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# Artificer A gnome sits hunched over a workbench, carefully using a needle and thread to weave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extra-dimensional space springs into being in the bag’s interior. She beams with pride at her newly crafted bag of holding. A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at is belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s grows turn into shrieks of panic as it turns to flee. An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out a vial and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape. Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items. ### Cunning Inventors Every artificer is defined by a special craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create elixirs and explosives to aid them on their adventures. While alchemy and engineering are the most common vocations, other trades do exist. All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with the leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold forgotten magic item or a beautifully crafted mirror perfect for magical enchantment. ### Intense Rivalries The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals. \pagebreakNum
##### The Artificer | Level | Proficiency Bonus | Features | Cantrips Known| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Vocation, Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Vocation Feature, Infusions | 2 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Master Crafter, Restore Enchantment | 2 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Increase | 3 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | — | 3 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Vocation Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | — | 4 | 3 | 3 | 1 | — | — | — | — | — | — | | 8th | +3 | Ability Score Increase | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | ─ | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Item Enchantment (one use) | 4 | 4 | 3 | 3 | 3 | — | — | — | — | — | | 11th | +4 | Vocation Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | ─ | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Item Enchantment (two uses) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Vocation Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Item Enchantment (three uses) | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Instant Enchantment | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Creating an Artificer When creating an artificer, think about your character’s background and drive for adventure. What is the character’s relationship with the artificer who taught you the basics of the craft? What sort of organizations artificers have ties to. #### Quick Build You can make an artificer quickly by following these suggestions. First, put your highest ability score into Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background. ## Class Features As an artificer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 hit points per artificer level - **Hit Points at 1st Level:** 8 + your Constitution modifier hit points at 1st level - **Hit Points at Higher Levels:** 1d8 (or 5) hit points plus your Constitution level at higher levels \columnbreak #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, hand crossbow - **Tools:** Any three tools of your choice ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two skills from: Arcana, History, Investigation, Insight, Medicine, or Nature #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a hand crossbow and light hammer or *(b)* any two simple weapons - *(b)* a Dungeoneer's Pack and a tool of your choice - *(c)* leather armor ### Vocations Starting at 1st level, you gain a vocation. Choose one of the following options: Archivist, Forge Knight, Golemancer, or Magitechnician, or Master Alchemist. Your choice grants you features at 1st level, and again at 2nd, 6th, 11th, and 17th level. \pagebreakNum ### Spellcasting As a professional crafter of arcane magic, you are able to create arcane devices containing spells that allow you to access untold power. See chapter 10 for the general rules of spellcasting, and the “casting spells” section below for details on casting artificer spells. #### Schematics At 1st level, your collection of schematics contains three 1st-level artificer spells of your choice. #### Learning Spells of 1st Level and Higher Each time you gain an artificer level, you can create a new schematic for one artificer spell of your choice. This spell must be of a level for which you have the spell slots, as shown on the Artificer table. On your adventures, you may find other schematics that you can acquire or copy. (see the “Artificing” sidebar). #### Activating Devices & Casting Spells The Artificer table shows how many spell slots you have to cast spells of 1st level and higher. To cast any artificer cantrip or spell, you must be use an arcane device