Artificer v2.1a (a.k.a. The Inventor)
A gnome sits hunched over a workbench in a room cluttered with every sort of tool, carefully drawing the final lines to an intricate rune. With a crackling hum of arcane energy, the completed rune flares with power, and she watches with a smile of pride as the golem comes to life and stands.
A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thundering boom, a gout of energy erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee.
With a thunderous crash of energy a figure lands in the middle of the battlefield. As the smoke clears, a towering presence stands amidst the war-torn battlefield clad in glowing mechanical plate mail. The glowing visor swivels to inspect the wreckage. It raises a gauntlet, and lightning crackles forth.
Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation.
Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.
Cunning Inventors
Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Artificers are arcane engineers, students of invention and warfare who craft deadly firearms, ingenious gadgets, magical armor, and mechanical beings that they can augment with magic.
All artificers are united by their curious 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 methods of creation.
Intense Rivalries
The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.
Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.
Alternate Artificer is created by KibblesTasty. Support additional content and updates by KibblesTasty at http://www.patreon.com/KibblesTasty.


The Artificer
| Level | Proficiency Bonus |
Features | Spells Known |
1st | 2nd | 3rd | 4th | 5th | Upgrades |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Artificer Specialization, Magic Item Analysis | — | — | — | — | — | — | — |
| 2nd | +2 | Spellcasting, Arcane Retrofit, Tool Expertise | 3 | 2 | — | — | — | — | — |
| 3rd | +2 | Artificer Specialization Feature, Specialization Upgrade | 4 | 3 | — | — | — | — | 1 |
| 4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | 1 |
| 5th | +3 | Artificer Specialization Feature | 5 | 4 | 2 | — | — | — | 2 |
| 6th | +3 | Arcane Reconstruction, Cross Disciplinary Knowledge | 5 | 4 | 2 | — | — | — | 2 |
| 7th | +3 | Wondrous Item Proficiency | 6 | 4 | 3 | — | — | — | 3 |
| 8th | +3 | Ability Score Improvement | 6 | 4 | 3 | — | — | — | 3 |
| 9th | +4 | ─ | 7 | 4 | 3 | 2 | — | — | 4 |
| 10th | +4 | Improved Magical Crafting, Wondrous Item Recharge | 7 | 4 | 3 | 2 | — | — | 4 |
| 11th | +4 | Study of Magic | 8 | 4 | 3 | 3 | — | — | 5 |
| 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | — | — | 5 |
| 13th | +5 | ─ | 9 | 4 | 3 | 3 | 1 | — | 6 |
| 14th | +5 | Artificer Specialization Feature | 9 | 4 | 3 | 3 | 1 | — | 6 |
| 15th | +5 | ─ | 10 | 4 | 3 | 3 | 2 | — | 7 |
| 16th | +5 | Ability Score Improvement | 10 | 4 | 3 | 3 | 2 | — | 7 |
| 17th | +6 | ─ | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
| 18th | +6 | Wondrous Items Mastery | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
| 19th | +6 | Ability Score Improvement | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
| 20th | +6 | Peerless Inventor | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
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 drove your character down the path of being an artificer? Is it about curiosity and invention, or about the power their inventions bring? Did you character learn from another artificer, or receive a vision or flash of inspiration to learn their craft?
Consider how your character interacts with the world, and what they represent. Consult with your DM regarding guilds or societies your character might belong to.
Quick Build
You can make an artificer quickly by following these suggestions. For the Gadgetsmith or Thundersmith paths, make your highest attribute Dexterity, followed by Intelligence. For Golemsmith, Infusionsmith, or Potionsmith, Intelligence followed by Constitution or Dexterity, and for Warsmith or Fleshsmith, choose either Strength or Intelligence, with Constitution as your second highest attribute. Second, choose the Guild Artisan background.
Class Features
- Hit Dice: 1d8 per artificer level
- 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, hand crossbows, heavy crossbows.
- Tools: Thieves’ tools, one other tool of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and quiver of 20 bolts or (b) any two simple weapons.
- (a) scale mail, (b) leather armor, or (c) chain mail.
- thieves’ tools and a dungeoneer’s pack
Artificer Specialization
At 1st level, you focus your craft on a particular specialization: Gadgetsmith, Golemsmith, Infusionsmith, Potionsmith, Thundersmith, Warsmith or Fleshsmith, each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, and 14th level.
Magic Item Analysis
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals without material components.
Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
Arcane Retrofit
Additionally at 2nd level, you gain the ability to retrofit magical gear. During a long rest you can perform a ritual using any +1/2/3 weapon (excluding artifacts and sentient weapons) to transfer the magic into an artificer weapon (a weapon created by subclass feature or upgrade). Eg: you can turn a +1 longsword and your impact gauntlet a +1 impact gauntlet. This includes weapon-like Upgrades that make attack and damage rolls (like a Warsmith's Force Blast).
You cannot transfer any properties from a magical weapon besides a bonus to attack and damage rolls, and the original weapon is destroyed.
Additionally, you can convert a set set of armor with a magical plus to AC to a lighter armor type.
Additional Retrofits
Your DM may let you expand this feature to do similar tasks, such as making a +1 Heavy Crossbow a +1 Light Crossbow, or may allow it to work with other magical armor or weapons (such as converting adamantine chainmail to an adamantine chain shirt).
Spellcasting
As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.
Spell Slots
The artificer table shows how many spell slots you have to cast your artificer spells of 1st level and higher. To cast one of your Artificer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the artificer spell list. The Spells Known column of the Artificer table shows when you learn more Artificer spells of your choice.
Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Artificer spells you know and replace it with another spell from the Artificer spell list, which also must be of a level for which you have spell slots.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options.
Artificer's Spell Casting
An Artificer is fundamentally someone that understands and regularly interacts with magic, leading to the ability to apply this knowledge as spell casters, but how you want to approach your Artificer's spell casting is up to you.
Feel free to explore other approaches in coordination with your DM. From a functional standpoint, the only requirement would be that you have a defined material or focus for the spell.
Consider for some spells that perhaps your Artisan's Tools are your focus, or perhaps a specific item you've made is your material component for a spell. Perhaps instead of a "Component Pouch" that simply contains all the material components you could need for your spells, you have an "Artificer's Tool Belt" that contains the various spellcasting assistance contraptions you've made to cast your spells. For the purposes of mechanics, the only thing that matters is that it functions the same way, and is used consistently.

Specialization Upgrade
Starting at 3rd level, choose an upgrade from the list at the end of your specialization, and gain the benefits listed in the description of the Upgrade.
You select an additional Upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot select an Upgrade more than once, unless the Upgrade's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade of the same level requirement as the replaced upgrade.
In any case an existing Upgrade is swapped out for a replacement Upgrade (either by a subclass feature or on level up), the new Upgrade is selected as if the Artificer is the level they were when they got that Upgrade slot. For example, if you replace your Stormforged Weapon and reselect all of your upgrades as a 5th level Artificer, you could select one 3rd level upgrade and one 5th level upgrade, or two 3rd level upgrades, but you would not be able to select two 5th level upgrades.
Customizing Artificer Upgrades
The upgrades for each Artificer Specialization are presented in a list at the end of the Specialization, but invariably there will always be ideas for upgrades not included in that list. At the heart of an Artificer beats an unrelenting drive for creativity, after all! Feel free to consult your DM for potential custom upgrades.
Consult the Expanded Toolbox more ideas and playtesting content.
Ability Score Improvement
When you reach 4th, 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 Reconstruction
At 6th level, you have mastered the knowledge of using magic to repair things. You learn the mending cantrip, and can cast it at will. Additionally, you learn the cure wounds spell. If you already know cure wounds you can select another spell from the Artificer spell list. When you cast cure wounds, it can heal constructs in addition to normally valid targets.
Cross Disciplinary Knowledge
At 6th level, you can expand on your knowledge across fields. You can craft one of the following: a Thundersmith's Stormforged Weapon, an Infusionsmith's Animated Weapon, Blasting Rod, or Infused Weapon, a Potionsmith's Alchemical Reagent Pouch and Alchemical Fire or Alchemical Acid, or an Unrestricted Gadgetsmith Upgrade.
If you select a Stormforged Weapon, you gain proficiency with that weapon and knowledge of how to make ammunition for it (if required). You cannot apply Infused Weapon to another weapon granted by this class.
If this selection is lost or destroyed, you can remake it following the rules for remaking the select item in subclass.
Wondrous Items Proficiency
At 7th level, your familiarity with the workings of magical items means that you can ignore class based restrictions on attuning to magical items.
Additionally, you can now attune to 4 magical items at once.
Improved Magical Crafting
At 10th level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take.
Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest.
Wondrous Item Recharge
Starting at 10th level, you can recharge a magic item that has charges or per rest uses, as long as those charges or uses can only be used to cast spells. To restore charges or uses, you perform a ritual that takes one minute and expends a spell slot of equal or higher level than a spell slot level of a spell cast by the item.
The number of charges or uses restored to the item is equal to the number of charges or uses required to cast that spell using the item once.
Study of Magic
At 11th level, your proficiency in the workings of magic has become so great you can cast detect magic and identify at will without expending a spell slot.
Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.
Wondrous Item Mastery
Starting at 18th level you can use a magic item that would normally take an action as a bonus action instead.
Additionally, you can attune to 5 magical items at a time.
Peerless Inventor
At 20th level, your mind is always thinking of new options and clever solutions. After a short or long rest, you can select and create a temporary version of an Upgrade from your subclass you are qualified to take but do not have. This upgrade must have a level requirement of 11th level or lower. You have this upgrade until you complete a short or long rest, which time you can select a temporary Upgrade with this feature again.
Magical or Mechanical?
One of the core debates that arises around an Artificer is if they are a "Magical Engineer" or what a magical engineer would even mean. Do they tinker with mechanics and gears or with magic and runes? The answer is, of course, whatever suits your world, game, and the vision of the player.
Gadgetsmith
A Gadgetsmith is an Artificer whose curiosity and inventive genius have run rampant. While other Artificers may spend their whole career perfecting a single-minded pursuit, a Gadgetsmith believes that quantity is at least as good as quality.
Quick footed and quicker witted, a Gadgetsmith is never caught without another trick up their sleeve. Their minds are always jumping ahead to solve the next problem with a clever gadget.
A Gadgetsmith can come from any walk of life, but usually exemplifies a curiosity and distaste for the suppression of knowledge or technology, usually favoring freedom to experiment, leaning toward more Chaotic behaviors.
Gadgetsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with nets, rapiers, whips, and tinker's tools.
Essential Tools
At 1st level, you've mastered the creation of the essential reusable tools for surviving the battlefield as a gadgeteer. You have the following items:
- Grappling Hook. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it. Attacks of opportunity generated by this movement have disadvantaged.
- Smoke Bomb. As an action, you can use this to cast fog cloud centered on yourself without expending a spell slot. It lasts a number of rounds equal to your intelligence modifier and does not require concentration. When you cast fog cloud in this way, you can set the radius at 5, 10, 15, or 20 feet.
- Gadgetsmith Weapon. Pick one of Impact Gauntlets, Lightning Baton, Repeating Crossbow, Ricocheting Weapon, or Shock Generator from the upgrade section. You receive this upgrade and it does not count against your upgrade total.
Unlimited Smoke Bombs?
If you or your DM is concerned about the unlimited use of Smoke Bombs, consider adding a Proficiency Modifier number of uses per short rest. This should not mechanically impact their usage, but the reason they do not have the limit is to encourage players to feel free to use them in non-combat situations. With limits, even ones that are not usually hit, players tend to treat their Smoke Bomb as exclusively a combat feature.
Additional Upgrade
At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal. The number of upgrades you have for your class level is increased by one.
The number of additional upgrades you get increases by one more at 5th level to two more than the class table.
Recycle Gadgets
Starting at 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade.
You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 9th level, you can only have one upgrade that has a prerequisite of 9th level).
Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials worth 20 gold pieces.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Combat Gadgets
Beginning at the 14th level, when you take the Attack action, you can replace one attack with using any gadget that requires an action to use.

Gadgetsmith Upgrades
Unrestricted Upgrades
Airburst Mine
You create a mechanical device capable of producing a devastating blast. You can use this device to cast shatter or thunderburst mine without expending a spell slot. Once used, the gadget cannot be used again until you complete a short or long rest.
Ricocheting Weapon
You create a ranged weapon enchanted or engineered to ricochet of its targets and return to your hand. You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 1d8 bludgeoning, piercing or slashing damage (chosen at the time you select this upgrade). You can Arcane Retrofit this weapon.
Special: When this weapon is thrown you can target two creatures within 10 feet of each other, making a separate attack roll against each target; the damage dealt is halved for each target hit after the first.
This weapon returns to your hand after you make an attack with it using the Thrown property.
Belt of Adjusting Size
You create a belt with a creature size dial on it. While you are wearing this belt, you can use an action to cast Enlarge/Reduce on yourself without expending a spell slot. Once you use this gadget, you cannot use it again until you complete a short or long rest.
Element Eater
You create a device capable of absorbing incoming elemental damage. You can activate this device and cast absorb elements without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.
Enhanced Grappling Hook
You enhance your grappling hook, increasing its range to 30 feet. Additionally, the enhanced power of the grappling hook means that when pulling yourself to a large or larger creature or object, you can drag one medium or smaller willing or grappled creature within 5 feet of you with you.
Fire Spitter
You create a gadget that creates a quick blast of fire. As an action, you can cast Aganazzar's Scorcher with this gadget without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.
Flashbang
You create a high luminary discharge device. As an action, you can target a point within 30 feet. Any creature within 20 feet of the targeted point must make a Dexterity saving throw or be blinded until the end of its next turn. Once you use this gadget, you cannot use it again until you complete a short or long rest.
Gravity Switch
You build a switch that turns off gravity. You can use it to cast fallArtificer without expending a spell slot. Once you use this gadget, you cannot use it again until you complete a short or long rest.
Gliding Cloak
You make a cloak that allows you to glide when falling. When you fall more than 10 feet and aren't incapacitated, can spread this cloak to reduce your falling speed to 30 feet a round take no falling damage. While falling in this manner toward the ground under normal gravity, you can move horizontally 2 feet for every 1 foot you descend.
Impact Gauntlet
You create a magic weapon capable of amplifying the impact of your blows. You have proficiency in this weapon, and it has the Finesse, Light and Special properties. It deals 1d6 bludgeoning damage.
Special: When you make an attack roll, you can choose to forgo adding your Proficiency modifier to the attack roll. If the attack hits, you can add double your Proficiency modifier to the damage roll.
You can apply this upgrade up to 2 times, making a separate weapon each time.
Variant: Power Fist
Your DM may allow you to take the Power Fist upgrade of the Warsmith in place of an Impact Gauntlet, which is similar but deals 1d8 damage but lacks the Finesse property. For the purposes of upgrades, Impact Gauntlets and Power Fists should be considered interchangeable.
Jumper Cable Prerequisite: Requires Shock Generator.
Once per turn, when dealing lightning damage with a cantrip from your Shock Generator, you can add you can add your Intelligence modifier to the damage dealt.
Additionally, as an action you can make a DC 10 Intelligence (Medicine) to revive an unconscious companion. If you succeed this check, they can regain consciousness with 1 hitpoint and a number of temporary hit points equal to your Artificer level, but they gain 1 level of exhaustion.
Lightning Baton
You create a baton that channels lightning, creating a magic weapon. You have proficiency in this weapon.
It has the Finesse and Light properties. It deals 1d4 bludgeoning damage and 1d4 lightning damage on hit. On an attack roll of 20 with this weapon, the target must succeed a Constitution saving throw against your Spell Save DC or become stunned until the start of your next turn.
You can apply this upgrade up to 2 times, making a separate item each time.
Mechanical Arm
You create a mechanical arm, giving an extra hand. This mechanical arm only functions while it is mounted on gear you are wearing, but can be operated mentally without the need for you hands. This mechanical arm can serve any function a normal hand could, such as holding things, making attacks, interacting with the environment, etc, but does not give you additional actions.
Mechanical Familiar
You can create the blueprint for a small mechanical creature. At the end of a long rest, you can choose to create a mechanical familiar based on it, and cast find familiar without expending a spell slot. The familiar's type is Construct. This construct stays active until you deactivate it or it is destroyed. In either case, you can choose to reactivate it at the end of a long rest.
Jumping Boots
You modify your boots with arcane boosters. While wearing these boots, you are under the effects of the jump spell.
Net Launcher
You build a device capable of delivering nets to their targets more effectively. While you have this upgrade, nets have a range of 20/60 for you.
Repeating Hand Crossbow
You build an improved hand crossbow. You have proficiency in this weapon, and it has the Ammunition (range 30/120), Light, and Special properties and deals 1d6 piercing damage.
Special: This weapon does not require a free-hand to load, as it has a built in loader. Once per turn, when you make an attack with this weapon as part of the Attack action, if you do not have disadvantage on the attack, you can make the attack with disadvantage to make one additional weapon attack (also with disadvantage). If this serves as your second form of disadvantage on an attack, the attack is made with disadvantage even if it would be normally canceled out.
Shock Generator
You create a device capable of generating potent shocks. You can use this to cast shocking grasp . When you cast shocking grasp with this feature, you can use either your Dexterity or Intelligence modifier for the melee spell attack roll.
Shocking Hook Prerequisite: Requires Shock Generator
You can integrate your Shock Generator and your Grappling Hook. If the target of your Grappling Hook is a creature, you can cast shocking grasp using your Shock Generator on that creature as a bonus action when pulling it to you or being pulled to it.
Sight Lenses
You create a set of lenses you can integrate into a set of goggles, glasses, or other vision assistance that allow you to see through obscurement. You can see through fog, mist, smoke, clouds, and non-magical darkness as normal sight up to 15 feet.
Smoke Cloak
You create a cloak that causes you to blend in with smoke. When you start your turn lightly or heavily obscured by smoke, you are invisible until your turn ends, you cast a spell, make an attack, or damage an enemy.
Striding Boots
You modify your boots with amplified striding speed. While wearing these boots, you are under the effects of the longstrider spell.
5th Level Upgrades
Crossbow Spider
You modify a crossbow to be able to aim and fire on its own. As an action, you can deploy a tiny construct. Once deployed, the tiny construct can be fired as a bonus action making an attack from where it is deployed with a range of 30/120 feet. You make a ranged spell attack, and if the attack hits it deals 1d6 + your Intelligence modifier piercing damage. The construct becomes inactive after 1 minute has passed, or after it has fired 10 times.
Once you have activated it, you cannot activate it again until you complete a long rest. If it was not destroyed, you can activate it again early by expending a 1st level or higher spell slot (if it was destroyed, you cannot activate it again until repairing or recreating it during a long rest).
Crossbow Spider
Tiny, unaligned
- Armor Class 10
- Hit Points 5
- Speed 15 ft., climb 15 ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 10 (+0) 1 (-5) 1 (-5) 1 (-5)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses passive Perception 5
- Languages —
Actions
Fire Crossbow. Ranged Weapon Attack: your spell attack modifier to hit, range 30/120 ft., one target you can see. Hit: 1d6 + your Intelligence modifier piercing damage.
Binding Rope
You create a rope that is capable of animating and binding a target. As an action, choose a target creature within 30 feet. The target must make a Dexterity saving throw against your Spell Save DC or become restrained until the end of your next turn. If you are currently grappling the target, it makes the Dexterity saving throw with disadvantage. The rope can only restrain one target at a time.
Explosive Gauntlet Prerequisite: Impact Gauntlet
Your gauntlets can exert massive kinetic force when striking. When you make an attack with your Impact Gauntlet, you can choose to be knocked 10 feet in the opposite direction, or, as a bonus action, force the target to make a Strength saving throw or be knocked 10 feet backward. This movement does not provoke attacks of opportunity.
You can expend an attack to use the movement effect of this gauntlet even if not attacking the target, in which case you can use the movement in any direction (including upwards).
Smoky Images
When you use a Smoke Bomb, you can use a bonus action to cast mirror image without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.
Vanishing Trick
When you use a Smoke Bomb you can cast misty step without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.
9th Level Upgrades
Arcane Nullifier
You make a device that nullifies the arcane through means you assure everyone else you understand. As an action, you can use this device to cast dispel magic without expending a spell slot.
Once you use this gadget, you cannot use it again until you complete a short or long rest.
Phase Trinket
You create a magical gadget that manipulates ethereal magic. As an action, you can cast blink or dimension door using the gadget without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Stinking Gas
You make a more potent compound for your Smoke Bomb. When you use a Smoke Bomb, you can choose to cast stinking cloud rather than fog cloud, following the same rules. You cannot cast stinking cloud in this way again until you complete a short or long rest.
Stopwatch Trinket
You create a magical stopwatch that manipulates time magic. As an action, you can cast haste or slow using the stopwatch without expending a spell slot.
Once you use this Upgrade, you cannot use it again until you complete a long rest.
11th Level Upgrades
Flying Gadget
You build a device that allows you to fly, such as deployable artificial wings. You can activate this device as a bonus action, or as a reaction to falling. Whatever form it takes, when activated it gives you a flying speed of 30 feet.
Lightning Generator Prerequisite: Requires Shock Generator
You upgrade your shock generator with additional lightning capabilities. You can cast lightning lure at-will using it, and can overload it to cast lightning bolt without expending a spell slot. Once you overload it, you cannot use it to cast lightning bolt again until you complete a short or long rest.
Additionally, once per turn when dealing Lightning damage with a spell, you can add your Intelligence modifier to one roll of the damage dealt.
Truesight Lenses Prerequisite: Sight Lenses
You upgrade and fine-tune your sight lenses, granting you Truesight up to 15 feet.
Useful Universal Key
You create a Universal Key to obstacles, transmuting them into not-obstacles. As an action, you can apply this key to a surface to cast knock or passwall without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
15th Level Upgrades
Bracers of Empowerment
You create bracers that can empower you. You can use this to cast Tenser's transformation without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Bee Swarm Rockets
You design a type of tiny firecracker-like device, which can release rockets in large numbers. You have a maximum number of rockets equal to your Artificer level. As an action, you can release 1 to 10 of these rockets. Each rocket targets a point you can see within 40 feet. Creatures within 10 feet of the point must make a dexterity saving throw.
Creatures in the area of effect of multiple rockets make one for all rockets that would hit them. Creatures that fail take 2d6 + 1 fire damage per rocket that affects the area they are standing in, or half as much on a successful one.
You rebuild your stock to your maximum during a long rest.
Dimensional Toolbox
You build a toolbox, filling it with the many ideas you've had and discarded, with the magical power of making those ideas reality when you need them most. As an action, you can withdraw an Unrestricted Upgrade (one with no level requirement) from the Gadgetsmith list. Gadgets withdrawn from the toolbox are fleeting, and disappear after one minute. Once you have drawn an upgrade from the toolbox, you cannot draw another upgrade from it until you complete a long rest.
Disintegration Ray
You create a Disintegration Ray. You can use this to cast disintegrate without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Golemsmith
A Golemsmith is an Artificer that has committed themselves to creating a true work of artifice, forging a golem. A painstaking life ambition, they plan and design meticulously, even if in practice sometimes compromises on materials must be made.
Why a Golemsmith embarks on the quest to forge this artificial construct of life can vary. For many it is the pure pursuit of forging the perfect creation, while for others, it is simply so they do not have to carry around their loot, or to have a loyal companion to count on at all times.
A Golemsmith is rarely chaotic, as they are people of great care and discipline; those that are not would not have succeeded where they have, but some have been set on their path by such events that might drive them to interact chaotically with society as a whole.
Golemsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with smith's tools and tinker's tools.
Mechanical Golem
Starting at 1st level, you forge a mechanical golem to carry out your orders and protect you. The golem is under your control, and understands the languages you speak, but does not speak.
The Golem obeys your commands as best it can. On your turn, you can verbally command the construct where to move (no action required by you) and take an action, which requires your action to do. Additionally, you can use your reaction to direct it to take a reaction. The Golem acts on your commands during your turn. If you issue no action command to your Golem, it takes no actions.
Your Golem's Proficiency increases when yours does. If the golem is killed, it can be returned to life via normal means, such as with the revivify spell.
In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with half (rounded down) its maximum hit point at the end of the rest during which you repaired it. If the servant is beyond recovery, you can reproduce the construct exactly as it was, with four days of work (eight hours each day) and 100 gp of raw materials.
Over the course of a short rest, you can restore hit points equal to your Intelligence modifier + your Artificer level to your golem, or repair it to full health during a long rest
The base statistics of your golem are as follows:
Golem
Medium Construct, unaligned
- Armor Class 14 (Natural Armor)
- Hit Points 5 + ([Golem's Constitution Modifier + 5] * Artificer Level)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 4 (-3) 5 (-3) 1 (-5)
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses passive perception 7
- Languages Understands creator’s languages, but cannot speak
Bound. The golem is magically bound to its creator. As long as the creator and it are on the same plane of existence, the creator can telepathically call the golem to travel to it, and the golem knows the distance and direction to its creator.

Golem Chassis
When you create your golem, you can add one prefix to its type in the form which basic chassis you use for golem. For example, if you select Warforged, your golem becomes a Warforged Golem, and gains the Warforged modifications to its base statistics.
Warforged
Your golem is roughly humanoid, and comes with the robust flexibility and options that this form provides. Its base strength becomes 16(+3) and it gains proficiency in shields, simple weapons, and martial weapons.
Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning damage.
Quadrupedal
Your golem takes on a quadrupedal design. Larger and more sturdy, it is more suitable to launch into the fray or carry its creator. Its base size becomes large, its base strength and constitution become 16(+3), its natural armor becomes 16, and its speed becomes 35 ft.
Its natural weapon is: Bite: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing damage.
Winged
Your Golem is modeled off a flying creature. Smaller and lighter than most golems, it is kept aloft by intricate wings. Its base size becomes small and it gains a flying speed of 30 ft.
Its natural weapon is: Talon: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) slashing damage.
Launcher
Your Golem becomes akin to a mobile turret, taking the frame of a ballista or other launching device. Its base Dexterity becomes 16(+3) and its speed becomes 25 ft.
Its natural weapon is: Shoot +5 (Dexterity + Proficiency) to hit, reach 60/240ft., one target. Hit 1d10 + 3 (Dexterity) piercing damage.
Specialized
Your Golem defies all expectations, its design fueled by your own rampant creativity. A little less robust and stable, it is far more extensible to your visionary plans. Your Golem starts with the basic statistics, but you can select 2 free upgrades that do not count against your upgrade total.
Its natural weapon is: Slam: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) bludgeoning damage.

