A gnome sits hunched over a workbench,
pushing her self-made eyes of minute
seeing further up the bridge of her
nose. She tightens a cog, then affixes
the contraption to the chassis of a
strange mechanical man, its magical
engine whirring softly.
A dwarf in dark clothing steadies a long, metal pipe-
and-trigger contraption, and looks through a crystal
lens mounted atop. He views a distant tower ahead,
and then sights a single bandit lookout in front. The
dwarf grins — the bandit will feel the bite of the
bullet before he hears the thunder of the gun.
An old, bearded half-orc swirls a sickly green poison
in its vial, then dips his darts into the mixture. His
excitement mounts, ready to test his newly brewed concoction on any unsuspecting victim. It will be quite an interesting day — even he isn't exactly sure what this potion will do...
Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decrypted and controlled through a habit of thorough study. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.
Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches.
Some artificers are alchemists, using their knowledge of the natural world to create potions and draughts to aid them on their adventures. Other artificers are leadsmiths, students of warfare who craft deadly firearms that they augment with
magic. Others still are machinists, crafting
clockwork servants who carryout their
needs and fight with them on the
battlefield. Alchemy, machinery, and
leadsmithing are the three most
common areas of study for artificers.
All artificers are united by their
curiosity and inventive nature. To an
artificer, magic is an evolving art
with a leading edge of discovery and
mastery that pushes further ahead with
each passing year. Artificers value novelty
and discovery. This penchant pushes
them to seek a life of adventure. A hidden
ruin might hold a forgotten magic item or
a beautifully crafted mirror perfect for
magical enhancement. Artificers win
respect and renown among their
kind by uncovering new lore or
inventing new secrets of creation.
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.
Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.
Creating an Artificer
When creating an artificer character, think about your character's background and drive for adventure. Does the character have a rival? What is the character's relationship with their mentor? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs to which you might have ties.
- The Player's Handbook — PHB
- Dungeon Master's Guide — DMG
- Xanathar's Guide to Everything — XGtE
Table of Contents
— Spell Slots —
|1st||+2||—||Portable Forge, Magical Analysis||—||—||—||—||—|
|2nd||+2||—||Wondrous Invention, Spellcasting||2||—||—||—||—|
|3rd||+2||—||Artificer Specialization, Tool Expertise||3||—||—||—||—|
|4th||+2||—||Ability Score Improvement||3||—||—||—||—|
|5th||+3||2||Infuse Magic, Magic Crafting, Specialization feature||4||2||—||—||—|
|6th||+3||2||Artificer's Affinity, Wondrous Invention||4||2||—||—||—|
|7th||+3||3||Superior Attunement, Specialitization feature||4||3||—||—||—|
|8th||+3||3||Ability Score Improvement||4||3||—||—||—|
|10th||+4||4||Animated Servant, Specialization feature||4||3||2||—||—|
|12th||+4||5||Ability Score Improvement||4||3||3||—||—|
|16th||+5||6||Ability Score Improvement||4||3||3||2||—|
|19th||+6||8||Ability Score Improvement||4||3||3||3||2|
|20th||+6||8||Wondrous Invention, Soul of Artifice||4||3||3||3||2|
You can make an artificer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity and Constitution. Second, choose the guild artisan or sage background.
As an artificer, you have the following class features.
Hit Dice: 1d8
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
Armor: Light armor
Weapons: Clubs, daggers, light hammers, quarterstaffs,
light crossbows, darts, slings, blowguns, hand crossbows
Tools: Tinker's Tools, plus one artisan's tool of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Investigation,
Medicine, Nature, Perception, and Sleight of Hand
You start with the
following equipment, in
addition to the equipment
granted by your background:
- (a) a light hammer or (b) any simple weapon
- (a) a light crossbow and 20 bolts, or (b) 20 darts
- (a) a scholar's pack or (b) a dungeoneer's pack
- Any two tools of your choice
- Leather armor, a component pouch, and a dagger
Part of the reason that you have become an artificer is because you are a prodigy with craft; you've learned how to construct items on-the-go. At 1st level, you can craft non-magical items twice as quickly during downtime, and can use rests during an adventure to make progress toward an item.
To craft an item while adventuring, you can spend one short rest per day to make 10 gp of progress towards an item. You will not benefit from a short rest (using Hit Dice, etc.) when you use this feature, and other individuals can't help you make progress toward an item during this rest.
In addition, you are able to tinker with your latest work during brief moments. At the end of a long rest, you make
10 gp of progress towards an item. You do not make this progress during downtime.
This feature assumes the adoption of the rules specified in the section Crafting an Item in XGtE (p.128), which is also found in Appendix B: Crafting Rules. However, your DM may have different rules for crafting non-magical items in your campaign. Discuss crafting for your game with your DM to amend this feature as appropriate to your campaign.
Starting at 1st level, you know the cantrip mending.
Also 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, but you can only cast them as rituals. You don’t need to provide a material component when casting identify with this feature.
In addition, when you perform an identify ritual with a magical item equal to or less than your level of crafting, you may also attempt to learn the formula included in the making of the item. Upon finishing the identify ritual, make an Intelligence (Arcana) check; the DC is 15 for a common magical item, and increases by 2 for every increase in rarity.
On a success, you learn the formula (including components and spells) required for crafting that sort of item. If the check fails, you may perform the ritual again and make another Intelligence (Arcana) check after a long rest.
At 2nd level, you gain the use of a magic item that you have crafted. Crafting an item is a difficult task. Whenever you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design.
This unique item is able to mimic the effects of a spell. Choose a 1st-level spell from the Wizard spell list. If the spell requires a material component with a gold cost, you must provide that component when you complete work on the item, and the component becomes a part of the item. If the spell consumes its material components, you must also provide those components every time you use it.
The item can look however you like, as long as its form is appropriate for the effects of the spell. If the spell conjures a creature, the creature is considered a construct.
You can cast the spell from the item once per long rest. Only you can use the item in this way.
You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another invention when you reach certain levels in this class, and the invention can mimic any spell from the Wizard spell list of a level for which you have spell slots. Once an invention is created, its spell can't be changed.
If one of your Wondrous Inventions is lost or destroyed, you can build a duplicate at the end of a long rest.
As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited, primarily concerned with modifying creatures and objects.
At 2nd level, you gain a tome, called a codex, containing four 1st-level spells of your choice.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast. To do so, choose a number of artificer spells from your codex equal to your Intelligence modifier + your artificer level, halved and rounded up (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include four spells of 1st or 2nd level, in any combination, chosen from your codex. If you prepare the 1st-level spell false life, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent studying your codex and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use an arcane focus (chapter 5 in the PHB) as a spellcasting focus for your artificer spells.
Learning Spells of 1st Level and Higher
Each time you gain an artificer level, you can add one artificer spell of your choice to your codex. 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 codex (see "Your Codex" sidebar).
At 3rd level, you choose a specialization on which you intend to focus your magical craft: Alchemist, Machinist, or Leadsmith, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 10th, 14th, and 18th.
Through your esoteric studies, you have learned to further your specialization with artificial augments. Each specializa-tion includes a description of how its augments function.
You record all of your known augments in your codex.
Starting at 3rd level, choose two of your tool proficiencies gained from this class (including from your Specialization). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen tool proficiencies.
