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# Artificer 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 here. 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.
##### Class Name | Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Maximum Attunements | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Magical Tinkering, Spellcasting | — | — | 3 | 2 | 2 | — | — | — | — | | 2nd | +2 | Right Tool for the Job, Infuse Item | 4 | 2 | 3 | 3 | 2 | — | — | — | — | | 3rd | +2 | Specialist | 4 | 2 | 3 | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 2 | 3 | 3 | 3 | ─ | ─ | — | — | | 5th | +3 | Specialist feature | 4 | 2 | 3 | 3 | 4 | 2 | — | — | — | | 6th | +3 | Spell-Storing Item | 6 | 3 | 3 | 3 | 4 | 2 | ─ | — | — | | 7th | +3 | Flash of Genius | 6 | 3 | 3 | 3 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 6 | 3 | 3 | 3 | 4 | 3 | ─ | — | — | | 9th | +4 | Specialist feature | 6 | 3 | 3 | 3 | 4 | 3 | 2 | — | — | | 10th | +4 | Magic Item Adept | 8 | 4 | 4 | 4 | 4 | 3 | 2 | — | — | | 11th | +4 | Quick Substitution | 8 | 4 | 4 | 4 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 8 | 4 | 4 | 4 | 4 | 3 | 3 | — | — | | 13th | +5 | Assembly Line | 8 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Magical Transference | 10 | 5 | 5 | 4 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Specialist feature | 10 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 10 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — | | 17th | +6 | ─ | 10 | 5 | 5 | 4 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Eye for Craftsmanship | 12 | 6 | 6 | 4 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 12 | 6 | 6 | 4 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Soul of Artifice | 12 | 6 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
\pagebreakNum ## Class Features As an artificer, you gain the following class features. #### Hit Points ___ - **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, shields - **Weapons:** Simple weapons - **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, Sleight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - Any two simple weapons - A light crossbow and 20 bolts - *(a)* Studded leather armor or *(b)* scale mail - Thieves’ tools and a dungeoneer’s pack ### Magical Tinkering At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give 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 5 feet. * Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. * The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. * A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic 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 affect 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. \columnbreak ### Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and 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. You must be proficient with the tool. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. #### Cantrips At 1st level, you know three cantrips of from the artificer spell list. At 10th level you learn an additional cantrip. 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 spells. 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. You can change your list of prepared spells when you finish a long rest. #### 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. \pagebreakNum ### Infuse Item At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. #### Infusions Known When you gain this feature, pick four artificer infusions to learn. 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. ### Right Tool for the Job At 2nd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. In addition, you have Expertise (double proficiency bonus) with an tool you are proficient with. #### 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. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. 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 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. ### Specialist At 3rd level, you choose the type of artificer specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level. \columnbreak ### Ability Score Improvement When you reach 4th level, 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. ### Spell-Storing Item At 6th level, you can store a spell in an object. When you finish a long rest, you can touch one weapon or one item that you can use as a spellcasting focus, and you store a spell in it. The spell can be any 1st level spell from the artificer spell list, and requires 1 action, or bonus action to cast. You needn't have the spell prepared, and it does not cost you any spell slots to do this. While holding the object, a creature can take an action, or a bonus action depending on the casting time of the spell, 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 or until you use this feature again to store a spell in an object. When you reach higher artificer levels, the level of the spell you can store in the item increases. At artificer level 11 you can store a 2nd level spell, and at artificer level 16 you can store a 3rd level spell. ### Flash of Genius At 7th level, you've gained 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 choose to use this ability after