Intelligent Oversight
Starting at 3rd level, you can take the Help action as a bonus action when assisting your golem.
Additionally, when you take the Help action to aid an ally (including your golem) in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the allied creature can see or hear you.
Autonomous Action
Starting at 5th level, you no longer need to spend your action or reaction to direct the golem to use its action or reaction, and it can act following mental commands communicated while it is within 60 feet of you.
If the Golem is not directed to take any action, it will take the Dodge action in combat.
Magical Nature
Additionally at 5th level, your golem's natural weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Perfected Design
Starting at 14th level, your golem can add your Intelligence modifier to all of its attack rolls, skill checks, and saving throws.
Golemsmith Upgrades
Unrestricted Upgrade
Arcane Barrage Armament.
You install an mounted armament to your golem, taking whatever form is most appropriate, charged with arcane power. As an action, the golem can cast magic missile without expending a spell slot. When cast this way, it has no Verbal or Somatic components.
Once used, this armament cannot be used again until the Artificer completes a short or long rest.
When the Golemsmith reaches 5th level, the level of the magic missile spell cast increases to 2nd level. It increases again at 11th level (to 3rd) and 17th level (to 4th).
Arcane Resonance.
You craft a magical essence connector and install it into your golem's core, allowing you and it to share certain magical effects. You can make any spell you cast that targets only you also target your golem.
Defender Protocol.
You build in a protocol response into your golem to defend its master. The golem gains the Protection fighting style.
Flamethrower Armament.
You install an armament to your golem, taking whatever form is most appropriate, capable of reproducing powerful flames. As an action, the golem can cast burning hands. The spell save DC is equal to your spell save DC. When cast this way, it has no Verbal or Somatic components. Once used, this armament cannot be used again until the Artificer completes a short or long rest.
When the Golemsmith reaches 5th level, the level of the burning hands spell cast increases to 2nd level. It increases again at 11th level (to 3rd) and 17th level (to 4th).
Fine Tuned Dexterity.
You craft improved gears and joints for your golem. Your golem's Dexterity ability score increases by 2, increasing its ability at tasks requiring fine motor skills. If, after taking this skill, the golem's Dexterity is 16 or greater, it gains proficiency with Thieves' Tools. If, after taking this skill, the golem's Dexterity is 18, it gains proficiency with the Stealth skill.
You can take this upgrade more than once. A golem's maximum Dexterity ability score is 18.
Grappling Appendages
You install an additional pair of grappling appendages taking a form of your choice. For the purposes of grappling, these serve as two additional free hands for your Golem. Additionally, your golem gains a climbing speed equal to its movement speed so long as it is not using these appendages to grapple.
Heavy Armor Plating
You can incorporate a suit of Heavy Armor into your golem allowing it to equip that suit of armor. Your golem's Armor Class becomes the Armor Class granted by the equipped armor. While incorporated with your golem in this way, the golem has Proficiency with that armor. You can change or remove the incorporated armor at any time once you have taken this upgrade, but it takes twice as long as normally equipping or unequipping the chosen armor type.
While equipped with Heavy Armor, your Golem has disadvantage on Dexterity (Stealth) checks.
Magical Essence.
You infuse a fragment of magical essence into your golem, allowing it to attune to one magical item. This follows all normal attunement rules.
Structural Constitution.
You have reinforced your Golem with layers of protection and redundant systems. Its Constitution ability score increases by 2, increasing its stability and durability. If, after taking this skill, the golem's Constitution is 16 or greater, it gains advantage on Death Saving Throws. If, after taking this skill, the golem's Constitution is 18, it gains proficiency with Constitution saving throws.
You can take this upgrade more than once. A golem's maximum Constitution ability score is 18.
Systematic Strength.
You build an improved frame and power source for your golem. Your golem's Strength ability score increases by 2, and increases its ability at tasks requiring raw strength. If, after taking this skill, the golem's Strength is 16 or greater, it gains proficiency with Strength saving throws. If, after taking this skill, the golem's Strength is 18, it gains proficiency with the Athletics skill.
You can take this upgrade more than once. A golem's maximum Strength ability score is 18.
Warfare Routines.
You advance the control routines for your golem, allowing it to fight more effectively. Your Golem gains one Fighting Style of your choice from Archery, Dueling, or Great Weapon Fighting.
5th Level Upgrade
Cloaking Device.
You install an Arcane Cloaking device on your Golem. Your golem can use this device to cast invisibility on itself without expending a spell slot.
Once used, this device cannot be used again until the Artificer completes a short or long rest.
Expanded Frame.
You enlarge your golem, increasing its size category by one if possible, up to a maximum size of Large. If your golem is Large after taking this upgrade, it gains advantage on Strength checks and Strength saving throws and your golem's maximum hit points become 5 + ([Golem's Constitution Modifier + 6] * Artificer Level).
During the process, you can determine if your golem will have the appropriate physiology to serve as a mount. You can take this upgrade multiple times, but cannot make a golem larger than Large.
Iron Fortress. Prerequisite: Medium or Larger Golem, Golem Constitution of 18.
You extend your golems shielding and stationary stability. Your Golem now counts as three quarters cover for creatures within 5 feet (as long as it is between them and the attacker) or riding it. Additionally, it cannot be moved against its will while in contact with the ground.
Shielding Bond
After studying the arcane fundamentals of Shield Golems, you have gained insight on how they shield their controllers, and can implement it in your own golem. Your golem gains the ability to cast warding bond without expending a spell slot. When cast in this method, it does not require material components.
Once the golem casts warding bond in this way, it cannot use this feature to cast it again until it completes a short or long rest.
9th Level Upgrades
Powered Charge. You select this upgrade twice.
You improve your golem's charging speed, increasing its movement speed by 5 feet. If your golem's speed is 40 feet or more after taking this upgrade, it gains the ability to use a Forceful Slam after moving 20 feet or more in a straight line toward it before attacking; if the attack hits, the target must make a Strength saving throw with a DC of 8 + the golem's proficiency + the golem's strength modifier, being knocked prone on.
Mark of Life. Incompatible: Launcher Chassis.
You have attained the understanding of magic and you craft a Mark of Life on the forehead of your Warforged Golem, turning it into a Warforged Companion. It gains an Intelligence score of 10, a Wisdom score of 10 and a Charisma score of 8. This allows it to follow more complex commands without direct input, speak, and remember things.
Roleplaying a Warforged Companion
If you choose the Mark of Life upgrade, your Warforged golem becomes a sentient companion, capable of learning, thinking, and having opinions. Consider how this may impact your interactions.
Fundamentally, a Warforged Companion is still entirely loyal to their creator, but they develop a personality and thoughts of their own.
Overdrive.
You build in a special mode allowing your golem to go beyond its limitations. As your action, you can overcharge your golem with energy, granting it the effects of haste for a number of rounds equal to your intelligence modifier. Once used, you cannot use this again until you complete a long rest.
11th Level Upgrade
Mechanical Wings.
You add intricate and powerful mechanical wings to your golem, granting it a flying speed. If your golem is Medium or smaller, it gains a flying speed of 30 feet.
Multiattack Protocol.
When your Golem uses the Attack action, it can attack twice instead of once.
Thundering Stomp. Prerequisite: Golem of Large size
Your golem can leverage its increased size and magical nature to unleash a crushing stomp of magical energy when it brings down its foot. Your golem can replace any attack with the thunderclap spell using the Artificers level and spell save for casting the spell.
Transforming Golem.
You install clever multifunctional components allowing your golem to reduce its size. Your golem can collapse its size back down to one size smaller, but while in the collapsed mode any movement speed it has is reduced by 10 feet. The process takes 1 minute to invoke or revert.
15th Level Upgrade
Artificial Learning. Prerequisite: Mark of Life.
Your Warforged Companion begins to apply its abilities to learn new things, gaining a class level in a class of your choosing. Your Warforged Companion gains all the first level features of the chosen class. This does not include health or class proficiencies (for example, selecting Fighter grants only Fighting Style and Second Wind).
You can select this Upgrade multiple times, granting another level of features or the first level features of another class each time it is selected.
Brutal Armaments.
You increase the effectiveness of your Golem's natural weapons, allowing it to strike with lethal strikes. When your golem makes an attack, you can subtract its proficiency from the attack roll. When you do so, if the attack hits, you can add double its proficiency bonus to the damage roll of the attack.
Shared Power.
You bind your golem's power source to your own soul, allowing you to tap its power and it to tap your power.
- As its action, your golem can expend one of your spell slots to cast a spell you know.
- As an action, you can drain a number of hit points from the golem up to twice your Artificer level, gaining that many temporary hit points.
- Either you or your golem can give up your action to allow the other to take an additional action. This additional action can only be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object.
Infusionsmith
An Infusionsmith is, in some ways, perhaps the most quintessential type of Artificer. While other Artificers may delve into mechanics and tinkering, an Infusionsmith is an artificer that tinkers with magic itself.
These are cutting edge of magical engineering, understanding the principle applications of magic. An Infusionsmith would have ground to stand on in calling a wizard an impulsive spell slinger, for these are the artificers that work their magic through careful and meticulous method, laying down magic they may not use for hours, or painstakingly crafting a long lasting enchantment.
An Infusionsmith can be a magical swordsman, a wandslinger, or bookish supporting character with a bag full of tricks that never quite runs dry. Some will stand within a maelstrom of animated blades while others will plink away with a crossbow that seems unerringly accurate, but their common theme is using their prowess of infusion to make themselves formidable.
Infusionsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with jeweler's tools and calligrapher's supplies.
Your knowledge of infusion magic gives you a natural affinity for scribing spell scrolls. Creating a magic spell scroll only takes you half the time and material cost it would normally take.
Infused Armament
Starting at 1st level, you can infuse a powerful armament to take into battle. At the end of a long rest, select one of the Infusions below. The infusion lasts until the end of your next long rest.
Animated Weapon
You touch a melee weapon, causing it to spring to life. An animated weapon can be carried or stowed, but while readied, it floats beside you. While an animated weapon is readied, you can make attacks with it as part the Attack action sending it out to strike a target, but all attacks it makes during a turn must be against the same target.
This special attack is a melee spell attack with a range of 30 feet. That range reduced to 15 feet if the weapon has the Heavy property and increased to 60 feet if the weapon has the Light property. If this attack hits, it deals the weapon's damage dice + your Intelligence modifier.
Blasting Rod
You touch a nonmagical wand-blank, stick, staff, or rod, infusing with the ability to cast a cantrip. Select one Evocation Cantrip from the Wizard spell list that does not require concentration. Thereafter, as an action, you can use the Blasting rod to cast that cantrip.
Once per turn, when you deal damage to a creature or object with your Blasting Rod, you can add your Intelligence modifier to damage dealt to that target.
Infused Weapon
You touch a weapon, enchanting its effectiveness. While this weapon is enchanted, you - and only you - have proficiency with it.
An Infused Weapon can be wielded like a normal weapon, but gains the following property: you can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier.
If an Infused Weapon has a single damage die, and that damage die is less than a d12, the damage die of the Infused Weapon is increased (for example, a dagger's damage die would go from a d4 to a d6).
Spell Manual
At 3rd level, you have a Spell Manual containing two 1st-level wizard spells of your choice. Your Spell Manual is the repository of any non-Artificer spell you know.
You cannot cast these spells and they do not count against your spells known, but when you would learn a new Artificer spell, you can select that spell from a spell in Spell Manual instead of the Artificer spell list, at which point you can cast it as normal. You can choose to scribe any Artificer spell you can cast into the Spell Manual, as if copying from a written spell.
Learning Spells of 1st Level and Higher
Each time you gain an artificer level, you can add one wizard Spell of your choice to your Spell Manual for free. Each of these spells must be of a level for which you have Spell Slots, as shown on the Artificer table.
On your adventures, you might find other Spells that you can add to your Spell Manual. For each level of the spell, the process takes 2 hours and costs 50 gold pieces.

Infuse Magic
Additionally at 3rd level, you can use your Spell Manual to infuse magic items, such as wands, storing the power for later use. In a special ritual taking 1 minute, you can expend a spell slot to cast a spell as normal, but the spell does not take effect, and is stored in the item for later use.
Subsequently, any creature holding the item with an Intelligence of 6 or higher that is aware there is magic infused in it can expend the stored magic to cast the spell.
The spell uses your spellcasting modifiers, but is in all other ways treated as if the creature holding it cast the spell. The magic infused in the item fades if you complete a long rest without expending the stored spell.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Empowered Infusions
Additionally at 5th level, your Infused Armament grows more powerful. If Infuse or Animate a weapon, you can Infuse or Animate an additional weapon (having two infused weapons, two animated weapons, or one of each). If you have multiple animated weapons, you can attack the same or different targets with them.
If you cast a spell using an item from Infuse Magic or from a wand (from the Magical Wand upgrade or a normal wand), you can cast the cantrip with your Blasting Rod as a bonus action.
Benefits of Flexibility?
If you choose to have an Animated and Infused weapon, you can attack twice with either, but will limit yourself to being able to only attack one target if you solely rely on the animated weapon. If you animate two weapons, you can split your attacks like normal using one to attack a different creature. Alternatively, you can animate a short range heavy weapon and a long range light weapon giving you more options at different ranges, but limiting your ability to target multiple targets at any optimal range.
Infused Focus
Starting at 14th level, you can anchor a powerful spell into an item. When you cast a concentration spell, you can anchor it to an item (such as a staff, wand or weapon), and do not need to maintain concentration. The spell lasts a number of rounds equal to your intelligence modifier, after which the spell ends.
Once you use this ability, you must complete a short or long rest before using it again.
Unrestricted Upgrades
Animated Archer
You master animation enchantments allowing you to use your Animate Weapon feature on a ranged weapon and a quiver of ammunition. An animated ranged weapon hovers near you, and can target anything inside the weapon's normal range with a ranged spell attack.
This attack deals weapon damage + your intelligence modifier on hit. The weapon requires ammunition, and can carry up 30 pieces of ammunition at a time, after which it needs to be reloaded as an action.
Arcane Armament
You master armoring yourself with magical enchantments. You learn the mage armor spell. While under the effect of mage armor, you can add your Intelligence modifier to your AC instead of your Dexterity modifier. You can only do this if you are not adding your Intelligence modifier to your AC from another source. Additionally you gain resistance to force damage.
Loyal Weapon
You can cast the returning weapon spell without expending a spell slot, but if you cast it on a second weapon with this feature, the spell immediately fades from any previous use of this feature.
Magical Wand of...
You create a new Wand that you can infuse with a spell of 1st level or higher that you have recorded in your Spell Manual. This wand does not require attunement, but can only be used by you. The spell must be of a level that you can cast as an Artificer (as of when you would get this upgrade). This wand has three charges.
You can expend a charge to cast the selected spell at its base level. The wand regains all charges at the end of a long rest.
You can select this upgrade multiple times, selecting a different spell each time you take this upgrade.
Magic Wand Spell Level
A Magical Wand created using an upgrade slot at level 3 can always only ever cast 1st level spells. For example, at level 5 if you have two Magical Wand upgrades, you will have one that can cast 1st level spells, and one that can cast 2nd level spells. Even if you later swap the upgrade, the Wand is still an Upgrade from level 3, and selected as if you are level 3 and only able to cast 1st level spells.
Skilled Animation
You manage to make the magic of your Animated Weapons so potent that attacks made with them are made with a fighting style. Attacks made with one handed melee weapons gain Dueling, attacks made with two-handed melee weapons gain Great Weapon Fighting, and attacks made with ranged weapons gain Archery.
Soul Saving Bond
You set up a special magical bond between you and another creature. When either creature bound by these abilities fails a Wisdom, Intelligence, Charisma, or Death saving throw, the other character can make their own saving throw, replacing the failed save with their own roll. If this ability is used on a death saving throw, the replacement roll is a 20. Once a roll is replaced by this feature, it cannot be used again until both creatures in the bond have completed a short or long rest.
This bond can be set up with a different creature at the end of a long rest.
Warding Stone
You learn how to weave a protective enchantment on an item. That item gains a pool of temporary hit points equal to your Artificer level. Whoever is carrying this item gains any temporary hit points remaining in this pool, but these are lost when that creature is no longer carrying this item.
This pool of temporary hit points refreshes when the Artificer that created it completes a long rest.
Worn Enchantment
You can enchant an item you are wearing, such as a scarf or cloak to animate and assist you with a task, be it climbing a wall, grappling an enemy, or picking a lock. You can expend a 1st level spell slot to gain proficiency in a Strength or Dexterity skill until you complete a long rest. You can use up all the magic in the item to additionally gain advantage on one check of that skill, immediately ending the effect after the check is complete.
5th Level Upgrades
Animated Shield
You apply your animating magic to a shield. At the end of a long rest, you can touch a shield, causing it to spring to life and protect you until you complete your next long rest. While it is protecting you, you gain the benefit if you had the shield equipped. You cannot benefit from both an animated shield and an equipped shield.
While you have an animated shield, you can use your reaction to send it to defend an ally within 30 feet who is being attacked. You can impose disadvantage on that attack, but do not gain the benefits of having an animated shield until the start of your next turn.
Arcane Ammunition
You infuse a ranged weapon with special magic granting it magical ammunition. The weapons damage becomes force damage and it no longer requires ammunition to fire. If the weapon had the Loading property, it no longer has the Loading Property.
Deflecting Weapon
While you have an animated melee weapon, if you are attacked by a weapon attack you can use your reaction to attempt to block the attack, rolling a d8 and adding it to your AC. You can decide to block after the attack is rolled, but before the outcome is determined. If you successfully block a melee weapon attack like this and the attack misses, you can immediately make one weapon attack against the target.
If you attempt to use a weapon to block an attack in this way until the end of your next turn if you take the Attack action, you can only make a single weapon attack, and you cannot make attacks with the animated weapon you used to block the attack.
Infuse Shadows
You learn the spell shadow blade. When you are wielding the blade conjured by shadow blade you can treat it as an Infused Weapon.
Lesser Ring of Protection
You make a prototype Ring of Protection. Any creature wearing it can add +1 to their armor class.
Malicious Infusion.
As a reaction to being hit with a metal weapon, you can cast heat metal targeting the weapon that struck you. Additionally, you learn the spell heat metal.
Ring of Reaction
You make a minor magic ring. Any creature wearing it can add your Intelligence modifier to their Dexterity saving throws and initiative rolls.
Translocation Binding
As a bonus action while attacking with an Infused or Animated melee weapon, you can expend a first level spell slot and teleport to an unoccupied location within 5 feet of it before it returns to you. You can invoke this even if the attack misses the target.
Weapon Enchantment Resonance
When you cast arcane weapon, magical weapon, elemental weapon, or vorpal weapon on a weapon Animated or Infused by you it affects all weapons Animated or Infused by you. Additionally, you can target a weapon with any arcane weapon, magical weapon, or elemental weapon even if the weapon is already magically.
Weapon Enchantment Expertise
When you cast arcane weapon, magical weapon or vorpal weapon on a weapon, that weapon deals an additional 1d4 force damage. The damage of elemental weapon is increased by 1d4 of the elemental type chosen.age.
Additionally, when you make a Constitution save to maintain concentration on arcane weapon, magical weapon, elemental weapon, or vorpal weapon, you have advantage on that saving throw.
9th Level Upgrades
Detonate Armament Prerequisite: Arcane Armament.
As a reaction to taking damage, you can end the effect of mage armor to cast thunder step without expending a spell slot. When you cast thunder step in this manner, it deals force damage instead of thunder damage.
Once you do this, you cannot use this ability again until the end of your next short or long rest.
Dimensional Pockets
You enchant a pocket on your gear to contain far more than it would appear. That pocket can hold any object that can fit through a 6 inch diameter opening, and up to 50 pounds. The pocket otherwise behaves in the same manner as a bag of holding.
Invisibility Cloak
You make a cloak of invisibility. While wearing this a creature can cast invisibility once without expending a spell slot. When cast in this method it does not require concentration. It cannot be used again in that way until you complete a short or long rest.
Prepared Enchantment
You bestow magical enchantments onto your gear, casting a limited version of contingency without expending a material component or spell slot. When cast in this way, the spell triggered by contingency must must a 2nd level or lower spell, and ends if you complete a long rest before the contingency is triggered.
Once you cast contingency in this way, you cannot cast it again until you complete a long rest.
Spell Trapping Ring.
You set a powerful magic into a non-magical ring. You can use this ring to cast counterspell without expending a spell slot. When you cast counterspell in this way and it succeeds, the spell countered is stored in the ring. You can then cast the stored spell without expending a spell slot, but the spell fades if it is not used before you complete a long rest.
Once you use this ring, you cannot use it again until you complete a long rest.
11th Level Upgrades
Enchanted Broom
You can enchant a broom (or broom like object) into a Broom of Flying. You set the command word for the broom, and the Broom only obeys you.
Empower Weapon
When you hit a creature with a weapon, you can infuse the weapon with arcane energy as a bonus action to deal 3d4 additional force damage. When infusing the weapon in this way you can expend a 1st level spell slot to increase the damage further. The extra damage is 3d4 for a 1st-level spell slot, plus 2d4 for each spell level higher than 1st.
Mixed Technique
If you use your action to cast a cantrip with a Blasting Rod, you can make a single weapon attack as a bonus action using an Animated or Infused weapon.
Spellsword's Technique
You can make a Blasting Rod that allows you to cast booming blade, and consequently use Mixed Technique to cast booming blade, attacking with your Infused Weapon in your other hand, and then attack with your bonus action.
Life Infusion
You learn a potent magical infusion that suffuses a creature with life energy. You can cast regenerate without expending a spell slot. Once you cast this spell in this manner, you cannot use it again until you complete a long rest.
Magical Rod of...
You create a new Rod that you can infuse with a spell of 5th level or higher you have recorded in your Spell Manual. This rod does not require attunement, but can only be used by you. The spell level must be equal to half or less of your Artificer level (as of when you would get this upgrade), rounded down. This rod has one charge. You can expend the charge to cast the selected spell at its base level. The rod regains all charges at the end of a long rest.
You can select this upgrade multiple times, selecting a different spell each time you take this upgrade.
How to get high level spells?
Astute players will note that you can only add spells of a level you can cast through leveling to your Spell Manual, but you cannot cast a 5th level spell until a higher level than Magical Rod upgrade becomes available. Spells for Magical Rods will primarily have to be found in the wild, in the form of scrolls, and copied into your Spell Manual that way.
15th Level Upgrades
Advanced Object Animation
When you cast the animate objects spell, you can use your spell attack modifier for the attack roll of anything animated by the spell, and the damage they deal is increased by +8 (divided by the number of things animated - tiny objects gain +1, huge objects gain +8).
Third Animated Weapon
Your mastery of weapon animation expands to greater breadth of control. If you have two animated weapons, you can animate a third weapon with your Animate Weapon feature. When you take the attack action with your other two animated weapons, you can make a single spell attack with your third animated weapon as part of the same action.
Potionsmith
A potionsmith is an artificer who has pursued the secrets of alchemy. While many a village has an apothecary grinding odd herbs and roots into potent (or not so potent) concoctions, the careful process of mixing and brewing is just one way to achieve results. Through the use of the intricate secrets of the craft and direct infusions using magical rituals, a potionsmith can come up with explosive results in the blink of an eye... sometimes literally.
An potionsmith can be a scholar who has delved into the knowledge the world has to offer or an explorer that has unlocked the secrets of the wilderness. Their knowledge could come from being friends of the fey, or from unfettered access to the royal library. As such, potionsmith's can be good or evil, lawful or chaotic.
Potionsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with Blowguns, Alchemist’s supplies and Herbalism kit.
Your knowledge of alchemy gives you a natural affinity for brewing potions. Creating a potion through normal crafting takes you only half the time and cost it would normally take.
Alchemists and Potions
Immediately on making a Potionsmith, one may think of the magic potions that exist in most D&D settings, from the simple Healing Potion to the legendary Potion of Storm Giant Strength, however, someone does not need to be an Potionsmith to make these, as crafting rules for them are open to all classes.
An alchemist with their proficiency will certainly have the edge in potion crafting, but these potions are not fundamental to the class.
Alchemical Reagents Pouch
At 1st level, you've acquired a pouch of useful basic reagents, much as a wizard might carry a component pouch. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that might require them. As long as you have this pouch on, you use the potionsmith's features. This pouch is considered as alchemy supplies for the purposes of crafting.
If you lose your reagent pouch, you can spend 50 gold pieces to reacquire the various stocks you need, or spend 1 full day gathering them from a natural environment without expense.
Instant Reactions
At 1st level, you know how to get instant reactions to occur without the niceties of grinding, simmering and brewing required for more refined concoctions.
Moreover, you know enough ways to do these that with just a few standard supplies, you can get these results out of a wide range of things you can gather in almost any locale and a pinch from your reagent pouch.
You can pick three instant reactions from your Upgrade list; these include Alchemical Fire, Alchemical Acid, Healing Draught, Poisonous Gas, or Fortifying Fumes. The reactions you pick do not count against your maximum Upgrades known.
Alchemical Infusions
At 3rd level, you have found a way to skip most of the brewing process for alchemically creating potent magically effects by directly infusing the potion with your own magic. When you finish a short or long rest and have an empty vial on your person, you may choose one or more the following spells and use spell slots to cast them.
| Spell Level | Infusion Spells |
|---|---|
| 1st | cure wounds, fog cloud, grease, heroism |
| 2nd | barkskin, shatter, lesser restoration, web |
| 3rd | blink, water breathing, stinking cloud, haste |
| 4th | stoneskin, confusion |
| 5th | cloudkill, skill empowerment |