crafted specifically to cast the spell, that device must be activated, and you must have at least one free hand to activate a device you are holding or wearing. When you cast an artificer spell using an arcane device, you do not require any somatic, verbal, or material components except for material components that have a cost, in which case the artificer must provide this component for each casting of the spell. You must activate your arcane devices to cast artificer spells. To do so. choose a number of arcane devices equal to your Intelligence modifier + half your artificer level (rounded up, minimum of one). The devices must cast spells of a level for which you have spell slots. For example, if you're a 3rd-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of activated devices can include five devices that can cast spells of 1st or 2nd level, in any combination. If you activate a device that can cast the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t deactivate your device. You can change your list of activated devices when you finish a long rest. Activating a new device requires time spend imbuing it with energy, and fixing or tinkering with various aspects of the device: this requires at least five minutes per device. #### Cantrips At 1st level, you know two cantrips of your choice from the artificer spell list. You learn additional cantrips of your choice at higher levels, as shown on the Cantrips known column of the Artificer table. When you activate a device, choose one cantrip you know. You may use that device to cast that cantrip. #### Ritual Caster You can cast any artificer spell as a ritual if that spell has the ritual tag and you use an arcane device for that spell. \columnbreak #### Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells. Your magic comes from detailed formulas, runes, and equations that allow you to tap into the weave of magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Artificer spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
> ##### Artificing > Artificers do not cast spells directly, but instead craft devices that channel their magical power. > > ***Device Schematics.*** In order to create an arcane device, you must first have a schematic. Whenever you learn an artificer spell as you gain levels, you create a schematic, a blueprint that you reference when you craft a device. > > If you lose a schematic, you must either relearn the spell, or else copy it from another source. However, you may spend 8 hours to recreate a schematic of any cantrip you know. > > You can also discover schematics during your adventures, including reverse engineering one from another device. Copying a schematic involves exacting measurements, proper notation, and takes 2 hours per spell level (or 8 hours per spell level if reverse engineering, after which the device is destroyed) Once you have a schematic, you can begin to craft a device immediately. > > ***Crafting a Device.*** Once you have a device schematic, you can begin crafting. In order to create a device, you need to have access to a set of artisan’s tools you are proficient with. Many Artificer’s use tinker’s tools, but any will do. > > For each level of the spell, the crafting process takes 8 hours of work and costs 25 gp. The cost represents material components you expend as you experiment with the device. > > ***Devices as Objects.*** Arcane devices range from clockwork machines, runic wands, or even modified weapons such as a crossbow. Each device weights 1 lb. per spell level and can be held in one hand. Each arcane device can be built as a seperate object, or as part of a combination of several objects (including other devices) > > Regardless of their form, these items are not magical, and only an artificer can use them to cast spells unless magical energy has already been infused into them (see infusions). \pagebreakNum ### Infusions An arcane device is a unique item that can store magical energy for later use, either by you or another creature that holds it. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a device throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into the device for later use if the item doesn’t already contain a spell from this feature. Any creature with an Intelligence score of at least 6 that is holding the item thereafter can use an action to activate the spell. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. If the spell requires concentration, the creature that activates the device must concentrate on the spell. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. If the spell’s effect has a duration longer than instantaneous, it also ends after 8 hours. You can only have a limited number of infused spells at the same time. The number equals your Intelligence modifier. \columnbreak ### Master Crafter Beginning at 3rd level, choose two tools of your choice that you are proficient with. Your proficiency bonus is doubled for any ability check that makes use of those tools. ### Restore Enchantment Also at 3rd level, you can channel some of your magical energy to restore magical item charges. During a short rest, you can expend a spell slot to restore one or more charges to an item you are holding. The item gains 1 charge for a 1st-level spell slot, plus one additional charge for each spell slot level higher than 1st, to a maximum of 5. ### Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Item Enchantment Starting at 10th level, you are able to enchant items with magical power. Once per day, during a short or long rest, you may spend 30 minutes enchanting one or two items of your choice. These items gains one of the properties listed under “Item Enchantments”. A creature that wields or wears an enchanted item gains its properties and may use its charges after they attune to it. A crafting artificer may select certain creature types or named characters that cannot use this item upon its creation. An item enchanted this way keeps the effect until the artificer who enchanted it uses this feature again, or if the enchanting artificer dies. You gains two additional uses of this feature at 14th level, and two more at 18th level. You can either enchant the same item, or another item of your choice, but no item can gain the same benefit twice. With the DM’s discretion, you can expend one or more uses of this feature to create a magical item, with the same restrictions, using the following table. | Uses | Magic Item Rarity | |:---:|:-----------:| | 1 | Uncommon | | 2 | Rare | | 3 | Very Rare | ### Instant Enchantment At 20th level, you may use your action to choose one object that has an item enchantment and change it to a different item enchantment. If that item requires charges, it immediately gains one charge. Once you use this feature, you must complete a short or long rest to use this feature again. \pagebreakNum #### Item Enchantments Properties are listed below in alphabetical order. ***Breathing.*** A creature with this item may expend 1 charge to become immune to suffocation for 8 hours. ***Buoyancy.*** A creature with this item treats any damage from falling as if the distance was 30 feet shorter. ***Certainty.*** A creature with this item may expend 1 charge to add 2d4 to one d20 roll they just made. ***Climbing.*** A creature with this item gains a climb speed equal to its speed, and can climb along any surface. ***Cloaking.*** As a bonus action, a creature with this item may expend 1 charge to become invisible until the end of their next turn, or until the creature attacks or casts a spell. ***Darkvision.*** A creature with this item gains darkvision out to 60 feet. If they already have darkvision, their range is increased by 30 feet instead. ***Death.*** When a creature with this item starts its turn at 0 hit points, it may expend 1 charge to regain 1 hit point, instead of making a death saving throw. ***Defense.*** A creature wearing a piece of armor enchanted with this feature gains a +1 bonus to their AC. ***Evading.*** As a reaction, a creature with this item may expend 1 charge to cause an attack roll against them to be made with disadvantage. ***Haste.*** Once per turn, a creature with this item may expend 1 charge to take the Attack (one weapon attack only), Dash, Disengage, Use Object Actions. ***Healing.*** As a bonus action, a creature with this item may expend 1 charge to regain 2d8 hit points. ***Portal.*** As a bonus action, a creature with this item may expend 1 charge to teleport 20 feet to an unoccupied space the creature can see. ***Power.*** When a creature hits with a weapon enchanted with this feature, they can expend 1 charge to cause the attack to deal an extra 2d8 damage. ***Precision.*** A creature wielding a weapon enchanted with this feature gains a +1 bonus to attack rolls. ***Purity.*** A creature with this item has advantage on ability checks and saving throws to resist being poisoned, diseased, blinded, deafened, or paralyzed. ***Resistance.*** A creature with this item has resistance to one of the following damage types of your choice: acid, cold, fire, lightning, lightning, necrotic, poison, psychic, radiant, or thunder. ***Restoration.*** A creature with this item regains two additional hit dice after a long rest. ***Shadow.*** A creature with this item has advantage on Dexterity (Stealth) rolls while concealed by dim light or darkness. ***Swift.*** A creature with this item has one speed of their choice increased by 10 feet. ***Ward.