Artificer Reforged

by CaptainMinnette

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Artificer Reforged

Introduction

Base Class & General Design Notes

Why Artificer? Flavor-wise, artificer has been my favorite class since getting into D&D back in 2018 (yes, I am a noobie compared to many reading this). While artificer has gone through many changes since those old UAs, as I write this nearly two years after the initial release of the class in Eberron: Rising from the Last War, it is clear that there are some power problems. The base class is a half caster, yet does not have options for solid damage-per-round built into the class. Instead, there are support and utility features: Infuse Item, Flash of Genius, and Spell-Storing Item come to mind.

However, each have their own problems: Infuse Item has certain infusions that are heavily overcentralizing in order to make a good artificer, such as pipes of haunting and the spell-wrought tattoo. Flash of Genius is reminiscent of the paladin's Aura of Protection, but comes at a higher level, has limited uses, and hogs an artificer's reaction. Spell-Storing Item starts quite strong when it comes on, allowing for 10 free castings of a 2nd-level spell at 11th level... but the capacity to store spells in objects is similar to infusions of editions past, so a similar feature would have been appreciated earlier, and this feature doesn't improve as n artificer moves through tiers 3 and 4.

What does artificer get when it comes to the "martial half" of "half casting?" No fighting styles, no martial weapon proficiency, a d8 hit die instead of a d10, and no Extra Attack or Extra Attack equivalent. Of the four specialists, two have Extra Attack, but the Armorer has some issues with optimizing its martial capability, and the Battle Smith is very feature heavy in attempting to emulate the paladin, while still not reaching that class's baseline standards for support or damage. The Artillerist gets a bonus to its damage no better than what a full caster gets, and its main source of damage and support, the Eldritch Cannon, must be set up on the first turn of combat and will usually cost a spell slot regardless. The Alchemist gets an even more paltry excuse for a damage bonus, and its experimental elixirs are oftentimes not worth the cost of the spell slot.

Artificers need more specialists: there are innumerable concepts for the class, whether they be magical inventors or simply studies of the arcane who invest their power in items instead of direct evocations. However, these specialists shouldn't have to spend so much effort trying to fix issues in the base class when it comes to combat potential.


What's the deal with Arcane Sigil? Arcane Sigil was born from both the Unearthed Arcana spell arcane weapon, and the various powers called Sigils from the 4e artificer. Initially, I had over a dozen Sigil spells as part of my expanded artificer spell options. However, artificers don't really need spells at multiple levels to hog up preparations when they already have so few, especially not just to make up for poor combat potential, and rolling all the effects and damage types into one spell seemed... inelegant. Inspired by various homebrew options and the optional class feature found in Tasha's Cauldron of Everything, Arcane Sigil was born, following the progression of the cleric's Channel Divinity feature.

As it stands, the feature is verbose, due to the plethora of secondary features it offers (especially at 11th level). I suspect many will tell me that it is too verbose, and that these secondary features are likely rarely to be used, are inconsistent in their balance, and should be cut. I might be inclined to agree, but I do want to field some opinion on them first, and perhaps I am a little sentimental over cutting what is a major component of their 4e counterparts. Perhaps I will adapt these effects into gish cantrips.


Why change Spell-Storing Item? As mentioned, once gained at 11th level, Spell-Storing Item is very strong. Assuming 20 int (which isn't so hard at 11th level), an artificer will have 10 uses of a 1st- or 2nd-level spell. Ten castings of a 2nd-level spell for free, with an item that can be passed around the party, is very strong at that level. In addition, this feature feels like it could have been earned earlier in a level where the artificer felt a little lacking, and that it should scale to eventually allow other spell levels. So, now it is less strong than it was at the level it was earned (and, in fact, can never cast 10 2nd-level spells, even at 20th level), but has more versatility and will likely feel better.


Hey! Artificer should have more power in their support capabilities, like in infusions and spells, not more damage features! Why are you trying to make artificers like paladins? No one as actually asked me this yet, but I suspect it might be asked. Something I kept from the TCoE artificer is the archetype level progression: 3, 5, 9, and 15. This means that, especially at 5th level, their combat power still lies mostly with the specialist choice, and I actually think this opens up some really interesting opportunities. It allows for different methods of increasing damage (with my personal favorite being found in the Clockwork Engineer), or even eschewing damage entirely in an attempt to make up the difference compared to "full casters" with potent support and spell options. In essence: features like Arcane Sigil are intended as an option for those who wish to improve their damage, but might not be used by all artificers. I may explore giving alternative uses for Arcane Sigil, or perhaps a feature that increases the number of concurrent infused items in the base class that one can take in lieu of it. I am open to suggestions.


This seems a little too strong. Maybe it is; there hasn't been much play-testing yet, after all. There is always a valid concern when buffing existing options that it will come out the other side overtuned, and I have tweaked, buffed, and/or given more options for just about every artificer feature. I suspect that it will be a little too strong by some standards, however if that is the case, I can evaluate which features are too much and scale them back. In essence, I fear that if I try to aim too much for balance right now, I will buff the wrong things, and myself and others may still feel the class is "off," yet would not feel that way had I left certain features the same and instead buffed others in their place.

I suspect the Battle Smith might be a little overtuned with all of the new features, especially with the Bladesinging-style Extra Attack variant option. However, I like that extra attack as an option: the half caster class built around imbuing items with magic shouldn't be worse at doing that to weapons in combat than the subclass of a full caster.


Some of these specialist infusions are really strong! And I think that's fine: they encourage subclasses to use infusions that suit the subclass, and none of them are so strong that they break the game. If every artificer could access all of these infusions, then yes, it would be a bit much due to the versatility at their disposal. I generally recommend that if an artificer wishes to take an infusion that is intended for another specialist, the level it can be taken at and the levels and which it improves should all be increased by 4.


You've given every specialist a feature at level 5 that increases in power at level 11. Why not have it increase again at 17? Originally, this was inspired by the Improved Divine Smite feature of the paladin. Paladins do not receive a buff at 17, nor do rangers, so it didn't seem necessary. However, I will keep it as a consideration in the back pocket; most never reach 17 in paladin or ranger even in campaigns that reach those levels, because it is more tempting to multiclass. Perhaps they could use a little buff there, as well.


You have a fair amount of features in new specialists that affect creatures holding your infusions, but didn't do that to any base specialists. Why is that? Well, for one I was more focused on improving features than introducing entirely new ones. For another, it didn't quite fit them: the Alchemist's support bonuses would fit more with buffing those who have imbibed their potions, and the Armorer is a little focused on infusing their own equipment. Both the Battle Smith and Artillerist are likely a little over-tuned now as-is, though I do have an idea for a feature like this for each. The Artillerist would get something akin to the Sculpt Spell feature where their spells/their eldritch cannon's Flamethrower won't harm those holding their infusions, and the Battle Smith would allow for castings of shield or minor healing.


Some of these specialists have a lot of features! This is mostly due to a stylistic choice on my part: I lean more towards giving minor/ribbon abilities their own features, rather than grouping them under one feature. This also seems to be the direction Wizards of the Coast is heading towards with how they format classes in Tasha's Cauldron of Everything.


Why did you design X specialist this way? I'm glad you asked! Specialist notes are at the end of the document, after spells. They were originally in this section, but I don't want people to have to scroll too far to see the actual mechanics, and the notes are quite lengthy.


How does this work with other homebrew specialists, or new official content? I expect that it will work just fine. The only issue would be if a homebrew specialist attempts to make up for the power issues of an artificer in only the subclass, in which case it might be too strong.

Changelog

This section catalogues all the changes made from the version of the artificer found in Tasha's Cauldron of Everything.

Base Class

  • The various magical properties of the Magical Tinkering feature now have their maximum strength increase with artificer level, and the maximum number of concurrent affected objects was increased from one's Intelligence modifier to half one's artificer level (rounded up) plus one's Intelligence modifier.
  • Artificers can now prepare a number of artificer spells equal to one's Intelligence modifier + half one's artificer level, rounded up, instead of rounded down.
  • The Arcane Sigil feature was added at 2nd level.
  • The Tool Expertise feature now allows for one's twice proficiency bonus to be added to certain ability checks relating to magic items.
  • Added the Extra Attack and Potent Spellcasting optional class features, each of which one could choose to replace the feature granted by any artificer specialist at 5th level.
  • The Spell-Storing Item feature was moved from 11th level to 6th level. Instead of allowing one to cast a 1st- or 2nd-level spell a number of times equal to twice one's Intelligence modifier, it now operates on a charge system, with charges expended for casting a spell equal to the level at which a spell is produced from the item. The maximum level of a spell able to be stored or produced from the item is five levels after the artificer gains access to spell slots of that level. The maximum number of charges is half one's artificer level (rounded up), but increases to that amount plus one's Intelligence modifier at 10th level. Finally, two spells can be stored in the Item at 18th level.
  • The Flash of Genius feature can now apply to the rolls of multiple creatures at once.
  • The Magic Item Adept feature gives a minimum of +1 on attack and damage rolls made using a magic weapon.
  • The Improved Arcane Sigil feature was added at 11th level.
  • The Magic Item Savant feature gives a minimum of +2 on attack and damage rolls made using a magic weapon.
  • The Magic Item Master feature allows for magic items with a rarity of rare to be crafted in a quarter of the normal time, and cost half as much of the usual gold. In addition, it gives a minimum of +3 on attack and damage rolls made using a magic weapon.
  • The Soul of Artifice Feature allows one to restore all charges of a magic item that ordinarily regains charges once each day.

Alchemist

  • Renamed to Elixir Alchemist.
  • The Experimental Elixir feature was replaced with the Esoteric Elixir feature at 3rd level.
  • The Esoteric Elixir feature allows for more elixirs, and more as one's artificer level increases. In addition, there are far more elixir options, they are not randomly determined at the end of a long rest, and all scale with artificer level.
  • The Esoteric Elixir feature also allows one to apply their Arcane Sigil to a creature under the effects of an esoteric elixir.
  • The Alchemical Savant feature was removed and replaced with the Alchemical Surge feature at 5th level.
  • The Alchemical Surge feature allows one to use their action to allow a creature under the effects of an elixir to immediately take an extra action, though a limited one. At 11th level, attacks made during this extra action deal 1d6 extra damage.
  • The Chemical Mastery feature increases the temporary hit points granted by an esoteric elixir to 4d6 + one's Intelligence modifier.

Armorer

  • In the Armorer Spells feature, replaced magic missile with shield.
  • The Guardian model now gives the option to have the Thunder Gauntlets feature have a 1d12 damage die and the heavy property. In addition, the Defensive Field feature now allows one to choose to gain temporary hit points equal to half one's artificer level at the start of each turn (rounded up), without limited uses.
  • The Lightning Launcher feature of the Infiltrator model now allows for attack rolls made with it to no longer be made with disadvantage as a result of being within 5 feet of a hostile creature.
  • The Extra Attack feature was removed and replaced with the Enhanced Special Weapon feature, though an improved version of the previous Extra Attack feature remains as an optional class feature.
  • The Weapon Modifications feature was added at 9th level, though the Armor Modification feature remains.
  • The extra lightning damage caused by the special Lightning Launcher attack was increased from 1d6 to 2d6.

Artillerist

  • The eldritch cannon can now be made twice per long rest without expending a spell slot, and the number of times this can be done increases with artificer level.
  • The extra damage from the Arcane Firearm feature increases from 1d8 to 1d8 + one's Intelligence modifier, and now increases to 3d8 + one's Intelligence modifier at 11th level.
  • The Explosive Cannon feature now increases the temporary hit points granted by the eldritch cannon by 1d8. The damage taken from the cannon's explosion was increased from 3d8 to 4d8.

Battle Smith

  • The steel defender from the Steel Defender feature now can have its hit points fully restored over the course of a minute by expending a spell slot, instead of requiring the defender's death to accomplish this. In addition, the steel defender's AC is now equal to 11 + one's Intelligence modifier, and Arcane Sigil can be applied to the defender with the same bonus action used to command it.
  • The Extra Attack feature was removed and replaced with the Arcane Strike feature, though an improved version of the previous Extra Attack feature remains as an optional class feature.

Artificer Reforged

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 of All Sorts

The Many Arts of Artifice

It has come to my attention lately that there is a warped and narrow perception of the arts of artifice in the public eye. Not just lay-people, but adventurers across all the known planes and spheres seem to have bought into this concept of an artificer as a creator of wacky and eccentric clockwork devices, who is constantly attempting to introduce firearms into the public consciousness.

While I have met firearms enthusiast or two among my peers, I can assure readers that this is far from an accurate representation of the craft as a whole. I suspect that many a bard and civilian has seen an artificer in action and believed they were witnessing a wizard at work: a great number are barely distinguishable even among experts in the arcane.

Evoking magical effects can be difficult for some practitioners of the arcane. While the more conceited may view imbuing objects with power to be a crutch compared to the direct memorization and incantation of spells, there are numerous benefits that this can bring.

My own inks and sigils can be used to great effect, but I suspect when one sees me wave my brush through the air, channeling my magic into a particular mixture of ink and into a particular set of sigils that then causes my dragonborn friend to more than double in size, they wouldn't describe that as a crutch. Especially not when I can paint similar sigils on his shield, and allow him to activate the effect himself.

At the time of writing, many spheres have experienced a by-gone golden age of magic, usually one to four millenia ago. One can speculate as to why this seems to be a constant across worlds, but regardless, one of our most powerful connections to these epochs are the powerful items they left behind. While some may have been created by powerful wizards or the will of divine beings, many likely were crafted by artificers. So, for each powerful item you encounter, ask yourself: what kind of artificer might have created such an artifact?

In order to demonstrate the sheer breadth of how our art is practiced, I have listed a few forms of artifice I have seen from my colleagues at the Divine Workshop of Xhaunkrin below (though I have seen dozens more!). I hope readers find this enlightening, and that it will inspire many more to take up the art, knowing that they are not confined to the caricature perpetuated in the ballads of troubadors.

-Santha

Blood Artifice. These artificers empower the latent power existing in their allies by drawing upon their blood and infusing it into the items they carry. Alternatively, they draw upon the blood of creatures slain, and utilize their blood in the creation of new infusions, spell components, and items.


Calligraphy/Paint Artifice. I (Santha) often rely upon these forms of expression, despite my speciality being awakening sentience in objects. By painting sigils or even drawing pictures, whether in the air or on surfaces, I can evoke different effects by using the right combination of inks, tools, and symbology.


Food/Drink Artifice. While these most often bear similarities to Elixir Alchemists, I have seen the occasional specialist in another area of artifice who still cast their spells through the consumption of food and drink. They certainly seem to enjoy themselves more.


Gemstone Artifice. Many adventurers can attest to the myriad of enchanted gemstones found in artifacts of ages past, and the various powers they bring. Practitioners often prepare their spells and infusions by putting small motes of their own power into various gemstones after resting, priming them for later use.

Creating an Artificer

To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the "Class Features" section.

Quick Build

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

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
The Artificer
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting 2 2
2nd +2 Infuse Item, Arcane Sigil 4 2 2 2
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3
4th +2 Ability Score Improvement 4 2 2 3
5th +3 Artificer Specialist feature 4 2 2 4 2
6th +3 Tool Expertise, Spell-Storing Item, Arcane Sigil (2/Rest) 6 3 2 4 2
7th +3 Flash of Genius 6 3 2 4 3
8th +3 Ability Score Improvement 6 3 2 4 3
9th +4 Artificer Specialist feature 6 3 2 4 3 2
10th +4 Magic Item Adept, Spell-Storing Item (2nd-Level), Arcane Sigil (2d6) 8 4 3 4 3 2
11th +4 Improved Arcane Sigil 8 4 3 4 3 3
12th +4 Ability Score Improvement 8 4 3 4 3 3
13th +5 8 4 3 4 3 3 2
14th +5 Magic Item Savant, Spell-Storing Item (3rd-Level) 10 5 4 4 3 3 2
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2
16th +5 Ability Score Improvement 10 5 4 4 3 3 2
17th +6 10 5 4 4 3 3 3 1
18th +6 Magic Item Master, Arcane Sigil (3/Rest, 3d6), Spell-Storing Item (4th-Level) 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
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide 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 equipment, in addition to the equipment granted by your background:

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

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

Multiclassing and the Artificer

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose artificer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.

Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools, tinker's tools.

Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Class Features

As an artificer, you gain the following class features, which are summarized in the Artificer table.

Magical Tinkering

1st-level artificer feature

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 radius in feet up to a maximum of five times your artificer level, and dim light an equivalent additional distance.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to a maximum of a number of feet equal to 10 times your artificer level 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 a maximum of a number of feet equal to 10 times your artificer level 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 maximum number of words increases when you reach certain levels in this class. It increases to 50 at 5th level, 100 at 11th level, and 200 at 17th level.

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 half your artificer level (rounded up) plus your Intelligence modifier (a minimum of one). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

1st-level artificer feature

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 (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

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

Cantrips (0-Level Spells)

You know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips 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 up (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 lst-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.

Infuse Item

2nd-level artificer feature

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.

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. Some infusions can be imbued into magical items, 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 the attunement rules in the Dungeon Master's Guide).

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 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, unless otherwise noted. 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.

Arcane Sigil

2nd-level artificer feature

As a bonus action on your turn, you can channel arcane energy to scribe a sigil onto one simple or martial weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. This damage increases to 2d6 when you reach 10th level in this class, and increases again to 3d6 when you reach 18th level in this class. If the weapon isn't magical, it becomes a magic weapon for the sigil’s duration.

As a bonus action while concentrating on the sigil, you can change the damage type, choosing from the options above.

Once before the sigil ends, when you hit a creature with the weapon, you can choose to end the sigil early by causing a new effect to take hold for 1 minute, one you need not concentrate on. The specifics of this effect are determined by the chosen damage type at the time you hit the creature.

Acid. A corrosive acid continues to burn into the creature for the duration. At the start of each of its turns during this time, the target must make a Constitution saving throw. On a failed save, it takes acid damage equal to the extra acid damage dealt from the Arcane Sigil. On a successful save, the effect ends for it.

Cold. A thick frost rapidly spreads from the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical ice for the duration. A creature restrained by the ice or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Fire. A hellish fire continues to burn into the creature for the duration. At the start of each of its turns during this time, the target must make a Constitution saving throw. On a failed save, it and all creatures within five feet of it take fire damage equal to the extra fire damage dealt from the Arcane Sigil. On a successful save, the effect ends for it. A creature engulfed by the fire or one that can touch the creature can use its action to put the flames out, ending the effect.

Lightning. An electric shock courses from the point of impact, and the target must succeed on a Constitution saving throw or be restrained for the duration. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Poison. Poison seeps into the wound, and the target must succeed on a Constitution saving throw or be poisoned for the duration. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Thunder. Booming energy surrounds the target for the duration. Each time the target willing moves in that time, the target must make a Constitution saving throw. On a failed save, it takes thunder damage equal to the extra thunder damage dealt from the Arcane sigil. On a successful save, the effect ends for it.

Once you create a sigil, you must complete a short or long rest before you can do so again. When you reach 6th level in this class, you can use your Arcane Sigil twice between rests, and beginning at 18th level in this class, you can use it three times between rests, regaining all expended uses on a short or long rest.

Artificer Specialist

3rd-level artificer feature

Choose the type of specialist you are from the list of available specialists. Your choice grants you features at 5th level and again at 9th and 15th level.

The Right Tool for the Job

3rd-level artificer feature

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.

Ability Score Improvement

4th-level artificer feature

When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

5th-level optional artificer feature, which replaces the 5th level feature of any artificer specialist

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

When you reach 11th level in this class, whenever you hit a creature with a weapon attack, the creature takes an extra 1d6 force damage.

Potent Spellcasting

5th-level optional artificer feature, which replaces the 5th level feature of any artificer specialist

When you cast an artificer spell, roll a d6, and you gain a bonus to one of the spell's damage rolls equal to the number rolled plus your Intelligence modifier.

At 11th level, this extra damage increases to 3d6 plus your Intelligence modifier.

Tool Expertise

6th-level artificer feature

Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool, or any ability check you make that relates to creating, investigating, or recalling information about a magic item.

Spell-Storing Item

6th-level artificer feature

You can now 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). The maximum level of the spell you may choose from the artificer spell list increases when you reach certain levels in this class. You may choose a 2nd-level spell at 10th level, a 3rd-level spell at 14th level, and a 4th-level spell at 18th level.