When you cast spells in this way, the spell does not take effect immediately, but is infused into the potion.
If the spell grants an effect or restores health, the creature will gain the effect of the spell when the potion is consumed as an action. The potionsmith can consume the contents themselves particularly quickly due to practice as a bonus action if they choose to, or administer it to another willing creature as an action.
You can accurately throw a vial up to 30 feet, dealing no inherent damage, but breaking the vial in impact. If the spell has an area of effect, that area of effect takes place when the vial is broken, with the effect centered on where the vial breaks.
If the spell has a persistent effect that requires concentration, it does not require concentration to maintain, but its duration is shortened to a number of rounds equal to your Intelligence modifier.
A spell that does not require concentration lasts its normal duration. An infused potion loses its potency if it is not used by the end of your next long rest.
You can gain additional spells for your Alchemical Infusions through your Alchemist upgrades.
On Creativity and Catapults
While as per the feature, you can only accurately throw the vial containing an Infused Potion 30 feet, the trigger merely specifies that the effect takes place where it breaks.
If you can find another way to deliver the vial, such as the catapult spell on the artificer spell list... or, well, an actual catapult, you can apply these methods as well.
Empowered Alchemy
Starting at 5th level, when you deal damage, grant temporary hit points, or restore health with an instant reaction or alchemical infusion, you can add your intelligence modifier to the damage dealt or health restored.
Infusion Expertise
Starting at 14th level, when you create an Alchemical Infusion at end the end of a short or long rest, the first alchemical infusion you create does not require a spell slot to infuse, and you can select an alchemical infusion that you would otherwise not have a spell slot of high enough level for when making this infusion.
Potionsmith Upgrades
Unrestricted Upgrades
Alchemical Fire Instant Reaction
As an action you can produce a reaction causing a searing flame. At a point within 20 feet, you can a toss quick combination of reagents that will cause searing fire to flare up in a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 1d8 fire damage.
The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Alternatively, you can use a bonus action to prepare it as an improvised weapon lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier).
Alchemical Acid Instant Reaction
You can produce a reaction causing a caustic acid to form. As an action, you can throw this combination of ingredients at a point within 20 feet, causing acid to splatter within a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 2d4 acid damage. Damage from this acid deals double damage against structures and objects.
The damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Alternatively, you can use a bonus action to prepare it as an improvised weapon lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier).
Explosive Reaction Instant Reaction (upgrade only)
You formulate a new instant reaction, a devastating minor explosion. Targeting a point within 20 feet, as an action, you cause an explosion. Creatures within 10 feet of the target point must make a Constitution saving throw against your Spell Save DC, or take 1d10 thunder damage from the shockwave of the explosion.
The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Alternatively, you can use a bonus action to prepare it as an improvised weapon lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier).
Fortifying Fumes Reaction Instant Reaction
You formulate a new instant reaction, a powerful fortifying stimulus. Targeting a point within 20 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes gain 1d4 temporary hit points, deal 1d4 additional damage on their next melee weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits fade at the end of your next turn.
Both the temporary hit points and damage bonus increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Delivery Mechanism
You modify the stability of your reagents and develop a better delivery mechanism. You can target a point within 40 feet for your instant reactions (including ones gained from Upgrades, such as Explosive Reaction) that target a point. The additional precision allows you to better target the effects, allowing creatures of your choice within the target area to automatically pass a dexterity saving throw against your effects.
Additionally, when making an attack with an improvised weapon created from an Instant Reaction, you have proficiency with that weapon.
Frostbloom Reaction Instant Reaction (upgrade only)
You develop an endothermic reaction, a devastating localized cold snap that creates an instant bloom of ice. Targeting a point within 20 feet, as an action, you cause the area to erupt in frost.
The area within 5 feet of the target point becomes difficult terrain until the end of your next turn, and any creature in the area must make a Dexterity saving throw against your Spell Save DC, or be caught by the ice taking 1d6 cold damage; a creature entirely in the area of effect that fails also becomes restrained until the end of their next turn. They can use their action to make a Strength saving throw to break free of the ice early.
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This Upgrade counts as a new Instant Reaction, and all rules for Instant Reactions apply to it.
Healing Draught Instant Reaction
As a bonus action, you can produce a combination that will provide potent magical healing. Immediately after creating the draught, you or another creature can use their action to consume it or administer it to a creature within 5 feet. A creature who drinks this draught regains 1d8 health. A creature can benefit from a number of these healing draughts equal to their constitution modifier (minimum 1), after which they provide no additional benefit until they complete a long rest.
A Healing Draught that is not consumed by the start of your next turn loses its potency.
The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Homunculus Familiar
You learn the alchemical process for creating a homunculus minion. You can cast find familiar without expending a spell slot or requiring material components beyond your alchemical reagents and blood (as described in the spell). The familiar's type becomes construct or monstrosity, and can appear in any tiny shape you want, but uses the statistics of any creature that can normally be summoned.
Inoculations
You gain resistance to poison damage.
Additionally, at the end of a long rest you, you can select up to five people (including yourself) that are inoculated against the poisonous effects you can produce that require a constitution saving throw (such as the Poisonous Gas instant reaction or the cloudkill infusion), allowing them to automatically pass the saving throw until the end of your next long rest.
Long Acting
Your consumed Alchemical Infusions for spells that require concentration have their duration increased by a number of rounds equal to your Proficiency modifier.

Persistent Reactions
Your reactions that affect a target area persist in that area until the start of your next turn. Creatures entering the effect or ending their turn there have to repeat the saving throw against the effect. You can choose to make a reaction not persist at the time of taking the action to cause it.
Poisonous Gas Instant Reaction
As an action you can produce a reaction causing noxious fumes. At a point within 20 feet, you can toss a quick combination of reagents that will cause a whiff of poisonous gas to erupt spreading to a radius of 10 feet. Creatures in that area have to make a Constitution saving throw against your Spell Save DC, or take 1d4 poison damage and become poisoned until the end of their next turn.
The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Poisoner's Proficiency.
You delve into the secrets of the darkest secrets of herb lore, learning the potent secrets of poison. You gain Proficiency in Poisoner’s Kits; if you already have proficiency in them, you gain expertise in them and can add twice your proficiency to ability checks using them. Additionally, during a long rest, you can create one of the three following poisons.
- Contact poison. You can apply this to a melee weapon or up to ten pieces of ammunition, that weapon or ammunition deals an additional 1d4 and poison damage; the weapon can deal poison damage 10 times before the poison wears off.
- Ingested poison. This a simple flavorless powder. If a creature consumes a full dose of this poison before the end of your next long rest, after one minute has passed they must make a Constitution saving throw with disadvantage against your spell save DC or take a number of d10 equal to your Artificer level in poison damage, and become poisoned until they complete a long rest.
- Inhaled poison. This poison can be used to modify your poisonous gas reaction. You can use this dose of poison to make your poisonous gas instant reaction have a radius of 20 feet and deal twice as much damage on a failed save.
A poison that has not been used by the time you complete your next long rest loses its potency and has no effect if used.
Secrets of Flight
You learn the secrets of infusing the ability to escape the shackles of gravity into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:
| Spell Level | Infusion Spells |
|---|---|
| 1st | feather fall |
| 2nd | levitate |
| 3rd | fly |
Secrets of Fire.
You learn the secrets of infusing fire into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:
| Spell Level | Infusion Spells |
|---|---|
| 1st | faerie fire |
| 2nd | dragon's breath |
| 3rd | fireball |
Secrets of Frost.
You learn the secrets of infusing frost into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:
| Spell Level | Infusion Spells |
|---|---|
| 1st | armor of Agathys |
| 2nd | Snilloc's snowball swarm |
| 3rd | ice storm |
Secrets of...
Almost any set of three spells, a 1st level, 2nd level, and 3rd level spell of either short term buffs or area of effect damage spells can work, so long as there is a thematic connection between the spells.
Consult with your DM about additional options if you don't see what you want present here.
Weapon Coating.
You learn how to coat a weapon or piece of ammunition with one of your instant reactions to take effect on hit. As a bonus action, you can apply your instant reaction to a melee weapon or piece of ammunition. Until the end of your turn, the next hit with that weapon or with a coated piece of ammunition will cause the effect of the instant reaction to the target. The creature automatically takes the damage or healing associated with the reaction, but makes a saving throw as normal against any additional effects.
The Implications
There is an Instant Reaction that restores health, rather than deals damage. This can be applied via weapon coating as well, though the weapon damage of the implement is not negated, perhaps your allies will forgive a blowgun dart coated in a healing draught... if you hit the attack.
5th Level Upgrades
Adrenaline Serum
You create a potent serum. As a bonus action on your turn, you can consume a dose of this serum. Consuming this concoction increases your Strength and Dexterity ability score modifier by your Intelligence ability score modifier (up to a maximum of +6) for a number of rounds equal to your Constitution modifier. While you are under the effect of Adrenaline Serum, you gain the benefits of heroism. After which all effects of the serum fade at the start of your next turn. When the effect ends, your speed is reduced by half and you cannot benefit from Adrenaline Serum until the start of your next turn.
Explosive Powder Prerequisite: Explosive Reaction
You manage to stabilize and refine your Explosive Reaction. You can prepare up to your Intelligence modifier in Explosive Reactions that do not detonate instantly. They will only detonate when exposed to fire. These Explosive Reactions last 1 minute before losing potency. The maximum damage a creature can take from the detonation of multiple Explosive Reactions is twice the damage of an Explosive Reaction, but structures take the full damage of multiple Explosive Reactions.
9th Level Upgrades
Aroma Therapies.
You expand your alchemical knowledge to be able to produce incense and simmering reagents that grant effects to those that inhale their fumes. If creatures spend a long rest inhaling fumes from a concoction you devise with this feature, creatures regain an extra 2d4 hit dice, recover from 1d4 levels of exhaustion and are cured of any non-magical diseases they are suffering from.
Infusion Stone.
You use the secrets of Alchemy to create an Infusion Stone. You can use this stone in the process of infusing potions in place of a spell slot level less than or equal to the highest level spell slot you can cast.
You can use this stone to replace a spell slot for an infusion once. It regains this charge after you complete a long rest.
Mana Potion.
During a short rest, you can create a mana potion. A mana potion loses its potency if it is not consumed within 1 hour. As an action, a creature can consume a mana potion to restore a spell slot of its choice, up to third level.
Potent Reactions.
You refine your reactions increasing their potency. The die you roll to determine the damage or healing effect of your reactions is increased by one. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.
Rocketry
Prerequisite: Explosive Reaction, Delivery Mechanism, 9th level Artificer
Combining the knowledge of explosive with advances in delivery and stabilization, you produce the logical extreme - powering the payload and delivery with your devastating knowledge.
You can select any instant reaction you know as the payload of your rocket. Rockets must be prepared ahead of time, and you can prepare a number of equal to your Intelligence modifier at the end of a short or long rest; any rockets not used must be remade during a rest due to volatile components, though an alternate payload used to create them can be salvaged.
A rocket targets a point within 500 feet, but the DC of the saving throw is reduced by 2 for each 100 feet it travels; the rocket then has the effect of the instant reaction selected as a payload at the target point.
You can load alternative payloads of up to one pound into your rocket, replacing the effect of instant reaction.
11th Level Upgrades
True Homunculus Prerequisite: Homunculus Familiar
As your expertise grows, you can create a true wonder of alchemy. Instead of casting find familiar you can cast create homunculus, but when casting in this way it requires material components as normal.
Panacea
When you create a Healing Draught, you can add a more potent concoction. That Healing Draught heals the maximum value of the dice rolled when restoring health and has the effect of greater restoration. Once you make an improved Healing Draught like this, you cannot make one again until you complete a long rest.
15th Level Upgrades
Elixir of Life.
You can brew a special potion using your Philosopher stone. Brewing this potion takes 8 hours and requires crushing a diamond worth at least 2,000 gold pieces. An Elixir of Life causes a creature that drinks it ceases to age for 4d4 years. A creature drinks this Elixir gains a death ward effect that lasts until triggered.
A more potent elixir can be created, adding an additional 1d4 years for regained for each diamond spent.
Philosopher's Stone.
You create a Philosopher's Stone allowing you to recreate wonders of alchemy. So long as you have a supply of non-gold metal, you can create up to five pounds of gold a day (250 gold pieces worth). Additionally, the Philosopher's Stone can be used in place of a Diamond costing 500gp or less as spell's Material Component, and is not consumed when used in such a way, but loses its powers for 24 hours.

Thundersmith
A Thundersmith is an Artificer who harnesses the primal force of elemental power, channeling its power into their great creation: a weapon of unmatched devastation. Spectacular and terrible, these weapons bring fear to their foes and awe to their allies.
Why an Thundersmith bends their mind to the task of making such a thing - some are coldly analytical about the destruction it causes, seeking to continually improve it, tweaking it for ever more optimized destruction, while others view it merely as a tool, a means to an end, while others still reveal in the crash of thunder that heralds the terrifying force of their weapon.
While some may look at these weapons as the dawn of a new age, in truth wielding them is a tricky and arcane art no simpler than making them, something only the one who forged the device will every truly master, each weapon a unique piece of devastating art.
Thundersmith's Proficiency
When you choose this specialization at 1st level, you gain Proficiency with tinker's tools and smith's tools.
If your weapon requires ammunition, you gain the knowledge of how to forge them, and create them with smithing tools during a long rest. You can create up to 50 rounds of ammunition during a long rest, with materials costing 1 gold piece per 10 rounds.
Stormforged Weapon
Starting at 1st level, you harness the power of elemental power of thundering storms to create a powerful weapon. This weapon requires attunement and you are proficient with it while attuned. and you can only be attuned to one Stormforged Weapon at a time. If you have multiple Stormforged Weapons, you can change which one you are attuned to during a long rest.
If you lose your Stormforged Weapon or wish to create additional ones, you can do so over the course of three days (eight hours each day) by expending 200 gold pieces worth of metal and other raw materials. When you make a new Stormforged Weapon, you can make the same or different type, and select the same or different upgrades.
Select one of the following and consult the Thunder Powered Weapon table for its statistics.
Thunder Cannon
You use the power of Thunder to launch a projectile with terrible power, if limited accuracy, over long distances. Ringing out with a booming crash, it brings fear to the battlefield.
Hand Cannon
Forgoing the guiding barrel, this pack uses the thundering power to launch a projectile with all the force of a Cannon, though its effective range is far more limited.
Firearms In a Campaign Setting
A lot of campaign settings do not feature firearms, and in some of these the Thundersmith variant of Artificer might not be the right choice, but consider that the Artificer is fundamentally someone that tinkers with and explores boundaries of magic as much as or more so than technology.
A Thunder Cannon need not be a gunpowder powered device, even in a setting where gunpowder exists, but can be powered by harnessing elemental powers, bound through various carefully researched magical techniques. In most cases, the wonders of an Artificer are more an engineering marvel of magic than technology, but that balance can shift depending on what is best for your setting.
Kinetic Hammer
Rather than launching a projectile with the thundering force, you keep that force imbued in the weapon, allowing for devastating force to be applied to the attack.
Charged Blade
You create a bladed weapon that channels the harnessed power of the elemental storm power directly into the blade, causing it to lay waste to all it strikes. This weapon deals Lightning damage when applying Thundermonger.
Stormforged Weapons
| Weapon Name | Damage | Weight | Type | Properties |
|---|---|---|---|---|
| Thunder Cannon | 1d12 piercing | 15 lbs. | Ranged | Ammunition (range 60/180), Two-Handed, Loud†, Stormcharged* |
| Hand Cannon | 1d10 piercing | 5 lbs. | Ranged | Ammunition (range 30/90), Light, Loud†, Stormcharged* |
| Kinetic Hammer | 1d10 bludgeoning + 1d4 thunder | 10 lbs. | Melee | Two-Handed, Heavy, Loud† |
| Charged Blade | 1d6 slashing + 1d4 lightning | 3 lbs. | Melee | Finesse, Loud† |
| Lightning Pike | 1d8 piercing + 1d4 lightning | 10 lbs. | Melee | Reach, Two-Handed, Loud† |
(*) Stormcharged. When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make only one Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with that action, the weapon deals an additional 3d6 lightning or thunder damage per attack that was foregone.
(†) Loud: Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.


Lightning Pike
You create a charged blade and stick it to the end of a pole, making it slightly more unwieldy, but giving it devastating reach. This weapon deals Lightning damage when applying Thundermonger.
Thundermonger
At 3rd level, the elemental power of your weapon is so powerful its strikes deal bonus thunder damage.
When you hit a target with your Stormforged Weapon, you can deal an extra 1d6 thunder damage. After discharging this bonus damage, you cannot deal this bonus damage again until the start of your next turn.
This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
Stormcharged vs. Thundermonger
A common question is why does the Stormcharged Property exist and how does it interact with Thundermonger? Functionally, the stormcharged property (like the previous loading property) has no effect on a single classed Thundersmith, it just exists to make Stormforged Weapons interact better with Extra Attack for multiclassing and Cross Disciplinary Knowledge.
Devastating Blasts
Beginning at 5th level, when you miss an attack with your Thundering Weapon, you can apply Thundermonger damage to the target creature you missed, but it deals only half the bonus damage. Dealing damage this way counts as applying Thundermonger damage.
Unleashed Power
Starting at 14th level, when rolling damage for Thundermonger or your Stormforged Weapon, you can expend a spell slot to reroll a number of the damage dice up to your Intelligence modifier (minimum of one) and maximize a number of dice equal to the level of the spell slot expended. You must use the new rolls.
Thundersmith Upgrades
Unrestricted Upgrades
Adaptable Weapon.
You can adapt a weapon without the Ammunition property to have a secondary attack type giving it the functionality of a Hand Cannon, or give a weapon with the Ammunition Property a secondary attack with the properties of a Charged Blade.
How to merge your weapons.
If you want to call it a gunblade, I'm not here to stop you, but it can be any range of configuration, from a bayonet to something more exotic.
.
Arcane Lightning
After long study of internal workings of your Stormforged Weapon, your mastery of lightning and thunder magic is such that you learn the following spells at the following levels and can cast them as Artificer Spells.
| Artificer Level | Spell |
|---|---|
| 3 | thunderwave |
| 5 | shatter |
| 9 | lightning bolt |
| 13 | storm sphere |
Extended Range
You extend the reach of your weapon. If your weapon has the Ammunition property, its range is extended normal range by 30 feet, and maximum range by 90 feet. If your weapon has the Two-Handed property, it gains the Reach property.
Lightning Burst
You upgrade your Stormforged Weapon to discharge its power within a 5-feet wide and 60-feet long line. If you have not dealt Thundermonger damage since the start of your turn, as an action, you can make a special attack. Each creature must make a Dexterity saving throw against your Spell Save DC or take damage equal to the bonus damage of Thundermonger as lightning damage on a failed save, half as much on a successful save.
This counts as discharging your Thundermonger damage. Firing in this way does not consume ammo.
Point Blank. Prerequisite: Hand Cannon
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Additionally, can use your Hand Cannon when making opportunity attacks.
Silencer. Incompatible with Echoing Boom.
You upgrade your Stormforged Weapon with a sound dampening module. Your Stormforged Weapon loses the Loud property. Additionally, you can expend a 2nd level spell slot to overcharge the Silencer, casting the spell silence.
Note: Sound - and consequently Thunder Damage - cannot pass through silence or effect a creature inside its area of effect.
Shock Absorber.
You add a reclamation device to your Stormforged Weapon to gather energy from the surroundings when it is present. As a reaction to taking Lightning or Thunder damage, you can cast absorb elements without expending a spell slot. When absorbed in this method, you can apply the bonus damage granted by absorb elements to your next weapon attack even if you make a ranged weapon attack.
Sonic Movement. Prerequisite: Stormforged weapon that can deal Thunder damage.
You reclaim and rebalance your weapon to leverage the backdraft of the force it exerts. When make an attack with your Stormforged weapon that would deal thunder damage on your turn with your Stormforged weapon, you are knocked 5 feet away from the target you attacked. This movement does not provoke attacks of opportunity.
Twin Thunder.
You can attune to two one-handed Stormforged Weapons at the same time, so long as they either share the same Upgrades, or have total Upgrades equal to your maximum Upgrade count between them. If you make an attack with one of them while holding the other, you can attack with the other as a bonus action, however, both share the same use of Thundermonger. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you have the Two Weapon Fighting Fighting Style.
While dual wielding Stormforged Weapon, you can load a Stormforged Weapon without a free hand.
Weapon Improvement.
Your Stormforged weapon gains a +1 to attack and damage rolls. This does not stack with any benefit gained from Arcane Retrofit, and this upgrade can be replaced as part of applying a bonus to your Stormforged Weapon via Arcane Retrofit.
5th Level Upgrades
Echoing Boom. Incompatible with Silencer.
You pack extra power into your Thundermonger, increasing the damage it deals by 1d6.
Harpoon Reel
You devise a secondary attack method that launches a harpoon attached to a tightly coiled cord. This attack has a normal range of 30 feet and a maximum range of 60 feet, and it deals 1d6 piercing damage. This attack does not apply Thundermonger damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the Harpoon unless it removes the Harpoon as an action, which causes it to take an additional 1d6 damage. While the Harpoon is stuck in the target, you are connected to the target by a 60 foot cord. Dragging the connected party via the attached cord causes the creature moving to move at half speed unless they are a size category larger.
While connected in this manner, you can use your bonus action to activate the Reel action, pulling yourself to the location if the target is Medium or larger. A Small or smaller creature is pulled back to you, ending the connection.
Alternatively, you can opt to disconnect the cord.
This attack cannot be used again until the Reel action is taken.
Connected... by a Rope.
Note that Harpooning a creature means that there is a rope connecting you to them. While you can use this to move them as per the ability, they can also use this to move you, particularly if they are substantially larger. Many Thundersmiths were last seen saying "I got this" and then Harpooning a dragon. User discretion is advised.
Terrifying Thunder. Prerequisite: Echoing Boom.
You add an additional amplifier to maximize the shock and awe value your cannon blasts. The first time a target takes damage from Thundermonger, they are deafened until the end of their next turn.
Additionally, they must make a Wisdom saving throw against your Spell Save DC or become frightened of you for one minute. They can repeat this saving throw at the end of each of their turns.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to Terrifying Thunder for the next 24 hours.
Storm Blast.
You upgrade your Stormforged Weapon to discharge its power in a 30-foot cone from the Stormforged Weapon. If you have not dealt Thundermonger damage since the start of your turn, as an action, you can make a special attack. Each creature must make a Strength saving throw, or take 1d6 + half the bonus damage of Thundermonger and be knocked prone.
This counts as discharging your Thundermonger damage. Firing in this way does not consume ammo.
9th Level Upgrades
Elemental Swapping. You upgrade the firing chamber for more adaptable damage. When you take the attack action with your Stormforged Weapon you can adjust the firing chamber, causing any bonus damage granted by Thundermonger to deal fire, cold, acid, or lightning damage instead of thunder damage. Alternatively, you can use a Vial of Holy Water to cause your next Thundermonger bonus damage to deal radiant damage.
Mortar Shells. Prerequisite: Stormforged weapon with the Ammunition property.
You build a secondary fire mode allowing you to fire your cannon like a mortar. Pick a target point within range, and make an attack roll. Apply the attack roll to all creatures within a 5 foot radius of the target point. Creatures hit take weapon damage plus half of Thunder monger bonus damage. Dealing damage this way counts as applying Thundermonger damage for the turn.
Creatures do not benefit from cover against this fire mode unless they have overhead cover as well.
Ride the Lightning. Prerequisite: Lightning Burst
When you use the Lightning Burst ability, you can opt to expend a spell slot of the first level or higher to infuse yourself into the burst of power. When you do so you are teleported up to 60 feet in the direction of the Lightning Burst (ending early if the Lighting Burst is blocked by an obstacle). You can stop anywhere along the path of the Lighting Burst, but the Lightning Burst will stop where you do.
Shock Harpoon Prerequisite: Harpoon Reel
After hitting a creature with the Harpoon fire mode, you can use a bonus action to deliver a shock. If you have not dealt Thundermogner damage since the start of your turn, you can deal damage equal to your Thundermonger bonus damage as lightning damage. This counts as discharging your Thundermonger damage. Additionally, the target must make a Constitution saving throw against your spell save DC or be stunned until the end of its next turn.
Once used, the Harpoon must be reeled in before this can be used again.
Synaptic Feedback.
You install a feedback loop into your cannon, allowing you to siphon some energy from your Stormforged Weapon to empower your reflexes.
Whenever you deal Lightning damage with your Stormforged Weapon your walking speed increases by 10ft and you can take the Dash or Disengage actions as a bonus action. This effect lasts until the end of your turn.
Thunder Jump
Build a quick release for the arcane thundering energy that fills your Stormforged Weapon. As an action you can channel it to cast thunder step without expending a spell slot. This counts as discharging your Thundermonger damage.
Once you use this ability, you cannot use it again until you complete a short or long rest.
11th Level Upgrades
Backblast
After dealing Thunder damage on your turn, you can cast thunder clap as a bonus action. You can do this a number of times equal to your Intelligence modifier, regaining all uses after a long rest.
Blast Radius
Your Devastating Blasts now deals half your weapon damage (including your modifier) in addition to half your Thundermonger damage when you apply it to a missed target that is within 30 feet of you.
Stabilization
Being prone no longer causes you to have disadvantage when making a ranged weapon attack with your Stormforged Weapon. If neither you nor a target creature has moved since you last made a ranged weapon attack against them, you have advantage on ranged weapon attacks against them.
15th Level Upgrades
Massive Overload. Prerequisite: Storm Blast or Lightning Burst
Before taking a shot, you can expend a 3rd level or higher spell slot to use Storm Blast or Lightning Burst at the same time as making an attack; in this case the Storm Blast or Lightning Burst is powered by the spell slot and does not count as applying Thundermonger for that turn. The direction of this secondary ability is the same as your attack.
Doing this damages your Stormforged Weapon and you must spend an action to repair it before you can fire again. You must have the secondary ability unlocked as an upgrade to use it.
Masterwork Weapon. Prerequisite: Weapon Improvement
The bonus to attack and damage rolls for your Stormforged Weapon increases by +2 (stacking with any existing bonus from Weapon Improvement or Arcane Retrofit), up to a maximum of +4.
Warsmith
A Warsmith is an Artificer that has turned their wondrous talent of invention to a singular goal: making themselves a juggernaut of war. The reasons behind this could be benevolent or nefarious. Some Warsmiths seek to turn their invention into a machine of death and terror; others become the arbiter of justice and order, and others still perhaps merely seek to refine their craft in pursuit of pure innovation.
Because few individuals would pursue such a wondrous invention without a driven purpose to their endeavor, Warsmiths tend to be Lawful, usually driven to their actions by a greater purpose they seek the power to accomplish, be it righting the wrongs of the world, or bringing it to heel beneath their ironshod boot.
Warsmith's Proficiency
At 1st level, you gain proficiency with heavy armor, tinker's tools and smith's tools.
Warplate Gauntlet
At 1st level, when you take this specialization, you construct a Warplate Gauntlet. This is a specialized Wondrous Item that only you can attune to. When you create a Warplate Gauntlet, you can add one of the following upgrades to it: Power Fist, Force Blast, or Martial Grip. This upgrade does not count against your upgrade total. You can make multiple gauntlets with different upgrades, but can only be attuned to one at a time.
If you lose your Warplate Gauntlet, you can remake it during a long rest with 25 gold worth of materials, or can scavenge for materials and forge it over two days of work (eight hours a day) without the material expense.
While wearing a Warplate Gauntlet, you can engage Artificial Strength.
Artificial Strength
When you don your Warplate Gauntlet or as an action while wearing it, you can dedicate some of your intelligence to fully controlling the power of the gauntlet. You can reduce your current and maximum Intelligence score to increase your current Strength ability score by the same amount, but you can only raise your Strength ability score up what your Intelligence ability score was before engaging Artificial Strength. You can stop using Artificial Strength at any time, and it automatically ends if your gauntlet is removed.
Warsmith's Armor
At 3rd level, you've attained the knowledge of forging and arcane tinkering sufficient to create a set of armor that augments and expands your abilities from a standard, non-magical, set of heavy armor using resources you've gathered. This process takes 8 hours to complete, as well as a place to forge and incorporates a Warplate Gauntlet (they do not require separate attunement).
While wearing your armor, your Strength ability score increases by 2, and your maximum Strength ability score becomes 22.
You can create a new set of armor by forging it from a set of gathered and purchased materials in a process that takes 2000 gold pieces and eight hours.
You can create multiple sets of armor, but you can only be attuned to one of them at a given time, and you can only change which one you are attuned to during a long rest. If you create a new set of Warplate, you can apply a number of Upgrades equal to the value on the class table, applying each at the level you get it on the class table.
When you create your armor, you can create a heavy plated Warplate, a magically enhanced set of gear, Warsuit, or you can integrate your changes directly into your body as an Integrated Armor.
Warsmith Armor
| Armor Name | AC | Weight | Strength Requirement | Stealth | Properties |
|---|---|---|---|---|---|
| Warplate | 18 | 75 lbs. | — | Disadvantage | Heavy Armor, Powerful Build |
| Warsuit | 14 + Dex Modifier (max 2) | 45 lbs. | — | — | Medium Armor |
| Integrated Armor | 14 + Dex modifier (max 2) | 30 lbs. | — | — | Medium Armor, Powerful Build |
(*) Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

