Revised Artificer: The Expanded Toolbox

by KibblesTasty

Search GM Binder Visit User Profile

Artificer: Expanded Toolbox v1.5

What is the Expanded Toolbox?

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

While the Revised 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 bonkers, 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:

  • Fleshsmith
  • Runesmith
  • Spells
  • Common Inventions
  • Additional Upgrades
  • Feats
  • Backgrounds
  • Stronghold & Follower Integration (Artificer's Workshop)
  • Notable Homebrew

Extra Subclasses

Fleshsmith

A Fleshsmith is the sort of person that makes people uncomfortable. Even when encountered in the most ideal circumstances, they simply have the sort of gaze that makes one think they may be thinking "how could I improve that" as they look at you.

A particularly path of Artificer that has turned their creative talents... inward. They seek to understand and improve the limitations of flesh. All too frequently they place a slightly different value on aesthetic than others might, tending to find beauty primarily in efficiency.

A Fleshsmith tends be more eccentric than inclined to any particularly alignment, though even the most benevolent one may find that the only reason their activities wouldn't be illegal is that no one considered them possible.

Fleshsmith Proficiency.

When you choose this specialization at 1st level, you gain proficiency in the Medicine skill, as well as proficiency with Leatherworker's tools (it's best if you don't think about the details on that one too much...)

Principle Improvement.

At first level, you pick your principle improvement from the options below, and gain that benefit.

Extra Arm.

You build yourself an additional arm, and attach it to yourself. You can make a single additionally weapon attack with this arm as a bonus action. You can do this a number of times equal to your intelligence modifier, regaining all uses on a long rest.

Expanded Mind.

You expanded your mind. Literally. Your head is a little lopsided, but you can think in parallel. You can cast an Artificer spell with the cast time of one action as a bonus action. You can do this a number of times equal to your intelligence modifier, regaining all uses on a long rest.

You learn one cantrip of your choice from the Wizard spell list; this cantrip becomes an Artificer spell for you.

Extra Tentacle.

You decided you could use a bit more reach, and crafting yourself a tentacle. Using this tentacle, you can make a Strength (Athletic) - including a grapple - check or additional object interaction as a bonus action; alternative you can attack with this tentacle as a natural weapon as a bonus action. You can do this a number of times equal to your intelligence modifier, regaining all uses on a long rest. It deals 1d4 bludgeoning damage and has reach.

Adorable Critter

At 3rd level, you experiment on creating an adorable critter. You create - or modify - a CR 0 tiny creature. This creature serves as a familiar as per the find familiar spell, and you can resuscitate it (or rebuild it, as necessary) at the end of a short or long rest should anything untowardly happen to it.

Extra Attack

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

Second Improvement.

Why stop at just one? Starting 14th level, you can select a second Principle Improvement.

Fleshsmith Upgrades

Adorable Critter?

You upgrade your Adorable Critter. Your adorable critter can now cast primal savagery a number of times equal to your intelligence modifier + your Artificer level, as first level caster. It uses your Spell Attack modifier (Your intelligence modifier + your proficiency modifier). This bypasses it's restriction against attacking.

Adorable Critter?! Prerequisite: 11th level Artificer Prerequisite: Adorable Critter?

You upgrade your Adorable Critter. When your Adorable Critter uses primal savagery it grows to medium size until the end of its turn. It now casts primal savagery as an 11th level spell caster.

Doctor

You master the knowledge of the mechanical properties of the body. You can add double your proficiency to Medicine skill checks, and when you make a Wisdom (Medicine) check to stablize a creature, you restore 1 hit point.

Fix Flesh

Your expertise in the working of flesh makes you an artisan of fixing flesh. When you cast cure wounds you restore an additional amount of health equal to half your Artificer level (rounded down).

Flesh Shaper Prerequisite: 15th level Artificer

You gain the ability to cast clone without expending a spell slot. You still require material components. Once you cast this spell, you cannot cast it again until you complete a long rest.

Forbidden Knowledge

You deliver into the arcane mechanics of how bodies work. Otherwise known as Necormancy. You learn additional spells as shown on the table below:

Artificer Level Spells Learned
3 inflict wound, false life
5 blindness/deafness, gentle repose
9 life transference, feign death
13 vampiric touch, blight

Horrifying Abomination Prerequisite: At least 5 upgrades modifying your body.

The perfect form you have crafted intimidates inferior beings. You gain proficiency in Intimidation skill, and you are already proficiency in it, you can add twice your proficiency bonus.

Eye of the Dragon Prerequisite: Extra Eyes Prerequisite 17th level Artificer.

If you're going to add more eyes, shouldn't you add better ones? Add a highly advanced dragon-like eye. You gain truesight of 60 feet.

Extra Eyes

Why only see one direction? You add extra eyes. You have advantage on Spot checks, you gain proficiency in Wisdom (Perception) checks. If you already have proficiency in Perception, you can add double your proficiency bonus to your Wisdom (Perception) skill checks.

Extreme Mutation Prerequisite: Mutation Mastery

You can push your mutation to the limits and well beyond using a touch of magic. You learn the spell polymorph, but unless you know this spell from another source, you can only target yourself. Additionally, you can cast this spell without expending a spell slot, but once you do so, you cannot do so again until complete a long rest.

Life Merchant Prerequisite: Doctor Prerequisite: 9th level Artificer

When you cast life transference you can add your Intelligence modifier to damage taken (consequently adding twice your Intelligence modifier to the health restored).