While holding the object, a creature can take an action to expend a number of charges equal to the level of the spell stored within the object to produce the spell's effect from it, using your spellcasting ability modifier. The creature can produce the effect of the spell as if it had been cast at a higher level by expending a number of charges equal to that spell level, so long as you are of a level in this class that you could have chosen to store a spell of that level in the object. The number of charges equals half your artificer level (rounded up). If the spell requires concentration, the creature must concentrate. The spell stays in the object until all charges have been expended or until you use this feature again to store a spell in an object.

When you reach 10th level in this class, you may add your Intelligence modifier to the number of charges the object has. When you reach 18th level in this class, you may choose two different spells to store in the object. A creature can produce the effect associated with the spell of their choice, and expend the associated number of charges.

Flash of Genius

7th-level artificer feature

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. If a group of creatures, including or excluding you, within that range that you can see all make an ability check at once towards the same ends, or a saving throw in response to the same threat, you can use your reaction to add your Intelligence modifier to a number of those rolls up to your Intelligence modifier.

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

Magic Item Adept

10th-level artificer feature

You achieve a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
  • When wielding a magic weapon that doesn't ordinarily have a bonus to its attack and damage rolls, you gain a +1 bonus to attack and damage rolls made with that weapon.

Improved Arcane Sigil

11th-level artificer feature

When you use your Arcane Sigil, or when you change the damage type while a sigil is active, you can choose to use one of the following damage types, instead of one of those you can already choose from: force, necrotic, psychic, or radiant. Each of these damage types has two effects, and you can choose which one to apply when you hit a creature when that damage type is chosen.

Force (Aggravating). The target must succeed on a Wisdom saving throw or be distracted by the intensely irritating ripples of force coursing through its body for the duration. During that time, attacks against it are made at advantage.

Force (Knocking). Percussive force surrounds the target. For the duration, whenever the target is hit with a melee attack, the target must make a Constitution saving throw. On a failure, the attacking creature can choose to shove the target up to 15 feet or knock them prone.

Necrotic (Calcifying). The target must succeed on a Constitution saving throw or have its flesh become brittle and calcified for the duration. During that time, whenever the target is hit with a melee weapon attack, the attack deals extra damage equal to the extra damage dealt from the Arcane Sigil. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Necrotic (Vampiric). The target must succeed on a Constituion saving throw or be subject to a draining of life force for the duration. During that time, whenever the target is hit with a melee attack, the attacking creature regains hit points equal to half your level in this class (rounded up). The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic (Befuddling). The target must succeed on an Intelligence saving throw or have muddled thoughts for the duration. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic (Debilitating). The target must succeed on an Intelligence saving throw or be incapacitated for the duration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Radiant (Illuminating). The target must succeed on a Wisdom saving throw or shed dim light in a 10-foot radius. For the duration, any attack roll against the target has advantage if the attacker can see it, and the target can’t benefit from being invisible.

Radiant (Rejuvinating). The target must succeed on a Wisdom saving throw or emit rejuvinating energy for the duration. During that time, whenever the target is hit with a melee attack, the attacking creature receives temporary hit points equal to half your level in this class (rounded up). The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

Magic Item Savant

14th-level artificer feature

Your skill with magic items deepens more:

  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell and level requirements on attuning to or using a magic item.
  • When wielding a magic weapon that has a bonus to its attack and damage rolls of +1 or no bonus, you instead gain a +2 bonus to attack and damage rolls made with that weapon.

Magic Item Master

18th-level artificer feature

You achieve total mastery with magic items:

  • You can attune up to six magic items at once.
  • If you craft a magic item with a rarity of rare, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
  • When wielding a magic weapon that has a bonus to its attack and damage rolls of +2 or less (including no bonus), you instead gain a +3 bonus to attack and damage rolls made with that weapon.

Soul of Artifice

20th-level artificer feature

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 out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
  • Once per long rest, you can touch a magic item that regains charges once each day, and restore all of its charges.

Artificer Specialists

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level, adapted from those found in Tasha's Cauldron of Everything and Eberron: Rising from the Lat War.

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

3rd-level Armorer feature

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

3rd-level Armorer feature

You always have certain spells prepared after you reach particular 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 prepare.

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

Arcane Armor

3rd-level Armorer feature

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 body part it is replacing.
  • The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

3rd-level Armorer feature

You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. 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. There are two configurations you may choose for your 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.
  • Both of the armor's gauntlets together count as a simple melee weapon with the heavy property while you aren't holding anything in either of them, and it deals 1d12 thunder damage on a hit.

In either configuration, 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. At the start of each turn, you can choose to gain temporary hit points equal to half your level in this class (rounded up). 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 extra lightning damage equal to 1d6 plus your Intelligence modifier to that target. Being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with this weapon.

Powered Steps. Your walking speed increases by 5 feet.

Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Enhanced Special Weapon

5th-level Armorer feature

You've developed masterful command of your armor model's special weapons. Whenever you cast a spell using your arcane armor as the spellcasting focus, or make an attack with its special weapons, you gain a bonus to one roll of the spell or attack. That roll must grant temporary hit points or be a damage roll that deals force, lightning, or thunder damage, and the bonus equals 1d8 plus your Intelligence modifier (minimum of +1). When the damage roll is for an attack for the model's special weapon, the damage die for the extra damage matches that of the special weapon.

At 11th level, this extra damage or temporary hit points increases to 3d8 plus your Intelligence modifier. When the damage roll is for an attack made with the model's special weapon, the damage die for the extra damage matches that of the special weapon.

Armor Modifications

9th-level Armorer feature

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: 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.

Weapon Modifications

9th-level Armorer feature

You learn how to implement the magic of other weaponry into those of your armor model's special weapons. When you change your armor's model, you can touch a magic melee weapon to implement it into your Thunder Gauntlets, or a magic ranged weapon to implement it into your Lightning Launcher. If the weapon requires attunement, you must be able to attune to it, and attune to it as part of this process. The weapon disappears, and its magical properties are transferred to the special weapon of your armor. You cannot infuse your special weapon if it has magical properties in this way, you can have only one magic item integrated into your armor at a time, and the magic item re-appears if you change the armor's model or integrate a different item into your armor.

Perfected Armor

15th-level Armorer feature

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 long rest.

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 next attack roll against it has advantage, and if that attack hits, the target takes an extra 2d6 lightning damage.

Armorer Infusions

As an Armorer, there are certain esoteric infusions that you may choose to learn. Should an artificer that is not an Armorer wish to learn one of these infusions, it is recommended that the minimum level in this class they must reach before being allowed to learn the infusion, and the levels at which an infusion improves, increase by 4.

Arcane Propulsion Armor

Prerequisite: 10th level, Armorer Specialist
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.

Limber Armor

Prerequisite: Armorer Specialist
Item: Light, medium, or heavy armor

The wearer gains a +1 bonus to AC, and is considered proficient with this armor even if it lacks proficiency with the armor type. This armor lacks a Strength requirement to be worn, and does not impose disadvantage on stealth checks if it would ordinarily do so. Finally, a creature can sleep in this armor without penalty.

The bonus to Armor Class increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Reflective Armor

Prerequisite: Armorer Specialist
Item: A suit of armor (requires attunement)

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

Any time the wearer is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, the wearer rolls a d6. On a 1 to 5, the target is unaffected. On a 6, the wearer is unaffected, and the effect is reflected back at the caster as though it originated from the wearer, turning the caster into the target.

The bonus to Armor Class increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Replicate Magic Item (Armorer)

The artificer class allows you to use an infusion to replicate a particular magic item, and provides tables that correspond with certain levels in the class. When you learn the Replicate Magic Item infusion, you can choose a magic item from the following tables instead.

Replicable Magic Items (14th-Level Armorer Artificer)
Magic Item Attunement
Spellguard shield Yes
Replicable Magic Items (18th-Level Armorer Artificer)
Magic Item Attunement
Armor of Invulnerability Yes
Plate Armor of Etherealness Yes

Resistant Armor

Prerequisite: Armorer Specialist
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.

When you reach 10th level in this class, you can choose one of the following damage types instead when you infuse the item: bludgeoning, piercing, or slashing.

Steadfast Armor

Prerequisite: Armorer Specialist
Item: A suit of armor (requires attunement)

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

While wearing this armor, a creature has advantage on saving throws to avoid being moved or knocked prone, and whenever it is subject to an effect that would forcibly move it, it can reduce the distance it is moved by up to 10 feet.

The bonus to Armor Class increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class. In addition, the amount of feet the wearer can reduce the distance it is moved by increases by 10 feet when you reach 6th (20 feet), 10th (30 feet), 14th (40 feet), and 18th (50 feet) level in this class.

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.

Tool Proficiency

3rd-level Artillerist feature

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

3rd-level Artillerist feature

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.

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

Eldritch Cannon

3rd-level Artillerist feature

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. You can create a cannon twice, and can't do so again until you finish a long rest or until you expend a spell slot 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.

You can create more cannons without expending a spell slot when you reach certain levels in this class. You can do so three times at 5th level, four times at 9th level, five times at 13th level, and six times at 17th level.

Eldritch Cannon
Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 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 2d8 force damage, and if the target is a creature, it is pushed up to 5 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).

Arcane Firearm

5th-level Artillerist feature

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, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled plus your Intelligence modifier.

At 11th level, this extra damage increases to 3d8 plus your Intelligence modifier.

Explosive Cannon

9th-level Artillerist feature

Every eldritch cannon you create is more destructive:

  • The cannon's damage rolls and rolls to grant temporary hit points all increase by 1d8.
  • 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 4d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

15th-level Artillerist feature

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.

Artillerist Infusions

As an Artillerist, there are certain esoteric infusions that you may choose to learn. Should an artificer that is not an Artillerist wish to learn one of these infusions, it is recommended that the minimum level in this class they must reach before being allowed to learn the infusion, and the levels at which an infusion improves, increase by 4.

Some infusions are for your eldritch cannon. You need not touch your eldritch cannon to imbue it with these infusions: instead, you can select the infusion when you finish a long rest, and it is considered infusing an item for the purposes of the maximum number of infusions you can have at once. If your eldritch cannon already requires attunement from another source, all instances of attunement only require one attunement slot, and your cannon can bear more than one of your infusions at a time.

When you are able to have two cannons at the same time, both can bear the same infusion.

Cannon Conduit

Prerequisite: Artillerist Specialist
Item: Your eldritch cannon (requires attunement by you)

When you cast a spell, you can choose to cast it as if you were in the location of your eldritch cannon.

Cannon Propulsion

Prerequisite: Artillerist Specialist
Item: Your eldritch cannon (requires attunement by you)

When you use a bonus action to direct your cannon, it can walk or climb up to 30 feet to an unoccupied space, and can fly or swim up to 15 feet to an unoccupied space.

When you reach 10th level in this class, the walk and climb speed increases to 60 feet, and the fly and swim speed increases to 30 feet. When you reach 18th level in this class, the walk and swim speed increases to 90 feet, and the fly and swim speed increases to 45 feet.

Durable Cannon

Prerequisite: Artillerist Specialist
Item: Your eldritch cannon (requires attunement by you)

Your cannon now has a number of hit points equal to six times your artificer level.

When you reach 10th level in this class, your cannon has a number of hit points equal to seven times your artificer level. When you reach 18th level in this class, your cannon has a number of hit points equal to eight times your artificer level.

Empowered Arcane Focus

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

While holding this item, a creature gains a +1 bonus to spell attack rolls. Spell damage rolls made as a result of a spell attack deal an extra 1d6 damage. In addition, the creature ignores half cover when making a spell attack.

When you reach 10th level in this class, the bonus increases to +2 and the extra damage increases to 2d6. When you reach 18th level in this class, the bonus increases to +3 and the extra damage increases to 3d6.

Fortified Cannon

Prerequisite: Artillerist Specialist
Item: Your eldritch cannon (requires attunement by you)

Your eldritch cannon gains a +1 bonus to Armor Class. In addition, when your cannon is forced to make a Strength, Dexterity, Constitution, or Intelligence ability check, or a saving throw of any kind, it can add your Intelligence modifier to the roll (minimum of +1).

The bonus to Armor Class increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Replicate Magic Item (Artillerist)

The artificer class allows you to use an infusion to replicate a particular magic item, and provides tables that correspond with certain levels in the class. When you learn the Replicate Magic Item infusion, you can choose a magic item from the following tables instead.

Replicable Magic Items (2nd-Level Artillerist Artificer)
Magic Item Attunement
Wand of magic missiles Yes
Replicable Magic Items (10th-Level Artillerist Artificer)
Magic Item Attunement
Wand of fireballs Yes
Wand of lightning bolts Yes

Warping Focus

Prerequisite: Artillerist Specialist
Item: A spellcasting focus (requires attunement)

While holding this item, a creature gains a +1 bonus to saving throw DCs for its spells. In addition, when you cast a spell that doesn't require an attack roll, you can select a target without needing a clear path to the is, such as one behind total cover, so long as you can see that point or creature.

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

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.

Tool Proficiency

3rd-level Battle Smith feature

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

3rd-level Battle Smith feature

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

Battle Smith Spells
Artificer Level Spell
3rd heroism, shield
5th branding smite, warding bond
9th aura of vitality, conjure barrage
13th aura of purity, fire shield
17th banishing smite, mass cure wounds

Battle Ready

3rd-level Battle Smith feature

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain 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

3rd-level Battle Smith feature

Your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its 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.


Steel Defender

Medium construct


  • Armor Class 11 + your Intelligence modifier
  • Hit Points 2 + your Intelligence modifier + 5 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)

  • Saving Throws Dex +1 plus PB, Con +2 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus PB x 2
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

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 you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to 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 the attack roll is against a creature other than the defender.

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. You may also activate your Arcane Sigil feature using the same bonus action with which you command your defender, but if you do so, the effects of the sigil applies to the defender's attacks in lieu of a weapon you hold. 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 is alive, you can use your smith's tools as an action to restore all its hit points, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. 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 smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. If you die, the defender dies after a number of days equal to your Intelligence modifier (minimum of 1 day).

Arcane Strike

5th-level Battle Smith feature

Once per turn when you hit a target with a weapon attack, you gain a bonus to one roll of the attack equal to one roll of the weapon's damage die plus your Intelligence modifier (minimum 1) force damage.

When you reach 11th level in this class, the extra damage increases to three rolls of the weapon's damage die plus your Intelligence modifier.

Arcane Jolt

9th-level Battle Smith feature

You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • 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 (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Defender

15th-level Battle Smith feature

Your Arcane jolt and steel defender have become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Battle Smith Infusions

As a Battle Smith, there are certain esoteric infusions that you may choose to learn. Should an artificer that is not a Battle Smith wish to learn one of these infusions, it is recommended that the minimum level in this class they must reach before being allowed to learn the infusion, and the levels at which an infusion improves, increase by 4.

Some infusions are for your steel defender. If your steel defender already requires attunement from another source, all instances of attunement only require one attunement slot, and your defender can bear more than one of your infusions at a time, though each is considered infusing an item for the purposes of the maximum number of infusions you can have at once.

Channeling Weapon

Prerequisite: 10th level, Battle Smith Specialist
Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +2 bonus to attack and damage rolls made with it. When a creature hits a target with this weapon, they can choose to expend a charge and channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d4 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d4 hit points to it.

This weapon has 3 charges, and regains all expended charges daily at dawn.

The bonus increases to +3 when you reach 18th level in this class, and the number of charges increases to 5.

Defender Conduit

Prerequisite: Battle Smith Specialist
Item: Your steel defender (requires attunement by you)

When you cast a spell, you can choose to cast it as if you were in the location of your steel defender.

When you reach 6th level in this class, you can make any spell you cast that targets only you also target your steel defender. When you reach 10th level in this class, you can choose to cast the spell as if your defender had cast it. If it requires concentration, you can choose for either you or the defender to concentrate on it.

Defender Propulsion

Prerequisite: Battle Smith Specialist
Item: Your steel defender (requires attunement by you)

Your steel defender's walking speed increases by an amount of feet equal to five times one half your artificer level (rounded up), and it gains a climbing speed equal to its walking speed.

When you reach 6th level in this class, your steel defender gains a swimming speed equal to half its walking speed. When you reach 10th level in this class, your steel defender gains a flying speed equal to half its walking speed.

Durable Defender

Prerequisite: Battle Smith Specialist
Item: Your steel defender (requires attunement by you)

Your defender's Constitution score increases by 2, and it now has a number of hit points equal to 2 + your Intelligence modifier + six times your artificer level.

When you reach 10th level in this class, your defender's Constitution score increases by 2 again, and it has a number of hit points equal to 2 + your Intelligence modifier + seven times your artificer level. When you reach 18th level in this class, your defender's Constitution score increases by 2 again, and it has a number of hit points equal to 2 + your Intelligence modifier + eight times your artificer level.

Enlarged Defender

Prerequisite: 6th-level, Battle Smith Specialist
Item: Your steel defender (requires attunement by you)

Your steel defender's size becomes Large, and it gains advantage on Strength checks and Strength saving throws.

Fortified Defender

Prerequisite: Battle Smith Specialist
Item: Your steel defender (requires attunement by you)

Your steel defender gains a +1 bonus to Armor Class. In addition, when your defender is forced to make a Strength, Dexterity, Constitution, or Intelligence ability check, or a saving throw of any kind, it can add your Intelligence modifier to the roll (minimum of +1).

The bonus to Armor Class increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Rending Master

Prerequisite: Battle Smith Specialist
Item: Your steel defender (requires attunement by you)

On its turn, when your steel defender scores a critical hit with its force-empowered rend or reduces a creature to 0 hit points with one, it can make one additional force-empowered rend as a bonus action.

In addition, when you use a bonus action on your turn to command your defender to use the force-empowered rend action, you can choose to have it take a -5 penalty to the attack roll. If the attack hits, it adds +10 to the attack’s damage.

Elixir Alchemist

The Elixir Alchemist, also known as an Elixirist, is an expert at combining reagents to produce mystical effects when imbibed. Elixirists use their creations to rejuvinate and empower both themselves and their allies. The versatility of elixirs and those that create them has long been valued during times of war and peace, as have been the sister alchemical disciplines of transmuting the elements and creating external potions.

Tool Proficiency

3rd-level Elixir Alchemist feature

You 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.

Elixir Alchemist Spells

3rd-level Elixir Alchemist feature

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

Elixir Alchemist Spells
Artificer Level Spell
3rd healing word, ray of sickness
5th blindness/deafness, pass without trace
9th fly, mass healing word
13th death ward, greater invisibility
17th mass cure wounds, raise dead

Esoteric Elixir

3rd-level Elixir Alchemist feature

Whenever you finish a long rest, you can magically produce two esoteric elixirs, each in an empty flask you touch. Choose from the Esoteric Elixirs list for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

You can create additional esoteric elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Esoteric Elixirs list.

Creating an esoteric elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

In addition, when you use your Arcane Sigil, you can have it apply to the attacks of a creature under the effect of one of your esoteric elixirs in lieu of a weapon you hold, though you still maintain concentration. If the elixir's effect ends, so does Arcane Sigil.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: three at 5th level, four at 9th level, five at 13th level, and six at 17th level. Each elixir requires its own flask.

Esoteric Elixirs

Choose from the following elixirs as part of your Esoteric Elixir feature

Alacrity. The drinker can roll 1d6 and add the number rolled to every initiative roll made for the next eight hours. The die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Boldness. The drinker can roll a d6 and add the number rolled to every attack roll and saving throw they make for the next minute. The die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Diminuation. The drinker gains the "reduce" effect of the enlarge/reduce spell for 1 minute. The duration changes when you reach certain levels in this class. The duration becomes ten minutes at 5th level, 1 hour at 9th level, eight hours at 13th level, and 24 hours at 17th level.

Empathy. The drinker gains the effect of the detect thoughts spell for 1 minute, with the save DC being equal to your artificer spell save DC. The duration changes when you reach certain levels in this class. The duration becomes ten minutes at 5th level, 1 hour at 9th level, eight hours at 13th level, and 24 hours at 17th level.

Flight. The drinker gains a flying speed of an amount of feet equal to 5 plus five times your artificer level for 10 minutes.

Gaseous Form. The drinker gains the effect of the gaseous form spell for 1 minute, or until they end the effect as a bonus action. The duration changes when you reach certain levels in this class. The duration becomes ten minutes at 5th level, 1 hour at 9th level, eight hours at 13th level, and 24 hours at 17th level.

Giant's Strength. The drinker's Strength score is set to 17 plus half your artificer level (rounded up) for 10 minutes.