In addition, when you make a check with any tool with which you have proficiency, you may use your Intelligence modifier in place of another ability.
Abiliy Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, when you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute while holding a nonmagical item throughout the casting. At the end of the minute, you expend the spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. This item is considered magical while it is infused with a spell.
Thereafter, any creature (with an Intelligence score of at least 6) that is holding the item can use an action to activate the item and cast the spell. The spell is cast using your spellcasting ability. The creature that activated the item controls the spell's targets and other effects, and maintains concentration if the spell requires concentration. However, if the spell has an area of effect, it is centered on the item.
When you infuse a spell in this way, the magic lasts for 8 hours. You can have a limited number of infused onjects at any time, equal to your Intelligence modifier.
Your inventive knowledge allows you to create magic items more quickly. Starting at 5th level, you can now craft magical items using the portable forge feature. Only rings, rods, and wondrous items may be crafted in this way, and you must still provide the appropriate formula and requisite materials to craft the item. The rules for crafting magic items is included in Appendix B, XGtE (pp.128-129), or the DMG (pp. 128-129).
Your artificer level determines the rarity of an item you are able to craft. Refer to the Magic Item Ingredients table in Appendix D or XGtE (p. 129) to determine whether you are able to craft a magical item.
The augments that you add to your codex as you gain certain levels reflect the esoteric research you conduct on your own, as well as intellectual break-throughs you have had about your inventions. In addition, you can add spells to the tome as you gain levels, and you might find other artificer spells during your adventures, such as in scrolls or even in another artificer's codex.
Copying Spells into the Codex. When you find an artificer spell of 1st level or higher, you can add it to your codex if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Copying Augments into the Codex. After 5th level, you can begin the process of copying augments to your codex, if you meet the prerequisites and can spare the time to write it down.
For each prerequisite level of the augment, the process takes 1 hour and 25 gp. Recording an augment into your codex involves calculations and measurements, as well as time tinkering with expendable materials. Once you have spent this time and gold, you can use the augment according to the rules of your specialization.
Replacing the Codex. You can copy augments and spells from your own codex into another book — for example, if you want to make a backup copy. This is similar to recording new augments or spells, but far easier; you need spend only 1 hour and 10 gp for each level of the copied spell or augment.
If you lose your codex, you can use the same procedure to transcribe the spells and augments that you have prepared into a new one. Filling out the remainder of your codex requires you to find new spells to do so, as normal, and recording augments functions as if you've discovered the augment for the first time. But, with time and resources, you can regain all of your previously known augments. For this reason, many artificers keep backup codices in a safe place.
The Codex’s Appearance. Your codex is a unique collection of notes, with its own sketches and diagrams. It might be an ironclad volume with a dozen latches and locks, stolen from a rival; your own plain, functional leather book; or even a loose collection of singed pages scrounged together after you lost your previous codex in a mishap.
At 6th level, you learn the unseen servant spell. You can cast this spell without expending a spell slot, and you do not need to provide material components.
During a short rest, you can command your unseen servant to craft a non-magical item instead of you. The servant makes progress toward crafting the item, and you still benefit from a short rest.
Over time, your understanding of magical objects has reached a new peak. At 7th level, you can attune to up to four magic items, instead of three, and you ignore any class restriction that a magic item has for you to attune to it.
At 17th level, you can attune to up to five magic items, and you ignore all class, race, and level requirements on the use of magic items.
At 10th level, you add the spell tiny servant to your codex if you don't have the spell already, and you always have the spell prepared, though it doesn't count toward your number of prepared spells. (XGtE pp.168-169 for the spell and creature stat block.)
Soul of Artifice
At 20th level, your understanding of magical items is unmatched, allowing you to mingle your soul with items linked to you. You gain a +1 bonus to all saving throws for every magical item to which you are currently attuned.
Artificers pursue myriad specializations, each driven by insatiable curiosity. The most common — if any artificer can be described as common — are alchemists. Even less common are the artificers that fuse metal with magic, the machinists and the leadsmiths.
To be an Alchemist is to be innovative and cunning above all else. These artificers pry into the elements of the world, theorizing formulae and concocting all sorts of elixirs and deadly poisons, which they use to guide the forces of the world to their whim.
When you choose this specialization at 3rd level, you gain proficiency with alchemist's supplies, as well as herbalism and poisoner's kits. If you already have proficiency with any of these tools, choose another artisan's tool of your choice.
When you choose this specialization at 3rd level, you learn either the poison spray or acid splash cantrip.
In addition, you can drink or administer a potion as a bonus action, rather than as an action.
At 3rd level, you complete your alchemy studies, discovering a way to use simple catalysts to concoct unique potions from mundane ingredients.
From the list of Alchemical Augments, choose either Alchemical Acid, Alchemical Fire, Draught of Healing, or the simple Venin. You record this augment to your codex, and can use it a number of times equal to your Intelligence modifier. You regain all uses when you finish a long rest.
At 10th level, you choose a second augment through this feature. If you choose an augment you already know, you can also learn and record an additional augment of a level that you could learn.
Though many augments mimic the effects of spells, all effects are centered on the augment's application, and none require concentration. This applies to your Gnosis Potion, as well as any augments you gain at later levels.
At 5th level, you learn two Alchemical Augments for which you meet the prerequisites, and add them to your codex. Your augment options are detailed at the end of the specialization description. Whenever you gain a level in this class, you can record another augment that you could learn at that level by spending time and gold (see the "Your Codex" sidebar).
Additionally, when you gain certain artificer levels, as shown in the Augments column of the Artificer table, you gain an additional augment of your choice, and you don't expend time or gold to record it.
At the end of a long rest, you create a number of Augments equal to the number listed in the Augments column of the Artificer table. Augments are consumed upon use, and unused augments become unusable after a long rest.
You are able to recreate one additional augment during a short rest. If you have an unseen servant, you can have it recreate one as well during a short rest. You cannot use your portable forge feature while making additional augments in this way, but you still gain the benefits of a short rest.
At 5th level, you have learned alchemical shortcuts in brewing potions and poisons alike. You may now apply the benefits of the portable forge feature to your potion and poison crafting. Refer to the Magic Item Ingredients table in Appendix B, or XGtE (p. 129) — your artificer level must be greater than the lowest CR Range to craft a potion of that rarity. For potions of healing, refer to the Potion of Healing Creation table, also in Appendix B, or in XGtE (p.130).
Starting at 7th level, you have finished constructing a unique, simple weapon with which you are proficient: a caduceus, a magic rod, sceptre, or cane, inlaid with malleable metals, and often crafted in the shape of a serpent, or including serpent-ine motifs. You can craft it to deal bludgeoning, piercing, or slashing damage, and it has the following statistics.
|1d4 any weapon type||3 lb.||3-5 ft length||Finesse, light|
You can spend a full workweek and 250gp of raw materials, as well as a club or quarterstaff, to craft a new caduceus. If a magic club or quarterstaff is used in this process, the finished caduceus retains any bonus to attack and damage rolls, but all other magic effects are lost.
In addition, the caduceus can absorb any poison or healing potion applied to it. If multiple poisons or potions are applied, only the most recent application takes effect.
Poison. You can apply the effects of any poison (including uses of the Venin augments) to the next two strikes made with the caduceus.
