Expanded.

You add magical wings to your Warforged Golem, granting it a flying speed of 25 feet.

15th Level Upgrade

Cloaking Device. Prerequisite: 15th level Artificer.

You install an Arcane Cloaking device on your Warforged Golem. This device has 4 Charges. You can direct the golem to expend 1 or more charges to cast one of the following spells using its action: Invisibility (2 charges), Greater Invisibility (4 charges).

It regains all charges after a long rest.

Warforged Apprentice. Prerequisite: Mark of Life. 15th level Artificer.

Your Warforged Companion begins to apply its abilities to learn new things, gaining a class level in a class of your choosing. Your Warforged Companion gains all the first level features of the chosen class. This does not include health or class proficiencies (for example, selecting Fighter grants only Fighting Style and Second Wind).

Warforged Adept. Prerequisite: Warforged Apprentice.

Your growth as a Golemsmith is such that your creation is capable of learning and adapting even more skills. It gains all the second level features of the class you selected for the Warforged Apprentice upgrade. This does not include health or class proficiencies (for example, selecting Fighter grants only Action Surge).

Infusionsmith

An Infusionsmith is, in some ways, perhaps the most quintessential type of Artificer. While other Artificers may delve into mechanics and tinkering, an Infusionsmith is an artificer that tinkers with magic itself.

These are cutting edge of magical engineering, understanding the principle applications of magic. An Infusionsmith would have ground to stand on in calling a wizard an impulsive spell slinger, for these are the artificers that work their magic through careful and meticulous method, laying down magic they may not use for hours, or painstakingly crafting a long lasting enchantment.

Infusionsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with jeweler's tools and calligrapher's supplies.

Your knowledge of infusion magic gives you a natural affinity for scribing spell scrolls. Creating a magic spell scroll only takes you half the time and material cost it would normally take.

Animated Weapon

Starting at 1st level, you can infuse a weapon with powerful magic, causing it spring to life under your command. At the end of a long rest, you can touch a melee weapon in your possession and animate it. An animated weapon can be carried or sheathed, but when readied it floats next to you.

While you have an animated weapon readied, as an action you can make a ranged spell attack against a target within 40 feet. If your animated weapon is a weapon with the Heavy property, that range decreases to 20 feet. If your animated weapon has the Light property, that range increases to 60 feet. This attack ignores cover, and does not suffer disadvantage from attacking creatures within 5 feet of you, but there must be a path the blade can take without going beyond its range, or the attack fails. If the attack hits, it deals the weapon damage (as if wielded by two hands, if applicable) plus your intelligence modifier damage to the target creature. After making the attack, the animated weapon returns to your side. You can use an animated weapon to take an attack of opportunity using a melee spell attack.

If something happens to your animated weapon or you want to change which weapon you have animated, you can animate another weapon in a special ritual that takes 10 minutes, ending the animation on any previous weapons.

Variant Weapon Enchantments:

Animated Weapon serves as the main driver for an Infusionsmith's attacks, but there are alternative approaches. Consult your DM if you would prefer the following variant:

Infused Weapon

Rather than Animating a weapon, you can Infuse a weapon. An Infused weapon can be wielded like a normal weapon, but gains the following properties: you can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier. Additionally, the first time the weapon deals damage to an enemy on your turn, it deals an additional 1d4 Force damage. You (and only you) have proficiency with this weapon while it is Infused.

Once per turn on your turn, when you weapon attack with Infused Weapon, you can make a ranged spell attack with any Animated Weapons you have from Artificer features (like Twin Animated Weapon). These do not have to be against the same target.

Any upgrade that effects your Animated Weapons also applies to your Infused Weapons when using this Variant.

Store Magic

Starting at 3rd level, you gain the ability to channel your artificer spells into a non-magical item for later use. At the end of a short or long rest, pick a spell you know. You can infuse this spell into an item for later use.

You must expend any components the spell requires, but this does not expend a spell slot. Subsequently, any creature holding the item with an Intelligence of 6 or higher that is aware there is magic infused in it can expend the stored magic to cast the spell.

The spell uses your spellcasting modifiers, but is in all other ways treated as if the creature holding it cast the spell. The magic infused in the item fades if you complete a short or long rest without expending the stored spell.

Twin Animated Weapon.

Starting at 5th level, you can animate a second weapon. Whenever you make a ranged spell attack with your animated weapon, you can attack independently with both animated weapons, making separate attack and damage rolls. The weapons can attack the same target, or two different targets that are both within range.

Infused Focus

Starting at 14th level, you can anchor a powerful spell into an item. When you cast a concentration spell, you can anchor it to an item, and do not need to maintain concentration. The spell lasts a number of rounds equal to your intelligence modifier, after which the spell ends.

Once you use this ability, you must complete a short or long rest before using it again.

Infusionsmith Upgrades

Unrestricted Upgrades

Animated Archer

You master animation enchantments allowing you to use your Animate Weapon feature on a ranged weapons and a quiver of ammunition. An animated ranged weapon hovers near you, and can target anything inside the weapon's normal range with a ranged spell attack, dealing weapon damage + your intelligence modifier on hit. This attack does not ignore cover. The weapon requires ammunition, and can carry up 30 pieces of ammunition at a time, after which it needs to be reloaded as an action.

Arcane Armament

You master armoring yourself with magical enchantments. You learn the mage armor spell. While under the effect of mage armor, you can add your Intelligence modifier to your AC instead of your Dexterity modifier. You can only do this if you are not adding your Intelligence modifier to your AC from another source. Additionally you gain resistance to force damage.

Deflecting Weapon

While you have an animated melee weapon, if you are attacked you can use your reaction to defend yourself with them, granting you +2 AC against an single attack. If the attack misses you and the attacker is within 5 feet of you, you can immediately attack the creature that attacked you, making a melee spell attack with one animated weapon against the attacker if they are in range.

Enhance Attribute

You can enhance a piece of non-magical jewelery with power that boosts the wearers abilities. Select an attribute from Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma, the current and maximum attribute score for that attribute is increased by one while wearing this item.

This piece of jewelry provides a benefit only to you. You can take this upgrade twice.

Infuse Elements

You can infuse elements with your magic temporarily, granting you limited control of them. You learn the cantrips control flames, mold earth, and shape water.

Skilled Animation

You manage to make the magic your Animated Weapons so potent that attacks made with them are made with a fighting style. Attacks made with one handed weapons gain Dueling, attacks made with two-handed weapons gain Great Weapon Fighting, and attacks made with ranged wepaons gain Archery.

Soul Saving Bond

You set up a special magical bond between you and another creature. When either creature bound by this abilities fails Wisdom, Intelligence, Charisma, or Death saving throw, the other character can make their own saving throw, replacing the failed saved with their own roll. If this ability is used on a death saving throw, the replacement roll is a 20. Once a roll is replaced by this feature, it cannot be used again until both creatures in the bond have completed a short or long rest.

This bond can be set up with a different creature at the end of a long rest.

Triggered Infusion

When you use your Store Magic feature, you can set a trigger for the effect to occur. If the triggering event occurs, you can use your reaction to activate the stored spell. The trigger event can be a verbal key.

Warding Stone

You learn how to weave a protective enchantment on an item. That item gains a pool of temporary hit points equal to your Artificer level. Whoever is carrying this item gains any temporary hit points remaining in this pool, but these are lost when that creature is no longer carrying this item.

This pool of temporary hit points refreshes when the Artificer that created it completes a long rest.

