[5e] The Artificer, Revisited: Alchemist, Archivist, Battle Smith, and Wandcarver (& Companions)

by JPGenn

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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.

All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a 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 a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new secrets of creation.


Seekers of Lore

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























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 adven-
ture. 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.


Quick Build

You can make an artificer quickly by following these
suggestions. First, make Intelligence your highest
ability score, followed by Constitution and Dexterity
(or Strength if taking the Battle Smith specialty).
Second, choose the guild artisan or sage back-
ground.

THE ARTIFICER | REVISITED, REVISED

Review of Revisions

Changes to Class Features

Spellcasting

  • 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.

Infusions (2nd level)

  • Several new infusions added
  • Replicate Magic Item renamed, added 8th-level table

Tool Expertise (3rd level)

  • You can use INT for any tool check
  • Crafting non-magical items and magic wondrous items = quarter of the time, half of the gold cost

Combat Gadgets (5th level)

  • Based on the EK's War Magic ability, allows a bonus weapon attack after casting a cantrip

Superior Attunement (7th level)

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

Soul of Artifice

  • Only adds the +1 to all saves per attuned item; in tandem with Superior Attunement, this grants a possible +5 bonus to all saves, instead of a +6 bonus.

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; herbalism kit switched with poisoner's kit
  • Removed Homunculus
  • Added Gnostic Concoction: the player can prepare several "spells" ahead of time to be used by anyone

Archivist

Removes the Artificial Mind, moves some of the mind's features to the core archivist.

3rd Level Features
  • Slight adjustment to Archivist Spells, adds new cantrip information overload
  • Removed Artificial Mind
  • Added Arcane Scrivener: Player gains ability to create temporary skill-boosting scrolls or archivist-spell scrolls
Mental Network
  • Magical Telephony ability retained
  • Added psychic damage to all Archivist spells and telepathy
Infoportation
  • Inforportation ability modified; has at-will use (w/in 30ft) and longer distance 1/rest use

Battle Smith

Removes the iron defender; retains specialist as a midline support combatant.

3rd Level Features
  • Slight adjustment to Battle Smith Spells
  • Martial weapons and shields added to Tools of the Trade
  • Removed Iron Defender
Arcane Armament
  • Relocated Arcane Armament here
  • Original Arcane Jolt ability retained

Wandcarver
(based on the Artillerist)

Removes the turret; shifts specialist more toward a blaster/caster role.

3rd Level Features
  • Slight adjustment to Wandcarver Spells, adds new cantrip arcane bolt
  • Tools of the Trade: adds proficiency with woodcarver's and calligrapher's tools
  • Removed Arcane Turret
  • Added Focus Prototype: Player gains unique focus to augment casting arcane bolt cantrip
Focused Power
  • Name-change from Wand Prototype
  • Adds the damage bonus to a single damage roll to all damaging spells cast through the focus prototype.
Wandslinger
  • Removes disadvantage when using ranged spells at a target w/in 5 ft.
  • Player can cast a cantrip as a reaction to being attacked.

Alternative 3rd Level Feature:
Artificer's Construct

At 3rd-level, an artificer can opt to use the alternative feature Artificer's Construct, instead of their unique 3rd-level ability. This feature provides a template for building your own construct companion, similar to WotC's UA 3rd-level companion options.


Other Changes

Proficiencies, Equipment

  • Removed class's proficiency with shields
  • Promoted reliance on tinker's tools
  • Changed starting equipment

New Spells

  • Edited arcane weapon : now has a range of Touch, has 5th-level upcasting option
  • Arcane bolt (cantrip): available only to the Wandcarver
  • Information overload (cantrip): available only to the Archivist
  • Other new spells include conjure constructs (4th level) and shield of artifice (1st level)
The Artificer

— Spell Slots —

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


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) scale mail
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Tinker's tools and one other tool of your choice

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.

THE ARTIFICER | CLASS FEATURES

Magical Tinkering

At 1st level, you learn how to invest a spark of magic in mundane objects. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and invest it with one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

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

At 1st level, you know three cantrips of your choice from the artificer spell list, one of which is the mending cantrip.

