Revised Artificer: The Expanded Toolbox

by KibblesTasty

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Artificer: Expanded Toolbox v2.0

What is the Expanded Toolbox?

The Expanded Toolbox is additional resources for the Alternate Artificer as written by /u/KibblesTasty.

While the Alternate Artificer upgrade system encourages customization, a reoccuring ask is for more upgrades, so here we are: this is what it says on the tin - an Expanded Toolbox to draw from when building your Artificer based on things I have used, have seen suggested, or simply think are good ideas that didn't make it into the primary document.

Balance Disclaimer!

Using the Expanded Toolbox for the Revised Artificer is not, nor is intended to be, power neutral, for the simple reason that more options is always more power.

Additionally, while everything contained within is vetted by me, it does contain more community suggestions, content that has been less rigorously playtested, and content more appropriate for high level and high power games in some cases.

In particularly, the 19th level 'capstone' upgrades, are intentionally quite powerful, and suitable only for high powered finales or Epic Levels.

Use any content presented here after careful and deliberate judgment if it fits your game.

Table of Contents:

  • Runesmith (returning soon)
  • Cursesmith (coming soon)
  • Spells
  • Additional Upgrades
  • Common Inventions
  • Feats
  • Backgrounds
  • Notable Homebrew


A Runesmith is an Artificer that has narrowed their focus to working a specific language of magic - powerful Runes that can channel long lasting power. These Runes come in many shapes and forms, the lore behind from many sources.

A Runesmith can be a knight, his runes splashed with gleaming power across his armor, or a scholar lending their power to the companions, marking potent runes on their weapons before standing back, or even a strange tatooed mystic, their runes tattooed across their very body.

Runesmiths are not inherently good or evil, though their rigorous attention to detail and patience tend to make them more inclined to a Lawful perspective.

Under reconstruciton: Returning Soon

You can find the older version here


Though often associated with their dark powers, the most common aspect of a Cursesmith is ambition. These are Artificers that dash eagerly forward where others would day to tread, seeing the potential power in the objects they create.

A Cursesmith's power is invariably marked by the dark decisions they've made; some ignore these this lingering darkness, pursuing the heights of power their reckless creation allows, others leverage the side effects as the purpose themselves, believing there are no mistakes, just no opportunities. Darker still are those that truly embrace the darkness of their twisted creations, becoming twisted creations themselves.

A Cursesmith is not always evil, but they walk a path that dangles over evil, making it an easy thing to fall into. They may be Lawful, but the laws they respect are rarely those of normal mortal society that might get in the way of their dark delving.

Under construction: Coming Soon

Artificer Spells

Dampen Magic

3rd-level abjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Wizard.

You touch a magical item or creature, and dampen its magic.

If you touched a magical item, make a Spellcasting ability check with a DC equal to 8 + 2 for an common item, +4 for an uncommon item, +6 for a rare item, +8 for a very rare item, +10 for a legendary item, and +12 for an artifact. On a successful check, the item becomes nonmagical for the duration. All divination spells targeting it return that it is a mundane time. At the end of the duration, it becomes a magical item once more.

If you touched a creature, it makes a Charisma saving throw, which it may chose to fail. On failure, it has disadvantage on any spell attack rolls and any creature making a save against its spells has advantage, but it has advantage on any saving throws against magic. It can repeat its saving throw at the end of its turns if it wishes to end the effect.

Repelling Field

2nd-level abjuration

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Wizard

You target a creature or object within range, creating a 20 foot radius sphere of repelling force. This force is not strong enough to effect creatures moving, but deflects projectiles. All creatures in within this sphere are considered to have half cover against ranged weapon attacks, or three quarters cover if they already have half cover.

Alternatively when you cast it, you can target a creature reversing this effect. The target creature must make a Charisma saving throw. On failure, all projectiles attacks against that target are made with advantage for the duration of the spell.

Weapon of Throwing

1st-level enchantment

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A magic item that casts a spell).
  • Duration: 10 minutes.
  • Classes: Artificer

You touch a weapon granting it the throwing 20/60 property. If it already has the thrown property, it's range increases by 10/30. It also gains the "returning" property. After being thrown it automatically reappears in the throwers hand.

Runic Bindings

4th-level abjuration

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

You trace a magical rune on a target creature. Choose one the following runic marks:

  • Sealing Rune: For the duration of the rune, the target must make a Charisma saving throw with disadvantage any time they try to cast a spell. On failure, the spell slot is used, but does not cast.
  • Tracking Rune: You know the exact location of the creature for the duration. If they are on another plane, you know what plane they are on.
  • Restraining Rune: For the duration of the rune, the target must make a Charisma saving throw at the start of each of its turns or be restrained when attempting to do anything besides things you directly ordered the creature to do (no action required).

You can end the spell early by erasing the rune with an action.

Orbital Stones*

4th-level transmutation

  • Classes: Druid, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 Minute.

You lift three small to medium rocks or similar
objects from within 10 feet of you, causing them
defy gravity and slowly circle you. While all three
are in orbit around you, you have total cover against
ranged attacks. While two are in orbit, you have three quarters cover, and while only one remains, you have half cover. The spell ends when none of them are orbiting you.

As a bonus action while at least one object remains in orbit, you can magically fling it at target within 60 feet.
Make a ranged spell attack roll. On hit, the target takes 2d12 bludgeoning damage and is knocked backward 5 feet.

  • *Earth Projector Spell.

Additional Subclass Content


Lightning Arcs Prerequisite: 11th level Artificer

Once per turn, when you deal Lightning damage with your Stormforged weapon, you can arc the lightning to strike another target within 5 feet. For each die of lightning damage you dealt to the first target, deal 1d4 lightning damage to the second target.

Static Aura Prerequisite: 9th level Artificer

Your Thunder Cannon emits such a powerful charged aura after being fired, creatures within 5 feet must make a Dexterity saving throw. On failure they take 1d8 lightning damage and have disadvantage on their next attack made before the end of their turn.

Railgun Prerequisite: 19th level Artificer, Thunder Cannon.

You upgrade the penetration power of your Thunder Cannon. Your Thunder Cannon gains the Siege weapon property, dealing double damage to structures. Additionally, targets can no longer gain the benefits of cover from wooden cover less than 2 feet thick or stone cover less than 1 foot thick, and such cover is destroyed when it would otherwise impede your Thunder Cannon's attack.