Worn Enchantment

You can enchant an item you a wearing, such as as scarf or cloak to animate and assist you with a task, be it climbing a wall, grappling an enemy, or picking a lock. You can expend a 1st level spell slot to gain proficiency in a Strength or Dexterity skill until you complete a long rest. You can use up all the magic in the item to gain advantage on one check of that skill, immediately ending the effect.

5th Level Upgrades

Malicious Infusion. Prerequisite: 5th level Artificer

As a reaction to being hit with a metal weapon, you can cast heat metal targeting the weapon that struck you. Additionally, you learn the spell heat metal.

Quick Enchantments. Prerequisite: 5th level Artificer

The art of infusion is best practiced with care and time, but you've learned to cut corners and compromise when in the heat of battle. You gain the ability to cast levitate and dragon's breathe as Artificer spells. Additionally, you learn the spell fly when you reach level 9.

Thunder Mine Prerequisite: 5th level Artificer

You learn the thunderburst mine spell and can cast it once without expending a spell slot. You cannot cast it again in this way until you complete a long rest, but you can still cast the spell normally during that time.

Weapon Enchantment Expertise Prerequisite: 5th level Artificer

When you cast magical weapon, elemental weapon, or vorpal weaponArtificer you can target a weapon that is already magical, adding to any effect the weapon already has.

Additionally, magical weapon or vorpal weaponArtificer increases the damage dealt by 1d4 force damage, and elemental weapon makes the weapon deal an additional 1d4 damage of the selected type.

Weapon Enchantment Mastery Prerequisite: Weapon Enchantment Expertise

When cast magical weapon, elemental weapon, or vorpal weaponArtificer targeting any weapon, all of your Animated Weapons also gain the benefit of the enchantment. Additionally, when you make a Constitution saving throw to maintain Concentration on arcane weaponArtificer, magical weapon, elemental weapon, holy weapon, or vorpal weaponArtificer you have advantage on the roll.

9th Level Upgrades

Alter Time Infusion Prerequisite: 9th level Artificer

You learn a special infusion for manipulating the flow of time. When you use your Store Magic feature, rather than picking a spell you know, you can cast haste or slow. Unless you know these spells from another source, you can only cast these spells using the Store Magic feature.

Detonate Armament Prerequisite: Arcane Armament. 9th level Artificer

As a reaction to taking damage, you can end the effect of mage armor to cast thunder step without expending a spell slot. When you cast thunder step in this manner, it deals force damage instead of thunder damage.

Once you do this, you cannot use this ability again until the end of your next short or long rest.

Spell Trapping Ring. Prerequisite: 9th level Artificer

You set a powerful magic into a non-magical ring. You can use this ring to cast counterspell without expending a spell slot. When you cast counterspell in this way and it succeeds, the spell countered is stored in the ring. You can then cast the stored spell without expending a spell slot, but spell fades if it is not used before you complete a long rest.

Once you use this ring, you cannot use it again until you complete a long rest.

11th Level Upgrades

Enchanted Broom Prerequisite: 11th level Artificer

You can enchant a broom (or broom like object) into a Broom of Flying. You set the command word for the broom, and the Broom only obeys you.

Empower Weapon Prerequisite: 11th level Artificer

As a bonus action, you can infuse a weapon you touch with arcane power. The next time this weapon strikes a target before the start of your next turn, it deals an additional 2d4 force damage. When infusing the weapon you can expend a 1st level spell slot or higher spell slot to increase the damage be an additional 4d4 force damage.

Life Infusion Prerequisite: 11th level Artificer

You learn a potent magical infusion that suffuses a creature with life energy. You can cast regenerate without expending a spell slot. Once you cast this spell in this manner, you cannot use it again until you complete a long rest.

15th Level Upgrades

Advanced Object Animation Prerequisite: 15th level Artificer

When you cast the animate objects spell, your animated objects add +1 to their attack and damage rolls per object it counts as (tiny objects gain +1, huge objects gain +8).

Explosive Mine Prerequisite: Thunder Mine, 15th level Artificer

You learn the fireburst mine spell. When you set a magical trap using the Thunder Mine upgrade, you can set a fireburst mine instead.

Radiant Infusion Prerequisite: 15th level Artificer

You learn a special infusion for bestowing radiant energy. You learn the holy weapon spell.

Third Animated Weapon Prerequisite: 15th level Artificer

Your mastery of weapon animation expands to greater breadth of control. You can animate a third weapon with your Animate Weapon feature. When you make a spell attack with your animated weapons, you can attack with this weapon as well.

Changing & Replacing Infusions

An Infusionsmith learns upgrades permanently. If you feel you must change one, discuss with your DM appropriate methods and what would be involved to learn a new one. This may make an appropriate downtime activity, as you research a new method and forgo the old one.

You can remake any lost or destroyed infused item at the end of a long rest, with the original item losing any magical properties as the power is infused into a new item if it still exists.

Potionsmith

A potionsmith is an artificer who has pursued the secrets of alchemy. While many a village has an apothecary grinding odd herbs and roots into potent (or not so potent) concoctions, the careful process of mixing and brewing is just one way to achieve results. Through the use of the intricate secrets of the craft and direct infusions using magical rituals, a potionsmith can come up with explosive results in the blink of an eye... sometimes literally.

An potionsmith can be a scholar who has delved into of the knowledge the world has to offer or an explorer that has unlocked the secrets of the wilderness. Their knowledge could come from being friends of the fey, or from unfettered access to the royal library. As such, potionsmith's can be good or evil, lawful or chaotic.

Potionsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with Blowguns, Alchemist’s supplies and Herbalism kit.

Your knowledge of alchemy gives you a natural affinity for brewing potions. Creating a potion through normal crafting takes you only half the time and cost it would normally take.

Alchemists and Potions

Immediately on making an Potionsmith, one may think of the magic potions that exist in most D&D settings, from the simple Healing Potion to the legendary Potion of Storm Giant Strength, however, someone does not need to be an Potionsmith to make these, as crafting rules for them are open to all classes, and best outlined in Xanathar's Guide to Everything.

An alchemist with their proficiency will certainly have the edge in potion crafting, but these potions are not fundamental to the class.

Alchemical Reagents Pouch

At 1st level, you've acquired a pouch of useful basic reagents, much as a wizard might carry a component pouch. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that might require them. As long as you have this pouch on, you use the potionsmith's features. This pouch is considered as alchemy supplies for the purposes of crafting.

If you lose your reagent pouch, you can spend 50 gold pieces to reacquire the various stocks you need, or spend 1 full day gathering them from a natural environment without expense.

Instant Reactions

At 1st level, you know how to get instant reactions to occur without the niceties of grinding, simmering and brewing required for more refined concoctions.

Moreover, you know enough ways to do these that with just a few standards supplies, you can get these results out of a wide range of things you can gather in almost any locale and a pinch from your reagent pouch.

You know the following instant reactions.

Alchemical Fire. As an action you can produce a reaction causing a searing flame. At a point within 15 feet, you can a toss quick combination of reagents that will cause searing fire to flare up in a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 1d8 fire damage.

The damage damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Poisonous Gas. As an action you can produce a reaction causing noxious fumes. At a point within 15 feet, you can toss a quick combination of reagents that will cause a whiff of poisonous gas to erupt spreading to a radius of 5 feet. Creatures in that area have to make a Constitution saving throw against your Spell Save DC, or take 1d4 poison damage and become poisoned until the end of their next turn.