Life Void Prerequisite: Life Merchant

You hunger for missing vitality. After casting life transference until the end of your next turn whenever you strike a creature with your natural weapons, you can deal an additional 1d6 necrotic damage and regain health equal to the amount.

Iron Grip

When you attempt to hold onto a creature, your grip has as uncanny crushing strength. A creature that starts its turn while grappled by your takes 1d4 bludgeoning damage.

Massive Flex

You implant an the ability to suddenly mutate your body. As an action, you can become a large sized creature. Any creature that witnesses this must make a Wisdom Save against your Spell Save DC or become frightened of you until the end of their turn.

While you are large, your attack deal additional 1d4 damage, and you have advantage on Strength (Athletics) checks. You can revert to normal size as bonus action.

You can spend a number of rounds equal to your intelligence modifier as a large creature before you must revert and can no become large until you complete a short or long rest. After a short or long rest, you regain all rounds of duration you can remain as a large creature.

Massive Hulk Prerequisite: Massive Flex Prerequisite: 11th Level Artificer

You no longer have a limit to how long you can stay in larger form.

Mutating Mastery Prerequisite: 5th level Artificer.

After so many little adjustments, you find that your form is quite flexible to your needs. You gain the ability to cast alter self at will.

Pressure Points Prerequisite: Doctor

You extensive knowledge of anatomy allows you to target critical spots. When you strike a target, as a bonus action you can force them to roll a Constitution Saving Throw against your spell save DC.

If they fail, they are slowed until the end of your next turn. If the target is already slowed they become restrained until the end of their next turn. If the creatures is already restrained they become stunned until the end of their next turn. If they already stunned they become paralyzed until the end of their next turn.

If they target becomes paralyzed from these attacks or passes a constitution saving throw, they become immune to this ability for 24 hours.

Reflexive Twitch

When you take damage from a target within 5 feet of you, you can use your reaction to reflexively attack them with your Extra Arm or Extra Tentacle; this counts as expending a use of that limb.

Retractable Claws

You add natural weapons to your hands, as they seem to lack them. They deal 1d6 slashing damage, and are light and finesse weapons. You are proficiency with these new claws.

At level 5, these claws weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14.

Safe Revival Technique Prerequisite: Doctor

You can cast revivify without expending a spell slot or material component. For some reason the target gains a level exhaustion, and is frightened of you for one minute upon reviving.

Secondary Life Organs

Realizing the fragility of mortal life, you modify yourself with additional necessary functions. The first time you make a Death Saving Throw, you can replace the results of that roll with a 20.

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

Subdermal Plating

Exoskeletons are bulky, and endoskeletons just don't offer enough protection, so you compromise. You gain natural armor granting you a base AC of 16 + your Dexterity modifier (maximum 2).

Suspicious Vitality

You are in truly phenomena health after a few dietary suppliments. You regain an additional 1d8 + your consistution modifier health when you have take a short rest, gain additional hit die equal to half your Artificer level, and regrow any missing limbs when you complete a long rest.

Sturdy Appendage Prerequisite: Extra Tentacle.

You tweak your extra appendage for expanded utility. It's reach increases to 15 feet, its damage as a natural weapon increases to 1d8 bludgeoning damage, and it can add 1d4 to any Strength (Athletics) check it makes.

Toxic Blood

Copying certain frog species, you make your blood poisonous. When a creature hits you piecing or slashing damage while within 5 feet of you, they take poison damage equal to your proficiency modifier. If damage is from a biting attack, they take twice as much damage.

You may also opt to make yourself take on a different skin hue, to let creatures know they shouldn't eat you.

Umbral Eye Prerequisite: Extra Eyes Prerequisite: 11th level Artificer

Among your collection of additional eyes you add an Umber Hulk eye, as that seems useful. You gain tremorsense of 30 feet, and you cast confusion without expending a spell slot. Once you cast confusion in this way, you cannot do so again until you complete a long rest.

Uncanny Strength Prerequisite: 5th level Artificer. Prerequisite: 18 Strength

You don't see what the big deal is with two handed weapons. After some small improvements, you can hold a two handed weapon in one hand.

Unnatural Health

You've modified your body to constantly restore itself. At the start of your turn, you can choose to expend a hit die and regain the value rolled + your Consitution modifier health (as normal for expending a hit die).

Wings Seem Useful Prerequisite: 11th level Artificer

You decide the wings seem useful, and install a pair on your back. You can shape them like any naturally functional wings, such as a bird, bat, or insect. These grant you a flying speed equal to your movement speed, so long as you are not wearing heavy armor.

Venomous Critter? Prerequisite: Adorable Critter?

Targets of your Adorable Critters primal savagery take 1d6 poison damage become poisoned until the end of their next turn.

Zombie Critter?

Your Adorable Critter gains Undead Fortitude. If damage reduces your Adorable Critter to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Adorable Critter drops to 1 hit point instead.

Zombie Critter?! Prerequisite: Zombie Critter?

If your Adorable Critter dies, it comes back to life at the end of its next turn. It can do this a number of times equal to your Intelligence modifier, and regains all lives after you complete a long rest and repair or rebuild it.

Runesmith

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.

Runesmith Proficiency

When you choose this specialization at 1st level, you gain proficiency with martial weapons as well as smith's tools or calligrapher's supplies. You learn one additional exotic language.

Runic Marks

Starting at 1st level, you can mark magical runes. It takes one minute to mark a Rune. These runes can go on willing creatures (C), weapons (W), or armor (A). If a Rune is placed on armor or a weapon. While an item can only have one Rune, a creature can benefit from the effect of as many Runes as it has marked on it, gaining the passive effect from multiple Runes. You learn the following three Runes:

Rune of Power C, W.

