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## Artificer Specialists Artificers pursue a variety of disciplines. Here are two additional specialist options you can choose at 3rd level: the Armorsmith and the Runesmith ### Armorsmith An Armorsmith is a master a creating magical defenses in the forms of suits of armor and shields. Armorsmiths often wade in combat close to enemies, trusting their crafting skills to protect them from harm. #### Tools of the Trade By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. ***Proficiencies.*** You gain proficiency in leatherworker's tools and smith's tools, assuming you don't already have them. You also gain those tools for free—the result of the tinkering you've done as you've prepared for this specialization. Additionally, you gain proficiency with two melee martial weapons of your choice. ***Crafting.*** If you craft a suit of armor or a shield (either magical or nonmagical), it takes you a quarter of the normal time, and it costs you half as much of the usual gold. #### Armorsmith Spells Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class, as shown in the Armorsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Armorsmith Spells | Artificer Level | Spell | |:---:|:-----------:| | 3rd | *hellish rebuke, shield* | | 5th | *hold person, warding bond* | | 9th | *protection from energy, spirit guardians* | | 13th | *fire shield, freedom of movement* | | 17th | *antilife shell, hold monster* | #### Arcane Armor At 3rd level, you learn the complex methods of crafting a magical device that serves as self-protection. Whenever you finish a long rest and your smith's tools are with you, you can magically form your arcane armor in a space within 5 feet of you, or already on your person. If you already have an arcane armor formed, the first one is destroyed. The arcane armor is a unique magical suit of plate armor that you, and only you, have proficiency in. You can don and doff the arcane armor as an action, and it has no Strength requirement to wear effectively. Even though the armor is magical, you can apply Artificer Infusions to it as if it were non-magical. On each of your turns while wearing the arcane armor, you can take a bonus action to create one of the following effects: \columnbreak ##### Arcane Armor Effects | Effect | Activation | |:---:|:-----------:| | Ally Shield | Until the start of your next turn, when a creature within 5 feet of you is the target of an attack, you can use a reaction to cause the attack to target yourself instead. | | Energy Burst | Each creature within 5 feet of you must make a Constitution saving throw, taking 1d6 force damage on a failed save. | | Fortification | You gain 5 temporary hit points, which last until the start of your next turn. | #### Martial Enhancement When you reach 6th level, you learn to improve your armor as to enhance your fighting capability. Once on each of your turns while wearing your arcane armor, you add your Intelligence modifier (minimum +1) to the damage of one melee weapon attack. #### Enhanced Armor Effects When you reach 14th level, the effects that you can cause your arcane armor to create as a bonus action have enhanced effects: ##### Arcane Armor Effects | Effect | Activation | |:---:|:-----------:| | Ally Shield | When you use the reaction granted by this effect to redirect an attack to yourself, you can redirect an additional 2 more attacks with no action required until the start of your next turn. | | Energy Burst | The force damage of this effect increases to 2d6. | | Fortification | One creature other than yourself within 5 feet of you gains 5 temporary hitpoints, as well that normal temporary hit points you gain when using this effect. | ### Runesmith A Runesmith is one who has learned the art of using runes, an ancient magical technique that is said to predate modern wizardry. If used effectively, runes allow for the efficent transfer of magical power into objects to be stored and later used quicker than most spells. #### Tools of the Trade By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. ***Proficiencies.*** You gain proficiency in calligrapher's tools and jeweler's tools, assuming you don't already have them. You also gain those tools for free—the result of the tinkering you've done as you've prepared for this specialization. Additionally, you gain proficiency with two martial weapons of your choice. ***Crafting.*** If you craft a magic item in the spell scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. \pagebreak #### Runesmith Spells Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class, as shown in the Runesmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Runesmith Spells | Artificer Level | Spell | |:---:|:-----------:| | 3rd | *chromatic orb, illusory script* | | 5th | *Nystul's magic aura, shatter* | | 9th | *counterspell, hypnotic pattern* | | 13th | *conjure minor elementals, dimension door* | | 17th | *conjure elemental, scrying* | #### Rune Magic At 3rd level, you learn how to craft runes. When you first choose this subclass at 3rd level, you craft three runes. Whenever you finish a long rest, you can use your calligrapher's tools or jeweler's tools to replace one of your crafted runes with a different one. A rune is an obviously magical object in the form of a gem, amulet, or other such object that displays an arcane sigil. When a rune is on your person, you can use a bonus action on each of your turns to activate it. You craft a rune from the following list: ***Elemental Rune.*** When you craft this rune, choose one damage type: acid, cold, fire, or lightning. When activated, each creature within 5 feet of you must make a Dexterity saving throw against your spell save DC, taking 1d8 damage of the chosen type on a failed save. ***Protection Rune.*** When activated, the next attack made against you until the start of your next turn is made with disadvantage. ***Swiftness Rune.*** When activated, your speed increases by 10 feet until the start of your next turn. ***Repelling Rune.*** When activated, target one creature within 5 feet of you. The target must succeed on a Constitution saving throw against your spell save DC, or be pushed back 5 feet and be knocked prone. ***Slowing Rune.*** When activated, all creatures within 5 feet of you have their speed reduced by 10 feet until the start of your next turn. ***Blinding Rune.*** When activated, one creature within 5 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the start of your next turn. #### Weapon Rune When you reach 6th level, you learn how to place a special rune on a weapon to increase its potency in your hands. When you finish a long rest, you can place a weapon rune on a simple or martial weapon. That weapon becomes magical if it isn't already. Once on each of your turns while when attacking with the weapon, you add your Intelligence modifier (minimum +1) to the damage. #### Rune Expert Starting at 14th level, you become much more skilled at crafting and employing runes. You can have a total of 4 runes crafted at any time now, and you can use a bonus action on each of your turns to activate two different runes.