If your armor is Warplate or Integrated Armor, you gain the Powerful Build trait. Powerful Build means you count as one size larger when determining your carrying capacity and the weight you can push, drag, or left. Integrated armor cannot be removed, but does not confer any penalty when resting in it.
Additionally, if you are small, you become medium while wearing Warplate.
Design Note:
Warsmiths & Magical Armor
By the rules laid out here, using magical armor as a base for your Warsmith's armor has no additional effect. This is intentionally the rules-as-written rules, but there is certainly some flexibility here. Personally in my games, I allow it use magic armor as the base armor with the following considerations:
- Using Adamantine or Mithral, the properties carry over to the Warsmith's armor.
- Using +1/+2/+3 armor carries over, but counts as taking a free "Armor Class" upgrade for each +1 the armor has, meaning that upgrade cannot be taken to make the armor +4 or better.
- Armor of Resistance carries over, counting as taking "Resistance" upgrade for that damage type for free.
Other cases can be handled on a case by case basis. Consult with your DM and work something out that would be reasonable to combine making receiving magic armor a cool bonus, but not something that breaks the game!
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fully Customized Gear
Starting at 14th level, you've mastered the customization of your Warsmith's armor. You can add one additional upgrade to your armor that does not count against your Upgrade total.
Additionally, during a long rest, you can now swap out any one upgrade for any other upgrade of the same level, so long as you don't have an upgrade that requires the upgrade you are removing as a prerequisite, or an incompatible upgrade.
What Does Your Armor Look Like?
Nothing in this document specifies the visual appearance of your armor beyond the type of armor, but it very likely does not look like a standard set of armor. Consider what the visual differences are - are you enhancements more mechanical in nature or more magical in nature? Does it have geared joints, glowing runes, or both?
Consider how your setting might react to someone standing around in such armor. In all but the highest magical settings, such a set of armor is likely to attract some curiosity or concern.
Warsmith Upgrades
Unrestricted Upgrades
Accelerated Movement You can apply this upgrade twice.
You reduce the weight of your armor by 15 lbs. While wearing your armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.
Arcane Visor You can take this upgrade multiple times selecting a different option each time.
You magically enchant your visor. You gain one of the following effects while wearing your armor; you pick the effect when selecting the upgrade.
- You gain darkvision to a range of 60 feet. If you already have darkvision, the range of that darkvision is increased by 60 feet.
- You can ignore Sunlight Sensitivity.
- Divination spells no longer require your Concentration to maintain. You can only use this effect one spell at a time.
Regardless of the selection, you have advantage on saving throws against being blinded while wearing your armor.
Faraday Helmet
After casting a spell of first level or higher, you have advantage on Saving Throws to save against being charmed, mind controlled, stunned, or confused by magical means until the start of your next turn.
Flame Projector
You gain the ability to unleash fire energy. While wearing your Warplate Gauntlet, you can cast fire bolt, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:
| Artificer Level | Spell |
|---|---|
| 3 | burning hands |
| 5 | scorching ray |
| 9 | fireball |
| 13 | wall of fire |
Force Blast
You upgrade your Warplate Gauntlet to deliver special ranged attacks. These attacks are a ranged spell attack that deals 1d8 + your Intelligence modifier force damage, and has a range of 60 feet.
You are proficient in this weapon. When you take the attack action, you can use this ranged spell attack in place of any attack made.
Grappling Reel
Your Warsmith's armor gains an integrated grappling reel set into your gauntlet. As an attack or as an action, you may target a surface, object or creature within 30 feet. If the target is Large or Smaller, you can make a Grapple check to pull it to you and Grapple it on success. Alternatively, if the target is Large or larger, you can choose to be pulled to it, this does not grapple it. This movement generates attack of opportunity as normal movement would.
Lightning Channel
You are able to funnel your suits' power into your attacks. You can use this upgrade to cast lightning chargedArtificer as a bonus action without expending a spell slot. Once used, this upgrade cannot be used until you complete a short or long rest.
Additionally, you can apply the damage from lightning charged on your Force Blast ranged spell attacks.
Lightning Projector
You gain the ability to unleash lightning energy. While wearing your Warplate Gauntlet, you can cast shocking grasp, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:
| Artificer Level | Spell |
|---|---|
| 3 | thunderwave |
| 5 | lightning charged |
| 9 | lightning bolt |
| 13 | storm sphere |
Martial Grip
Your Warplate Gauntlet grants the ability to wield a wide variety of powerful weapons. You gain proficiency with martial weapons while wearing your Warplate Gauntlet.
Power Fist You can apply this upgrade twice.
Your Warplate Gauntlet becomes melee weapon while you aren't holding anything in it. You have proficiency in this weapon, and it has the Light and Special properties. It deals 1d8 bludgeoning damage.
Special: When you make an attack roll, you can choose to forgo adding your Proficiency modifier to the attack roll. If the attack hits, you can add double your Proficiency modifier to the damage roll.
You can apply this upgrade up to 2 times, making a separate weapon with the same properties the second time.
Variant: Impact Gauntlet
Your DM may allow you to take the Impact Gauntlet upgrade of the Gadgetsmith in place of a Power Fist, which is similar but deals 1d6 damage and has the Finesse property. For the purposes of upgrades, Impact Gauntlets and Power Fists should be considered interchangeable.
Reinforced Armor
You reinforce the structure and materials that make up your Warsmith's armor. Your Warsmith's armor Armor Class (AC) increases by 1.
You can apply this upgrade up to 3 times.
Sentient Armor
You create an artificial personality integrated into your armor, giving it limited sentience. This sentience assists you in many ways. While wearing your armor, your Intelligence ability score and maximum Intelligence ability score are increased by 2. Your army can speak understand and speak any language you can speak. You can communicate telepathically with it while wearing it.
Level 5 Upgrades
Artificial Guidance Prerequisite: Sentient Armor
You upgrade the artificial personality integrated into your armor to assist with a new skill. While able to communicate with your armor, you can gain the effect of guidance when making an Intelligence or Wisdom ability check.
Active Camouflage
As an action, you can activate active camouflage causing your suit to automatically blend into its surroundings. This lasts until deactivated. While this is active, you are considered lightly obscured, and can hide from a creature even when they have a clear line of sight to you. Wisdom (Perception) checks to find you that rely on vision are made with disadvantage.
Collapsible Incompatible with Integrated Armor
Your Warsmith's armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.
Emergency Protocol Prerequisite: Sentient Armor
The intelligence in your armor will attempt to preserve your life. If you are Incapacitated or Unconscious and cannot take your action, it will cast a spell or take the dodge action. It can only cast spells using your armor's upgrades. It can act in this way up a number of turns equal to your Intelligence modifier, but this control strains its abilities, and it cannot take control again until you complete a short or long rest. You automatically resume control if you are no longer Incapacitated or Unconscious.
Force Accumulator Prerequisite: Force Blast
Every time you expend a spell slot of 1st level or higher, you accumulate charges to your Force Blast equal to the level of spell slot spent, up to a maximum number of Charges equal to half of your Intelligence modifier (rounded down). When you deal damage with Force Blast, you can expend the accumulated charges to deal an additional 1d6 damage or to move the target 5 feet directly away away from you, per charge spent
Charges not expended within 1 minute of being accumulated are lost.
Mechanical Enhancement Prerequisite: Integrated Armor
You improve every aspect of yourself ever so slightly. You gain +5 feet of movement, one additional hit point per Artificer level, and +1 to Strength, Dexterity, and Constitution saving throws.
Reactive Plating Prerequisite: Warplate
Your armor partially deflects incoming blows. You can use your reaction when hit by an attack that deals bludgeoning, piercing, or slashing damage to reduce the damage of that attack by an amount equal to your proficiency bonus.
Resistance
You tune your armor against certain forms of damage. Choose acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. While wearing your armor you have resistance to that type of damage. If you apply this upgrade more than once you must choose a different damage type.

