JPGen's Revised Revised Artificer

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Version 1.2.Vivian's Game

The Artificer
Revisited, Revised

An old, bearded half-orc swirls a radiant concoction in a stoppered glass vial, grinning with relief. He leaves his supplies and exits his tent, making his way toward the infirmary where his compatriots lay, awaiting a
panacea for their ailments and wounds.

The ceiling of the workshop rains debris down on the dwarf, and the walls tremble with the force of the siege waging outside. He hears the chatter of goblins on the other side of the workshop's door, and the hammering of weapons against the wood. Gritting his teeth, he draws his wands, and stands squarely in the center of the room. He'll defend his life's work with his life.

A gnome sits hunched beside a campfire, her tinker's tools splayed out around her. She pushes her self-made eyes of minute seeing further up the bridge of her nose, and attaches the wing to an oak-and-iron facsimile of an owl at her feet. Her fingers crackle with magical energy, and as she touches the owl, it shivers, flaps its wings, and comes to life.

Experts in unlocking magic in everyday objects, artificers are master inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use their tools to channel arcane power and craft magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to etch a temporary charm. The magic of artificers is tied to their tools and their talents.


Master Inventors

Every artificer is defined by a specific craft. Artificers see mastering the methods of a craft as the first step to true progress, the invention of new devices and approaches.

Some artificers are alchemists, using their knowledge of the natural world to create potions to aid them on their adventures. Other artificers are wandcarvers, studious woodworkers and scriveners who invent runes to focus their magic. Others still are mechanics, crafting clockwork servants who carryout their needs and fight with them on the battlefield. Alchemy, wandcarving, and tinkering are the three most common areas of study for artificers.


Seekers of Lore

Nothing excites an artificer quite like devising a new device or discovering a source of elemental energy. In artificer



"The Artificer Revisited," Revised

Wizards of the Coast released their second iteration of the Artificer character class in February 2019. In my opinion, this redux improves on many aspects of the class, especially spellcasting and the streamlined infusions feature.

However, I still have major critiques of the class, particularly the Specialists' 3rd level companion features. Forcing the Artificer to be a companion-focused class removes playstyle flexibility, introduces potential balance issues, and reduces the number of players that might enjoy this class otherwise.

With that said, this is my take on the revisited Artificer. Some content has been modified from the core class features, and both Specialist's have been modified to varying degrees to replace the flagship 3rd-level feature. This project also reintroduces the Machinist, for those players who do want a companion.

This is playtest material of playtest material. Feedback is definitely appreciated. Cheers.

--JPGenn




circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something new, rather than follow someone else’s work.

This drive for novelty and innovation pushes artificers to become adventurers. Oftentimes, main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery.




Creating an Artificer

When creating an artificer character, think about your character's background and drive for adventure. Does the character have a rival? What is the character's relationship with their mentor? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs to which you might have ties.

THE ARTIFICER | REVISITED, REVISED

Review of Revisions

Changes to Class Features

Spellcasting

  • 3 cantrips at 1st level, one of which must be mending.
  • 1st-level spells come online at 2nd level.
  • Spell List: Slightly different than the 2019 UA; also includes cantrips from SCAG and spells from XGtE.

1st-level Features

Portable Forge
  • Portable Forge: craft non-magical items twice as quickly, both during rests and downtime. 5th level: craft magical items twice as quickly.
Magical Analysis
  • Magical Analysis adds spells detect magic and identify, but only as rituals.

Infusions (2nd level)

  • More infusions Replicate Magic Item renamed, added 8th-level table. Additional infusions increase possible infusion table

Arcane Armament (5th level)

  • Allows player to ignore the loading property of magic weapons being used as part of the Attack action. Adds EK's War Magic language for greater flexibility

Spell Storing Item (6th level)

  • Spell Storing Item is available at 7th level, however it only holds a first level spell

Superior Attunement (7th level)

  • Allows the class to attune to more items sooner, improves at 15th level

Greater Spell-Storing Item (18th level)

  • As per Raw

Soul of Artifice

  • Given earlier, scales by level

VIVIAN GIVEN REVISIONS

  • Infusion, spell storing item: Prototype can be analyzed. Once analyzed, that prototype is a "known" prototype you keep it even after changing

Changes to Specialists

Alchemist

  • Removes the homunculus companion; gains ability to produce temporary, one-use potions.