If a second target is directly behind a target you attack and within 5 feet, make a second attack roll with disadvantage. If the second attack roll hits, roll Thunder Cannon weapon damage against the second target as well (but no Thundermonger damage is applied to it).

The range of your Thunder Cannon increases by 20/60 feet.

Lightning Saber Prerequisite: 19th level Artificer, Charged Blade.

You amplify lightning coursing through your weapon until it becomes a brilliant rod of near pure power. Your weapon casts bright light in a color of your choice for 30 feet, and dim light for additional 30 feet.

If you target is wearing non-magical armor or natural armor, your attacks treat their armor class as 10 + their dexterity modifier; only magical effects can add additional AC to the target's defenses.

Stormforged Weapons: Testing

Stormforged Weapons are currently underperforming, particularly as a compelling option to take with Cross Disciplinary Knowledge. If you feel they are falling below your expectations in your games try the following is the playtesting modifications to them.

Playtest Idea 1

Straight buff, make them do more damage. Note they are still typed in a way that keeps the damage die of the weapon separate from Thundermonger where necessary.

Weapon Name Damage Weight Type Properties
Kinetic Hammer 1d8 bludgeoning + 1d6 thunder 10 lbs. Melee Two-Handed, Heavy, Loud
Charged Blade 1d4 slashing + 1d6 lightning 2 lbs. Melee Finesse
Lightning Pike 1d8 piercing + 1d4 lightning 10 lbs. Melee Reach, Two-Handed
Thunder Cannon 1d12 piercing 15 lbs. Ranged Ammunition (range 60/180), Two-Handed, Loud
Hand Cannon 1d10 piercing 5 lbs. Ranged Ammunition (range 30/90), Loud
Playtest Idea 2

Stormforged weapons retain the Stormcharged Property, but gain the Special Property.

Stormcharged. When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make only one Attack regardless of the number of attacks you can normally make, but the damage is increased by the weapon die + your attack damage modifier for each attack you could normally make.

Special Weapons

The following at special weapons - these are not fundamentally part of the Artificer class or the Thundersmith subclass, but they are more magical items tailored to the subclass that they might find or craft.

These are one part suggestion, and one part example. Part of being an Artificer is boundless creativity, so don't feel constrained by what is presented here.

Lastly, not that these are not balanced out of the classes power budget - they are balanced against magic items by rarity, and would - either crafted or found in the world - be items that only exist at a DMs discretion.

Arm Cannon

Common thunder cannon

Prerequisite: A missing arm to replace with this Thunder Cannon. One might hope to see this mostly on Warforged characters, but the world is a broad place. This weapon serves as a Thunder Cannon, but loses the two-handed property. The arm that this takes the place of cannot be used for anything besides holding and firing the thunder cannon or activating its upgrades.

Do you have an arm that can hurl a projectile so hard it deals Thunder Damage? Why not?

Storm Herald

Rare thunder cannon, requires attunement.

A massive elegantly wrought cannon, it has many fine gears and sliding plates. In its compact mode, as a Thunder Cannon. This weapon can add +1 to it's attack and damage rolls.

An action, you can deploy it into its "Herald" configuration, greatly extending the length of the weapon. While it is extended, the weapons range becomes 300/900 and your movement speed is halved, and any attack roll you make after moving on your turn is made with disadvantage.

You can collapse it back to it's compact mode as a bonus action.

Culmination of the craft, rumors swirl that the rains follow in its wake, confusing it for the storm they belong to.

Improving Magical Weapons?

In general, I allow players to add together the bonuses of +1 weapons and upgrades that grant +1 to attack and damage rolls, as long as the combination does not exceed +3, as that is the natural cap to how powerful the bonus a magical item can passively grant in 5e.


Rare hand cannon, requires attunement.

A single piece of worked stone, it has twisting alien runes worked across the length. When fired, this Hand Cannon fires bolts of pure Force energy and does not consume ammunition, and lacks the loud property.

Any Thundermonger damage applied by this weapon becomes Force damage. When applying Thundermonger damage to Undead, the dice become d8s.

Applying any upgrades to this seems to mar it's alien simplicity, but with sufficient care, they should work fine...

Rolling Thunder

Rare thunder cannon

A lesser mind might look at this weapon and be lead to believe that it that it just five Thunder Cannons strapped together in a terrifying swirl of lunacy, but a true conniseour can see that it is just awesomely five Thunder Cannons strapped together in a awesome swirl of brilliance.

This Thunder Cannon weighs 75 pounds, and has the Heavy property.

When you fire this weapon with the Attack action, you can choose to fire up to five times, rolling a d20 for each attack roll at the same time. For each attack roll made, subtract 2 from the value rolled for all attack rolls. For example, when firing once this weapon has a -2 to its attack roll, when firing five times, it has a -10 to its attack rolls.


Antimagical Shackle. Prerequisite: 5th level Artificer

You create an antimagical shackle. When you are adjacent to a creature, as an action you can attempt to shackle them to yourself or a nearby object using these shackles. The you make a Dexterity (Sleight of Hand) check contested by a Strength (Athletics) or Dexterity (Acrobatics) check. On failure, they are shackled to the creature or object you attempted to shackle them to, and can move only by moving it if they are able to.

Additionally, while shackled by these shackles, they cannot teleport, planeshift, polymorph, shapechange, dematerialize, or turn into an amorphous form. As an action they can make a Strength saving throw against your spell save DC to break the shackles once shackled, otherwise these shackles last until you remove them.

This shackles have no effect on creatures immune to being grappled or restrained.

Conductive Lightning Prerequisite: Lightning Baton

If you make an attack against a target wearing metal armor or wielding metal weapons, the target takes the lightning damage from your baton attack regardless if you hit or miss, and your Lightning Baton gains a special attack. If you are under the effect of lightning charged, missed attacks that deal lightning damage also generate an arc of lightning from the spell.

Special: If your opponent is wielding a metal weapon, you can deliver a extra powerful shock through to attempt to make them drop the weapon. As an attack, instead of making an attack roll, the target makes a Constitution saving throw, taking 2d4 + your intelligence modifier lightning damage and dropping their weapon on a failed save. When you make this special attack, your Lightning Baton becomes a Club until the end of your next turn.

Death Ray Prerequisite: 17th level Artificer

You build a death ray, as Artificers do. As an action, you can cast finger of death without expending a spell slot. Once you use this gadget, you cannot use it again until you complete a long rest.

