Unchained Artificer

by Aussifer

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Unchained Artificer

The Artificer, Unchained

A gnome sits hunched over a workbench, carefully using a weather-worn set of spindly machining tools to tighten the screws of a four-legged machine. With one final turn, her creation shudders and springs to life, a low hum emitting from its body as the clockwork gears rumble into action. She beams with pride as her faithful servant leaps up from the bench to embrace its master.

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 thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee.

An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, her suit of metal armor shimmers and shifts, blending her appearance with that of the dark stones and confounding her pursuers as she makes her escape.

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

Artificers in Many Worlds

Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations.

In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational.

Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi's home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers.

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.

Capable Combatants

Many have made the cardinal mistake of confusing an artificer with a humble artisan or a curious tinkerer, only to be harshly taught the difference. Where an artisan crafts items for the sake of art and gold, or a tinkerer whets their whimsy on mechanical clockwork, an artificer strives to be adaptive and ever-ready for a range of challenges, using the power of their inventions to give them an edge in whichever arena they seek to claim victory.

An artificer's endeavors test not only the power of their creative minds, but their physical skills as well, constantly pushing themselves to craft more powerful magical devices. More often than not, they also act as test subjects for such an item's capabilities. In this respect, many artificers find themselves in active roles both within and apart from society, particularly where military applications abound ─ arcane quartermasters, siege weapon operators, demolitions experts, and war medics to name but a few.

The Unchained Artificer is an unofficial homebrew publication created by /u/Ozzifer.


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The Artificer
— Spell Slots —
Level Proficiency
Bonus
Features Infusions
Known
Infused
Items
Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Arcane Tinkering, Magic Item Analysis 2 2
2nd +2 Infuse Item, Inventive Style 4 2 2 2
3rd +2 Artificer Specialization 4 2 2 3
4th +2 Ability Score Improvement 5 2 2 3
5th +3 Arcane Armament, Tool Expertise 5 2 2 4 2
6th +3 Artificer Specialization feature 6 3 2 4 2
7th +3 Flash of Genius 6 3 3 4 3
8th +3 Ability Score Improvement 7 3 3 4 3
9th +4 Magic Item Adept 7 3 3 4 3 2
10th +4 Artificer Specialization feature 8 4 3 4 3 2
11th +4 Spell-Storing Item 8 4 3 4 3 3
12th +4 Ability Score Improvement 9 4 3 4 3 3
13th +5 Tool Expertise 9 4 3 4 3 3 1
14th +5 Magic Item Savant 10 5 4 4 3 3 1
15th +5 Artificer Specialization feature 10 5 4 4 3 3 2
16th +5 Ability Score Improvement 11 5 4 4 3 3 2
17th +6 Flexible Infusion 11 5 4 4 3 3 3 1
18th +6 Spell-Storing Item improvement 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

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.

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.

Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Dexterity or Constitution. Second, choose the guild artisan background.

Class Features

As an artificer, you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, hand crossbows, heavy crossbows, nets
Tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice


Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.

Optional Proficiency: Firearms

The secrets of creating and operating gunpowder weapons have been discovered in various corners of the multiverse. If your DM uses the rules on firearms in chapter 9 of the DMG (see "Adventuring Options") and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) studded leather armor or (b) scale mail
  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • tinker's tools and a dungeoneer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Spellcasting

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

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus — specifically thieves' tools or some kind of artisan's tool — in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way.

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

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

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

Preparing and Casting Spells

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

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

 

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

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

The Magic of Artifice

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast Tasha's caustic brew, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal — perhaps modifying a tool so that it channels heat instead of healing energy.

Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

Arcane Tinkering

At 1st level, you can invest a tiny spark of magic into mundane objects, the most common uses of which are to repair and to enchant.

Spark of Repair

You learn the mending cantrip. This cantrip counts as an artificer cantrip for you, but it doesn't count against the number of artificer cantrips you know.

Spark of Enchantment

While you have a set of artisan's tools or thieves' tools in hand, you can take an action to create a minor magical enchantment and then touch a Tiny nonmagical object, giving it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional number of feet equal to that radius. As an action, a creature holding the object can alter the radius of bright light by 5 feet, up to a maximum 20-foot radius.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. As an action, a creature holding the object can cause the visual effect to briefly shift in a manner determined by you when you give it this property, after which it reverts to its original form.
  • A creature holding the object can use an action to spontaneously clean a different object no larger than 1 cubic foot that it touches.

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

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

Magic Item Analysis

At 1st level, your understanding of magical items allows you to understand their secrets. You learn the detect magic and identify spells. You always have these spells prepared, and they don't count against the number of artificer spells you can prepare each day.

When you cast identify as a ritual, you don't need to provide its costly material component, although you must still use a spellcasting focus to cast the spell.

Infuse Item

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

Infusions Known

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

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

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the DMG).

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

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Inventive Style

At 2nd level, you have developed a particular talent born from your experiments with prototype inventions. Choose one of the following options.