Growth. The drinker gains the "enlarge" effect of the enlarge/reduce spell for 1 minute. The duration changes when you reach certain levels in this class. The duration becomes ten minutes at 5th level, 1 hour at 9th level, eight hours at 13th level, and 24 hours at 17th level.

Healing. The drinker regains a number of hit points equal to 2d6 plus half your artificer level (rounded up).

Heroism. The drinker is imbued with bravery. For 1 minute, the creature is immune to being frightened and gains temporary hit points equal to your Intelligence modifier at the start of each of its turns. At the end of this time, the target loses any remaining temporary hit points from this elixir. The duration changes when you reach certain levels in this class. The duration becomes ten minutes at 5th level, 1 hour at 9th level, eight hours at 13th level, and 24 hours at 17th level.

Resilience. The drinker gains a +1 bonus to AC for 10 minutes. This bonus increases to +2 when you reach 9th level in this class, and to +3 when you reach 17th level in this class.

Resistance. The drinker gains the effect of the Protection from Energy spell for one minute. You choose the damage type when you make the potion. The duration changes when you reach certain levels in this class. The duration becomes ten minutes at 5th level, 1 hour at 9th level, eight hours at 13th level, and 24 hours at 17th level.

Swiftness. The drinker's walking speed increases by an amount of feet equal to 5 plus five times your artificer level for 10 minutes, and opportunity attacks against them are at disadvantage.

Transformation. 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 minute. The duration changes when you reach certain levels in this class. The duration becomes ten minutes at 5th level, 1 hour at 9th level, eight hours at 13th level, and 24 hours at 17th level.

Alchemical Surge

5th-level Elixir Alchemist feature

You learn how to channel magic directly into those who have imbibed your potions. As an action on your turn, you can allow a creature under the effects of one of your spells or esoteric elixirs that you can see to immediately take an extra action (no reaction required). That action can be used only to take the Attack (two weapon attacks only), Dash, Disengage, Hide, or Use an Object action.

When you reach 11th level in this class, if the target uses the extra action to take the Attack action, they deal 1d6 extra damage on the attacks.

Restorative Reagents

9th-level Elixir Alchemist feature

You can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir or esoteric elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

15th-level Elixir Alchemist feature

You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • The temporary hit points gained from your experimental or esoteric elixirs increases to 4d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
  • When you use your Alchemical Surge feature, you can target two creatures instead of one. Once you do so, you cannot target two creatures in this way again until you finish a short or long rest.
  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Elixir Alchemist Infusions

As an Elixir Alchemist, there are certain esoteric infusions that you may choose to learn. Neither of these infusions should be learned by artificers of other specialists.

Some infusions are for your esoteric elixirs. Each is considered infusing an item for the purposes of the maximum number of infusions you can have at once.

Extra Elixir

Prerequisite: Elixir Alchemist Specialist
Item: An empty flask

You touch an empty flask and infuse it with an esoteric elixir from your Esoteric Elixir feature. This does not count against your total esoteric elixirs you can create at the end of a long rest. You may select this infusion multiple times.

Pending Elixir

Prerequisite: Elixir Alchemist Specialist
Item: An esoteric elixir

You magically delay the effects of the esoteric elixir. When the elixir is consumed, the effects of the elixir does not take place immediately. Instead, the creature that consumed the elixir can activate its effects as a bonus action at any time within one hour of having drunk the elixir. If the consumed elixir is not activated in that time, it takes effect at the end of it.

No creature can have more than one delayed-effect elixir effect at the same time. If a second delayed-effect elixir is consumed by the same creature or, the first elixir effect takes place immediately.

When you reach 10th level in this class, the duration increases to 8 hours. When you reach 18th level in this class, the duration increases to 24 hours.

Replicate Magic Item (Elixir Alchemist)

The artificer class allows you to use an infusion to replicate a particular magic item, and provides tables that correspond with certain levels in the class. When you learn the Replicate Magic Item infusion, you can choose a magic item from the following tables instead.

Replicable Magic Items (10th-Level Elixir Alchemist Artificer)
Magic Item Attunement
Periapt of proof against poison No

Innovative Specialists

Below are new specialists for the artificer class, as found in The Compendium of Hidden Technologies.

Awakener

An Awakener is a specialist at rousing intelligence in non-sentient beings.

Tool Proficiency

3rd-level Awakener feature

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

Awakener Spells

3rd-level Awakener feature

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

Awakener Spells
Artificer Level Spell
3rd speak with animals, wrathful smite
5th detect thoughts, mind spike
9th speak with plants, tongues
13th confusion, staggering smite
17th animate objects, modify memory

Awakened Weapon

3rd-level Awakener feature

You know how to rouse intelligence in a weapon, a conduit for your psychic abilities. When you finish a long rest, you can use calligrapher's supplies to paint special sigils onto a weapon and thereby turn it into your awakened weapon. The sigils disappear from the object if you later paint them on a different item. The sigils otherwise last indefinitely. Your awakened weapon has the following properties:

Battle Implement. You can use your awakened weapon as a spellcasting focus for your artificer spells, and are proficient with using it as a weapon. When you attack with your awakened weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Sentience. Your awakened weapon is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you while within 1 mile of you, and can speak, read, and understand any language you know.

Personality Traits. Your awakened weapon starts with a basic personality, and grows more complex as you gain levels in this class. Choose a trait from the Personality Traits table. Each personality trait allows you to make checks with that skill at advantage, with the exception of Knowledgeable, which allows you to choose one of the following skills to gain the benefit: Arcana, History, Nature, Religion. You may only choose a personality trait once, and this bonus only applies while your awakened weapon is within 1 mile of you.

You may choose another trait at 5th, 9th, 13th, and 17th level in this class.

Personality Traits
Trait Skill
Duplicitous Deception
Knowledgeable See Above
Flamboyant Performance
Friendly Persuasion
Gentle Animal Handling
Meticulous Investigation
Mischievous Sleight of Hand
Nimble Initiative
Observant Perception
Oppressive Intimidation
Poised Acrobatics
Rugged Survival
Sneaky Stealth
Surgical Medicine
Sympathetic Insight

Psychic Savant

5th-level Awakener feature

You work in tandem with your Awakened Weapon, enhancing the psychic damage you create through it. Whenever you hit a target with your awakened weapon, or cast a spell using your awakened weapon as the spellcasting focus, you gain a bonus to one damage roll of the attack or spell. If a spell, that roll must deal psychic damage. The bonus is 1d6 plus your Intelligence modifier (minimum of +1) psychic damage.

When you reach 11th level in this class, the extra psychic damage increases to 3d6 plus your Intelligence modifier.

Information Overload

9th-level Awakener feature

Whenever you hit a target with your Awakened Weapon, or cast a spell using your awakened weapon as the spellcasting focus that deals psychic damage, you can expend one spell slot to try to overload one target's mind with information. The target takes an extra 2d6 psychic damage for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The target must make an Intelligence saving throw. On a failure, the next attack roll made against it before the end of your next turn has advantage.

When you reach 17th level in this class, the extra damage for a 1st-level spell slot increases to 3d6.

You can use this feature as if you had expended a 1st-level spell slot, but without expending a spell slot, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Speak with Objects

9th-level Awakener feature

Whenever you cast the spell speak with plants, you imbue all objects within the spell's range with limited sentience and animation, not just plants. If a construct creature is in the area, you can communicate with it as you would with a plant creature, by the spell's description.

In addition, while you have your awakened weapon on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.

Psychic Master

15th-level Awakener feature

You gain resistance to psychic damage, and immunity to the charmed and frightened conditions.

In addition, when a creature fails the Intelligence saving throw from your Information Overload feature, a creature becomes stunned until the end of your next turn.

True Awakener

15th-level Awakener feature

You learn the spell awaken. It counts as an artificer spell for you, but it doesn't count against the number of artificer spells you prepare, and when you cast it, the material component cost is halved. You can cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. You can't cast it with a spell slot until you reach 17th level in this class. Finally, you can cast it on any object or a construct with an Intelligence score of 3 or less.

Awakener Infusions

As an Awakener, there are certain esoteric infusions that you may choose to learn. Neither of these infusions should be learned by artificers of other specialists.

Some infusions are for your awakened weapon. Each is considered infusing an item for the purposes of the maximum number of infusions you can have at once.

Awakened Object

Prerequisite: 10th level, Awakener Specialist
Item: Any object or construct of size huge or smaller

Using this infusion, you awaken an object or construct. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is an object, it gains the ability to move its legs or appendages if it has any, and it has blindsight with a radius of 30 feet and is blind beyond that radius. Your GM chooses statistics appropriate for the awakened object, such as the statistics for an animated object of its size from the animate objects spell.

The awakened construct or object is charmed by you for 24 hours or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. It dies instantly should this infusion end.

When you reach 14th level in this class, you can choose this infusion a second time, targeting a different object or construct. You can do so again at 18th level.

Awakened Sibling

Prerequisite: 6th level, Awakener Specialist
Item: Any object of size medium or smaller (requires attunement)

Using this infusion, you create a younger sibling for your awakened weapon. You paint sigils onto the object similar to those on your weapon. This item has the following properties:

Sentience. The awakened sibling is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through the senses of the creature attuned to it. It communicates telepathically with the creature while within 1 mile of it, and can speak, read, and understand any language the creature knows.

Personality Traits. The awakened sibling starts with a basic personality that mimics your awakened weapon. Choose a trait from the Personality Traits table that your awakened weapon already has. Each personality trait allows the creature attuned to the weapon to make checks with that skill at advantage, with the exception of Knowledgeable, which allows you to choose one of the following skills to gain the benefit: Arcana, History, Nature, Religion. You may only choose a personality trait once, and this bonus only applies while the awakened sibling is within 1 mile of the creature.

When you reach 10th level in this class, you can choose another personality trait that your awakened weapon already has for the awakened sibling to gain. You can do so again at 18th level in this class.

Enhanced Awakened Weapon

Prerequisite: 10th level, Awakener Specialist
Item: Your awakened weapon (requires attunement by you)

You may use this infusion on your awakened weapon to provide it with additional personality traits. If your awakened weapon already requires attunement from another source, all instances of attunement only require one attunement slot.

You may choose another trait as outlined in the Personality Traits effect of your awakened weapon feature.

You can choose another trait when you reach 14th level in this class, and can do so again when you reach 18th level in this class.

Intellect Tattoo

Prerequisite: Awakener Specialist
Item: tattoo (requires attunement)

Using this infusion, you paint a tattoo of sigils onto a creature. The rarity of this tattoo is common for the purposes of determining tattoo coverage.

A creature's Intelligence score is 15 while it has this tattoo. It has no effect on the creature if its Intelligence is already 15 or higher without it.

When you reach certain levels in this class, you can choose for the Intelligence score to increase when you use this infusion, though the rarity for the purposes of determining tattoo coverage increases with it. You can choose it to be 17 (uncommon) at 6th level, 19 (uncommon) at 10th level, 21 (rare) at 14th level, and 23 (very rare) at 18th level.

Overloading Weapon

Prerequisite: 10th level, Awakener Specialist
Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +2 bonus to attack and damage rolls made with it. When a creature hits a target with this weapon, they can choose to expend a charge to try and overload the target's mind with information. The target takes an extra 2d4 psychic damage, and must make an Intelligence saving throw. On a failure, the next attack roll made against it before the end of your next turn has advantage.

This weapon has 3 charges, and regains all expended charges daily at dawn.

When you reach 18th level in this class, the bonus increases to +3, and the number of charges increases to 5.

Replicate Magic Item (Awakener)

The artificer class allows you to use an infusion to replicate a particular magic item, and provides tables that correspond with certain levels in the class. When you learn the Replicate Magic Item infusion, you can choose a magic item from the following tables instead.

Replicable Magic Items (2nd-Level Awakener Artificer)
Magic Item Attunement
Medallion of thoughts Yes
Replicable Magic Items (6th-Level Awakener Artificer)
Magic Item Attunement
Helm of telepathy Yes

Shadow Weapon

Prerequisite: Awakener Specialist
Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and its damage type becomes psychic. If the When a creature uses the weapon to attack a target that is in dim light or darkness, the creature makes the attack roll with advantage.

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

As a bonus action, a creature attuned to this weapon can cause it to appear in their hand.

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Bio-Augmenter

A Bio-Augmenter is an expert at augmenting their body with magical modifications and prosthetics. Some, often calling themselves cyberneticists or prosthetists, make their augments from wood or metal, while others make it from flesh that's either been carefully cultivated or harvested from dead creatures. Others still make their augments from pure force or in more esoteric manners.

Tool Proficiency

3rd-level Bio-Augmenter feature

You gain proficiency with the Medicine skill, and can use your Intelligence ability modifier in place of Wisdom when making a Medicine check. If you already have this proficiency, you gain proficiency with one other skill of your choice.

In addition, you gain proficiency with your choice of leatherworker's tools or smith's tools. If you already have both of these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

When you reach 6th level in this class, your proficiency bonus is doubled for any ability check you make that uses the Medecine skill.

Bio-Augmenter Spells

3rd-level Bio-Augmenter feature

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

Bio-Augmenter Spells
Artificer Level Spell
3rd bless, shield
5th barkskin, gentle repose
9th haste, vampiric touch
13th guardian of natureXGtE, polymorph
17th mass cure wounds, telepathic bond

Arcane Augmentation

3rd-level Bio-Augmenter feature

You gain one augmentation: the Reinforced Appendage or the Spellcasting Core. You also have an Augmentation Die: a d4, and this die changes when you reach certain levels in this class. It becomes 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.

Reinforced Appendage. You re-inforce an existing appendage or attach a new one that serves as a weapon for you. This appendage can take many forms: it could be special plating on your forehead, a pair of legs you've replaced with one from a slain creature, or a third arm made from pure force. Whatever its form, it has the following properties:

  • The appendage is a fully capable part of your body (though if it is an extra appendage, it lacks the finer control necessary to hold items), and can't be removed against your will.
  • The appendage is a magic melee weapon with which you're proficient. It deals bludgeoning, piercing, or slashing damage on a hit (your choice when you choose this feature) equal to your Augmentation Die.
  • When you attack with the appendage, you can use your Intelligence modifier, instead of Strength modifier, for the attack and damage rolls.
  • When you use the Attack action on your turn, you can make one attack with the Reinforced Appendage as a bonus action. The damage die must be your Augmentaiton Die.

Over the course of 1 hour, which can be done during a short rest, you can absorb the power of a weapon into your appendage. The weapon must lack the two-handed or special property and be within your reach throughout the hour, at the conclusion of which it disappears, either magically as your appendage gains its power, or mundanely due to it being worked into your appendage. Attacks with your appendage are still magical, and gain all properties and effects of attacks made with the new weapon (save the Thrown or Versatile property), and you can choose to use either your Augmentaiton Die or the damage die of the weapon when you make a damage roll with it. If the new weapon is ranged, your appendage is now a magic ranged weapon; if the old weapon was ranged and the new one is not, your appendage is now a magic melee weapon. Any previous weapon you have performed this ritual with appears in the space where the new weapon was, and attacks with your appendage no longer gain the properties and effects of attacks made with that weapon. If the weapon requires attunement, you must attune to it as part of this ritual, otherwise the ritual fails. If you lose attunement to the weapon, it re-appears in the nearest unoccupied space to you if it magically disappeared when enhancing your appendage, and your appendage loses the properties of the weapon.

Spellcasting Core. You install an arcane focus within yourself. Typically, this core is placed within the head or torso, though its nature depends on your form of augmentation: perhaps it is a metallic device that your augmentations directly connect to, or a special organ that is a part of the nervous system of a strange creature you've harvested. In any form, the core is a spellcasting focus for your artificer spells, and you can use it as one without needing to hold it. Your core can't be removed against your will.

When you cast a cantrip that deals damage using your core as the focus, you can choose to change the damage die of the cantrip to your Augmentation Die.

Over the course of 1 hour, which can be done during a short rest, you can absorb the power of a spellcasting focus. The focus must be within your reach throughout the hour, at the conclusion of which you touch the focus and it disappears, its magic now imbued in your core. Any previous focus you have performed this ritual with appears in the space where the new focus was. Your core has all the magical properties of the new focus and loses any properties from the previous one. If the focus requires attunement, you must attune to it as part of this ritual, otherwise the ritual fails. If you lose attunement to the focus, it re-appears in the nearest unoccupied space to you, and your core loses the properties of the focus.

Body Modifications

3rd-level Bio-Augmenter feature

You gain the ability to use infusions on your body directly. Whether you are directly enhancing your features with pure magic energy, or replacing parts of your body with cybernetic implants or monstrous limbs, each of the following parts of your body counts as a separate item for the purposes of your Infuse Items feature: your torso (armor), upper dorsum (cloaks/capes), legs (boots), head (helmets/circlets), eyes (goggles), and each arm (weapons without two-handed property/shields) can bear one of your infusions. If your Reinforced Appendage doesn't already augment or replace one of these body parts, it cannot bear one of your infusions.

The DM may allow you to infuse a body part with an item that differs from the item normally associated with that body part, especially if the item chosen has no associated body part. For example, you may choose the Replicate Item infusion and choose the Ring of water walking, and the DM might decide that you must infuse your legs to gain its effect. Alternatively, you may choose the Winged boots, and while you could have wings on your feet or rocket prosthetics, you could, with the DM's permission, infuse your upper dorsum instead to sprout wings from your back or shoulders.

In addition, when you reach certain levels in this class both the your infusions known and the maximum number of items you can infuse at once increases, but those extra items must be parts of your body. The number they increase by is shown in the Extra Infusions table.

Extra Infusions
Artificer Level Number of Extra Infusions
4th 1
8th 2
12th 3
16th 4
20th 5

Augmented Savant

5th-level Bio-Augmenter feature

You gain additional power in combat, though the capacity for this power depends on which augmentation you chose as part of your Arcane Augmentation at 3rd level in this class.

Reinforced Appendage. You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

When you reach 11th level in this class, whenever you hit a creature with your appendage, the creature takes extra damage equal to the appendage's damage die.

Spellcasting Core. Whenever you cast a spell using your core as the spellcasting focus, you gain a bonus to one roll of the spell that restores hit points, grants temporary hit points, or deals damage. The extra damage, healing, or temporary hit points is equal to your Intelligence modifier (a minimum of +1) + a roll of your Augmentation Die.

When you reach 11th level in this class, the extra damage, healing, or temporary hit points increases to your Intelligence modifier + three rolls of your Augmentation Die.

Allied Modifications

9th-level Bio-Augmenter feature

The body parts of other creatures count as separate items for the purposes of your Infuse Items feature, as described for your own body parts in your Body Modifications feature. Creatures that lack certain body parts may not be able to have their body parts be viable for some or all of your infusions, and certain creatures may require special skill checks before such an infusion is attempted for the first time, such as those of other planes. The extra items you can infuse as part of that feature can also be body parts of other creatures, instead of just your own body parts.

Augment Surge

15th-level Bio-Augmenter feature

As a bonus action, you can go beyond your limits as a result of your body modifications. Whether your augmentations are mechanical, purely magical, or biological in nature, you have a burst of energy that you can choose to grant you temporary hit points at the end of each of your turns equal to your artificer level plus your Intelligence modifier (a minimum of 1 temporary hit point) for one minute. In addition, during that time you gain a benefit that depends on which augmentation you chose as part of your Arcane Augmentation at 3rd level in this class.

Reinforced Appendage. You can attack three times, instead of once or twice, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks, but that cantrip must involve an attack roll made with your Reinforced Appendage.

Spellcasting Core. The extra damage, healing, or temporary hit points gained from the Augmented Savant feature increases to twice your Intelligence modifier + five rolls of your Augmentation Die.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Bio-Augmenter Infusions

As an Bio-Augmenter, there are certain esoteric infusions that you may choose to learn. Neither of these infusions should be learned by artificers of other specialists.

Arcane Propulsion Arm

Prerequisite: Bio-Augmenter Specialist
Item: Prosthetic arm (requires attunement)

To attune to this item, a creature must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing.

While attached, the prosthetic provides these benefits:

  • The prosthetic is a fully capable part of your body.
  • You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will.
  • The prosthetic is a magic melee weapon with which you're proficient. It deals ld8 force damage on a hit, has a +1 bonus to its attack and damage rolls, and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.

The bonus to hit and damage increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Armblade

Prerequisite: Bio-Augmenter Specialist
Item: Any one-handed melee weapon (requires attunement)

A one-handed melee weapon that is already magical can bear this infusion. If that weapon requires attunement, once infused it still only counts as a single magic item with regard to the number of magic items a creature can attune to. A body part cannot bear this infusion.