At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells, starting at 2nd level. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to half your artificer level + your Intelligence modifier, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell shield, you can cast it using a 1st- or 2nd-level slot.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires 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.


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.


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 the type of specialty you wish to pursue: Alchemist, Archivist, Battle Smith, or Wandcarver, all of which are detailed at the end of the class’s description. Your choice grants you features at 3rd, 6th, and 14th level.

Tool Expertise

At 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you make a check with any tool with which you have proficiency, you may use your Intelligence modifier in place of another ability.

Finally, if you craft any non-magical item, or a magic item in the wondrous item category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

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.

Combat Gadgets

Starting at 5th level, when you cast a cantrip with your action, you can make a single weapon attack with a magic weapon 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. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Catalyst Casting

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 many disciplines. Here are specialist options you can choose from at 3rd level.


Alchemist

An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.

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 alchemist’s supplies and the poisoner's kit, assuming you don't already have them. You also gain alchemist’s supplies and a poisoner's kit for free -- the result of tinkering you've done as you've prepared for this specialty.

    Your alchemist's supplies include five empty vials.

Crafting. If you craft a magic item in the potion or poison category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. You can also use your alchemist's supplies to craft any potion of healing.

Alchemist Spells

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

Alchemist Spells
Artificer Level Spells
3rd purify food and drink, ray of sickness
5th Melf's acid arrow, protection from poison
9th create food and water, stinking cloud
13th blight, death ward
17th contagion, raise dead

Gnostic Concoction

Starting at 3rd level, you can create magically-infused concoctions to aid you in your adventures. At the end of a long rest, if your alchemist's supplies are with you, you can touch one or more vials or flasks and invest them with an artificer spell of a level that you can cast -- even one you don't have prepared -- that has a casting time of 1 action, has a range of self or touch, and targets a single creature. You must provide any material components required by the spell. Concoctions last until used, or until you finish a long rest.

You can make any number of concoctions, as long as the cumulative total of spell levels doesn't exceed your Intel-ligence modifier. For example, with an Intelligence score of 16, you can create three potions infused with 1st-level spells, and at higher levels, you can create a potion infused with a 2nd-level spell, as well as a potion infused with a 1st-level spell, or a single potion infused with a 3rd-level spell.

You don't expend spell slots to make these concoctions.

A concoction made through this feature uses your spellcasting ability, and your spell save DC if needed. When a creature uses a concoction, the spell effect lasts for the duration, and a creature doesn't need to maintain concentration if an effect normally requires it.

Alchemical Expertise

At 6th level, your command of magical chemicals has become masterful. When you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

In addition, you can cast lesser restoration without using a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).

Chemical Panacea

The fumes that waft from your work have slowly seeped into your own body and transformed you. Starting at 14th level,


you gain resistance to acid and poison damage, and you are immune to the poisoned condition.

In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist's supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.


Archivist

What are the best ways to access vast amounts of informa-tion? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: sharing information wtihout the need of tomes or scrolls. What library could match a mental network able to access and distribute information instantly? Working towards this goal, Archivists have become masters of storing and sharing knowledge. Of all artificers, archivists are on the cutting edge of arcane science.

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 calligrapher's supplies and the forgery kit, assuming you don't already have them. You also gain calligrapher's supplies and forgery kit for free -- the result of tinkering you've done as you've prepared for this specialization.

Your supplies include 10 blank sheets of parchment.

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.

Archivist Spells

Starting at 3rd level, information overload is available to you as an artificer cantrip (described at the end of this document).

In addition, you always have certain spells prepared after you reach particular levels in this class, as shown in the Wandcarver Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Archivist Spells
Artificer Level Spells
3rd comprehend languages, dissonant whispers
5th detect thoughts, locate object
9th hypnotic pattern, tongues
13th confusion, locate creature
17th awaken, legend lore

Arcane Scrivener

Starting at 3rd level, you can create magical scrolls to aid you and your allies in your adventures. At the end of a long rest, you can use your calligrapher's supplies and touch one or more scrolls or or sheets of parchment and inscribe them with arcane knowledge. You can make a number of inscriptions equal to your Intelligence modifier.