Arcane Deflection

When a creature you can see deals damage to a target within 5 feet of you with a spell, you can use your reaction to reduce the damage the target takes by 1d8 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Bulwark Shielding

While you are wearing medium or heavy armor, you are protected by half cover if you haven't moved since the start of your last turn.

Close-Quarters Shooter

Making a ranged attack while in close combat doesn't impose disadvantage on your attack roll (see "Making an Attack" in chapter 9 of the PHB).

Fast Hands

You can take the Use an Object action as a bonus action on your turn.

Minor Translocator

Immediately after you cast an artificer spell, you can choose one loose object you can see within 30 feet of you that is Small or smaller, and you move it a number of feet to an unoccupied space you can see, up to 5 feet per level of the spell (or 5 feet in total, if you cast a cantrip). You can move the target horizontally, vertically, or both, and you can move a Tiny object to or from your hand as part of this movement.

Right Tool for the Job

With a set of artisan's tools or thieves' tools in hand, you can spend 10 minutes of uninterrupted work, which can coincide with a short rest, to magically create one set of artisan's tools. The tools are magical, they appear in an unoccupied space within 5 feet of you, and they vanish when you use this feature again.

Artificer Specialization

At 3rd level, you choose an area of specialization from the list of available options, which forms the primary focus of your research and experiments. Your choice grants you features at 3rd level, and again at 6th, 10th, and 15th level.

Ability Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change in your magical focus:

 

  • Replace the option you chose for your Inventive Style with one of the feature's other options.
  • Replace a number of your known artificer infusions with different ones you can learn, up to a number equal to your proficiency bonus.

Arcane Armament

At 5th level, your strikes are fueled by the magic enchanting your weapons. When you take the Attack action on your turn and attack with a magic weapon, you can make one additional attack with that weapon as part of the same action.

You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Tool Expertise

At 5th level, choose two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 13th level, you can choose another two tool proficiencies to gain this benefit.

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Adept

When you reach 9th level, you achieve a profound understanding for how to use and craft magic items. You can now attune to up to four items at once (rather than three).

In addition, if you craft a magic item, you make four times as much progress as normal per day, and it costs you half as much of the usual gold to acquire the necessary amount of materials.

Spell-Storing Item

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Starting at 18th level, you can store a 2nd-level spell in the item, and any 1st-level spell stored in the item is produced as a 2nd-level spell.

Magic Item Savant

At 14th level, your skill with magic items deepens further. You can attune to up to five magic items at once, and you ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Flexible Infusions

At 17th level, you can quickly retrofit your infused items to adapt to changing conditions. As an action, you can touch an item bearing one of your artificer infusions and end that infusion, replacing it with another artificer infusion of your choice that you know. You must follow any requirements for infusing an item, as normal.

Once you use this feature, you can't do so again until you finish a long rest.

Soul of Artifice

At 20th level, you develop a mystical bond with your magic items which protects you from harm. You can attune to up to six magic items at once, and you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Additionally, if you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead.

Artificer Specializations

Artificers pursue many disciplines in their ambition and drive to create ever more wondrous inventions, but each naturally gravitates over the course of their research toward one particular specialty that captivates their interest. Your choice of specialization reflects the fruits of your research thus far, and the genre of artifice in which you believe the most promising and exciting results lay ahead for you. The options available for you to choose from are listed below.

  • The Armorer, who clads themselves in advanced suits of mail imbued with protective magic.
  • The Artillerist, whose fearsome magic hurls energy across the battlefield to sow explosive destruction.
  • The Battle Smith, guided by a steel companion as they dispense war and medicine in equal parts.
  • The Forge Knight, a warrior reputed for peerless ability with enchanted weaponry.
  • The Potioneer, a master of reagents who imbues their items with the transmuting power of alchemy.

Armorer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Tools of the Trade

When you choose this specialization at 3rd level, you gain proficiency with heavy armor.

You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Armorer Spells

Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare each day.

Armorer Spells
Artificer Level Spells
3rd magic missile, thunderwave
5th mirror image, shatter
9th hypnotic pattern, lightning bolt
13th fire shield, greater invisibility
17th passwall, wall of force

Arcane Armor

At 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

Also at 3rd level, when you create your Arcane Armor, you can determine its model by modifying the nature of the enchantment placed upon it, choosing one of the following models: Guardian or Infiltrator. Each model grants additional benefits while you wear your Arcane Armor.

Each model also includes a special weapon, which counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian. You design your armor to be in the front line of conflict. It has the following features:

  • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. As a bonus action, you can gain temporary hit points equal to 1d6 + half your artificer level. You lose these temporary hit points if you doff the armor.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Dampening Field. If your armor normally imposes disadvantage on Dexterity (Stealth) checks, you ignore this property of the armor. If the armor lacks this property, you instead have advantage on such checks.