An armblade attaches to a creature's arm, becoming inseparable from the creature so long as the creature is attuned to it. To attune to this item, a creature most hold it against the creature's forearm for the entire attunement period.

As a bonus action, a creature can retract the armblade into the creature's forearm or extend it from there. While it is extended, a creature can use the weapon as if the creature were holding it, and the creature can't use that hand for other purposes.

Under Construction

There will likely be more infusions for the Bio-Augmenter here in the future.

Cartographer

A Cartographer is a specialist at crafting detailed maps of differing terrains.

Tool Proficiency

3rd-level Cartographer feature

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

Cartographer Spells

3rd-level Cartographer feature

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

Cartographer Spells
Artificer Level Spell
3rd earth tremor, hunter's mark
5th locate animals or plants, locate object
9th clairvoyance, tiny hut
13th hallucinatory terrain, locate creature
17th commune with nature, tree stride

Proximity Map

3rd-level Cartographer feature

You know how to craft a map that depicts the terrain immediately around you. When you finish a long rest, you can use cartographer's tools to create a constantly evolving charter: a proximity map.

While the map is on your person, it displays the terrain in a radius from you, along with all creatures, magic effects, and magic items, except those being worn or carried by a creature. The size of this map radius is 30 feet. By describing an object known or familiar to you, all instances of that object within the map's radius are displayed on the map. Additionally, you gain the following benefits:

  • You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier
  • You can't be surprised while you are conscious
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you when within the map's radius

You do not need to look at the map yourself to gain these benefits: while on your person, the map telepathically communicates such information to you. The map's radius increases to 60 feet at 9th level, and 120 feet at 15th level.

Improved Mark

3rd-level Cartographer feature

You can expend a use of your Arcane Sigil feature to instead cast the hunter's mark spell without expending a spell slot.

When cast in this way, you can select a creature displayed on your proximity map, even if you cannot see them or they are out of spell's normal range.

The spell's extra damage increases to 2d6 and the duration increases to 8 hours when you reach 10th level in this class, and increase again to 3d6 and 24 hours when you reach 18th level in this class.

Extra Attack

5th-level Cartographer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Just before or after you make your second attack or cast the replacement cantrip, you can choose to teleport to another location within your proximity map's radius. You can do this a number of times equal to your Intelligence modifier (a minimum of once), and regain all expended uses on a short or long rest.

At 11th level, whenever you hit a creature with a weapon attack, the creature takes an extra 1d6 damage.

Local Telepathy

9th-level Cartographer feature

You have blindsight for the distance of your map's radius.

Additionally, as an action on your turn, you can forge a telepathic bond on any number of willing creatures of your choice within the map's radius, psychically linking each creature to all the others. Creatures with Intelligence scores of 2 or less aren't affected by this feature. The targets can communicate telepathically through the bond whether or not they have a common language. The bond ends when you next take a long rest, or choose to drop the bond with any or all creatures as an action on your turn. The bond ends for a target if its turn ends and it hasn't been within the map's radius since the end of its previous turn.

A target of the telepathic bond cannot be surprised while they are conscious, and other creatures don't gain an advantage on attack rolls against the target as a result of being hidden from it while within the map's radius.

Waypoint Master

15th-level Cartographer feature

You can create points of connection to your proximity map. By spending ten minutes with your cartographer's tools, you can mark a 10-foot by 10-foot area of space as a waypoint. This waypoint could be a circle upon the ground, or sigils in a rock, tree, or other object of size large or smaller. Such a circle or marked object is magical, and impervious to most means of harm. If moved more than five feet from its point of creation, this effect is dispelled.

You may have a number of waypoints at any one time equal to half your artificer level (rounded up), and by spending a minute with your proximity map, you can focus on a waypoint you have created and cause one of the following effects, so long as you are on the same plane as it:


Destroy. You destroy the sigils that mark the waypoint, removing it from your list of created waypoints.


Locate. You learn the precise distance and direction of the waypoint.


Safeguard. A 10-foot radius dome of force springs into existence around the waypoint for eight hours. If the waypoint is an object, the dome stretches to encompass it. Creatures and objects within the dome when you choose this effect can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. While the dome lasts, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.


Scry. You can see and hear from the location of the waypoint as if you were there. You benefit from the blindsight bonus of your proximity map while seeing in this way.


Teleport. You instantly transport yourself and any number of creatures of your choice within the map's radius, or a single object within the map's radius, to the waypoint or in the nearest unoccupied space if that space is occupied. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. You can choose this effect a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Cartographer Infusions

As a Cartographer, there are certain esoteric infusions that you may choose to learn. Neither of these infusions should be learned by artificers of other specialists.

Some infusions are for your proximity map. Each is considered infusing an item for the purposes of the maximum number of infusions you can have at once.

Expanded Proximity Map

Prerequisite: Cartographer Specialist
Item: Your proximity map (requires attunement by you)

You may use this infusion on your proximity map to expand its size. If your proximity map already requires attunement from another source, all instances of attunement only require one attunement slot.

Your proximity map's radius doubles in size.

Exploration Map

Prerequisite: Cartographer Specialist
Item: A book, piece of parchment, or similar surface

A creature can speak a command word (chosen by you when you infuse this object) to cast the arcane eye spell. When cast in this way, its duration is 10 minutes, and it is considered to have been cast with a spell slot equal to half your artificer level (rounded up, maximum 9th level) for the purposes of dispelling such as with the dispel magic spell.

All terrain seen by the eye is shown in top-down view on the exploration map, in a way similar to your proximity map. A creature holding the map can cause the region to be displayed in different forms, such as viewing only one floor of a multi-tiered explored area at a time, or focusing in on a smaller area of a region.

The map lasts until a second command word (chosen by you when you infuse this object) is spoken by a creature holding the map to clear it, or until the arcane eye spell is cast again. Once the spell is cast, it cannot be cast from the map again until the next dawn.

When you reach 6th level in this class, the duration of the spell becomes 1 hour, as normal. When you reach 10th level in this class, the eye gains blindsight, and all its senses become 90 feet. When you reach 14th level in this class, the duration becomes 8 hours. When you reach 18th level in this class, the duration becomes 24 hours, and all the eye's senses become 120 feet.

Map of the Marauders

Prerequisite: Cartographer Specialist
Item: A book, piece of parchment, or similar surface

When you infuse an object with this infusion, you choose a number of willing creatures you can see equal to up to your Intelligence modifier plus half your artificer level (rounded up). The map fills out to the fullest extent of the geography of a plane you have seen, either personally or in accurate maps, or alternatively a smaller, but more detailed region you know well. The chosen creatures have their locations shown on the map at all times, so long as they are in a region mapped. If they leave the mapped area, whether by going into an unmapped region or leaving the plane, their last known location is marked with an indication that it is only their last known location.

If a chosen creature is willingly subjected to a spell or other magical effect (such as by attuning to an item) that protects them from divination, they may choose when subjected to that effect whether or not it shields them from this map.

When you reach 14th level in this class, you may have multiple planes able to be displayed on the map, and choose a command word or words when you infuse the item that allows a creautre holding the map to switch between the view of differing planes. You still must have knowledge of the geography of those planes in order to have regions of them display on the map.

Map of Treasure Location

Prerequisite: Cartographer Specialist
Item: A book, piece of parchment, or similar surface

A creature can speak a command word (chosen by you when you infuse this object) to cast the locate object spell. When cast in this way, it is considered to have been cast with a spell slot equal to half your artificer level (rounded up, maximum 9th level) for the purposes of dispelling such as with the dispel magic spell.

Additionally, when the command word is spoken, the map fills out with terrain out to a distance of 1,000 feet from the map's location, however only in vague shapes and significant landmarks. If the territory is truly unknown, there may be even less detail. If you or the creature speaking the command word know the terrain more intimately, it fills out to the level of detail known between the two of you. The terrain displayed changes as the map moves with the caster of the spell, though it stops updating if the caster stops holding the map until the caster starts holding it again. When the spell ends, the map continues to display the last depiction it held until a second command word is spoken (chosen by you when you infuse this object) or until the spell is cast again.

If the described object is within the region mapped, it is displayed with a red X on the map, even if it is deep underground. Alternatively, the DM may decide that if the described item is not within the region mapped, to instead describe an item that is within the region that is close to the described item in form or monetary value. If this is the case, the caster is aware that the item isn't quite what was described, but isn't informed of what the marked item is.

Once the spell is cast, it cannot be cast from the map again until the next dawn.

When you reach 6th level in this class, the distance mapped increases to 1 mile, as does the range in which an item can be detected by the locate object spell. Both increase to 5 miles when you reach 10th level in this class, 25 miles when you reach 14th level in this class, and 125 miles when you reach 18th level in this class.

Clockwork Engineer

A Clockwork Engineer is an expert at creating and enhancing constructs.

Tool Proficiency

3rd-level Clockwork Engineer feature

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.

Clockwork Engineer Spells

3rd-level Clockwork Engineer feature

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

Clockwork Engineer Spells
Artificer Level Spell
3rd find familiar, healing word
5th dancing weaponNEW, find steed
9th animate arbalesterNEW, mass healing word
13th find greater steed, summon construct
17th animate objects, mass cure wounds

For you, the conjured creature has the statistics of the chosen form, but it is a construct instead of a beast, celestial, fey, or fiend, and is immune to poison damage, along with the charmed, exhaustion, and poisoned conditions.

Clockwork Augmenter

3rd-level Clockwork Engineer feature

You've learned how to create a device for augmenting your constructed allies. Using smith's tools, you can take an action to magically create a tiny clockwork augmenter in your hand. It is a magical object of your own design, and can be used as your spell focus. Once you create an augmenter, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one augmenter at a time and can't create one while your augmenter is present.

While holding your clockwork augmenter, constructs can understand your speech, and you gain the ability to decipher their noises and motions. Many constructs lack the intelligence to convey or understand sophisticated concepts, but a friendly construct could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with constructs, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Any time you cast a conjuration or transmutation spell that summons or creates a construct using your clockwork augmenter as a spellcasting focus, it has the following benefits:

  • You can cast the spell without requiring a material component, even if that component is ordinarily consumed.
  • The construct's AC can't be less than an amount equal to 10 + your Intelligence modifier.
  • The construct can take the attack action, if it has one, even if it is normally obstructed from doing so (such as with the find familiar spell). The minimum damage die for its attacks is 1d4.
  • The construct's hit point maximum is increased by an amount equal to twice your artificer level.
  • The construct gains a bonus to its attack rolls, damage rolls, and saving throws equal to your proficiency bonus.
  • The construct can benefit from healing magic that ordinarily has no effect on constructs.
  • When you use your Arcane Sigil feature, you can have it apply to the construct's attacks in lieu of a weapon you hold.

In addition, whenever you use a spell of first level or higher to restore hit points or grant temporary hit points to a construct using your clockwork augmenter as a spellcasting focus, the construct regains additional hit points or gains additional temporary hit points equal to half your artificer level (rounded up) + the spell's level.

Finally, once as an action or bonus action on your turn, you can use your clockwork augmenter to empower one construct of your choice within 60 feet. The next time that construct takes the attack action before the end of your next turn, it gets to make an additional attack.

Greater Empowerment

5th-level Clockwork Engineer feature

Whenever you use your action (but not bonus action) to empower a construct, that construct can make two additional attacks instead of one on its next turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Energetic Reinforcements

5th-level Clockwork Engineer feature

You have mastered the capacity to summon your own construct for battle: you know the spell Energy ConstructNEW. It counts as an artificer spell for you, doesn't count against the number of artificer spells you can prepare, and you can cast it without a material component. You can also cast it once without using a spell slot as if you had cast it by expending a 2nd-level spell slot, and you can do so again when you finish a short or long rest. When you reach 9th level in this class, you can do so twice between rests, and beginning at 15th level in this class, you can do so three times between rests, regaining all expended uses on a short or long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Finally, any construct that you summon or create with a conjuration or transmutation spell using your clockwork augmenter as a spellcasting focus, the damage from its weapon attacks is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Construct Infuser

9th-level Clockwork Engineer feature

When you cast a spell using your clockwork augmenter as a spellcasting focus that targets only constructs (not an area) and has a duration of 1 minute or longer, you can choose to increase its duration, as shown on the Increased Duration table.

Increased Duration
Normal Spell Duration Increased Spell Duration
1 minute 10 minutes
10 minutes 1 hour
1 hour 8 hours
8 hours 24 hours

You cannot increase the duration of a spell to over 24 hours with this feature.

Mechanical Binding

9th-level Clockwork Engineer feature

You gain the ability to bind a summoned or created construct to you, which allows them to persist longer than usual. Whenever you start casting a conjuration or transmutation spell that summons or creates a construct, you can modify it in the following ways:

  • The spell takes 1 hour longer to cast than normal
  • When the spell is finished being cast, rare, battle-ready metals worth at least 1,000 gp are consumed

If you do so, once cast the spell doesn't require concentration, the spell's duration becomes 24 hours, and the spell level is considered equal to half your artificer level, rounded up (maximum 9th level), for the purposes of dispel magic for that casting.

You can choose for the spell's duration to become 10 days at 11th level in this class, 30 days at 13th level in this class, 180 days at 15th level in this class, and a year and a day at 17th level in this class. At 20th level, you can expend a gemstone worth 25,000 gp and change the spell's duration to until dispelled, and the spell can only be dispelled by the wish spell.

Double Empowerment

15th-level Clockwork Engineer feature

You gain the ability to boost more than one construct. When you use your action to empower a construct, you can target two constructs with your empowerment, instead of just one. Once you use this feature, you must finish a short or long rest before you can use it again. When you reach 20th level in this class, you can use it twice before a rest, but only once on the same turn.

Clockwork Engineer Infusions

As a Clockwork Engineer, there are certain esoteric infusions that you may choose to learn. Neither of these infusions should be learned by artificers of other specialists.

Some infusions are for your clockwork augmenter. Each is considered infusing an item for the purposes of the maximum number of infusions you can have at once.

Clockwork Conduit

Prerequisite: Clockwork Engineer Specialist
Item: Your clockwork augmenter (requires attunement by you)

When you cast a spell, you can choose to cast it as if you were in the location of a construct created or summoned by a spell cast using your clockwork augmenter as a spellcasting focus.

When you reach 6th level in this class, you can make any spell you cast that targets only you also target one of these constructs. When you reach 10th level in this class, you can choose to cast the spell as if one of these constructs had cast it. If it requires concentration, you can choose for either you or the construct to concentrate on it. Only one construct can be concentrating on a spell in this way at a time.

Clockwork Propulsion

Prerequisite: Clockwork Engineer Specialist
Item: Your clockwork augmenter (requires attunement by you)

A construct created or summoned by a spell cast using your clockwork augmenter as a spellcasting focus has its movement speeds increased by an amount of feet equal to five times one half your artificer level (rounded up).

Durable Constructs

Prerequisite: Clockwork Engineer Specialist, 6th level
Item: Your clockwork augmenter (requires attunement by you)

A construct created or summoned by a spell cast using your clockwork augmenter as a spellcasting focus has its Constitution score increased by 2, and its hit point maximum is increased by an amount equal to three times your artificer level, instead of twice your artificer level.

When you reach 14th level in this class, the constructs's Constitution score increases by 2 again, and its hit point maximum is increased by an amount equal to four times your artificer level, instead of three times your artificer level.

Enlarged Constructs

Prerequisite: 6th-level, Clockwork Engineer Specialist
Item: Your clockwork augmenter (requires attunement by you)

When you cast a conjuration or transmutation spell that summons or creates a construct using your clockwork augmenter as a spellcasting focus, you can choose for its size to become Large, and have it gain advantage on Strength checks and Strength saving throws.

Fortified Constructs

Prerequisite: Clockwork Engineer Specialist
Item: Your clockwork augmenter (requires attunement by you)

A construct created or summoned by a spell cast using your clockwork augmenter as a spellcasting focus gains a +1 bonus to Armor Class. In addition, when such a construct is forced to make a Strength, Dexterity, Constitution, or Intelligence ability check, or a saving throw of any kind, it can add your Intelligence modifier to the roll (minimum of +1).

The bonus to Armor Class increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Divine Smith

A Divine Smith is an expert at creating objects that draw from the powers of the higher planes.

Tool Proficiency

3rd-level Divine Smith feature

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.

Divine Smith Spells

3rd-level Divine Smith feature

You always have certain spells prepared after you reach particular levels in this class. Choose a cleric domain from your chosen deity’s list of eligible domains. You always have certain cleric domain spells for your chosen domain prepared after you reach particular levels in this class, as shown in the Divine Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Divine Smith Spells
Artificer Level Spell
3rd Cleric domain's spells gained at 1st level
5th Cleric domain's spells gained at 3rd level
9th Cleric domain's spells gained at 5th level
13th Cleric domain's spells gained at 7th level
17th Cleric domain's spells gained at 9th level

Divine Magic

3rd-level Divine Smith feature

You gain one cantrip of your choice from the cleric spell list. For you, this cantrip counts as an artificer cantrip.

When you prepare the list of artificer spells that are available for you to cast as part of your spellcasting feature, you can choose one spell from the cleric spell list instead of from the artificer spell list. The maximum number of spells you can prepare from the cleric spell list changes when you reach certain levels in this class. The number becomes two at 5th level, three at 9th level, four at 13th level, and five at 17th level.

Celestial Weapon

3rd-level Divine Smith feature

You know how to instill celestial power in a weapon, a conduit for your divine abilities. When you finish a long rest, you can use smith's tools to inscribe a weapon with sigils and thereby turn it into your celestial weapon. The sigils disappear from the object if you later inscribe them on a different item. The sigils otherwise last indefinitely. Your celestial weapon has the following properties:

Battle Implement. You can use your celestial weapon as a spellcasting focus for your artificer spells, and are proficient with using it as a weapon. When you attack with your celestial weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Divine Smite. When you hit a creature with your celestial weapon, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead or a fiend, to a maximum of 6d6.

The extra damage for a 1st-level spell slot increases to 3d6 when you reach 17th level in this class.

Healing Conduit. When you hit a creature with your celestial weapon, you can expend one spell slot to restore hit points to one creature or object you can see within 30 feet of the target. The restored hit points is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. If you expend a spell slot of 2nd-level or higher, the target is cured of one poison or disease afflicting it.

Radiant Savant

5th-level Divine Smith feature

Whenever you hit a target with your celestial weapon, or cast a spell using your celestial weapon as the spellcasting focus, you gain a bonus to one roll of the attack or spell. If a spell, that roll must restore hit points or be a damage roll that deals radiant damage. The extra damage or healing is 1d6 + your Intelligence modifier (a minimum of +1), and if it is damage, the damage type is radiant.

When you reach 11th level in this class, the extra damage or healing increases to 3d6 + your Intelligence modifier.

Holy Infusions

9th-level Divine Smith feature

You and any creatures carrying an item bearing one of your artificer infusions can't be charmed or frightened while you are conscious.

In addition, each item bearing one of your artificer infusions can be used to create the effect your Celestial Weapon's Divine Smite feature once without expending a spell slot when the bearer hits a creature with a weapon attack, and regains the ability to do so again each dawn.

Smiting Savant

9th-level Divine Smith feature

Smiting with your celestial weapon comes easier to you now. You can use the divine smite effect of your celestial weapon feature without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Divine Intervention

15th-level Divine Smith feature

You can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than half your artificer level (rounded up), your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds on a roll equal to or lower than 55.

Divine Smith Infusions

Amulet of the Devout

Prerequisite: Divine Smith Specialist
Item: An amulet or similar symbolic jewelry (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While a creature wears the holy symbol, they gain a +1 bonus to spell attack rolls and the saving throw DCs of their spells.

While a creature wears this amulet, they can use their Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

The bonus to spell attack rolls and saving throw DCs increases to +2 when you reach 10th level in this class, and the Channel Divinity feature can be used without expending one of the feature's uses twice between rests.

The bonus increases again to +3 when you reach 18th level in this class, and the Channel Divinity feature can be used without expending one of the feature's uses three times between rests.

Celestial Cloak

Prerequisite: Divine Smith Specialist
Item: A cape or cloak (requires attunement)

While wearing this cloak, a creature has resistance to necrotic damage and radiant damage.

In addition, a creature wearing this cloak can turn the cloak into a pair of luminous, incorporeal wings as an action. For one minute or until the wearer ends the effect as a bonus action, the wearer has a flying speed of 30 feet. Once used, this feature cannot be used again until the next dawn.

The flying speed increases to 60 feet when you reach 10th level in this class, and increases again to 90 feet when you reach 18th level in this class.

