Artificer Specialists
At 3rd level, an artificer gains the Artificer Specialist feature. The following are additional options available to artificers, in addition to those offered in the UA Artificer (2019).
Armiger
An Armiger specializes in the creation of magical weapons and armor. Among artificers, they boast the most refined technique in close quarters combat, and mastery of weapons.
Tools of the Trade
By the time you adopt this speciality at 3rd level, you've become deeply familiar with employing its tools.
Proficiencies. You gain proficiency with martial weapons and heavy armor. You also gain one martial weapon and a suit of splint armor for free–the result of tinkering you've done as you've prepared for this specialization.
In addition, you gain the ability to use magic weapons as spellcasting focuses for your artificer spells.
Crafting. If you craft an item in the weapon or armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Specialty Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.
Armiger Spells
| Artificer Level | Spells |
|---|---|
| 3rd | armor of Agathys, ensnaring strike |
| 5th | branding smite, mirror image |
| 9th | blinding smite, haste |
| 13th | fire shield, stoneskin |
| 17th | banishing smite, conjure volley |
Armored Construct
At 3rd level, you learn to imbue a set of armor with magic. You can use an action to summon the armored construct in an unoccupied space within 5 feet of you.
The construct is friendly to you and your companions, and it obeys your commands. See this creature's game stats in the Armored Construct stat block. You determine the construct's appearance and size when you create it.
In combat, the construct shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your weaver's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The construct returns to life with all its hit points restored.
Armored Construct
Medium construct, neutral
- Armor Class 18
- Hit Points equal to five times your level in this class + your Intelligence modifier
- Speed 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
- Damage Immunities acid, poison, psychic, necrotic
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages you speak, but can't speak
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the servant's bonuses to hit and damage of its Slam.
Actions (Requires your Bonus Action)
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 6 (1d8 + 2) bludgeoning damage.
Imbued Strike (3/Day). When the construct hits a creature with its slam, it can use one of the following effects:
- Warding Strike. Choose one creature within 10 feet of the target. That creature gains 2d10 temporary hit points. These hit points increase by 1d10 at 6th level (3d10), 10th level (4d10), and 14th level (5d10).
- Lightning Surge. Each creature within 5 feet of the target (excluding you) must make a Dexterity saving throw against your spell save DC. On a failed save, a target takes 1d8 lightning damage and can't take reactions until the start of its next turn. On a successful save, it takes half as much damage. This damage increases by 1d8 at 6th level (2d8), 10th level (3d8), and 14th level (4d8).
- Bursting Strike. The target takes an additional 1d8 thunder damage and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you. This damage increases by 1d8 at 6th level (2d8), 10th level (3d8), and 14th level (4d8).
Heraldic Arms
At 6th level, the magic weapons you craft have become refined, their abilities heightened. You gain a bonus to damage rolls made with magic weapons equal to your Intelligence modifier (minimum of +1).
Arcane Armory
By 14th level, you can extend the duration of of the magic in your weapons. As a bonus action, you can expend a use of your Imbued Strike feature to enhance a weapon you are holding. The weapon gains one of the following properties for 1 minute or if your turn ends while it is not in your hand, you fall unconscious, or you use this feature again:
- Warding Weapon: When you hit a creature, you gain temporary hit points equal to your Intelligence modifier.
- Arcing Weapon: When you hit a creature, it can't take reactions until the start of its next turn.
- Bursting Weapon: When you hit a Large or smaller creature, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you.
In addition, when an attacker that you can see hits you with an attack while you are wearing magic armor, you can use your reaction to halve the attack's damage against you.
Fleshweaver
A Fleshweaver works with creatures both living and dead, imbuing them with magic. Among artificers, they are the most taboo, shunned by many for their ghastly practices.
Tools of the Trade
By the time you adopt this speciality at 3rd level, you've become deeply familiar with employing its tools.
Proficiencies. You gain proficiency with leatherworker's tools and weaver's tools, assuming you don't already have them. If you are already proficient with one or both of these tools, you can replace them with a different set of artisan's tools, as per the Player's Handbook (p. 36). You also gain a set of these tools for free–the result of tinkering you've done as you've prepared for this specialization.
Crafting. If you craft a cloak, magic or otherwise, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Specialty Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.
Fleshweaver Spells
| Artificer Level | Spells |
|---|---|
| 3rd | bane, inflict wounds |
| 5th | gentle repose, Nystul's magic aura |
| 9th | animate dead, speak with dead |
| 13th | confusion, polymorph |
| 17th | antilife shell, geas |
Flesh Puppet
At 3rd level, you learn to bend flesh and bone to your will, creating a flesh puppet to aid you. You can use an action to summon the flesh puppet in an unoccupied space within 5 feet of you.
The puppet is friendly to you and your companions, and it obeys your commands. See this creature's game stats in the Flesh Puppet stat block. You determine the puppet's appearance and size when you create it.
In combat, the puppet shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your weaver's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The puppet returns to life with all its hit points restored.
Flesh Puppet
Medium construct, neutral
- Armor Class 10
- Hit Points equal to five times your level in this class + your Intelligence modifier
- Speed 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
- Damage Immunities acid, poison, psychic, necrotic
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages you speak, but can't speak
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the servant's bonuses to hit and damage of its Slam.