The damage damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Healing Draught. As a bonus action, you can produce a combination that will provide potent magical healing. Immediately after creating the draught, you or another creature can use their action to consume it or administer it to a creature within 5 feet. A creature who drinks this draught regains 1d8 health. A creature can benefit from a number of these healing draughts equal to their constitution modifier (minimum 1), after which they provide no additional benefit until they complete a long rest. A Healing Draught that is not consumed by start of your next turn loses its potency.

The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Alchemical Infusions

At 3rd level, you have found a way to skip most of the brewing process for alchemically creating potent magically effects by directly infusing the potion with your own magic. When you finish a short or long rest and have an empty vial on your person, you may choose one or more the following spells and use a spell slots to cast them.

Spell Level Infusion Spells
1st cure wounds, entangle, grease, heroism
2nd barkskin, shatter, lesser restoration, web
3rd blink, water breathing, stinking cloud, haste
4th stoneskin, confusion
5th cloudkill, skill empowerment

When you cast spells in this way, the spell does not take effect immediately, but is infused into the potion. If the spell grants an effect or restores health, the creature will gain the effect of the spell when the potion is consumed as an action.

If the spell has an area of effect, that area of effect takes place when the vial is broken, with the effect centered on where the vial breaks. As an action, you or another creature can either consume the vial, or throw it up to 30 feet where it shatters on impact.

If the spell has a persistent effect that requires concentration, it does not require concentration to maintain, but its duration is shortened to a number of rounds equal to your intelligence modifier.

A spell that does not require concentration lasts its normal duration. An infused potion loses its potency if it is not used by the end of your next long rest.

You can gain additional spells for your Alchemical Infusions through your Alchemist upgrades.

On Creativity and Catapults

While as per the feature, you can only throw the vial containing an Infused Potion 30 feet, the trigger merely specifies that the effect takes place where it breaks.

If you can find another way to deliver the vial, such as the catapult spell on the artificer spell list... or, well, an actual catapult, you can apply these methods as well.

Empowered Alchemy

Starting at 5th level, when you deal damage, grant temporary hit points, or restore health with an instant reaction or alchemical infusion, you can add your intelligence modifier to the damage dealt or health restored.

Infusion Expertise

Starting at 14th level, when you create an Alchemical Infusion at end the end of a short or long rest, the first alchemical infusion you create does not require a spell slot to infuse, and you can select an alchemical infusion that you would otherwise not have a spell slot of high enough level for when making this infusion.

Potionsmith Upgrades

Unrestricted Upgrades

Alchemical Acid. Instant Reaction.

As an action you can produce a reaction causing a caustic acid to form. At a creature within 15 feet, you can a toss quick combination of reagents that will cause a splatter of acid in a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 2d4 acid damage. Damage from this acid deals double damage against structures and objects.

The damage damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

This Upgrade counts as a new Instant Reaction, and all rules for Instant Reactions apply to it.

Adrenaline Serum.

You create a potent serum. As a bonus action on your turn, you can consume a dose of this serum. Consuming this Serum increases your Strength and Dexterity modifiers by your Intelligence modifier for a number of rounds equal to your Intelligence modifier. On the round that this wears off, your movement speed is zero and you cannot take any actions until the end of your turn. You can use this a number of times equal to your Constitution modifier (minimum 1) before you must take a short or long rest to be able to gain the effects from the serum again.

Auto Injector.

You create an automatic potion injector that you can wear. As an action, you can load a potion (either an infused potion or a normal potion) into this injector at any time. Subsequently while a potion is loaded into the injector, you can consume the potion using your reaction. Only one potion can be held in the injector at a time.

Delivery Mechanism.

You modify the stability of your reagents and develop a better delivery mechanism. You can target a point within 30 feet for your instant reactions (including ones gained from Upgrades, such Alchemical Acid or Explosive Reaction) that target a point. The additional precision allows you to better target the effects, allowing creatures of your choice within the target area to automatically pass a dexterity saving throw against your effects.

Explosive Reaction. Instant Reaction.

You formulate a new instant reaction, a devastating minor explosion. Targeting a point within 15 feet, as an action, you cause an explosion. Creatures within 10 feet of the target point must make a Constitution saving throw against your Spell Save DC, or take 1d10 thunder damage from the shockwave of the explosion.

The damage damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

This Upgrade counts as a new Instant Reaction, and all rules for Instant Reactions apply to it.

Fortifying Fumes Reaction. Instant Reaction.

You formulate a new instant reaction, a powerful fortifying stimulate. Targeting a point within 15 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes gain 1d4 temporary hit points, deal 1d4 additional damage on their next melee weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits fade at the end of your next turn.

The both the temporary hit points and damage bonus increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

This Upgrade counts as a new Instant Reaction, and all rules for Instant Reactions apply to it.

Frostbloom Reaction. Instant Reaction.

You formulate a new endothermic reaction, a devastating localized cold snap that creates an instant bloom of ice. Targeting a point within 15 feet, as an action, you cause an the area to erupt in frost.

The area within 5 feet of the target point becomes difficult terrain until the end of your next turn, and any creature in the area must make a Dexterity saving throw against your Spell Save DC, or be caught by the ice taking 1d6 cold damage; a creature entirely in the area of effect that fails also becomes restrained until the end of their next turn. They can use their action to make a Strength saving throw to break free of the ice early.

The damage damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

This Upgrade counts as a new Instant Reaction, and all rules for Instant Reactions apply to it.

Inoculations.

You gain resistance to poison damage.

Additionally, you and up to five allies of your choice are inoculated against the poisonous effects you can produce that require a constitution saving throw (such as the poisonous gas instant reaction or the cloudkill infusion), allowing them to automatically pass the saving throw.

Persistent Reactions.

Your reactions that effect a target area persist in that area until the start of your next turn. Creatures entering the effect or ending their turn there have to repeat the saving throw against the effect. You can choose to make a reaction not persist at the time of taking the action to cause it.

Poisoner's Proficiency.

You delve into the secrets of the darkest secrets of herblore, learning the potent secrets of poison. During a long rest, you can create one of the three following poisons.

  • Contact poison. You can apply this to a weapon or up to ten pieces of ammunition, lasting until the end of your next long rest. That weapon deals an additional 1d4 poison damage to targets it strikes.
  • Ingested poison. This a simple flavorless powder. If a creature consumes a full dose of this poison before the end of your next long rest, after one minute has passed they must make a Constitution saving throw with disadvantage against your spell save DC or take a number of d10 equal to your Artificer level in poison damage, and become poisoned until they complete a long rest.
  • Inhaled poison. This poison can be used to modify your poisonous gas reaction. Anytime before the end of your next long rest, you can use this dose of poison to make your poisonous gas instant reaction have a radius of 10 feet and deal twice as much damage on a failed save.

Secrets of Flight

You learn the secrets of infusing the ability escape the shackles of gravity into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells
1st feather fall
2nd levitate
3rd fly

Secrets of Fire.

You learn the secrets of infusing fire into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells
1st faerie fire
2nd dragon's breath
3rd fireball

Secrets of Frost.

You learn the secrets of infusing frost into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells
1st armor of agathys
2nd snilloc's snowball swarm
3rd ice storm
Secrets of...

Almost any set of three spells, a 1st level, 2nd level, and 3rd level spell of either short term buffs or area of effect damage spells is a valid combination of a Secrets of upgrade, so long as there is a thematic connection between the spells. Consult with your DM for other options if the spells you want aren't present here, but the spells should always be either short term buffs or area of effect damage spells, and should not be higher than 3rd level unless they are exceptionally weak for their level.