Passive: While marked with this Rune or wielding a weapon marked with this Rune, a creature deals an additional 1 damage on weapon attacks. If a creature is marked by this Rune, it can roll a d6 in place of the normal damage of for its unarmed strike.

Active: When activated, the next time the creature or weapon marked by this Rune deals damage before the start of your next turn, that damage is increased by 1d6 + your Intelligence modifier.

Rune of Warding C, A.

Passive: While marked with this Rune or wearing armor marked with this Rune, bludgeoning, piercing, and slashing damage that a creature takes from non-magical weapons is reduced by 1.

Active: When activated, the creature marked with or wearing armor marked with this Rune gains 1d4 + your Intelligence modifier temporary hit points. Any remaining temporary hit points fade at the start your next turn.

Rune of Speed C, A.

Passive: A creature marked with or wearing armor marked with this rune has their movement speed increased by 5 feet.

Active: When activated, the creature marked with or wearing armor marked with this rune gains an additional action. The action can be used on that creatures turn to attack (one weapon attack with a light weapon or unarmed strike only), dash, disengage, hide, or use an object. This action is lost if not spent by the end of that creatures turn. If a creature is under the effect of haste, they gain no benefit from this Rune.

You can have 1 Rune marked at a time, and marking a second Rune causes any current Runes (and any effects it grants) to immediately fade. Glyphs do not count as marked Runes.

Runic Flare

At 1st level, as an action or an attack as part of the Attack action, you can flare a Rune or Glyph, activating its active effect.

Additional Runes

Starting at 3rd level, you can mark an a number of additional Runes equal to the number of Upgrades you have.

For example, at level three you can have two marked Runes, and at level five you can can three marked Runes. Selecting Upgrades that grant a new Runes does not increase this number, just expands the range of Runes you can mark.

Extra Attack

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

You can use Runic Flare in place of either or both attacks.

Twin Flares

Starting at 14th level, when you use your Rune Flare feature, you can cause the Active effect of any two Runes or Glyphs

Runesmith Upgrades

Animate Inscription

You mark special inscription on yourself or an item in your position to represent a familiar. You can spend a hit die to give it life and cast find familiar using this rune. When you cast find familiar in this way it does not require a spell slot or require material components, and the casting time is one action.

Arcane Glyph

Learn how to translate a spell you know with a target of self into a Glyph that can marked on a creature or piece of armor. As a special 1 minute ritual your can expend a spell slot of the spells level and mark this Glyph on a creature. This Glyph has no passive effect, but when activated with Runic Flare, it casts the stored spell as if the creature the Glyph was marked on cast the spell. Alternatively, the a creature marked with this Glyph or wearing armor marked with this Glyph that is aware of it's presence can use this Glyph to cast the spell marked within as if they cast the spell stored using a magical item.

The Glyph immediately fades after the spell has been cast (the spell lasts as normal). The glyph fades when the Runesmith that marked it completes a long Rest.

Amplify Prerequisite: 9th level Artificer

You can greatly increase the flare of a Runic activation by expending a spell slot. If the a Rune or Glyph deals damage or grants temporary hit points you can expend a spell slot when flaring it increasing the amount by 1d8 per spell level expended.

Compounding

The activate effects of your Rune of Power and Rune of Warding grow stronger with each additional Rune effecting the same item or creature. A Rune of Power deals 1d4 additional damage when activated for each other Rune of Power on the creature or weapon, and a Rune of Warding grants 1d4 additional temporary health when activate for each other Rune of Warding on the creature or armor.

Channel Magic

You can cast a spell of range Touch on a creature marked by one of your Runes, wearing armor marked by one of your Runes, or wielding a weapon marked by one of your Runes, regardless of the distance between you.

Echo Flare Prerequisite: 9th level Artificer

When you use Runic Flare, you can activate a second rune of Power or Warding as long as it is on a different creature or item within 30 feet of the first Rune they activate and of the same type.

Eldritch Markings

You use your mastery or Runic lore to mark eldritch protections across your body. While you are wearing no armor and are not wielding a shield, your AC equals 10 + the number of Runes of Warding effecting you + your Intelligence modifier.

Elemental Power

When you mark a Rune of Power, you can select the damage for it between fire, cold, lightning, thunder, acid, or poison damage instead of Force, and it's activated damage becomes 1d8 + your intelligence modifier of that damage type.

Glyph of Absorption

You can expend a 1st level or higher spell slot as bonus action to draw an ethereal mark in the air a point adjacent to you.

Passive: This glyph absorbs all damage dealt to creatures within 10 feet. The Glyph has 10 hit points, and 5 additional hit points for per level of spell slot used above 1st. If the glyph is destroyed before it is activated, it simply fades without detonating.

Active: Any creature within 15 feet of this glyph must make a Dexterity saving through, or take Force damage equal to the amount of damage the Glyph has absorbed.

Once drawn, this Glyph lasts for 1 minute, until you deactivate it with a bonus action, or until you activate it with Runic Flare.

Glyph of Fire

You can expend a 1st level spell slot as bonus action to draw an ethereal mark in the air a point adjacent to you.

Passive: Once drawn, any creature that starts their turn within 5 feet of this glyph takes 1 fire damage.

Active: Any creature within 15 feet of this glyph must make a Dexterity saving through, taking 3d6 fire damage on failure, or half as much on success.