Arcane Repulsor

At 6th level, you incorporate a rudimentary form of energy projection into the designs of your armor. As a bonus action while wearing your Arcane Armor, you can activate its Arcane Repulsor to gain one of the following benefits based on the armor's model:

Guardian. When a hostile creature you can see makes a ranged attack, it has disadvantage on the attack roll if it is within 15 feet of you, rather than 5 feet (see "Making an Attack" in chapter 9 of the PHB).

Infiltrator. You gain a flying speed of 10 feet, and you can hover.

The armor's benefit lasts for 1 minute or until you are incapacitated. Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to use it again.

 

Armor Modifications

At 10th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Item feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Armor

At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.

Guardian. When a Huge or smaller creature you can see ends its turn within 15 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC; on a failed save, the creature is pulled up to 10 feet in a straight line toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the first attack roll made against it while it glimmers has advantage; if that attack hits, the target takes an extra 1d6 lightning damage.

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."

Tools of the Trade

When you choose this specialization at 3rd level, you gain proficiency with martial ranged weapons.

You also gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artillerist Spells

Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare each day.

Artillerist Spells
Artificer Level Spells
3rd shield, thunderwave
5th scorching ray, shatter
9th counterspell, fireball
13th ice storm, wall of fire
17th cone of cold, wall of force

Battle Ready

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

Eldritch Cannon

Also at 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can use an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

You can create a number of eldritch cannons equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can expend a spell slot of 1st level or higher to create one. You can have only one cannon at a time, and you can't create another one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

Eldritch Cannons
Cannon   Activation
Flamethrower   The cannon exhales fire in a 15-foot cone in a direction that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista   Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 1d8 force damage, and if the target is a creature, it is pushed up to 10 feet away from the cannon.
Protector   The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of 1 temporary hit point).

 

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

While you are holding a Tiny eldritch cannon, it counts as a simple ranged weapon, with a normal range of 120 feet and no long range, and it deals 1d8 thunder damage on a hit. You can also use a Tiny cannon as a spellcasting focus for your artificer spells.

Arcane Battery

Starting at 6th level, your magic is a conduit for destructive energy. Once on each of your turns when you deal damage to a creature with the effect of your Eldritch Cannon or an artificer spell you cast, you can gain a bonus to the damage roll equal to your Intelligence modifier.

Explosive Cannon

Starting at 10th level, every Eldritch Cannon you create is more destructive:

  • The 1d8 of the cannon's Flamethrower and Force Ballista becomes 2d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

Starting at 15th level, you're a master at forming well-defended emplacements using your Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons active at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Battle Smith

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

In the world of Eberron, Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.

Tools of the Trade

When you choose this specialization at 3rd level, you gain proficiency with martial melee weapons.

You also gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Battle Smith Spells

Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare each day.

Battle Smith Spells
Artificer Level Spells
3rd heroism, shield
5th hold person, warding bond
9th beacon of hope, conjure barrage
13th death ward, fire shield
17th mass cure wounds, steel wind strike

Battle Ready

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

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.


Steel Defender

Medium construct, unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Bond of Steel. You can add your proficiency bonus to any ability check or saving throw the defender makes.

Vigilant. The defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB force damage.

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

Reactions

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided that the attack roll is against a creature other than the defender.

Arcane Jolt

At 6th level, you've learned new ways to channel arcane energy to heal. When either you hit a target with a magic weapon or your steel defender hits a target, you can choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Union of Steel

Starting at 10th level, your defender exudes magical power while you are nearby. While you and your steel defender are within 5 feet of each other, when one of you hits with a weapon attack, you can have the attack deal an extra 1d6 force damage. You can use this benefit no more than once per turn.

Improved Defender

At 15th level, your defender becomes more powerful, as does the arcane energy flowing between the two of you:

  • Your steel defender's size becomes Large, and its Hit Dice become d10s.
  • The healing of your Arcane Jolt increases to 4d6.
  • Whenever your steel defender uses its Deflect Attack reaction, the attacker takes force damage equal to 1d6 + your Intelligence modifier.

Forge Knight

Artificers who swear allegiance to kingdoms and empires find ready work as weapon smiths, forging and maintaining the land's weapons for a steady supply of warriors. Some of the finest smiths among them prove their worth as Forge Knights, masters of the ancient traditions who create mystical weapons the likes of which are seldom seen but universally feared. No self-respecting Forge Knight is found far from their most prized creation: the Artifice Weapon, which draws out the deepest arcane powers that linger within the artificer and is bound to their very soul.

Tools of the Trade

When you choose this specialization at 3rd level, you gain proficiency with martial weapons. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Forge Knight Spells

Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown in the Forge Knight Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare each day.