Weapon Coating.

You learn to how to coat a weapon or piece of ammunition with one of your instant reactions to take effect on hit. As a bonus action, you can apply your instant reaction to a melee weapon or piece of ammunition. Until the end of your turn, the next hit with that weapon or with a coated piece of ammunition will cause the effect of the instant reaction to the target. The creature automatically takes the damage or healing associated with the reaction, but makes a saving throw as normal against any additional effects.

The Implications

There is an Instant Reaction that restores health, rather than deals damage. This can be applied via weapon coating as well, though the weapon damage of the implement is not negated, perhaps your allies will forgive a blowgun dart coated in a healing draught... if you hit the attack.

5th Level Upgrades

Alchemical Homunculus Prerequisite: 5th level Artificer.

You learn the alchemical process for creating a homunculus minion. You can cast create homunculus without expending a spell slot or requiring material components beyond your alchemical reagents and blood (as described in the spell). Once you cast the spell using this feature, you cannot do so again until you complete a long rest. When you create a homunculus in this method, if it goes more than 100 * your Artificer level feet from you, it collapses back into an inanimate object until it is created using this feature once more.

In combat, a homunculus created this way acts on your initiative.

Design Notes: Create Homunculus

The spell create homunculus is a 6th level spell, but the power behind the spell is very specific - the ability to function as a second set of eyes and ears at a remote location - and that power curtailed in this implementation, and compares more closely to the find familiar spell with some pros and cons.

9th Level Upgrades

Aroma Therapies. Prerequisite: 9th level Artificer.

You expand your alchemical knowledge to be able to produce incense and simmering reagents that grant effects to those that inhale their fumes. If creatures spend a long rest inhaling fumes from a concoction you devise with this feature, creatures regain an extra 2d4 hit dice, recover from 1d4 levels of exhaustion and are cured of any non-magical diseases they are suffering from.

Greater Adrenaline Serum. Prerequisite: Adrenaline Serum. Prerequisite 9th level Artificer.

You upgrade your adrenaline shot to produce even more extreme and magical effects in the creature it effects. Your Adrenaline Serum now additionally grants you temporary hit points equal to twice your Artificer level when you consume it, and advantage on Strength (Athletics) checks as well as the effects of haste and heroism for its duration. These effects do not require concentration, but end when the serum ends.

Infusion Stone. Prerequisite: 9th level Artificer.

You use the secrets of Alchemy to create an Infusion Stone. You can use this stone in the process of infusing potions in place of a spell slot level less than or equal to the highest level spell slot you can cast.

You can use this stone to replace a spell slot for an infusion once. It regains this charge after you complete a long rest.

Mana Potion. Prerequisite: 9th level Artificer.

During a short rest, you can create a mana potion. A mana potion loses its potency if it is not consumed within 1 hour. As an action, a creature can consume a mana potion to restore a spell slot of its choice, up to third level.

Potent Reactions. Prerequisite: 9th level Artificer.

You refine your reactions increasing their potency. The die you roll to determine the damage or healing effect of your reactions is increased by one. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.

11th Level Upgrades

Empowered Homunculus Prerequisite: 11th level Artificer

As your expertize grows, you can create a true wonder of alchemy. Your Homunculus gains max health equal to twice your Artificer level, gains your Proficiency bonus in place of it own, and adds your Proficiency bonus to its armor class and saving throws. Additionally, it gains Proficiency in two skills of your choice that you are Proficient in.

Panacea Prerequisite: 11th level Artificer

When you create a Healing Draught, you can add more a more potent concoction. That Healing Draught heals the maximum value of the dice rolled when restoring health and has the effect of greater restoration. Once you make an improved Healing Draught like this, you cannot make one again until you complete a long rest.

15th Level Upgrades

Elixir of Life. Prerequisite: Philosopher's Stone.

You can brew a special potion using your Philosopher stone. Brewing this potion takes 8 hours and requires crushing a diamond worth at least 2,000 gold pieces. An Elixir of Life causes a creature that drinks it ceases to age for 4d4 years. A creature drinks this Elixer gains a death ward effect that lasts until triggered.

A more potent elixer can be created, adding an additional 1d4 years for regained for each diamond spent.

Philosopher's Stone. Prerequisite: 15th level Artificer.

You create a Philosopher's Stone allowing you recreate wonders of alchemy. So long as you have a supply of non-gold metal, you can create up five pounds of gold a day (250 gold pieces worth). Additionally, the Philosopher's Stone can be used in place of a Diamond costing 500gp or less as spell's Material Component, and is not consumed when used in such a way, but loses its powers for 24 hours.

Warsmith

A Warsmith is an Artificer that has turned their wondrous talent of invention to a singular goal: making themselves a juggernaut of war. The reasons behind this could be benevolent or nefarious. Some Warsmiths seek to turn their invention into a machine of death and terror; others become the arbiter of justice and order, and others still perhaps merely seek to refine their craft in pursuit of pure innovation.

Because few individuals would pursue such a wondrous invention without a driven purpose to their endeavour, Warsmiths tend to be Lawful, usually driven to their actions by a greater purpose they seek the power to accomplish, be it righting the wrongs of the world, or bringing it to heel beneath their ironshod boot.

Warsmith's Proficiency

At 1st level, you gain proficiency with heavy armor and smith's tools.

Warplate Gauntlet

At 1st level, when you take this specialization, you construct a Warplate Gauntlet. This is a specialized Wondrous Item that only you can attune to.

Warplate Gauntlet

Wondrous Item, Attunement (creator only).
Weight 2 lb.
While wearing this gauntlet, you have proficiency in Martial Weapons, unarmed strikes using this gauntlet deal 1d6 bludgeoning damage, and you can use the shocking grasp cantrip.

If you lose your Warplate gauntlet, you can remake it during a long rest with 25 gold worth of materials, or can scavenge for materials and forge it over two days of work (eight hours a day) without the material expense.

Warplate

At 3rd level, you've attained the Forging skill, arcane knowledge, and mastery of tinkering to create a set of Warplate from a standard, non-magical, set of heavy armor using resources you've gathered. This process takes 8 hours to complete, as well as a place to forge and incorporates your Warplate Gauntlet (they do not require separate attunement).

You can create a new set of Warplate by forging it from a set of Platemail, in a process takes 1000 gold pieces and eight hours.

You can create multiple sets of Warplate, but you can only be attuned to one of them at a given time, and you can only change which one you are attuned to during a long rest. If you create a new set of Warplate, you can apply a number of Upgrades equal to the value on the class table, applying each at the level you get it on the class table.

Design Note: Warplate & Magical Armor

By the rules laid out here, using magical armor as a base for you Warplate has no additional effect. This is intentionally the ruled-as-written rules, but there is certainly some flexibility here. Personally in my games, I allow it use magic armor as the base armor with the following considerations:

  • Using Admantite or Mithril, the properities carry over to the Warplate.
  • Using +1/+2/+3 armor carries over, but counts as taking a free "Armor Class" upgrade for each +1 the armor has, meaning that upgrade cannot be taken to make the armor +4 or better.
  • Armor of Resistance carries over, counting as taking "Resistance" upgrade for that damage type for free.

Other cases can be handled on a case by case basis. Consult with your DM and work something out that would be reasonable to combine making recieving magic armor a cool bonus, but not something that breaks the game!