Flames and Fury Prerequisite: Fire Spitter

Sometimes the world needs more fire, and you've developed ways to accommodate the world on that need. Tinkering with things of a more violtile nature has given you insight into more ways to burn and explode things with your spell slots at the following levels:

Artificer Level Spell
3rd burning hands, hellish rebuke
5th Aganazzar's scorcher, pyrotechnics
9th fireball

Multipurpose Investigation Tool

You build a tool with a suite of gizmos and widgets for optimal examination. While using this device, you gain proficiency in Intelligence (Investigation) checks. If you already have proficiency in Intelligence (Investigation) you can add twice your proficiency bonus.

Perfected Aerodynamics Prerequisite: Boomerang of Hitting

You upgrade your Boomerang, adding better spin and weight. You can throw it with greater precision from a wider range of angles. Targets can only get cover from your attacks made with the Boomerang if they have cover from all directions.

Additionally, the maximum range you can bounce it to another target becomes 20 feet, and throwing range becomes 60/180.

Spring Action Dagger

You create a dagger capable of being deployed with sudden and brutal efficiency. You have proficiency in this weapon, and it has the Finesse, Light, and Thrown (30/90) properties. It deals 1d4 piercing damage. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14. This weapon can be concealed as a weapon; a creature searching you will only determine it a weapon by making an Intelligence (Investigation) check with a DC equal to your Spell Save modifier.

Special: The first time you attack a creature with this dagger, you have advantage on the attack roll. When thrown, it's damage die becomes a d8.

Once thrown, another dagger can be equipped as your Spring Action Dagger as a bonus action.

Transmogrifier. Prerequisite: 9th level Artificer.

You build a device to channel the power of transmution able to cast polymorph without expending a spell slot... unfortunately without great precision. Roll a d8 to deter what beast the spell will transform the target into and a d4 to select an additional effect, and then pick a target for the spell. If you do not pick a target, you will be the target.

d8 Beast
1 Frog (MM p.318)
2 Cat (MM p.322)
3 Ape (MM p.317)
4 Brown Bear (MM p.319)
5 Giant Constrictor Snake (MM p.324)
6 Elephant (MM p.322)
7 Mammoth (MM p.332)
8 Tyrannosaurus Rex (MM p.80)
d4 Additional Effect
1 The creature is one size smaller. Deals half damage.
2 The creature is missing a leg. Halved movement speed.
3 The creature has an extra head. Makes 1 extra attack.
4 The creature is one size larger. Deals +1d4 damage.

Once you use it, the Transmogrifier cannot be used again until you complete a long rest.

Wild Detonation Prerequisite: Fire Spitter or Flashbang, Prerequisite: 9th level Artificer.

You can now use your Fire Spitter, you can double the dimensions and damage of the spell effect. Additionally, creatures that fall the saving against your Flashbang by 5 or more are stunned as well as blinded until the end of their next turn.

Violent Momentum Prerequisite: Impact Gauntlet, 11th level Artificer

Once per turn, when you move 10 feet or more toward a target before attacking them with your Impact Gauntlet, you can use the special attack of your Impact Gauntlet without forgoing your hit bonus.


Ether Heart

You install a magical ether heart into your golem, because that seems like a good idea. Your golem gains 2 charges. It can use 1 charge to cast any first level spell you know. These changes are restored at the end of a long rest.

Ever Watching Sentry

Your engineer your golem to remain constantly vigilant. It gains Proficiency in Perception and Darkvision (30 feet).

Magical Construct Prerequisite: 5th level Artificer.

Your constructs magical nature extends to it's natural weapons. Your constructs weapons are considered magical for the purpose of overcoming resistance to nonmagical bludgeoning, piercing and slashing damage, and it can add +1 to it's attack and damage rolls.

This increases to a +2 at 14th level.


Prerequisite: 5th level Artificer

If you use your bonus action to take the Help action to grant your golem advantage on attacking a creature, your golem can take the Help action as a bonus action to take the Help action to grant you advantage on attacking a creature.

Soul Puppet

You bind your soul to your golem. Your consciousness is transferred to the golem, and you gain complete control of the golem, retaining both its action your and your own, but you are only able to take any action the golem could take with its action.

Your golem's mental stats are replaced by your mental stats, and your golem gains all of your spell slots, attunement slots, and class features. Your former body dies and cannot be resurrected, unless a wish or similar magic returns your soul to your body.

Very Odd Upgrades

This seems like as good a place as any to note that Extend Toolbox tends to embrace more eccentric upgrades than the main document. Some of these upgrades will not appeal to everyone, some of them will radical change your playstyle. Some of them will make your DM question his sanity. In general, upgrades in this document should always be considered a extended guideline or a "What if I could...?"

Razor Claws Prerequisite: Quadrupedal, Incompatible with Warfare Routines.

Your golem's gains two additional natural weapons that deal 1d8 slashing damage, and have the Light property. Additionally, your golem gains the Two Weapon Fighting Fighting Style from the Fighter Class (as below).

  • Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Trample Prerequisite: Quadrupedal Golem.

When your golem moves more than 10 feet toward a target before making an attack, the target must succeed in a Strength saving throw of a DC equal to 8 + your Golems Strength modifier + your Golem's Proficiency modifier, or be knocked prone. If the target is knocked prone, the golem can make on additional attack against the target as a bonus action.

Variant Golem Option: Flesh Golem

When selecting your golem, some distrubed minds think "by what if I want it be a fleshy-monsterousity against sanity?" Well, as usual, the Alternate Artificer is here for you:

Flesh Golem?

Your golem is roughly humanoid, a lumbering terror of stitched flesh, with an odd smell. Its base strength becomes 16(+3) and it gains proficiency in shields, simple weapons, and martial weapons.

Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning damage.

Additional Changes

  • Replace your Smith's Tool proficiency with Leatherworking Tools proficiency.
  • The upgrades the same, but with "...but from some gross fleshy organ."

Fleshy Upgrades

At your DMs discretion, you can apply Fleshsmith upgrades to your Golem. This has the potential to be OP, so assume the DM will say no unless you can explain how its not and its not.


Enchanted Garmets

You enchant your clothes, granting you several benefits over mundane not-enchanted clothes:

  • You can cast prestidigitation targeting only your own clothes.
  • You cause them to change style or color as an action, keeping the new style or color until your take them off or enchant a new set.
  • They do not get wet unless you will them to, keeping you dry.
  • You can ignore the environmental effects of extreme heat or cold.