seeing the roll, but before knowing any results of that roll. You can use this feature a number of times equal to your Intelligence modifier per long rest. ### Magic Item Adept When you reach 10th level, you achieve a profound understanding of how to use and make magic items. You can attune to up to four magical items at once and ignore all class, race, spell and level requirements on attuning to or using a magic item. As you gain artificer levels the number of magic items you can attune to increases as shown in the Artificer Table. ### Quick Substitution At 11th level, once per long rest, you may swap one of your infusions with another infusion that you know as an action, or swap it to any infusion you don't know by spending 1 minute crafting the new infusion. If you choose an infusion you don't know the magic fades after 1 hour and you do not get your previous infusion back until your next long rest. \pagebreakNum ### Assembly Line At 13th level, when you infuse an item you may infuse two other items with the same infusion. These items do not count against your maximum infused items. You may only do this for a single infusion type at a time. After infusing items in this way any other items infused using this ability previously lose their infusions. ### Magical Transference At 14th level you can transfer the magic of an item onto a similar non-magical item. You can transfer the magic of a melee weapon to another melee weapon, the magic of a ranged weapon to another ranged weapon, the magic of any set of armor to another set of armor, or the magic of any other item to a similar item that could reasonable hold the magic. ### Arcane Explosion At 17th level, you can cause the magic in one of your infusions to burst out in a powerful explosion. As an action you can target one of your infusions you can see within 60 feet of you. The arcane energy within it detonates, causing all creatures in a 20 foot radius to make a Dexterity saving throw, taking 10d10 force damage on a failed save or half as much on a success. A creature holding or wearing the item automatically fails their saving throw. Once you use this ability, the item you targeted loses its magic until you infuse it again. ### Eye for Craftsmanship At 18th level, your proficiency in the workings of magic has become so great you can cast *detect magic* and *identify* at will without expending spell slots. Additionally, you have advantage on Arcana checks to understand the magical traps, effects, or runes. ### Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: * You gain a +1 bonus to all saving throws per magic item you are currently attuned to. * If you're reduced to 0 hit points but not killed, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0. \pagebreakNum ## Alchemist ### Tool Proficiency At 3rd level, you gain proficiency with alchemist's supplies. If you already have this, you gain proficiency with one other artisan's tools of your choice. ### Alchemist Spells These spells count as artificer spells for you, but don’t count against the number of spells you prepare. | Artificer Level | Spells | |:---:|:-----------:| | 3 | Healing Word, Ray of Sickness | | 5 | Flaming Sphere, Melf's Acid Arrow | | 9 | Gaseous Form, Mass Healing Word | | 13 | Blight, Death Ward | | 17 | Cloudkill, Raise Dead | ### Experimental Elixir At 3rd level, when you finish a long rest, you can produce three experimental elixirs. Roll a d4 and consult the Elixir table for the effect, which is triggered when someone drinks the elixir. As an action, a creature can drink or administer it to an incapacitated creature. Drinking an elixir with a duration while already under the effect from another elixir just refreshes the duration. You can create additional elixirs by expending a spell slot for each one. You use your action, spend a spell slot, and roll for the elixirs effect. The spell slot you spend determines the die you roll for the effect. Roll a d4 for a 1st level spell slot, d6 for 2nd level, d8 for 3rd level, d10 for 4th level, and a d12 for a 5th level spell slot. Any elixir you create lasts until drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more elixirs and the die you roll to determine their effect increases. At 5th level you create four elixirs by rolling d6's at 9th level you create five by rolling d8's, at 13th level you create six by rolling d10's, and at 17th level you create 7 by rolling d12's. ### Explosive Reagents At 5th level, you can mix your ingredients together for an explosive effect. As an action you throw a flask up to 30 feet away which explodes in a 10 foot radius and requires each creature in that area to make a saving throw equal to your spell save DC or suffer a negative effect. If a creature succeeds their save they take no damage and suffer no effects. Each flask becomes more potent when you reach 11th level in this class. You can throw any of the following: * ***Chilling Flask.*** *Strength Save.* Speed is halved until the end of their next turn, and they take 3d6 cold damage. At 11th level increase the damage to 5d6. * ***Fire Flask.*** *Dexterity Save.* 4d6 fire damage. At 11th level increase the damage to 6d6. \columnbreak * ***Poison Flask.