3rd Level Features

  • Slight adjustment to Alchemist Spells
  • 5 vials added to inventory through Tools of the Trade * Removed Homunculus
  • Added Gnostic Concoction: the player can prepare several spells ahead of time to be used by anyone; limitations on range and target, concentration is ignored, and uses are limited by INT modifier.

Other subclass changes

  • Non used subclasses removed from document for ease of use

Battle-Smith

*This is the companion-reliant specialist.

Arcane Marvel
  • Modifies "arcane defender"
  • The player can build beast- or humanoid-type creatures with the find familiar spell; scaling CR, capped at CR 5
  • Contructs have increased INT, may gain personality traits
  • Constructs don't gain spells or magic abilities
  • Also: spells channeled through the familiar gain a bonus to a damage roll equal to your INT modifier

Arcane Bolt

  • New offensive cantrip
The Artificer

— Spell Slots —

Level Proficiency
Bonus
Features Infusions
Known
Infused
Items
Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 Portable Workshop, Magical Analysis,
Spellcasting
3
2nd +2 Infusions 4 2 3 2
3rd +2 Artificer Specialist, Tool Expertise 4 2 3 3
4th +2 Ability Score Improvement 5 2 4 3
5th +3 Arcane Armament 5 2 4 4 2
6th +3 Artificer Specialist feature 5 3 4 4 2
7th +3 Superior Attunement 6 3 4 4 3
8th +3 Ability Score Improvement 6 3 4 4 3
9th +4 6 3 4 4 3 2
10th +4 The Right Cantrip for the Job 6 3 5 4 4 2
11th +4 6 4 5 4 3 3
12th +4 Ability Score Improvement 7 4 5 4 3 3
13th +5 7 4 5 4 3 3 1
14th +5 Artificer Specialist feature 7 4 5 4 3 3 1
15th +5 Superior Attunement Improvement 8 4 5 4 3 3 2
16th +5 Ability Score Improvement 8 5 5 4 3 3 2
17th +6 8 5 5 4 3 3 3 1
18th +6 Catalyst Casting 8 5 5 4 3 3 3 1
19th +6 Ability Score Improvement 8 5 5 4 3 3 3 2
20th +6 Soul of Artifice 8 5 5 4 3 3 3 2

Class Features

As an artificer, you have the following class features.

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution

modifier per artificer level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, all crossbows
Tools: Thieves' tools, tinker's tools, one type of artisan's

tool of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation,

Medicine, Nature, Perception, and Sleight of Hand



Optional Rule: Firearms

The creation and operation of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide (p. 267), your artificer is proficient with them.


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light hammer or (b) any simple weapon
  • a light crossbow and 20 bolts
  • (a) leather armor or (b) a chain shirt
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Tinker's tools and one artisan's tool of your choice

THE ARTIFICER | CLASS FEATURES

Portable Workshop

Part of the reason that you have become an artificer is because you are a prodigy with craft. At 1st level, it takes you half of the normal time to craft a nonmagical item.

In addition, you are able to tinker with your latest work during brief moments. At the end of a long rest, if you made no progress toward crafting an item during the previous day, you make up to 10 gp worth of progress towards an item.

At 5th level, you can craft magic items with this feature.

Spellcasting

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders through various items.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus in hand when you cast any spell with this Spellcasting feature -- specifically, tinker's tools, a component of an artisan's tool, or a device created with these tools. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips

3 cantrips, mending chosen for you for one. You get more later. See table.