Sealed Suit Prerequisite: Warplate
As a bonus action on your turn you can environmentally seal your Warplate, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions).
In addition to the above, you are also considered acclimated to cold and hot climates while wearing your armor, and you're also acclimated to high altitude while wearing your armor.
Level 9 Upgrades
Ether Reactor
You construct an ether reactor that feeds your armor, powering its upgrades with arcane energy. The Ether Reactor has 6 charges, and can be used to power upgrades that cast spells, even upgrades that would normally only recharge after a rest can cast instead using charges, spending 1 charge per level of the spell you are casting. You can cast spells at a higher level by expending more charges. It regains all charges at the end of a long rest.
If your Ether Reactor has no charges left, you can overdraw your Ether Reactor for one last burst of power, but your armor is temporarily immobilized and your speed while wearing your armor becomes zero for a number of rounds equal to the level of the spell cast. Once you do this, you cannot do this again until you complete a long rest.
Heads Up Display Prerequisite: Arcane Visor, Sentient Armor
You can delegate displaying and tracking things in your sight to your Sentient armor, granting you the following benefits:
- When a creature attempts to take the Hide action against you, you can make an active Wisdom (Perception) check to contest its Dexterity (Stealth) check as a reaction.
- When making an Dexterity saving throw against an attack you can see, you can make an Intelligence saving throw instead.
- When a creature hits you with a ranged attack roll, you can cast true strike as a reaction targeting that creature.
Brute Force Style
The strength imparted by your armor gives the force of blows the devastating power of a more skilled combatant. You can select a Fighting Style from Duelist, Great Weapon Fighting, or Two Weapon Fighting and gain the effect of that Fighting Style while wearing your armor.
Phase Suit Prerequisite: Warsuit
You gain the ability to cast misty step and blink while wearing your Warsuit. Additionally, as an action, you can become intangible, and move through creatures or objects until the end of your turn. If you end your turn inside a creature or object, you are forced to the nearest unoccupied location, taking 10 force damage for each foot you are forced to move. Once you become intangible using this upgrade, you cannot do so again until you complete a short or long rest.
Level 11 Upgrades
Cloaking Device Prerequisite: Active Camouflage
If you do not move during your turn with active camouflage engaged, you can use your reaction to take the Hide action using an Intelligence (Stealth) check. You make this check with disadvantage if you are within 5 feet of another creature or you attacked during your turn.
You can overload your camouflage to cast greater invisibility without expending a spell slot. Once you do this, you cannot do this again until you complete a long rest.
Lightning Rod Prerequisite: Lightning Channel
Whenever you cast lightning chargedArtificer, you can treat the spell as if it was cast by a spell slot one level higher.
Flash Freeze Capacitor Incompatible with other Capacitors.
You can store arcane energy, releasing it in a torrent of freezing energy. As an action, you can cast cone of cold without expending a spell slot or charges. The affected area becomes difficult terrain until the end of your next turn.
Once you use this upgrade, you cannot use it again until you complete a long rest.
Flight
You integrate a magical propulsion system into your Warsmith's armor. While wearing your Warsmith's armor you have a magical flying speed of 30 feet.
Integrated Attack. Prerequisite: Integrated Armor or Warplate Incompatible with Iron Grip.
You integrate a melee weapon into your Warsmith's Armor. When you apply this upgrade you must have a weapon to integrate, and you must choose where on your armor the weapon is located. The weapon cannot have the Heavy property. You are proficient with this weapon. As a bonus action you can activate the weapon.
You must treat it as though you are wielding it with one hand, but you cannot be disarmed of it. Once activated, you can use this weapon when you take the attack action, and it does not require the use of a hand or your Warplate Gauntlet. You can apply this upgrade multiple times, selecting a new weapon and new location on your armor to install it.
When you activate your integrated weapon, you can immediately make one attack with it. While it is active, if you take the attack action on your turn, you can make an one additional weapon attack with your integrated weapon using your bonus action.
Iron Muscle Prerequisite: Integrated Armor or Warplate.
You reinforce the structure of your armor, giving it the strength of giants. While wearing your armor, your current Strength ability score is increased by 2, and your maximum Strength ability score becomes 24.
Power Slam Capacitor Incompatible with other Capacitors.
You store up kinetic energy, and unleash it in a mighty bound. As an action, you can jump up to your entire movement speed and cast destructive wave without expending a spell slot or charges upon landing.
Once you use this upgrade, you cannot use it again until you complete a long rest.
Level 15 Upgrades
Iron Grip Prerequisite: Iron Muscle. Incompatible with Integrated Attack.
You improve your grip strength and control of one of your gauntlets beyond the limits of flesh. While wearing your suit, you gain the following benefits:
- You can wield Large sized weapons without a penalty as a medium sized creature.
- You can wield a medium sized two-handed weapon in one hand.
- One handed weapons you wield count as if being wielded with two hands.
- You can wield a lance as if mounted while not being mounted.
Phase Engine Prerequisite: Warsuit
When you are attacked, you can use your reaction to become intangible, causing that attack to miss if it is a nonmagical attack, or to have disadvantage if it is a magical attack. Once you do so, you cannot do so again until you complete a short or long rest. This upgrade is refreshed every time you teleport or enter the ethereal plane.
Heavy Plating Prerequisite: Warplate
You install special heavy plating, giving you resistance to bludgeoning, piercing, and slashing damage from non-magical sources while wearing your Warplate.
Recall.
When not being worn you can hide your Warsmith's armor in a pocket dimension. As an action you can magically summon the armor and don it. You can use a bonus action to return the armor to the pocket dimension.
While in the pocket dimension the armor cannot be affected by other abilities and cannot be interacted with in any way.
Sun Cannon.
You install a sun cannon into your Warsmith's armor, allowing you to unleash devastating solar laser blasts. As an action, you can cast sunbeam without expending a spell slot.
Once you use this ability, you can not use it again until you complete a long rest.
Virtual Interface. Prerequisite: Sentient Armor
When you use Artificial Strength to raise your Strength ability score, you no longer lower your Intelligence ability score below your natural maximum (not counting Sentient Armor).
Fleshsmith
A Fleshsmith is the sort of person that makes people uncomfortable. Even when encountered in the most ideal circumstances, they simply have the sort of gaze that makes one think they may be thinking "how could I improve that" as they look at you.
A particular path of Artificer that has turned their creative talents... inward. They seek to understand and improve the limitations of flesh. All too frequently they place a slightly different value on aesthetic than others might, tending to find beauty primarily in efficiency.
A Fleshsmith tends to be more eccentric than inclined to any particular alignment, though even the most benevolent one may find that the only reason their activities wouldn't be illegal is that no one considered them possible.
Fleshsmith Proficiency.
When you choose this specialization at 1st level, you gain proficiency in the Medicine skill, as well as proficiency with Leatherworker's tools (it's best if you don't think about the details on that one too much...)
Additionally, you can make all Medicine checks as Intelligence (Medicine) check. When you take an Intelligence (Medicine) check to stabilize a creature, they regain 1 hit point.
Thesis of Flesh
At first level, you select an approach to your work, a specialization to your art form. Select one the following options:
Perfection of Form
Nature had its chance to make your form, now it's your turn to improve it. When you take this path, you gain the Fleshcrafted Mutation upgrade, and it does not count against your upgrade total.
When you take the Attack action, you can use your bonus action to make a single additional attack with this upgrade. You can make this additional attack a number of times equal to your Artificer level. You regain all uses at the end of a long rest.
Perfection of Mind
You know that perfection is an aspect of knowledge, a perfect understanding of the mechanics of the Body, inside and out. But particularly inside. You gain expertise in Medicine. Additionally, you gain the Dissection upgrade, and it does not count against your upgrade total.
You have a pool of d8s equal to your Artificer level. When you restore hit points to a creature or use an Intelligence (Medicine) check to deal damage to a creature, you can expend these d8s to restore additional health or deal additional damage. You can spend a number equal to Proficiency modifier at a time. You regain this pool of d8s at the end of a long rest.
Uncanny Vitality
Starting at 3rd level, your body has such vitality that it is constantly able to restore itself. While you have 1 or more hit points, at the start of your turn, you can choose to expend a hit die and regain the value rolled + your Constitution modifier health (as normal for expending a hit die). If you have zero hit points, you can use this feature at the end of your turn.
Additionally, you regain hit dice equal to your Constitution modifier on a short or long rest (in addition to normal hit dice recovery on a long rest).
If you are missing any limbs at the start of a long rest, at the end of the long rest the missing limb is regenerated.
Arcane Bioengineering
Additionally at 3rd level, you can use Arcane Retrofit to transmute a bonus to attack or damage rolls on a weapon to natural weapons gained from this subclass.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Perfection of Thesis
Starting at 14th level, your understanding of Thesis of Flesh grows; you regain uses of the resource it provides equal to your Intelligence modifier when you complete a short rest.
Fleshsmith Upgrades
Unrestricted Upgrades
Adorable Critter
You experiment on creating an adorable critter. You create - or modify - a CR 0 tiny creature. This creature serves as a familiar as per the find familiar spell, and you can resuscitate it (or rebuild it, as necessary) at the end of a short or long rest should anything untoward happen to it.
You can use your bonus action to make your adorable critter cast primal savagery as a first level caster using its reaction. You can do this a number of times equal to your Intelligence modifier. It uses your Spell Attack modifier. It regains all uses of this after completing a long rest.
Better Eyes You can select this Upgrade multiple times.
Your eyes did not see everything you wanted them to, so you replace them with eyes that do. You gain a benefit to your vision, selecting one of following enhancements: Blindsight (10 feet), Darkvision (60 feet), the ability to see clearly twice as far as your natural vision range, or proficiency in the Perception skill. If you select this upgrade again, you must select a different benefit.
Dissection
If you are holding a melee finesse weapon you have proficiency with, as an action you can make an Intelligence (Medicine) ability check against a creature within reach with a DC equal to its armor class. If you succeed the check, you can deal damage to that creature equal to your weapons damage dice plus your Intelligence modifier. On a roll of 20, the roll weapon damage dice are doubled.
If you could normally make more than one weapon attack as part of the Attack action, you can deal a number of additional dice equal to the number of attacks you could normally make as part of an attack action when taking this action (for example, if you have the Extra Attack feature and take this action with a dagger, you would deal 2d4 + your Intelligence modifier damage).
Crushing Grip
You don't let things go once you have them in your grip. Creatures that are grappled or restrained by you have disadvantage on attempting to escape the condition. Additionally, you can choose to apply damage equal to your Strength modifier to any creature that starts its turn grappled or restrained by you.
Extra Eyes
Why only see one direction? You add extra eyes. You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. In addition, you have advantage on Wisdom (Perception) checks that rely on sight.
Fleshcrafted Mutation You can add this upgrade multiple times
You enhance your body by crafting or mutating a new part through grotesque experimentation. Select one of the following mutations:
| Mutation | Description |
|---|---|
| Extra Arm | This arm is capable of doing things an arm can do, like holding and hitting things. |
| Extra Claws | You gain a natural weapon that deals 1d8 slashing damage, and counts a finesse weapon. You are proficient with these new claws. |
| Extra Fangs | Your mouth becomes a natural weapon that deals 1d10 piercing damage. You are proficient using these fangs as a weapon. |
| Extra Tentacle | You gain a tentacle appendage that is a natural weapon the deals 1d6 bludgeoning damage with the reach property. You are proficient with this natural weapon. Using this tentacle, you can make a Strength (Athletic) check or object interaction with a reach of 10 feet. |
Extra Arm & Perfection of Form
When attacking with a Perfection of Form with an extra arm, you can make an attack with a weapon held in that arm. You only make a weapon attack with two hands if you have two or more extra arms to use for it.
Fleshcrafted Enhancement
Prerequisite: Applicable Fleshcrafted Mutation
You use the knowledge of inhuman anatomy or twisted powers you gain from to formulate an unnatural enhancement of your Fleshcrafted Mutation, granting it an additional power. The table below shows which enhancements can be applied to which mutations.
Each enhancement has an empowered effect. An empowered effect automatically occurs when you roll a 20 to hit with your natural weapon on an attack with the enhancement, or once per turn on your turn, you can manually activate the empowered condition by expending a 1st level or higher spell slot.
An empowered effect can only occur on your turn, and cannot occur more than once per turn.
| Enhancement | Qualified Mutations |
|---|---|
| Vampiric | Extra Fangs |
| Ravenous | Extra Fangs, Extra Claws |
| Infernal | Extra Fangs, Extra Claws |
| Venomous | Extra Fangs, Extra Claws |
| Razor | Extra Fangs, Extra Claws |
| Relentless | Extra Arm, Extra Tentacle |
Vampiric: Once per turn, on your turn, when dealing damage with your Extra Fangs, you can drain the life from your victim adding 1d4 necrotic damage roll. If the target is a living creature over CR 1/4, you regain health equal to the necrotic damage dealt.
Empowered: You gain a free extra d8 hit die that you can spend until the end of your next turn (after which it is lost).
Ravenous: Once per turn, on your turn, when make an attack roll (or ability check with Dissection) with your natural weapon, you can add d4 to the roll. If you've damaged the target with your natural weapons since the beginning of your last turn, you can add a d6 instead of a d4.
Empowered: You get advantage on your next attack with a natural weapon against the target.
Infernal: Once per turn, on your turn, when dealing damage with your Fangs or Claws you can ignite your claws with infernal flames, the attack deals an additional 1d8 fire damage.
Empowered: You deal an additional 1d8 fire damage.
Venomous: Once per turn, on your turn, when you hit a creature with your natural weapon you can inject venom, the attack deals an additional 1d8 poison damage.
Empowered: The target must make a Constitution saving throw against your Spell Save DC or become poisoned for 1 minute. They can repeat their saving throw at the end of each of their turns.
Razor: The damage die of your natural weapon becomes one step higher (for example, Extra Fangs go from 1d10 to 1d12).
Empowered: You can maximize one damage die of your choice from damage dice of the damage roll.
Relentless: You gain an additional reaction you can only use to make an attack of opportunity with that Fleshcrafted Mutation.
Empowered: You can make an additional single attack with your Fleshcrafted addition. This attack only deals the weapon damage of the attack, and does not add your modifier to the damage dealt.
One Enhancement
Note that unless otherwise specified, an upgrade can be take only once. In this case, all the enhancements are effectly mutually exclusive.
Empowered Relentless Attacks:
Your Empowered Relentless attack will deal either the natural weapon die of the natural weapon, or the weapon die of a weapon held in an extra arm. This can be a two handed weapon only if you have two extra arms.
Field Surgery
Some say that not all medical problems require surgery. Not you. As an action, you can repair a body to its natural limits far more quickly than its natural limits. You can repair a willing creature within 5 feet, allowing them to expend hit dice up to half Artificer level (rounded up). Each hit dice spent is rolled as normal, but you can add the higher value of their Constitution modifier or your Intelligence modifier.
Fix Flesh
Your expertise in the working of flesh makes you an artisan of fixing broken creatures. When you cast cure wounds you restore an additional amount of health equal to your Intelligence modifier.
Forbidden Knowledge
You deliver into the arcane mechanics of how bodies work. Otherwise known as Necromancy. You learn additional spells as shown on the table below:
| Artificer Level | Spells Learned |
|---|---|
| 3 | inflict wound, false life |
| 5 | blindness/deafness, gentle repose |
| 9 | life transference, vampiric touch |
| 13 | blight |
Horrifying Abomination Prerequisite: At least 5 upgrades modifying your body.
The perfect form you have crafted intimidates inferior beings. You gain proficiency in Intimidation skill, and you are already proficient in it, you can add twice your proficiency bonus.
Massive Mutation
You develop a method to suddenly mutate. As an action, you can become a large sized creature. Any creature that witnesses this must make a Wisdom Save against your Spell Save DC or become frightened of you until the end of their turn.
While you are large, your attack deals additional 1d4 damage with your natural weapons and weapons sized for medium creatures, and you have advantage on Strength (Athletics) checks. You can revert to normal size as bonus action.
You can spend a number of rounds equal to your Constitution modifier + Intelligence modifier as a large creature before you must revert and can not become large until you complete a short or long rest. After a short or long rest, you regain all rounds of duration you can remain as a large creature.
Secondary Life Organs
Realizing the fragility of mortal life, you modify yourself with additional necessary functions. When you make a Death Saving Throw, you can replace the results of that roll with a 20.
Once you do this, you cannot do this again until you complete a long rest.
Subdermal Plating
Exoskeletons are bulky, and endoskeletons just don't offer enough protection, so you compromise. You gain natural armor granting you a base AC of 16 + your Dexterity modifier (maximum 2).
Toxicity
Copying certain frog species, you make your blood poisonous. Once per turn, when a creature hits you piercing or slashing damage while within 5 feet of you, they take poison damage equal to your Constitution modifier. If damage is from a biting attack, they take twice as much damage.
You may also opt to make yourself take on a different skin hue, to let creatures know they shouldn't eat you.
Unnatural Health
You're a shining beacon of vitality. You gain an additional 1 maximum hit point for each level of Artificer you have.
Additionally, When you roll a 1 or 2 on a hit die for recovering health, you can reroll the die and must use the new roll, even if it is a 1 or a 2.
5th Level Upgrades
Life Merchant
You can share your considerable vitality with other creatures. You are a generous person, after all. You learn the spell life transference, and you can cast life transference without expending a spell slot. Once you cast in this way, you cannot cast it again with this upgrade until you complete a short or long rest.
Mutating Mastery
After so many little adjustments, you find that your form is quite flexible to your needs. You gain the ability to cast alter self without expending a spell slot. Once you cast in this way, you cannot cast it again with this upgrade until you complete a short or long rest.
Pressure Points Prerequisite: Perfection of Mind
You extensive knowledge of anatomy allows you to target critical spots. When you deal damage to a target with a melee weapon, as a bonus action you can force them to roll a Constitution Saving Throw against your spell save DC.
If they fail, they are slowed until the end of your next turn. If the target is already slowed they become restrained until the end of your next turn. If the creatures is already restrained they become stunned until the end of your next turn. If they already stunned they become paralyzed until the end of your next turn.
If the target becomes paralyzed from these attacks or passes a Constitution saving throw against it, they become immune to this ability for 24 hours.
Reflexive Twitch Prerequisite: Extra Arm
When you take damage from a target within 5 feet of you, you can use your reaction to reflexively attack them with your Extra Arm. This attack does not add your Strength or Dexterity modifier to damage dealt, unless that modifier is negative.
Safe Revival Technique Prerequisite: Field Surgery
You can cast revivify without expending a spell slot or material component. For some reason the target gains a level exhaustion, and is frightened of you for one minute upon reviving.
Zombie Critter?! Prerequisite: Adorable Critter
If your Adorable Critter dies, it comes back to life at the end of its next turn. It can do this a number of times equal to your Intelligence modifier, and regains all lives after you complete a long rest and repair or rebuild it.
9th Level Upgrades
Extreme Mutation Prerequisite: Mutation Mastery
You can push your mutation to the limits and well beyond using a touch of magic. You learn the spell polymorph, but unless you know this spell from another source, you can only target yourself. Additionally, you can cast this spell without expending a spell slot, but once you do so, you cannot do so again until you complete a long rest.
Polymorph Shapes
For balance reasons, Polymorph allows you to turn into beasts. If you'd like to work with your DM to a form that uses the stats of a beast, that may be more visually thematic for your shape changing ability that's something that might be a neat flavor to it, but unlocking monstrosities or aberrations tends to introduce balance issues.
Life Void Prerequisite: Life Merchant
You hunger for missing vitality. After casting life transference the first time you damage a living creature within the next minute, you deal an additional 3d8 necrotic damage, and regain hit points equal to the necrotic damage dealt.
Massive Hulk Prerequisite: Massive Mutation
You no longer have a limit to how long you can stay in larger form.
11th Level Upgrades
Adorable Critter?! Prerequisite: Adorable Critter
You upgrade your Adorable Critter. When your Adorable Critter uses primal savagery it grows to medium size and gains temporary hit points equal to your Artificer level until the end of its turn. It now casts primal savagery as an 11th level spell caster.
Dark Miracle
When you use an action that restores health another player, you can expend up to 4d4 of your own hit points to increase the amount of health restored by that much. Creatures that receive this strange surge vitality have advantage on their next attack or saving throw.
Unrelenting Predator Prerequisite: Fleshcrafted Enhancement
When you automatically activate a Fleshcrafted Enhancement, you no longer need to spend a spell slot to do so (you can still only do so once per turn).
Wings Seem Useful
You decide that wings seem useful, and install a pair on your back. You can shape them like any naturally functional wings, such as a bird, bat, or insect. These grant you a flying speed equal to your movement speed, so long as you are not wearing heavy armor.
Uncanny Strength Prerequisite: 18 Strength You can take this upgrade twice
You don't see what the big deal is with two handed weapons. After some small improvements to one of your arm and grip, you can hold a two handed weapon in one-hand in the upgraded hand.
Rules Tip: Two Weapon Fighting
Note that this does not grant them the Light property, so two-weapon fighting will not inherently work with them, though with the Dual Wielder feat, they would.
Vivisection Prerequisite: Perfection of Mind
When dissecting a creature using an Intelligence (Medicine) check granted by Perfection of Mind, if the creature's remaining hit points is lower than the result of your Intelligence (Medicine) check, you can choose to vivisect the creature, killing it instantly instead of dealing damage.
If you kill a creature in this manner, you have advantage on an Medicine check to harvest organs, ingredients, or other items from it.
15th Level Upgrades
...Adorable Critter? Prerequisite: Adorable Critter?!
Your Adorable Critter can become a medium or large creature at will, and no longer has a limit to how often it can cast primal savagery with its action.
Autoimmune Response You attain full mastery of your body and its functionality, able to detect when it malfunctions. As a reaction, you can end a condition or disease affecting you as the result of failing a saving throw, even if you would normally not be able to take reactions due to the condition.
Once you do this, you cannot do this again until you complete a short or long rest.
Best Eyes Prerequisite: Better Eyes
Despite your high quality eyes, you've noticed somethings still see better than you, so you take their eyes and use those instead. You gain truesight of 30 feet in addition to your normal vision.
Flesh Shaper
You gain the ability to cast clone without expending a spell slot. You still require material components. Once you cast this spell, you cannot cast it again until you complete a long rest.
Undying Fortitude
When you drop to zero hit points, rather than falling conscious, you make a Constitution saving throw equal to the amount of damage over your current hit points taken. On success, your hit points become 1 instead of zero, and you remain conscious.
Artificer Spell List
1st Level
- Alarm
- Arcane Ablation Artificer
- Arcane Weapon Artificer
- Awaken Rope
- Bond Item Artificer
- Catapult
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Disguise Self
- Expeditious Retreat
- Fall Artificer
- False Life
- Feather Fall
- Grease
- Identify
- Illusory Script
- Jump
- Longstrider
- Sanctuary
- Seeking Projectile Artificer
- Snare
- Unburden Artificer
- Unseen Servant
- Tenser’s Floating Disk
2nd Level
- Aid
- Alter Self
- Arcane Lock
- Blur
- Cloud of Daggers
- Darkvision
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Find Traps
- Heat Metal
- Hold Person
- Imbue Luck Artificer
- Invisibility
- Knock
- Lightning Charged Artificer
- Locate Object
- Magic Weapon
- Magic Mouth
- Nystul’s Magic Aura
- Protection from Poison
- See Invisibility
- Spider Climb
- Thunderburst Mine Artificer
3rd Level
- Dispel Magic
- Dispel Construct Artificer
- Elemental Weapon
- Feign Death
- Flame Arrows
- Fireburst Mine Artificer
- Gaseous Form
- Glyph of Warding
- Life Transference
- Lightning Arrow
- Magic Circle
- Nondetection
- Protection from Energy
- Sending
- Tiny Servant
- Wall of Sand
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Arcane Eye
- Death Ward
- Fabricate
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Leomund’s Secret Chest
- Otiluke’s Resilient Sphere
- Repair Artificer
- Stone Shape
- Stoneskin
- Sickening Radiance
5th Level
- Animate Objects
- Creation
- Hold Monster
- Legend Lore
- Mislead
- Passwall
- Skill Empowerment
- Telekinesis
- Teleportation Circle
- Transmute Rock
- Vorpal Weapon Artificer
- Wall of Stone
Custom Spells
Spells tagged "Artificer" can be found in Appendix A, Artificer Spells. Spells marked "Expanded Toolbox" are new spells and can be found in the Expanded Toolbox.
Appendix A: Artificer Spells
1st Level Spells
Arcane Ablation
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creature's next turn it will gain hit points equal to 1 hit point less than the previous amount gained from this spell (for example, from 4 to 3), until no temporary hit points would be gained and the spell ends.
At Higher Levels: The initial temporary hit points increases by 1 for each slot level above 1st.
Arcane Weapon
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: 1 hour
You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon and any damage dealt by it is Force damage.
Awaken Rope
1st-level transmutation
- Classes: Artificer, Bard, Occultist, Ranger, Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp)
- Duration: Instantaneous
As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options:
- Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope.
- Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object.
- Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points.
Bond Item
1st-level conjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: 8 hours
You touch an item weighing no more than 100 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action.
If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw to retain possession of the item, and if they succeed, the spell fails. They make this save with advantage if they have had possession of the item for more than 1 minute.
Fall
1st-level transmutation
- Classes: Artificer, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.
If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.
Returning Weapon
1st-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A magic item that casts a spell).
- Duration: 8 hours.
- Classes: Artificer
You touch a weapon granting it the throwing 20/60 property. If it already has the thrown property, it's range increases by 10/30. It also gains the "returning" property. After being thrown it automatically reappears in the throwers hand.
Seeking Projectile
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
You touch a piece of ammunition or weapon with the thrown property imbuing it with the property of seeking its target. When a ranged attack roll is made with that weapon, the attack roll can add your spell casting modifier to the value on the dice. If that makes the value on the die a 20 or more, the attack is a critical hit as if a 20 was rolled. After making the attack roll, the spell ends.
Unburden
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
A creature you touch no longer suffers the penalties to movement speed or to their Dexterity (Stealth) checks while wearing medium or heavy armor, and is no longer encumbered from carry weight unless they are carrying more than twice the weight that would encumber them.
2nd Level Spells
Imbue Luck
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
You touch a weapon or worn item and imbue luck into it. If imbued on a weapon, for the duration, on an attack roll, the wielder can roll an additional d20 (they can choose to do this after they roll, but before the outcome is determined). The creature can choose which of the d20s is used for the attack roll.
If imbued into a worn item, they can roll a d20 when attacked, then choose whether the attack uses the attacker's roll or theirs.
With either use, the spell immediately ends upon rolling the extra d20.
Lightning Charged
2nd-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece of once used lightning rod)
- Duration: 10 minutes
You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures.
Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d6 Lightning damage to that creature.
Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends.
At Higher Levels: The spell can discharge damage 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd.
Thunderburst Mine
2nd-level abjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (Any tiny nonmagical item, which is destroyed by the activation of the spell)
- Duration: 8 hours
You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).
When the magic trap detonates, each creature in a 10-foot-radius sphere centered on the item must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines.
A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the Artificer that set it disarms it with an action.
3rd Level Spells
Dispel Construct
3rd-level abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You can attempt to purge the magic animating a construct within range, rendering it inert. The target must succeed on a Constitution saving throw, or be reduced to zero hit points. If the target has more than 100 hit points remaining, it makes this roll with advantage.
Fireburst Mine
3rd-level abjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (Any tiny nonmagical item, which is destroyed by the activation of the spell)
- Duration: 8 hours
You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).
When the magic trap detonates, each creature in a 20-foot-radius sphere centered on the item must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one fireburst mine during a turn, they take half damage from any subsequent effects of the mines.
A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the Artificer that set it disarms it with an action.
4th Level Spells
Repair
4th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch a construct or inanimate object, causing it to regain 10d6 hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it was in before losing those hit points.
If the construct or object damaged state is the result of age, you can instead repair to the condition it was in 10d6 years ago, if it was previously in a better condition during that time (the condition can only improve or not change).
At Higher Levels: The hit points restored increases by 2d6 (or the years restored) for each slot above 4th.
5th Level Spells
Vorpal Weapon
5th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, Up to 1 hour
You touch a weapon and imbue it with power. Until the spell ends, the weapon becomes indescribably sharp, ignoring resistance to slashing damage, and gains the Siege property, dealing double damage to inanimate objects such as structures. If a weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.
Additionally, if a critical strike of this weapon would leave a creature with less than 50 hitpoints, the target creature is decapitated, killing it.
Multiclassing
Should you want to multiclass into Artificer, the prerequisites and proficiencies are listed below:
- Prerequisite: 13 Intelligence.
- Proficiencies gained: Arcana skill, light armor.
For the purpose of multiclassing and spell slots, add half your Artificer levels rounded down when calculating your Spell Slots on the multiclassing spells slots table (like Paladin or Ranger).
Feats
While an Artificer can get a lot of mileage from the existing feats, this is an additional select with two things in mind. First, they are feats that may more directly play on what an Artificer will find themselves gravitating to in the course of play, and second feats that leverage the new mechanics introduced by the Artificer.
You can see from feats like Magic Initiate or Martial Adept that leveraging other class features can be a core part of expanding your character through feats, and a feat is a perfect way to dabble in a bit of Artifice without fully walking the path of Gond.
Innovator's Upgrade
Prerequisite: Artificer
You've honed your mind into a nonstop analytical machine. You can select an additional upgrade from your subclass list. The upgrade must be from the Unrestricted list.
You can select this feat multiple times; each additional time you take this feat you, can select a higher level category of upgrades higher (the 2nd time 5th level upgrades, the 3rd time 9th level upgrades, the 4th time 11th level upgrades, and the 5th time 17th level upgrades). You must be of a level in the class to select an Upgrade taken with this feat.
If a feature allows you to exchange upgrades, you can exchange upgrades selected with this feat, but they must be selected from the same (or lower) level requirement category as the originally selected upgrade.
Mental Adaptability
You've found ways to think outside the box, making connections that other - lesser - minds can never seem to understand.
- When you have to make an Intelligence, Wisdom or Charisma saving throw, you can roll all three and pick the highest result. Once you do this, you cannot do it again until you complete a long rest.
- You can select an additional upgrade that is not from your subclass list, so long as you can apply it to something in your possession. This upgrade cannot be a level restricted upgrade.
Art Credits
- Class Image: Artificer Warsmith - Art by Trung Tin Shinjji - Copyright KibblesTasty.
- Tinkerer - art by Alifka Hammam - Copyright KibblesTasty.
- Gadgetsmith Character - art by adrytia45 - Copyright KibblesTasty
- Golemsmith Image 1: Wizards of the Coast.
- Golemsmith Image 2: Wizards of the Coast.
- Infusionsmith Character: Art by Trung Tin Shinjji - Copyright KibblesTasty.
- Tiefling Potionsmith: Art by Trung Tin Shinjji - Copyright KibblesTasty.
- Alchemist - Art by Alifka Hammam - Copyright KibblesTasty.
- Potion: Art by Liza Alyakova - Copyright KibblesTasty.
- Thundersmith Image 1: Harness the Storm - Magic the Gathering, Wizards of the Coast.
- Warsmith Image 1: Artificer Warsmith - Art by Alifka96 - Copyright KibblesTasty
- Warsmith Image 1: Voltaic Brawler - Magic the Gathering, Wizards of the Coast.
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Changelog
Artificer v1.7
Artificer v2.0
Artificer v2.0.2
Artificer 2.0.3
Artificer 2.1
General
- All instances of forced movement have been clarified they allow attacks of opportunity or not. Feel free to keep treating these as you did previously if you disagree with any of them, this just the clarification of how I would rule these.
Spells
- Arcane Weapon is no longer concentration.
- Awaken Rope added
- Returning Weapon added (from Expanded Toobox)
Gadgetsmith
- You can set the radius of smoke bomb to 5, 10, 15, or 20 feet depending on the amount of disruption you would like (to make it play nicer with allies that may want less smoke than you).
- Crossbow spider/Autonomous Crossbow merged and reworked.
- Changed Boomerang of Hitting to Ricocheting Weapon; the "of Hitting" moniker was always a bit silly. Changed it to be a ranged thrown weapon like a dart rather than a melee thrown weapon, raised the damage to 1d8, but it now deals half damage to a second target (instead of full damage). It not longer specifically a boomerang, being whatever sort of bouncy returning weapon you want.
- Impact Gauntlets reduced to a d6. They were always over budgeted being Special, Finesse, and Light at d8. The comparable Power Fist gives up the Finesse property, but I felt keeping Finesse and dropping to d6 made more sense for Gadgetsmith.
- Repeating Crossbow can make two disadvantage attacks if you don't have advantage (previously you could make two normal attacks if you had advantage, you can effectively still do this).
- Lightning Generator is once per turn and now only works with spells.
- Added Gliding Cloak
Golemsmith
- Arcane Barrage armament moved to unrestricted, reworked to scale stronger.
- Flamethrower armament moved to unrestricted, reworked to scale stronger.
- Expanded Frame reduced to an 5th level upgrade.
- Mechanical Wings no longer reduces the speed of large golems to 25 feet.
Infusionsmith
- Changed how Deflecting Weapon works. Moved to 5th level upgrades.
- Loyal Weapon added as an unrestricted upgrade (from Expanded Toolbox)
- Infused Elements demoted to Expanded Toolbox for further review.
Thundersmith
- Mortal Shells moved to a 9th level upgrade.
- Elemental Swapping moved down to a 9th level upgrade.
Warsmith
- Clarified Integrated armor cannot be removed but confers no penalty when resting in it.
- Merged Arcaneware and Wiseware (Expanded toolbox) in Artificial Guidance.
- Emergency Protocol can now run your armor a number of turns equal to your intelligence modifier (instead of 1).
Fleshsmith
- Intelligence (Medicine) checks was moved form the Doctor to Fleshsmith's proficiency.
- Expertise in Medicine was folded directly into Perfection of Mind.
- Doctor Upgrade replaced with Dissection (which does the remaining aspects of the Upgrade).
- Field Surgery has reduced lethality (as it no longer pseudo requires doctor).
- Pressure Points now requires Perfect of Mind (instead of Doctor).
- Safe Revival Technique prerequisite is now Field Surgery (instead of Doctor)
- Dark Miracle no longer has an upgrade prerequisite.
Feats
- Innovators Upgrade reworked.

Artificer: Expanded Toolbox v2.1a
What is the Expanded Toolbox?
The Expanded Toolbox is additional resources for the Alternate Artificer as written by /u/KibblesTasty.
While the Alternate Artificer upgrade system encourages customization, a reoccuring ask is for more upgrades, so here we are: this is what it says on the tin - an Expanded Toolbox to draw from when building your Artificer based on things I have used, have seen suggested, or simply think are good ideas that didn't make it into the primary document.
Balance Disclaimer!
Using the Expanded Toolbox for the Revised Artificer is not, nor is intended to be, power neutral, for the simple reason that more options is always more power.
Moreover, there is two reasons that something appears here instead of the main document:
- Either is new content that is not yet tested to the level of rigor to make it into the main document, or...
- It is specialized content that might not be suitable for all games.
I don't include anything here that I think is completely outrageous or unbalanced, but items from this document should be considered on a case-by-case basis. Use this document the same way you would use Unearthed Arcana content. This is essentially my version of that.
Table of Contents:
- Runesmith
- Cursesmith
- Spells
- Additional Upgrades
- Common Inventions
- Feats
- Backgrounds
- Notable Homebrew
Class Features
The following are extended options for the base class that are either new changes be considered for the base class (maked as Playtest) or being considered for inclusion as Variant Class Features.
Cross Disciplinary Knowledge
Playtest Feature
At 6th level, you can expand on your knowledge across fields. You can craft one of the following: a Thundersmith's Stormforged Weapon, an Infusionsmith's Animated Weapon, Blasting Rod, or Infused Weapon, a Potionsmith's Alchemical Reagent Pouch and Alchemical Fire or Alchemical Acid, or an Unrestricted Gadgetsmith Upgrade.
If you select a Stormforged Weapon, you gain proficiency with that weapon and knowledge of how to make ammunition for it (if required). You cannot apply Infused Weapon to another weapon granted by this class.
If this selection is lost or destroyed, you can remake it following the rules for remaking the select item in subclass.
Class Upgrades
Optional Class Feature
You can take one of these class wide upgrades in place of a subclass upgrade.
Shield Proficiency
You gain proficiency with shields.
Runesmith
A Runesmith is an Artificer that has narrowed their focus to working a specific language of magic - powerful Runes that can channel long lasting power. These Runes come in many shapes and forms, the lore behind from many sources.
A Runesmith can be a knight, his runes splashed with gleaming power across his armor, or a scholar lending their power to the companions, marking potent runes on their weapons before standing back, or even a strange tatooed mystic, their runes tattooed across their very body.
Runesmiths are not inherently good or evil, though their rigorous attention to detail and patience tend to make them more inclined to a Lawful perspective.
Runesmith Proficiency
When you choose this specialization at 1st level, you gain proficiency with martial weapons as well as smith's tools or calligrapher's supplies (based on your preferred method of marking runes. You learn one additional exotic language of your choice.
Runic Marks
Starting at 1st level, you can mark magical runes, imbuing the things they are marked onto with magic. A rune can be marked on a weapon, piece of armor, or directly onto yourself, as a type of runic tattoo. Each rune grants a passive ability based on what is marked on that enhances the ability of what it is marked on, and has an active ability that can be activated as an action or in place of an attack as part of the Attack action while it is marked.
Only a single rune can be marked on a piece of armor or a weapon, though you can mark multiple runes on yourself. The affected creature of a rune is the creature wielding the weapon or armor it is marked on, or you if the rune is directly marked on you.
When using a rune on yourself, you gain both the weapon effect (applied to your unarmed strikes and natural weapons) and the armor effect (as if you were wearing armor marked with that rune).
You know the following runes, and can learn more from upgrades. You can mark your runes during a long rest, and can have two runes marked at a time, gaining the ability to have an additional rune marked at 3rd level (to three runes), 5th level (to four runes), and 14th level (to five runes). These last until you mark a new rune, with the oldest rune fading when you mark a new one after reaching your maximum number of runes. Upgrades that grant a new Runes does not increase this number, just expands the range of Runes you can mark.
Rune of Power
An imposing rune that speaks to raw power. It has the following effects:
- Weapon: The base damage of the weapon becomes 1d6 (if it was lower), and the weapon adds +1 to damage rolls.
- Armor: The base AC of the armor becomes 12 (if it was lower), and the armor's AC bonus is increased by +1.
- Active (Empower): The next attack of the affected creature before the start of your next turn deals an additional 1d8 + Intelligence modifier force damage.
Rune of Fire
An swirling rune that represents fire and burning. It has the following effects:
- Weapon: The first time per turn the weapon deals damage, that damage deals an additional 1d4 fire damage.
- Armor: When the affected creature is by a melee weapon attack, they can use their reaction to deal 1d4 fire damage to the attacker.
- Active (Explode): Creatures within a 5-foot radius of the affected creature must pass a Dexterity saving throw, or take 1d8 fire damage.
Rune of Lightning
A jagged rune that manipulates energy and controls lightning. It has the following effects:
- Weapon: The first time per turn the weapon deals damage, that damage deals an additional 1d4 lightning damage.
- Armor: The effected creature gains 5 feet of movement speed.
- Active: (Hasten): During the affected creature's turn, they gain an additional action that can be used to attack (one weapon attack with a light weapon or unarmed strike only), dash, disengage, hide, or use an object.