Healing. When you apply a potion of healing to the caduceus, roll the potion's dice as normal. The caduceus gains a pool of healing power equal to the potion's healing power. As an action, you can touch a creature with your caduceus to restore a number of hit points to that creature, up to the maximum amount remaining in its pool. Unused points in the caduceus' pool disappear at the end of a short or long rest.
At 10th level, you may recreate two concoctions, instead of one, during a short rest.
At 18th level, you may recreate three concoctions during a short rest.
The fumes that waft from your work have slowly seeped into your own body and transformed you. Starting at 14th level, you gain resistance to poison damage, and you are immune to disease and the poisoned condition.
The Philosopher's Stone
You have unlocked the deepest secrets of alchemical science, and discovered how to create the legendary philosopher's stone. At 18th level, you gain the use of your own stone. As an action, you may use this arcane stone to manifest one of the following effects.
Once the stone has been used a total of ten times, you must roll a d100 after every subsequent use of the stone. On a
1 through 5, the stone transmutes into lead and becomes permanently inert. If this occurs, or the stone has been otherwise lost or destroyed, you may craft a new stone after two workweeks (8 hours each day) and 5,000 gp of alchemical oils, powders of precious metals, and a gemstone worth at least 1,000 gp.
Life. You touch the stone to a willing creature, and all poisons and diseases are removed. The creature also regains all of its hit points. The stone becomes inert until you finish a long rest.
Wealth. Touch the stone to any non-magical item that is
10 lb or lighter (20 lb if the item is made of lead). The item is permanently transmuted into pure gold. After the effect has been applied, the stone becomes inert for 1d4-1 days.
Youth. You touch the stone to any willing creature, and that creature's age is reduced by 3d10 years, or less if you choose. This effect can extend the creature's lifespan. After using the stone in this way, the stone becomes inert for 1d6-1 days.
Unless otherwise specified, you must have alchemical supplies and a component pouch in order to make a concoction. Throwing a concoction (range of 30 feet) or using one as an attack (range 20/60) takes an action. If a concoction is considered a poison, you choose how to apply the poison when it is made (Appendix D). Finally, if a concoction refers to a saving throw, use your spell save DC.
Make a ranged attack against a single creature. On a hit, the target takes 1d10 acid damage, and acid splashes from the target to a different creature of your choice within 5 feet of it. The second creature must succeed on a Dexterity saving throw, or take the same amount of acid damage as the initial target of the attack. If the second creature has any cover, it automatically succeeds its save. This damage increases by 1d10 at 5th, 7th, 10th, 14th, and 18th levels.
Throw the concoction at a point within range. Any creature in a 5-foot radius of this point must succeed on a Dexterity saving throw, or take 1d8 fire damage (half on a succesful save), and the area is on fire for 1 minute. A creature must also make the saving throw when it moves into this area for the first time on a turn or ends its turn there. The concoction ignites flammable objects in its area that aren’t being worn or carried. This augment's damage increases by 1d8 at 5th, 7th, 10th, 14th, and 18th levels.
Alkahest. Prerequisite: 17th level.
Pour the concoction onto any object or material and affect it as if by the spell disintegrate. If an object is Medium or smaller, it is disintegrated entirely; if it is Large or larger, a 5-foot deep, 5-foot diameter hole is created. You can also throw this concoction at a creature, which must make a Dexterity saving throw or be affected as if by the disintegrate spell.
Chrysopoeia. Prerequisite: 17th level.
Pour the concoction on a single non-magical item that fits within a 5-foot cube and is no heavier than 10 pounds. That object is turned into gold or lead (your choice). You can also throw the concoction at a creature, forcing it to make a Constitution saving throw. On a failure, the creature is affected as if by the flesh to stone spell.
Draught of Healing. Herbalism kit.
Consuming this augment restores hit points equal to 1d8 + your Intelligence modifier. This healing power increases by 1d8 at 5th, 10th, and 16th levels.
You can throw this concoction at any solid surface within range. It explodes on impact, mimicking the spell blindness/deafness. You choose which effect when the concoction is made.
You can freeze liquid as if by the shape water cantrip (this does not consume the concoction). You can also crush it into powder over a willing creature, affecting it as if by the armor of agathys spell cast at your highest spell slot level (this does not expend a spell slot). Alternatively, you can throw it at a creature, affecting it as if by the hold person spell (the target makes a Dexterity saving throw instead).
Panacaea. Prerequisite: 9th level.
Consuming this concoction mimics the lesser restoration spell. If this conoction is made at 12th level or highter, it can also be used to cure all diseases affecting a creature. Constructs and undead are unaffected by this concoction.
Quickening Draught. Prerequisite: 9th level.
You or another creature can drink this concoction and gain the benefits of the Mobile feat (PHB p.168) for 1 minute.
Throwing this concoction mimics the fog cloud spell.
Tanglefoot Tar. Prerequisite: 7th level.
Throw this concoction at any solid surface within range. It shatters on impact, mimicking the entangle spell. However, instead of plants, the concoction creates an area of sticky black tar, and the area persists for 10 minutes.
You can throw this concoction at a point within range. It shatters on impact, mimicking the thunderwave spell. The damage of this concoction increases by 1d8 at 7th, 14th, and 18th levels.
Toughening Draft. Prerequisite: 7th level.
Consuming this concoction increases your current and maximum hit points by a number equal to your artificer level. This concoction can only be consumed by you, and the effect lasts until you finish a long rest.
True Elixir. Prerequisite: 14th level, herbalism kit.
Consuming this concoction restores hit points equal to twice your Intelligence score, and provides enough nourishment for one day. You may instead pour this concoction into the mouth of a creature that has been deceased for no longer than ten days, and the creature is affected as if by the raise dead spell. The target of this concoction cannot benefit from its effects again for 1d8-1 days.
Venin (Simple). Poisoner's kit.
When exposed to this poison, a creature must succeed on a Constitution saving throw, or take 1d4 poison damage and is poisoned until the end of its next turn. The poison's damage increases by 1d4 at 5th, 7th, 10th, 14th, and 18th levels. If this is chosen as your Gnosis Potion, you only concoct one use. Instead, you can coat pieces of ammunition equal to
3 + your Intelligence modifier; if you use this poison to coat a melee weapon, the poison lasts for 1 minute.
Venin (Delayed). Prerequisite: 7th level, poisoner's kit.
When a creature is exposed to this poison, it must succeed on a Constitution saving throw after 2d4-1 hours. On a failed save, it takes 2d8 poison damage, and is considered poisoned for an hour. The poison's damage increases by 1d8 at 10th, 14th, and 18th levels. At 10th level, you can choose the length of the delay, up to 8 hours.
Venin (Dire). Prerequisite: 7th level, poisoner's kit.
When a creature is exposed to this poison, it must succeed on a Constitution saving throw at the start of its turn for 1 minute. Until the creature succeeds this save three times, the creature suffers 2d4 poison damage. The poison's damage increases by 1d4 at 10th, 14th, and 18th levels.
Venin (Disease). Prerequisite: 7th level, poisoner's kit.
When a creature is exposed to this poison, it must make a Constitution saving throw. On a failed save, it suffers the effects of a disease of which you have knowledge. The condition is not considered a disease, and an Intelligence check against your spell save DC reveals it to be a poison. This effect lasts for up to 8 hours. If applying this poison to ammunition, only one piece of ammunition can be coated.