Once drawn, this Glyph lasts for 1 minute, until you deactivate it with a bonus action, or until you activate it with Runic Flare.

Glyph of Frost

You can expend a 1st level spell slot as bonus action to draw an ethereal mark in the air at a point adjacent to you.

Passive: Once drawn, the area with 5 feet of this Rune is difficult terrain.

Active: Any creature within 15 feet of this glyph must make a Constitution saving through, taking 1d8 cold damage on failure and becoming restrained, or half as much damage on success.

Once drawn, this Glyph lasts for 1 minute, until you deactivate it with a bonus action, or until you activate it with Runic Flare.

Glyph of Gravity Prerequisite: 13th level Artificer.

You can expend a 4th level spell slot as a bonus action to draw an ethereal mark in the air at a point adjacent to you.

Passive: Within 30 feet of this Glyph, moving away from it is requires twice as much movement, and any creature that ends its turn within 30 feet of it is pulled 10 feet closer to it if there is space available.

Active: All creatures within 30 feet of this Glyph must make a Strength saving throw or flung 40 feet away from this Glyph, taking 4d6 damage and falling prone.

Glyph of Nullification Prerequisite: 9th level Artificer.

You can expend a 3rd level spell slot as a bonus action to draw an ethereal mark in the air at a point adjacent to you.

Passive: Creatures within 5 feet of this glyph have resistance to Force damage.

Active: A globe of invulnerability is cast centered on the glyph, which lasts until the start of your next turn.

Once drawn, this Glyph lasts for 10 minutes, until you deactivate it with a bonus action, or until you activate it with Runic Flare.

Glyph of Translocation Prerequisite: 5th level Artificer.

You can expend a 2nd level spell slot as a bonus action to draw an ethereal mark in the air a a point adjacent to you.

Passive: None.

Active: You instantly teleport a willing creature of your choice within 120 feet (of you) to the closest free space next to this Glyph (your choice if multiple free spaces are available). If you expend a higher level spell slot, the number of creatures you can teleport increased by 1 for each level above 2nd.

Once drawn, this Glyph lasts for 10 minutes, until you deactivate it with a bonus action, or until you activate it with Runic Flare.

Paired Effects.

You formulate a special method to apply two Runes to a single suit of armor or weapon.

Rebounding Force Prerequisite: 11th level.

When a creature with temporary health from Rune of Warding is hit by an attack from a creature within 5 feet, the attack creature takes damage equal to the Runesmith's intelligence modifier.

Reckless Flare Prerequisite: 15th level

As an action, you flare all of your marked runes and glyphs, after the active effect, all of your Runes fade and must be marked once again.

You cannot do this again until you complete a long rest.

Rune of Deflection C, A

Passive: A creature marked with this, or wearing armor marked with this has partial cover against ranged attacks.

Active: A creature marked with this, or wearing armor marked with this, has three-quarters cover against ranged attacks until the start of the Runesmith's next turn.

Rune of Ether C Prerequisite: 11th level.

Passive: A creature marked can pass through allied creatures without a movement penalty

Active: When activated, a creature marked with this Rune gains the effect of etherealness until the end of it's turn, or until it chooses to end the effect before then.

Rune of Proficiency W, A (Self Only)

Passive: A piece of armor (including a shield) or weapon marked can by worn or wielded by the Runesmith that marks this Rune regardless of Proficiency. This mark reduces any strength requirement of a piece of armor or weapon to 10 for the Runesmith that marked it, and removes the Loading, Heavy and Two-Handed properties of a weapon marked with it for the Runesmith that marked it.

Active: None.

Rune Resonance

You learn to tune a Rune to your own magical signature. When you are being effected by the passive effects your Rune of Warding or Rune of Power, the passive effect is doubled.

Runic Tattoo C (Self Only). You cannot benefit from this upgrade while wearing medium or heavy armor.

You tattoo a basic (Power, Warding or Speed) Rune on yourself that does not count toward your Marked Runes. You can activate the effect of this at the start of your turn without expending a Runic Flare a number of times equal to your Intelligence modifier, regaining all uses after completing a long rest.

In a special ritual, you can change any Rune you have marked on yourself during a long rest.

Tattooed Soul Prerequisite: Runic Tattoo.

Your your Runic Tattoo now regains all uses on a short or long rest.

Artificer Spells

Repelling Field

2nd-level abjuration


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, Up to 1 minute.

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 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.

Seeking Projectile

1st-level transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, Up to 10 minute.

You touch a piece of ammunition or thrown weapon imbuing it with the property of seeking its target. When an attack roll is made with that weapon, the attack roll can add your spell casting modifier to the value on the dice. If that makes the value on the die a 20 or more, the attack is a critical hit as if a 20 was rolled.

Vorpal Weapon [Updated - Test Version]

5st-level Transmutation Spell


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

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

For a weapon that deals bludgeoning damage, the weapon swings with unbelievably momentum, ignoring resistance to bludgeoning damage and deals maximum damage to targets made out of inorganic material such as stone, crystal, or metal.

For a weapon that deals piercing damage, the weapon lances through any defenses, ignoring nonmagical armor, as well as resistance to piercing damage.

For a weapon that deals slashing damage, the weapon indescribably sharp, ignoring resistance to slashing damage, and killing a target that is reduced to 50 hit points or less by a critical strike by it, decapitating them (if possible).

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.

Ropeweaver

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.

Recorder

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.

Additional Upgrades

Cannonsmith

Arcane Lightning

After long study of internal workings of your Thunder Cannon, your mastery of lightning and Thunder Magic is such that learn the following spells at the following levels and can cast them as Artificer Spells.