*** A creature with this item may expend 1 charge to gain advantage on the saving throw against a spell that targets them. ## Artificer Vocations The nature of artificing requires a dedecation of focus, and disciplined used of both mundane tools and arcane knowledge. Some artificers specialize in weapons of war, while others pursue more esoteric constructions, with a variety of applications, ranging from benign to dangerous. \columnbreak ### Archivist Archivists are artificers that specialize in researching and recovering lost (or stolen) magical objects. Such items are often heavily guarded or incredibly dangerous. The archivists who work to obtain such items both for their own curiosity, but often also as part of organizations efforts to control or safeguard ancient artifacts. ##### Archvist Features | Artificer Level | Feature | |:--:|:-----------| | 1st | Lore | | 2nd | Analyze | | 6th | Additional Item Enchantment | | 11th | Artifact Expertise | | 17th | Soul of Artifice | #### Lore Starting at 1st level, you gain an increased breadth of knowledge. You learn an additional language of your choice. Also, choose two of the following skills: Arcana, History, Nature, or Religion. You become proficient in those skill. If you are already proficient in that skill, your proficiency bonus is doubled instead. #### Analyze Also at 1st level, your affinity for enchanted objects allows you to analyze and understand their secrets instinctually. You may cast the *identify* spell at-will, without expending a spell slot. #### Additional Item Enchantment At 6th level, you are able to enchant additional items with durable magic. Once per day, during a long rest, you may spend 30 minutes enchanting up to two objects in your possession. Each object gains one of the properties listed under the Artificer’s “Item Enchantment” feature. A creature must attune to this item in order to use it. A crafting artificer may select certain creature types or named characters that cannot use this item upon its creation. An item enchanted this way keeps the effect until the artificer who enchanted it uses this feature again, or until the enchanting artificer dies. #### Artifact Expertise By 11th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Additionally, your familiarity with many magic items allows you to attune to a total number of magic items equal to your proficiency bonus. #### Soul of Artifice At 17th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. For each magic item you are attuned to, you gain a +1 bonus to attack rolls, ability checks, or saving throws (up to a maximum of +3). \pagebreakNum ### Forge Knight The Forge Knight is an artificer who has found themselves repeatedly thrust into hostile conflicts, and expects to be so again. They work to leverage their ingenuity and creativity to give them an advantage in combat. Forge knights expertise is often a welcome addition to any organization they join. ##### Forge Knight Features | Artificer Level | Feature | |:--:|:-----------| | 1st | Bonus Proficiencies | | 2nd | Armor Modification | | 6th | Arcane Armament | | 11th | Armor Alterations | | 17th | Armor Transformations | #### Bonus Proficiencies Starting at 1st level, you gain proficiency with martial weapons, all armor, and shields. #### Armor Modification Forge Knights are renowned for incorporating magical devices and modifications into their armor and weapons. Starting at 2nd level, you can make modifications to your armor that allow you gain certain benefits when powered with arcane energy. Choose one of the following options: ***Agile.*** You have advantage on Dexterity checks and Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. ***Bolstering.*** You have advantage on Strength checks, Strength saving throws, and your carrying capacity is doubled. Whenever you make a melee weapon attack using Strength, you deal an additional 1d4 damage. ***Stabilizing.*** You have advantage Constitution saving throws. Also, your maximum hit point value is increased by an amount equal to twice your level. As a bonus action, you can expend a spell slot of 1st-level or higher to activate your armor, and gain the chosen effect for 1 hour per spell level. You must be wearing the armor to gain this benefit. During a long rest, you may spend 30 minutes modifying a new piece or armor, or changing the option (or both). Only one piece of armor can benefit from this feature at a time. #### Arcane Armament Starting at 6th level, you can modify your weapons to gain additional power when you wield them. Choose one weapon and one of the following damage types: acid, cold, fire, lightning, thunder. Once on each of your turns, when you hit a creature with attack using your modified weapon, you deal an extra 1d8 damage of the chosen type. This damage is increased to 2d8 at 11th level. During a short rest, you may spend 30 minutes modifying a new weapon, or changing the damage type on an already modified weapon (or both). Only one weapon can have this benefit as a time. \columnbreak #### Armor Alteration At 11th level, you may further improve your armor. When you use Armor Modification feature, you may also choose one of the following options, and gain its benefits when you activate your armor. ***Dampening.*** You have resistance to damage from spells. ***Quickened.*** Your speed is increased by 10 feet and opportunity attacks against you are made with disadvantage. ***Reinforcing.