Investiture of Soul Prerequisite: 19th level Artificer.

When you cast animate object spell, you can expend a hit die. If you do it no longer requires concentration, and lasts until the objects created are destroyed or you complete a long rest. If you cast animate objects again while you still have animated objects active, the previous spell immediately ends.

Loyal Weapon

You can cast the weapon of throwing spell as a first level spell without expending a spell slot, but if you cast it on a second weapon with this feature, the spell immediately fades from any previous use of this feature.

Spinning Blades

As an action, instead of attacking with your Animated Weapons, you cause them to whirl through the air in place. This has the effect of cloud of daggers, but does not require concentration and ends at the start of your next turn. For each animated weapon you have you can pick a different 5 foot cube, or send them to the same spot. For each weapon sent the same spot, the spell level of the effect is increased by one.

Translocation Binding Prerequisite: 5th level Artificer.

As a bonus action while attacking with an Animated Weapon or a weapon under the effect of weapon of throwing, you can expend a first level spell slot and teleport to it before it returns to you. You can invoke this even if the attack misses the target.

Suggested Magical Item Synergy

If an Infusionsmith gets a Dancing Sword, allow them to use their Intelligence modifier for attack and damage rolls with it - they are quite familiar with using their Intelligence modifier to attack with Animated Weapons!


Collateral Damage Prerequisite: Explosive Reaction Incompatible with Shaped Charges

Your explosive reaction now deals half damage to creatures that pass the saving throw against it.

Dragon Draught Instant Reaction

As an action you quaff a vial of highly reactive liquid, allow you to immediately belch a blast of devastating elemental energy. You can select between cold, fire, acid, or lightning. Cold and fire effect a 10 foot cone. Lightning and Acid effect at 15 foot line. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 1d8 damage of the elemental type chosen.

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

Extra Zest

You've mastered a twist for infusion. Whenever a consumed potion restores health, it restores an additional 1d4 hit points per level of the spell slot used to infuse it. Whenever a thrown potion deals damage, it deals an additional 1d4 damage of its primary damage type to creatures effected by it.

Flaming Grease

You tweak your grease formula to be flammable, as grease should be. When you cast grease or use it to make an Alchemical Infusion, the effect becomes flammable. If the area of effect is hit with 1 or more point of fire damage, the all creatures in the area of effect take 2d4 fire damage. The grease burns for 2 turns after being set on fire.

Additionally, you can use the grease spell or Alchemical Infusion to coat a weapon; when ignited, that weapon deals 2d4 additional fire damage until the grease burns away (2 turns).

Fortifying Booster Prerequisite: Fortifying Fumes Reaction

You develop a small quick dose, allowing you to use your Fortifying Fumes instant reaction with a target of Self (instead of an area of effect) as a bonus action. While you are under the effects of the Fortifying Fumes reaction, your Strength is equal to your Intelligence (if it was lower than your Intelligence naturally).

Long Acting

Your consumed Alchemical Infusions for spells that require concentration have their duration increased by a number of rounds equal to your Proficiency modifier.

Mutation Mixture Prerequisite: 13th level Artificer

You concoct an infused potion that warps your body, rapidly and temporary mutating it in extreme ways. You gain the polymorph spell as an option for Alchemical Infusion, and when when you consume this Infused Potion, the duration of the potion is one hour, though it can be ended early with an action.

A creature cannot undergo the effect of this Infused Potion again until the complete a long rest.

Napalm Preqrequisite: Alchemical Fire

Targets that fail their saving throw against your Alchemical Fire Instant Reaction take an additional 1d4 damage at the start of their turns for one minute. They can end the effect early with an action to put it out, or spend all of their movement to fall prone and roll, ending the effect.

Shaped Charges Prerequisite: Explosive Reaction Incompatible with Collateral Damage

You can shape the size and direction of the explosions generated by your Explosive Reactions to exclude targets of your choice up to to your Intelligence modifier; excluded targets automatically pass the saving throw against the Explosive Reaction.

Goodlent Pellets

You devise a nutritionally complete and revitalizing compound. You can use your alchemy to expend a first level spell slot to cast goodberry, but any berries generated taste distinctly bland.

Potionsmith Playtest Changes:

Adrenaline Serum Prerequisite: 5th level Artificer

You create a potent serum. As a bonus action on your turn, you can consume a dose of this serum. Consuming this concoction increases your Strength and Dexterity ability score by your Intelligence ability score (up to a maximum of 22) and you are under the effect of heroism for three rounds, after which all effects of the serum fade at the start of your next turn. When the effect ends, your speed is reduced by half.

You can benefit from an Adrenaline Serum a number of times equal to your Constitution modifier (minimum 1) before it has no effect on further uses. You regain all uses after completing a long rest.

Greater Rush Prerequisite: Adrenaline Serum, 11th level Artificer.

While under the effect of Adrenaline Serum, you can also choose to be under the effect of the haste spell. If you do so, you suffer the consequence of the haste spell ending when the effect ends.

Ultimately the power of Adrenaline Serum had to come down, but other nerfs to it were not well liked, so this time around we are hitting the number of uses and level required. The basic Serum is raised to 5th level to get it out of the hands of other subclasses, and it is reduced to Con/Long Rest again. It also now lasts 3 rounds, rather than Int Rounds. Int Rounds meant that too often it's drawback had no application, now the risk of using it should be a little higher. It is slightly buffed when you get it (including Heroism) and the Haste buff moved to 11th level. This leaves it somewhat too powerful still, but not more limited.

Note that Fortifying Booster does allow for a more engaged melee style consistently, though without the same degree of power.


Additional Warsmith Armor Options
Armor Name AC Weight Strength Requirement Stealth Properties
Wargear(Warplate) 15 + Dex Modifier
(Max 2)
45 lbs. Disadvantage Medium Armor, Powerful Build
Warskin(War Suit) 12 + Dex Modifier 15 lbs. Light Armor
Iron Shell(Integrated Armor) 18 40 lbs. Disadvantage Heavy, Powerful Build

Alternate Types count as the type of armor in () for purposes of determining upgrade prerequisites.

(*) Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Assume Control Prerequisite: Emergency Protocol, 9th level Artificer

You expanded the control available to your armor's sentience. You can set conditions when your armor will take control of your movement and actions. It can act following these directions after the triggering event occurs for a number of rounds equal to your Intelligence modifier. While acting in this mode, it can take any action you could take, but can only cast spells granted by Upgrades. It uses your ability scores.