By spending 1 minute to read an inscription, the reader gains a bonus to all skill checks made for one skill for 1 hour.

You choose which skill each inscription affects, and the bonus equals your Intelligence modifier.

When you magically create an inscription, you can instead inscribe it with a spell from the Archivist Spells table, so long as you have spell slots of the same level. The value of a spell inscription is equal to the level of the spell, and this value counts toward the total number of inscriptions you can inscribe. For example, with an Intelligence of 16, you can create three inscriptions, or a number of spell inscriptions that don't exceed three levels worth of spells.

Any creature that reads a spell inscription can, within the next hour, use their action to cast that spell, using their own Intelligence ability for calculating spell attack bonuses and spell save DCs. You don't expend spell slots to create these inscriptions, and a creature doesn't expend a spell slot to cast a spell from a spell inscription.

All inscriptions last until used, or until you finish a long rest.

Mental Network

At 6th level, you’ve learned how to use your artifices to access minds, both to communicate and to harm.

You can communicate telepathically with anyone carrying an item bearing one of your artificer infusions. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.

In addition, if you can telepathically communicate with another creature, or have affected a creature with a spell from the Archivist Spells list during your turn, you can use your bonus action to cause psychic damage to that creature equal to your Intelligence modifier.

Infoportation

At 14th level, as an action, you can teleport to an item bearing one of your artificer infusions, where you physically reappear.

If your destination is within 30 feet, you can take this action an unlimited number of times. Teleporting further than 30 feet can be done once, after which you must finish a long rest to teleport any distance again. You can also teleport by expending a spell slot of 2nd level or higher.


Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are sometimes accompanied by an iron defender, a protective construct of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and their iron defender.

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.

You also gain proficiency with martial weapons and shields.

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 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 Spells
3rd heroism, searing smite
5th branding smite, warding bond
9th aura of vitality, blinding smite
13th aura of purity, staggering smite
17th banishing smite, mass cure wounds

Battle Ready

When you reach 3rd level, your combat training and your magical tests have paid off. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

In addition, you can use any magic weapon as a spellcasting focus for your artificer spells.

Arcane Armament

At 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. At least one of the attacks must be made with a magic weapon.

In addition, when you hit 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. You restore 2d4 hit points to that creature.

You can channel this magical energy a number of times equal to your Intelligence modifier (minimum of once) , but you can do so no more than once on a turn. You regain all expended uses of this feature when you finish a long rest.

Vanguard Arcana

At 14th level, your weapon magic grows in intensity. The extra damage and the healing power of your Arcane Armament both increase to 4d4.


Wandcarver

Artificers whose expertise extends beyond enchantment, into engineering the very gears of war, are spoken of in awe and fear as the humble and deadly Wandcarvers.

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 calligrapher's supplies and woodcarver's tools, assuming you don't already have them. You also gain calligrapher's supplies and

woodcarver's tools for free -- the result of tinkering you've done as you've prepared for this specialization.

In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells.

Crafting. If you craft a magic item in the wand, rod, or staff category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Wandcarver Spells

Starting at 3rd level, you gain the cantrip arcane bolt (described at the end of this document). You always have it prepared, but it doesn't count against your total number of artificer cantrips.

In addition, you always have certain spells prepared after you reach particular levels in this class, as shown in the Wandcarver Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Wandcarver Spells
Artificer Level Spells
3rd magic missile, thunderwave
5th scorching ray, shatter
9th conjure barrage, fireball
13th ice storm, wall of fire
17th cone of cold, conjure volley

Focus Prototype

At 3rd level, you learn innovative methods for carving focuses, and investing these tools with new magic.

You gain a unique focus prototype that you've carved in your spare time, which only you can use.