*** Whenever a creature you can see makes an attack roll against you and hits, you can use your reaction to reduce the damage by half. #### Armor Transformation Once you reach 17th level, you can empower your armor with powerful boons. After using your Armor Modification feature, you may also choose one of the following options, and gain its benefits when you activate your armor ***Ariel.*** You gain a fly speed of 60 feet, or 40 feet if you are wearing medium or heavy armor. ***Dreadnaught.*** You have resistance to bludgeoning, piercing, and slashing damage. ***Energized.*** You can use your bonus action to Dash, Disengage, or make one weapon attack. ### Golemancer Golemancers utilize arcane magic to empower their creations. Often having lost the trust of others, Golemancers become isolated, and turn to lifeless creations for distraction. Utilizing their knowledge, they seek to create powerful constructs to assist them with their projects and to protect them from danger. ##### Golemancer Features | Artificer Level | Feature | |:--:|:-----------| | 1st | Arcane Golem, Arcane Link | | 2nd | Device Chassis | | 6th | Energize Golem| | 11th | Autonomous Guardian | | 17th | Juggernaut | \pagebreakNum #### Arcane Golem Starting at 1st level, your research allows you to create an arcane golem. This servant is a construct that obeys your commands without hesitation and functions to protect you. Though magic fuels its creation, it is not itself magical. You may select one of the beasts from the list below. The servant uses the beast’s game statistics, but you may alter the form of your golem, as long as its features appropriatly match its statistics. It has the following modifications as listed in the golem sidebar. If the golem is killed, you can spend 100 gp worth of components to repair a slain golem over the course of a long rest if you have access to its body. It returns to life with 1 hit point at the end of the rest. You can also build a new golem with 1000 gp and one week of work. You may build multiple golems, but you can only have one active at a time. You may spend 1 minute activating a golem, after which any other golems you control become unconscious until you activate them again. ||List of Construct Forms|| |:--:|:---:|:--:| |Ape | Black Bear |Boar| |Constrictor Snake | Eagle| Flying Snake| |Giant Badger | Giant Frog |Giant Lizard| |Giant Owl |Giant Poison Snake |Giant Weasel| |Giant Wasp |Giant Wolf Spider |Giant Crab| |Mule |Panther |Riding Horse| |Reef Shark |Vulture |Wolf| #### Arcane Link While linked to you, your golem gains several benefits determined in part by your level in this class. ***Ability Score Increase.*** Whenever you gain the Ability Score Improvement class feature, your golem’s abilities also improve. Your golem can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your golem can’t increase an ability score above 20 using this feature. ***Armor Class.*** Your golem may add your proficiency bonus to its AC. ***Weapons.*** You golem may wield any weapon you are proficient with. It uses its ability score but your proficiency bonus for its attack and damage rolls. ***Actions and Initiative.*** Your golem obeys your commands and acts on your initiative. It looses the Multiattack option if it has it, it cannot attack on its turn, but can take other actions as normal. On your turn, you can use your bonus action to command your golem to make a single attack, however it must use its reaction to do so. #### Spell Chassis At 2nd level, you can build arcane devices into your golem. Afterward, when you use that device to cast an Artificer spell, you can do so as if you were in the golem’s space if it is within 120 feet of you, but you must use your own senses. Additionally, your golem may use its action to activate an arcane device using your Infusion ability, even if it doesn’t meet any other prerequisites. #### Energize Golem At 6th level, you channel your arcane energy to empower your golem. As a bonus action, you can touch your golem and expend a spell slot to give your golem temporary hit points equal to five times the spell level + your Intelligence modifier. While your Golem has these temporary hit points, it gains a bonus to its ability checks, attack rolls, and damage rolls equal to your Intelligence modifier. #### Arcane Guardian Starting at 11th level, your golem can use its action to take the Attack action, and make a single attack. Also, if you are the target of an attack and your golem is within 5 feet of you, it can use its reaction to cause the attack to be made with disadvantage and the golem can make a melee attack against the attacker, if it is within range, as part of the same reaction. #### Juggernaut Beginning at 17th level, if your golem is reduced to 0 hit points, you can use your reaction to make a DC 10 Intelligence saving throw. If you succeed, your golem drops to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or a long rest, the DC resets to 10.