Artificer Level Spell
3 thunderwave
5 shatter
9 lightning bolt
13 storm sphere

Clever Gadget. Prerequisite: 11th level Artificer

You expend your repertoire with a clever gadget. Pick one Essential Tool or Upgrade without a level restriction from the Gadgetsmith subclass.

You can select this upgrade more than once.

Massive Overload. Prerequisite: Storm Blast or Lightning Burst, Prerequisite: 9th level Artificer

Before taking a shot, you can expend a 3rd level or higher spell slot to use Storm Blast or Lightning Burst at the same time as making an attack; in this case the Storm Blast or Lightning Burst is powered by the spell slot and does not count as apply Thundermonger for that turn. The direction of this secondary ability is the same as your attack.

Doing this damages your Thunder Cannon and you must spend an action to repair it before you can fire again. You must have the secondary ability unlocked as an upgrade to use it.

Railgun Prerequisite: 15th level Artificer.

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.

Channel Lightning Prerequisite: Lightning Sword. Prerequisite: 5th level Artificer.

You learn the call lightning spell, and it is an Artificer spell for you. You can cast it using your Lightning Sword as a focus and when you it does not require a spell slot, but you cannot cast it again this way until you complete a long rest.

Movement Momentum

When you deal Thunder damage, you can choose to be moved 5 feet in the opposite direction you attacked.

Point Blank Prerequisite: Hand Cannon

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Ride the Lightning Prerequisite: Lightning Burst, Prerequisite: Lightning Sword.

When you use the Lightning Burst ability, you can opt expend a spell slot of the first level or higher to infuse yourself into the burst of power. When you do so you are teleported up to 60 feet in the direction of the Lightning Burst (ending early if the Lighting Burst is blocked by an obstacle).

Snap Fire Prerequisite: Hand Cannon, Prerequisite: Point Blank

You can use your Hand Cannon when making opportunity attacks. Additionally, if you make an attack with another one handed weapon, you can attack with with your Hand Cannon as a bonus action, so long is as it is loaded.

Thunderclap

After dealing Thunder damage on your turn, you can cast thunder clap as a bonus action.

Twin Thunder Prerequisite: Hand Cannon, Prerequisite, Autoloader.

You create a second Hand Cannon that shares attunement and upgrades with your first Hand Cannon. These Hand Cannon's share any charges from Upgrades.

Twin Snapping Fire

With a combination of Snap Fire, Autoloader, and Twin Thunder, you can freely dual wield Hand Cannons, but this does not mean you can apply Thundermonger twice, merely that you can attack twice and apply Thundermonger as normal to an attack that hits once per round.

Gadgetsmith

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.

Crossbow Spider Prerequisite: 11th level Artificer Prerequsite: Autonomous Crossbow

You upgrade your Autonmous Crossbow design to be mobile. With your bonus action, you can no move it up to 20 feet. It under the effect of spiderclimb and can skittering along and stand on any surface. You improve the central crossbow increasing its damage to 1d8 + your Intelligence modifier, and it's firing capacity to 20 shots before it becomes inactive. Additionally, you make it sturdier, and it gains hit points equal to twice your Artificer level.

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.

Jumper Cable Prerequisite: Requires Shock Generator.

When you cast shocking grasp with your shock generator, you can add your Intelligence modifier to the damage dealt.

Additionally, you can make an Intelligence (Medicine) to revive an unconscious companion. If you succeed this check, they regain consciousness with 1 hitpoint and a number of temporary hit points equal to your Artificer level, but they gain 1 level of exhaustion.

Smoky Images

Use a Smoke Bomb, you can use a bonus action to cast mirror image without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.

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.

Vanishing Trick Prerequisite: 5th level Artificer

When you drop a Smoke Bomb you can cast misty step without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.

Zombie Wires Prerequisite: 15th level Artificer.

You create an advanced system of magical threads that you can shoot out, and use to make nearby corpses dance to your commands. As an action, you can cast danse macabre without expended a spell slot.

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

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.

Golemsmith

Expanded Golem Variants:

The following is an expansion of the Golemsmith variant types. In the future these are likely to become the new basis for the golemsmith. The variant feature replaces your 1st level feature.

Variant Feature: Golem

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

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

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

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

Control Gem

Wondrous Item, Attunement (creator only).

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

The basic stats of your golem as follows:


Golem

Medium Construct, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 5 + ([Golem's Constitution Modifier + 5] * Artificer Level)
  • Speed 30ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 4 (-3) 5 (-3) 1 (-5)

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

When you intially create your golem, you can add one modifier to it form the basic chassis of your golem:

Warforged

Your golem is a roughly humanoid golem. It's base strength becomes 16(+3) and it gains proficiency in light armor, medium armor, heavy armor, shields, simple weapons and martial weapons.

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

Quadrupedal

Your golem takes on a quadrupedal design. It's base size becomes large, and it's base strength and constitution become 16(+3), it's natural armor becomes because 16, and it's speed becomes 35 ft.

It's natural weapon is: Bite: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing damage.

Ballista

Your golem becomes the frame for a giant mounted crossbow. It's base Dexterity becomes 16(+3), and it's speed becomes 25 ft.

It's natural weapon is: Shoot +5 (Dexterity + Proficiency) to hit, reach 60/240ft., one target. Hit 1d10 + 3 (Dexterity) piercing damage.