Forge Knight Spells
Artificer Level Spells
3rd armor of Agathys, zephyr strike
5th mirror image, spiritual weapon
9th crusader's mantle, thunder step
13th freedom of movement, locate creature
17th hold monster, steel wind strike

Battle Ready

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

Artifice Weapon

Staring at 3rd level, you can imbue a weapon with a fraction of your spirit, bonding it to you. You can transform one simple or martial weapon into your artifice weapon by performing a special ritual while you hold the weapon. (You can't perform this ritual on an artifact or a sentient weapon, but you can perform it on a weapon bearing one of your artificer infusions.) You perform the ritual over the course of 1 hour, which can be done during a short or long rest.

 

At the end of the ritual, the weapon becomes your artifice weapon, and it gains the following benefits while you are holding it:

  • The weapon becomes magical if it isn't already, and you can use it as a spellcasting focus for your artificer spells.
  • The weapon gains a +1 bonus to attack and damage rolls, unless the weapon already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 10th level and +3 at 18th level.
  • If the weapon's damage die is normally 1d4 or 1d6, it instead becomes 1d8.
  • You can't be disarmed of the weapon unless you are incapacitated.

The weapon ceases to be your artifice weapon if you die, if you perform the 1-hour ritual on a different weapon, or if it is more than 5 feet away from you for 1 hour or more.

Bolstering Magic

Beginning at 6th level, you can draw on your latent magic to bolster yourself or a companion. As an action, you touch a creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • The creature regains one expended spell slot, the level of which equals half your proficiency bonus (rounded up) or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spirit Reclamation

At 10th level, you learn to draw the magic power of your arsenal back into yourself in times of crisis. When you are reduced to 0 hit points but not killed outright, you can break your bond with your artificer weapon to drop to 1 hit point instead and gain temporary hit points equal to half your hit point maximum. These temporary hit points disappear when you bond with a new artifice weapon.

Once you use this feature, you can't use it again until you finish a long rest.

Perfected Weapon

At 15th level, you learn how to empower your artifice weapon to its fullest potential. When you finish a long rest, you can imbue one of the following properties of your choice into your artifice weapon, which it retains until the end of your next long rest.

Bloodshed. Your attacks with the weapon deal an extra 1d8 damage and score a critical hit on a roll of 19 or 20.

Detachment. You have resistance to psychic damage, and you can't be charmed or frightened. In addition, if you score a critical hit with this weapon against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

 

Precaution. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, at 15th level you could reduce the bonus to your attack and damage rolls to +1 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.

Potioneer

A potioneer is a disciple of arts both immutable and ephemeral, an artificer who takes pride in magical mixtures and harness the power of alchemical reactions to create potent elixirs. From healing draughts that can mend a wound in moments, to clinging goo that traps enemies in their tracks, an alchemist strives to always, quite literally, have a solution to any situation.

Tools of the Trade

When you choose this specialization at 3rd level, you gain proficiency in the Medicine skill if you don't already have it.

You also gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Potioneer Spells

Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown in the Potioneer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare each day.

Potioneer Spells
Artificer Level Spell
3rd fog cloud, healing word
5th blindness/deafness, flaming sphere
9th gaseous form, slow
13th greater invisibility, polymorph
17th cloudkill, mass cure wounds

Potioneer's Stimulant

At 3rd level, you learn to transmute a substance to keep its drinker alert and ready for battle. As an action while you have alchemist's supplies on your person, you can touch a willing creature (which can be yourself) and give it a bonus to the next initiative roll it makes. This bonus equals your Intelligence modifier (minimum of +1). The benefit ends immediately after the roll or if you use this feature again.

Alchemical Formulations

Starting at 3rd level, you can create special potions known as alchemical formulations, which have a wide array of effects. Whenever you finish a long rest, you can touch a number of empty flasks and magically produce alchemical formulations of your choice in them, up to a number equal to your proficiency bonus. Choose an effect from the Alchemical Formulations table for each flask, or roll to randomly generate the formulation's effect. The formulations needn't be the same for every flask, but a flask can hold only one of your formulations at a time.

 

 

 

Creating a formulation requires you to have alchemist's supplies on your person, and any formulation you create with this feature lasts until its effect is triggered or until the end of your next long rest.

You can create additional alchemical formulations by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the formulation in an empty flask you touch.

As an action on your turn, you can trigger the effect of one of your alchemical formulations. After you gain the Arcane Armament feature at 5th level, you can trigger one of your formulations in place of making a weapon attack as part of the Attack action. If a formulation requires a saving throw, the save DC equals your spell save DC.

Your alchemical formulations are tailored for your use, and some of their effects are too delicate to be handled by others. Unless noted otherwise in its description, an alchemical formulation can't be triggered by creatures other than you.