Warplate

Wondrous Item, Plate Armor, Attunement (creator only).
Armor Class (AC) 18
Strength Requirement
Stealth Disadvantage
Weight 105 lb.

While wearing your Warplate your Strength score increases by 2, and your maximum Strength score increase by the same amount. Additionally, you count as one size larger when determining the weight you can push, drag, or lift.

A small creature wearing Warplate becomes a medium sized creature while wearing the Warplate.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

What Does Your Armor Look Like?

Nothing in this document specifies that visual appearance of your armor beyond that it is heavy armor, but it very likely does not look like a standard set of platemail. Consider what the visual differences are - are you enhancements more mechanical in nature or more magical in nature? Does it have geared joints, glowing runes, or both?

Consider how your setting might react to someone standing around in such armor. In all but the highest magical settings, such a set of armor is likely to attract some curiosity or concern... or at very least some notoriety.

Fully Customized Gear

Starting at 14th level, you've mastered the customization of your Warplate. You can immediately select two additional upgrades that do not count against your class upgrade total for your Warplate.

Additionally, during a long rest, you can now swap out any one upgrade for any other upgrade of the same level requirements, so long as you don't have an upgrade that requires the upgrade you are removing as a prerequisite, or an incompatible upgrade.

Warplate Upgrades

Unrestricted Upgrades

Accelerated Movement

You reduce the weight of your Warplate’s bulk and increase the power to its joints. The Warplates weight is reduced by 15 lbs. While wearing your Warplate your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor. You can apply this upgrade up to 2 times.

Armor Class

You reinforce the structure and materials that make up your Warplate. Your Warplate's Armor Class (AC) increases by 1.

You can apply this upgrade up to 3 times.

Darkvision Visor

While wearing your Warplate, you have darkvision to a range of 60 feet. If you already have darkvision, this upgrade increases its range by 60 feet.

Energy Surge

You upgrade your Warplate gauntlet to support delivering an energy surge. Once per turn, you can empower your next shocking grasp or Force Blast you hit an enemy with during that turn deals an additional 1d8 lightning damage and knocks a Large or smaller target 10 feet directly away from you.

You can do this a number of times equal to your Intelligence modifier, regaining all uses on a long rest.

Force Blast.

You upgrade your Warplate gauntlet to allow you to make a ranged spell attack. The weapon fires blasts of arcane energy which deal 1d8 + your Intelligence modifier Force damage. The range it has a range of 30 feet.

You are proficient in this weapon. When you take the attack action, you can use this ranged spell attack in place of any attack made. At level 5, this spell attack gains a +1 to attack and damage rolls; this increases to a +2 at level 14.

Grappling Reel

Your Warplate gains an integrated grappling reel set into your gauntlet. As 1 attack or 1 action, you may target a surface, object or creature within 30 feet. If the target is Large or Smaller, you can make a Grapple check to pull it to you and Grapple it on success. Alternatively, if the target is Large or larger, you can choose to be pulled to it, this does not grapple it.

Mechsuit. Incompatible with Piloted Golem and Sealed Suit upgrades.

You rebuild your Warplate to remove the heavy plating. You can retain all benefits and upgrades of the Warplate, but now serves only as Medium armor, providing an Armor Class of 15 + Dexterity modifier (maximum 2), and its weight is reduced to 40 lbs. It no longer causes disadvantage on stealth checks.

Power Fist.

You upgrade your Warplate gauntlet to reflect a commitment to using it to punch things, with increased reinforcement and weight, and better arm support from your suit. Your Warplate gauntlet's is upgraded to a magical weapon you have proficiency with dealing 1d8 bludgeoning damage and gains the Light and Special properties. At level 5, this magic weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14.

Special: When you make an attack roll, you can choose to forgo adding your Proficiency modifier to the attack roll. If the attack hits, you can add double your Proficiency modifier to the damage roll.

You can apply this upgrade again to upgrade to gain another augmented gauntlet weapon.

Resistance

You tune your Warplate against certain forms of damage. Choose acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. While wearing your Warplate you have resistance to that type of damage. If you apply this upgrade more than once you must choose a different damage type.

Sentient Armor

You install an artificial personality into your Warplate, making it a sentient item. This sentience assists you in many ways. The bonus your Warplate grants to your Intelligence score and maximum Intelligence score increases by 1 while wearing this armor. You can apply this upgrade up to 2 times.

Additionally, when this is fully upgraded, you cannot be surprised while wearing your Warplate.

Level 5 Upgrades

Active Camouflage. Prerequisite: 5th level.

As an action, you can activate active camouflage causing your suit to automatically blend into its surroundings. This lasts until deactivated. While this is active, you are considered lightly obscured, and can hide from a creature even when they have a clear line of sight to you. Wisdom (Perception) checks to find you that rely on vision are made with disadvantage.

Cloaking Device Prerequisite: Active Camouflage.

You install an Arcane Cloaking device on your Warplate.

This device has 4 Charges. You can expend 1 or more charges to cast one of the following spells using its action: Invisibility (2 charges), Greater Invisibility (4 charges).

It regains all charges when you complete a long rest.

Collapsible. Prerequisite: 5th level. Incompatible with Piloted Golem

Your Warplate can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

Powered Limbs Prerequisite: 5th level.

You upgrade your armor's frame and limbs. The bonus your Warplate grants to your Strength score and your maximum Strength score increases by 1 while wearing this armor. You can apply this upgrade up to 2 times.

Sealed Suit. Prerequisite: 5th level.

As a bonus action on your turn you can environmentally seal your Warplate, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions).

Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

In addition to the above, you are also considered adapted to cold and hot climates while wearing your armor, and you’re also acclimated to high altitude while wearing your armor.

Level 9 Upgrades

Flame Projector. Prerequisite: 9th level. Incompatible with other projectors.

You integrate a magical projector into your armor that has 6 Charges.

You can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).

It regains all charges when you complete a long rest.

Lightning Projector. Prerequisite: 9th level. Incompatible with other projectors.

You integrate a magical projector into your armor that has 6 Charges. You can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: thunderwave (1 charge), lightning bolt (3 charges), or storm sphere (4 charges).

It regains all charges on a long rest.

Piloted Golem. Prerequisite: Fully upgraded Powered Limbs. Incompatible with Collapsible.

You enlarge your Warplate, turning it into a piloted mechanical golem. Your size category when wearing the armor increases by one, and you have advantage on Strength checks and Strength saving throws.

Large Creatures & Large Weapons

Large weapons are not defined in the Player's Handbook for 5e, so what a Large weapon will be (if anything) is up to your DM.

The Dungeon Master's Guide provides guidance for doubling a Large weapon's damage dice on page 278 when discussing monster's weapons, but other DMs opt for a more modest increase akin to the spell enlarge of just having large weapons deal 1d4 additional damage.

Level 11 Upgrades

Arcane Visor Prerequisite: 11th level. Prerequisite: Darkvision Visor

You add a heavily enchanted visor to your Warplate that augments your vision. The Visor has 6 Charges.

Once it is integrated into your armor, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: see invisibility (2 charges) or true seeing (4 charges).

It regains all charges when you complete a long rest.

Ether Reactor Prerequisite: 11th level Artificer

You enhance your arcane power source of your armor, upgrading the amount power you can draw from it. If you have the Force Blast Upgrade, its range becomes 40 feet, and if you have the Energy Surge Upgrade, its damage bonus increases to 2d8, and it gains unlimited uses (though still once per turn).