Venin (Retching). Prerequisite: 7th level, poisoner's kit.
When a creature is exposed to this poison, it must succeed on a Constitution saving throw, or be affected as if by the stinking cloud spell.
Venin (Sleep). Prerequisite: 7th level, poisoner's kit.
When a creature is exposed to this poison, it must succeed on a Constitution saving throw or immediately fall unconscious. It has advantage on its saving throw if it is in combat. The effect lasts for one hour, or until the sleeper takes damage, or another creature uses an action to shake or slap the sleeper awake. The creature does not benefit from a short rest if it is unconscious for the full hour.
A Machinist is first and foremost an engineer, one who has unlocked the secrets that merge magic with the very physics of the universe. They use their knowledge to construct clockwork marvels to carry out their far-reaching plans.
When you choose this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, choose another artisan's tool of your choice.
In addition, you also gain proficiency with shields.
Up to this point, you have been spending time during rests and downtime tinkering with your materials to complete a mysterious contraption. When you choose this specialization at 3rd level and finish a long rest, you have finished your project: your Mechanical Marvel. Though magic played a part in its creation, the marvel is not considered magical itself.
For each level you gain after 3rd, your marvel gains an additional hit die and increases its hit points accordingly. During a short rest, you can spend its hit dice to heal the marvel, though you must be present to aid in repairs.
Whenever you gain an ability score improvement from this class, your marvel’s abilities also improve, though it can’t improve its Intelligence or Charisma. As normal, your companion can’t increase an ability score above 20 using this feature. Also, the marvel uses your proficiency bonus rather than its own.
The marvel obeys your orders to the best of its ability. It takes its turn on your initiative. On your turn, you can command the marvel where to move (no action required by you). You can use your bonus action to command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the marvel takes the Dodge action.
If you are incapacitated or absent, the marvel acts on its own, focusing on protecting you and itself. It never requires a command to use its reaction, such as when making an opportunity attack.
If the construct's HP drops to 0, it will cease to function, but will automatically stabilize. However, the marvel may be destroyed in one of the following ways: the instant death rule (PHB p.197), or by sustaining total damage up to half its maximum HP while unconscious.
If your marvel is lost or destroyed, you may reproduce the construct exactly as it was, with three days of work (8 hours each day). You may also choose to build a new marvel, by engaging in a full workweek (8 hours each day). If you don't have access to the marvel's body, you must spend 1,000 gp in materials to reproduce the marvel. If you build a new marvel, any existing marvel will cease to function.
Chassis and Build
When you finish building the marvel, you determine its chassis type, and select a build option (detailed at the end of the machinist description). Your marvel's chassis determines its features and skills, but it can look however you like, as long as its form reflects its chassis and build.
Also at 3rd level, you learn the shocking grasp cantrip if you don't know it already.
In addition, you can use this cantrip as a healing spell for your mechanical marvel — your construct instead regains hit points equal to half the lightning damage dealt (minimum of 1 hit point). You may only use shocking grasp in this way if the construct has less than half of its total hit points.
At 5th level, you add two mechanical augments to your codex, and install them onto your marvel. Your augment options are detailed at the end of the specialization description. Whenever you gain a level in this class, you can record another augment that you could learn at that level by spending time and gold (see the "Your Codex" sidebar).
Additionally, when you gain certain artificer levels, as shown in the Augments column of the Artificer table, you gain an additional augment of your choice, and you don't expend time or gold to record it.
By spending downtime, you can replace any one augment installed to your marvel with another that you already know and have recorded into your codex. To do this, you must spend a number of hours equal to the prerequisite level of the augment (minimum of 1).
At 7th level, when you use your bonus action to command your marvel, you can also touch your marvel and power it with a temporary boost. This boost lasts until the start of your next turn.
Surge. If your marvel takes the attack action, it can use its bonus action to make an additional attack.
Bolster. Your marvel gains temporary hit points equal to 1d8 + your Intelligence modifier.
Agility. Your marvel is affected as if by the jump spell, and gains proficiency in the Acrobatics and Athletics skills.
Deus ex Machina
At 10th level, if you are attacked and the attacker is within 5 feet of your mechanical marvel, the marvel can use its reaction to either impose disadvantage on the attack, or move to intercept the attack and receive the damage itself.
Improved Power Glove
At 14th level, while you have your power glove equipped, you can use your Reinvigoration and Power Glove features if your marvel is within 30 feet of you, and you don't have to see the marvel to use these features.
In addition, you now add your Intelligence modifier to damage dealt with shocking grasp.
At 18th level, whenever you finish a long rest, you may choose any single augment equipped to your marvel, and replace it with any other augment that you already know and have recorded in your codex.
Mechanical Marvel Chassis
When you finish your construct, choose its chassis and use the statistics provided in the Mechanical Marvel table. All marvels start with three Hit Die (d8), and gain one additional Hit Die every time you gain a level in this class. The build, augments, and other class features may overwrite these statistics. The construct can look however you choose.
Mechanical Marvel Builds
The build determines your construct's strengths, and it adds its proficiency bonus to saving throws for both of the abilities improved by your chosen build.
The construct gains the following statistics.
- A Strength score equal to your Intelligence score
- A Dexterity, Constitution, or Wisdom score of 14
- This construct counts as 1 size larger when determining carrying capacity and the weight it can push, drag, or lift.
The construct gains the following statistics.
- A Dexterity score equal to your Intelligence score
- A Strength, Constitution, or Wisdom score of 14
- Iron Strike gains the finesse property
- This construct counts as one size smaller when fitting through tight spaces or moving through creature's spaces
The construct gains the following statistics.
- A Constitution score equal to your Intelligence score
- A Strength, Dexterity, or Wisdom score of 14
- Iron Strike uses a d10 for its damage roll
- This construct has advantage against being forced prone
The construct gains the following statistics.
- A Wisdom score equal to your Intelligence score
- A Strength, Dexterity, or Constitution score of 14
- Iron Strike uses the construct's Dexterity modifier, and gains the ammunition property (range 30/120)
- This construct has proficiency with one
tool of your choice, and the tool is integrated
into its body; skill checks made with the tool
can use the marvel's Wisdom modifier
Construct, creator's alignment
- Armor Class 13 + its Dexterity modifier
+ its proficiency bonus
- Hit Points at 3rd Level 3d8 + its Constitution modifier per die
- Hit Points at Higher Levels 1d8 (5) + its Constitution modifier per artificer level after 3rd
Monstruculus Homunculus Animunculus Size large medium small Speed 25 ft. 30 ft. 35 ft. Skills athletics acrobatics stealth Feature d10 Hit Die +2 skills Natural Stealth (PHB p.28)
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 3 (-4) 9 (-1) 1 (-5)
- Damage Immunities poison, psychic
- Condition Immunities charmed, diseased, exhaustion, frightened, poisoned, sleep
- Senses passive Perception 10, darkvision 30 ft.
- Languages Creator's languages, but can't speak
Iron Strike. Melee Weapon Attack: + its proficiency bonus + its STR to hit, reach 5ft., one target.