Incompatible Upgrades:

  • Expanded
  • Mark of Life
Specialized

Your golem defies all expectations. Your golem starts with the basic stats, but you can select 1 free upgrade that does not count against your upgrade total.

It's natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 3 (Strength) bludgeoning damage.

Winged

Your golem is built modeled off a flying creature. It gains a flying speed of 30 ft.

It's natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 3 (Strength) bludgeoning damage.

Incompatible Upgrades:

  • Expanded
  • Grappling Appendages
  • Runic Wings
Specialized and Winged Weapons

The Slam attack of a Specialized or Winged Golem can be replaced by any 1d8 melee natural weapon of your choice of bludgeoning, piecing or slashing damage that is most suitable to their form.

Bladed Body

You add additional blades to your golem, making it decided less friendly looking. If your golem hits with an attack, it can use a bonus action to deal an additional 1d4 slashing damage.

Additionally, whenever your golem is involved in a contested Strength (Athletics) check, the other contestant takes 1d4 slashing damage.

Golem Commander's Strike Prerequisite: 5th level Artificer.

You upgrade your ability to control the golem. You can expend your action to allow your golem to use its reaction to immediately make a single weapon attack.

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).

Grappling Appendages

You install an additional pair of grappling appendages taking a form of your choice. For the purposes of grappling, these serve as two additional free hands for your Golem. Additionally, your golem gains a climbing speed equal to it's movement speed so long as it is not using these appendages to grapple.

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.

Otherworldly Power Source Prerequisite: 19th level Artificer.

You find an otherworldly powersource for your golem. One of the following may apply:

  • Invitable's Core. You engineer the core of an Inevitable. Your golem gains +2 current and maximum Strength. Before rolling an attack or saving throw, you can choose to make the die result 10 instead of rolling.
  • Ever Turning Gear of Mechanis. You a engineer gear of Mechanis. Your golem gains +2 current and maximum Constitution, and is permanently under the effect of freedom of movement.
  • Soulfurance. You build the ability to consume souls in your golem, as one does. Your golem gains 1d12 temporary hit points when a creature CR 1/4 or higher dies within 5 feet of it.

Reciprocity

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. Your golem can now take any action you could take. 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.

Fortified Saddle Prerequisite: Quadrupedal Golem.

You created a fortified perch on your golem for greater rider safety. While mounted on your golem, you have three quarters cover (+5 AC) against ranged attacks, and cannot be knocked off your mount.

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.

Infusionsmith

Animated Shield

You apply your animating magic to a shield. At the end of a long rest, you can touch a shield, causing it to spring to life and protect you until you complete your next long rest. While it is protecting you, you gain the benefit if you had the shield equipped. You cannot benefit from both an animated shield and an equipped shield.

While you have an animated shield, you can use your reaction send it to defend an ally who is being attacked. You can impose disadvantage on that attack, but do not gain the benefits of having an animated shield until the start of your next turn.

Devastating Enchantments Prerequisite 7th level Artificer, Prerequisite: Infused Weapon (Variant)

You incorporate elements of devastating magic into your Infused Weapon. While wielding an Infused Weapon you gain the ability to cast the booming blade and green flame blade cantrips. When you gain the ability to cast them in this way, they are Artificer spells for you.

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.

Shroud of Power Prerequisite: Arcane Armament.

While you are under the effects of mage armor, as a bonus action expend a spell slot of first level or higher to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

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, 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.

Potionsmith

Bottled Elemental Prerequisite: 9th level Artificer

You concoct the pure essence of an element into a flask. When you take this upgrade, select between a fire elemental, air elemental, or water elemental. As an action, you can release the elemental within the flask at a point within 30 feet of you. The elemental is not under your control, but attacks the nearest creature. The elemental persists for a number of rounds equal to your intelligence modifier.

Once you release the elemental, you cannot do so again until you prepare a new one during your next long rest. When you prepare a new one, you can select a new type of elemental.

Explosive Powder Prerequisite: Explosive Reaction

You manage to stabilize and refine your Explosive Reaction. You can prepare up to your Intelligence modifier in Explosive Reactions that do not detonate instantly. They will only detonate when exposed to fire. These Explosive Reactions last 1 minute before losing potency. The maximum damage a creature can take from the detonation of multiple Explosive Reactions is twice the damage of an Explosive Reaction, but structures take the full damage of multiple Explosive Reactions.

Secrets of Hadar.

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

Spell Level Infusion Spells
1st arms of hadar
2nd shadow blade
3rd hunger of hadar

Sleeping Powder

You refine a potent sleeping powder. You can create one use use of it during a long rest rest. As an action, you can throw this sleeping powder in a pouch that explodes in a puff of dust at a point within 30 feet. Creatures within 10 feet of where it lands are affected by slow for until the end of their next turn as they feel suddenly drowsy, and have to make a wisdom saving throw against your Spell Save DC at the end of their turn.

If they fail this save, they fall alseep for 1 minute, until they take damage, or until another creature uses their action to slap them awake, if they succeed, they shake it off and are no longer slowed.

Alternatively, if you can get creatures to ingest this powder by eating a substance containing it unaware of it's presence, they must make a wisdom saving throw with disadvantage against your spell save DC or fall asleep for 1 hour.

Creatures that cannot be put sleep by magical means are immune this effect, including the slow from drowsiness.

Warsmith

Wargear Variant.

The Warsmith will be moving to incorporated default variants, much like the Golemsmith and Thudnersmith. In this case, Warplate (heavy armor), Warsuit (medium armor), and Self-forged (???) will become the starting points.