##### Arcane Golem Your golem calculates its abilities as follows: ___ - **Type:** Construct - **Hit Dice:** your golem’s hit die per artificer level. - **Hit Points at 3rd level:** your golem’s HP + 10 - **Hit Points at Higher Levels:** One hit die + your golem's Constitution modifier ___ - **Saving Throws:** All saving throws - **Skills:** Choose two skills from: Athletics, Acrobatics, Perception, Performance, Stealth, or Survival. - **Condition Immunities:** poison, charmed, frightened - **Damage Immunities:** poison, psychic ___ - **Attack Rolls:** Your golem’s ability modifier + your proficiency bonus - **Damage Rolls:** Your golem’s weapon + ability modifier + your proficiency bonus - **Ability Checks:** Your golem’s ability modifier + your proficiency bonus - **AC:** 10 + Your golem’s Dexterity modifier + your golems Natural Armor + your proficiency bonus. - **Save DC:** 8 + your golem’s ability modifier + your proficiency bonus (if any)
\pagebreakNum ### Magitechnician Magitechnicians are often eccentric unpredictable. As inventors of unique and experimental arcane devices, they are often seek to push the boundaries of their devices, and find new potential for their magic. ##### Magitechician Features | Artificer Level | Feature | |:--:|:-----------| | 1st | Artifice Savant, Bonus Cantrip | | 2nd | Overclock | | 6th | Supercharge | | 11th | Jury Rig | | 17th | Reliable Inventions | #### Artifice Savant Beginning at 1st level, your skill when crafting arcane devices far exceeds most Artificers. The time and cost it takes to copy or create schematics and devices is reduced by half. #### Bonus Cantrip Also at 1st, when you choose this vocation, you learn an additional artificer cantrip of your choice. #### Overclock Starting at 2nd level, you are able to extract extra power from your arcane devices. When you deal damage to a creature with a cantrip using an arcane device, you can roll an additional die of damage. You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses after you finish a long rest. #### Supercharge Beginning at 6th level,When you use an arcane device to cast a spell of 5th level or lower, you can expend one use of your Overclock feature and choose one of the following options: ***Adaptive Circuits.*** You have advantage on attack rolls, ability checks, and saving throws that you make as part of casting this spell. ***Chain Reaction.*** Your spell deals maximum damage. ***Dimensional Vortex.*** When casting a spell that targets an agrea, you can change the area effect of the spell to one of the following: a 30-foot radius sphere, a 60-foot cone, 30-foot cube, or a 200-foot line. ***Probability Flux.*** The first saving throw a creature makes against the spell has disadvantage. ***Recycling Capacitor.*** You regain a spell slot one level lower than used to cast this spell. ***Resonance Stabilizer.*** If the spell has a duration greater than instantaneous, it does not require concentration. ***Transposition Matrix.*** The spell can be cast at a range of up to 500 feet. ***Temporal Loop.*** If the spell has a duration greater than instantaneous, it is increased by 1 hour. When the spell ends, roll a d6. On a result of 3 or higher, the device is disabled, but can be repaired during a long rest. On a result of 1 or 2, the device is completely destroyed and must be rebuilt (costing time and gold as normal). #### Jury Rig At 11th level, you can modify a device to cast spells you don’t have schematics for. You can spend 8 hours during a long rest modifying one arcane device that you have created. Choose one spell of 5th level or lower on the Artificer spell list. If that spell is of the same school, and is the same level or lower than the one the chosen device is designed for, you can cast that spell using the modified arcane device. Afterward, the device is destroyed, and must be rebuilt (costing time and gold as normal). #### Reliable Inventions At 17th level, your able to maintain your devices, and make them less prone to failure. When you use your Supercharge feature, a device remains functional on a roll of 6, and is only destroyed on a roll of 1. Additionally, after use an arcane device to cast a jury rigged spell, it can be used to cast the spell it was created for normally without destroying it. ### Master Alchemist Alchemists are experimenters who revel in testing new and strange concoctions, and are always on the lookout for new ingredients. As a volatile profession, however, they can sometimes be a hazard to their allies as well as their foes. ##### Magitechician Features | Artificer Level | Feature | |:--:|:-----------| | 1st | Grenadier, Improvised Explosives | | 2nd | Spell Elixer| | 6th | Admixture | | 11th | Mutagen | | 17th | Discovery | #### Grenadier Beginning at 1st level, an artificer can use the volatility of alchemy to create powerful explosives. During a short rest, you can expend one or more spell slots to create several grenades. You can expend a 1st-level spell slot to create two grenades, plus one extra grenade for each spell level higher than 1st, up to a maximum of five. You must be proficient and have access to an alchemist's’ kit and spend reagents equal to 1 sp per grenade. A grenade lasts for 8 hours, after which it becomes inert and worthless. You can throw a grenade up to 30 feet as an attack or, with your DM's discretion, you may use a grenade as ammunition as part of a ranged weapon attack. A grenade can be made to detonate on impact, after a delay (up to 1 minute), or as part of a chain. When it detonates, each creature or object within 10 feet must make a Dexterity save against your spell save DC or take 2d8 points of either bludgeoning, slashing, or piercing damage (your choice). You can combine two or more grenades to create a single, more powerful explosive. When you do so, increase the damage by 1d8 for each grenade added to the first, up to a maximum of 10d8. This effect also applies if multiple grenades detonate next to each other as part of a chain. \pagebreakNum #### Improvised Explosives You may also reduce the power of a grenade to create an alternative effect. When you gain this feature, choose two Formula options of your choice (see "Formulas" below). When you craft a grenade, you can reduce the damage of a grenade by 1d8. If you do, you may apply one or more of your formulas to that grenade. You can combine several formulas in a single explosive. If your grenade deals multiple damage types, you may choose how to distribute the damage. You gain two additional formulas when you reach 6th level in this class, and two more at 11th and 17th level. Each time you learn a new formula, you can also replace one formula known with a different one. #### Spell Elixirs Starting at 2nd level, you learn how to use your infusion feature to create spell elixirs. A spell elixir is an special type infusion stored in a vial, flask, or similar container, rather than an arcane device. A spell elixer lasts for 24 hours instead of 8 hours, and does not count against the number of infusions or devices you can have active at a given time. In order to create a spell elixer you must have access to an alchemist’s kit and expend alchemical regeants equal to 1 gp per spell level for each elixir created. Choose an artificer spell you know that targets a single creature. After casting for 1 minute, the spell is infused into the chosen container. Afterward, any creature can take an action to use a spell elixir. The spell targets the creature using the elixir and cannot be shared or diluted. If the spell requires concentration, the user must concentrate on the spell, not the artificer who created it. The spell elixir cannot last for longer than 24 hours, regardless of the spell's normal duration. A creature cannot be under the effect of more than one elixir at a time. #### Admixture Starting at 6th level, you are able to create spell elixirs that combine multiple effects. When you create a spell elixir, you may choose two different Artificer spells you know of 5th level or lower and infuse both into a single elixir. To create an admixture, you must expend a spell slot that equals the combined level of each spell you want to cast. If the spells have different durations, you use the lowest one. For example, if you wish to create a spell Admixture of *Expeditious Retreat*, a 1st-level spell and *Invisibility*, a 2nd-level spell, you must expend a 3rd-level spell slot to create that elixir that lasts for 1 minute. \columnbreak #### Mutagen At 11th level, a creature cannot lose concentration on a effect gained through a spell elixir as a result of taking damage. #### Discovery At 17th level, you have discovered major insights into the art of alchemy. Choose up to four spells that target a single creature from any class spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You may create spell elixirs using the chosen spells, as long as you expend the appropriate spell slot, and have enough reagents equal to the cost of the spell’s level. #### Formulas The formulas are presented in alphabetical order. ***Adhesive.