Hit 1d8 + STR (bludgeoning, piercing, or slashing)
Monstrusculi are reminiscent of magical or unnatural creatures, such as Driders, Dragons, or even aberrations. Homunculi are humanoid in shape, and might vaguely resemble an elf, orc, or human. Animunculi shapes are inspired by natural creatures, such as birds, wolves, or sharks.
If an upgrade has prerequisites, you must meet them to build and use it. It is assumed that you have finished an upgrade and can use it at the same time that you meet its prerequisite. If any upgrade refers to a saving throw, the DC is 8 + the marvel's Wisdom modifier + its proficiency bonus. Unless otherwise stated, only one upgrade may be applied to each region of the marvel: the weapon system, the limbs, the chassis, the internal engine, and the helm.
These augments are presented in alphabetical order.
Advanced Materials (Chassis). Prerequisite: 14th level.
The marvel is resistant to all non-magical weapon attacks.
Arachnoid Attachments (Limbs).
The marvel gains a climbing speed equal to its movement speed, and it can climb vertically or upside down. This upgrade can be used with other limbs upgrades.
Arcane Shielding (Engine). Prerequisite: 17th level.
As an action, the marvel can gain advantage on all saving throws against magic, and resistance to all spell attack damage for 1 minute. The marvel must maintain concen-tration on this shield as if concentrating on a spell. The marvel must finish a long rest to recharge the shield.
Arcane Sight (Helm).
You have designed a special pair of goggles or spectacles which allows you to see through the marvel's optics. This upgrade can be used with other helm upgrades.
Armor Plating (Chassis). Prerequisite: 9th level.
The marvel's AC is now 16 + its proficiency bonus. It also has disadvantage on stealth checks.
Channeling Cannon (Weapons). Prerequisite: 14th level.
As an action, you can touch the marvel and expend a spell slot to imbue the marvel with the ability to cast one of the following spells: Aganazzar's Scorcher, Chaos Bolt, Ice Knife, Lightning Bolt. The marvel has 1 minute to cast the spell, or the spell slot is wasted. It uses its Wisdom as its spellcasting modifier for these spells. Spells channeled through the marvel follow standard spellcasting rules, and you can expend a higher level spell slot to up-cast a channeled spell.
Charger Attack (Weapons). Prerequisite: 9th level.
The marvel gains the Charger feat (PHB p.165).
Chassis Upgrade (Chassis). Prerequisite: 9th level.
The size of the marvel is increased or reduced by one, and its hit points are recalculated if its Hit Die changes. Its speed and skills are unchanged, but its additional feature changes to the appropriate size. At 14th level, you can upgrade a Large marvel to a Huge size. If you choose this option, its Hit Die becomes a d12. This upgrade can be taken multiple times, and can be used with other chassis upgrades.
Cloaking Device (Engine). Prerequisite: 9th level.
The marvel can cast the spell invisibility on itself once per day. When you reach 14th level, the marvel can cast the spell greater invisibility on itself once per day.
While using your marvel as a mount, you are considered proficient in land vehicles, and you gain advantage on any check you make to remain mounted. This upgrade can be used with other chassis upgrades.
Deadly Weaponry (Weapons). Two- or one-handed weapons.
You add weaponry to the marvel, and the marvel is considered proficient with it. The marvel's Iron Strike uses the weapons' damage die/dice. If two weapons are attached through this upgrade, two-weapon fighting rules apply. You may also upgrade the marvel with magical weapons (i.e. flame tongue) through this feature. This upgrade can be used with other weapon upgrades.
Fine Tuning (Helm). Prerequisite: 9th level.
The marvel can now Disengage as a bonus action.
Grappler Attack (Weapons). Prerequisite: 9th level.
The marvel gains the Grappler feat (PHB p.167).
High Tension Springs (Limbs). Prerequisite: 9th level.
The marvel gains the Rogue's Evasion feat (PHB p.96). This upgrade can be used with other limbs upgrades.
Icarus (Limbs). Prerequisite: 14th level.
The marvel gains a flying speed equal to its movement speed if it is Medium size or smaller. If the marvel is Large or larger, it gains a flying speed equal to half its movement speed. This upgrade can be used with other limbs upgrades.
Improved Iron Strike (Weapons). Prerequisite: 7th level.
The marvel's Iron Strike counts as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. At 10th level, Iron Strike gains a +1 bonus to attack and damage rolls, and an additional +1 bonus at 18th level. This bonus does not apply to weapons installed by the Deadly Weaponry upgrade.
Longer Reach (Limbs).
The marvel's attacks can reach up to 10 feet.
Magical Cannon (Weapons).
The marvel can cast firebolt and shocking grasp at will, using its Wisdom as its spell-casting modifier to cast these cantrips. The damage die for these cantrips increases by 1 when you reach 5th level, and again at 11th and 17th level. This upgrade can be used with other weapon upgrades.
Marvelous Armor (Engine). Prerequisite: 14th level.
As an action, you can enter the marvel and use it as a suit of specialized armor. You can only do this if the marvel is at least one size larger than you. While using your marvel in this way, the marvel can't take any actions. When in the marvel, your AC, Strength, and Dexterity scores change to those of your marvel; your hit points and your other ability scores stay the same. In addition, you gain the Iron Strike action, and any of the marvel's features and upgrades. If your marvel takes any physical damage, you are unaffected. If the marvel is hit with a targeted spell effect, you suffer half of the damage received, but if the marvel is affected by a spell with an area effect, as with fireball, you are also affected. If you drop to 0 hit points while in the marvel, you make death saving throws normally, but remain in the marvel. The marvel will then act on its own, focusing on protecting you and itself.
Mobility Adaptation (Limbs).
The marvel's movement increases by 10 feet. This upgrade can be used with other limbs upgrades.
Overload (Weapons). Prerequisite: 9th level.
As an action, the marvel can release a blast of energy. All creatures within 10 feet of the marvel must make a Dexterity saving throw against the marvel's save DC. On a failed save, a creature takes 5d10 lightning damage, or half as much on a successful save. If you are within or adjacent to the marvel's space, you are unaffected. Once the marvel uses this ability, it must finish a long rest to regain the use of this ability.
Spark of Life (Helm).
The marvel gains an Intelligence score of 6, and ability score improvements can be applied to its Intelligence as well. The marvel gains the ability to speak one language that you know. In addition, you can use your bonus action to command it to take the Search and Use an Object actions. Finally, you can choose a personality trait and a flaw for the marvel. This trait and flaw can be from any background, or one of your own making. This upgrade can be used with other helm upgrades.
The marvel can also spend 8 hours of light activity, such as standing watch, and still gain the benefits of a long rest. It also gains a +5 bonus to its Wisdom (Perception) score.
The marvel gains a swimming speed equal to its movement speed. This upgrade can be used with other limbs upgrades.
War Machine (Helm). Prerequisite: 7th level.
Once per turn, the marvel can add its Wisdom modifier to one of its attack rolls. In addition, it can add its Wisdom modifier to all damage rolls for its Magical Cannon cantrips.
Artificers whose expertise extends beyond enchantment, into engineering the very gears of war, are spoken of in awe and fear as the humble and deadly Leadsmiths.
When you choose this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you can choose another artisan's tool.
When you choose this specialization at 3rd level, you learn either the thunderclap or the gust cantrip, if you don't know the cantrip already.
