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# Artificer Specialization: Arcanist Arcanists are the masters of magic items. They push the limits of arcane infusion, turning even the most mundane weapons and armor into stuff of legend. Their ability to craft magic items on the fly are invaluable to any military force. ### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. ### Arcanist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arcanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. | Artificer Level | Spell | |:-:|:-----------| | 3rd | *absorb elements, shield of faith* | | 5th | *magic weapon, heat metal* | | 9th | *elemental weapon, protection from energy* | | 13th | *fabricate, stoneskin* | | 17th | *animate objects, holy weapon* | ### Combat Infusion Starting at 3rd level, you are able to imbue magic into items quicker than most. You can imbue artificer infusions into items at the end of a short or long rest. ### Arcanist Infusions Starting at 3rd level, you can choose from an expanded list of infusions. Additionally, you get an expanded list of options for the Replicate Magic Item infusion. ##### Elemental Weapon *Item: A simple or martial weapon (requires attunement)* ___ This magic weapon grants a +1 bonus to attack rolls made with it. Choose between fire, cold, lightning, acid, thunder, or poison damage. The weapon deals an additional 1d6 of the chosen damage type. The bonus increases to +2 and the damage die increases to 1d8 when you reach 10th level in this class. ##### Enhanced Arcane Focus Item: A rod, staff or wand (requires attunement) ___ While holding this item, a creature gains +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 10th level and +3 when you reach 14th level. \columnbreak ##### Enhanced Defense 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 10th level and +3 when you reach 14th level. ##### 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 10th level and +3 when you reach 14th level. ##### Armor of Vitality *Item: A suit of armor (requires attunement)* ___ A creature gains a +1 bonus to Armor Class while wearing this suit of armor. While below full health and not unconscious, the creature regains 1 HP at the start of their turns. ##### Rebounding Armor *Prerequisite: 6th level* *Item: A suit of armor (requires attunement)* ___ The wearer can use their reaction to reduce incoming damage from a weapon attack. When you do so, the damage you take from the Attack is reduced by 1d4 + half your character level rounded down. If the damage is reduced to zero, you can use your reaction to inflict half the damage you took back at the attacker The die increases to 1d6 at 10th level and 1d8 at 14th level. ##### Infinity Bow *Prerequisite: 6th level* *Item: A bow or crossbow (requires attunement)* ___ This bow does not use ammunition. Instead, it fires spectral arrows which deal force damage ___ ##### Replicable Magic Items (3rd Level Artificer) | Magic Item | Attunement | |:---|:-----------:| | Armor of Gleaming | No | | Cast-off Armor | No | | Dragon Slayer | No | \pagebreak ___ ##### Replicable Magic Items (6th Level Artificer) | Magic Item | Attunement | |:--|:-----------:| | Arrow Catching Shield | Yes | | Elven Chain | No | | Glamoured Leather Armor | No | | Javelin of Lightning | No | | Seeker Dart | No | | Weapon of Warning | Yes | ___ ##### Replicable Magic Items (10th Level Artificer) | Magic Item | Attunement | |:--|:-----------:| | Armor of Resistance | Yes | | Dagger of Venom | No | | Dwarven Plate | No | | Flame Tongue | Yes | | Mace of Disruption | Yes | | Mace of Smiting | No | | Mace of Terror | Yes | | Sentinel Shield | Yes | | Sun Blade | Yes | | Vicious Weapon | Yes | ___ ##### Replicable Magic Items (14th Level Artificer) | Magic Item | Attunement | |:--|:-----------:| | Animated Shield | Yes | | Arrow of Slaying x3 | No | | Spellguard Shield | Yes | | Sword of Life Stealing| Yes | | Sword of Wounding | Yes | \columnbreak ### Arcane Warrior Starting at 5th level, the arcane energy from your infusions bolsters your prowess in combat. * If you cast a spell using a weapon with one of your infusions as a spellcasting focus, you can make a weapon attack as a bonus action. * After you make a weapon attack using a weapon with one of your infusions, you can cast a cantrip as a bonus action. ### Production Line Starting at 9th level, you are now able to produce even more magic items. You gain a bonus to your number of infused items and infusions known equal to 1 + half your Intelligence modifier rounded up (minimum of 1). ### Infusion Mastery Starting at 15th level, you have mastered the art of arcane infusion. You gain the following abilities: * You can place up to two infusions in a single object. * You can now store spells of up to 3rd level with your Spell-Storing Item feature. * You can store spells into objects at the end of a short or long rest.