The triggering event can by a preset condition, a verbal command, or a specified time. Your armor is immune to the charmed, blinded and frightened conditions, and does not suffer from exhaustion, ignoring these effects if you are under them.

If you have Warplate, it can control your warplate even if you are not wearing it for these turns, gaining it's own movement of 20 feet and actions for the duration.

Once these are expended, it cannot control your armor until you complete a long rest.

Barrier Capacitor Prerequisite: 11th level Artificer; Incompatible with other Capacitors

You can store up arcane energy, discharging it in the form of a protective barrier. As an action you can cast wall of force without expending a spell slot or charges. You can use an action to reorient or move the wall up to your movement speed, but the movement is not strong enough to cause any damage.

If a creature would be moved by the barrier it can make a Strength check against a Spellcasting ability check, stopping the wall on a successful check.

Contingent Response Prerequisite: Sentient Armor

Choose a spell of 1st level spell that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, expending a spell slot, but the spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs.

The spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

You can only have one spell prepared to go off in this way. Preparing a new one immediately ends the effect of the last one.

Extendable Arms Prerequisite: Integrated Armor

As a bonus action, you can extend your arms reach until the end of your turn. Your melee weapon attacks gain the reach property until the end of your turn.

Hyperspace Arsenal Prerequisite 19th level, Requires: Recall.

You expand the pocket dimension to store multiple sets of Wargear, as well as up to 100 lbs of weapons or items. As a bonus action, you can conjure and equip any weapon or item stored in the pocket dimension. Additionally, you can swap out your attuned Wargear for another set of Wargear with this upgrade in the pocket dimension during this bonus action, instantly unattuning to the set you were wearing and attuning to the new set. Once you swap your Wargear using this feature, you cannot do so again until you complete a short or long rest.

Powered Nervous System Prerequisite: Integrated Armor; Resistance: Lightning

Once per turn when you take or deal lightning damage, you gain a d4. You can add this d4 to your next attack roll or saving throw before the end of your next turn. You can only have one d4 from this ability at a time. If you gain another d4 while you already have one, you immediately roll it and gain temporary hit points equal to the amount rolled.

Iron Constitution Prerequisite: Integrated Armor

You gain resistance to poison damage and advantage against the poisoned condition.

Variant: Infiltrator Armor

At your DM's discrection. When selecting Warsmith's Armor at 3rd level, if you've selected Medium or Light armor varities, you can forgo the increase to your Strength and Maximum Strength to instead select a free unrestricted upgrade.

DMs and players: this is intended to provide more flexibility in what you can build with this class, but not all upgrades will be appropriate options. I would recommend an upgrade from the following list: Accelerated Movement, Projector (either), Grappling Reel, Extendable Arms, Iron Constitution, or a Custom Upgrade the fits their desired playstyle and armor. I would not recommend additional gauntlet upgrades or sentient armor being available here.

Mechanical Overdrive Prerequisite: Integrated Armor

You overlord your integrated armor, driving you superhuman speeds. You can use this upgrade to cast haste targeting yourself. When you cast haste in this way, you have advantage on concentration checks to maintain it, but at the end of each of your turns take 1d4 fire damage that cannot be resisted from overheating.

Searing Shell Prerequisite: Resistance: Fire

As a bonus action, you can heat your armor to searing temperatures. Anything grappling, restraining, or otherwise holding onto you within 5 feet takes Fire damage equal to your Intelligence modifier. You can end this at the start of your turn (no action required). Whenever you end your turn with this active, you take 1 fire damage that cannot be resisted.

You can fully ignite your armor and cast fire shield without consuming a spell slot. When cast with this upgrade, you can only select the fire damage option. Once you cast it in this way, you cannot cast it again until you complete a long rest.

Vice Grip Prerequisite: Integrated Armor

You upgrade the arm that your warplate gauntlet is installed with crushing power. If a creature ends turn while grappled by your Warplate Gauntlet, it takes damage equal to your Strength modifier.

Adaptable Armor

You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your armor you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Additionally, you gain a swim speed equal to your walking speed.

Earth Projector

You gain the ability to elemental control of earth. While wearing your Warplate Gauntlet, you can cast magic stone, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:

Artificer Level Spell
3 earth tremor
5 earth bind
9 erupting earth
13 orbital stones*

Water Projector

You gain the ability to elemental control of water. While wearing your Warplate Gauntlet, you can cast ray of frost, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:

Artificer Level Spell
3 ice knife
5 snowball storm
9 tidal wave
13 watery sphere

Warsmith Playtesting Changes

Arcaneware Prerequisite: Sentient Armor

You upgrade the artificial personality integrated into your armor to assist with a new skill. While able to communicate with your armor, you can gain the effect of guidance when making an Intelligence ability check.

Arcaneware has generally been viewed as underpowered. This makes it a bit more generically useful, and means that it stacks with skills you would already be good, allowing the Artificer to specialized further.

Wiseware Prerequisite: Arcaneware

Your armor's artificial proficiency has acquired worldly wisdom. You can gain the effect of guidance when making a Wisdom ability check in addition to Intelligence ability checks.

Arcane Visor You can take this upgrade multiple times selecting a different option each time.

You magical enchant your visor. You gain one of the following effects while wearing your armor; you pick the effect when selecting the upgrade.

  • You gain darkvision to a range of 60 feet. If you already have darkvision, the range of that darkvision is increased by 60 feet.
  • You can ignore Sunlight Sensitivity.
  • Divination spells no longer require your Concentration to maintain. You can only use this effect one spell at a time.

Regardless of the selection, you have advantage on saving throws against being blinded while wearing your armor.

There was an idea to make Arcane Visor able to negate Sunlight sensitivity. 'twas a good idea. Added Divination Visor in as an option instead of a sequential upgrade.

Divination Visor This is now option under Arcane Visor.

Heads Up Display Prerequisite: Arcane Visor, Sentient Armor, 9th level Artificer

You can delegate displaying and tracking things in your sight to your Sentient armor, granting you the following benefits:

  • When a creature attempts to take the Hide action against you, you can make an active Wisdom (Perception) check to contest its Dexterity (Stealth) check as a reaction.
  • When making an Dexterity saving throw against an attack you can see, you can make an Intelligence saving throw instead.
  • When a creature hits you with a ranged attack roll, you can cast true strike as a reaction targeting that creature.

