##### The Artificer
|Level|Proficiency
Bonus|Features|Magic Items Known |Magic Items Infused |Cantrips Prepared|1st|2nd|3rd|4th|5th|
|:---:|:------------------:|:-------|:--------------------:|:---------------:|:---------------:|:-:|:-:|:-:|:-:|:-:|
| 1st | +2 | Artifact Cantrips, Expertise, Magical Tinkering | – | – | 2 | – | – | – | – | – |
| 2nd | +2 | Infuse Magic Item, Spellcasting | 4 | 2 | 2 | 2 | – | – | – | – |
| 3rd | +2 | Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | – | – | – | – |
| 4th | +2 | Ability Score Improvement | 5 | 3 | 2 | 3 | – | – | – | – |
| 5th | +3 | War Magic, Arcane Recovery | 5 | 3 | 2 | 4 | 2 | – | – | – |
| 6th | +3 | Specialist feature | 6 | 3 | 2 | 4 | 2 | – | – | – |
| 7th | +3 | Expertise, Flash of Genius | 6 | 3 | 2 | 4 | 3 | – | – | – |
| 8th | +3 | Ability Score Improvement | 7 | 4 | 2 | 4 | 3 | – | – | – |
| 9th | +4 | ––– | 7 | 4 | 2 | 4 | 3 | 2 | – | – |
| 10th| +4 | Specialist feature | 8 | 4 | 3 | 4 | 3 | 2 | – | – |
| 11th| +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 3 | – | – |
| 12th| +4 | Ability Score Improvement | 9 | 5 | 3 | 4 | 3 | 3 | – | – |
| 13th| +5 | ––– | 9 | 5 | 3 | 4 | 3 | 3 | 1 | – |
| 14th| +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | – |
| 15th| +5 | Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | – |
| 16th| +5 | Ability Score Improvement | 11 | 6 | 4 | 4 | 3 | 3 | 2 | – |
| 17th| +6 | ––– | 11 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th| +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th| +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th| +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
### Artificer Spells
##### Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Booming Blade
- Create Bonfire
- Dancing Lights
- Encode Thoughts
- Fire Bolt
- Green-Flame Blade
- Gust
- Light
- Lightning Lure
- Mage Hand
- Magic Stone
- Mending
- Message
- Poison Spray
- Prestidigitation
- Ray of Frost
- Resistance
- Shocking Grasp
- Spare the Dying
- Sword Burst
- Thorn Whip
- Thunderclap
##### 1st Level
- Absorb Elements
- Alarm
- Burning Hands
- Catapult
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Disguise Self
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Fog Cloud
- Grease
- Ice Knife
- Identify
- Illusory Script
- Jump
- Longstrider
- Purify Food and Drink
- Tenser's Floating Disk
- Snare
\columnbreak
##### 2nd Level
- Aganazzar's Scorcher
- Aid
- Alter Self
- Arcane Lock
- Blur
- Cloud of Daggers
- Continual Flame
- Darkness
- Darkvision
- Detect Thoughts
- Dragon's Breath
- Dust Devil
- Enhance Ability
- Enlarge/Reduce
- Heat Metal
- Invisibility
- Knock
- Levitate
- Magic Mouth
- Magic Weapon
- Nystul's Magic Aura
- Protection from Poison and Disease
- Pyrotechnics
- Rope Trick
- See Invisibility
- Skywrite
- Spider Climb
- True Strike
- Web
##### 3rd Level
- Blink
- Clairvoyance
- Dispel Magic
- Elemental Weapon
- Flame Arrows
- Fly
- Glyph of Warding
- Haste
- Magic Circle
- Protection from Energy
- Revivify
- Sending
- Stinking Cloud
- Stoneskin
- Tiny Servant
- Wall of Sand
- Wall of Water
- Water Breathing
- Water Walk
\columnbreak
##### 4th Level
- Arcane Eye
- Elemental Bane
- Fabricate
- Freedom of Movement
- Leomund's Secret Chest
- Mordenkainen's Faithful Hound
- Mordenkainen's Private Sanctum
- Otiluke's Resilient Sphere
- Stone Shape
##### 5th Level
- Animate Objects
- Bigby's Hand
- Creation
- Passwall
- Rary's Telepathic Bond
- Skill Empowerment
- Teleportation Circle
- Transmute Rock
- Wall of Force
- Wall of Light
- Wall of Stone
\columnbreak
\pagebreakNum
## New Magic Items
The artificer can produce these new magic items with the Replicate Magic Items feature
### Arcane Servant
*Wondrous item, uncommon (requires attunement by an artificer)*
___
This mechanical servant contains a gemstone for a core. It binds itself to you upon attunement, and is stored in a pocket dimension until summoned. You can use an action to summon the servant in an unoccupied space within 5 feet of you. You choose the size of the servant when you summon it. If the servant is Tiny, it can occupy your space and be held instead.