Alchemical Formulations
d12 Effect   d12 Effect
1 Adhesive Naphtha. You hurl the formulation up to 30 feet, shattering it and spreading fire in a 10-foot radius. Each creature in the area must succeed on a Dexterity saving throw or take 2d6 fire damage and catch fire, taking 1d6 fire damage at the start of each of its turns until it or another creature within 5 feet uses its action to douse the flames.   7 Healing Elixir. As an action, a creature drinks the formulation or administers it to an incapacitated creature. The drinker regains hit points equal to 2d4 + your Intelligence modifier.
2 Blizzard Brine. You drink the formulation and exhale frigid air in a 20-foot cone, and each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and its speed is halved until the end of your next turn. On a successful save, a creature takes half as much damage and its speed isn't affected.   8 Morphic Mutagen. As an action, a creature drinks the formulation. For 10 minutes, one of the drinker's ability scores (your choice when you create the formulation) increases by 2, up to a maximum of 20; it can't concentrate on spells; and it has disadvantage on Wisdom saving throws. The effect ends early on the drinker when it receives magical healing.
3 Cinereous Vapor. You hurl the formulation up to 30 feet, shattering it and releasing a cloud of thick black smoke in a 10-foot-radius sphere. The smoke spreads around corners, heavily obscures its area, and lingers for 1 minute.   9 Quicksilver Cocktail. As an action, a creature drinks the formulation. For 1 hour, the drinker's speed increases by 10 feet.
4 Durable Draught. As an action, a creature drinks the formulation. For 10 minutes, the creature gains a +1 bonus to Armor Class.   10 Soarwing Drop. As an action, a creature drinks the formulation. For 10 minutes, the drinker gains a flying speed of 10 feet.
5 Fortifying Solution. As an action, a creature drinks the formulation. For the next minute, whenever the drinker makes an attack roll or saving throw, it can roll a d4 and add the number to the result.   11 Tanglefoot Tonic. You hurl the formulation up to 30 feet at a Large or smaller creature within range, shattering it and releasing a wave of tarlike goo. The target must succeed on a Strength saving throw or be restrained for 1 minute. A creature restrained by the goo can use its action to make a Strength check against your spell save DC, freeing itself on a success.
6 Fuming Vitriol. You hurl the formulation up to 30 feet, making a ranged spell attack against a creature or object within range. On a hit, the target takes 2d10 acid damage; an object takes maximum damage. Instead of hurling the formula, you can splash its contents on an object within reach.   12 Whiplash Bomb. You hurl the formulation up to 30 feet, detonating it and creating a gravitational distortion in a 5-foot-radius sphere. All creatures and objects within the area that aren't somehow anchored in place are pushed up to 15 feet in a direction you choose. A creature can make a Dexterity saving throw to grab onto a fixed object within reach, thus avoiding the effect.

Alchemical Savant

At 6th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as a spellcasting focus, you gain a bonus to one roll of the spell. The roll must restore hit points or be a damage roll that deals acid, cold, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). This benefit also applies to the healing and damage rolls of your Alchemical Formulations.

Chemical Tolerance

By 10th level, your exposure to harmful chemicals now poses little risk to you, and you are capable of spreading this protection to others. You gain the following benefits:

  • Whenever a creature drinks an alchemical formulation you created, the drinker gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You gain resistance to acid and poison damage, and you are immune to the poisoned condition.

Potion Master

At 15th level, your unparalleled skill allows you to seamlessly blend chemistry with magic. When you roll healing or damage for one of your Alchemical Formulations, you roll an additional number of dice equal to the level of the spell slot used to create the formulation (or 1 additional die if it was created without a spell slot).

Artificer Infusions

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each infusion details the type of item that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum level. A level prerequisite in an infusion refers to artificer level, not character level. You can't learn such an infusion until you are at least that level.

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

Arcane Propulsion Armor

Prerequisite: 14th level
Item: A suit of armor (requires attunement)


The wearer of this armor gains these benefits:

  • The wearer's walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs — hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Armor of Magical Strength

Item: A suit of armor (requires attunement)


This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Bane Weapon

Prerequisite: 6th level
Item: A simple or martial weapon (requires attunement)


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

When you infuse this item, choose one of the following creature types: aberration, beast, celestial, dragon, fiend, giant, or undead. The weapon has 4 charges. When the wielder hits a creature of the chosen type with the weapon, they can expend 1 charge and inflict an additional 2d6 damage of the weapon's type with the attack. The weapon regains 1d4 charges daily at dawn.

Boots of the Winding Path

Item: A pair of boots (requires attunement)


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

Enhanced Arcane Focus

Item: A rod, staff, or wand (requires attunement)


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

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense

Item: A suit of armor or a shield


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

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Item: A simple or martial weapon


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

The bonus increases to +2 when you reach 10th level in this class.

Fortified Armor

Prerequisite: 6th level
Item: A suit of armor (requires attunement)


A creature gains a +1 bonus to Armor Class while wearing this armor.

 

As a reaction when the wearer suffers a critical hit, they can count that hit as a normal hit instead. Any effects triggered by the critical hit are negated. The armor regains the use of this ability daily at dawn.

Folding Armor

Prerequisite: 10th level
Item: A suit of armor (requires attunement)


A creature gains a +1 bonus to Armor Class while wearing this armor.