Divine Weapon

Prerequisite: Divine Smith Specialist
Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and its damage type becomes radiant. 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.

Each time the wielder hits a creature with this weapon, the wielder gains temporary hit points equal to your half your artificer level (rounded up).

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Holy Blade

Prerequisite: Divine Smith Specialist
Item: A sword that deals slashing damage (requires attunement by a paladin)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. When the wielder hits a fiend or an undead with it, that creature takes an extra 1d6 radiant damage.

While the wielder holds the drawn weapon, they have advantage on saving throws against spells and other magical effects.

The bonus increases to +2 when you reach 10th level in this class, and the extra damage taken increases to 2d6. While the wielder holds the drawn weapon, it creates an aura in a 10-foot radius around them. The wielder and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects.

The bonus increases to +3 when you reach 18th level in this class, and the extra daamge taken increases to 3d6, and the radius of the aura increases to 30 feet.

Potent Symbol

Prerequisite: Divine Smith Specialist
Item: A holy symbol (requires attunement by a paladin)

As an action, a creature attuned to the symbol can attach it to a suit of armor or a shield or remove it.

While wearing the armor or wielding the shield that bears the symbol, a creature gains a +1 bonus to spell attack rolls and saving throw DCs, and ignores half cover when making a spell attack. In addition, if the that creature is the source of an aura such as that provided by the paladin's 6th-, 7th-, or 10th-level features, their range is extended by 5 feet.

The amount the range of the auras is extended changes when you reach certain levels in this class. It increases to 10 feet at 10th level, 15 feet at 14th level, and 20 feet at 18th level. In addition, the bonus to spell attack rolls and saving throw DCs increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Prayer Beads

Prerequisite: Divine Smith Specialist
Item: A necklace of beads (requires attunement by a cleric, druid, paladin, or Divine Smith specialist artificer)

You infuse the beads with spells that you can store in them. Each bead holds one spell, and the total spells can have a combined level that is equal to or less than half your artificer level (rounded up), as indicated on the Prayer Beads table. The table also indicates the artificer level you must have attained in order to infuse that spell into the beads.

While wearing the necklace, a creature can cast a spell from a bead (using your spell save DC if a save is necessary) as a bonus action. Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

Prayer Beads
Artificer Level Spell Level Spells
2 1st bless, cure wounds, healing word
6 2nd cure wounds (2nd level), lesser restoration, spiritual weapon
10 3rd aura of vitality, cure wounds (3rd level), spirit guardians
14 4th aura of life, aura of purity, cure wounds (4th level)
18 5th banishing smite, cure wounds (5th level), greater restoration, summon celestial

Radiant Weapon

Prerequisite: Divine Smith Specialist
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 a number of charges equal to half your artificer level (rounded up). 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 all expended charges daily at dawn.

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Elemental Alchemist

An Elemental Alchemist is an expert at transmuting material of any kind, especially when manipulating the elements.

Tool Proficiency

3rd-level Elemental Alchemist feature

You 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.

Elemental Alchemist Spells

3rd-level Elemental Alchemist feature

After you reach particular levels in this class, there are certain spells you can choose to always have prepared as shown in the Elemental Alchemist Spells table. At 3rd, 5th, 9th, 13th, and 17th level in this class, choose two of the spells listed for that level. The spells you didn't choose also count as artificer spells for you, but still count against the number of artificer spells you prepare, should you choose to prepare them.

Whenever you gain an artificer level, you can replace one spell you have prepared from this feature with another spell of the same level from the same table.

Elemental Alchemist Spells
Artificer Level Spell
3rd armor of agathys, burning hands, create or destroy water, earth tremorXGtE, entangle, fog cloud, frost fingers, hellish rebuke, ice knife
5th dust devil, earthen graspXGtE, gust of wind, heat metal, pyrotechnics, skywrite, scorching ray, snowball stormXGtE, spike growth, warding wind
9th erupting earthXGtE, fireball, plant growth, sleet storm, tidal wave, wall of sand, wall of water, wind wall
13th control water, fabricate, grasping vine, ice storm, stone shape, wall of fire, watery sphere
17th cone of cold, control winds, creation, immolation, maelstrom, transmute rock, wall of stone, wrath of nature

Elemental Cantrips

3rd-level Elemental Alchemist feature

You have a list of cantrips, your Elemental Cantrips, that gain special effects with other features from this class, and spells that aren't ordinarily on the artificer spell list are added to the artificer spell list for you. These cantrips are: control flames, control plantsNEW, create bonfire, fire bolt, frostbite, gust, mold earth, produce flame, ray of frost, shape water. You gain two cantrips of your choice from this list, and can choose from the list when you are able to choose new artificer cantrips to learn, as normal.

Transmuter's Focus

3rd-level Elemental Alchemist feature

You know how to turn a stone or arcane focus into your transmuter's focus. This focus could be a stone, as is traditional, but it could also be a different implement that becomes inscribed with sigils. When you finish a long rest, you can use alchemist's supplies to transform an ordinary tiny stone or existing arcane focus into your transmuter's focus.

While the focus is on your person, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on an object composed entirely of crystal, wood, stone (but not a gemstone), iron, steel, copper, glass, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

The maximum number of objects you can alter in this way at one time is equal to half your artificer level (rounded up). All objects only create one instance of concentration.

Transmutation Points. You have a number of transmutation points equal to half your artificer level (rounded up). You can never have more transmutation points than this amount. You must have your transmuter's focus on your person to spend or regain transmutation points. You regain all spent transmutation points when you finish a long rest.

You can use your transmutation points to cast spells you have prepared from your Elemental Alchemist Spells feature, or sacrifice spell slots to gain additional transmutation points.

Point Casting. You can cast a spell without expending a spell slot by spending a number of transmutation points equal to the spell's level. This spell must be a spell from your Elemantalist Spells feature that you have prepared as an artificer spell. You can cast a spell at a higher level by instead spending a number of transmutation points equal to the slot you'd ordinarily expend. You can't cast a spell at 5th-level or higher in this manner.

Converting a Spell Slot to Transmutation Points. As a bonus action on your turn, you can expend one spell slot and gain a number of transmutation points equal to the slot's level.

The focus continues to be your transmuter's focus until you create another transmuter's focus or you die.

Advanced Transmutation

3rd-level Elemental Alchemist feature

When you cast a spell from your Elemantal Alchmiest Spells feature that you have prepared as an artificer spell, or an Elemental Cantrip, you can modify the spell in one of the following ways:

Effortless Spell. When you cast a spell that requires concentration, you can spend a number of transmutation points equal to the spell's level to modify the spell so that it doesn't require concentration (1 transmutation point if the spell is a cantrip). If you do so, the spell's duration equals a number of rounds equal to your Intelligence modifier (a minimum of 1 round) for this casting.

Empowered Spell. When you roll damage for a spell, you can spend 1 transmutation point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 transmutation points to change the casting time to 1 bonus action for this casting.

Transmutation Savant

5th-level Elemental Alchemist feature

Whenever you cast a spell using your transmuter's focus as the spellcasting focus, you gain a bonus to all rolls of the spell that deal damage equal to 1d8 + your Intelligence modifier (a minimum of +1). This spell must be a spell from your Elemantal Alchemist Spells feature that you have prepared as an artificer spell, or an Elemental Cantrip, and once a creature takes this extra damage, it cannot take it again until the start of your next turn.

When you reach 11th level in this class, the extra damage increases to 3d8 + your Intelligence modifier.

In addition, when you use your transmuter's focus to alter the physical properties of a nonmagical object, you need only spend 1 minute per 1 cubic foot of material, and the effect lasts up to 8 hours.

Sculpting Infusions

9th-level Elemental Alchemist feature

You can choose to gain one or both of the following benefits whenever you cast a spell from your Elemantal Alchemist Spells feature that you have prepared as an artificer spell, or an Elemental Cantrip.

  • You and any creatures carrying an item bearing one of your artificer infusions automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
  • You can have the spell be cast as if you were occupying the space of a creature holding one of your infusions.

In addition, when you use your transmuter's focus to alter the physical properties of a nonmagical object, the effect lasts up to 24 hours.

Transmutation Mastery

15th-level Elemental Alchemist feature

You have been exposed so heavily to the elements that they pose little risk to you, and you can break the world down to its fundamental components.

  • You gain resistance to your choice of fire, cold, or bludgeoning damage. You can change your chosen resistance when you cast a spell from your Elemental Alchemist Spells feature that you have prepared as an artificer spell, provided you use your transmuter's focus as the spellcasting focus.
  • You can cast Disintegrate, Creation, and Fabricate without expending a spell slot, without preparing the spell, and without providing the material component, provided you use your transmuter's focus as the spellcasting focus. Once you cast any spell with this feature, you can't cast that spell with it again until you finish a long rest.
  • When you use your transmuter's focus to alter the physical properties of a nonmagical object, you need not concentrate on the effect, and the effect lasts a number of days equal to your Intelligence modifier (minimum 1 day) or until you choose to end it as an action.

Elemental Alchemist Infusions

Focus of Elemental Essence

Prerequisite: Elemental Alchemist Specialist
Item: a spellcasting focus (requires attunement by a creature with the Spellcasting or Pact Magic feature)

When you choose this infusion, select one of the following elemental essences: flame, frost, plant, stone, water, or wind. The infused item is named after your choice, such as focus of flame. You can select this infusion multiple times, choosing a different elemental essence each time.

While holding this item, a creature gains a +1 bonus to spell attack rolls and spell save DC for spells provided the focus. In addition, the creature ignores half cover when making a spell attack with these spells.

The focus has a number of charges equal to half your artificer level (rounded up), and it regains all expended charges daily at dawn. A creature can cast spells while holding it, either by using spell slots or by expending a number of charges from the focus equal to the spell's level (0 for a cantrip). See the Spells table corresponding to the chosen elemental essence for the spells that can be cast, and the level of artificer you must reach before it can be cast.

Flame Spells
Artificer Level Spells
3 control flames, create bonfire, fire bolt, produce flame, burning hands, hellish rebuke
6 heat metal, pyrotechnics, scorching ray
10 fireball
14 wall of fire
18 immolation
Frost Spells
Artificer Level Spells
3 frostbite, ray of frost, shape water, armor of agathys, frost fingers, ice knife
6 snowball storm
10 sleet storm
14 ice storm
18 cone of cold
Plant Spells
Artificer Level Spells
3 control plantsNEW, entangle
6 spike growth
10 plant growth
14 grasping vine
18 wrath of nature
Stone Spells
Artificer Level Spells
3 mold earth, earth tremorXGtE
6 earthen graspXGtE
10 erupting earthXGtE, wall of sand
14 stone shape
18 transmute rock, wall of stone
Water Spells
Artificer Level Spells
3 shape water, create or destroy water, fog cloud
6
10 tidal wave, wall of water
14 control water, watery sphere
18 maelstrom
Wind Spells
Artificer Level Spells
3 gust, fog cloud
6 dust devil, gust of wind, warding wind
10 wind wall
14
18 control winds

If this item is transformed into your transmuter's focus and you are attuned to it, you can use your Advanced Transmutation feature to modify spells cast using the item's charges as if they were prepared as artificer spells.

When you reach 6th level in this class, a spell can be cast at a higher level by instead expending a number of charges equal to the slot that would ordinarily be expended. The maximum number of charges that can be expended in this way is 2.

When you reach 10th level in this class, the bonus increases to +2. In addition, the maximum number of charges that can be expended to cast a spell at a higher level increases to 3.

When you reach 14th level in this class the maximum number of charges that can be expended to cast a spell at a higher level increases to 4.

When you reach 18th level in this class, the bonus increases to +3. In addition, the maximum number of charges that can be expended to cast a spell at a higher level increases to 5.

Minor Philosopher's Stone

Prerequisite: 6th level, Elemental Alchemist Specialist
Item: a stone

This infusion can be turned into a transmuter's focus by an Elemental Alchemist.

While holding this item, a creature can use an action to activate one of its effects. Certain effects are only available when you reach certain levels in this class. Once an effect is used, the stone is rendered magically inert until the next dawn.

Iron to Silver. The creature chooses an amount of iron within 30 feet of them not being worn or held by another creature. Up to 5 pounds of that iron is turned into silver. When you reach certain levels in this class, the maximum weight of the iron increases. It increases to 10 pounds at 10th level, 20 pounds at 14th level, and 40 pounds at 18th level.

Lead to Gold. The creature chooses an amount of lead within 30 feet of them not being worn or held by another creature. Up to 1/2 pound of that lead is turned into gold. When you reach certain levels in this class, the maximum weight of the lead increases. It increases to 1 pound at 10th level, 2 pounds at 14th level, and 4 pounds at 18th level.

Major Transmutation. The creature can touch a nonmagical object that isn't being worn or carried and transform the target into another object. The object can be no larger than 1 foot on a side, plus a number of feet equal to half your artificer level (rounded up). The new object must have a gold value no more than 25 gp more than the original. When you reach certain levels in this class, the maximum difference in gold value increases. It increases to 50 gp at 10th level, 100 gp at 14th level, and 200 gp at 18th level.

Revivify (10th level). The revivify spell is cast. The material cost for the diamond is halved.

Fabricate (14th level). The fabricate spell is cast.

Raise Dead (18th level). The raise dead spell is cast. The material cost for the diamond is halved.

Luthier

A Luthier is an expert at crafting magically enhanced instruments.

Tool Proficiency

3rd-level Luthier feature

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.

Luthier Spells

3rd-level Luthier feature

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

Luthier Spells
Artificer Level Spell
3rd thunderclap, sleep, thunderwave
5th calm emotions, shatter
9th thunder step, tongues
13th charm monster, compulsion
17th destructive wave, hold monster

Eldritch Instrument

3rd-level Luthier feature

You know how to turn a musical instrument into an eldritch instrument, a conduit for your musical abilities. When you finish a long rest, you can use woodcarvers' tools to carve special sigils into a musical instrument and thereby turn it into your eldritch instrument. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your eldritch instrument as a spellcasting focus for your artificer spells, are proficient with using it as a musical instrument, and can attune to it even if it normally requires attunement by a bard.

As a bonus action on your turn while holding your eldritch instrument, you can begin to perform a rhythm arcane. When you start performing the rhythm, and then as a bonus action on each of your turns until the rhythm ends, you can choose a creature within 30 feet to gain an effect from the Arcane Melodies list. The creature must be able to hear you to gain this benefit. A rhythm arcane lasts 10 minutes, until you are incapacitated, or until you choose to end it as a bonus action. You must then finish a short or long rest to use your rhythm arcane again.

When you reach certain levels in this class, you can perform more rhythms arcane. Beginning at 6th level, you can use your rhythm arcane twice between rests, and beginning at 15th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

You can perform additional rhythms arcane by expending a spell slot of 1st level or higher for each one. When you do so, use your bonus action to start performing the rhythm and choose an effect from the list as usual.

Arcane Melodies

Choose from the following effects during a rhythm arcane as part of your Eldritch Instrument feature

Bolstering. The target gains immunity to being frightened and temporary hit points equal to 1d6 + your Intelligence modifier (minimum of 1 temporary hit point). The immunity to being frightened ends when the temporary hit points are expended.

Gravity. The next time the target is hit by an attack roll before the end of your next turn, it gains a bonus to its AC equal to your Intelligence modifier (minimum of +1) for that attack roll, potentially turning a hit into a miss.

Savagery. The target gains a bonus to its next damage roll before the end of your next turn equal to your Intelligence modifier (minimum of +1).

Serendipity. The target gains a bonus to its next attack roll before the end of your next turn equal to your Intelligence modifier (minimum of +1).

Music Savant

5th-level Luthier feature

You develop masterful command of magical tunes, enhancing the healing and damage you create through them. Whenever you cast a spell using your eldritch instrument as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points, grant temporary hit points, or be a damage roll, and the bonus equals 1d6 plus your Intelligence modifier (minimum of +1). If the damage roll deals thunder damage, double these extra damage dice.

When you reach 11th level in this class, the extra damage, healing, or temporary hit points increases to 3d6 + your Intelligence modifier.

Restorative Refrain

9th-level Luthier feature

Whenever you target a creature with your rhythm arcane, the creature gains 2d6 temporary hit points. If the melody chosen is Bolstering, the creature gains a total of 4d6 + your Intelligence modifier temporary hit points, and increases again to 5d6 + your Intelligence modifier once you reach 17th level in this class.

In addition, while performing your rhythm arcane, friendly creatures within 30 feet of you cannot be frightened or charmed. A creature must be able to hear you to gain this benefit.

Music Master

15th-level Luthier feature

You can use your bonus action on your turn to target two creatures within 30 feet to gain the effect of an arcane melody during your rhythm arcane, instead of one.

Luthier Infusions

Amplifying Instrument

Prerequisite: Luthier Specialist
Item: musical instrument (requires attunement by a bard or Luthier specialist artificer)

While holding this item, a creature gains +1 bonus to spell attack rolls and saving throw DCs on its bard spells. This bonus also applies to artificer spells if the creature is a Luthier specialist artificer.

When a creature casts such a spell, they can choose to expend a charge from the item to enhance that spell by selecting one of the following modifications. The item has charges equal to half your artificer (rounded up).

Loud Spell. When a creature casts a spell that has a range of 5 feet or greater, it can expend 1 charge to double the range of the spell.

Blasting Spell. When a creature rolls thunder damage for a spell, it can expend 1 charge to reroll a number of the damage dice up to your half your artificer level (rounded up). It must use the new rolls.

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 and when you reach 18th level in this class.

Drum of Rhythms

Prerequisite: Luthier Specialist
Item: musical instrument (requires attunement by a bard or Luthier specialist artificer)

While holding this item, a creature gains +1 bonus to spell attack rolls and saving throw DCs on its bard spells. This bonus also applies to artificer spells if the creature is a Luthier specialist artificer.

As an action, a creature can play the drum to regain one use of its Bardic Inspiration feature or the rhythm arcane ability of its Eldritch Instrument feature. This property of the drum can't be used again until the next dawn.

The bonus increases to +2, and the number of times a feature use can be regained increases to 2, when you reach 10th level in this class, and both increase again to +3 and 3 when you reach 18th level in this class.

Replicate Magic Item (Spirit Binder)

The artificer class allows you to use an infusion to replicate a particular magic item, and provides tables that correspond with certain levels in the class. When you learn the Replicate Magic Item infusion, you can choose a magic item from the following tables instead.

Replicable Magic Items (6th-Level Luthier Artificer)
Magic Item Attunement
Instrument of the bards (uncommon only) Yes
Pipes of haunting No
Pipes of the sewers Yes
Replicable Magic Items (10th-Level Luthier Artificer)
Magic Item Attunement
Instrument of the bards (uncommon or rare only) Yes
Lyre of building Yes
Reveler's Concertina Yes
Replicable Magic Items (14th-Level Luthier Artificer)
Magic Item Attunement
Instrument of the bards (uncommon, rare, or very rare only) Yes
Replicable Magic Items (18th-Level Luthier Artificer)
Magic Item Attunement
Instrument of the bards Yes

Reality Scribe

A Reality Scribe is an expert at creating scrolls and tomes to mold the world around them with the purest forms of magic.

Tool Proficiency

3rd-level Reality Scribe feature

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

Reality Scribe Spells

3rd-level Reality Scribe feature

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

Reality Scribe Spells
Artificer Level Spell
3rd comprehend languages, illusory script
5th locate object, zone of truth
9th counterspell, tongues
13th divination, locate creature
17th legend lore, scrying

Book of Reality

3rd-level Reality Scribe feature

You know how to instill raw magic potential into a book, a conduit for your abilities. When you finish a long rest, you can use calligrapher's supplies to paint special sigils onto a book or magic spellbook and thereby turn it into your Book of Reality. If a spellbook, you ignore all class requirements on attuning to or using it. Your Book of Reality has the following properties:

  • The book always has another page you can write in, and you can form words and pictures on a page simply by touching it, no inks or utensils required.
  • You can use the book as a spellcasting focus for your artificer spells.
  • All of your artificer spells of 1st-level and higher are inscribed in the book. As such, while you hold the book, you no longer need to have an artificer spell prepared to cast it as a ritual.
  • You can add ritual spells from any class to the book. When you find such a spell, you can add it to the book if the spell is of a level for what you have spell slots, as shown on the artificer table, and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 minutes and costs 50 gp for the rare inks needed to inscribe it. When you make an Intelligence (Arcana) check to copy a spell, you have advantage on the roll.

The sigils disappear from the object if you later paint them on a different item, along with any ritual spells you placed there from this feature. The sigils otherwise last indefinitely.