Rune of Proficiency
A mark that imbues competency and manipulates ability. It has the following effects:
- Weapon: Any creature wielding this weapon gains proficiency with it, and the affected creature can add +1 to attack rolls made with it.
- Armor: Any creature wearing this armor (or holding in the case of a shield) gains proficiency with it. If the armor has a strength requirement, it is reduced to 10.
- Active (Master): In a surge of skill, the next time the affected creature would add their proficiency bonus to an attack roll, they can add your intelligence modifier as well.
Tattoo of Proficiency
As the effects of a Rune of Proficiency only impact the property of the weapon or armor it is marked on, and those do not apply to the Runesmith, only the active effect would do anything when used marking it on themselves.
Rune of Warding
A stalwart rune that wards off harm. It has the following effects:
- Weapon: If the affected deals damage with this weapon on their turn, they gain 1d4 temporary hit points.
- Armor: Damage taken by the affected creature is reduced by 1.
- Active (Master): The affected creature gains 1d4 + your intelligence modifier temporary hit points; the creature already has temporary hit points greater than this, the amount increases by your intelligence modifier. |
Runic Flare
Starting at 3rd level, you can activate a rune as a bonus action. You can do this a number of times equal to your proficiency bonus, and regain all uses when complete a short or long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
You can use Runic Flare in place of either or both attacks.
Twin Flares
Starting at 14th level, the first time during your turn you use your Rune Flare feature, you can cause the Active effect of any two Runes or Glyphs
Runesmith Upgrades
Animate Inscription
You mark special inscription on yourself or an item in your position to represent a familiar. You can spend a hit die to give it life and cast find familiar using this rune. When you cast find familiar in this way it does not require a spell slot or require material components, and the casting time is one action.
Arcane Glyph
Learn how to translate a spell you know with a target of self into a glyph that can marked on a creature or piece of armor. As a special 1 minute ritual your can expend a spell slot of the spells level and mark this glyph on a creature. This glyph has no passive effect, but when activated with an action, it casts the stored spell as if the creature the glyph was marked on cast the spell.
Alternatively, the a creature marked with this glyph or wearing armor marked with this glyph that is aware of it's presence can use this glyph to cast the spell marked within as if they cast the spell stored using a magical item.
The glyph immediately fades after the spell has been cast (the spell lasts as normal). The glyph fades when the Runesmith that marked it completes a long rest.
Channel Magic
You can cast a spell of range Touch on a creature marked by one of your Runes, wearing armor marked by one of your Runes, or wielding a weapon marked by one of your Runes, regardless of the distance between you.
Glyph of Absorption
You learn the glyph of absorption spell.
Glyph of Fire
You learn the glyph of fire spell.
Glyph of Frost
You learn the glyph of frost spell.
Glyph of Gravity Prerequisite: 13th level Artificer.
You learn the glyph of gravity spell.
Glyph of Nullification Prerequisite: 9th level Artificer.
You learn the glyph of nullication spell.
Glyph of Translocation Prerequisite: 5th level Artificer.
You learn the glyph of translocation spell.
Paired Effects.
You formulate a special method to apply two Runes to a single suit of armor or weapon.
Reckless Flare Prerequisite: 15th level
As an action, you flare all of your marked runes and glyphs, after the active effect, all of your Runes fade and must be marked once again.
You cannot do this again until you complete a long rest.
Runic Magic
You can expend a spell slot to channel certain forms of magic through runes; the spell is cast as if by the affected creature of the rune, though it uses your spell casting modifiers and concentration (if applicable). The level of the spell slot expended is the level the spell is cast at.
| Rune | Cantrip |
|---|---|
| Rune of Power | magic missile |
| Rune of Fire | burning hands |
| Rune of Lightning | lightning tendrilK |
| Rune of Proficiency | unlocked potentialK |
| Rune of Warding | armor of agathys |
| Rune of Gravity | fallK |
| Rune of Blood | cure wounds |
Runic Touch
You gain the ability channel the runic power of runes that are on armor or weapons you are wearing, or on yourself. You can cast the following cantrips if you are the affected creature of the following runes:
| Rune | Cantrip |
|---|---|
| Rune of Power | light |
| Rune of Fire | burnK |
| Rune of Lightning | shocking grasp |
| Rune of Proficiency | guidance |
| Rune of Warding | blade ward |
Rune of Blood
An esoteric run that binds the essence of life. It has the following effects:
- Weapon: Each time the weapon deals damage to a creature, it stores one charge, up to a maximum number of charges equal to your Intelligence modifier.
- Armor: If the affected creature is hit by a critical hit or reduced to zero hit points, the rune stores one charge, up to a maximum number of charges equal to your Intelligence modifier.
- Active: Revitalize, The affected creature can immediately expend 1 hit dice, rolling it and regain health as normal. All charges of the rune are consumed, restoring additional hit points to the affected creature for 1d4 per charge consumed.
Rune of Gravity
A complex run that manipulates the interactions of objects to change gravity. It has the following effects:
- Weapon: Marking this one a weapon adds or removes the heavy property. If you remove the heavy property from a melee weapon with this rune, you can also remove the two-handed property.
- Armor: Any time the affected creature would be moved against their will, they can use their reaction to stay where they are, as long as the movement is not falling.
- Active: "Pull", All creatures within 20 feet of the affected creature are dragged 5 feet toward the affected creature.
List of Glyphs
Glyph of Absorption
1st level abjuration(glyph)
- Casting Time: 1 bonus action.
- Range: 5 feet.
- Components: S
- Duration: 1 minute.
You draw an ethereal mark in the air at a point within range. Creatures within 10 feet of this glyph have resistance to all damage, but this glyphs damage equal to the damage those creature's take (after resistance). The Glyph has 10 hit points. If the glyph is destroyed, it fades without detonating and the spell ends.
As an action, you can detonate the glyph. Any creature within 15 feet of this glyph must make a Dexterity saving through, or take Force damage equal to half the amount of damage the Glyph has absorbed. After using this action, the spell ends.
The spell ends early if you until you deactivate it with a bonus action.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the glyph absorbs 5 additional hit points for each slot level above 1st
Glyph of Fire
1st level evocation(glyph)
- Casting Time: 1 bonus action.
- Range: 5 feet.
- Components: S
- Duration: 1 minute.
You draw an ethereal mark in the air at a point within range. Any creature that starts their turn within 5 feet of this glyph takes 1 fire damage.
As an action, you can force all creatures within 15 feet of this glyph must make a Dexterity saving through, taking 3d6 fire damage on failure, or half as much on success. After using this action, the spell ends.
The spell ends early if you until you deactivate it with a bonus action.
Glyph of Frost
1st level evocation(glyph)
- Casting Time: 1 bonus action.
- Range: 5 feet.
- Components: S
- Duration: 1 minute.
You draw an ethereal mark in the air at a point within range. The area within 5 feet of this Rune becomes difficult terrain.
As an action, you can force all creatures within 15 feet of this glyph must pass a Constitution saving through, or take 1d8 cold damage and become restrained, or half as much damage on success. After using this action, the spell ends.
The spell ends early if you until you deactivate it with a bonus action.
Glyph of Gravity
4th level transmutation(glyph)
- Casting Time: 1 bonus action.
- Range: 5 feet.
- Components: S
- Duration: 1 minute.
You draw an ethereal mark in the air at a point within range. Within 30 feet of this Glyph, moving away from it is requires twice as much movement, and any creature that ends its turn within 30 feet of it is pulled 10 feet closer to it if there is space available.
As an action, you can force all creatures within 30 feet of this Glyph to make a Strength saving throw or be flung 40 feet away from this Glyph, taking 4d6 damage and falling prone. After using this action, the spell ends.
The spell ends early if you until you deactivate it with a bonus action.
Glyph of Nullification
3rd level abjuration(glyph)
- Casting Time: 1 bonus action.
- Range: 5 feet.
- Components: S
- Duration: 1 minute.
You draw an ethereal mark in the air at a point within range. Creatures within 5 feet of this glyph have resistance to Force damage.
As an action for the duration of the spell, you can cause the glypg to form a globe of invulnerability centered on the glyph, which lasts until the start of your next turn, at which point the spell ends.
The spell ends early if you until you deactivate it with a bonus action.
Glyph of Translocation
2nd level conjuration(glyph)
- Casting Time: 1 bonus action.
- Range: 5 feet.
- Components: S
- Duration: 1 minute.
You draw an ethereal mark in the air at a point within range.
As an action for the duration of the spell, you instantly teleport a willing creature of your choice within 120 feet (of you) to the closest free space next to this Glyph (your choice if multiple free spaces are available). If you expend a higher level spell slot, the number of creatures you can teleport increased by 1 for each level above 2nd, at which point the spell ends.
The spell ends early if you until you deactivate it with a bonus action.
Cursemith
A Cursesmith's power is invariably marked by the dark decisions they've made; some ignore this lingering darkness, pursuing the heights of power their reckless creation allows. Others leverage the twisted side effects themselves, believing there are no mistakes, only opportunities. Darker still are those that truly embrace the darkness of their twisted creations, becoming twisted creations themselves.
A Cursesmith is not always evil, but they walk a path that dangles precariously over evil, making it an easy thing to fall into. They may be Lawful, but the laws they respect are rarely those of normal mortal society that might get in the way of their dark delving.
Cursesmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with one crafting tool of your choice, and learn one language of your choice from Infernal, Abyssal, Deepspeech, or Primordial.
Forbidden Artifact
At 1st level, you set yourself apart from other Artificers by seizing power that others dare not wield. You forge a melee weapon into a potent artifact. The weapon can be used as a weapon in its dormant state as a normal weapon, or stirred to life showing its true power as a bonus action. Select one of the following when you create the weapon as its awakened power:
- Abhorrent Nature: The weapon twists and writhes with unnatural life; you can select the Abhorrent Mutation Upgrade twice for free, and a third time at 11th level. Your weapon can benefit from multiple mutations.
- Destructive Power: The weapon hums with dangerous destructive power. Each time you deal damage with it, it deals additional damage equal to your Curse Die. The damage of the Curse Die is maximized when attacking objects or structures.
- Necrotic Wounding: The weapon inflicts necrotic rot on hit. This does not require concentration, but can only afflict one target at a time. The weapon deals necrotic damage while awakened.
- Eldritch Eruption: At the time of creation, select a evocation cantrip from the Wizard spell list with a spell attack roll. Attacks with this weapon can be replaced by spell attacks of that cantrip. Once per turn, you can add your Intelligence modifier to damage dealt.
Curse: You gain a Curse Die. Your Curse Die is a d4. At level 11, your cursed die becomes a d6. Regardless of the power selected, when you make an attack roll with the weapon using its awakened power, roll a curse die and subtract it from the result.
Once awakened, the weapon can be surpressed back to it's dormant state as a bonus action; if it has been awakened for a number of turns less than your proficiency modifier, you must make a DC 10 Charisma saving throw to cause it to return to it's dormant state.
Cursed Path
Starting at 3rd level, the path you've chosen begins to claim your body and soul - some could call it a curse, some could call further opportunity. Select a path from the following:
Curse Bearer
When you would suffer the effect of a curse from an item created by this subclass, you can choose to suppress that instance of being affected by the curse. You can do this a number of times equal to your Artificer level, regaining all uses at the end of the a long rest.
Curse Bringer
When you deal damage with your Forbidden Artifact in its Awakened Form, you can leave a lingering malignity on that target. Until the start of your next turn, every time the target rolls and attack roll or saving throw, the roll a die equal to your Curse Die and subtract it from the value. You can do this a number of times equal to your Artificer level, regaining all uses at the end of the a long rest.
Curse Eater
You consume the darkness of your Forbidden Artifact, destroying it. Its curses mark your body with a dark brand. You gain a natural melee weapon; this weapon deals 1d8 damage of your choice of bludgeoning, piercing, or slashing damage, and necrotic damage equal to your Curse Die.
You can awaken the power gained from the weapon to your natural weapon as well as the effect of the Forbidden Artifact curse. You can additionally absorb any item you create with this subclass, innately gaining its effect and curse. You gain 1 temporary hit point at the start of your turn for each curse you are afflicted with.