As an action while wearing the armor, a creature can choose to doff it by dismissing the armor into an extradimensional space. The armor remains in the space until the creature uses an action to summon it, instantly donning the armor as it materializes around their body. If the armor is in the extradimensional space when the infusion ends, it appears in the unoccupied space nearest to the creature.

When a hostile attacker the creature can see hits it with an attack roll, the creature can use its reaction to summon the armor from its extradimensional space and don it. The creature's AC changes to incorporate any bonuses granted by the armor, if any, potentially causing the attack to miss. Once it uses this reaction, the creature can't do so again until it finishes a long rest.

Gloves of Storing

Prerequisite: 6th level
Item: A pair of gloves


While wearing the gloves and holding an object that weighs no more than 20 pounds and can be held in one hand, you can use a bonus action to store that object inside the glove's extradimensional space. When an object is stored inside the extradimensional space, you can use a bonus action to summon it back into your empty hand. You can only store a single object in each glove's extradimensional space, for a total of two items between the pair.

The gloves' weight is negligible, regardless of their contents. If a glove is pierced or torn, it ruptures and is destroyed, and any object stored within is lost in the Astral Plane.

Placing a glove inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Homunculus Servant

Item: A gem or crystal worth at least 100 gp


You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

 

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.


Homunculus Servant

Tiny construct, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Dex +2 + PB
  • Skills Perception +0 + (PB x 2), Stealth +2 + PB
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target. Hit: 1d4 + PB force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch, provided the homunculus is within 120 feet of you.

Mind Sharpener

Item: A suit of armor or a set of robes


The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Nullifying Weapon

Prerequisite: 6th level
Item: A simple or martial weapon


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

The weapon has 4 charges. When the wielder hits a creature with a weapon attack, they can expend 1 charge to negate all of that creature's damage resistances until the end of the creature's next turn, including for that hit. The weapon regains 1d4 charges daily at dawn.

Radiant Weapon

Prerequisite: 6th level
Item: A simple or martial weapon (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Repeating Shot

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


This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions, scrolls, or tattoos.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the DMG for more information about it, including the type of object required for its making.

Replicable Magic Items (2nd level)
Magic Item Attunement
Alchemy jug No
Bag of holding No
Cap of water breathing No
Goggles of night No
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Magic Items (6th level)
Magic Item Attunement
Boots of springing and striding Yes
Boots of elvenkind No
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Folding boat No
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking No
Replicable Magic Items (10th level)
Magic Item Attunement
Boots of the winterlands Yes
Bracers of archery Yes
Brooch of shielding Yes
Cloak of protection Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy Yes
Medallion of thoughts Yes
Necklace of adaptation Yes
Periapt of wound closure Yes
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of jumping Yes
Ring of mind shielding Yes
Slippers of spider climbing Yes
Winged boots Yes

 

Replicable Magic Items (14th level)
Magic Item Attunement
Amulet of health Yes
Belt of hill giant strength Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting No
Periapt of proof against poison No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes
Ring of X-ray vision Yes
Wand of enemy detection Yes

Repulsion Shield

Item: A shield (requires attunement)


A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

 

Resistant Armor

Prerequisite: 6th level
Item: A suit of armor (requires attunement)


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

Returning Weapon

Item: A simple or martial weapon with the thrown property


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

Spell-Refueling Ring

Prerequisite: 6th level
Item: A ring (requires attunement)


While wearing this ring, a creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Vigilance Visor

Prerequisite: 10th level
Item: A helmet or a pair of eyeglasses


While wearing this item, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised unless it is incapacitated.

Artificer Spells

The list of artificer spells below is presented in alphabetical order, sorted by spell level. The spell list notes which artificers spells are rituals, and spells which were not originally included in the artificer spell list are written in bolded italics.

List of Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Green-Flame Blade
  • Guidance
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Resistance
  • Shocking Grasp
  • Spare the Dying
  • Sword Burst
  • Thorn Whip
  • Thunderclap
  • True Strike

 

1st Level
  • Absorb Elements
  • Alarm (ritual)
  • Catapult
  • Color Spray
  • Cure Wounds
  • Detect Magic (ritual)
  • Disguise Self
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Feather Fall
  • Fog Cloud
  • Grease
  • Identify (ritual)
  • Illusory Script (ritual)
  • Jump
  • Longstrider
  • Purify Food and Drink (ritual)
  • Sanctuary
  • Snare
  • Tasha's Caustic Brew
  • Unseen Servant (ritual)
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Continual Flame
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Heat Metal
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Magic Mouth (ritual)
  • Magic Weapon
  • Protection from Poison
  • Pyrotechnics
  • Rope Trick
  • See Invisibility
  • Skywrite (ritual)
  • Spider Climb
  • Web
3rd Level
  • Blink
  • Catnap
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Flame Arrows
  • Fly
  • Glyph of Warding
  • Haste
  • Intellect Fortress
  • Protection from Energy
  • Revivify
  • Tiny Servant
  • Water Breathing (ritual)
  • Water Walk (ritual)
4th Level
  • Arcane Eye
  • Elemental Bane
  • Fabricate
  • Freedom of Movement
  • Leomund's Secret Chest
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Stone Shape
  • Stoneskin
  • Summon Construct
5th Level
  • Animate Objects
  • Bigby's Hand
  • Creation
  • Greater Restoration
  • Mass Cure Wounds
  • Skill Empowerment
  • Transmute Rock
  • Wall of Stone