When you choose this specialization at 3rd level, it is assumed that, up to this point, you have been spending time during rests and downtime tinkering with your materials to the completion of a secret weapon. When you finish a long rest and level up, you finish the weapon: your thundergun.
The thundergun is a unique weapon made of heavy wood and metal, with which only you are proficient. You can use this weapon as an arcane focus for all of your artificer spells.
This weapon uses the following statistics. You choose which type when you reach this level. All thunderguns have the ammunition and loading properties, and you must have a free hand to reload. Finally, attacks made with a thundergun can be heard up to 200 feet away.
|Pistol||1d8 piercing||5 lb.||(range 30/120), light|
|Musket||2d4 piercing||12 lb.||(range 80/320),
|Long gun||2d6 piercing||20 lb.||(range 100/400), heavy,
If your thundergun is lost or destroyed, you may reproduce the weapon, exactly as it was, with three days of work (8 hours each day) and 500 gp of proper materials.
In addition to your weapon, you know the method of crafting the ammunition needed to use your thundergun. You begin this specialization with 20 pieces of ammunition. To craft more ammunition, you must spend 1 hour to forge additional rounds. You can forge ammunition during a short rest, or at the end of a long rest.
During a crafting session, you must have 1 gp of lead and smith's tools available, and at the end of 1 hour, you craft 10 pieces of ammunition. You may also attempt a tool check to craft more pieces of ammunition. In this case, roll a tool check with your smith's tools; you are able to craft a number of rounds equal to the value of the roll.
At 5th level, you add two iron augments to your codex, and install them onto your thundergun. Your augment options are detailed at the end of the specialization description. Whenever you gain a level in this class, you can record another augment that you could learn at that level by spending time and gold (see the "Your Codex" sidebar).
Additionally, when you gain certain artificer levels, as shown in the Augments column of the Artificer table, you gain an additional augment of your choice, and you don't expend time or gold to record it.
By spending downtime, you can replace any one augment installed to your thundergun with another that you already know and have recorded into your codex. To do this, you must spend a number of hours equal to the prerequisite level of the augment (minimum of 1).
Lord of War
Starting at 5th level, whenever you gain a level in this class, you may also choose to forge an additional thundergun, of any type described in the Thundergun feature. You can do this once for every level that you gain, and you must provide 500 gp of raw materials in order to forge this weapon.
You may also spend downtime to forge another thundergun, and there is no limit to how many weapons may be crafted in this way. You must spend 10 days of downtime and 500 gp for each weapon.
In addition, you may swap certain mods between your thunderguns. Whenever you finish a long rest, you can swap the following mods to any of your thunderguns: ammunition belt, bayonet, eagle's eye, hawk's eye, owl's eye, or quick mag.
Starting at 7th level, attacks made with your thundergun count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.
Arm of Fire
At 10th level, you can channel your spellcasting through your thundergun. While wielding the weapon, you may cast one of these spells: scorching ray, chaos bolt, dragon's breath, ice knife, lightning arrow, and lightning bolt. In the case of dragon's breath, the spell has a range of self.
Spells cast through the thundergun follow standard spell-casting rules: you must expend a spell slot of the appropriate level for the spell being channeled, and you may cast any spell at a higher level for which you have available spell slots.
Shootin' from the Hip
At 14th level, you have learned how to wield your thundergun with frightening mastery. You are no longer at disadvantage while making a ranged attack with the thundergun at a creature within 5 feet of you.
In addition, if provided an attack of opportunity, you may use your thundergun to make this attack within melee range (channeled spells can't be used in this way, unless allowed by another feature, such as War Caster).
War Never Changes
At 18th level, whenever you finish a long rest, you may choose any single augment equipped to your thundergun, and replace it with any other augment that you already know and have recorded in your codex.
If a thundergun modification has prerequisites, you must meet them to build and use it. It is assumed that you have finished a mod and can use it at the same time that you meet its prerequisites. If any mod referes to a saving throw, the DC is 8 + your Dexterity modifier + your proficiency modifier. Unless otherwise stated, only one mod can be attached to each part of the thundergun: the sights, the barrel, the frame, and the chamber.
In addition, some mods modify the range of the weapon.
Weapon Range Grades
These augments are presented in alphabetical order.
Aiming Brace (Frame).
On any turn which you do not move, attacks with your thundergun can be made up to its maximum range without imposing disadvantage. However, all melee attacks made against you have advantage until your next turn. This mod can be used with other frame mods.
Ammunition Belt (Chamber). Prerequisite: 7th level.
You no longer need a free hand to reload your thundergun.
Bayonet (Frame). A light hammer, handaxe, or dagger.
You can make a melee attack at a target within 5 feet using the thundergun, and the attack deals 1d6 of the melee weapon's damage type. You may also attach magical weapons to your weapon in this way.
Blunderbuss (Barrel). Prerequisite: 9th level.
As an action, you can make a single attack in a 15-foot cone. If a creature is within the cone and within 5 feet of you, it takes double damage. All creatures in the cone of effect can make a Dexterity saving throw against your spell save DC to halve the damage. A weapon with this mod installed is unaffected by other range grade modifications.
Double Barrel (Barrel). Prerequisite: 7th level.
You affix an additional barrel to the thundergun. You can now make an additional ranged attack whenever you take the attack action. You must use your bonus action at the end of your turn in order to reload your weapon. At 16th level, you can use another augment slot to install this mod again and add a third barrel to your weapon, and so gain a third attack whenever you take the attack action.
Eagle's Eye (Sights). Prerequisite: 9th level.
On your turn, you can make a single attack with advantage.
Flintlock (Chamber and Barrel). Prerequisite: 9th level.
The damage dice from your thundergun is now quadrupled, and its range is reduced by one range grade. In addition, the weapon produces smoke which lightly obscures a 5-foot cube in front of you. Finally, the weapon takes a full round to reload — you can't take any actions during your next turn. If you take damage while reloading, you must make a Wisdom saving throw, or be forced to try again on your next turn.
Grenadier, Fire (Frame). Prerequisite: 11th level.
As an action, you can launch a single round imbued with magical energy at a point within 60 feet, which explodes in a 15-foot radius sphere. Each creature in the area must make a Dexterity saving throw, taking 2d8 fire damage on a failure, or half as much on a success. Targets that fail their save are also on fire, and must use their action to make an additional Dexterity saving throw or take 1d4 fire damage.
Grenadier, Cold (Frame). Prerequisite: 11th level.
As an action, you can launch a single round imbued with magical energy at a point within 60 feet, which explodes in a 15-foot radius sphere. Each creature in the area must make a Dexterity saving throw, taking 2d8 cold damage on a failure, or half as much on a success. Targets that fail their save lose 10 feet of their movement until the start of your next turn.
Grenadier, Lightning (Frame). Prerequisite: 11th level.
As an action, you can launch a single round imbued with magical energy at a point within 60 feet, which explodes in a 15-foot radius sphere. Each creature in the area must make a Dexterity saving throw, taking 2d8 lightning damage on a failure, or half as much on a success. Targets that fail their save lose their reaction until the start of your next turn.
Hawk's Eye (Sights).
You gain +2 bonus to attack rolls you make with this weapon.
Long Barrel (Barrel). Prerequisite: 6th level.