Damned Affinity
Additionally at 3rd level, magical items granted by this subclass that require attunement do not count against your attunement total if that item is cursed.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Shrouded Soul
Starting at 14th level, the dark dealings have stained your soul, granting it a limited resistance to treading dark waters, a certain numbness. You become immune to bane, hex, bestow curse, and the frightened condition. Additional, you gain resistance to necrotic damage. You may have advantage or immunity to other minor curses at your DMs discretion.
Cursesmith Upgrades
Unrestricted Upgrades
Abhorrent Mutation
Your Forbidden Artifact takes on a twisted new aspect, warping to a more disturbing and twisted form. Select on of the following mutations.
Life: It attacks your targets with only mental direction, twist, writhing, lashing... you can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier.
Grip: You can initiate a grapple check using your weapon. If you have the Life mutation from this upgrade, you can make an Intelligence (Athletics) check to initiate the grapple.
Reach: It stretches and flexes unnaturally in seeking its targets. It gains the reach property.
Split: It splits into multiple writhing branches. They batter a creature when attacking; if the weapon's damage die is a d8 or higher the weapon has its damage dice size halved, but number doubled (for example, from a 1d8 to 2d4). If the weapon die is a d6 already, it is reduced to a d4 and it gains only one additional damage die (for example from 2d6 to 3d4). It can attack other creatures within range while grappling or restraining a creature, but loses on damage die for each creature it is grappling or restraining.
Blood Rites
Delving your dark path, you formulate a way to form temporary containers of magical power using blood. Select three ritual spells from the Wizard spell list; you gain the ability to cast these spells as Ritual Spells. You can only take spells of a level you could normally cast at the level you take this talent.
To cast these spells as rituals, you require fresh blood; this can be provided by an creature that has been slain in the last hour, or by a creature (including yourself) providing it at a cost of 1d4 slashing damage.
Eldritch Lore
You spend some time hitting the books... the kind that are relevant to your field. You pursuits teach you a language of Infernal, Abyssal, Deepspeech, or Primordial, and you gain advantage on History or Arcana checks concerning curses, dark or evil magic, undead, and creatures that speak the language you selected.
Your knowledge of these things makes you innured to disturbing sights and revelations. You have advantage on saving throws against creature effects that seek to frighten, stun, confuse, incapacity or inflict insanity or madness if the creature is an aberration.
Helm of Invulnerability You can only wear 1 Helm at a time
Attunement, Cursed.
You forge a helmet, making yourself invulnerable... almost. As reaction to taking to bludgeoning piercing or slashing damage, you can become immune to bludgeoning piercing and slashing damage until the start of your turn. Once you use this upgrade, you cannot use it again until you complete a short or long rest.
Curse: Whenever this helm prevents damage, you take necrotic damage equal half the damage you would have taken. This damage cannot resisted.
Helm of Madness You can only wear 1 Helm at a time
Attunement, Cursed.
With great madness comes great power. As a bonus action, you can allow the madness to take your mind. Until the end of your turn, when you take an attack as part of the attack action, you can make an additional attack for each attack made. Once you use this upgrade, you cannot use it again until you complete a short or long rest.
Curse: For each additional attack you make with this helm your AC and bonus to saving throws is reduced by 5 until the start of your next turn.
Journal of Suffering Effects
You record some of the foulest effects your experiments have had, codifying them into magical spells. You learn the following spells:
| Spell Level | Spells Learned |
|---|---|
| 1st | necrotic rot, cause fear |
| 2nd | blindness/deafness, ray of enfeeblement |
| 3rd | rain of spiders, hungar of hadar |
Ring of Gilded Lies
Attunement, Cursed.
You create a ring that magical enhances your social abilities. Some of them. When your roll Deception or Performance, roll a d4 and add it to the result.
Curse: When you roll for Persuasion, roll a d4 and subtract it from the result.
5th Level Upgrades
Ghostgrasp Gloves You can only wear 1 set of Gauntlets at a time
Cursed, Attunement
When you pull on these pale white gloves, your hands become ethereal, ghostlike appendages that drift and float from your wrists. You can interact with objects with you hands with a range of 10 feet, including picking up objects, opening doors, or grappling foes; you can attack with these hands at range only if wielding light weapons.
Curse: You have disadvantage on grappling checks and the amount you can lift or drag with your hands is halved as things slip through them.
Mantle of the Beast
Attunement, Cursed
You forge magical mantle by seeping it in the blood beasts. By dripping it in the blood of a beast slain within the past week, you can gain on trait of that beast for an hour while wearing the mantle (such as Keen Senses or Spiderclimb).
Curse: When you activate it's power by dipping it in the blood of a beast, the languages you can speak become the languages the beast could speak (you still can understand any language you could previously understand) until the effect ends.
Skeletal Gauntlets You can only wear 1 set of Gauntlets at a time
You forge pair of gauntlets that cause your hands to appear as skeletal appendages of dark metal. While wearing these gauntlets, if you grapple a creature, at the start of its turn it takes 1d6 necrotic damage, and cannot regain hit points until the start of the of its next turn.
While wearing these gauntlets, you can cast chill touch.
Vicious Effigy
You learn the cruel puppetry spell and can cast it once without expending a spell slot. Once you use this upgrade, you cannot do so again until you complete a long rest.
Whispers of the Night
After tinkering with the properties of your Artifact, you can hear it... whisper. You can hear that too, right? You gain the ability to cast guidance. When you cast guidance in this way, it has a range of 20 feet, the target need not be willing, but unwilling targets can make a Wisdom saving throw. On failure, the spell effects them and you can choose if the roll is added or subtracted from the targets skill check; on success, they are not affected by the spell.
Alternatively, you can cast message, but the message is always delivered in a haunting, unearthly, or creepy voice.
9th Level Upgrades
Aspect of the Damned
Prerequisite: Curse Eater, 2 upgrades consumed
The powers you have pilfered for your soul have tainted it... naturally this gives you great power. In addition to the powers you have gained from your upgrades, selected two of the following powers to permanently gain:
- Aberrant Life: You no longer count as a humanoid creature, your creature type becomes aberration.
- Creature of Darkness: Your eyes become inky black pools. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Hungering Soul: Once per turn on your turn when you turn while you are grappling or grappled by another creature, you can inflict 1d8 necrotic damage on them as you sap their life force through the contact. Any healing they receive that turn is reduced by half.
- Physical Mutation: The darkness within warps your body, you can choose an unrestricted Fleshsmith upgrade (it must be one that effects your body).
- Unlife: You have found yourself in an odd half living state. You gain resistance to necrotic damage, and you no longer need to consume food.
Chain of Agony
You forge a 10 feet of non-magical chains into a set of magical chains. Choosing a command word, when you speak it while carrying the chains, they spring to life, wrapping around Large or smaller creature of your choice within 15 feet. The target creature must make a Dexterity saving throw, or become restrained on failure.
The target is restrained for 1d6 turns. For each turn it is restrained, it takes 1d4 * the number of turns it has been restrained necrotic damage. The creature can make an athletics or acrobatics check against your spell save DC to try to end the effect early.
The chains have an AC of 16, hit points equal to twice your Artificer level, and resistance to non-magical bludgeoning and piercing damage. If they are destroyed, a restrain creature is freed.
Once the chains have been used, they fall to the ground as mundane chains their magic does not recharge until you complete a short or long rest. Destroyed chains are restored to on completing a short or long rest.
Spell Eating Ring
You make a magical item that consumes magic around you. You can activate the item, casting counterspell or dispel magic against a target within 15 feet of you. Any spell you that is stopped or ended by the effect, you can choose to consume, restoring 1d4 hit points to you per level of the spell, or gain the effect of the spell stopped or ended yourself until the end of your next turn if it could effect a creature and had a duration other than instantaneous. A spell stolen in this way does not require concentration to maintain, but lasts only a number of turns equal to your Intelligence modifier or the spells duration, whichever is shorter.
Once you use this ability, you cannot use it again until you complete long rest.
Ring of Nightmares
Attunement, Cursed
You forge a ring of, well, pure evil. It can bring the horrifying nightmares to life in reality in a way that you don't quite understand, but is very effective. When you invoke a nightmare, you can cast hungar of hadar, rain of spiders, summon lesser demons, or enemies abound without expending a spell slot. Once you use the ring to invoke a nightmare, you cannot use it until you complete a long rest.
Curse: You cannot choose the nightmare invoked. When you invoke a nightmare, roll 1d4 (1: hungar of hadar, rain of spiders, 3 summoner lesser demons, 4 enemies abound)
11 Level Upgrades
Consuming Power
Attunement, Cursed
You create a worn magical item - such as a set of bracers, bands or a ring - that leverages a dark bargain. Souls for power... starting with bits of your own.
As a bonus action, you allow it feed its consumption from your own soul. You can decrease your Charisma ability score by up to your Proficiency modifier, increasing your Strength ability score by an amount equal to your decreased Charisma. You cannot increase your Strength beyond its normal maximum in this way. This lasts until you use an action to reclaim your Charisma from the item.
Whenever you slay a creature of CR 1/4 or higher, you gain +1 current and maximum Strength ability score. Both of these effects fade after 1 minute without killing a creature.
Curse: At the end of each turn your strength is increased by weapon, you take 1 + the amount of additional maximum Strength you have gained Necrotic damage. This damage cannot resisted.
Weapon Apotheosis
When you awaken your weapon, once per turn when you deal damage with it, it deals an additional 1d6 necrotic damage and it gains an additional benefit based on its nature:
- Abhorrent Nature: If the target is large or smaller it must make a Dexterity saving throw against your spell save DC or be restrained until the start of your next turn. You cannot attack other creatures with your weapon until the effect ends.
- Destructive Power: Each time you roll damage with it, you can maximize one of its damage dice.
- Necrotic Rot: The necrotic rot inflicted by the weapon is inflicted as a 2nd level spell.
- Eldritch Eruption: You can apply your Intelligence modifier to each damage roll you make with the weapon (rather than once per turn).
Infused Power Prerequisite: Consuming Power
You make the Strength granted by the worn item your own; the maximum Strength you can draw from them by sacrificing Charisma becomes 22, and while activated you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and your unarmed strikes become deal 1d4 bludgeoning damage.
Incinerate Soul
In the blackest of rites envisioned only by the evilest of minds, you develop a new technique. As a reaction to killing a CR 1/4 with your Artifact, you can rip free part of the departing lifeforce, turning it into a flaming spectral form. Until the end of your next turn, you can make a ranged spell attack as bonus action to hurl this fragment of flaming power at another creature. On hit, it deals 1d10 fire damage and 1d10 necrotic damage.
Ghost Cloak
Attunement, Cursed
You forge an item and that chips away at your bounds to the material world around you. At the start of your turn while carrying the item, you can choose to slip those bonds entirely, stepping in the etheral plane. Moving through creatures does not impose a movement penalty, and you can move through objects up to 5 feet thick as difficult terrain. If you end your turn in another creature or objects space, you are moved to the nearest available space taking 1d10 force damage per five feet moved.
Once you activate this item, you cannot activate it again until you complete a short or long rest.
Curse: After leaving the Ethereal plane, until the start of your next turn you appear vaguely translucent, all damage you deal is reduced by half and you have resistance to non-magical bludgeoning, piercing and slashing damage.
15th Level Upgrade
Amulet of Exiling
You forge a magical amulet that causes creatures to phase from reality to varying degrees of permanency. You can use this amulet to cast banish or blink without expending a spell slot. Once you use the amulet to cast a spell, you cannot use it to cast a spell against until you complete a short or long rest.
When you cast banish with this amulet, you can choose to target yourself, automatically failing the saving throw and sending yourself to a plane of dark energy. Each time you start your turn in this plane of dark energy, you can absorb some of it, regaining 2d8 hit points. You can end the effect at anytime reappearing in the material world. You can regain hit points up to twice your Artificer level in this way before spending time in the plane of dark energy provides no additional recover.
Shrouded Power
You allow the power of your artifact to leak out. Whenever you cast a spell of 1st level or higher, you gain the effect of shadow of moil for a number of turns equal to the level of the spell cast. This effect does not require concentration to maintain.
True Artifact
So long ago you forged great power. Now you realize its full potential. Your cursed weapon becomes a true artifact, any bonus to attack and damage rolls lower than +3 it has is replaced by a bonus of +3, it gains two additional properties from the following list:
- While attuned to this artifact, you are immune to disease.
- While attuned to this artifact, you can't be charmed or frightened.
- While attuned to this artifact, you can cast a 1st or 2nd level spell of your choice once per short rest without expended a spell slot (spell chosen when this upgrade is selected).
- While attuned to this artifact, you can treat a 1 on a Death Saving throw as a 20.
- While attuned to this artifact, one of your ability scores (chosen when this upgrade is selected) increases by 1, to a maximum of 24.
When you select this upgrade, you can a select the condition in which your weapon can be destroyed. Your weapon can no longer be permanently destroyed by any other means. This means can be absurd or implausible, but must be something potentially possible.
Cursesmith Spells
Necrotic Rot
1st-level evocation
- Classes: Occultist, Warlock
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute.
You touch a creature making a melee spell attack. On hit, you inflict a spreading decay onto that creature. At the start of that creature's turn, it takes 1d4 necrotic damage. If the creature has taken necrotic damage since the end of its last turn, the damage increases to 2d4 necrotic damage. While under the effect of the spell, all healing affects on the target as half as effective unless it is resistant or immune to necrotic damage.
At the end of each of its turns, if the target has not taken necrotic damage since the end of its last turn, the target can make Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage taken increases to 1d8, increasing to a maximum of 1d12 when spending a spell slot of 3rd level or higher.
Rain of Spiders
3rd-level conjuration
- Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (a spider leg)
- Duration: Concentration, up to 1 minute.
A vertical column of spiders begins to rain down in 20 foot radius, 40 foot high cylinder, centered on a location you specify. A Swarm of Spiders (Monster Manual, pg 334) descends onto each creature within the cylinder.
This swarm is considered to be climbing on the target creature and moves with them, even if they leave the affected area, and takes its turn immediately after that creature's turn. A creature can make use its action to attempt to get them off, making a Strength (Athletics) or Dexterity (Acrobatics) check against the spell save DC of the caster.
The swarm will attack the creature it fell on if it can, or move to chase them if it has been knocked off of them. Any spiders that remain when the spell ends disappear.
Artificer Spells
Dampen Magic
3rd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Artificer, Wizard.
You touch a magical item or creature, and dampen its magic.
If you touched a magical item, make a Spellcasting ability check with a DC equal to 8 + 2 for an common item, +4 for an uncommon item, +6 for a rare item, +8 for a very rare item, +10 for a legendary item, and +12 for an artifact. On a successful check, the item becomes nonmagical for the duration. All divination spells targeting it return that it is a mundane time. At the end of the duration, it becomes a magical item once more.
If you touched a creature, it makes a Charisma saving throw, which it may chose to fail. On failure, it has disadvantage on any spell attack rolls and any creature making a save against its spells has advantage, but it has advantage on any saving throws against magic. It can repeat its saving throw at the end of its turns if it wishes to end the effect.
Repelling Field
2nd-level abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Wizard
You target a creature or object within range, creating a 20 foot radius sphere of repelling force. This force is not strong enough to effect creatures moving, but deflects projectiles. All creatures in within this sphere are considered to have half cover against ranged weapon attacks, or three quarters cover if they already have half cover.
Alternatively when you cast it, you can target a creature reversing this effect. The target creature must make a Charisma saving throw. On failure, all projectiles attacks against that target are made with advantage for the duration of the spell.
Runic Bindings
4th-level abjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: 8 hours
- Classes: Artificer, Wizard.
You trace a magical rune on a target creature. Choose one the following runic marks:
- Sealing Rune: For the duration of the rune, the target must make a Charisma saving throw with disadvantage any time they try to cast a spell. On failure, the spell slot is used, but does not cast.
- Tracking Rune: You know the exact location of the creature for the duration. If they are on another plane, you know what plane they are on.
- Restraining Rune: For the duration of the rune, the target must make a Charisma saving throw at the start of each of its turns or be restrained when attempting to do anything besides things you directly ordered the creature to do (no action required).
You can end the spell early by erasing the rune with an action.
Orbital Stones*
4th-level transmutation
- Classes: Druid, Sorcerer, Warlock
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, Up to 1 Minute.
You lift three small to medium rocks or similar
objects from within 10 feet of you, causing them
defy gravity and slowly circle you. While all three
are in orbit around you, you have total cover against
ranged attacks. While two are in orbit, you have three quarters cover, and while only one remains, you have half cover. The spell ends when none of them are orbiting you.
As a bonus action while at least one object remains in orbit, you can magically fling it at target within 60 feet.
Make a ranged spell attack roll. On hit, the target takes 2d12 bludgeoning damage and is knocked backward 5 feet.
- *Earth Projector Spell.
Additional Subclass Content
Thundersmith Upgrades
Lightning Arcs Prerequisite: 11th level Artificer
Once per turn, when you deal Lightning damage with your Stormforged weapon, you can arc the lightning to strike another target within 5 feet. For each die of lightning damage you dealt to the first target, deal 1d4 lightning damage to the second target.
Shrapnel Shot
Prerequisite: Stormforged weapon with the Ammunition property.
You build in the tolerances to load a round of shrapnel into your stormforged weapon. As a bonus action, you swap in a special shrapnel round. This replaces the damage die the next attack you make with your stormforged weapon with a scaling effect that does more damage the closer a target is. A target within 5 feet takes 4d4 piercing damage, a target within 10 feet takes 3d4 damage a target within 20 feet takes 2d4 damage and a target's beyond 20 feet take 1d4 damage.
Static Aura
Prerequisite: 9th level Artificer
Your Thunder Cannon emits such a powerful charged aura after being fired, creatures within 5 feet must make a Dexterity saving throw. On failure they take 1d8 lightning damage and have disadvantage on their next attack made before the end of their turn.
Railgun
Prerequisite: 19th level Artificer, Thunder Cannon.
You upgrade the penetration power of your Thunder Cannon. Your Thunder Cannon gains the Siege weapon property, dealing double damage to structures. Additionally, targets can no longer gain the benefits of cover from wooden cover less than 2 feet thick or stone cover less than 1 foot thick, and such cover is destroyed when it would otherwise impede your Thunder Cannon's attack.
If a second target is directly behind a target you attack and within 5 feet, make a second attack roll with disadvantage. If the second attack roll hits, roll Thunder Cannon weapon damage against the second target as well (but no Thundermonger damage is applied to it).
The range of your Thunder Cannon increases by 20/60 feet.
Lightning Saber Prerequisite: 19th level Artificer, Charged Blade.
You amplify lightning coursing through your weapon until it becomes a brilliant rod of near pure power. Your weapon casts bright light in a color of your choice for 30 feet, and dim light for additional 30 feet.
If you target is wearing non-magical armor or natural armor, your attacks treat their armor class as 10 + their dexterity modifier; only magical effects can add additional AC to the target's defenses.
Special Weapons
The following at special weapons - these are not fundamentally part of the Artificer class or the Thundersmith subclass, but they are more magical items tailored to the subclass that they might find or craft.
These are one part suggestion, and one part example. Part of being an Artificer is boundless creativity, so don't feel constrained by what is presented here.
Lastly, not that these are not balanced out of the classes power budget - they are balanced against magic items by rarity, and would - either crafted or found in the world - be items that only exist at a DMs discretion.
Arm Cannon
Common thunder cannon
Prerequisite: A missing arm to replace with this Thunder Cannon. One might hope to see this mostly on Warforged characters, but the world is a broad place. This weapon serves as a Thunder Cannon, but loses the two-handed property. The arm that this takes the place of cannot be used for anything besides holding and firing the thunder cannon or activating its upgrades.
Do you have an arm that can hurl a projectile so hard it deals Thunder Damage? Why not?
Storm Herald
Rare thunder cannon, requires attunement.
A massive elegantly wrought cannon, it has many fine gears and sliding plates. In its compact mode, as a Thunder Cannon. This weapon can add +1 to it's attack and damage rolls.
An action, you can deploy it into its "Herald" configuration, greatly extending the length of the weapon. While it is extended, the weapons range becomes 300/900 and your movement speed is halved, and any attack roll you make after moving on your turn is made with disadvantage.
You can collapse it back to its compact mode as a bonus action.
Culmination of the craft. Rumors swirl that the rains follow in its wake, confusing its thunder for that of the storms they belong to.
Adra'vark
Rare hand cannon, requires attunement.
A single piece of worked stone, it has twisting alien runes worked across the length. When fired, this Hand Cannon fires bolts of pure Force energy and does not consume ammunition, and lacks the loud property.
Any Thundermonger damage applied by this weapon becomes Force damage. When applying Thundermonger damage to Undead, the dice become d8s.
Applying any upgrades to this seems to mar it's alien simplicity, but with sufficient care, they should work fine...
Thunder Shotgun
Uncommon thunder cannon
A special cannon made to devestate at close range. This weapon has a range of 30/90, but does not suffer disadvantage when there is a creature within melee range of you. It deals 4d4 damage to targets within 10 feet, 3d4 damage to targets within 20 feet, 2d4 damage to targets within 30 feet, and 1d4 damage to targets beyond 30 feet. This weapon has advantage on targets within 10 feet of you so long as there is nothing between you and the target.
This weapon must be reloaded with your bonus action once fired, and has disadvantage on all attacks if you have a Strength of 12 or less.
Rolling Thunder
Rare thunder cannon
A lesser mind might look at this weapon and be lead to believe that it is just five Thunder Cannons strapped together in a terrifying swirl of lunacy, but a true connoisseur can see that it is just awesomely five Thunder Cannons strapped together in a awesome swirl of brilliance.
This Thunder Cannon weighs 75 pounds, and has the Heavy property.
When you fire this weapon with the Attack action, you can choose to fire up to five times, rolling a d20 for each attack roll at the same time. For each attack roll made, subtract 2 from the value rolled for all attack rolls. For example, when firing once this weapon has a -2 to its attack roll, when firing five times, it has a -10 to its attack rolls.
Gadgetsmith
Antimagical Shackle. Prerequisite: 5th level Artificer
You create an antimagical shackle. When you are adjacent to a creature, as an action you can attempt to shackle them to yourself or a nearby object using these shackles. The you make a Dexterity (Sleight of Hand) check contested by a Strength (Athletics) or Dexterity (Acrobatics) check. On failure, they are shackled to the creature or object you attempted to shackle them to, and can move only by moving it if they are able to.
Additionally, while shackled by these shackles, they cannot teleport, planeshift, polymorph, shapechange, dematerialize, or turn into an amorphous form. As an action they can make a Strength saving throw against your spell save DC to break the shackles once shackled, otherwise these shackles last until you remove them.
This shackles have no effect on creatures immune to being grappled or restrained.
Conductive Lightning Prerequisite: Lightning Baton
If you make an attack against a target wearing metal armor or wielding metal weapons, the target takes the lightning damage from your baton attack regardless if you hit or miss, and your Lightning Baton gains a special attack. If you are under the effect of lightning charged, missed attacks that deal lightning damage also generate an arc of lightning from the spell.
Special: If your opponent is wielding a metal weapon, you can deliver a extra powerful shock through to attempt to make them drop the weapon. As an attack, instead of making an attack roll, the target makes a Constitution saving throw, taking 2d4 + your intelligence modifier lightning damage and dropping their weapon on a failed save. When you make this special attack, your Lightning Baton becomes a Club until the end of your next turn.
Death Ray Prerequisite: 17th level Artificer
You build a death ray, as Artificers do. As an action, you can cast finger of death without expending a spell slot. Once you use this gadget, you cannot use it again until you complete a long rest.
Flames and Fury Prerequisite: Fire Spitter
Sometimes the world needs more fire, and you've developed ways to accommodate the world on that need. Tinkering with things of a more violtile nature has given you insight into more ways to burn and explode things with your spell slots at the following levels:
| Artificer Level | Spell |
|---|---|
| 3rd | burning hands, hellish rebuke |
| 5th | Aganazzar's scorcher, pyrotechnics |
| 9th | fireball |
Multipurpose Investigation Tool
You build a tool with a suite of gizmos and widgets for optimal examination. While using this device, you gain proficiency in Intelligence (Investigation) checks. If you already have proficiency in Intelligence (Investigation) you can add twice your proficiency bonus.
Spring Action Dagger
You create a dagger capable of being deployed with sudden and brutal efficiency. You have proficiency in this weapon, and it has the Finesse, Light, and Thrown (30/90) properties. It deals 1d4 piercing damage. This weapon can be concealed as something else; a creature searching you will only determine it a weapon by making an Intelligence (Investigation) check with a DC equal to your Spell Save modifier.
Special: The first time you attack a creature with this dagger, you have advantage on the attack roll. When thrown, it's damage die becomes a d8.
Once thrown, another dagger can be equipped as your Spring Action Dagger as a bonus action.
Steelweave Nets
You thread your nets with metal reinforcement, making them tougher and more conductive. The net gains an AC of 15 and resistance to slashing damage. Whenever a creature restrained by the net takes Lightning damage, it takes an additional 1d6 lightning damage.
When a net is turned into a Steelweave Net, only you have proficiency with it. You can have a number of them equal to your Intelligence modifier, replenishing your supply over the course of a long rest by forging normal nets into Steelweave Nets.
Trick Shots
At the end of a short or long rest, you can add one of the following effects to a piece of ammunition or thrown weapon, turning it into a trick shot.
- Special Tip: You can select a different damage type for the attack from bludgeoning, piercing, slashing, acid, cold, fire, or lightning.
- Bouncing: You can attack a target out of line of sight of with it if you know their location by bouncing it off a surface. They have the benefit of half cover instead of full cover.
- Ricochet: If you hit an attack roll with it, you can make another attack roll against another target within 10 feet of the first as part of the same attack.
- Smoke Shot: You can use the shot to deploy your smoke bomb feature on impact at a point or target.
- Arcane Trick: You can imbue a cantrip or 1st level spell you know into the shot, casting it on impact where the shot lands. If the spell has a target, the target of the attack is the target.
You can only have one modified shot at a time, and it is expended on use.
Transmogrifier. Prerequisite: 9th level Artificer.
You build a device to channel the power of transmution able to cast polymorph without expending a spell slot... unfortunately without great precision. Roll a d8 to determine what beast the spell will transform the target into and a d4 to select an additional effect, and then pick a target for the spell. If you do not pick a target, you will be the target.
| d8 | Beast |
|---|---|
| 1 | Frog (MM p.318) |
| 2 | Cat (MM p.322) |
| 3 | Ape (MM p.317) |
| 4 | Brown Bear (MM p.319) |
| 5 | Giant Constrictor Snake (MM p.324) |
| 6 | Elephant (MM p.322) |
| 7 | Mammoth (MM p.332) |
| 8 | Tyrannosaurus Rex (MM p.80) |
| d4 | Additional Effect |
|---|---|
| 1 | The creature is one size smaller. Deals half damage. |
| 2 | The creature is missing a leg. Halved movement speed. |
| 3 | The creature has an extra head. Makes 1 extra attack. |
| 4 | The creature is one size larger. Deals +1d4 damage. |
Once you use it, the Transmogrifier cannot be used again until you complete a long rest.
Wild Detonation Prerequisite: Fire Spitter or Flashbang, Prerequisite: 9th level Artificer.
You can now use your Fire Spitter, you can double the dimensions and damage of the spell effect. Additionally, creatures that fall the saving against your Flashbang by 5 or more are stunned as well as blinded until the end of their next turn.
Violent Momentum Prerequisite: Impact Gauntlet, 11th level Artificer
Once per turn, when you move 10 feet or more toward a target before attacking them with your Impact Gauntlet, you can use the special attack of your Impact Gauntlet without forgoing your hit bonus.
Quick Smoke Bomb
You set aside one of your smoke bombs for rapid deployment. You can use a Smoke Bomb as a bonus action. Once you you use this smoke bomb, you most complete a short or long rest before you can use this feature again.
Golemsmith
Ether Heart
You install a magical ether heart into your golem, because that seems like a good idea. Your golem gains 2 charges. It can use 1 charge to cast any first level spell you know. These changes are restored at the end of a long rest.
Ever Watching Sentry
Your engineer your golem to remain constantly vigilant. It gains Proficiency in Perception and Darkvision (60 feet). While doing tasked with nothing else during a extended respite (such as during a long rest), it gains the benefits of the Alert feat.
Magical Construct Prerequisite: 5th level Artificer.
Your constructs magical nature extends to it's natural weapons. Your constructs weapons are considered magical for the purpose of overcoming resistance to nonmagical bludgeoning, piercing and slashing damage, and it can add +1 to it's attack and damage rolls.
This increases to a +2 at 14th level.
Reciprocity
Prerequisite: 5th level Artificer
If you use your bonus action to take the Help action to grant your golem advantage on attacking a creature, your golem can take the Help action as a bonus action to take the Help action to grant you advantage on attacking a creature.
Soul Puppet
You bind your soul to your golem. Your consciousness is transferred to the golem, and you gain complete control of the golem, retaining both its action your and your own, but you are only able to take any action the golem could take with its action.
Your golem's mental stats are replaced by your mental stats, and your golem gains all of your spell slots, attunement slots, and class features. Your former body dies and cannot be resurrected, unless a wish or similar magic returns your soul to your body.
Very Odd Upgrades
This seems like as good a place as any to note that Extend Toolbox tends to embrace more eccentric upgrades than the main document. Some of these upgrades will not appeal to everyone, some of them will radical change your playstyle. Some of them will make your DM question his sanity. In general, upgrades in this document should always be considered a extended guideline or a "What if I could...?"
Razor Claws Prerequisite: Quadrupedal, Incompatible with Warfare Routines.
Your golem's gains two additional natural weapons that deal 1d8 slashing damage, and have the Light property. Additionally, your golem gains the Two Weapon Fighting Fighting Style from the Fighter Class (as below).
- Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Trample Prerequisite: Quadrupedal Golem.
When your golem moves more than 10 feet toward a target before making an attack, the target must succeed in a Strength saving throw of a DC equal to 8 + your Golems Strength modifier + your Golem's Proficiency modifier, or be knocked prone. If the target is knocked prone, the golem can make on additional attack against the target as a bonus action.
Variant Golem Option: Flesh Golem
When selecting your golem, some distrubed minds think "by what if I want it be a fleshy-monsterousity against sanity?" Well, as usual, the Alternate Artificer is here for you:
Flesh Golem?
Your golem is roughly humanoid, a lumbering terror of stitched flesh, with an odd smell. Its base strength becomes 16(+3) and it gains proficiency in shields, simple weapons, and martial weapons.
Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning damage.
Additional Changes
- Replace your Smith's Tool proficiency with Leatherworking Tools proficiency.
- The upgrades the same, but with "...but from some gross fleshy organ."
Fleshy Upgrades
At your DMs discretion, you can apply Fleshsmith upgrades to your Golem. This has the potential to be OP, so assume the DM will say no unless it's not and you can explain how it's not.
Infusionsmith
Enchanted Garmets
You enchant your clothes, granting you several benefits over mundane not-enchanted clothes:
- You can cast prestidigitation targeting only your own clothes.
- You cause them to change style or color as an action, keeping the new style or color until your take them off or enchant a new set.
- They do not get wet unless you will them to, keeping you dry.
- You can ignore the environmental effects of extreme heat or cold.
Infuse Elements
You can infuse elements with your magic temporarily, granting you limited control of them. You learn the cantrips control flames, mold earth, and shape water.
Investiture of Soul Prerequisite: 19th level Artificer.
When you cast animate object spell, you can expend a hit die. If you do it no longer requires concentration, and lasts until the objects created are destroyed or you complete a long rest. If you cast animate objects again while you still have animated objects active, the previous spell immediately ends.
Spinning Blades
As an action, instead of attacking with your Animated Weapons, you cause them to whirl through the air in place. This has the effect of cloud of daggers, but does not require concentration and ends at the start of your next turn. For each animated weapon you have you can pick a different 5 foot cube, or send them to the same spot. For each weapon sent the same spot, the spell level of the effect is increased by one.
Translocation Binding Prerequisite: 5th level Artificer.
As a bonus action while attacking with an Animated Weapon or a weapon under the effect of returning weapon, you can expend a first level spell slot and teleport to it before it returns to you. You can invoke this even if the attack misses the target.
Suggested Magical Item Synergy
If an Infusionsmith gets a Dancing Sword, allow them to use their Intelligence modifier for attack and damage rolls with it - they are quite familiar with using their Intelligence modifier to attack with Animated Weapons!
Potionsmith
Collateral Damage Prerequisite: Explosive Reaction Incompatible with Shaped Charges
Your explosive reaction now deals half damage to creatures that pass the saving throw against it.