Each kind of prototype augments your casting of arcane bolt; this augment depends on the form of your prototype.

Rod. You gain a +2 bonus to damage rolls with arcane bolt.

Staff. While wielding this focus with two hands, you gain a +2 bonus to attack rolls you make with arcane bolt, and the range of the cantrip is doubled.

Wand. When you roll a 1 or 2 on a damage die for arcane bolt, you can reroll the die, and you must use the new roll, even if the new roll is a 1 or a 2.

If you lose your prototype, you can craft a new one at the end of your next long rest. You can craft additional prototypes using the crafting rules from Tools of the Trade.

Focused Power

By 6th level, you now regularly experiment with channeling different types of magic through focuses. Whenever you finish a long rest and your woodcarver’s tools are with you, you can touch any wooden focus, including your prototype, and invest it with one artificer cantrip of your choice -- even one you don't know -- that has a casting time of 1 action. As an action, you can cast that cantrip through that focus, using your spellcasting ability. The focus loses this magic when you finish your next long rest. Only you can use the focus's magic.

In addition, when you cast a cantrip or spell through your prototype, one damage roll gains a bonus equal to your Intelligence modifier (minimum of +1) .

When you reach 14th level in this class, you can invest a focus with two cantrips at the end of a long rest.

Wandslinger

At 14th level, you no longer have disadvantage while making a ranged spell attack at a creature within 5 feet of you while using a wand as a spellcasting focus for that attack.

In addition, when a creature that you can see attacks you, you can use your reaction to cast a cantrip with a casting time of 1 action that targets that creature immediately after its attack. You must be holding a focus to cast this cantrip.



Alternative Feature

When you reach 3rd level and choose a specialty, you gain three features: specialty spells, Tools of the Trade, and a unique feature for that specialty: the Alchemist gains Gnostic Concoctions; the Archivist gains Arcane Scrivener; the Battle Smith gains Battle Ready; and the Wandcarver gains Focus Prototype.

You may choose to take this alternative feature, Artificer's Construct, instead of your specialty's unique 3rd-level feature.


Artificer's Construct

At 3rd level, you learn methods for magically creating a special construct creature that is formed through your studies and magic. It is friendly to you and your companions, and it obeys your commands. See the construct's game statistics in the Artificer's Construct stat block.

You determine the construct's appearance. Artificer's with tiny, flying constructs often model theirs after owls or bees, while larger constructs often resemble a hound, a mountain cat, or even a bear. Eccentric alchemists might prefer a winged glass vial, while wandcarvers have been known to carve large battle staves mounted on spindly legs.

In combat, the construct shares your initiative count, but it takes its turn immediately after yours. The only action it takes is the Dodge action, unless you take a bonus action on our 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 cantrip is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker's tools or the tools gained through your specialty 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 of its hit points restored.

Construction

When an artificer first builds their construct companion, they draw inspiration from their specialty and tools to design the perfect companion. Follow these guidelines to construct your companion.

Template

Your construct is designed based off of a template of features. Choose one from the following:


Tiny. Your construct's size is Tiny.

  • Its Armor Class is 13 (natural armor) .
  • It has a walking movement speed of 10 feet, and a flying speed of 30 feet.
  • Its Dexterity score is 14 and its Intelligence score is 10.

Small. Your construct's size is Small.

  • Its Armor Class is 14 (natural armor) .
  • It has a walking movement speed of 25 feet, and a climbing speed of 25 feet.
  • Its Dexterity score is 14 and its Wisdom score is 12.

Medium. Your construct's size is Medium.

  • Its Armor Class is 15 (natural armor).
  • Its hit points gain a bonus equal to your Constitution modifier.
  • It has a walking movement speed of 40 feet.
  • Its Strength and Constitution scores are 14.

Primary Attack

Your construct gains one of the following attacks, which are considered magical for overcoming resistances:


Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target both of you can see. Hit: 1d6 + 2 acid damage.


Flamethrower. Ranged Weapon Attack: Save DC 13 (Dexterity), range 15-foot cone. Failed Save: 1d8 + 2 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.