Wargear replaces your third level feature.

Variant Feature: Wargear

At 3rd level, you've attained the Forging skill, arcane knowledge, and mastery of tinkering to create a set of a potent Wargear. When creating your Wargear, you can create Warplate heavy armor, Warsuit medium armor, or start down the path of reforging yourself from a standard, non-magical, set of armor - starting with heavy armor for Warplate, or medium armor for a Warsuit or Integrated Armor. This process takes 8 hours to complete, as well as a place to forge and incorporates your Warplate Gauntlet (they do not require separate attunement).

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

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

Warplate

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

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

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

Warsuit

Wondrous Item, Plate Armor, Attunement (creator only).
Armor Class (AC) 14 + Dexterity (Max 2)
Strength Requirement
Stealth
Weight 55 lb.

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

Integrated Armor

Wondrous Item, Plate Armor, Attunement (creator only).
Armor Class (AC) 14 + Dexterity (Max 2)
Strength Requirement
Stealth
Weight 55 lb.

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

You cannot unequip Integrated Armor, but there is no penality for resting in it.

Incompatibility

Integrated Armor will inheret the incompatibilities of the Self-Forged variant, such as collapsible and recall.

Upgrades

Adaptable Armor

You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your Wargear 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.

Ablative Armor Prerequisite: Piloted Golem

You leverage your Wargear's increased size to load it up with some redundant layers of armor to protect you. At the end of a short or long rest, you gain temporary hit points equal to your Intelligence modifier + Artificer level.

Autonomous Armor Prerequisite: 19th level Artificer, Psychic Link

At the end of a long rest you can psychically link to a set of Warplate that you are not currently attuned to. You can control this Warplate using Psychic Link. While you are not in direct control of it, you can cause it follow simply repetitive commands, such as digging a hole or following you, but it will not act in combat without your control.

Defensive Structuring Prerequisite: Fully Upgraded Powered Limbs

You gain proficiency with Shields while wearing your Wargear. You can deploy your shield as a bonus action, instead of an action.

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

The Projector has 6 Charges. Once it is integrated into your Wargear, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: earth tremor (1 charge), erupting earth (3 charges), or stoneskin (4 charges).

It regains all charges on a long rest.

Grappling Appendages

You install an additional pair of grappling appendages taking a form of your choice. For the purposes of grappling, these serve as two additional free hands for you. Additionally, you gain a climbing speed equal to your movement speed so long as you are not using these appendages to grapple.

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.

Life Support

Adventuring is a dangerous line of work. You install life supporting magical routines in your armor. The life support has three charges. You can expend a charge to cast cure wounds or expend two charges to cast lesser restoration.

If you drop to zero with charges remaining, at the start of your next turn, all charges are expended to heal you for 1d8 per charge remaining.

It regains all charges at the end of a long rest.

Psychic Link Prerequisite 11th level Artificer Prerequisite: Sentient Armor, Warplate

You forge a mental bond with your armor, such that you can control it while not wearing it. As an action while you are not wearing your Warplate, you can assume control of your Warplate as long as you are attuned to it. While in control of your Warplate, you cannot move or see through your body, but you can see through the Warplate and move it.

While be controlled in this way, the Warplate has a movespeed of 20 feet. You cannot cast spells with spell slots while controlling the armor in this way. At the start of this connection, your Warplate gains 1 hit point (and has a maximum health of 1) and temporary hit points equal to your twice Artificer level. If it gets reduced to zero hit points, it becomes disabled and cannot be used until you repair it during a long rest.

You must be on the same plane of existence as your Warplate to control it in this fashion.

Lightning Channel Prerequisite: 9th level Artificer

You incorporate the ability to charge your gauntlet with the lightning energy. Your Energy Surge can now effect melee weapon attacks.

Self-Repair Matrix Prerequisite: Ablative Armor

At the start of each turn, if you have no temporary hit points, you gain temporary hit points equal your proficiency modifier.

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

The Projector has 6 Charges. Once it is integrated into your armor, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: fog cloud (1 charge), tidal wave (3 charges), or watery sphere (4 charges).

It regains all charges on a long rest.

Wandsmith

Blasting Rod

You create second blast rod capable for casting a cantrip. Select a cantrip from any class list. You can use this wand to cast that cantrip at-will.

Feats

While an Artificer can get a lot of mileage from the existing feats, this is an additional select with two things in mind. First, they are feats that may more directly play on what an Artificer will find themselves gravitating to in the course of play, and second feats that leverage the new mechanics introduced by the Artificer.

You can see from feats like Magic Initiate or Martial Adept that leveraging other class features can be a core part of expanding your character through feats, and a feat is a perfect way to dabble in a bit of Artifice without fully walking the path of Gond.

Inventor's Mind.

Prerequisite: Artificer

You've honed your mind to into a nonstop analytical machine.

  • Your Intelligence score increases by 1
  • You can select an additional upgrade from your subclass list. This upgrade cannot be a level restricted upgrade.
Mental Adaptability.

You've found ways to think outside the box, making connections that other - lesser - minds can never seem to understand.

  • When you are have to make a Intelligence, Wisdom or Charisma saving throw, you can roll all three and pick the highest result. Once you do this, you cannot do it again until you complete a long rest.
  • You can select an additional upgrade that is not from your subclass list, so long as you can apply it something in your possession. This upgrade cannot be a level restricted upgrade.
Warforged Customization

Prerequisite: Warforged

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

  • You can increase an attribute score by 1.
  • 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.

Backgrounds

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.

Apothecary

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.