Class Changes

As the most recently published class, the artificer is characterized by a notable difference in the function of its class features in comparison to the original classes, as much of its functionality revolves around its use of the Infuse Item feature. With this in mind, the alterations presented in this document are intended to bring the class more in line with the philosophies of the original classes, particularly in regards to being an Intelligence-based counterpart to the paladin and ranger.

Proficiencies. The artificer now also gains proficiency with hand crossbows, heavy crossbows, and nets.

Starting Equipment. The artificer starts with tinker's tools, rather than thieves' tools.

Spellcasting. The artificer gains their third cantrip at 7th level, rather than 10th level.

Arcane Tinkering. This feature incorporates the benefits of Magical Tinkering (renamed as Spark of Enchantment), and provides additional ways to enchant a suitable object. The feature also grants the mending cantrip for free (as the Spark of Repair ability).

Magic Item Analysis. This is a new feature, intended to reflect the artificer's intrinsic connection to magic items.

Infuse Item. Instead of granting two new known infusions every 4 levels, this feature now grants one new known infusion every 2 levels until 18th level; the total number of known infusions at 20th level remains the same.

Inventive Style. This is a new feature, akin to the Fighting Style of other martial-inclined classes, which provides the artificer with a means of customizing its personal utility in and out of combat.

Artificer Specialization. The artificer's choice of subclass now provides features at 3rd, 6th, 10th, and 15th level, rather than at 3rd, 5th, 9th, and 15th level. The Alchemist specialization has been renamed to Potioneer, and a new subclass, the Forge Knight, has been added.

Ability Score Improvement. The artificer can swap out their chosen Inventive Style, or replace a large number of their known artificer infusions at once, each time they gain this feature from this class.

Arcane Armament. This is a new feature, intended to act as a replacement the Extra Attack features of the martial-inclined subclasses (which received the feature at 5th level) and as a counterpart to those features on the paladin and ranger, and to equalize the artificer's damage scaling regardless of subclass choice.

Tool Expertise. Previously, this feature was gained at 6th level, and doubled the proficiency bonus of all the artificer's tool proficiencies. Instead, the artificer gains this feature twice (once at 5th level and again at 13th level), and it provides its benefit to two of the artificer's tool proficiencies each time, bringing it in line with the Expertise features of other classes.

 

Magic Item Adept. The artificer now gains this feature at 9th level, instead of 10th level (when the artificer instead gains a new specialization feature).

Spell-Storing Item. When the artificer gains this feature, it can only use 1st-level spells, instead of 1st- or 2nd-level spells, for its effect. At 18th level, the artificer regains the ability to use 2nd-level spells with this feature, and also sets the level of any 1st-level stored spell to 2nd level.

Flexible Infusions. This is a new feature, designed so that an artificer at the highest tier of play can reliably call upon a much-needed infusion at a critical moment.

Soul of Artifice. This feature incorporates the benefits of the Magic Item Master feature (which artificers previously received at 18th level).

Armorer

The changes to the Armorer specialization are listed below.

Tools of the Trade. Renamed from Tool Proficiency, this feature is otherwise unchanged.

Armor Model. The armor model's weapon is explicitly counted as a magic weapon.

Armor Model: Guardian. The armor's bonus action grants temporary hit points equal to 1d6 + half the artificer's class level, rather than the artificer's class level. The bonus action can now be used an unlimited number of times, instead of a number of times equal to artificer's proficiency bonus between long rests.

Armor Model: Infiltrator. The armor nullifies disadvantage on Dexterity (Stealth) checks on armor which has that penalty, and only grants advantage on such checks to armor which lacks this penalty.

Arcane Repulsor. This is a new feature, and its benefits can be activated again by expending spell slots.

Perfected Armor: Guardian. The range of this ability has been reduced to 15 feet, and the maximum distance of its pull effect reduced to 10 feet. In exchange, the conditional attack used as part of this ability can now be used an unlimited number of times.

Artillerist

The changes to the Artillerist specialization are listed below.

Tools of the Trade. Renamed from Tool Proficiency, the artillerist now also gains proficiency with martial ranged weapons.

Artillerist Spells. At 9th level, the artillerist gains access to the spell counterspell, instead of wind wall.

Battle Ready. This is a new feature, identical to the feature of the same name from the Battle Smith specialization (see below).