Additionally, you can draw directly from this source to fuel your magic at great cost to your armor's functionality. If you have no spell slots at a level available or no charges for an Artificer upgrade that can cast spells, you can use your Ether Reactor to cast the spell, but your speed while wearing the armor becomes zero for a number of rounds equal to the level of spell you cast.

Once you do this, you cannot do this again until you complete a long rest.

Flash Freeze Capacitor Prerequisite: 11th level. Incompatible with other capacitors.

You install a capacitor that builds an icy chill until it unleashed in a deadly burst. As an action, you can unleash it, casting cone of cold, and the area affected freezes, becoming difficult terrain until the start of your next turn.

Once you use this ability, you cannot use it again until you complete a long rest.

Flight Prerequisite: 11th level. Incompatible with Piloted Golem.

You integrate a magical propulsion system into your Warplate. While wearing your Warplate you have a Magical flying speed of 30 feet.

Integrated Attack. Prerequisite: 11th level.

You integrate a melee weapon into your Warplate. When you apply this upgrade you must have a weapon to integrate, and you must choose where on your armor the weapon is located. The weapon cannot have the Heavy property. You are proficient with this weapon. As a bonus action you can activate the weapon.

You must treat it as though you are wielding it with one hand, but you cannot be disarmed of it. Once activated, you can use this weapon when you take the attack action, and it does not require the use of a hand or your Warplate gauntlet. You can apply this upgrade multiple times, selecting a new weapon and new location on your armor to install it.

When you activate your Integrated weapon, you can immediately make one attack with it. While it is active, you can make an attack with it using your bonus action.

Power Slam Capacitor. Prerequisite: 11th level. Incompatible with other capacitors.

You install a capacitor that builds up destructive energy. As an Action, you can leap a distance up to your movement speed, casting destructive wave upon landing.

Once you use this ability, you can not use it again until you complete a long rest.

Relocation Matrix Prerequisite: 11th level.

You install an arcane transmutation matrix that you can use to convert your magical power into dimensional warp. As an action, you can cast dimension door without expending a spell slot. Once you use this ability, you can not use it again until you complete a long rest.

Level 15 Upgrades

Reactive Plating Prerequisite: 15th level.

You install special heavy plating, giving you resistance to bludgeoning, piercing, and slashing damage from non-magical sources while wearing your Warplate. In addition, you can use your reaction when hit by an attack to reduce the damage of that attack by an amount equal to your proficiency bonus.

Recall. Prerequisite: 15th level.

When not being worn you can hide your Warplate in a pocket dimension. As an action on your turn you can magically summon the armor and don it. You can use a bonus action to return the armor to the pocket dimension.

While in the pocket dimension the armor cannot be affected by other abilities and cannot be interacted with in any way.

Sun Cannon. Prerequisite: 15th level Artificer.

You install a sun cannon into your Warplate, allowing you to unleash devastating solar laser blasts. As an action, you can cast sunbeam without expending a spell slot.

Once you use this ability, you can not use it again until you complete a long rest.

Virtual Wizard Prerequisite: 15th level. Prerequisite: Fully upgraded Sentient Armor. While wearing your Warplate, your Warplates built-in intelligence assists your spell casting. Your spell save DC and spell attack bonus are each increased by 2.

Warsmith Variant: Self-Forged

An alternative approach for the Warsmith that your DM may allow you to take is the Self-Forged. While a traditional Warsmith is a creature wearing Warplate, these upgrades can be integrated... more directly.

A Self-Forged can use the full Warsmith rules with the following changes.

  • Your Warplate Gauntlet and your Warplate are integrated into your body.
  • You cannot unequip or stow your Warplate.
  • The upgrades "Piloted Golem," "Collapsible" and "Recall" are not available.
  • You do not incur any recovery penalties from resting in your Warplate.

Wandsmith

A wandsmith is an Artificer who has mastered a technique, more than a singular invention: the technique of quickly forging powerful Wands.

A wandsmith is a dangerous opponent, quick on their feet and quicker with a magic spell from one of their wands. A wandsmith is a constant balance of extensive preparation, lightning reflexes, and fast thinking.

A Wandsmith can come from any walk of life, a scholar of magic or an outlaw taking arcane shortcuts for potent results.

Wandsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with woodcrafter's tools and jeweler's tools.

Additionally, when using wondrous item Wand that rolls a d20 when the last charge is consumed, rolling a 1 on that roll will no longer result in that wand being destroyed.

Blasting Rod

At 1st level, you've mastered the arcane secrets and fine craftsmanship to forge a wand. The first wand you create is your Blasting Rod.

When you craft your Blasting Rod, select one Evocation Cantrip from the Wizard spell list that does not require concentration. Thereafter, as an action, you can use the Blasting rod to cast that cantrip. Once per turn, when you deal damage to a creature or object with your Blasting Rod or with a spell using a charge of a Wand, you can add your Intelligence modifier to damage dealt to that target.

Starting at 5th level, you can add +1 to spell attack rolls or spell save DCs for spells cast by your Blasting Rod. This bonus increases to +2 at 14th level.

Blasting Rod

Wondrous Item, Attunement.

As an action, you can use this wand to cast a Evocation Cantrip (selected from the Wizard spell list).

You can only have a single blasting rod at a time. If your rod is lost or destroyed, you can make a new one during a long rest with 10 gold pieces of materials and 2 hours of work.

You can use your Blasting Rod as an arcane focus for Artificer spells.

Spellmanual

At 3rd level, you have a Spellmanual containing three 1st-level wizard evocation Spells of your choice. Your Spellmanual is the repository of any non-Artificer spell you know.

You cannot prepare these spells and these spells do not count against your spells known, but when you level up, you can choose to take one the spells from your Spellmanaul as a spell known replacing a choice from the Artificer spell list, at which point you can cast it as normal. You can choose to scribe any Artificer spell you can cast into the Spellmanual.

The Wands you craft from your Specialization Upgrade select spells from this Spellmanual. You can remake any Wand you create with an Upgrade with 10 gold pieces of materials during a long rest if you have lost a wand, but the old wand (wherever it is), loses all magical properties when you do so.

If you would like to select a different spell from your Spellmanual for one of your wands, you can discard a wand or rod of the appropriate level and forge a new wand or rod in a process that takes 200 gold pieces of materials for research and crafting, as well as eight working hours, at the end of which you have a wand or rod for a different spell for that upgrade slot.

Learning Spells of 1st Level and Higher

Each time you gain a artificer level, you can add one wizard Spell of your choice to your Spellmanual for free. Each of these spells must be of a level for which you have Spell Slots, as shown on the Artificer table.

On your adventures, you might find other Spells that you can add to your Spellmanual. For each level of the spell, the process takes 2 hours and costs 50 gold pieces.

Wands Akimbo

Starting at 5th level, when you use your action to cast a spell using charges of a wand (any wand), if you are holding your Blasting Rod in your other hand, you can cast the Blasting Rod's cantrip with it as bonus action, picking either the same target or a different target.

Additionally, you can draw or stow two wands or rods when you would normally be able to draw or stow only one.

Masterwork Wands

Starting at 14th level, if you use a magical wand from an Upgrade to cast a concentration spell, as long as you continue to hold the wand you have advantage on checks to maintain concentration on that spell.

Additionally, when you create a wand with and Upgrade that causes spell damage of fire, cold, acid, thunder, or lightning damage, you can choose a different damage type from those types for the spell when cast by that Wand.