Preparing and Casting Spells

Like Druids

The Magic of Artifice

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a tiny mechanical spider that binds wounds. When you cast poison spray, you could use a wand that spits venom, or you could fling foul chemicals. The effects of spells are the same as for any other spell-caster, but your method of spellcasting is unique.

The same principle applies when you prepare your spells. As an artificer, you don’t study a spell-book or pray to prepare your spells. Instead, you work with your tools and create unique items that you’ll use to produce your effects. If you replace cure wounds with mage armor, you may be dis-mantling the device you used to heal and creating a device that produces a personal magical barrier.


time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an 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

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Magical Analysis

Starting at 1st level, you know the artificer spells detect magic and identify, but you can only cast them as rituals.

When casting either ritual, you must use a spellcasting focus, or a set of tools with which you have proficiency. If you use a tool, it must have some relation to the magic you are trying to detect or identify, like using alchemist's supplies to identify a potion.

In addition, when you perform an identify ritual with a magic item equal to or less than your level of crafting, you may also attempt to learn the formula included in the making of the item. Upon finishing the identify ritual, make an Intelligence (Arcana) check; the DC is 15 for a common magical item, and increases by 2 for every increase in rarity. Identifying an Infusion from Replicate Magic Item adds that infusion to your "list" of available infusions.

On a success, you learn the formula (including components and spells) required for crafting that sort of item. If the check fails, you may perform the ritual again and make another Intelligence (Arcana) check after a long rest.

THE ARTIFICER | CLASS FEATURES

Infusions

At 2nd level, you gain the ability to imbue mundane items with magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known

When you gain this feature, pick two artificer infusions to learn, choosing from the Artificer Infusions section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136).

Your infusion remains in an item indefinitely, but if you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Artificer Specialist

At 3rd level, you choose a specialty on which you intend to focus your magical craft: Alchemist, Wandcarver, or Mechanic, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Tool Expertise

Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. If you make an ability check with a tool or device with which you are not proficient, you may add half your proficiency bonus, rounded down, to the roll.

Additionally, when you make a check with any tool, you may use your Intelligence modifier in place of another ability.

Abiliy Score Improvement

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.

Arcane Armament

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. One of the attacks must be made with a magic weapon, the magic of which propels your attack and allows you to ignore the loading property of a weapon used as a part of the attack.

Alternatively, when you use your action to cast a cantrip, you can make a weapon attack as a bonus action.

Superior Attunement

Over time, your understanding of magical objects has expanded and increased. At 7th level, you can attune to up to four magic items, instead of three.

At 15th level, you can attune to up to five magic items, and you ignore any class restriction that a magic item has for you to attune to it.

The Right Cantrip for the Job

At 10th level, you gain the ability to make sure you have the right magical tool for a job. As an action, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. You may do this once per short or long rest.

Catalyst Casting
(formerly Spell-Storing Item)

When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don't need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier.

The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.

Soul of Artifice

At 20th level, your understanding of magical items is unmatched, allowing you to mingle your soul with items linked to you. You gain a +1 bonus to all saving throws for every magical item to which you are currently attuned.



Artificer Specialists

Artificers pursue a variety of disciplines. Here are three options you can choose from at 3rd level: the Alchemist, the Wandcarver, and the Machinist.


Battle Smith

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 with leatherworker’s tools and smith’s tools, assuming you don’t already have them. You also gain leatherworker’s tools and smith’s 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 armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways: • You gain proficiency with martial weapons. • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Battle Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Battle Smith Spells Artificer Level
Heroism, Wrathful Smite 3
Branding Smite, Warding Bond 5
Aura of Vitality, Blinding Smite 9
Aura of Purity, Staggering Smite 13
Banishing Smite, Mass Cure Wounds 17

arcane defender

By 3rd level, the tinkering in your free time has borne you a faithful companion, an arcane defender. It is friendly to you and your companions, and it obeys your commands. The arcane defender can take the form of any Large or smaller beast or humanoid with a challenge rating of 1/2 or less. The arcane defender can't use the Multiattack feature if its stat block includes it, nor does it gain any spellcasting abilities, or abilities that are magical in nature. The arcane defender can be crafted out of any material you have the appropriate tools for. The Arcane defender is not proficient in martial weapons.