Faraday Helmet

After casting a spell, you have advantage on Saving Throws to save against being charmed, mind controlled, stunned, or confused by magical means until the start of your next turn.


Playtesting Changes:

Perfection of Form (Unchanged)

Nature had its chance to make your form, now it's your turn to improve it. When you take this path, select one of Extra Arms, Extra Claws, Extra Fangs, or Extra Tentacle. You gain that upgrade, and it does not count against your upgrade total.

When you take the attack action, you can use your bonus action to make single additional attack with this upgrade. You can make this additional attack a number of times equal to your Constitution modifier. You regain all uses at the end of a long rest.

Perfection of Mind

You know that perfection is an aspect of knowledge, a perfect understanding of the mechanics of the Body, inside and out. But particularly inside. You gain the Flesh Doctor upgrade, and it does not count against your upgrade total.

You have a pool of d8s equal to your Intelligence modifier. When make an Intelligence (Medicine) check to restore hit points or make an Intelligence (Medicine) check to deal damage to a creature, you can expend these d8s to restore additional health or deal additional damage. You can spend a number equal to Proficiency modifier at a time. You regain this pool of d8s at the end of a long rest.

Autoimmune Response

Converted to Upgrade. Was not a bad ability, but not well liked as a capstone.

Evolution of Thesis

Starting at 14th level, your Thesis evolves. When you formed your thesis, you know had discovered an aspect of perfection. The resource granted by your Thesis now recharges on a short or long rest.

Modified Upgrades

Flesh Doctor

You master the knowledge of the mechanical properties of the body. You can make all Medicine checks as Intelligence (Medicine) checks and can add double your proficiency to Intelligence (Medicine) checks. When you take an Intelligence (Medicine) check to stabilize a creature, they regain 1 hit point.

As a doctor, you specialize not just in the repair of creatures, but in the dissection of them. If you are holding a melee finesse weapon you have proficiency with, as action you can make a Intelligence (Medicine) ability check against a creature within reach with a DC equal to its armor class. If you succeed the check, you can deal damage to that creature equal to your weapons damage dice plus your Intelligence modifier. On a roll of 20, the roll weapon damage dice are doubled. If you have Extra Attack, you deal twice the weapon's damage die.

This just expands Doctor to include the Original effect of Perfection of Mind. Added ability to critical strike.

Extra Endurance Prerequisite: Perfection of Form

Attacks made with various extra appendages and weapons no longer are limited to being used a number of times equal to your Constitution modifier.

Removed. This feature has been removed and integrated into the new 14th level feature. 11th level power spike is handled by Upgrades for various paths individually that accounts for making 2 attacks reliably and a potential 3rd.

Fleshsmith Additional Upgrades

Acid Gland Prerequisite: 5th level Artificer

Realizing that putting something that oozes acid inside yourself could not possible go wrong, you do just that. You gain a pool of d4s equal to your Artificer level. As a bonus action, you can expend an amount of these d4s up to your Constitution modifier, adding them to the next damage roll you make with a natural weapon before the end of your turn. The pool of d4s recharge at the end of long rest.

Additionally, gain resistance to acid damage.

Acid Spit Prerequisite: Acid Gland

Fully integrating the acid gland, you learn to spit acid. You learn the acid spray cantrip, and can add your Constitution modifier to damage rolls made with it. You can expend the d4s granted by Acid Gland on the damage roll of acid spray, following the same restrictions as natural weapons.

Autoimmune Response Prerequisite: 15th level Artificer You attain full mastery of your body and its functionality, able to detect when it malfunctions. As a reaction, you can end a condition or disease effecting you as the result result of failing a saving throw, even if you would normally not be able to take reactions due to the condition.

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

Brimstone Bladder Prerequisite: 5th level Artificer

Why should dragons have all the fun? You can now exhale fire. You gain a pool of d12s equal to your Artificer level. As an action, you can exhale a cone of fire, expending d12s from this pool equal to your Proficiency modifier. Creatures in a 30 foot cone make a Dexterity saving throw, taking Fire damage equal to the d12s expended on a failure, and half as much damage on a successful saving throw.

You gain resistance to fire damage.

Devouring Maw Prerequisite: 9th level Artificer

Due to the inefficiency of having only one intake port, you build an additional one, properly equipped with razor sharp fangs and a special property. This maw becomes a natural weapon that deals 1d10 piecing damage.

If you hit with an attack with this maw, you can chose to make a Grapple check against the target as a bonus action. Targets grappled by this maw take 1d4 piercing and 1d4 acid damage at the start of their turn.

Attacks with this Maw are made with advantage against targets it is Grappling, but it cannot attack other creatures while grappling a creature.

You can take apply the Fiendish Fangs, Goulish Fangs, or Vampiric Fangs to this Maw instead of Extra Fangs when taking one of those upgrades; this Maw can have a different upgrade than your Extra Fangs if you have.

Soul Eater Prerequisite: Extra Fangs or Devouring Maw

When you kill a creature with a CR of 1/4 or higher with your Extra Fangs or Devouring Maw, it consumes part of the soul of the creature, nourishing you with its essence. You regain an expanded spell slot equal to half the creatures CR (minimum first level spell slot). Once you've benefited from this nourishment, you must take a short or long rest before you can benefit from it again. If you have no spell slots remaining, you can benefit from this nourishment again even without resting.

Extra Quills

Do you know what monsters never eat? Hedgehogs. You become more like a hedgehog. When you are attacked by a melee attack or are the target of a grapple attempt, you can use your reaction to deal 1d6 piercing damage to the attacking creature. You can do this a number of times equal to your Constitution modifier, and regrow all expended quills (regaining all uses of the ability) after you complete a long rest.

Alternatively, you as sometimes the best defense is a good offense, you can expend a use of quills as a ranged weapon attack with a range of 20/60, dealing 1d8 piercing damage on hit.

Dogmatic Persistence

Your idealogical convinction in your Thesis is such that you gain an additional 2 uses of it (for Perfection of Form) or an addition two d8s (for Perfection of Mind).

Fang Series Reworked

Extra Fangs (Unchanged)

You've noticed that other creatures out there are better at biting things than you. You fix that. Your mouth becomes a natural weapon that deals 1d10 piercing damage. You are proficient using this fangs as a weapon.