Purest Magic

3rd-level Reality Scribe feature

You gain one cantrip of your choice from any class. For you, this cantrip counts as an artificer cantrip.

Choose a spell from any class. A spell you choose must be of a level you can cast, as shown on the artificer table, or a cantrip.

The chosen spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. As such, they are inscribed in your Book of Reality. When you gain a level in this class, you may swap out a chosen spell for a different one, removing it from your Book of Reality.

You learn an additional spell at certain levels in this class. Choose another spell at 5th, 9th, 13th, and 17th level.

Spell Specialization

3rd-level Reality Scribe feature

Choose a class that can cast spells. All spells of that class's spell list are considered artificer spells for you, so long as they are of a level for which you have spell slots, as shown on the Artificer table. As such, they are inscribed in your Book of Reality, you can prepare them when you prepare artificer spells, and are included in the number of spells you can prepare when you choose to prepare them.

Once you select your class, you cannot change it.

Spellcasting Savant

5th-level Reality Scribe feature

Whenever you cast a spell using your Book of Reality as the spellcasting focus, you gain a bonus to one roll of the spell that restores hit points, grants temporary hit points, or deals damage. The extra damage, healing, or temporary hit points is 1d8 + your Intelligence modifier (a minimum of +1).

When you reach 11th level in this class, the extra damage, healing, or temporary hit points increases to 3d8 + your Intelligence modifier.

Resistant Infusions

9th-level Reality Scribe feature

You and any creatures carrying an item bearing one of your artificer infusions have advantage on saving throws against spells and other magical effects.

In addition, when you cast a spell with a range of self, you can instead target a creature holding one of your infusions.

Effortless Casting

15th-level Reality Scribe feature

Whenever you start casting an artificer spell that has a duration of 1 minute or longer, you can modify it so that it doesn't require concentration. If you do so, the spell's duration equals a number of rounds equal to your Intelligence modifier (a minimum of 1 round).

Re-Write Reality

15th-level Reality Scribe feature

As an action, you can write your desire into your Book of Reality, describing the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.

THE REALITY SCRIBE

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

Reality Scribe Infusions

Book of Magic Secrets

Prerequisite: 10th level, Reality Scribe Specialist
Item: Book of Reality (requires attunement by a Reality Scribe artificer)

You may use this infusion on your Book of Reality to grant it additional spells. If your Book of Reality already requires attunement from another source, all instances of attunement only require one attunement slot.

One spell of your choice from any class appears in your Book of Reality. A spell you choose must be of a level you can cast, as shown on the artificer table, or a cantrip.

An additional spell from any class appears in your Book of Reality when you reach 14th level in this class, and again at 18th level in this class. When you gain a level in this class, you may swap out a chosen spell for a different one, removing it from the Book of Reality.

Book of Untapped Power

Prerequisite: 6th level, Reality Scribe Specialist
Item: Book of Reality (requires attunement by a Reality Scribe artificer)

You may use this infusion on your Book of Reality to provide it with a resevoir of power. If your Book of Reality already requires attunement from another source, all instances of attunement only require one attunement slot.

You learn one Metamagic option of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise, and can only use a Metamagic option when casting a spell using your Book of Reality as the spellcasting focus. You gain 3 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You can also transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table in the Sorcerer class description shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.

The number of sorcery points this grants you increases when you reach certain levels in this class. It increases to 5 points at 10th level, 7 points at 14th level, and 9 points at 18th level. You regain all spent sorcery points when you finish a long rest.

Enhanced Spellbook

Prerequisite: Reality Scribe Specialist
Item: spellbook (requires attunement)

While holding this item, a creature can use it as a spellcasting focus for their spells for classes that grant them the Spellcasting or Book of Reality feature. When using it as a spell focus, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Re-Usable Scroll of Protection

Prerequisite: 10th level, Reality Scribe Specialist
Item: a piece of parchment

Using this infusion, you replicate a scroll of protection for a specific type of creature. You can learn this infusion multiple times; each time you do so, choose a different creature type: aberrations, beasts, celestials, elementals, fey, fiends, plants, or undead. The Charisma check DC for the scroll equals your spell save DC, and any effect that would ordinarily cause the scroll of protection to be destroyed, such as using it, instead renders it magically inert until the next dawn.

Re-Usable Spell Scroll

Prerequisite: Reality Scribe Specialist
Item: a piece of parchment

Using this infusion, you replicate a spell scroll for an artificer spell. You can learn this infusion multiple times; each time you do so, choose an artificer spell of 1st-level or an artificer cantrip. The spell's saving throw DC and attack bonus is equal to your own, and any effect that would ordinarily cause the spell scroll to be destroyed, such as successfully casting the spell or attempting to copy it into a spell book, instead renders it magically inert until the next dawn.

When you reach certain levels in this class, the maximum spell level you may choose increases. It increases to 2nd-level at 6th level, 3rd-level at 10th level, 4th-level at 14th level, and 5th-level at 18th level.

Tome of Ability Enhancement

Prerequisite: Reality Scribe Specialist
Item: a book (requires attunement)

When you create this infusion, choose an ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. When a creature attunes to this item, they spend their short rest reading its contents. Their score for that ability increases by 2, to a maximum of 20.

When you reach 6th level in this class, the score for that ability increases by 3, to a maximum of 21. When you reach 10th level in this class, the score for that ability increases by 4, to a maximum of 22. When you reach 14th level in this class, the score for that ability increases by 5, to a maximum of 23. When you reach 18th level in this class, the score for that ability increases by 6, to a maximum of 24.

Spirit Binder

A Spirit Binder is an expert at luring and trapping the spirits of other planes into gemstones to power their arcane devices.

Tool Proficiency

3rd-level Spirit Binder feature

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

Spirit Binder Spells

3rd-level Spirit Binder feature

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

Spirit Binder Spells
Artificer Level Spell
3rd find familiar, indisputable possessionNEW
5th find steed, flock of familiars
9th magic circle, spirit guardians
13th banishment, find greater steed
17th contact other plane, planar binding

Gemstone Devices

3rd-level Spirit Binder feature

Your techniques in trapping the spirits of other planes have allowed for a wide array of new magical contraptions, powered by the essence or labor of such spirits. You may choose two of the gemstone devices from the list below to craft, and can only have one of each gemstone device at a time. As the spirits inside are bound to your will, only you can utilize your gemstone devices, unless otherwise noted. You can also use any gemstone device as a spellcasting focus for your artificer spells. If a gemstone device is destroyed or you lose it, you can perform a 1-hour ceremony to re-summon the spirit into a new gemstone. This ceremony can be performed during a short or long rest, and the previous gemstone device is destroyed if it still exists. All gemstone devices are destroyed by the fleeing spirits upon your death.

You may choose another gemstone device to craft at 5th, 9th, and 15th level. When you gain a level in this class, you may switch out one gemstone device you have chosen for another one.

Spirit Savant

5th-level Spirit Binder feature

You develop masterful command of the spirits within your devices, enhancing the various effects you create through them. Whenever you cast a spell from a gemstone device, or make a weapon or cantrip attack with an item augmented with one, you gain a bonus to one healing or damage roll of the spell or attack equal to 1d6 plus your Intelligence modifier (minimum of +1).

At 11th level, this extra damage or healing increases to 3d6 plus your Intelligence modifier.

Spiritual Assistance

9th-level Spirit Binder feature

While one of your Gemstone Devices is on your person, you gain advantage on Intelligence, Wisdom, and Charisma saving throws.

In addition, when a creature carrying one of your infusions makes an Intelligence, Wisdom, or Charisma saving throw, it can use that infusion to roll an additional d20, as the spirit within the infusion provides assistance. The creature can do so after it rolls the die, but before the outcome is determined. The creature chooses which of the d20s to use for the saving throw. Once this feature is used, that infusion cannot provide this benefit again until your next long rest.

Spirit Burst

9th-level Spirit Binder feature

You learn new ways to channel arcane energy to harm or heal. Whenever you cast a spell from a gemstone device, or make a weapon or cantrip attack with an item augmented with one, you can channel magical energy through the device to create one of the following effects:

• The target takes an extra 2d6 force damage. Additionally, if this attack reduces the target to 50 hit points of fewer, you can choose to banish it, and concentrate on this effect as if you were concentrating on a spell. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the for one minute or until your concentration is broken, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

• 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. Any effects causing the Charmed or Frightened condition for the target end.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest. Alternatively, you can expend a spell slot to activate one of the effects instead, and the extra damage and the healing increases by 1d6 for each spell slot level above 1st.

Spirit Master

15th-level Spirit Binder feature

As a master of the binding and utilizing of extraplanar spirits, you gain the following benefits:

  • The extra damage and the healing of your Spirit Burst both increase to 4d6.
  • Whenever you cast the spell contact other plane, you need not make the intelligence saving throw required by the spell, instead always gaining the effects of a successful save.
  • Finally, you can cast all spells listed on the Spirit Binder Spells table as rituals, and the material cost of such spells is halved.
THE SPIRIT BINDER

Gemstone Devices

Emotion Alerter


You trap eight barely cognizant spirits, each from a different plane, and tap into their inherent emotional energy.


As an action while wearing the gemstone is on your person, you can determine the type and intensity of emotions being felt by creatures within 5 feet of you. They are read as some combination of: anger, anticipation, disgust, fear, joy, sadness, surprise, and trust. Whether the emotions are your own, another creature's, or a combination of multiple creatures can be difficult to tell.

5th Level: Changer. You can cast the spell calm emotions as an artificer spell once without expending a spell slot. You regain the ability to cast it in this way when you complete a short or long rest.

9th Level: Reader. As an action on your turn, you can hone in on one creature within 30 feet and get an accurate reading of the target's emotions.

15th Level: Intuiter. While the gemstone is on your person, you have advantage on all insight checks, and can treat any roll of 9 or lower on the die for an insight check as a 10 instead.

Essence Attractor


You trap a spirit in a gemstone, corresponding to a chosen material, which then attracts that material.


When you make this gemstone, choose a material from the following list: air, smoke, fire, glass, grain, blood, oil, iron, stone, meat. The gemstone then begins to attract that material out to a distance of five feet, pulling it to be densely concentrated around the gemstone. For example, one could draw smoke from a campfire to prevent it from rising into the air, or clean blood from the environment after a battle. The pull does not effect magic material, such as fire from a spell, and is not strong enough to attract or detract swings from an iron weapon or piece of ammunition.

You can change the material by performing a 1-hour ceremony to summon a different spirit into a gemstone. This ceremony can be performed during a short or long rest, and the previous gemstone device is destroyed if it still exists.

5th Level: Transmuter. As an action while wearing the article, you can expend charges to transmute an amount of non-magical material within five feet suiting the Input category and of volume equal to a 5-foot cube per charge expended, into the Output material, which corresponds to the chosen material for this gemstone device. The Output material is of identical mass as the Input material, here simply expressed as weight. The weight of each Output material in a 5-foot cube is expressed in the Weight column on the Materials table, which can be used as a rough reference for most Input materials of the same category, though a DM may rule otherwise. The volume of each Output material for 10 pounds of Input material is given in the Volume column.

Materials
Input Output Weight Volume
Translucent gas Air 10 lb. 125 cubic ft.
Opaque gas or fog Smoke 10 lb. 125 cubic ft.
Fire Fire 2.5 lb. 500 cubic ft.
Quartz, glass or crystal Glass 20,000 lb. 100 cubic in.
Wood, plants, or moss Grain 6,000 lb. 360 cubic in.
Water-based liquid Blood 8,000 lb. 270 cubic in.
Oil-based liquid Oil 7,000 lb. 310 cubic in.
Metal Iron 60,000 lb. 36 cubic in.
Rock, stone, or earth Stone 12,500 lb. 170 cubic in.
Meat or flesh Meat 8,000 lb. 270 cubic in.

This feature has 4 maximum charges, which are regained at the completion of a long rest.

9th Level: Enhanced Transmuter. Choose another 2 materials to be used by the Attractor and Transmuter features. You may still only change one material to change on a short or long rest. Additionally, the Transmuter feature's maximum charges increases to 8.

15th Level: Ultimate Transmuter. All materials can be used by the Attractor and Transmuter features. Additionally, the Transmuter feature's maximum charges increases to 12.

Focus Augmenter


You trap any extraplanar spirit in a gemstone of corresponding color, and form a minor pact with it.


You affix the gemstone to a spellcasting focus, such as a wand, staff, or rod.

Once you have affixed the gemstone to a spellcasting focus, you can't be disarmed of that focus unless you are incapacitated. If it is on the same plane of existence, you can summon that focus as a bonus action on your turn, causing it to teleport instantly to your hand.

When casting an artificer cantrip with the spellcasting focus, you gain a +1 bonus to attack rolls and to your artificer spell save DC unless the focus grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.

You can choose this gemstone multiple times, choosing a new weapon to augment each time.

Magic Detector


You trap eight barely cognizant spirits, each from a different plane, and tap into their inherent magical energy.


While the gemstone device is on your person, you can cast the spell detect magic once from it without consuming a spell slot. Once this spell is cast in this way, you can't cast it again until you finish a short or long rest.

THE SPIRIT BINDER

5th Level: Drainer. As an action on your turn while the gemstone is on your person, you can attempt to drain magic power from a creature of your choice within range of touch. The target must succeed on a Charisma saving throw against your spell save DC or have spells slots of your choice forcefully expended. The spell slots can have a combined level equal to half your artificer level (rounded up). If this combined level is not reached, due to the creature succeeding on the save or not having enough lower-level unexpended spell slots to expend, you may make this action again until you have taken combined levels of spell slots equal to half your artificer level (rounded up). None of the slots can be 6th level or higher. The spell slots able to be expended resets when you finish a long rest.

9th Level: Supplier. The power drained by the gemstone can now be drawn upon for power. As an action on your turn while the gemstone is on your person, you choose to regain combined levels of spell slots equal to the number already expended by this device's Drainer ability. Once you use this ability, it cannot be used again until you finish a long rest.

15th Level: Annuler. As an action on your turn while the gemstone is on your person, you can cast the antimagic field spell from it. The sphere moves with and is centered on the gemstone. You cannot cast the spell again in this way again until you finish a long rest.

Regrowth Gemstones


You trap a fey and celestial spirit, allowing them to heal material and creature alike.


While this gemstone device is on your person, you can cast the mending cantrip. This spell counts as an artificer spell when you cast it in this way.

5th Level: Restorer. This gemstone device has 4 charges. While it is on your person, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your artificer spell save DC and spellcasting ability modifier: mending (1 charge, casting time 1 action), cure wounds (1 charge per spell level, up to 2nd), plant growth (3 charges). When cast in this way, the cure wounds spell can restore hit points to constructs and undead. The charges are restored when you finish a long rest.

9th Level: Enhanced Restorer. The maximum number of charges increases to 8, and the maximum spell level for the spell cure wounds increases to 4th.

15th Level: Ultimate Restorer. The maximum number of charges increases to 12, and the maximum spell level for the spell cure wounds increases to 6th. In addition, you can use an action to cast the heal spell by expending 6 charges. When cast in this way, it can restore hit points to constructs and undead.

Temperature Ward


You trap a pair of mephits from the Elemental Planes of Fire and Ice, causing them to trap and release cold and heat.


While this gemstone device is on your person, you may ignore the adverse effects of extreme hot or cold weather.

5th Level: Absorber. You can cast the spell absorb elements at first level at will, without expending a spell slot. The triggering damage for the spell must be either fire or cold, and you do not gain the extra damage to your next attack.

9th Level: Transferer. The level of the absorb elements spell cast with this gemstone device increases to 2nd level, and you gain the extra damage to your next attack as specified in the spell's description. This extra damage can apply to ranged weapon attacks.

15th Level: Abjurer. The level of the absorb elements spell cast with this gemstone device increases to 3rd level. Additionally, you gain resistance to cold and fire damage, and immunity to the offending type instead of resistance when you cast the spell absorb elements using this gemstone device.

Weapon Augmenter


You trap any extraplanar spirit in a gemstone of corresponding color, and form a minor pact with it.


You affix the gemstone to a weapon.

Once you have affixed the gemstone to a weapon, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

When making an attack with the weapon, you gain a +1 bonus to attack and damage rolls unless the weapon grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.

You can choose this gemstone multiple times, choosing a new weapon to augment each time.

Spirit Binder Infusions

Arcane Clock


  • Prerequisite: Spirit Binder specialist
  • Item: a simple mechanism set with a smokestone worth at least 1gp

You trap a spirit into a tiny smokestone, which powers the hands of a clock.


The clock displays the precise time, and the number of hours left before the next sunrise or sunset. You may make it tiny to set in a vambrace, or larger for a wall or other display piece.

Pain Transferrer


  • Prerequisite: Spirit Binder specialist, 6th level
  • Item: a ruby worth at least 50gp (requires attunement)

You trap a wisp from the nine hells that feeds on the suffering of others, and use it to take away some of your own.


A creature gains 10 temporary hit points each day at dawn, and every 5 temporary hit points that are expended while the creature is attuned to it restores 1 charge. The ruby has a maximum of 2 charges, but starts with 0, and loses all charges each day at dawn as the spirit consumes the stored pain. As an action on its turn while the gemstone is on its person, a creature can expend a charge and attempt to loosen the pain stored within it on a creature of its choice within range of touch. The target must succeed on a Dexterity saving throw against your spell save DC or be stunned until the end of the attuned creature's next turn.

The temporary hitpoints gained increases to 20 and the maximum number of charges increases to 4 when you reach 10th level in this class. The temporary hitpoints gained increases to 30 and the maximum number of charges increases to 6 when you reach 14th level in this class. The temporary hitpoints gained increases to 40 and the maximum number of charges increases to 8 when you reach 18th level in this class.

Replicate Magic Item (Spirit Binder)

The artificer class allows you to use an infusion to replicate a particular magic item, and provides tables that correspond with certain levels in the class. When you learn the Replicate Magic Item infusion, you can choose a magic item from the following tables instead.

Replicable Magic Items (10th-Level Spirit Binder Artificer)
Magic Item Attunement
Elemental gem No
Ring of resistance Yes
Bowl of commanding water elementals No
Brazier of commanding fire elementals No
Censure of controlling air elementals No
Stone of controlling earth elementals No
Replicable Magic Items (14th-Level Spirit Binder Artificer)
Magic Item Attunement
Helm of brilliance (1 of each gem) Yes
Mirror of life trapping No
Replicable Magic Items (18th-Level Spirit Binder Artificer)
Magic Item Attunement
Ring of djinni summoning Yes
Ring of elemental command Yes
Under Construction!

The Spirit Servant infusion is currently undergoing heavy change, and should be disregarded in its current state. It is left here in case anyone has ideas for what they think this alternative to the homunculus should do, and to impart the flavor of the infusion.

Spirit Servant


  • Prerequisite: Spirit Binder specialist, 6th level
  • Item: a gemstone worth at least 100gp

You trap a spirit of intellect and bind it into any gemstone of your choosing, utilizing its vast knowledge and extraplanar connections.


You learn how to summon a spirit of intellect and bind it into a gemstone. This gemstone may, in turn, be set into an object of your choosing, which the spirit may inhabit upon its choosing, unless you command otherwise. For example, the gemstone may be set into a skull that animates and speaks as if still living when the spirit does, or a lamp that billows forth a smoke which takes a visage of the spirit's choosing. Alternatively, you could choose to set the gemstone in no such object, and commune with the spirit only by touching the gemstone itself.

The spirit must be a celestial, fey, or fiend, and has some relationship with you while it is bound to your service, often providing the circumstances by which it chooses to serve. Some spirits take some of the personality of their current master, or that of when their master first bound them. Roll a d4 or choose from the options in the table below to determine such circumstances:

d4 Circumstances
1 By being in your service, the spirit has avoided severe punishment from a more powerful entity that it shall surely face should you return it to its home plane.
2 The spirit is a dutiful servant due to a shared code or trust in some higher power, though it might object to aiding you in objectives that don't align with its tenets.
3 You must continuously bribe the spirit with offerings of information or entertainment to satiate its bizarre curiosities and desires.
4 The spirit was actually initially bound to its gemstone by your mentor, and serves you out of respect for them.

Your spirit has extensive mental and intellectual capabilities. It is immortal, and has spent its extensive life remembering absolutely everything it has seen or heard in perfect detail. A spirit of intellect can only forget something if it chooses to, or if one it is bound to commands it to do so. It uses your proficiency bonus, and is proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Its proficiency bonus is doubled for any ability check it makes that uses either of those skills. In addition, whenever it makes an ability check that uses either of those skills, it can treat a d20 roll of 9 or lower as a 10.