High Pitch. Spell Effect: Save DC 13 (Wisdom), range 60 ft., one target both of you can see. Failed Save: 1d4 + 2 psychic or thunder damage, and until the start of your next turn, the next attack against the target has advantage.


Iron Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target both of you can see. Hit: 1d8 + 2 piercing damage.


Unique Ability

Your construct also has special abilities, determined by your specialty. If an ability requires a rest to regain its uses, you and the construct must both rest to recharge the ability.


Homunculus (Alchemist specialty)

Alchemical Salve (3/Short Rest) . The construct produces a salve and touches one creature you designate, granting one of the following magical benefits of your choice for one hour:

Adrenaline. The target gains advantage on certain ability checks. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).

Bouyancy. The target gains a flying speed of 10 feet, but it can't rise higher than 20 feet above the surface below it.

Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.

Corrosive (reaction) . Whenever a creature hits the homunculus with a melee weapon attack, it can use its reaction to force the attacker to succeed on a Dexterity saving throw or take 1d6 + 2 acid damage.


Artificial Mind (Arhcivist specialty)

Magic Manifest (3/Long Rest) . On your turn, you can cast an artificer spell as if you were in the construct's space, instead your own, using its senses.

Mindful Connection. You can communicate telepathically with your construct.


Artificer's Construct

Tiny to Medium construct, neutral


  • Hit Points equal to five times your level in this class + your Intelligence modifier

STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 12 (+1) 5 (-3) 10 (+0) 6 (-2)

  • Skills Two skills of your choice
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

  • Might of the Master. The following numbers increase by +1 when your proficiency bonus increases by 1: the construct's skill bonuses and the bonuses to hit (or save DC) and damage of its primary attack.

Actions (Requires a bonus action)

Primary Attack. Choose from the Primary Attack options.

Unique Ability. Choose from the Unique Ability options.



    As an action, you can hear and see using the construct's senses, instead of your own, until your concentration ends (as if concentrating on a spell). This connection isn't possible if the construct is further than 100 feet away from you.

Also, your construct gains a bonus to its Intelligence score equal to your Intelligence modifier.

Telepathic Advisor. While the construct is within 30 feet of you, you have proficiency in two skills of your choice; the materials with which the construct was made determine which skills you can choose from.

Flesh and Bone (vellum, leather, bone, etc.): Animal Handling, Insight, Medicine, Perception, or Survival.

Vegetation (paper, wood, plants, etc): Arcana, History, Investigation, Nature, or Religion.

Mineral (glass, stone, metal, etc.): Deception, Intimidation, Performance, or Persuasion.


Iron Defender (Battle Smith specialty)

Repair (3/Long Rest) . The magical mechanisms inside the construct restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

Defensive Pounce (reaction) . The iron 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 construct.

Vigilance. The construct can't be surprised.

Arcane Ballista (Wandcarver specialty)

Ballista (3/Short Rest) . Ranged Weapon Attack: +5 to hit, range 120 ft., one target you can see. Hit: 2d8 force damage, and the target is pushed up to 5 feet away.

Detonate. The magic powering the construct explodes. The construct drops to 0 hit points, and each creature within 10 feet of the construct must make a Dexterity saving throw. On a failed save, the creature takes 4d6 force damage and knocked prone; on a successful save, the creature takes half the damage and isn't knocked prone.

Fortification. One creature that you designate within 5 feet of your construct benefits from half cover.


Companions at Higher Levels

When you reach higher levels, your companion benefits from some of your newly acquired features as well.

At 6th Level

Your construct benefits from your 6th-level feature:

Alchemist

Your construct can cast lesser restoration instead of you. When you cast this spell through your construct, you can expend one of your uses of the spell, or one of your construct's alchemical salves.

Archivist

If a creature is within 5 feet of your construct, you can communicate telepathically with that creature as well.

Battle Smith

When your construct hits with a magic weapon attack, you can choose to add the bonus damage from your Arcane Armament feature to your construct's attack.