Fiendish Fangs Prerequisite: Extra Fangs; Incompatible with other Fang upgrades

Flames lick around your fangs when you open your maw. The first attack you make with your fangs on your turn deals an additional 1d8 fire damage.

Goulish Fangs Prerequisite: Extra Fangs; Incompatible with other Fang upgrades

The fangs long for the taste of living flesh, growing more excited as it consumes flesh. Each consecutive attack made with maw against living flesh adds an additional d4 to attack as long as the last attack hit; if the number of d4s you add exceeds your Wisdom modifier, you no longer gain additional d4s and the attack is made with disadvantage as you lose control of your hunger.

You lose all of these d4s at the end of your turn if you do not deal damage with your fangs during your turn.

Vampiric Fangs Prerequisite: Extra Fangs; Incompatible with other Fang upgrades

Your fangs drains the life from victims, replenishing your life. The first attack you make with your fangs on your turn deals an additional 1d4 necrotic damage. If the target is a living creature over CR 1/4, you regain health equal to the necrotic damage dealt.

Ever Chomping Jaws Prerequisite: 11th level Artificer, Extra Fangs, 1 additional Fang Upgrade

You jaws become an even more deadly unnatural natural weapon. The damage die of your Extra Fangs becomes a d12. If you have Fiendish or Vampiric fangs, the effects of that upgrade now apply to all attacks made with your Extra Fangs, rather than just the first attack on your turn. If you have Goulish Fangs, it now adds a d4 to the damage roll as well as the attack roll.

Very Forbidden Knowledge Replaced by above.

Extra Series Reworked

Extra Claws You can take this upgrade multiple times to add additional claws to additional appendages (once per appendage).

You add natural weapons to your hands, as they seem to lack them. You gain a natural weapon that deals 1d8 slashing damage, and counts a finesse weapon. You are proficiency with these new claws. You cannot use the claw as a weapon unless the hand being used is free and not holding anything, but they count as a weapon being held.

Razor Claws Prerequisite: Extra Claws; Incompatible with other Claw upgrades

Your hone your claws to precise instruments of flesh-dismantling. The weapon die for your natural claws becomes 1d10, and your claw attacks score a critical hit on a roll of 19 or 20. Upgrade applies to all claws.

Toxic Claws Prerequisite: Extra Claws; Incompatible with other Claw upgrades

Your drip venomous ichor. The first time a target is struck by your claws on your turn, they must make a Constitution saving throw equal. On failure, they take 1d8 poison damage and become poisoned until the end of their turn. Upgrade applies to all claws.

Extra Arms Reworked:

Extra Arm.

You build yourself an additional arm, and attach it to yourself. This arm is capable of doing things an arm can do, like holding things. When making additional attacks with this arm, it can only attack with a weapon held only by it.

Extra Arm(s) Prerequisite: Extra Arm, You can add this Upgrade up to 3 times.

You can add more additional Extra Arm upgrades. When you use a bonus action to attack with your Extra Arm, you can make an attack with each Extra Arm you have, but each attack consumes a use of your Perfect of Form additional attacks. If two extra arms are holding a two-handed weapon, they can make an attack with it as one attack.


Artificial Companion

Prerequisite: Artificer

You do the most responsible thing a gifted Artificer can do - create a new sentient mind to serve you. This mind is bound to an tiny item, and while this mind is inhabiting that item, it is considered magical and all but indestructible.

It has a Strength, Dexterity and Constitution of 0, and has no hit points and cannot take actions. It has an Intelligence of 12 + your proficiency modifier, a Wisdom of 10 + your proficiency modifier, and a Charisma of 10 + your proficiency modifier. Its proficiency is equal to yours. This mental assistance can assist with many tasks:

  • It has proficiency in two Intelligence or Wisdom skills of your choice, and can take the Help action to help with ability checks of those skills.
  • It has a blindsight of 10 feet. This increases by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).
  • It can communicate verbally and telepathically with you while you are within range of its blindsight.
  • At 5th level, it gains the ability to cast clairvoyance and communicate the results of what it sees. Once it does this it cannot do this again until you complete a long rest.

At your DMs discretion, this intelligence can be bound to an item created by Artificer class features if appropriate.

Sentient Armor, Golems, and Artificial Companions.

This is intended to be a seperate entity from your other class features, but there is no reason that these features cannot be rolled into an existing companion intelligence you already have; in that case the granted features are just added to the features it normal has.

Magic Mutater

Prerequisite: Artificer

Magic is great and all, but what if it was... better? You modify an arcane focus in your position. Select a Metamagic Option from the Sorcerer's list of Metamagic options.

When you cast a spell using this arcane focus, you can apply the metamagic option to the spell cast without expending Sorcerer points (if the effect would cost more than 3 sorcery points, it fails).

Once you do this, you cannot mutate another spell until you finish a short or long rest. As an action, you can expend a first level spell to recharge the Arcane Focus to use it again before completing a rest.

Warforged Customization

Prerequisite: Warforged

Other people have to exercise to improve their bodies. You've fond that yours is just upgradeable.

  • You can select an upgrade from the Golemsmith or Warsmith upgrade lists, and apply it to yourself as if you were the golem or warplate. This upgrade cannot be a level restricted upgrade.

Common Inventions

The following list is some Common Magical items that might serve as simple inventions for your Artificer to create (or have created). These tend to be of limited use and primarily concerned with the flavor of your character, as well as fleshing out an Artificer's habit of making items - both the useful and the eccentric.

This list is not intended to be exhaustive, but merely to spark some interesting ideas or provide a framework one might use. For further reading, consider reviewing the common magical items in Xanthaur's Guide to Everything.

How do you make these?

While there are crafting rules in the game, it is likely that using the crafting rules to create common magical items may be unappealing given their general lack of mechanical effect (with some exceptions).

In generally, I'd advise letting players make these simply by tinkering with them to a time-frame appropriate to your campaign, in so far that they could create a few over the course of the campaign.

Homeward Compass

You make a compass, that always points toward a location of your choosing that you've been. You, or any creature holding it, has advantage on Wisdom (Survival) when trying to find their way to a the set point of the compass or a location with a known relative position to it.

Illusionary Locket

You can create a locket that has a minor illusion effect cast when it is opened. The illusion is clearly project right above the locket, and the nature of the illusion is selected when the locket is created. You can change the illusion contained with 1 minute of work to adjust it.