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 one of the actions in its stat block or 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 smith’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 arcane defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new arcane defender if you have your tools with you. If you already have an arcane defender from this feature, the first one immediately perishes.

arcane defender has the chosen statistics with the following changes:

  • It's type is Construct
  • Armor Class 15 (natural armor)
  • Hit Points equal to five times your level in this class + your Intelligence modifier + the arcane defender’s Constitution modifier Speed 40 ft.
  • It's Int is changed to 4
  • It's Wis is changed to 10
  • It's Cha is changed to 6
  • It is always an expert in Perception
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, poisoned
  • Senses: darkvision 60 ft.
  • Passive Perception 10
  • Bonus Action: Repair (3/Day): The magical mechanisms inside the arcane defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.
  • Reaction Defensive Pounce. The arcane defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the arcane defender.
  • Languages: understands the languages you speak Version 2 ©2019 Wizards of the Coast LLC 12

Might of the Master.

The following numbers increase by 1 when your proficiency bonus increases by 1: the arcane defender’s skill bonuses, the bonuses to hit and damage of its attacks, and the number of hit points restored by its Repair action. Vigilant. The arcane defender can’t be surprised. Actions (Requires Your Bonus Action) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 piercing damage. Repair (3/Day). The magical mechanisms inside the arcane defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it. Reaction Defensive Pounce. The arcane defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the arcane defender.

Arcane Jolt

At 6th level, you learn new ways to channel arcane energy through your weapon attacks and your arcane defender. First, your arcane defender’s bite attack is now considered magical for the purposes of bypassing resistances and immunities, thanks to enhancements you’ve made to the creature in your free time. Second, when you or your arcane defender hits a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d4 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d4 hit points to it.

Arcane Marvel

Starting at 6th level, when you build an arcane defender, it can take the form of any Large or smaller beast or humanoid with a challenge rating that is equal to or less than your artificer level divided by 4 (rounded down) .

For every challenge rating above 1/2, you must use materials for which the cost equals 50 gp multiplied by the challenge rating (minimum of 50 gp), and you must expend a spell slot of at least the same level as that challenge rating (minimum of 1st level) .

In addition, the iron defender gains an Intelligence score of 6 if it is not already 6 or higher, and it can speak, read, and write one language that you know.

Your DM has the statistics for the kinds of creatures you can build with this feature.

Additionally, when your marvel delivers a spell that you cast, you gain a bonus to one roll of the spell. The bonus equals your Intelligence modifier (minimum of +1).


A Marvel's Personality

When you reach 6th level, your marvel may also begin to develop its own personality. If you wish, you can choose a personality trait and a flaw for the marvel. These traits can be from any background, or they can be of your own making.

  • MORE STUFF GOES HERE IT CAN BE FORMATTED AND PUT IN AT LEVEL 6

Artificer Infusions

Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others needs weeks, months, or years to complete.

The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

Unless an infusion's description says otherwise, you can't learn any infusion more than once.

Boots of the Winding Path

Prerequisite: 4th-level artificer
Item: A pair of boots (requires attunement)


While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.


Enhanced Armor

Item: A suit of armor or a shield


A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 12th level in this class.


Enhanced Offense:


This Infusion can be applied in four different ways, depending on the weapon's attributes:

Enhanced Weapon

Item: A simple or martial weapon


This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 12th level in this class.


Enhanced Wand

Item: A wand, rod, or staff


This arcane focus grants a +1 bonus to attack and one damage roll made with cantrips cast through it.

The bonus increases to +2 when you reach 12th level in this class.


Returning Weapon

Item: A simple or martial weapon with the thrown property


This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.


Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after the it hits ormisses a target.


THE ARTIFICER | INFUSIONS

Many-Handed Pouch

Prerequisite: 4th-level artificer
Item: 2--5 pouches or satchels


The 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.

A 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.


Pocket Knife

Prerequisite: 4th-level artificer
Item: A simple or martial weapon (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The wielder of this weapon can speak a command word as a bonus action to make the weapon magically fold in on itself and appear as a rod about 6 inches long. Speaking the command word again while holding the compact weapon causes it to unfold.

A creature inspecting the compacted weapon can determine its true nature by making an Intelligence (Investigation) check contested by your spell save DC.


Portable Bastion

Prerequisite: 4th-level artificer
Item: A shield (requires attunement)


While wielding this shield, a creature can speak its command word and set it on its edge as a bonus action. The shield will stay in place, and magically provide half-cover to any creature that uses it as cover. Up to two creatures can use this shield as half-cover at once.

The shield can be moved from its position and the effect ended if the wielder speaks the command word again, or if another creature succeeds on a Strength check contested by your spell save DC to forcefully move the shield.


Power Glove

Item: a pair of gloves, gauntlets, or bracers


These gloves fill the wearer with increased strength for the purposes of lifting, throwing, pushing, pulling, or dragging heavy objects. The wearer gains advantage on any athletics checks made during those activities, and counts as one size category larger for determining their limits in doing so.



Radiant Weapon

Prerequisite: 8th-level artificer
Item: A simple or martial weapon (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it. while holding it, the wielder can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 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 force the attacker to make a Constitution saving throw against your spell save DC. If it fails its save, it is

blinded until the end of its next turn. This reaction can't be used again until the wielder finishes a short or long rest.


Resistant Armor

Prerequisite: 8th-level artificer
Item: A suit of armor (requires attunement)


While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.


Rod of Mercurial Form

Prerequisite: 16th-level artificer Item: A rod, staff, or quarterstaff (requires attunement)


The wielder of this item can speak a command word as a bonus action, causing it to change its shape. The wielder can choose it to become any simple or martial weapon with a +2 bonus to attack and damage rolls, and the wielder is proficient with its use.

The rod reverts to its original form if the wielder drops to 0 hit points or if the wielder ends the transformation (no action required).


Repulsion Shield

Prerequisite: 8th-level artificer Item: A shield (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.


Wondrous Invention

Prerequisite: see below


Using this infusion, you replicate a magic item. You can pick this infusion multiple times on further level-ups; each time you do so, choose a different magic item that you can make with it, picking from the Wondrous Invention tables below. Once you have selected on of these items, you know its pattern, and can both craft the item and continue to replicate it even after you no longer have it selected as an infusion. When you level up you may swap out any current wondrous invention selections for new ones.

If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.

In the tables an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making. Your Dungeon Master may add or remove infusions as is necessary for the level of magic in their campaign.


Wondrous Invention
Magic Item Attunement
Alchemy jug No
Bag of holding No
Cap of water breathing No
Cloak of the manta ray No
Goggles of night No
Lantern of revealing No
Rope of climbing No
Sending stones No
Wand of detect magic No
Wand of secrets No

THE ARTIFICER | INFUSIONS
Wondrous Invention (6th-Level Artificer)
Magic Item Attunement
Boots of elvenkind No
Boots of striding and springing Yes
Eyes of charming Yes
Eyes of the eagle Yes
Gloves of swimming and climbing Yes
Hat of disguise Yes
Periapt of health Yes
Pipes of haunting No
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of jumping Yes
Ring of water walking No
Slippers of spider climbing Yes

Wondrous Invention (10th-Level Artificer)
Magic Item Attunement
Boots of the winterlands Yes
Bracers of archery Yes
Brooch of shielding Yes
Cloak of elvenkind Yes
Cloak of protection Yes
Dimensional shackles No
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of thievery No
Headband of intellect Yes
Helm of telepathy Yes
Medallion of thoughts Yes
Periapt of wound closure Yes
Ring of mind shielding Yes
Winged boots Yes

Wondrous Invention (16th-Level Artificer)
Magic Item Attunement
Amulet of health Yes
Belt of hill giant strength Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Gem of seeing Yes
Wondrous Invention (16th-Level Artificer)
Magic Item Attunement
Horn of blasting Yes
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes


Multiclassing

When you advance in level, and at your DM's discretion, you may take the option to multiclass into an Artificer. You must meet the following prerequisites to qualify for an Artificer.