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.
Profane Forge (3/Day). The puppet produces a magical effect of your choice:
- Corpse Bomb. Choose one corpse within 30 feet of the puppet. It becomes charged with negative energy and explodes. Each creature within 10 feet of the corpse must make a Dexterity saving throw against your spell save DC, taking 2d8 necrotic damage on a failed save or half as much damage on a successful one. This damage increases by 1d8 at 6th level (3d8), 10th level (4d8), and 14th level (5d8).
- Carapace. The puppet hardens it skin into a thick shell. For 10 minutes, it gain a +1 bonus to AC.
- Mutant Appendage. The puppet magically grow an additional limb for 10 minutes, taking on the form of a claw or other appendage. When it summons the limb, it can make a melee spell attack at a creature within 5 feet of you. On a hit, it takes bludgeoning, piercing, or slashing damage (your choice) equal to 2d6 plus your Intelligence modifier. On each of your turns until the effect ends, you can use your action to repeat this attack.
Call of the Flesh
At 6th level, the flesh you work with sings to you, enhancing the potency of effects you impart upon them. When you cast a spell using your weaver's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must grant temporary hit points or be a damage roll that deals necrotic damage, and the bonus equals your Intelligence modifier (minimum of +1).
In addition, you are now immune to the frightened condition.
Imbue Corpse
By 14th level, you learn to channel magic into corpses, granting them a false life of servitude to you. You can cast create undead once without expending a spell slot and without providing material components, provided you use weaver's tools as the spellcasting focus. You regain the ability to do so when you finish a long rest.
In addition, you gain resistance to necrotic damage and psychic damage.
Sigilist
A Sigilist is an expert scribe, able to create magic scrolls and paintings. Among artificers, they serve as recordkeepers and teachers, passing down discoveries to future generations.
Tools of the Trade
By the time you adopt this speciality at 3rd level, you've become deeply familiar with employing its tools.
Proficiencies. You gain proficiency with calligrapher's supplies and painter's supplies, assuming you don't already have them. If you are already proficient with one or both of these tools, you can replace them with a different set of artisan's tools, as per the Player's Handbook (p. 36). You also gain a set of these tools for free–the result of tinkering you've done as you've prepared for this specialization.
Crafting. If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Specialty Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.
Sigilist Spells
| Artificer Level | Spells |
|---|---|
| 3rd | comprehend languages, illusory script |
| 5th | phantasmal force, warding bond |
| 9th | hypnotic pattern, magic circle |
| 13th | fabricate, hallucinatory terrain |
| 17th | legend lore, teleportation circle |
Bound Grimoire
At 3rd level, you learn to imbue a book with magic. You can use an action to summon the bound grimoire in an unoccupied space within 5 feet of you.
The grimoire is friendly to you and your companions, and it obeys your commands. See this creature's game stats in the Bound Grimoire stat block. You determine the grimoire's appearance and size when you create it.
In combat, the grimoire shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action
Bound Grimoire
Tiny construct, neutral
- Armor Class 14
- Hit Points equal to five times your level in this class + your Intelligence modifier
- Speed fly 20 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
- Damage Immunities acid, poison, psychic, necrotic
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages you speak, but can't speak
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the servant's bonuses to hit and damage of its Slam.
Actions (Requires your Bonus Action)
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 4 (1d4 + 2) bludgeoning damage.
Magic Sigil (3/Day). The grimoire creates a sigil centered at a point on a horizontal surface within 5 feet of it, choosing from the options below. The sigil disappears after 10 minutes, or if it summons a second sigil.
- Aggression. Each creature of your choice within 30 feet of the sigil can use its bonus action to move up to its speed toward a hostile creature that it can see. If it hits a creature with a melee weapon attack immediately after taking this movement, it deals an additional 1d8 force damage to the target.
- Cohesion. Each creature of your choice within 30 feet of the sigil can use its bonus action to take the Help action to aid an ally in attacking a creature, and the target of that attack can be within 30 feet of it, rather than 5 feet of it.
- Shelter. Each creature of your choice within 30 feet of the sigil gains temporary hit points equal to 1d8 + your Intelligence modifier at the start of its turn.
Record Spell
At 6th level, your knowledge of scrolls allows you to amplify the power of the spells stored within them. Whenever you finish a long rest and your calligrapher's supplies are with you, you can touch a nonmagical, sheet of parchment or paper and turn it into a magic item. When you do so, you invest it with one artificer cantrip or spell of your choice–even one you don't have prepared–that has a casting time of 1 action, expending a spell slot as if you were casting the spell. The scroll functions as a normal spell scroll, and can be used by creatures other than you, but loses its magic when you finish your next long rest.
Any damage roll made for a cantrip or spell cast from the scroll gains a bonus equal to your Intelligence modifier (minimum of +1).
When you reach 14th level in this class, you can create two of these scrolls the end of a long rest.
In addition, you can cast glyph of warding without expending a spell slot, provided you use calligrapher's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Arcane Interference
By 14th level, the magic of your sigils interferes with that of opposing spells. You and friendly creatures within 30 feet of a sigil created by your bound grimoire have resistance to damage from spells.
In addition, you can cast contingency once without expending a spell slot and without providing material components, provided you use calligrapher's supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.