Spells you cast with a wand you crafted or created through an Upgrade gain +1 to any spell attack roll or spell save DC.

Wandsmith Upgrades

Magical Wand.

You create a new Wand that you can infuse with a Spell of 1st level or higher that you have recorded in your Spellmanual. This wand does not require attunement, but can only be used by you. The Spell must be of a level that you can cast. This wand has three charges.

As an action, you can expend a charge to cast the selected spell at its base level. The wand regains all charges at the end of a long rest.

You can select this upgrade multiple times, selecting a different spell each time you take this upgrade.

Magical Rod. Prerequisite: Artificer level 11.

You create a new Rod that you can infuse with a spell of 5th level or higher you have recorded in your Spellmanual. This rod does not require attunement, but can only be used by you. The Spell level must be equal to half or less of your Artificer level (as of when you would get this upgrade), rounded down. This rod has one charge. As an action, you can expend the charge to cast the selected spell at its base level. The rod regains all charges at the end of a long rest.

You can select this upgrade multiple times, selecting a different spell each time you take this upgrade.

How to get high level spells?

Astute players will note that you can only add spells of a level you can cast through leveling to your Spell Manual, but you cannot cast a 5th level spell until higher level than Magical Rod upgrade becomes available. Spells for Magical Rods will primarily have to be found in the wild, in the form of scrolls, and copied into your Spellmanual that way.

Artificer Spell List

1st Level
  • Alarm
  • Arcane Ablation Artificer
  • Arcane Weapon Artificer
  • Bond Item Artificer
  • Catapult
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Fall Artificer
  • False Life
  • Feather Fall
  • Grease
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Sanctuary
  • Snare
  • Unburden Artificer
  • Unseen Servant
  • Tenser’s Floating Disk
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Cloud of Daggers
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Heat Metal
  • Hold Person
  • Imbue Luck Artificer
  • Invisibility
  • Knock
  • Lightning Charged Artificer
  • Locate Object
  • Magic Weapon
  • Magic Mouth
  • Protection from Poison
  • See Invisibility
  • Spider Climb
  • Thunderburst Mine Artificer
3rd Level
  • Dispel Magic
  • Dispel Construct Artificer
  • Elemental Weapon
  • Feign Death
  • Flame Arrows
  • Fireburst Mine Artificer
  • Gaseous Form
  • Glyph of Warding
  • Life Transference
  • Lightning Arrow
  • Magic Circle
  • Nondetection
  • Protection from Energy
  • Sending
  • Tiny Servant
  • Wall of Sand
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Arcane Eye
  • Death Ward
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Leomund’s Secret Chest
  • Otiluke’s Resilient Sphere
  • Repair Artificer
  • Stone Shape
  • Stoneskin
  • Sickening Radiance
5th Level
  • Animate Objects
  • Creation
  • Hold Monster
  • Legend Lore
  • Mislead
  • Passwall
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Vorpal Weapon Artificer
  • Wall of Stone

Custom Spells

Spells tagged "Artificer" can be found in Appendix A, Artificer Spells. Spells marked "ExpandedToolbox" are new spells and can be found in the Expanded Toolbox.

Appendix A: Artificer Spells

1st Level Spells

Arcane Ablation

1st-level Transmutation Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: 1 hour.

You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this the imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creatures next turn it will gain 3 temporary hit points. This repeats when those temporary hit points are exhausted as the previous total minus one, until no temporary hit points would be gained and the spell ends.

At Higher Levels: The initial temporary hit points increases by 1 for each slot level above 1st.

Arcane Weapon

1st-level Transmutation Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: Concentration, Up to 1 hour.

You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon, any damage dealt by it is Force damage.

Bond Item

1st-level Conjuration Spell


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V,S
  • Duration: 8 hours.

You touch a item weighing no more than 100 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action.

If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw, and if they succeed, the spell fails. They make this save with Advantage if they have had possession of the item for more than 1 minute.

Fall

1st-level Transmutation Spell


  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 action.
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.

If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.

Public Service Warning.

This spell has killed more young Wizards than goblins, blood magic, and polymorph pranks combined. It is recommended to only be used with extreme caution by trained professionals.

Unburden

1st-level Transmutation Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: 1 hour.

A creature you touch no longer suffers the penalties to movement speed or to their Dexterity (Stealth) check while wearing heavy armor, and is no long encumbered from carry weight unless they are carrying more than twice the weight that would encumber them.

2nd Level Spells

Imbue Luck

2nd-level Abjuration Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: 1 hour.

You touch a weapon and worn item and imbue luck into it. If imbued on a weapon, for the duration, on an attack roll, the wielder can roll an additional d20 (they can choose to this after they roll, but before the outcome is determined). The creature can choose which of the d20s is used for the attack roll.

If imbued into a worn item, they can roll a d20 when attacked, then choose whether the attack uses the attacker's roll or theirs.

With either use, the spell immediately ends upon rolling the extra d20.

Lightning Charged

2nd-level Evocation Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S,M (a piece of once used lightning rod)
  • Duration: 10 minutes.

You channel lightning energy into a creature. The energy is harmless to the creature, but escapes the creature with dangerous bursts to other creatures.

Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d6 Lightning damage to that creature.

Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends.

Thunderburst Mine

2nd-level Abjuration Spell


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V,S,M
  • Duration: 8 hours.

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, Each creature in a 10-foot-radius Sphere centered on item must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results it in detonating unless the Artificer that set it disarms it with an action.

3rd Level Spells

Dispel Construct

3rd-level Abjuration Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Instantaneous

You can attempt to purge the magic animating a construct within range, rendering it inert. The target must succeed on a Constitution saving throw, or be reduced to zero hit points. If the target has more than 100 hit points remaining, it makes this roll with advantage.

Fireburst Mine

3rd-level Abjuration Spell


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V,S,M
  • Duration: 8 hours.

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, Each creature in a 20-foot-radius Sphere centered on item must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one fireburst mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results it in detonating unless the Artificer that set it disarms it with an action.

4th Level Spells

Repair

4th-level Transmutation Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: Instantaneous

You touch a construct or inanimate object, causing it regain 10d6 hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it when before losing those hit points.

If the construct or object damaged state is the result of age, you can instead repair to the condition it was in 10d6 years ago, if it was previously in a better condition during that time (the condition can only improve or not change).

At Higher Levels: The hit points restored increases by 2d6 (or the years restored) for each slot above 4th.

5th Level Spells

Vorpal Weapon

5st-level Transmutation Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: Concentration, Up to 1 hour.

Until the spell ends, a weapon touch becomes indescribably sharp, ignoring resistance to slashing damage, and gains the Siege property, dealing double damage to inanimate objects such as structures. The weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.

Additionally, if a critical strike of this weapon would leave a creature with less than 50 hitpoints, the target creature is killed.

Appendix B: Creating Your Artificer

Building Your Artificer (Fluff!)

While all the mechanically steps of building your Artificer are included in the primary document, Xanthaur's Guide to Everything introduced certain tables for further flavoring the creation of each class. While these have no mechanical impact, they are optional ways to inspire the roleplaying and backstory to your character.

First Invention

The ultimate subject of your Artificing area of expertise is expressed with your subclass, but most Artificers had their first spark of eccentric brilliance in something somewhat more modest... or at least a good bit less useful. Regardless of its utility, many Artificers will remember fondly the first time they mocked the laws of possibility by creating something that defied conventional rationality and shocked their peers.