While not in its gemstone or animating whatever object you may choose for it to inhabit, your spirit has an ethereal form, should you allow it to leave the confines of its object. When you do so, you may choose conditions by which it returns to its gemstone, such as a time limit expiring or event occurring.

While in its ethereal form, your spirit uses the Spirit of Intellect stat block. When it drops to 0 hitpoints, it returns to its gemstone to rest. It then spends 8 hours unconscious inside of the gemstone, at the end of which it gains the benefits of a long rest. If its gemstone has been destroyed or dispelled, the spirit returns to its plane of origin, and must be resummoned with a 10-minute ritual.

Summoning Gemstone


  • Prerequisite: Spirit Binder specialist
  • Item: a zircon worth at least 10gp (requires attunement)

You trap a spirit that is able to form a subtle bond with another creature into a gemstone, which you can then affix to an item.


As a bonus action on its turn, a creature can summon this gemstone to its person.

An attuned creature can choose attach the gemstone to an object of size medium or smaller by pressing the gemstone against it for at least 10 minutes. If the object requires attunement, it can share an attunement slot with the gemstone. Thereafter, the gemstone can't be removed unless the attuned creature detaches it as an action or the object is destroyed. The gemstone does fall off the object if the creature's attunement to the gemstone ends.

The object that is attached to the gemstone is brought with it when summoned. For example, the gemstone could be affixed to a sword a creature summons to its hand, or a cloak it summon to its body. In addition, the attuned creature can use gemstone or the attached object as a spellcasting focus for its spells.

Transportation Gemstones


  • Prerequisite: Spirit Binder specialist, 10th level
  • Item: a zircon worth at least 500gp

You trap a spirit then carefully split the gemstone it resides in, causing the two halves to remain linked. You can then teleport from one to another across any plane or distance.


While a creature is touching one gemstone, it can use an action to cast the teleport spell from it. The destination is the other stone, and the result is always on target, even if the other gemstone is on another plane.

Once teleport is cast through the gemstones, neither can be used again until the next dawn. If one of the gemstones in a pair is destroyed, the other one becomes nonmagical.

Writing Conjoiner


  • Prerequisite: Spirit Binder specialist, 6th level
  • Item: two quills or other writing utensils, each set with half a ruby totalling at least 100gp

You trap a spirit then carefully split the gemstone it resides in, causing the two halves to remain linked. You then put the two halves in identical writing utensils.


A creature can touch one of the writing utensils to twist the gemstone and allow it to transfer its force. Should the matching utensil be set to allow receiving force from it, anything written with the first utensil will be matched exactly by the second, allowing for communication across large distances. The gems may be rotated in each utensil to switch the roles. A conjoined utensil seems to weigh double its normal amount, as one is truly moving both utensils at once. If one of the utensils in a pair is destroyed, the other one becomes nonmagical.

Artificer Infusions

2nd Level Infusions

Adamantine Weapon

Item: A simple or martial weapon or piece of ammunition

Whenever this weapon or piece of ammunition hits an object, the hit is a critical hit.

Armor of Magical Strength

Item: A suit of armor (requires attunement)

This armor has 2 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 both expended charges daily at dawn.

The number of charges increases to 6 when you reach 6th-level in this class, and the number of charges gained daily increases to 1d4 + 2. This increases to 10 charges (2d4 + 2) when you reach 10th-level in this class, increases again to 14 charges (3d4 + 2) when you reach 14th-level in this class, and increases again to 18 charges (4d4 + 2) when you reach 18th-level in this class.

Enhanced Arcane Focus

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

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

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Enhanced Bracers of Defense

Item: A pair of bracers

A creature gains a +1 bonus to Armor Class while wearing these bracers if it is wearing no armor and using no shield.

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th 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, and increases again to +3 when you reach 18th 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, and increases again to +3 when you reach 18th level in this class.

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.


Homunculus Servant

Tiny construct


  • Armor Class 12 + your Intelligence modifier
  • 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 plus PB
  • Skills Perception +0 plus PB x 2, Stealth +2 plus PB
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Challenge
  • 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 Weaopn Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

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. using 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.

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 2 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 both expended charges daily at dawn.

The number of charges increases to 6 when you reach 6th level in this class, and the number of charges gained daily increases to 1d4 + 2. This increases to 10 charges (2d4 + 2) when you reach 10th level in this class, increases again to 14 charges (3d4 + 2) when you reach 14th level in this class, and increases again to 18 charges (4d4 + 2) when you reach 18th level in this class.

Lucky Cape

Item: A cloak or cape

Once after making an saving throw, the wearer may roll an additional d20. The wearer can use this ability after the original roll, but before the outcome is revealed. The wielder chooses which of the d20s is used for the saving throw. The cape regains the the use of this ability each day at dawn.

When you reach 10th level in this class, this ability can be used twice, and the item regains all uses each day at dawn. At 18th level in this class, this ability can be used three times, regaining all uses at dawn.

Lucky Weapon

Item: A simple or martial weapon

Once after making an attack roll with this weapon, the wielder may roll an additional d20. The wielder can use this ability after the original roll, but before the outcome is revealed. The wielder chooses which of the d20s is used for the attack roll. The weapon regains the the use of this ability each day at dawn.

When you reach 10th level in this class, this ability can be used twice, and the item regains all uses each day at dawn. At 18th level in this class, this ability can be used three times, regaining all uses at dawn.

Precise Weapon

Item: A simple or martial weapon or piece of ammunition

Attacks made with this weapon or piece of ammunition score a critical hit on a roll of 19 or 20.

When you reach 10th level in this class, attacks score a critical hit on a roll of 18 or above. When you reach 18th level in this class, attacks score a critical hit on a roll of 17 or above.

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.

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

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 Items tables, which appear under Replicate Magic Item under each level section. 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 or scrolls.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making. If an item ordinarily has the DM choose or randomly determine a property or type for the item, you do so instead when you infuse an item with infusion.

If you have Xanathar's Guide to Everything or Tasha's Cauldron of Everything, you can choose from among the common magic items in those books when you pick a magic item you can replicate with this infusion.

Replicable Items (2nd-level Artificer)
Magic Item Attunement
Alchemy jug No
Amulet of proof against detection and location No
Bag of holding No
Cap of water breathing No
Decanter of endless water No
Dust of dryness No
Goggles of night No
Mariner's armor No
Periapt of health No
Ring of swimming No
Rope of climbing No
Saddle of the cavalier No
Sending stones No
Wand of magic detection No
Wand of secrets No

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.

The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.

Robe of Deep Pockets

Item: a cloak, gown, robe, or similar garment

You infuse a garment so as to hold far more than it normally could. A number of pockets numbering between 10 and 100 appear on the robe. There are no discernable bulges where the special pockets are. In total, the robe can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. For every 50 pounds of matter stored in the special pockets, the weight of the robe increases by 1 pound. Retrieving an item from the robe requires an action.

If the robe is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. A command word, set when you infuse the item, can be spoken aloud as an action to cause all the pockets to empty.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, 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.

When you reach 10th level in this class, the robe can hold up to 1000 pounds, not exceeding a volume of 128 cubic feet. When you reach 18th level in this class, the robe can hold up to 2000 pounds, not exceeding a volume of 256 cubic feet.

6th Level Infusions

Rod of Blasting

Prerequisite: 6th-level artificer
Item: A rod

The rod has 6 charges. As an action while holding it, the wielder can expend a number of charges to make a ranged spell attack using your spell attack modifier. On a hit, the attack deals a number of d10s of force damage equal to the charges expended. The rod regains 1d4 + 2 expended charges daily at dawn.

The number of charges increases to 10 when you reach 10th level in this class, and the number of charges regained daily increases to 2d4 + 2. This increases to 14 charges (3d4 + 2) when you reach 14th level in this class, and increases again to 18 charges (4d4 + 2) when you reach 18th level in this class.

Boots of the Winding Path

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

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

When you reach 14th level in this class, both the creature's movement speed and the distance it can teleport with this item increase by 15 feet.

Replicate Magic Item

Prerequisite: 6th-level artificer

When you select the Replicate Magic Item infusion, you may additionally choose an item from the table below.

Replicable Items (6th-level Artificer)
Magic Item Attunement
Boots of elvenkind No
Circlet of blasting No
Cloak of elvenkind Yes
Cloak of the manta ray No
Driftglobe No
Dust of disappearance No
Dust of sneezing and choking No
Eversmoking bottle No
Eyes of charming Yes
Eyes of minute seeing No
Glamored studded leather No
Gloves of thievery No
Helm of comprehending languages No
Immovable rod No
Javelin of lightning No
Lantern of revealing No
Pearl of power Yes
Ring of warmth Yes
Ring of water walking No

Repulsion Shield

Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

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

The shield has 6 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 2 + 1d4 expended charges daily at dawn.

The number of charges increases to 10 when you reach 10th level in this class, and the number of charges regained daily increases to 2d4 + 2. This increases to 14 charges (3d4 + 2) when you reach 14th level in this class, and increases again to 18 charges (4d4 + 2) when you reach 18th level in this class. In addition, the bonus to Armor Class increases to +2 when you reach 14th level in this class.

Ring of Enhancement

Prerequisite: 6th-level artificer
Item: a ring, bracelet, or other piece of small jewellry

Choose one skill when you infuse this item. A creature gains advantage on all rolls pertaining to that skill while wearing the infused item.

When you reach 14th level in this class, you can choose a second skill to gain this benefit.

Spell-Refueling Ring

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

While wearing this ring, the 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.

10th Level Infusions

Helm of Awareness

Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn't incapacitated.

Replicate Magic Item

Prerequisite: 10th-level artificer

When you select the Replicate Magic Item infusion, you may additionally choose an item from the table below.

Replicable Items (10th-level Artificer, A-H)
Magic Item Attunement
Arrow-catching shield Yes
Bag of devouring No
Bag of tricks No
Belt of dwarvenkind Yes
Boots of striding and springing Yes
Boots of the winterlands Yes
Brooch of shielding Yes
Broom of flying No
Chime of opening No
Cloak of protection Yes
Dagger of venom No
Deck of illusions No
Eyes of the eagle Yes
Folding boat No
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Hat of disguise Yes
Headband of intellect Yes
Horseshoes of speed No
Replicable Items (10th-level Artificer, M-Z)
Magic Item Attunement
Medallion of thoughts Yes
Necklace of adaptation Yes
Periapt of wound closure Yes
Quiver of Ehlonna No
Ring of animal influence No
Ring of jumping Yes
Ring of mind shielding Yes
Sentinel shield No
Slippers of spider climbing Yes
Stone of good luck Yes
Trident of fish command Yes
Wand of web Yes
Weapon of warning No
Wind fan No
Winged boots Yes

14th Level Infusions

Replicate Magic Item

Prerequisite: 14th-level artificer

When you select the Replicate Magic Item infusion, you may additionally choose an item from the tables below.

Replicable Items (14th-level Artificer, A-G)
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
Cape of the mountebank No
Carpet of flying No
Cloak of arachnida Yes
Cloak of displacement Yes
Cloak of the bat Yes
Cube of force Yes
Daern's instant fortress No
Dimensional shackles No
Flame tongue Yes
Frost brand Yes
Gem of seeing Yes
Replicable Items (14th-level Artificer, H-Z)
Magic Item Attunement
Handy Haversack No
Helm of teleportation Yes
Horn of blasting No
Horseshoes of a zephyr No
Iron bands of Bilarro No
Mace of terror Yes
Mantle of spell resistance Yes
Portable hole No
Ring of evasion Yes
Ring of free action Yes
Ring of protection Yes
Ring of spell storing Yes
Ring of the ram Yes
Ring of x-ray vision Yes
Robe of eyes Yes
Robe of rulership Yes
Rope of entanglement No
Scimitar of speed Yes
Staff of charming Yes
Staff of fire Yes
Staff of frost Yes
Staff of healing Yes
Staff of swarming insects Yes
Staff of the woodlands Yes
Staff of withering Yes
Sun blade Yes
Sword of wounding Yes
Tentacle rod Yes
Vicious weapon No
Wand of binding Yes
Wand of enemy detection Yes
Wand of fear Yes
Wand of paralysis Yes
Wand of wonder Yes
Wings of flying Yes

18th Level Infusions

Replicate Magic Item

Prerequisite: 18th-level artificer

When you select the Replicate Magic Item infusion, you may additionally choose an item from the table below.

Replicable Items (18th-level Artificer)
Magic Item Attunement
Amulet of the planes Yes
Animated shield Yes
Bead of force No
Belt of frost giant strength Yes
Belt of stone giant strength Yes
Crystal ball (very rare only) Yes
Dancing sword Yes
Ring of regeneration Yes
Ring of shooting stars Yes
Ring of telekinesis Yes
Robe of scintillating colors Yes
Robe of stars Yes
Rod of absorption Yes
Rod of alertness Yes
Staff of power Yes
Staff of striking Yes
Staff of thunder and lightning Yes
Sword of sharpness Yes
Wand of polymorph Yes

Spells

The following section contains spells, almost all of which the artificer can add to their spell list to prepare each day. However, it is not recommended for any one artificer to add all of these spells to their spell list. One should work with their DM to pick an acceptable number of spells to add to one's list, which will likely vary between 10 and 30 new spells.

Spells (0th-, 1st-, and 2nd-level)
Level Spell School Conc. Ritual Class
0 Aggravating Force Evocation No No Artificer, Sorcerer, Warlock, Wizard
0 Control Plants Transmutation No No Druid
0 Focused Strike Evocation No No Artificer, Sorcerer, Warlock, Wizard
0 Force Infusion Evocation No No Artificer
0 Static Shock Evocation No No Artificer, Sorcerer, Warlock, Wizard
0 Transmute Weapon Transmutation No No Artificer, Druid, Ranger, Sorcerer, Wizard
1 Ablative Armor Abjuration No No Artificer
1 Altered Luck Evocation No No Artificer, Bard, Sorcerer, Warlock
1 Barbed Automaton Transmutation No No Artificer, Bard, Sorcerer
1 Burning Weapons Evocation No No Artificer, Sorcerer
1 Energy Shroud Abjuration No No Artificer, Bard, Cleric, Paladin, Sorcerer
1 Indisputable Possession Conjuration No Yes Artificer, Wizard
1 Inflict Damage Transmuation No No Artificer
1 Life-Tapping Darts Necromancy No No Artificer, Cleric, Warlock
1 Pending Potion Transmutation No No Artificer
1 Repair Damage Transmutation No No Artificer
1 Repulsion Strike Abjuration No No Artificer, Cleric, Paladin, Sorcerer
1 Restorative Infusion Evocation No No Artificer
1 Shielding Cube Evocation No No Artificer, Paladin, Sorcerer, Wizard
1 Spike Wire Transmutation No No Artificer, Bard, Sorcerer
2 Arcane Springboard Transmutation Yes Yes Artificer, Sorcerer, Wizard
2 Brittle-Skin Missile Necromancy No No Artificer
2 Caustic Rampart Conjuration Yes No Artificer, Sorcerer, Wizard
2 Dancing Shield Transmutation No No Artificer, Bard, Sorcerer, Wizard
2 Dancing Weapon Transmutation No No Artificer, Bard, Sorcerer, Wizard
2 Element Alteration Transmutation No No Artificer, Sorcerer, Warlock, Wizard
2 Energy Construct Transmutation Yes No Artificer, Wizard
2 Forceful Weapon Transmutation No No Artificer, Wizard
2 Gale-Force Infusion Transmutation Yes No Artificer
2 Haste Sigil Transmutation Yes No Artificer
2 Healing Figurine Transmutation Yes No Artificer, Cleric
2 Icy Weapon Evocation No No Artificer, Wizard
2 Lightning Sphere Evocation No No Artificer
2 Phantom Structure Illusion Yes Yes Artificer, Wizard
2 Predatory Shards Transmutation No No Artificer
2 Regenerative Infusion Transmutation No No Artificer, Cleric, Paladin
2 Runic Resistance Evocation No No Artificer, Paladin, Sorcerer, Warlock, Wizard
2 Slick Concoction Transmutation No No Artificer, Wizard
2 Vampiric Weapons Transmutation No No Artificer, Sorcerer, Warlock, Wizard
Spells (3rd-, 4th-, and 5th-level)
Level Spell School Conc. Ritual Class
3 Animate Arbalester Transmutation No No Artificer, Bard, Sorcerer
3 Burrowing Projectile Evocation No No Artificer
3 Cockroach Swarm Conjuration Yes No Artificer, Druid, Ranger, Sorcerer, Wizard
3 Earth's Embrace Evocation No No Artificer
3 Grasping Rope Transmutation Yes No Artificer, Bard, Sorcerer, Wizard
3 Hardening Transmutation No No Artificer, Bard, Druid, Range, Sorcerer, Wizard
3 Iron-Hide Infusion Abjuration No No Artificer
3 Lightning Motes Evocation No No Artificer, Sorcerer, Wizard
3 Power Surge Transmutation No No Artificer
3 Radiant Burst Evocation No No Artificer, Cleric, Paladin
3 Skipping Shot Evocation No No Artificer
3 Unstable Infusion Evocation No No Artificer
3 Vampiric Weapons Transmutation No No Artificer
3 Vorpal Edge Transmutation Yes No Artificer, Sorcerer, Warlock, Wizard
4 Armor of Acid Abjuration No No Artificer
4 Bag of the Four Winds Transmutation No No Artificer, Druid, Ranger
4 Beetle of Force Conjuration No No Artificer, Druid, Ranger, Sorcerer
4 Chaos Weapon Transmutation No No Artificer, Sorcerer, Warlock
4 Cure-All Admixture Transmutation No No Artificer, Cleric, Druid, Ranger
4 Hero's Elixir Transmutation No No Artificer
4 Prismatic Weapon Transmutation No No Artificer, Sorcerer, Warlock, Wizard
4 Rusting Grasp Transmutation No No Artificer, Druid, Ranger
5 All-Consuming Missile Evocation No No Artificer
5 Bitter-Frost Bolt Evocation No No Artificer
5 Disrupting Weapon Transmutation Yes No Artificer, Cleric, Paladin
5 Grave-Dust Cloud Necromancy No No Artificer, Cleric, Druid, Ranger, Warlock, Wizard
5 Life-Shock Sigil Transmutation Yes No Artificer
5 Life-Stealing Shroud Abjuration No No Artificer, Bard, Cleric, Druid, Ranger, Warlock, Wizard
5 Living Caltrop Swarm Evocation No No Artificer, Bard, Sorcerer, Wizard
5 Mass Inflict Damage Transmutation No No Artificer
5 Thunder-Shock Weapon Evocation No No Artificer, Wizard

Cantrips

Aggravating Force

evocation cantrip


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: 1 round

When your infused weapon strikes an enemy, the weapon unleashes a force that rattles the foe. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the next attack roll made against this target before the end of your next turn has advantage.

At 5th level, the attack deals an extra 1d8 force damage to the target. This damage increases by 1d8 at 11th level and 17th level.

Control Plants

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

You choose a portion of grass, trees, or other plant life that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You cause the plants to overgrow, filling the 5-foot cube or a 5-foot cube within 5 feet of the plant life you target. This overgrowth provides full cover. This change lasts for 1 hour.
  • You cause the plants to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • If you target grass or undergrowth, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain as a result of plant life. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Focused Strike

evocation cantrip


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: 1 round

Your attack issues a burst of magical energy that enhances the weapons of allies close to you. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the next attack of each creature of your choice within 5 feet cannot be at disadvantage.

At 5th level, the attack deals an extra 1d8 damage to the target. This damage increases by 1d8 at 11th level and 17th level.

Force Infusion

evocation cantrip


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a weapon attack against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes bound with energy that reacts to concussive force until the start of your next turn. If the target is hit by a melee attack before then, it must make a Constitution saving throw or be pushed back 5 feet, and the spell ends.

At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the distance the target is pushed increases to 10 feet. At 11th level, the damage increases to 2d8, and the distance the target is pushed increases to 15 feet. At 17th level, the damage increases to 3d8, and the distance the target is pushed increases to 20 feet.

Static Shock

evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a weapon)
  • Duration: 1 round

You imbue your opponent with a crackling arcane charge, hindering the potency of its next attack. Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d8 lightning damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Transmute Weapon

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: 1 minute

You touch earth, stone, or wood, and create a fully-formed melee weapon of your choice from it, or touch an existing melee weapon. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon, which crumbles if you made it as part of this spell.