 

Eldritch Cannon. The artificer can now create a number of cannons equal to their proficiency bonus before needing to expend spell slots to create more. In addition, a Tiny eldritch cannon being held in one hand can now be used as a magic ranged weapon and a spellcasting focus for the artillerist's class spells. In exchange, the Flamethrower and Force Ballista deal reduced damage.

Arcane Battery. This is a new feature, which is intended to emphasize the synergy between the artillerist's abilities and magic-based damage.

Battle Smith

The changes to the Battle Smith specialization are listed below.

Tools of the Trade. Renamed from Tool Proficiency, the battle smith now also gains proficiency with martial melee weapons.

Battle Smith Spells. At 5th level, the battle smith gains access to the spell hold person, instead of branding smite. At 9th level, they gain access to beacon of hope, instead of aura of vitality. At 13th level, they gain access to death ward, instead of aura of purity. At 17th level, they gain access to steel wind strike, instead of banishing smite.

Steel Defender. The steel defender's AC equals 12 + the battle smith's proficiency bonus, rather than 15. The defender has no skill or saving throw proficiencies, but it gains the Bond of Steel trait, which allows the battle smith to add their proficiency bonus to any ability check or saving throw the defender makes. This brings the defender more in line with the "companion" subclasses of other classes.

Arcane Jolt. The battle smith gains this feature at 6th level, instead of at 9th level. In exchange, the feature's ability to inflict damage has been removed in order to be reincorporated into the 10th-level feature (see below).

Union of Steel. This is a new feature, intended to replace the extra-damage effect of the previous version of Arcane Jolt (then a 6th-level feature).

Improved Defender. The steel defender's size increases to Large, and its Hit Dice change accordingly. In addition, as Arcane Jolt no longer provides an option to deal damage, neither does the feature's improved effect deal additional damage.

Potioneer

Renamed from the Alchemist, the changes to the Potioneer specialization are listed below.

Tools of the Trade. Renamed from Tool Proficiency, the potioneer now also gains proficiency in the Medicine skill.

Potioneer Spells. At 3rd level, the potioneer gains access to the spell fog cloud, instead of ray of sickness. At 5th level, they gain access to blindness/deafness, instead of Melf's acid arrow. At 9th level, they gain access to slow, instead of mass healing word. At 13th level, they gain access to greater invisibility and polymorph, instead of blight and death ward. At 17th level, they gain access to mass cure wounds instead of raise dead.

Potioneer's Stimulant. This is a new feature, designed to be the potioneer's counterpart to the Battle Ready feature of other specializations at 3rd level.

Alchemical Formulations. Renamed from Experimental Elixir, this feature has been altered in several ways in order to address serious and persistent issues with the subclass's abilities relative to other subclasses.

 

The potioneer can now produce a number of elixirs (now formulations) between long rests equal to their proficiency bonus, rather than one (and later two or three), and they choose which formulation to create from the feature's table instead of rolling randomly. Creating formulations by expending spell slots now requires 1 minute to accomplish, rather than an action. Formulations can now be triggered in a manner that varies by formulation; some can only be triggered by the potioneer, who can also trigger their formulations during the Attack action starting at 5th level.

Alchemical Formulations: Table. There are 12 formulations to choose from, rather than 4. Healing is now Healing Elixir, Swiftness is now Quicksilver Cocktail, Resilience is now Durable Draught, and Boldness is now Fortifying Solution.

Alchemical Savant. The potioneer gains this feature at 6th level, instead of 5th level, and its effect also applies to their Alchemical Formulations where suitable.

Chemical Tolerance. Renamed from Restorative Reagents, the potioneer no longer gains access to the spell lesser restoration or its associated benefits, and instead gains resistance to acid and poison damage, and immunity to the poisoned condition (as with the 15th-level feature Chemical Mastery, which has been replaced; see below).

Potion Master. This is a new feature, which replaces Chemical Mastery entirely and increases the potency of the potioneer's Alchemical Formulations which involve rolling dice.

Artificer Infusions

The list of artificer infusions has been changed, as detailed below.

New Infusions. The artificer can now choose from the following additional infusions, to give them a greater variety of options: Bane Weapon (6th-level), Folding Armor (10th-level), Gloves of Storing (6th-level) and Nullifying Weapon (6th-level).

Existing Infusions. The infusion Helm of Awareness has been renamed to Vigilance Visor, and can now also be applied to a pair of eyeglasses.

Replicable Magic Item. The 6th-level table for this infusion now includes the magic items boots of springing and striding (previously 10th-level) and folding boat. The 14th-level table now includes periapt of proof against poison, ring of X-ray vision, and wand of enemy detection.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Artist unknown (pg 5)
  • Chris Rahn (© RahnArt; pg 18)
  • Jesper Ejsing (© Jesper Ejsing Illustration; cover)
  • Paizo (© Paizo; pg 12)
  • Wizards of the Coast (© Wizards; pg 2, 8, 10, 16, 17, 19)

Thank You ...

... for taking the time to read this reimagining of the Artificer class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

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      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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