The servant is friendly to you and your companions, and it obeys your commands. See this creature's game stats in the Arcane Servant stat block. Over the course of a short or long rest, you can alter the servant's appearance.
In combat, the servant shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.
You can spend 1 minute repairing the servant using your thieves' tools or artisan's tools, after which it regains 2d6 hit points. Additionally, you can use a bonus action to expend one spell slot to repair the servant, which restore 1d8 hit points per level of the spell slot expended. It disappears if it is reduced to 0 hit points or after 10 minutes, after which it cannot be summoned again until you finish a short or long rest. You can dismiss it early as an action if you are within 60 feet of it.
\columnbreak
___
> ## Arcane Servant
>*Tiny to Medium construct, neutral*
> ___
> - **Armor Class** 10 + your Intelligence modifier
> - **Hit Points** equal to five times your level in this class + your Intelligence modifier
> - **Speed** 20 ft., fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** charmed, exhaustion, poisoned, necrotic
> - **Senses** darkvision 60 ft., passive Perception 10
> - **Languages** understands the languages you speak, but can't speak
>___
> ***Activate Artifact.*** Your servant can use your Creation features as if it were you.
>
> ***Might of the Master.*** The following numbers gain a +1 bonus when you reach 5th level in this class: the homunculus’s skill and saving throw bonuses and the bonuses to hit and damage of its attack. This bonus increases to +2 at 9th level, +3 at 13th level, and +4 at 17th level.
>
> ### Actions (Requires your Bonus Action)
>
> ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target you can see. *Hit:* 5 (1d6 + 2) bludgeoning damage.
>
> ### Reactions
>
> ***Channel Magic.*** The servant delivers a spell you cast that has a range of touch. The servant must be within 120 feet of you.
\pagebreakNum
### Boots of Frigid Waters
*Wondrous item, uncommon*
___
These grey-leather boots are trimmed with wolf's pelt, and laced across the front with brown leather cord. Woven into the cord on each boot is a small opal. It has 4 charges, and regains all expended charges after being left in cold water for one hour.
While wearing these boots, you can expend a charge as a bonus action to come under the effects of *water walk* until the end of your next turn. Water under your feet freezes, forming temporary sheets of ice that thaw as you step away from them.
In addition, you can use your reaction to expend a charge to resist being knocked prone or pushed.
### Dwarven Forge Gauntlets
*Wondrous item, uncommon*
___
These steel gauntlets are inset with flakes of ruby in their palms. While wearing these gloves, you can handle scalding hot items (such as white-hot metals from a forge, or objects under the effects of *heat metal*) without harm to your hands.
As an action, you can cast *heat metal* at its lowest level, with a range of touch (save DC 12). Once these gauntlets have been used this way, it must be left in a roaring fire for one hour, or targeted by the *heat metal* spell, before it can be used again.
### Nettle's Thorn
*Dart, uncommon*
___
This golden hairpin bears a flower motif and is topped with a stunning emerald. A seemingly innocuous ornament, the hairpin can be used as a poison dart and has been used through the ages by numerous assassins. Hidden in the center of the long straight shaft runs a concentric tube, which can deliver the venom to its victims.
The hairpin's emerald shines faintly in the presence of poison. When dipped into food or drink, you can depress a thorn on the side to absorb any poisons that may be present. This simultaneously purifies the food or drink of any poisons and primes the hairpin with poison for later use.
***Primed.*** You can dipped the primed hairpin into food or drink and press the thorn to release the poison into the food or drink. Additionally, you have a +1 bonus to attack and damage rolls made with the primed dart, and can inject the poison into the target when you hit a creature with it.
### Telepathic Earpiece
*Wondrous item, uncommon*
___
This brass earpiece is set with a small amethyst, and can be clipped to the wearer's ear. These earpieces can be found in sets of 1d4 + 1, and are magically paired with all other earpieces in the same set.
While you are wearing the earpiece, you can communicate telepathically with all other creatures wearing earpieces from the same set, provided they are on the same plane of existence as you.
\columnbreak
### Many-Handed Pouch
*Wondrous item, uncommon*
___
This set of 1d4 + 1 infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. The pouch operates as long as it is within 100 miles of another one of the pouches the pouch is otherwise empty and won't accept any contents.
If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.
### Radiant Weapon
*Simple or martial weapon, rare (requires attunement)*
___
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 20-foot radius and im light for an additional 20 feet. The wielder can extinguish the light as a bonus action.
As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can't be used again until the wielder finishes a short or long rest.
### Repulsion Shield
*Shield, rare (requires attunement)*
___
A creature gains a +1 bonus to Armor Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. Once used, this reaction can't be used again until the wielder finishes a short or long rest.