Engineer

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.

Tinkerer

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

Stronghold & Followers Integration.

The following is an integration for the Revised Artificer to the Stronghold & Followers supplement published by MCDM. For complete understanding of this section, a copy of Stronghold & Followers would be required for full integration of these rules into your game.

The Artificer's Workshop

An Artificer's Workshop can take many forms. Sometimes it will it look like a sprawling magic shop, with wonders of magic and clockwork dazzling the customers with their sheer novelty. Sometimes it will be a stately university, with learned scholars walking the corridors and comparing notes on the latest measurements of ethereal flux through a crystal lens. Sometimes it will be an eccentric Temple to Gond that is known for occasionally erupting like volcano. These things happen.

Whatever the form it takes, the central point of a Workshop is the sheer innovation - a point of beacon in the world signifying a change, the ever present forward march of advancement. Some will envy it, some will fear it, but most? Most will simply not understand it.

Demense Effects

  • Knowledge and Innovation flourish in the in the Artificer's demesne, and all Intelligence skill checks inside it automatically receive guidance.

  • The weird and wonderful are drawn to the marvels of the workshop. As the renown of the Workshop grows, strangers from foreign... places... start to appear more frequently. Far away continents? Other planes of existence? No one can resist coming by to see the marvels.

  • The miracle of progress spread... lights appear start to appear in the street, burning with ever-bright magic or strange reactions, bringing light to nearby city streets even at night.

  • Educated minions. If the Artificer makes a knowledge check while being able to communicate with their workshop, they can choose to roll a 10 as they consult an expert.

Stronghold Actions

On initiative count 20 (losing initiative ties) the Artificer takes a stronghold action to cause one of the following effects. The Artificer must be in the same hex or province as their stronghold and can't use the same effect again until after a short rest.

  • Deploy Experiment. The Artificer field tests an experiment. The Artificer produces the latest device from their workshop... hopefully this time it works. The Artificer chooses if it was a potion or device that casts a spell like effect without consuming a spell slot, and rolls a 1d4 to determine the effect. Spell like effects use the Artificer's Spell Save DC.
d4 Potion Effect
1 Potion of Poison
2 Potion of Greater Healing
3 Potion of Fire Breathing
4 Potion of Speed
d4 Device Effect
1 plant growth(centered on you)
2 fly
3 blink
4 lightning bolt
  • Clockwork Guardian. The Artificer summons an clock work construction that functions as a Shield Guardian* bound to the Artificer and under their command acting on their initiative. It is translocated to within 10 feet of the Artificer, but it lasts only 1d4 turns before going dormant and being translocated back to the Workshop for repair.

  • Oops. You can toss aside this clearly damaged experimental item. Pick a target within 30 feet, and cast fireball centered on that point. Roll a 1d4 to determine the damage type.

d4 Device Effect
1 Fire
2 Lightning
3 Acid
4 Force

Class Feature Improvement

R&D Department

Two heads are usually smarter than one, while it turns out this doesn't progress linearly, you can still gain a sizable boost from the bright minds at your Workshop. You gain an additional number of upgrades equal to your Stronghold Level**

Followers

Roll on Rogue or Wizard table.

Disclaimer

This is no way associated with MCDM or the Stronghold & Followers product.

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!

Limbsmith

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:

https://www.gmbinder.com/share/-Lchle5AJIjX0yZB59Yv.

Change Log

1.1 Changes

1.2 Changes

1.3 Changes

1.4 Changes

1.5 Changes

  • Moved many upgrades and spells to the main document.
  • Added Common Magic Items; just ideas of what an Artificer can make.
  • Added Repelling Field (Spell)
  • Added Seeking Projectile (Spell)
  • Updated test version of Vorpal Weapon to be more fair to Piercing and Bludgeoning plebeian weapons :)
  • Added section from notable Homebrew.

Runesmith

  • Compounding buffed to 1d4 (from 1).
  • Runic Echo no longer specifies using your action.

Cannonsmith

  • Point Blank and Snap Fire changed.
  • Clarified Massive Overload
  • Added Twin Thunder
  • Added Movement Momentum.
  • Added Thunderclap.

Gadgetsmith

  • Added Crossbow spider

Golesmith

  • Added variant golem types.
  • Warforged Golems now inherently have heavy armor proficiency.
  • Added Magical Construct
  • Added Grappling Appendages (Environmental Adaption will probably be revamped to remove climbing speed in the future).
  • Modified/buffed Razor Claws.
  • Renamed Trampling Configuration to just Trample.
  • Added Reciprocity.
  • Added Golem Commander's Strike.

Infusionsmith

  • Added Animated Shield.

Warsmith

  • Added Variant armor types.
  • Added Life Support.
  • Added Autonomous Armor.
  • Added Grappling Appendages.

Art Credits:

  • [Fleshsmith] Simic Fleshshaper - Wizards of the Coast
  • [Fleshsmith] Alchemical Mutant - Paizo
  • [Runesmith] Pathfinder Sorceress - Paizo
  • [Runesmith] Emergency Powers [Magic the Gathering] - Wizards of the Coast

Supported By

Creation is made possible by generous patrons:

  • Allin Knight
  • Ara Enzeru
  • Austin Fox
  • Christoph Haaß (Rune)
  • Corgi B.
  • Ethan Reinhart
  • David Ramero
  • HerdSheep
  • Lawrence Eger
  • Matt Eger
  • Seth Lang
  • Spenser Birney
  • Thought-Knot
  • Unlikely Alpaca

...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!

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.