Wandcarver

You can imbue your construct with a cantrip, instead of a focus, and it can cast that cantrip as an action on its turn.


At 14th Level

Your construct benefits from your 14th level feature:

Alchemist

Your construct can cast greater restoration instead of you.

Archivist

When you teleport using your Infoportation feature, you can take your construct with you if it is within 5 feet of you. You can also use this feature to teleport to your construct, instead of the location of one of your infusions.

Battle Smith

Your construct benefits from your Vanguard Arcana feature. In addition, its Defensive Pounce ability also deals force damage equal to 1d4 + your Intelligence modifier.

Wandcarver

You can imbue your construct with two artificer cantrips, and all creatures within 5 feet of your construct benefit from its Fortification ability.


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 Wand

Item: A wand, rod, or staff

While holding this focus, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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


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.


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

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.


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.


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 it hits or misses a target.


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.


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.


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.


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).

Wondrous Invention

Prerequisite: see below

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Wondrous Invention tables below.

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.


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

Wondrous Invention (8th-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 (12th-Level Artificer)
Magic Item Attunement
Boots of the winderlands 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, medium armor, all crossbows, tinker's tools

Spellcasting

Spell Slots. You determine your available spell slots by adding half (rounded up) 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).

Extra Attack

The Battle Smith specialist's Arcane Armament feature doesn't give you an additional attack if you also have the Extra Attack feature.



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

Spells listed with x are taken from Chapter 3 of Xanathar's Guide to Everything.
Spells listed with sc are taken from the end of Chapter 4 of the Sword Coast Adventurer's Guide.
Spells listed with jpc are original creations for this class, and are described at the end of this document.
All other spells can be found in Part 3, Chapter 11 of the Player's Handbook.






Arcane Bolt

evocation cantrip


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: S, M (a focus prototype)
  • 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.








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.

Conjure Construct

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: S, M (tinker's tools and 10 gp of materials)
  • Duration: Concentration, up to 1 hour

You instantly build one or more constructs that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One construct of challenge rating 2 or lower
  • Two constructs of challenge rating 1 or lower
  • Four constructs of challenge rating 1/2 or lower
  • Eight constructs of challenge rating 1/4 or lower

Each construct falls apart when it drops to 0 hit points or when the spell ends.

The constructs are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using a 5th-level spell slot, you choose one of the options above, and twice as many constructs appear for that option.


Information Overload

divination cantrip


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: M (a crystal shard, a piece of bone, or a seed)
  • Duration: Instantaneous

As an action, you can try to overload the thoughts of one creature you can see that is within range, magically transmitting a jumble of information from your subconscious. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well.

Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.


Shield of Artifice

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 ft.
  • Components: V, S, M (a square inch sheet of tin)
  • Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it half cover for the duration.


Changelog

Version 1.1

  • 5th level extra attack: choose one of two alternate options, Arcane Armament, or Combat Gadgets

Version 2.0.1

  • Replaced Magical Tinkering
  • Removed Portable Workshop and Magical Analysis, and edited Tool Expertise
  • Replaced extra attack feature with Combat Gadgets
  • Removed the Machinist specialty subclass
  • Added revised versions of the Archivist and Battle Smith specialties
  • Added Artificer's Construct alternate feature for all classes; uses modular create-your-own companion rules/mechanics
  • Added new, original spells



Credits

The Artificer Revisited, Revised D&D 5e class was created by Reddit user JPGenn. It is a modified version of the UA: The Artificer Revisited released by Wizards of the Coast in February 2019. Some content is revision of Unearthed Arcana or official material published by Wizards of the Coast, and other content is created solely by the author of this resource.


Content Credit

UA: The Artificer Revisited © Wizards of the Coast

Art Credits

alchemist © Paizo
Magic Items © Wizards of the Coast
kingdoms & Bearman : artcobain
rune : goldentigers
Alternate logo and page stains : DracoExe
Orc Wizard : Xiaodi-Jin (concept art)

 

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