*** *Constitution Save.* Poisoned for 1 minute, and takes 3d6 poison damage, may repeat the save at the end of each turn. At 11th level the damage increases to 5d6. * ***Screaming Flask*** *Intelligence Save.* 3d6 psychic damage and the next time they make a saving throw before the end of you next turn they must reduce it by 1d4. At 11th level the damage is increased to 5d6. * ***Illusory Flask*** *Wisdom Save.* Become frightened of you for 1 minute. May repeat the save at the end of each of their turns. At 11th level creatures under this affect make their save to remove the effect at the end of their turns with disadvantage. * ***Slumber Flask*** *Charisma Save.* Falls asleep if under 15 hitpoints. At 11th level they fall asleep if under 30 hitpoints. ### Restorative Reagents At 9th level, when a creature drinks one of your Elixirs, they gain temporary hit points equal to 2d6 + your Int modifier. You may also cast *Lesser Restoration* without preparing it or using a spell slot, once per long rest. ### Chemical Mastery By 15th level, you gain resistance to acid and poison damage, and are immune to the poisoned condition. You may also cast *Greater Restoration* without preparing it or using a spell slot, once per long rest. | Die Roll | Elixir | |:---:|:-----------:| | 1 | ***Healing.*** The drinker regains a number of hit points equal to 2d6 + your Intelligence Modifier | | 2 | ***Swiftness.*** The drinker's walking speed increases by 15 feet for 1 hour. | | 3 | ***Resilience.*** The drinker gains a +1 bonus to AC for 1 hour. | | 4 | ***Change.*** The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 hour. | | 5 | ***Flight.*** The drinker gains a flying speed of 50 feet for 1 hour. | | 6 | ***Boldness.*** The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next hour. | | 7 | ***Strength.*** The drinker's strength score increases by 5 for 1 hour. | | 8 | ***Stealth.*** The drinker becomes invisible for 1 hour | | 9 | ***Resistance.*** The drinker gains resistance to all damage for 1 hour. | | 10 | ***Speed.*** The drinker gains the benefits of the Haste spell for 1 hour. | | 11 | ***Restoration.*** The drinker regains 100 hitpoints, and returns to life if they died within the last 24 hours. | | 12 | ***Metamorphosis.*** The drinker transforms into a young dragon as if through a polymorph spell, no concentration required. Choose a color at random. Lasts 1 hour or until reduced to 0 hitpoints. | \pagebreakNum ## Armorer ### Tools of the Trade You gain proficiency with heavy armor and smith's tools. Gain proficiency with one other type of artisan's tools, if you already have smith's tools proficiency. ### Armorer Spells These spells count as artificer spells for you, but they don't count against the number of spells you prepare. | Artificer Level | Spells | |:---:|:-----------:| | 3 | Magic Missile, Thunderwave | | 5 | Mirror Image, Shatter | | 9 | Hypnotic Pattern, Lightning Bolt | | 13 | Fire Shield, Greater Invisibilty | | 17 | Passwall, Wall of Force | ### Arcane Armor At 3rd level, 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 while wearing this armor: * The arcane armor lacks any strength requirement. * The armor is a spellcasting focus for you. * The armor can’t be removed against your will. It expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs. The armor continues to be Arcane Armor until you don another suit of armor or you die. ### Armor Model You can customize your Arcane Armor. Choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits. Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity. You can change the armor's model when you finish a short or long rest, if 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.*** The armor's gauntlets counts as simple, light melee weapons while you aren't holding anything in them, and deal 1d10 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. * ***Defensive Field.*** As a bonus action, you can gain temporary hit points equal to your artificer level. You lose these if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus per short rest. ***Infiltrator.*** You customize your armor for subtlety. It has the following features: * ***Lightning Launcher.*** You gain a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet. It deals 1d8 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d8 lightning damage to that target. * ***Powered Steps.*** Walking speed increases by 5 feet. * ***Dampening Field.*** You have advantage on Stealth checks, and ignore any disadvantage to stealth check the armor may normally have. ### Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. ### Armor Modifications At 9th 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 Items feature: 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 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet 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. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. ***Infiltrator.*** Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the end 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 next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d8 lightning damage. \pagebreakNum ## Artillerist ### Tool Proficiency When you adopt this specialization at 3rd level, you 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 always have certain spells prepared after you reach particular 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 prepare. | Artificer Level | Spells | |:---:|:-----------:| | 3 | Shield, Thunderwave | | 5 | Scorching Ray, Shatter | | 9 | Fireball, Wind Wall | | 13 | Ice Storm, Wall of Fire | | 17 | Cone of Cold, Wall of Force | ### Eldritch Cannon Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take 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. Once you create a cannon, you can't do so again until you finish a long rest or you expend a spell slot of 1st level or higher to create one. You can have only one cannon at a time and can't create 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. 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. 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. | Cannon | Activation | |:---:|:-----------:| | Flame | The cannon exhales fire in a 15-foot cone that you designate. Each creature in the area must make a Dexterity save against your spell DC, taking 1d8 + your Intelligence modifier fire damage on a failed save or on a successful one. | | Ballista | Make a ranged spell attack from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 1d8 + your Intelligence modifier force damage, and if the target is a creature, it is pushed up to 5 feet away. | | Protector | The cannon emits a burst that grants itself and each creature of your choice within 10 feet of it temporary hit points equal to 1d6 + your Intelligence modifier. | ### Arcane Firearm At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, add your Intelligence modifier to one of the spell's damage rolls. ### Explosive Cannon Starting at 9th level, every eldritch cannon you create is more destructive: * The damage rolls from the Flame and Balista cannons increase by 1d8, and the temporary hitpoints from the protector increase by 1d6. * 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 5d8 force damage on a failed save or half as much damage on a successful one. ### Fortified Position By 15th level, you’re a master at forming well-defended emplacements using 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 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. \pagebreakNum ## Battle Smith ### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. ### Battle Smith Spells These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. | Artificer Level | Spells | |:---:|:-----------:| | 3 | Heroism, Shield | | 5 | Branding Smite, Warding Bond | | 9 | Aura of Vitality, Conjure Barrage | | 13 | Aura of Purity, Fire Shield| | 17 | Banishing Smite, Mass Cure Wounds | ### Battle Ready At 3rd level, you gain the following: * Proficiency with martial weapons. * When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. ### Steel Defender By 3rd level, your tinkering has borne you a faithful companion. It's friendly to you and your companions, and obeys your commands. See the Steel Defender stat block. It uses your proficiency bonus (PB) in several places. You determine the creature's appearance. The defender shares your initiative, but 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. 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 and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all hit points. At the end of a long rest, you can create a new steel defender with smith's tools. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die. ### Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. ___ > ## Steel Defender >*Medium Construct* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 5 times your artificer level > - **Speed** 40 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|14 (+2)|4 (-3)|10 (+0)|6 (-2)| >___ > - **Saving Throws** Dex 1 + PB, Con 2 + PB > - **Skills** Athletics 2 + PB, Perception PB x 2 > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, poisoned > - **Senses** darkvision 60 ft. > - **Languages** understands your languages > ___ > - **Vigilant.** The defender can't be surprised. > ___ > > ### Actions > ***Rend.*** Your spell attack modifier to hit, reach 5 ft. Hit: 1d8 + PB force damage. > > ***Repair (3/Day).*** Restore 2d8 + PB hit points to itself or a construct or object within 5 feet. > > ### Reactions > ***Deflect Attack.*** The defender imposes disadvantage on the attack roll of one creature it can see within 5 feet of it, provided the attack is against a creature other than the defender. ### Arcane Jolt At 9th level, when you or your steel defender hit a target with an attack, you can do one of the following: * The target takes an extra 2d6 force damage. * 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 per long rest, but no more than once on a turn. ### Improved Defender At 15th level, your Arcane Jolt and steel defender become more powerful: * The damage and healing of Arcane Jolt increase to 4d6. * Steel Defender gains a +2 bonus to Armor Class. * When Steel Defender uses Deflect Attack, the attacker takes 1d4 + your Intelligence modifier force damage.
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