Multiclassing Prerequisites
Ability Score Mimimum
Intelligence 13

Proficiences

When you first multiclass into Artificer, you gain only some of the class's starting proficiences as shown below.

Multiclassing Proficiencies
Proficiences Gained
Light armor, all crossbows, Tinker's tools

Spellcasting

Spell Slots. You determine your available spell slots by adding half (rounded down) of your artificer levels to the levels of your other classes (PHB p.164). Use this total to determine your spell slots by consulting the Multiclass Spellcaster table (PHB p.165).



Alternate Starting Equipment

When you create an artificer, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces and spend them on items (Chapter 5 of the PHB).

Starting Wealth for Artificers
Funds
5d4 x 10 gp

THE ARTIFICER | INFUSIONS, RULES

Artificer Spell List

Cantrips (0 Level)
  • Acid Splash
  • Arcane Bolt
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Frostbite
  • Green-Flame Blade
  • Guidance
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shillelagh
  • Shocking Grasp
  • Spare the Dying
  • Toll the Dead
1st Level
  • Absorb Elements
  • Alarm (ritual)
  • Arcane Weapon
  • Catapult
  • Cure Wounds
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Find Familiar (ritual)
  • Grease
  • Jump
  • Longstrider
  • Sanctuary
  • Shield
  • Snare
  • Tenser's Floating Disc (ritual)
  • Zephyr Strike
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Continual Flame
  • Darkvision
  • Dragon's Breath
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Healing Spirit
  • Heat Metal
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Object
  • Magic Mouth (ritual)
  • Magic Weapon
  • Pyrotechnics
  • Rope Trick
  • See Invisibility
  • Spider Climb
  • Warding Bond
3rd Level
  • Blink
  • Dispel Magic
  • Galder’s Tower
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Leomund's Tiny Hut
  • Haste
  • Protection from Energy
  • Revivify
  • Sending
  • Slow
  • Tiny Servant
  • Water Breathing (ritual)
  • Water Walk (ritual)
4th Level
  • Arcane Eye
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Leomund's Secret Chest
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Galder’s Speedy Courier
  • Sickening Radiance
  • Stone Shape
  • Watery Sphere
5th Level
  • Animate Objects
  • Bigby's Hand
  • Creation
  • Dawn
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Planar Binding
  • Rary's Telepathic Bond
  • Reincarnate
  • Skill Empowerment
  • Teleportation Circle
  • Telekinesis
  • Transmute Rock
  • Wall of Light
  • Wall of Stone





Arcane Weapon

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a simple or martial weapon)
  • Duration: Concentration, up to 1 hour

You channel arcane energy into one simple or martial weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you cast this spell using a 5th level spell slot, you don't need to maintain concentration on the spell's effect, though the spell only lasts for an hour.






Arcane Bolt

evocation cantrip


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: S, M (a focus {focus})
  • Duration: Instantaneous

Using a wand, rod, or staff to channel this spell, you fire a mote of energy at a creature or object within range. You choose the damage type: cold, fire, lightning, or thunder. Make a ranged spell attack against the target. On a hit, the target takes 1d8 of the damage type you chose.

You can change the type of damage this cantrip causes when you finish a short or long rest.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level, 11th level, and 17th level. Starting at 11th level, you can choose force damage for the damage this cantrip causes.


THE ARTIFICER | SPELL LIST
 

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