Carrier Familiar
Prerequisites: Homunculus Familiar, 9th level Artificer
You utilize your Familiar to deliver your instant reactions. As an action, you can hand off a semi-stablized instant reaction to your familiar. Until the end of your familiar's next turn, it can use your Instant Reaction as it's action, targeting a point within 10 feet of it or dropping it up to 20 feet before it takes effect.
You take this chance to improve your familiar's delivery capabilities, granting it the Flyby feature of an Owl if does not have the feature, and 5 feet of increased movement speed to its fastest movement speed if it already does.
Flyby: The creature doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.
Dragon Draught Instant Reaction
As an action you quaff a vial of highly reactive liquid, allow you to immediately belch a blast of devastating elemental energy. You can select between cold, fire, acid, or lightning. Cold and fire effect a 10 foot cone. Lightning and Acid effect at 15 foot line. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 1d8 damage of the elemental type chosen.
The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Extra Zest
You've mastered a twist for infusion. Whenever a consumed potion restores health, it restores an additional 1d4 hit points per level of the spell slot used to infuse it. Whenever a thrown potion deals damage, it deals an additional 1d4 damage of its primary damage type to creatures effected by it.
Flaming Grease
You tweak your grease formula to be flammable, as grease should be. When you cast grease or use it to make an Alchemical Infusion, the effect becomes flammable. If the area of effect is hit with 1 or more point of fire damage, the all creatures in the area of effect take 2d4 fire damage. The grease burns for 2 turns after being set on fire.
Additionally, you can use the grease spell or Alchemical Infusion to coat a weapon; when ignited, that weapon deals 2d4 additional fire damage until the grease burns away (2 turns).
Mutation Mixture Prerequisite: 13th level Artificer
You concoct an infused potion that warps your body, rapidly and temporary mutating it in extreme ways. You gain the polymorph spell as an option for Alchemical Infusion, and when when you consume this Infused Potion, the duration of the potion is one hour, though it can be ended early by the creature that consumed it as an action.
A creature cannot undergo the effect of this Infused Potion again until they complete a long rest.
Napalm Preqrequisite: Alchemical Fire
Targets that fail their saving throw against your Alchemical Fire Instant Reaction take an additional 1d4 damage at the start of their turns for one minute. They can end the effect early with an action to put it out.
Stablizing Agent
You introduce a new compound to your instant reactions that temporary stablizes them. When you use an Instant reaction, you can give it a timer of 0 to 3 rounds. The instant reaction is treated a small clump of components until that point; if undisturbed (it can be moved or thrown, but any creature that touches it can intentionally deactivate it if they know what it is), it will trigger the effect of the instant reaction where it is when the number of specified rounds have passed.
If set to 0 rounds, it will trigger the effect at the end of your turn.
Goodlent Pellets
You devise a nutritionally complete and revitalizing compound. You can use your alchemy to expend a first level spell slot to cast goodberry, but any berries generated taste distinctly bland.
Warsmith
Additional Warsmith Armor Options
| Armor Name | AC | Weight | Strength Requirement | Stealth | Properties |
|---|---|---|---|---|---|
| Wargear(Warplate) | 15 + Dex Modifier (Max 2) |
45 lbs. | — | Disadvantage | Medium Armor, Powerful Build |
| Warskin(War Suit) | 12 + Dex Modifier | 15 lbs. | — | — | Light Armor |
| Iron Shell(Integrated Armor) | 18 | 40 lbs. | — | Disadvantage | Heavy, Powerful Build |
Alternate Types count as the type of armor in () for purposes of determining upgrade prerequisites.
(*) Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Adaptable Armor
You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your armor you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Additionally, you gain a swim speed equal to your walking speed.
Barrier Capacitor Prerequisite: 11th level Artificer; Incompatible with other Capacitors
You can store up arcane energy, discharging it in the form of a protective barrier. As an action you can cast wall of force without expending a spell slot or charges. You can use an action to reorient or move the wall up to your movement speed, but the movement is not strong enough to cause any damage.
If a creature would be moved by the barrier it can make a Strength check against a Spellcasting ability check, stopping the wall on a successful check.
Once you use this upgrade, you cannot use it again until you complete a long rest.
Hyperspace Arsenal Prerequisite 19th level, Requires: Recall.
You expand the pocket dimension to store multiple sets of Wargear, as well as up to 100 lbs of weapons or items. As a bonus action, you can conjure and equip any weapon or item stored in the pocket dimension. Additionally, you can swap out your attuned Wargear for another set of Wargear with this upgrade in the pocket dimension during this bonus action, instantly unattuning to the set you were wearing and attuning to the new set. Once you swap your Wargear using this feature, you cannot do so again until you complete a short or long rest.
Searing Shell Prerequisite: Resistance: Fire
As a bonus action, you can heat your armor to searing temperatures. Anything grappling, restraining, or otherwise holding onto you within 5 feet takes Fire damage equal to your Intelligence modifier. You can end this at the start of your turn (no action required). Whenever you end your turn with this active, you take 1 fire damage that cannot be resisted.
You can fully ignite your armor and cast fire shield without consuming a spell slot. When cast with this upgrade, you can only select the fire damage option. Once you cast it in this way, you cannot cast it again until you complete a long rest.
Vice Grip
You upgrade the arm that your warplate gauntlet is installed with crushing power. If a creature ends turn while grappled by your Warplate Gauntlet, it takes damage equal to your Strength modifier.
Variant: Infiltrator Armor
At your DM's discrection. When selecting Warsmith's Armor at 3rd level, if you've selected Medium or Light armor varities, you can forgo the increase to your Strength and Maximum Strength to instead select a free unrestricted upgrade.
DMs and players: this is intended to provide more flexibility in what you can build with this class, but not all upgrades will be appropriate options. I would recommend an upgrade from the following list: Accelerated Movement, Projector (either), Grappling Reel, Extendable Arms, Iron Constitution, or a Custom Upgrade the fits their desired playstyle and armor. I would not recommend additional gauntlet upgrades or sentient armor being available here.
Earth Projector
You gain the ability to elemental control of earth. While wearing your Warplate Gauntlet, you can cast magic stone, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:
| Artificer Level | Spell |
|---|---|
| 3 | earth tremor |
| 5 | earth bind |
| 9 | erupting earth |
| 13 | orbital stones* |
Water Projector
You gain the ability to elemental control of water. While wearing your Warplate Gauntlet, you can cast ray of frost, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:
| Artificer Level | Spell |
|---|---|
| 3 | ice knife |
| 5 | snowball storm |
| 9 | tidal wave |
| 13 | watery sphere |
Suit Specific Upgrades
Large Suits
Some players will want to build a larger suit, the Piloted Golem option below allows you to do that. The player and the DM should give some consideration to the consequences of being a large sized creature. It has advantages but considerably drawbacks that should not be ignored.
Large weapons are not defined in the Player's Handbook for 5e, so what a Large weapon will be (if anything) is up to your DM.
The Dungeon Master's Guide provides guidance for doubling a Large weapon's damage dice on page 278 when discussing monster's weapons, but other DMs opt for a more modest increase akin to the spell enlarge of just having large weapons deal 1d4 additional damage.
Large Inconvenience
This is an optional route that can offer substantial benefits; it would generally be advisable to not pull punches on the drawbacks of being a large sized creature (inability to gain cover, difficulty in tight areas, etc). Discuss what sort of challenges you might face with this. Consider if a Piloted Golem - essentially a walking war tank - would have trouble interacting with things created for medium sized creatures - ladders, potion bottles, and more.
Piloted Golem Prerequisite: Warplate, Incompatible with Collapsible. Prerequisite: 9th level Artificer
You enlarge your Warplate, turning it into a piloted mechanical golem. Your size category when wearing the armor increases by one.
You have advantage on Strength saving throws and Strength checks against creatures the same size as you or smaller than you, but you You have disadvantage on Dexterity savings throws and ability checks (including initiative checks). At the end of a short or long rest, your Warplate gains temporary hit points equal to your Artificer level.
You are no longer a valid target for spells that require a humanoid target, but can be targeted by spells that require a construct target while wearing this armor.
Self-Repair Matrix Prerequisite: Piloted Golem
Your at the start of each turn you gain temporary hit points equal your proficiency modifier.
Shield Arm Prerequisite: Piloted Golem
You integrate a shield into one of your armor's arms. You have proficiency with that shield, and can deploy it as a bonus action. It requires the use of that arm while deployed.
Additionally, when shove a medium or smaller creature while you have the shield deployed, you can shove it by slamming it with the attached shield causing it to take damage equal to your Strength modifier.
Iron Fortress Prerequisite: Piloted Golem
You count as three quarters cover for creatures within 5 feet (so long as you are between them and the attacker). Additionally, you cannot be moved against your will while in contact with the ground.
Integrated Armor
Integrated Armor (and it's heavy armor counter part Iron Shell) are intended to be specialized route of options, and the following are some of the optional additions.
Existing Upgrades
List of the main document upgrades for this armor type:
- Mechanical Enhancement
Construct Constitution Prerequisite: Integrated Armor
You gain resistance to poison damage and immunity to the poisoned condition. You have advantage on saving throws against diseases as well as spell effects that require a "humanoid" target.
Extendable Arms Prerequisite: Integrated Armor
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Iron Fortitude Prerequisite: Integrated Armor
You gain an unnatural durability. When damage reduces you to 0 hit points, you make Constitution saving throw with a DC of 5 + the damage taken, unless the damage from a critical hit. On a success, you drop to 1 hit point instead.
Mechanical Overdrive Prerequisite: Integrated Armor, 9th level Artificer
You overlord your integrated armor, driving you superhuman speeds. You can use this upgrade to cast haste targeting yourself. When you cast haste in this way, you have advantage on concentration checks to maintain it, but at the end of each of your turns take 1d4 fire damage that cannot be resisted from overheating.
Powered Nervous System Prerequisite: Integrated Armor; Resistance: Lightning
Once per turn when you take or deal lightning damage, you gain a d4. You can add this d4 to your next attack roll or saving throw before the end of your next turn. You can only have one d4 from this ability at a time. If you gain another d4 while you already have one, you immediately roll it and gain temporary hit points equal to the amount rolled.
Warsuit
The following are upgrades intended to flesh out the lighter armor approaches of Warmsith, focused on the Warsuit specialization (and it's Warskin Light Armor counterpart).
Existing Upgrades
List of the main document upgrades for this armor type:
- Phase Suit
- Phase Engine
Wire Acrobatics Prerequisite: Grappling Reel
You can take your movement using your grappling reel instead of using it as an attack or action; you can only move yourself when using the grappling reel in this way.
Attacks of opportunity generated by movement with your grappling reel are made with disadvantage.
Warplate
Warplate is in many ways the "default assumption" of the Warsmith offering strong defensive options; the following are the options exclusive to it:
Existing Upgrades
List of the main document upgrades for this armor type:
- Reactive Plating
- Sealed Suit
- Heavy Plating
Sentient Armor Upgrades
The following an experimental branch of upgrades that expands the capabilities of sentient armor.
Existing Upgrades
List of the main document upgrades for this armor type:
- Sentient Armor
- Artificial Guidence
- Emergency Protocol
Assume Control Prerequisite: Emergency Protocol, 9th level Artificer
You expanded the control available to your armor's sentience. You can set additional conditions when your armor will take control of your movement and actions, and can maintain this control of up to a 1 minute.
While acting in this mode, it can take any action you could take (including attacking), but can only cast spells granted by Upgrades. It uses your ability scores.
The triggering event can by a preset condition, a verbal command, or a specified time. Your armor is immune to the charmed, blinded, frightened, paralyzed, and poisoned conditions, and does not suffer from exhaustion, ignoring these effects if you are under them.
If you have Warplate, it can act in this way even when you are not wearing it (or dead). When doing so, it uses the game statistics of animated armor with the following modifications:
- It has an intelligence of 12.
- It can cast any spells that come from Upgrades with a DC equal to your spell save DC.
This counts as a use of your Emergency Protocol, and it cannot control the armor again (in either way) until you complete a short or long rest.
In non-combat situations in which you are not wearing your armor, it can exert a lesser control of the armor to move it about and perform simple tasks. During this time it has the statistics of an unseen servant, though it looks like your suit of armor. It's ability to do this is not limited, but it takes 1 minute to assume this kind of control of your armor, and it can only do so while you are not wearing it.
Optional Control
With Assume Control upgrade, the armor taking control on Emergency Protocol becomes optional, though if you do not choose for it to activate, it cannot activate later unless the condition was previously specified (i.e. "take control if I fail two Death Saving throws").
Contingent Response Prerequisite: Sentient Armor
Choose a spell of 2nd level or lower spell that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, expending a spell slot, but the spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs.
The spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
You can only have one spell prepared to go off in this way. Preparing a new one immediately ends the effect of the last one.
Telepathic Uplink Prerequisite: Sentient Armor
You can communicate with your armor as long as you are attuned to it, and it is on the same plane of existence as you. As an action, you can see through your armors visor and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses.
Fleshsmith
Fleshsmith Additional Thesis Option
Perfection of Technique
Others may call themselves flesh smiths or flesh crafters, but you are a flesh artist. Flaying, dicing, deboning, you've mastered it all. When you select this thesis option, you gain proficiency with martial weapons and gain the Flaying Hook upgrade, and it does not count against your upgrade total. You can integrate your Flaying Hook into another weapon, attaching it's heavy chain to the hilt of your weapon, allowing you to attack with either weapon, and being considered to be carrying both when carrying one. Any magical bonus to attack and damage rolls the attached weapon has are also applied to the Flaying Hook (if higher).
When you using your Flaying Hook to pull a target or pull yourself toward a target, you use your bonus action to make a single weapon attack against it. You can do this a number of times equal to your Artificer level and you regain all uses at the end of a long rest.
Implements of the Butcher
A Perfect of Technique Fleshsmith's martial weapons often particularly gory weapons - from large butchers knives to massive cleavers. The stats for these can use the those of scimitars, battle axes, and greatswords or greataxes respectively, and fall under the martial weapon proficiency granted by Perfection of Technique.
Bathed In Blood
Prerequisite: Flaying Hook, 11th level Artificer
You can determine when a creature you can see within 30 feet is bloodied just be looking at it. Once per turn, when you deal damage to a bloodied with your Flaying Hook (including any weapon it is integrated to) or Butcher's Knack, that creature takes an additional 1d12 damage.
Butcher's Knack
Prerequisite: Perfection of Technique
Your skill with butchering allows you inflict brutal ones. Once per turn when you deal piercing or slashing damage to a creature that is not a construct or undead, you can inflict a rending wound on it. Any movement speed the target has is reduced by 5 feet.
At the end of that creatures next turn, it makes a Constitution saving throw against your spell save DC, taking 1d8 slashing damage on failure. It has disadvantage on the saving throw if it used its movement during its turn. This damage is doubled if the it was inflicted by a critical hit.
Death Flail
Prerequisite: Perfection of Technique
Rather than cast out the Flaying Hook, you master the art of spinning your attacked martial weapon by the chain in windmill of death. Your weapon gains the Reach property when used in this way.
Additionally, instead of attacking at target with it normally, as an action, you can spin the weapon wildly in giant deadly sweeps. Creatures within 10 feet (select four if there are more than four) must make a Dexterity saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On failure they take damage equal to your weapon damage dice + your Strength modifier of your weapons damage type.
If you have the Spiked Chain upgrade and hit one or more targets, you can select one of them to be effected by the special property of Spiked Chain.
Flaying Hook
A metal hook attached to a chain. You a proficient with this weapon, and it has the Special property. It deals 1d6 piercing damage.
Special: This weapon has a range of 20 feet. When you hit at a target that is more than 5 feet away from you, if the target is medium or smaller, you can make a Strength (Athletics) check contested by its Strength(Athletics) to pull the target toward you. On a successful check, a smaller or smaller target is pulled to you, and a medium target is pulled half the distance (rounding up) toward you. The creature takes 1 additional damage for each 5 feet it is pulled.
If the creature is medium or larger, when hit a target more than 5 feet away from you you can pull yourself up to 10 feet toward the target.
Spiked Chain
Prerequisite: Flaying Hook
You lace the chain of your Flaying Hook with spikes. When you attack a creature within 5 with your Flaying Hook, you can opt to make a Spiked Chain attack. This attack deals 2d4 piercing damage on hit, and has the Special property.
Special: When you hit a creature with this weapon, that target loses 10 feet of movement (hindered by the chain) and takes 1d4 damage each time they move 5 feet, up to 2d4 damage (for 10 feet of movement). You cannot use your weapon against another creature until the start of your next turn, but have advantage on attacks of opportunity against the that target. If it does not move before the start of your next turn, you reel your chain back in, dealing 1d4 slashing damage to that target.
Fleshsmith Additional Upgrades
Acid Gland
Prerequisite: 5th level Artificer
Realizing that putting something that oozes acid inside yourself could not possible go wrong, you do just that. You gain a pool of d4s equal to your Constitution modifier. As a bonus action, you can expend an amount of these d4s, adding them to the next damage roll you make with a natural weapon before the end of your turn. The pool of d4s recharge at the end of a short or long rest.
Additionally, you learn the acid spray cantrip. When casting it using this upgrade, it does not require verbal or somatic components and you can use your Constitution as your spell casting modifier for it instead of your Intelligence modifier. You can expend the d4s granted by Acid Gland on the damage roll of acid spray, following the same restrictions as natural weapons.
Amalgamated Form
Prerequisite: 9th level Artificer
You modify yourself to gain a racial ability of another race. This can be used to gain one physical trait of a playable race, both in form and function. For example, adding the lower body of centaur may give you their movement, hooves, and poor climbing ability.
This can include physiology and physical traits, including natural weapons, movement speed, physical senses, or special properties relating to physical features. Select a trait from the following table:
| Race / Part | Features Gained |
|---|---|
| Centaur Lower Body | Gain 40 ft. speed, Hooves and Equine Build |
| Minotaur Horns | Gain Horns, Goring Rush, Hammering Horns |
| Tortle Shell | Natural Armor, Shell Defense |
Adaptive Response
Prerequisite: 15th level Artificer
You attain full mastery of your body and its functionality, able to detect when it malfunctions. As a reaction to failing a saving throw against becoming paralyzed, blinded, deafened, poisoned or infected by a disease as the result of failing a constitution saving throw, you can end the effect, even if you would normally not be able to take reactions due to the effect..
Once you do this, you cannot do this again until you complete a short or long rest.
Brimstone Bladder
Prerequisite: 5th level Artificer
Why should dragons have all the fun? You can now exhale fire. You gain a pool of d12s equal to your Artificer level. As an action, you can exhale a cone of fire, expending d12s from this pool equal to your Proficiency modifier. Creatures in a 30 foot cone make a Dexterity saving throw, taking Fire damage equal to the d12s expended on a failure, and half as much damage on a successful saving throw.
You gain resistance to fire damage.
Devouring Maw
Prerequisite: 9th level Artificer
Due to the inefficiency of having only one intake port, you build an additional one, properly equipped with razor sharp fangs and a special property. This maw becomes a natural weapon that deals 1d10 piecing damage.
If you hit with an attack with this maw, you can chose to make a Grapple check against the target as a bonus action. Targets grappled by this maw take 1d4 piercing and 1d4 acid damage at the start of their turn.
Attacks with this Maw are made with advantage against targets it is Grappling, but it cannot attack other creatures while grappling a creature.
You can take apply a Fleshcrafted Enhancement to this Maw instead of Extra Fangs when taking that upgrades; this Maw can have a different upgrade than your Extra Fangs if you have both.
Soul Eater
Prerequisite: Extra Fangs or Devouring Maw
When you kill a creature with a CR of 1/4 or higher with your Extra Fangs or Devouring Maw, it consumes part of the soul of the creature, nourishing you with its essence. You regain an expanded spell slot equal to half the creatures CR (minimum first level spell slot).
Once you've benefited from this nourishment, you must take a short or long rest before you can benefit from it again. If you have no spell slots remaining, you can benefit from this nourishment again even without resting.
Extra Quills
Do you know what monsters never eat? Hedgehogs. You become more like a hedgehog. When you are attacked by a melee attack or are the target of a grapple attempt, you can use your reaction to deal 1d6 piercing damage to the attacking creature. You can do this a number of times equal to your Constitution modifier, and regrow all expended quills (regaining all uses of the ability) after you complete a long rest.
Alternatively, you as sometimes the best defense is a good offense, you can expend a use of quills as a ranged weapon attack with a range of 20/60, dealing 1d8 piercing damage on hit.
Dogmatic Persistence
Your idealogical conviction in your Thesis is such that you gain an additional 2 uses of it (for Perfection of Form) or an addition two d8s (for Perfection of Mind).
Prehensile Feet
You tinker with your appendages, improving their flexibility and configuration. You gain a climbing speed equal to your walking speed. If you are prone or otherwise supported without your feet, your foot can count as a free hand for the purposes of grappling.
Feats
Artificial Companion
Prerequisite: Artificer
You do the most responsible thing a gifted Artificer can do - create a new sentient mind to serve you. This mind is bound to an tiny item, and while this mind is inhabiting that item, it is considered magical and all but indestructible.
It has a Strength, Dexterity and Constitution of 0, and has no hit points and cannot take actions. It has an Intelligence of 12 + your proficiency modifier, a Wisdom of 10 + your proficiency modifier, and a Charisma of 10 + your proficiency modifier. Its proficiency is equal to yours. This mental assistance can assist with many tasks:
- It has proficiency in two Intelligence or Wisdom skills of your choice, and can take the Help action to help with ability checks of those skills.
- It has a blindsight of 10 feet. This increases by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).
- It can communicate verbally and telepathically with you while you are within range of its blindsight.
- At 5th level, it gains the ability to cast clairvoyance and communicate the results of what it sees. Once it does this it cannot do this again until you complete a long rest.
At your DMs discretion, this intelligence can be bound to an item created by Artificer class features if appropriate.
Sentient Armor, Golems, and Artificial Companions.
This is intended to be a seperate entity from your other class features, but there is no reason that these features cannot be rolled into an existing companion intelligence you already have; in that case the granted features are just added to the features it normal has.
Artificial Metamagic
Prerequisite: Artificer
Magic is great and all, but what if it was... better? You modify an arcane focus in your position. Select a Metamagic Option from the Sorcerer's list of Metamagic options.
The device has 2 charges. When you cast a spell using this arcane focus, you can use the devices charges to power applying the metamagic option to the spell cast as 1 charge per Sorcery point spent.
The device regains all charges when you finish a short or long rest. As an action, you can expend a first level spell to recharge the Arcane Focus to use it again before completing a rest.
Warforged Customization
Prerequisite: Warforged
Other people have to exercise to improve their bodies. You've found that yours is just upgradeable.
- You can select an upgrade from the Golemsmith or Warsmith upgrade lists, and apply it to yourself as if you were the golem or warplate. This upgrade cannot be a level restricted upgrade.
Additional Items
Common
The following list is some Common Magical items that might serve as simple inventions for your Artificer to create (or have created). These tend to be of limited use and primarily concerned with the flavor of your character, as well as fleshing out an Artificer's habit of making items - both the useful and the eccentric.
This list is not intended to be exhaustive, but merely to spark some interesting ideas or provide a framework one might use. For further reading, consider reviewing the common magical items in Xanthaur's Guide to Everything.
How do you make these?
While there are crafting rules in the game, it is likely that using the crafting rules to create common magical items may be unappealing given their general lack of mechanical effect (with some exceptions).
In generally, I'd advise letting players make these simply by tinkering with them to a time-frame appropriate to your campaign, in so far that they could create a few over the course of the campaign.
Homeward Compass
Common
You make a compass, that always points toward a location of your choosing that you've been. You, or any creature holding it, has advantage on Wisdom (Survival) when trying to find their way to a the set point of the compass or a location with a known relative position to it.
Grenade Vials
Consumable, Common
An improved vial that can be forged by a cooperation of a glassblower and blacksmith, these are a devastating armament option for a Potionsmith. When loaded with an Infused Potion, the throwing range increases by 10 feet, and upon shattering, any creature within 20 feet must make a Dexterity saving throw or take 1d4 piercing damage as the fragmentary pieces of cannister a detonated outward.
If the Infused Potion is an evocation spell, the piercing damage dealt by the shattering is increased by 1d4 for each level of the infused spell.
Suggested Cost: ~10 gold pieces per unit. Note, cost will vary based on supply and economic factors.
Illusionary Locket
Common
You can create a locket that has a minor illusion effect cast when it is opened. The illusion is clearly project right above the locket, and the nature of the illusion is selected when the locket is created. You can change the illusion contained with 1 minute of work to adjust it.
Magic Lantern
Common
You create a magical hooded or bullseye lantern that does not require oil to fuel it. It can be used for 6 hours a day, regaining all hours of use at dawn.
Ropeweaver
Common
You make a device that can produce high quality rope from materials. By feeding the device the proper weight in fibrous materials - such as vines, clothes, or wool - it can create a length of rope of equal weight as if made of high quality material. You can create up to 50 feet of rope in an hour using this device.
Recorder
Common
You create a small device that record a 25 word message. It takes a creature an action to change the recorded message, and they must speak the message outload to record the message. The recorded message can be replayed by any creature holding the device that is aware what it is.
Water Purifier
Common
You create a magical tankard that can hold up to a gallon of liquid. After liquid has been in the tankard for an hour, is purified as if purify food and drink have been cast on the liquid contained.
Appropriate for all Artificers?
In general, this document is intentionally vague on the exact nature of the device, as different artificers may achieve the same result different ways. A Gadgetsmith's Magic Lantern might be mechanical marvel, while an Potionsmiths may a magically sustained reaction, and Fleshsmith's may be very unusual firefly in a jar.
Uncommon
Tiny Catapult
Wondrous Item, Uncommon
This is a tiny vividly detailed figurine of a catapult. It has 4 charges. While holding this catapult, you can expend a charge to cast the catapult spell. It regains 1d4 charges at dawn.
When you cast catapult in this way, it does not require verbal or somatic components, but you must be holding the catapult.
Rare
Tube of Dropping
Wondrous Item, Rare
This strange 1 foot long tube is 4 inches wide. While holding this tube vertically, anything you drop through it appears 20 to 50 feet above a point of your choosing within 100 feet. You need to have a line of sight to the target point or some point in vertical space above the target where the item would appear.
You can drop items or magical effects through the tube as long as they don't have require a line of sight to an effected creature (you cannot see the target location through the tube). Any living creature passing through the tube suffers from the effect of confusion for 1d6 turns. Only things that are completely within the tube when they would exit out of the bottom of it are transported through it.
Backgrounds
Many an Artificer could hail from a background from Far Traveler to Cloistered Scholar, there here are some additional backgrounds which be what lead to your character embarking on their unique exploration of the depths of magical engineering.
Apothecary
You were a mixer of potions, master of the subtle art of producing potent magical effects from the right distilations. Hailing from the largest cities or the smallest villages, an apothecary's work is always in demand, though many that would demand it do not fully appreciate the care that goes into making a potion safe and effective.
- Skill Proficiencies: Nature, Medicine
- Tool Proficiencies: Alchemist's supplies, Herbalism Kit.
- Equipment: A minor healing potion, a set of Alchemy Supplies, an Herbalism Kit, and a set of common clothes.
Feature: Herblore
You know what the potions people drink are actually made of. Whenever traveling at half speed or less through wilderness or camping in wilderness, you can acquire 10 gold pieces a day worth of potion reagents. These can be used against the next potion you craft.
Engineer
Scholars and Academics are great, but many a kingdom has needed those of the more intellectual bent to put their intellect to more practical uses - designing everything from siege equipment to bridges.
While construction may or may not have used magic here and there, at the end of the day something built without an engineer's oversight is much more likely to fall back down when it is needed most.
- Skill Proficiencies: Investigation, Nature.
- Tool Proficiencies: Carpenter's Tools, Mason's Tools.
- Equipment: A bottle of black ink, a quill, a small knife, the blue prints to the last project you were working on, a set of common clothes, and a belt pouch containing 10 gp.
Feature: Blueprints
Given a little time to plan, you can produce blueprints or schematics for bridges, siege equipment, buildings, dams, or any other common feat of engineering that anyone proficient with the necessary artisan tools required to could follow to craft the outlined construction given the time and resources. Buildings more fantastical in nature may still be within your grasp to plan with skill appropriate skill checks at the DMs discretion.
Tinkerer
Falling somewhere between a merchant, sage, and - if you ask some villagers - a vagabond, a Tinkerer wonders from town to town bringing a cart (or sometimes just a donkey) of knick-nacks and knowhow. While not always welcomed with open arms, they can be life line of the smallest and most widely flung towns, as no route is too odd and winding for them to wander. Tinkerers may be wanderers by nature, but what opens doors is their useful knack for being able to fix problems with a dash of knowhow and ingenuity.
- Skill Proficiencies: Insight, Nature.
- Tool Proficiencies: Tinker's Tools
- Languages: One language of your choice.
- Equipment: A set of Tinker's Tools, a set of traveler's clothes, a set of saddle bags, and a pack horse.
Feature: Know-How
You've been around the block, and fixed more than one problem you had no business fixing with some application of ingenuity. When you need to construct or fix an item, you can often tinker up a replacement part from an alternate source. Any item that you could craft with Tinker's Tools for less then 50gp pieces, you can craft for free with miscellaneousness knick knacks. At the DM's discretion, this feature may help with larger crafting pieces as appropriate
Notable Homebrew
Even More?
All this still isn't enough? Here are some Homebrew options for people that want even more. The following options have been made for the Alternate Artificer by people other than KibblesTasty; while I might have contributed in some small way, they are the work of their creator.
Anything I add a link to here is something that I think is at least interesting, and provides values to people that want to delve deeper into the world of Artificering, but this is not inherently an endorsement of the product as "ready to use", and you mileage may vary. It's just a recommendation to check it out!
Limbsmith
by /u/MrKybernetes
Taking the self-forged to a new level, this is option is for those that strive for perfection... in their own eyes. Which might not be their own eyes anymore, as those might have been replaced with a better set.
From the creator:
A Limbsmith is an Artificer who has found their own body lacking in some way and began replacing parts of it through artificial ones. Maybe they had a disease they could not recover from normally, lost a limb in a tragic accident and noticed they had a knack for their newfound abilities or simply found themselves wanting physically.
Because of the alien appearance of some Limbsmiths, resembling half humanoid, half construct, they tend to keep their augmentations covered by clothes or robes. -/u/MrKybernetes
You can find the Limbsmith here:
Additional Warsmith Upgrades
by /u/AHFromDust
Even more upgrades, plus a magic item and feat for Warsmith's.
From the creator:
I made some new upgrades for the Warsmith to help further enable people to potentially fulfill their Ironman or War Machine fantasies, and more.
You can find them here:
Created By:
Art Credits
- Dwarven Runesmith: Art by Trung Tin Shinjji - Copyright KibblesTasty.
- Cursesmith Art - art by Trung Tin Shinjji - Copyright KibblesTasty
Additional Credits:
- MrKybernetes (Limbsmith; some of which has been adapted to Integrated Armor upgrades)
- Mr.Skelet & Cowboy121 (Warsmith upgrades: Barrier Capacitor).
Supported By
A huge thanks to the patrons that make this content possible:
- Abeezy
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Change Log
v1.5
- Find by following the link above.
v2.0
- Too many changes to track.
v2.0.1
- Playtesting changes pushed to live document.
- Potionsmith Upgrades added.
v2.0.3
2.1
- Runesmith added.
Potionsmith
- Napalm can no longer be ended early by expending your movement (it can still be ended early by taking an action).
Warsmith
- Sentient Armor: Wiseware and Arcaneware combined into the new main document upgrade Artificial Guidance.
- Sentient Armor: Assume Control expanded and buffed.
- Sentient Armor: Telepathic Uplink
- Sentient Armor: Contingent Response can cast spells up to 2nd level now.
- Integrated Armor: Iron Constitution replaced by Construct Constitution
- Integrated Armor: Iron Fortitude added
- Warsuit: Wire Acrobatics added.
- Piloted Golem: Ablative Armor folded into the Piloted Golem upgrade, but it now gives disadvantage on dexterity saving throws and initiative checks. You can no longer be targeted by spells that require a humanoid target (but can be targeted by spells that target constructs). You can still be healed though, as that does not require a humanoid target and you are not considered a construct.
- Piloted Golem: Iron fortress ported from Golemsmith for them.