Magic Lantern

You create a magical hooded or bullseye lantern that does not require oil to fuel it. It can be used for 6 hours a day, regaining all hours of use at dawn.


You make a device that can produce high quality rope from materials. By feeding the device the proper weight in fibrous materials - such as vines, clothes, or wool - it can create a length of rope of equal weight as if made of high quality material. You can create up to 50 feet of rope in an hour using this device.


You create a small device that record a 25 word message. It takes a creature an action to change the recorded message, and they must speak the message outload to record the message. The recorded message can be replayed by any creature holding the device that is aware what it is.

Water Purifier

You create a magical tankard that can hold up to a gallon of liquid. After liquid has been in the tankard for an hour, is purified as if purify food and drink have been cast on the liquid contained.

Appropriate for all Artificers?

In general, this document is intentionally vague on the exact nature of the device, as different artificers may achieve the same result different ways. A Gadgetsmith's Magic Lantern might be mechanical marvel, while an Potionsmiths may a magically sustained reaction, and Fleshsmith's may be very unusual firefly in a jar.


Many an Artificer could hail from a background from Far Traveler to Cloistered Scholar, there here are some additional backgrounds which be what lead to your character embarking on their unique exploration of the depths of magical engineering.


You were a mixer of potions, master of the subtle art of producing potent magical effects from the right distilations. Hailing from the largest cities or the smallest villages, an apothecary's work is always in demand, though many that would demand it do not fully appreciate the care that goes into making a potion safe and effective.

  • Skill Proficiencies: Nature, Medicine
  • Tool Proficiencies: Alchemist's supplies, Herbalism Kit.
  • Equipment: A minor healing potion, a set of Alchemy Supplies, an Herbalism Kit, and a set of common clothes.
Feature: Herblore

You know what the potions people drink are actually made of. Whenever traveling at half speed or less through wilderness or camping in wilderness, you can acquire 10 gold pieces a day worth of potion reagents. These can be used against the next potion you craft.


Scholars and Academics are great, but many a kingdom has needed those of the more intellectual bent to put their intellect to more practical uses - designing everything from siege equipment to bridges.

While construction may or may not have used magic here and there, at the end of the day something built without an engineer's oversight is much more likely to fall back down when it is needed most.

  • Skill Proficiencies: Investigation, Nature.
  • Tool Proficiencies: Carpenter's Tools, Mason's Tools.
  • Equipment: A bottle of black ink, a quill, a small knife, the blue prints to the last project you were working on, a set of common clothes, and a belt pouch containing 10 gp.
Feature: Blueprints

Given a little time to plan, you can produce blueprints or schematics for bridges, siege equipment, buildings, dams, or any other common feat of engineering that anyone proficient with the necessary artisan tools required to could follow to craft the outlined construction given the time and resources. Buildings more fantastical in nature may still be within your grasp to plan with skill appropriate skill checks at the DMs discretion.


Falling somewhere between a merchant, sage, and - if you ask some villagers - a vagabond, a Tinkerer wonders from town to town bringing a cart (or sometimes just a donkey) of knick-nacks and knowhow. While not always welcomed with open arms, they can be life line of the smallest and most widely flung towns, as no route is too odd and winding for them to wander. Tinkerers may be wanderers by nature, but what opens doors is their useful knack for being able to fix problems with a dash of knowhow and ingenuity.

  • Skill Proficiencies: Insight, Nature.
  • Tool Proficiencies: Tinker's Tools
  • Languages: One language of your choice.
  • Equipment: A set of Tinker's Tools, a set of traveler's clothes, a set of saddle bags, and a pack horse.
Feature: Know-How

You've been around the block, and fixed more than one problem you had no business fixing with some application of ingenuity. When you need to construct or fix an item, you can often tinker up a replacement part from an alternate source. Any item that you could craft with Tinker's Tools for less then 50gp pieces, you can craft for free with miscellaneousness knick knacks. At the DM's discretion, this feature may help with larger crafting pieces as appropriate

Notable Homebrew

Even More?

All this still isn't enough? Here are some Homebrew options for people that want even more. The following options have been made for the Alternate Artificer by people other than KibblesTasty; while I might have contributed in some small way, they are the work of their creator.

Anything I add a link to here is something that I think is at least interesting, and provides values to people that want to delve deeper into the world of Artificering, but this is not inherently an endorsement of the product as "ready to use", and you mileage may vary. It's just a recommendation to check it out!


by /u/MrKybernetes

Taking the self-forged to a new level, this is option is for those that strive for perfection... in their own eyes. Which might not be their own eyes anymore, as those might have been replaced with a better set.

From the creator:

A Limbsmith is an Artificer who has found their own body lacking in some way and began replacing parts of it through artificial ones. Maybe they had a disease they could not recover from normally, lost a limb in a tragic accident and noticed they had a knack for their newfound abilities or simply found themselves wanting physically.

Because of the alien appearance of some Limbsmiths, resembling half humanoid, half construct, they tend to keep their augmentations covered by clothes or robes. -/u/MrKybernetes

You can find the Limbsmith here:

Additional Warsmith Upgrades

by /u/AHFromDust

Even more upgrades, plus a magic item and feat for Warsmith's.

From the creator:

I made some new upgrades for the Warsmith to help further enable people to potentially fulfill their Ironman or War Machine fantasies, and more.

You can find them here:

Created By:

Additional Credits:

  • MrKybernetes (Limbsmith; some of which has been adapted to Integrated Armor upgrades)
  • Mr.Skelet & Cowboy121 (Warsmith upgrades: Barrier Capacitor).

Supported By

Creation is made possible by generous patrons:

  • Andrew Hoertt
  • Ara Enzeru
  • Austin Fox
  • Code Ghoul
  • Garion Pankievich
  • GMBinder
  • HerdSheep
  • Ihileath
  • Issac Dyne
  • James Sant
  • Jacob Herrera
  • Jau
  • Jack
  • Kybernetes
  • Lawrence Eger
  • Max
  • Michael Magarino
  • Nannette Groft
  • Rory Collier
  • Seranata
  • Sergio Reyes
  • Spenser Birney
  • Thortron
  • Thought-Knot
  • Unlikely Alpaca
  • Vaelin
  • Verixa Okblek

...and many more!

Want to support KibblesTasty in keeping this updated and creating more homebrew like this? You can join them here on Patreon.

Thank you!

Change Log


  • Find by following the link above.


  • Too many changes to track.

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