The weapon's range increases by one range grade. This mod can be used with other barrel mods, and applies to all barrels of the weapon.
Magic Bullets (Chamber). Prerequisite: 11th level.
Attacks made with this weapon gain a +1 bonus to attack and damage rolls. Attacks and damage with this weapon gain an additional +1 bonus at 18th level. This mod can be used with other chamber mods.
Owl's Eye (Sights).
Aiming with the thundergun allows you to see as if you had darkvision up to 120 feet.
Quick Mag (Chamber).
The thundergun no longer has the loading property. In addition, if the weapon has more than one barrel, reloading the weapon takes a free object interaction, rather than a bonus action.
Revolver (Chamber). Prerequisite: 11th level.
You have replaced the firing chamber with a revolving six-chamber mechanism. You can now make an additional attack with this weapon using a bonus action, and you add your attack modifier to the damage roll. You only have to reload after all chambers are empty, though reloading now takes a full action. In addition, if this mod is installed on a pistol, you gain an extra attack with that weapon if you take the attack action during the first round of combat.
Shadowshot (Barrel). Prerequisite: 11th level.
Any hit you score against a creature that is surprised is a critical hit. In addition, the range of the crack made by attacks with the thundergun is reduced by 150 feet. Finally, the weapon's range is reduced by one range grade.
All attacks add +2 to damage rolls, and the weapon's range is reduced by one range grade. This mod can be used with other barrel mods, and applies to all barrels of the weapon.
Uberkugel (Chamber). Prerequisite: 11th level.
Attacks deal additional 1d8 thunder damage, and attacks from the thundergun can be heard up to 400 feet away. At 18th level, this additional thunder
damage increases to 2d8. This
mod can be used with other
Appendix A: Multiclassing
When you advance in level, and at your DM's discretion, you may take the option to multiclass into an Artificer. You must meet the following prerequisites to qualify for an Artificer.
|Ability Score Mimimum|
When you first multiclass into Artificer, you gain only some of the class's starting proficiences as shown below.
|Light armor, one skill from the skill list, Tinker's tools|
Spell Slots. You determine your available spell slots by adding half (rounded down) of your artificer levels to the levels of your other classes (PHB p.164). Use this total to determine your spell slots by consulting the Multiclass Spellcaster table (PHB p.165).
Alternate Starting Equipment
When you create an artificer, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces and spend them on items (Chapter 5 of the PHB).
Starting Wealth for Artificers
|5d4 x 10 gp|
Appendix B: Spell List
- Absorb Elements x
- Catapult x
- Detect Poison and Disease
- Expeditious Retreat
- False Life
- Mage Armor
- Purify Food and Drink
- Ray of Sickness
- Snare x
- Tenser's Floating Disc
- Zephyr Strike x
- Alter Self
- Arcane Lock
- Continual Flame
- Enhance Ability
- Find Traps
- Flame Blade
- Gust of Wind
- Heat Metal
- Locate Object
- Magic Mouth
- Magic Weapon
- Protection from Poison
- Pyrotechnics x
- Rope Trick
- Spider Climb
- Warding Bond
- Catnap x
- Dispel Magic
- Elemental Weapon
- Flame Arrows x
- Glyph of Warding
- Meld into Stone
- Protection from Energy
- Tiny Servant x
- Water Breathing
- Water Walk
- Arcane Eye
- Elemental Bane x
- Freedom of Movement
- Greater Invisibility
- Leomund's Secret Chest
- Mordenkainen's Faithful Hound
- Mordenkainen's Private Sanctum
- Otiluke's Resilient Sphere
- Sickening Radiance x
- Stone Shape
- Animate Objects
- Antilife Shell
- Legend Lore
- Skill Empowerment x
- Transmute Rock
All other spells can be found in Part 3, Chapter 11 of the Player's Handbook.
MULTICLASSING, SPELL LIST
Appendix C: Alternative Rules
At 2nd level, you gain the use of a common magic item that you have crafted. Choose an item from the list below. Whenever you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design.
The item can look however you like, as long as its form would not change the statistics or usage of the item crafted. In addition, only you can use the item - it is attuned to you, though it doesn't count against your number of attuned items.
Unlike normal magic item crafting, you don't use a formula to design the item, and crafting costs are covered by your living expenses. It is assumed that you work on this item in your leisure time and finish it when you gain certain levels.
You complete another item of your choice when you reach certain levels in this class: 6th, 11th, 15th, and 20th level.
If one of your Wondrous Inventions is lost or destroyed, you can build a new one. If the invention is common, you can rebuild it by spending 1 workday and 25 gp of materials. If the invention is uncommon, you can rebuilt it by spending 3 workdays and 100 gp of materials. If the invention is of rare quality or higher, you can rebuild it by spending 1 workday (8 hours each day) per prerequisite level of the item, and 100 gp of raw materials per day. The new item must be a copy of the original, which is destroyed when the new item is completed.
2nd Level. Charlatan's die; clockwork amulet; ear horn of hearing; ersatz eye; horn of silent alarm; lock of trickery; mystery key; orb of direction or time; pipe of smoke monsters; talking doll; tankard of sobriety; veteran's cane
6th Level. Driftglobe; eyes of charming, of minute seeing, or of the eagle; goggles of night; sending stones; headband of intellect; helm of comprehend languages; lantern of revealing
11th Level. Beads of force (1d4+4); chime of opening; cube of force; dimensional shackles; folding boat; helm of teleportation; horseshoes of speed; ioun stone of awareness, protection, reserve, or sustenance; iron bands of binding
15th Level. Crystal ball; horseshoes of a zephyr; ioun stone of absorption, agility, fortitude, insight, intellect, leadership, or strength; mirror of life trapping
20th Level. Crystal ball of mind reading, telepathy, or true seeing; cubic gate; ioun stone of greater absorption, mastery, or regeneration; iron flask (empty)
The common magic items listed for 2nd level are described in XGtE (pp.136-140). The other items are found in the DMG.
Alternate Invention Alternatives
If you wish to invent a magic item that is not listed for the following feature, talk with your DM to see what you could invent. For example, if you are an alchemist, you may wish to brew the recipe for an eversmoking bottle. Or, if you have proficiency with jeweler's tools, you may wish to cut your very own gem of brightness. Or, invent something of your own creation! Don't let us stop you!
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.
The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended 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 (Appendix C).
The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.
Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The spell must be of a level for which you have spell slots.
You can cast any artificer spell you know as a ritual if that spell has the ritual tag.
Appendix D: Crafting Rules
The relevant information regarding item crafting, from XGtE and the DMG, has been compiled into this appendix.
This information has not been changed to reflect the crafting features of the artificer class.
Clarifications for the Portable Forge
The portable forge feature allows the artificer to craft items virtually twice as fast as other characters, and they don't have to dedicate downtime to do so.
In addition, the 5th level magical crafting feature allows an artificer to use their portable forge feature to progress in crafting magical items twice as quickly (rounded up). I.e., an uncommon magic item can be completed in one workweek, instead of two.
This feature stacks for the Alchemist, starting at 5th level: an uncommon potion or poison can be brewed in three days, instead of two workweeks. (The cost is still only halved.) The time it takes to brew a potion of healing is also halved with this feature.