*** The grenade creates an area of difficult terrain for 1 minute. The first time a creature enters the area, or starts its turn in the area it must succeed on a Strength saving throw or have its speed reduced to 0 until the start of their next turn. ***Arcane.*** The grenade deals force damage. ***Blasting Agent.*** The grenade's radius is increased by 10 ft. ***Concussion.*** The grenade deals thunder damage, and the target must also succeed on a Constitution saving throw or become deafened and unable to take reactions until the start of your next turn. ***Corrosive.*** The grenade deals acid damage, and creates an area of corrosive mist that lasts for 1 minute or until a strong wind disperses it. Any creature that enters the area or starts their turn in the mist there takes 1d6 acid damage. ***Flash.*** The target must also make a Constitution saving throw or become blinded until the start of your next turn. ***Freezing.*** The grenade deals cold damage and creates an area of difficult terrain that lasts for 1 minute. The first time a creature enters the area, or starts its turn in the area, it must succeed on a Dexterity saving throw, or fall prone. ***High Explosive.*** Each creature that fails their initial saving throw is pushed 10 feet away and is knocked prone. ***Incendiary.*** The grenade deals fire damage and creatures that succeed on their initial saving throw take still take half damage, but suffer no other effects. ***Sapper.*** The grenade deals three times as much damage to unattended objects and structures. ***Smoke.*** The grenade creates an area of thick smoke that lasts for 1 minute or until a strong wind disperses it. The area is considered heavily obscured. ***Toxic.*** The grenade deals poison damage and the target must also succeed on a Constitution saving throw or become poisoned until the start of your next turn. \pagebreakNum
### Artificer Spells ##### Cantrips (0 Level) - Acid Splash - Blade Ward - Create Bonfire* - Dancing Lights - Fire Bolt - Frostbite* - Light - Mage Hand - Magic Stone* - Mending - Message - Poison Spray - Ray of Frost - Shocking Grasp - Thunderclap* - True Strike ##### 1st Level - Absorb Elements* - Alarm - Burning Hands - Catapult* - Chromatic Orb - Cure Wounds - Detect Magic - Earth Tremor* - Expeditious Retreat - False Life - Feather Fall - Fog Cloud - Grease - Hail of Thorns - Ice Knife - Identify - Jump - Longstrider - Mage Armor - Magic Missile - Ray of Sickness - Shield - Snare - Tenser’s Floating disk - Thunderwave - Unseen Servant \columnbreak ##### 2nd Level - Aganazzar’s Scorcher* - Dragon's Breath* - Arcane Lock - Continual Flame - Cordon of Arrows - Darkvision - Enhance Ability - Enlarge/Reduce - Earthbind* - Gust of Wind - Invisibility - Knock - Lesser Restoration - Levitate - Locate Object - Protection from Poison - Pyrotechnics* - Magic Weapon - Melf’s Acid Arrow - Misty Step - Nystul’s Magic Aura - Ray of Enfeeblement - Rope Trick - Scorching Ray - See Invisibility - Shatter - Silence - Spider Climb - Web ##### 3rd Level - Blink - Clairvoyance - Daylight - Dispel Magic - Erupting Earth* - Fireball - Flame arrows* - Fly - Gaseous Form - Glyph of Warding - Haste - Leomund’s Tiny Hut - Lightning Bolt - Nondetection \columnbreak
- Protection from Energy - Sending - Slow - Stinking Cloud - Thunderstep* - Tiny Servant* - Vampiric Touch - Water Breathing - Water Walk ##### 4th Level - Arcane Eye - Blight - Elemental Bane* - Dimension Door - Fabricate - Fire Shield - Freedom of Movement - Greater Invisibility - Leomund’s Secret Chest - Locate Creature - Otiluke’s Resilient Sphere - Polymorph - Sickening Radience* - Stone Shape - Stoneskin - Wall of Fire ##### 5th Level - Animate Objects - Cloudkill - Cone of Cold - Conjure Volley - Contagion - Creation - Enervation* - Far Step* - Greater Restoration - Mass Cure Wounds - Passwall - Skill Empowerment* - Steel Wind Strike* - Teleportation Circle - Transmute Rock* - Wall of Force - Wall of Light - Wall of Stone \columnbreak
##### 6th Level - Arcane Gate - Chain Lightning - Contingency - Create homunculus* - Disintegrate - Drawmij’s Instant Summons - Flesh to Stone - Globe of Invulnerability - Guards and Wards - Heal - Otiluke’s Freezing Sphere - Primordial Ward - Scatter* - Sunbeam - True Seeing - Wall of Ice ##### 7th Level - Delayed Blast Fireball - Forcecage - Plane Shift - Prismatic Spray - Regenerate - Reverse Gravity - Sequester - Simulacrum - Teleport ##### 8th Level - Antimagic Field - Clone - Demiplane - Earthquake - Incendiary Cloud - Telepathy - Sunburst ##### 9th Level - Gate - Invulnerability - Imprisonment - Mass Heal - Prismatic Wall - Timestop *Available in *Xanathar's Guide to Everything*
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