Perhaps you still carry it around, or you've left it behind, or you've lost it and check every pawn shop and black market to see if it will turn back up.

     d6      Invention
1 A pocketwatch that not only worked, but made your hair change color slightly every hour on the hour. The secondary functionality was intentional. You swear.
2 A mechanical cat that actually worked, and came to life. Unfortunately it acts like a cat.
3 A crossbow that fired four bolts at once in a lethal barrage. Unfortunately usually not at anything you were aiming at.
4 A mechanical head imbued with divination magic to serve as an oracle, unfortunately it was a little too authentic and answers only in indecipherable riddles.
5 A potion that was supposed to disguise your identity... unfortunately it ended up being perfect. You may still trying being able to figure out how to undo that one and return to your original appearance.
6 A working astrolabe of astonishing precision and craftsmanship.

Methodology

One of the things that defines any Artificer is why they do what they do. No matter how peculiar their path was, no one ends up an Artificer on accident. More than just how they define their relationship with their work, frequently an Artificer's methodology defines their relationship with the world... and just as often the world's relationship with them.

How do you decide what to work on, and how to do work on it once you've decided?

While it is often advisable to spend some time thing about this subject, below are some ideas that may start you down your path... or if you really want to leave it in the hands of fate, you can simply roll on the table:

     d6      Methodology
1 Devotion. You dedicate your successes and failures to Gond, so you follow your intuition as he provides it.
2 Random chance. You meddle with the very laws of magic, no one can predict exactly what will work. You throw ideas at the wall into something sticks... maybe literally.
3 Improvisation. You start with a plan, and finish with a plan, but never the same one.
4 Confirm and verify. When something works, you immediately take it apart just to see if you can recreate it reliably.
5 Curiosity. You put things together in ways that shouldn't work just to see if they do.
6 Perfectionism. You work carefully, planning each step extensively on paper to ensure that you get it right the first time.

Quirks

Artificers tend to be an eccentric lot, and you should consider in some ways if your characters various drives bubble to the surface in ways that may make them seem somewhat strange. Here are some potential Quirks for an Artificer, feel free to roll on the following table, pick one or two that seems interesting, or make your own! These are just to help you consider the flavor your Artificer might have.

     d6      Quirk
1 You tend to lose track of things that not your work. Pretty much as soon as they stop talking to you.
2 Your solutions to problems make most people prefer the problem.
3 You are convinced that if all parties behave rationally, there is always an equitable solution to any problem.
4 You will go great lengths to get your hand on ancient relics of past civilizations. For museum, of course. Eventually.
5 You fear what your inventions could do to the world, so lie about how they work. The lies usually make more sense to people than the truth would anyway.
6 You believe in having the right tool for the job. As you don't know what the job is, better to just have all the tools.

Additional Notes

Multiclassing

Should you want to multiclass into Artificer, the prerequisites and proficiencies are listed below:

  • Prerequisite: 13 Intelligence.
  • Proficiencies gained: Arcana skill, light armor.

For the purpose of multiclassing and spell slots, add half your Artificer levels rounded down when calculating your Spell Slots on the multiclassing spells slots table (like Paladin or Ranger). .

Art Credits

Artificer as a class was created by Wizards of the Coast.

All images are randomly taken from the internet:

  • Class image credit: theDURRRRIAN on deviantart.
  • Magic Cube Thing credit: Wizards of the Coast.
  • Belt potion thing credit: Wizards of the Coast.
  • Library image: Wizards of the Coast.
  • Workshop image: Wizards of the Coast.
  • Potionsmith image credit: Pathfinder Alchemist.
  • Cannonsmith image credit: Privateer Press.
  • Gadgetsmith Image - Maximize Velocity - Magic the Gathering - Wizards of the Coast
  • Gadgetsmith image credit: Wizards of the Coast.
  • Subclass image credit: Paizo.
  • 2nd Infusionsmith image credit: Paizo
  • Golemsmith Subclass Image: Wizards of the Coast.
  • Warsmith Subclass Image (Fantasy Iron Man): theDURRIAN (Artstation).
  • Self Forged Image (Cyborg): theDURRIAN (Artstation).
  • Wandsmith image credit Wizards of the Coast.

Supported By

Creation is made possible by generous patrons:

  • Andrew Hoertt
  • Allin Knight
  • Ara Enzeru
  • Austin Fox
  • Christoph Haaß (Rune)
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  • Garion Pankievich
  • GMBinder
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  • James Sant
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  • Lawrence Eger
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  • Seth Lang
  • Spenser Birney
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...and many more!

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Thank you!

Change Log

1.5.1 Changes

1.5.2 Chances

1.6.1 Changes

1.6.2 Changes

1.7 Changes

  • All Expanded Toolbox spells moved to the main document as they have been extensively playtested.
  • Ordered all upgrades by their level restriction in tiers of unrestricted, 5th, 9th, 11th, and 15th. Organized all upgrade restrictions to one of those levels.
  • Magic Item analysis spells no longer require material components.
  • Lots of spelling and grammar clarifications/fixes.
  • Added more notations/design notes, including my guidance on if Warplate can be made out of magical armor (RAW, no, but I personally allow it the rules for how I allow it).
  • Note on how you want to fluff your Artificer's magic

Cannonsmith

  • Expanded Magazine removed; autoloading magazine now has 5th level preqrequisite and does not require expanded magazine.
  • Taking the Silencer upgrade now allows you to cast silence. This is mostly added to help people understand that it's well, magical. Obviously dampening the sound of Thunder damage is a ridiculous notion on the face of it, the upgrade exists to make the weapon more viable for more playstyles.
  • Added Stabilization and Blast Radius to the 11th level upgrade slot.

Gadgetsmith

  • Gravity Switch moved back to main document now that it has proper rules via fall spell.
  • Added Autonomous Crossbow
  • Lightning Generator now allows you to add your Intelligence modifier to lightning damage dealt on your turn.

Golemsmith

  • Added Shielding Bond from Expanded Toolbox as 5th level upgrade.
  • Intelligence and Wisdom granted by Mark of Life increased to 10.

Infusionsmith

  • For Animated Weapons, the range was increased to 40 feet, while the ranged of Heavy Weapons was reduced to 20 feet and the range of Light weapons was increased to 60 feet. This makes the choice of what kind of weapon to use somewhat more interesting, and provides benefits for using lighter weapons.
  • You can now switch your animated weapon with a 10 minute ritual during the day.

Potionsmith

  • Added Alchemical Homunculus upgrade.
  • Added Empowered Homunculus.
  • Healing Draught's decay at the start of your next turn, rather than the end of your turn. This allows allies to use their action to drink them if they are passed off with an object interaction. They still require a bonus action to create, so it you still would not be able to create more than one, and the overall action economy cost is unchanged.
  • Infusion Expertize slightly buffed to be a short or long rest (instead of only short). Many people were playing this way anyway.
  • The Philosopher's Stone can be used to replace a Diamond of 500gp or less as a spell material component, and is not consumed when used in such a way.

Warsmith

  • Mechplate renamed to Warplate - this is just a cosmetic change. Your Warplate can still be Mechplate, but the term seemed to trouble some people, and was never intended to indicate the nature of special plate, just to differentiate it from normal plate armor. How mechancial vs magical your Artificer is is enntirely up to the player and DM about what fits their setting.
  • Added Ether Reactor from the Expanded Toolbox as an 11th level upgrade.
 

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