Crafting an Item
Xanathar's Guide to Everything (p.128)
A character who has the time, the money, and the requisite tools can use downtime to craft armor, weapons, clothing, or other kidns of nonmagical gear.
Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. If need be, the DM will make any judgment calls regarding whether a character has the correct equipment.
If all of the above requirements are met, the result of the process is an item of the desired sort.
Magical Item Crafting
Xanathar's Guide to Everything, (pp.128-129)
Creating a magic item requires more than just time, effort, and materials. To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe: It lists the materials and steps required to make the item.
In addition, your DM may determine that an item also requires an exotic material to complete it. This material should be of a type related to the sort of magical effect the item reproduces, and finding this material will likely take place as part of an adventure.
The Magic Item Ingredients table suggests the CR of a creature that the characters need to face to acquire the materials for an item. In addition, the character crafting the item (namely, the Artificer) must be of a level greater than the lowest CR range of the related creature involved in acquiring the material.
Magic Item Ingredients
|Item Rarity||CR Range||Character Level|
|Very Rare||13-18||14th level|
Magic Item Crafting and Cost
|Very Rare||25||20,000 gp|
*Halved for a consumable item, like a potion, or scroll
To complete a magic item, a character also needs the appropriate tool proficiency, as for crafting a nonmagical object. If all of the above requirements are met, the result of the process is a magic item of the desired sort.
Brewing Potions of Healing
Xanathar's Guide to Everything (p.130)
A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized below.
Potion of Healing Creation
|Healing (common)||1 day||25 gp|
|Greater healing (uncommon)||1 workweek||100 gp|
|Superior healing (rare)||3 workweeks||1,000 gp|
|Supreme healing (very rare)||4 workweeks||10,000 gp|
Dungeon Master's Guide (pp.257-258)
A character who has proficiency with the poisoner's kit can create poisons. Poisons can be applied in the following ways.
Contact. A creature that touches contact poison with exposed skin suffers its effects.
Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. Your DM might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled. These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube.
Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.
The Revised Artificer D&D 5e class was created by Reddit user JPGenn. It is based on the UA: The Artificer released by Wizards of the Coast. Some content is based or inspired by other Homebrew classes; some are revisions of Unearthed Arcana or official material published by Wizards of the Coast; and other content is created solely by the author of this resource.
Unearthed Arcana: The Artificer © Wizards of the Coast;
UA: Artificer (Revised) by u/forgottenduck;
Artificer by Jeff "Hageshii01" Venancio
Special Thanks to Reddit users
Version 1.x: WaitLetMeGetMyEuler; Auesis; CrimsonTaylor; Zibani
Version 2.x: TheOnlyOrk; 420InTheCity, matt-sz-allen, & Astigmatic_Oracle; dikbrown, Freedomkills, & KnightAlucard; WhenWizardsWar
Version 3.x: HazeZero; rawrgoeswild; Tykennn
Version 4.x: Azchon; Markosan_DnD; Tykennn; PsychSuffix; Ogr3pok3r; JimBeanious; Tsunimo; BlogAdam; makrau; zzander56
alchemist : Paizo
Alternate logo and page stains : DracoExe
Magic Items : DMG
kingdoms & Bearman : artcobain
rune : goldentigers
Clockwork Dragoline : 000Fesbra000
Gunslinger : Nick Robles
Alchemist's workshop : mischeviouslittleelf
Orc Wizard : Xiaodi-Jin (concept art)
- Updated rules for Portable Forge & Magical Crafting
- Corrected error in Magical Analysis
- Ritual casting rules update
- Added content to Superior Attunement feature
- Updated several Alchemical Augments, including DoH
- Revised action rules and stat block for Mechanical Marvel
- Slight changes to other augments, rule clarifications
- Gnosis Potion & Concoctions rules language revision
- Removed thrown option for Alchemical Acid; all thrown Alch. Augments have a 30ft range
- Intricate Build marvel clarification for Iron Strike
- Added save DCs for all augments
- Credits updated
- Replaced spellbook spellcasting mechanic
- Specialization option now at 3rd lvl; W.I. at 2nd lvl
- Superior Attunement: + content; now begins at 7th lvl
- Revisions to Alchemist, including gp reduction at 18th lvl
- Revisions to Leadsmith features, augment options
- Slight changes to class proficiencies
- Machinist feature Animated Servant is now a core feature
- (Re)added Superior Attunement, Infuse Magic
- Removed Inventive Expertise, Animated Artifice
- Runewright removed (possible rewrite in later ed.)
- Revisions to all Specialization features
- Revisions to Marvel Forms & Builds
- Extensive reformatting & rewrites for all augments
- Appendix content: alternate Artificer spellcasting
Version 3.x ("Alternate Artificer")
- Test-run of spellbook mechanic for spellcasting
- Removed Magical Infusion core feature
- Claywight & Mech. Marvel: increased AC calculation, added +2 skills, & removed "limbs" row in MM table
- Claywight & MM builds: secondary stat increase to 14
- MM Mobility augment adds +10 feet to marvel's speed, changed rules for other mobility options
- Additional round of editing
- Added the Codex as a core class feature — this is used to record augments, but is not considered a spellbook
- Combined Claywight & Marvel stat tables
- Marvel & Claywight gain saving throw proficiencies
- Removed "extra attack" rule (error) for the Thundergun; You must also have a free hand to reload the Thundergun
- Clarified Marvelous Armor augment rules
- Added War Machine & Sentry Mechanical augments
- Updated rules for Quick Mag Iron augment
- Changed 6th level core class feature Artificer's Affinity: the spell is now at-will, w/o changing original spell
- Clarified augment rules for Alchemist and Runewright
- Alchemist's caduceus weapon now deals 1d4 damage
- Runewright's runic bolt cantrip now deals 1d8 damage
- Removed prerequisite gold costs for all augments, all specializations, and amended augment rules for each subclass accordingly
- Modifications to several augments, all subclasses
- Additional round of proofreading/editing
- Relocated Magical Crafting rules in the core class, & amended the Magical Analysis feature
- Clarified # of available wondrous inventions allowed
- Clarified spellcasting ability for some marvel upgrades
- Fixed Alternate Wondrous Invention rules for replacing lost or destroyed inventions, including costs
- additional round of proofreading
- Renamed Gunsmith > Leadsmith
- Updated thundergun statistics/mechanics
- Updated Thunderous Mod mechanics; added Weapon Range Grades table; added Quick Mag mod
- Clarified language for all specialization augments
- Fixed minor content errors
- Added Inventive Expertise improvement to core class
- Added alternate rules for the Wondrous Invention
- Added Runewright specialization and augments list
- Added Appendix A: Customization Options
- Added Appendix B: Crafting Rules; some class feature clarifications
- Rewrote rules/language for the Portable Forge core feature; incorporated magic item crafting
- Clarified rules for the Alchemist: the Gnostic's Tome, Alchemical Augments, and the Caduceus features
- Fixed Draught of Healing and Venin concoctions
- Fixed minor content errors
- Updated Mechanical Marvel statistics, builds
- Updated names of specialization augments
- Added Alchemical Augments: Elemental Oil, Icicle, Venin
- Added Iron Augments: Flintlock, Long Barrel, Snubnose
- Added spells from XGtE to the Artificer Spell List