1st-Level Spells

Ablative Armor

1st-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a scrap of metal from a forge)
  • Duration: 1 hour

You imbue armor with further protective capabilities. The next time a creature wearing the armor takes damage before the spell ends, the damage taken is reduced by 5, and the spell ends early, even if the amount of damage taken is less than the total able to be absorbed by the armor.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the damage reduced increases by 5 for every slot level above 1st.

Altered Luck

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

Your magic blasts an enemy and transfers its luck to a nearby ally. Make a ranged spell attack against a creature within range. On a hit, the target takes 3d8 force damage, and must make a Charisma saving throw. On a failed save, the creature has its luck stolen until the end of your next turn. During that time, it rolls a d4 and subtracts the number rolled from all its attack rolls and saving throws. The target's luck is transfered to a creature of your choice within 10 feet of it. Until the end of your next turn, that creature rolls a d4 and adds the number rolled to all its attack rolls and saving throws.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Barbed Automaton

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small knot of barbed wire)
  • Duration: 1 round

You hurl a small knot of barbed wire to a point within range, which grows and springs to life, attacking your foes. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature enters within 5 feet of the automaton for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or take piercing damage equal to 1d12 + your spellcasting ability modifier. The automation disappears at the end of your next turn.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Burning Weapons

1st level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

Flames dance across the weapons that you and your comrades wield. Up to three creatures of your choice within range deal an extra 1d6 fire damage on all weapon attacks until the end of your next turn.

At higher levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d6.

Energy Shroud

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (tinker's tools)
  • Duration: 1 round

A field of arcane energy surrounds you at a distance of 10 feet for the duration, lashing at attackers. When you cast this spell, you can designate any number of creatures you can see to be affected by it. When an affected creature is hit by a melee attack while in the area, the attacker must succeed on a Dexterity saving throw or take 3d10 force damage, or half as much on a successful save.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Indisputible Possession

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You create a bond between yourself and an object. If that item ever leaves your possession, you can call it back to your hand as a bonus action.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for every slot level above 1st.

Inflict Damage

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against an object or construct you can reach. On a hit, the target takes 3d12 force damage. When you attack an object with this spell and hit, maximize your damage dice against the target.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Life-Tapping Darts

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (two darts)
  • Duration: Instantaneous

You launch magical darts at two creatures within range, transferring life force from one to the other. Make a ranged spell attack against the target you wish to harm. On a hit, the target takes 2d10 necrotic damage, and one creature of your choice within range gains temporary hitpoints equal to half the necrotic damage dealt.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Pending Potion

1st-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You magically delay the effects of a potion or oil. Before the spell ends, a potion can be consumed or an oil applied, but the effects of the potion or oil do not take place immediately. Instead, the creature that consumed the potion or had the oil applied to it or an object it holds can activate its effects as a bonus action at any time before the spell ends. If the consumed potion or oil is not activated before the spell ends, it takes effect at that point.

No creature or object can have more than one delayed-effect potion or oil in effect at the same time. If a second delayed-effect potion or oil is consumed by the same creature or applied to the same object, the first pending potion spell ends, and its potion or oil takes effect immediately.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st.

Repair Damage

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A construct you touch regains a number of hit points equal to 1d10 + your spellcasting ability modifier.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st.

Repulsion Strike

1st-level abjuration


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a weapon attack against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes surrounded by a field of resistance that hinders its attacks until the start of your next turn. During that time, all of its attacks are made at disadvantage.

Restorative Infusion

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A creature of your choice that you can see within range gains temporary hit points equal to 1d4 + your spellcasting ability modifier. As a bonus action on its turn, the target can transfer any number of these temporary hit points to a creature of its choice within 30 feet of it.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

Shielding Cube

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

A minute cube covered in shielding runes streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 force damage, and creatures of your choice within 5 feet of the target have a +1 bonus to AC until the end of your next turn, thanks to an invisible veil of magical force sent forward from the cube.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Spike Wire

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a barbed wire)
  • Duration: 1 minute

You throw a bundle of barbed wire that bites into your enemy’s flesh, digging deeper and deeper. The target must make a Dexterity saving throw. On a failed save, the target takes 4d4 piercing damage, and the wire wraps around it. Until the spell ends, the target takes an extra 2d4 piercing damage at the end of each of its turns.

To break out, the target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and the spell ends.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

2nd-Level Spells

Arcane Springboard

2nd-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a 5-by-5-foot sheet of cloth)
  • Duration: Concentration, up to 1 minute

Infusing a small square of prepared cloth with arcane energy, you create a bouncy surface that launches any who step on it. The springboard appears in a space that is a 5-foot cube you can see within range. Until the spell ends, whenever you or a creature you can see moves into the springboard's space for the first time on a turn or starts its turn there, you can cause the springboard to launch them 30 feet in any direction (no action required), without expending any of that creature's movement.

Brittle-Skin Missile

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a ranged weapon)
  • Duration: Instantaneous

Your rune-scribed projectile calcifies flesh and causes your foe to falter. As part of the action used to cast this spell, you must make an attack with a ranged weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes an additional 2d12 necrotic damage, and must make a Constitution saving throw. On a failure, the creature's skin becomes cracked and brittle for one minute. During that time, each creature that hits it with a melee weapon attack deals extra damage equal to your spellcasting ability modifier. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Caustic Rampart

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of acid)
  • Duration: Concentration, up to 1 minute

You create a wall of acidic fumes on a solid surface within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 1 foot thick. The area is lightly obscured, is difficult terrain, and lasts for the duration.

When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 2d8 acid damage, or half as much damage on a successful save.

When a creature ends its turn within 5 feet of or inside the wall, or enters the wall for the first time on on a turn, it must succeed on a Constitution saving throw or take an additional 2d8 acid damage.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Dancing Shield

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a small metal sheaf)
  • Duration: Concentration, up to 10 minutes

A small metal sheaf unfolds into a medium-sized shield that floats near an ally and blocks incoming attacks, granting it a +3 bonus to AC for the duration. As a bonus action on your turn, you can shift the shield to another target within range, granting it the bonus instead.

Dancing Weapon

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a melee weapon, which you lose access to for the duration of the spell)
  • Duration: 1 minute

You animate a melee weapon you're holding and throw it to a point within range. It uses the Dancing Weapon statblock below.


Dancing Weapon

Small construct, unaligned


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points equal to the construct's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses Blindsight 60 ft. (blind beyond this radius)., passive Perception 7
  • Languages understands the languages you speak

Magic Weapon The dancing weapon's weapon attacks are magical

Actions (Requires Your Bonus Action)

Melee Attack. The weapon makes a melee weapon attack with the weapon you used when casting the spell. It uses your spellcasting ability modifier for the attack and damage rolls.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. You may issue the creature a command on the bonus action you summon it.

When the creature is reduced to 0 hit points, it returns to your hand, and the spell ends.

At higher levels When you cast this spell using a spell slot 3rd level of or higher, the dancing weapon deals an additional 1d8 force damage on its attack rolls for every two slot levels above 2nd.

Element Alteration

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an alchemical ointment formed from materials representing all five damage types listed)
  • Duration: 1 hour

You alter an item that employs a damage type or grants protection from a damage type, to employ or protect against a different damage type. Touch an item that deals or protects against damage from the following list: acid, cold, fire, lightning, or thunder. For the duration, the item instead deals or protects against damage from a different damage type on the same list of your choice. The amount of damage dealt, protection offered, and all other effects remain the same.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases to 8 hours.

Energy Construct

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M ( inside a gilded box worth at least 300gp)
  • Duration: Concentration, up to 1 hour

With a burst of magic, you infuse inanimate components with life, creating a tiny construct of a form you choose. The construct manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Energy Construct stat block below. When you cast the spell, choose a damage type: acid, cold, fire, lightning, or thunder, and choose a form: Defender, Hover Cannon, or Shifter. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.



Energy Construct

small construct, neutral


  • Armor Class 13 + the level of the spell (natural armor)
  • Hit Points equal the construct's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
  • Speed 30 ft., fly 40 ft. (hover, Hover Cannon only)

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 18 (+4) 10 (+0) 11 (+0) 10 (+0)

  • Saving Throws add the level of the spell to all saving throws
  • Damage Immunities poison, the respective type of the construct
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

Aggression (Shifter Only) The construct and its allies have advantage on melee attack rolls against a creature if at least one of the construct's allies is within 5 feet of the creature and the ally isn't incapacitated.

Death Burst When the energy construct dies, it explodes in a burst of its associated damage type. Each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC, taking an amount of damage of its associated damage type equal to a number of d10s equal to the spell's level on a failed save, or half as much damage on a successful one. If the energy construct is a Defender, only hostile creatures in the area suffer this effect.

Defender (Defender Only) Hostile creatures within 5 feet of the energy construct has disadvantage on any attack roll that doesn't target the energy construct.

Sentinel (Defender Only) Whenever the construct hits a creature with an attack, its speed drops to 0 until the end until the end of your next turn. In addition, creatures within the construct's reach provoke opportunity attacks even if they took the Disengage action.

Teleport (Shifter Only) After making an attack, the construct can choose to teleport up to 15 feet to a point it can see.

Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).

Touch. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level damage of the construct's associated type. The attack has a different effect depending on the damage type.

Lob (Hover Cannon Only). Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d8 + 4 + the spell's level damage of the construct's associated type. The attack has a different effect depending on the damage type.

Touch/Lob (Acid). If the target is a creature or nonmagical object, the acid begins eating into it. Until a creature takes an action to clear the target of the acid, the target takes 1d8 + the spell's level acid damage at the end of each of its turns.

Touch (Cold). Until a creature takes an action to break itself free of ice, the target's movement speed is reduced to 0, and it can’t benefit from any bonus to its speed.

Lob (Cold). The target's speed is reduced by 10 feet until the start of the construct's next turn.

Touch/Lob (Fire). If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d8 + the spell's level fire damage at the end of each of its turns.

Touch/Lob (Lightning). The target can't take reactions until the start of the next turn. Even if the Touch attack misses, the target can't take opportunity attacks against the construct until the end of the construct's turn.

Touch (Thunder). If the target willingly moves 5 feet or more before the start of your next turn, the target takes 1d8 + the spell's level thunder damage.

Lob (Thunder). The construct can push the creature up to 10 feet away from it in a straight line.

Reactions

Protection (Defender Only) When a creature within 30 feet of it is hit by an attack or fails a saving throw, the energy construct can add an amount equal to the spell's level to the creature's AC or saving throw roll against the triggering attack or effect.

Forceful Weapon

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: Instantaneous

You infuse a weapon with magic, making it deliver a greater impact than its size suggests. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes an extra 4d6 force damage from the attack, is pushed 10 feet away from you, and is knocked prone.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the distance pushed increases by 5 feet for each slot level above 2nd.

Gale-Force Infusion

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet (10-foot radius)
  • Components: V, S, M (armor or clothing worn by a creature within range)
  • Duration: 1 round

You infuse an ally’s armor with the power of a violent windstorm. Choose a creature within 60 feet. Each creature within a 10 foot radius of the target make a Constitution saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 10 feet away from them. On a successful save, the creature takes half as much damage and isn't pushed.

Attacks againt the target are made at disadvantage until the end of your next turn.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Haste Sigil

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

The runes you inscribe on the simple or martial weapon cause its wielder to move in a blur of speed. Until the spell ends, your movement speed is doubled.

Once before the spell ends, when you hit a creature with the weapon, you can choose to end the spell early and gain a final burst of speed this turn. You can take one additional action on top of your regular action and a possible bonus action.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases to 8 hours.

Healing Figurine

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (a small figurine worth at least 200gp)
  • Duration: Concentration, up to 1 minute

You imbue a small figure with life force, causing it to emit a golden aura that heals allies. It uses the Healing Figurine statblock below.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

At higher levels When you cast this spell using a spell slot 3rd level of or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block. In addition, the healing figurine heals an additional 1d4 hit points with its Heal action for every slot level above 2nd.


Healing Figurine

Small construct, neutral


  • Armor Class 13 + the level of the spell (natural armor)
  • Hit Points equal the construct's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 3 (-4) 15 (+2) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

Aura of Hope Friendly creatures in a 5-foot radius centered on the figurine has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Actions (Requires Your Bonus Action)

Heal. A creature of your choice within 5 feet of the figurine regains hit points equal to 1d4 + your spellcasting ability modifier.

Icy Weapon

2nd-level evocation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: 1 round

An icy wind imbues your weapon with frost. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes an additional 2d8 cold damage from the attack, and has its speed halved until the end of your next turn.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.

Lightning Sphere

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (two darts)
  • Duration: Instantaneous

You throw a metal sphere at a point within range, and it discharges lightning for a short period. When you cast the spell, choose a point within range. Each creature within 5 feet of that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 lightning damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.

Phantom Structure

2nd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Choose 2 points within range that are no more than 30 feet apart. You create a phantasmal bridge between the two points that lasts until the end of your next turn. The bridge connects the two chosen points by the shortest path. The bridge has no height, and a creature can walk on any terrain containing the bridge as though it were normal terrain, even if it normally contains no or difficult terrain.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the range of the spell and the distance between the two points increases by 30 feet for each slot level above 2nd.

Predatory Shards

2nd-level evocation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a ranged weapon)
  • Duration: 10 minutes

As part of the action used to cast this spell, you must make a ranged weapon attack against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. Hit or miss, the rune-inscribed projectile creates a cloud of magical shards. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 4d4 piercing damage.

The area in a 5-foot radius centered on the target is then cloaked in the cloud of aggravating magical shards for the duration. A creature takes 2d4 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

Regenerative Infusion

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You imbue an ally’s equipment with a steady flow of arcane energy, which restores your friend’s vigor. Choose one creature within range. For the duration of the spell, the target regains 1 hit point at the start of each of its turns.

Runic Resistance

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a small metal sphere)
  • Duration: 1 round

You hurl a sigil-scribed sphere that blasts your foes and shields your allies. Choose one damage type: acid, cold, fire, lightning, poison, or thunder, and choose a point within range. Creatures of your choice within 5 feet of that point must succeed on a Dexterity saving throw or take 3d6 damage of the type you chose. Other creatures of your choice in the same area instead gain resistance to the chosen damage type until the end of your next turn.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.

Slick Concoction

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self (15-foot radius)
  • Components: V, M (a vial of oil)
  • Duration: 1 round

The ground in a 15-foot radius centered on yourself becomes slick with a magic oil until the end of your next turn. When you cast this spell, you can designate any number of creatures you can see to be affected by it. An affected creature's speed is doubled in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it gains advantage on Dexterity saving throws until the end of its next turn.

Vampiric Weapons

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: 1 round

You imbue your weapon with the power to drain life from your enemies and transfer it to the weapons of your allies. As part of the action used to cast this spell, you must make a weapon attack against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and each creature that hits it with a weapon before the end of your next turn regains hit points equal to 1d6 + your spellcasting ability modifier. A creature can only benefit from this healing once per casting of the spell.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for every slot level above 2nd.

3rd-Level Spells

Animate Arbalester

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a crossbow, which you lose access to for the duration of the spell)
  • Duration: 1 minute

You animate a crossbow you're holding and throw it to a point within range. You may load it with one piece of ammunition while doing so, or more if the loading property of the crossbow allows for more than one shot when you use an action, bonus action, or reaction to fire it. It uses the Animate Arbalester statblock below.

The creature is friendly to you and your companions for the spell's duration. In combat, the creature 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. You may issue the creature a command on the bonus action you summon it.

When the creature is reduced to 0 hit points, it returns to your hand, and the spell ends.

At higher levels When you cast this spell using a spell slot 4th level of or higher, the animate arbalester deals an additional 1d8 force damage on its attack rolls for every two slot levels above 3rd.


Animate Arbalester

Small construct, unaligned


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points equal the construct's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses Blindsight 60 ft. (blind beyond this radius)., passive Perception 7
  • Languages understands the languages you speak

Magic Weapon The animate arbalester's weapon attacks are magical

Repeating Shot The animate arbalester ignores the loading property for its ranged weapon attacks if it has it. If there is no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when making a ranged attack. The ammunition created by the arbalester vanishes the instant after it hits or misses a target.

Actions (Requires Your Bonus Action)

Ranged Attack. The arbalester makes a ranged weapon attack against a creature it can see (default 60 ft.) with the weapon you used when casting the spell. It uses your spellcasting ability modifier for the attack and damage rolls.

Burrowing Projectile

3rd-level evocation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a ranged weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make an attack with a ranged weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effect, takes an extra 5d10 piercing damage from the attack, and the piece of ammunition begins to burrow itself into the target. For one minute, the target must make a Constitution saving throw at the end of each of its turns. On a failure, it takes another 1d10 piercing damage, and the damage taken from a subsequent failure increases by 1d10, to a maximum of 5d10. On a success, the effect ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, all attack damage and the maximum damage dealt by the burrowing ammunition increases by 1d10 for each slot level above 3rd.

Cockroach Swarm

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S, M (a bag of metallic insect shells)
  • Duration: Concentration, up to 10 minutes

You unleash a horde of tiny constructs that swarm over and bite your foes. They buzz around you to a distance of 20 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one.

At higher levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Earth's Embrace

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (tinker's tools, clothing or armor of the target creature)
  • Duration: Instantaneous

You transpose a glowing rune of force onto an ally’s armor and send that ally skating across the battle field, crashing into nearby foes. Choose a willing creature within range. You may move that creature up to 30 feet in any direction without using its movement, then expend the rune to cause concussive force to burst from the the creature. All creatures within a 5-foot radius of the initial target must make a Constitution saving throw. On a failed save, a creature takes 6d8 force damage and is pushed 5 feet. On a successful save, the creature takes half as much damage and isn't pushed.

At higher levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Grasping Rope

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a 50-foot length of rope)
  • Duration: Concentration, up to 10 minutes

Weaving magic into a prepared rope, you transform the object into a whirling, grasping artifice that occupies the ground in a 20-foot radius centered on a point within range. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the area appears, each affected creature in it must make a Dexterity saving throw. On a failed save, the creature takes 4d10 bludgeoning damage and is restrained as long as it remains in the area or until it breaks free. On a successful save, the creature takes half as much damage and isn't restrained.

To break out, a restrained creature can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the rope.

Hardening

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch an object of medium size or smaller or a section of an object that is no more than 5 feet in any dimension and increase its hardness. For example, you can make paper harder to tear, glass harder to break, and wood more durable. The object's AC increases by 2 (to a maximum of 25). If an object was fragile, it is now resilient. It an object was resilient, its hitpoints are tripled.

This effect does not in any way change the item's resistance to other forms of transformation. Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.

At higher levels When you cast this spell using a spell slot of 4th level, the maximum size effect increases to large and the section effected increases to 10 feet in any dimension. When you cast this spell using a spell slot of 5th level, the maximum size effect increases to huge and the section effected increases to 15 feet in any dimension. When you cast this spell using a spell slot of 6th level or higher, the section effected increases by 5 feet in any dimension for every slot level above 5th.

Power Surge

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 10 minutes

By touching a magic item that has at least 1 charge, you imbue it with 2 temporary charges. These charges work like temporary hit points: When a creature uses the item, deduct the charges spent from the temporary charges first. Temporary charges likewise can't be added together. If an item has temporary hit charges and receives more of them, it loses the pre-existing charges first. When the spell ends, any remaining temporary charges are lost. This spell fails if the item does not ordinarily regain charges at least once each day.

At higher levels When you cast this spell using a 4th-level spell slot, the temporary charges increases to 3. When you cast it using a 5th level spell slot or higher, the temporary charges increases to 4.

Iron-Hide Infusion

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pouch of iron dust, armor or clothing worn by creatures within range)
  • Duration: 1 round

You cast iron dust infused with protective magic onto your allies’ armor. Choose any number of creatures within range. Until the end of your next turn, each target has a +4 bonus to AC.

Lightning Motes

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous

Channeling arcane energy into a cloud of dust, you create lightning that ripples across your foes. All creatures within a 10-foot radius of you must make a Dexterity saving throw. A target takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has electricity running across their body for 1 minute. During that time, it is stunned, and takes an additional 3d6 lightning damage at the start of each of its turns. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

At higher levels When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.

Radiant Burst

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (tinker's tools, clothing or armor of the target creature)
  • Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 2d8 + your spellcasting ability modifier. As your ally heals, you channel the excess healing energy into a flash of arcane light that burns a nearby foe. One creature of your choice within 5 feet of the healed creature must make a Wisdom saving throw. On a failure, it takes radiant damage equal to the amount healed, and is blinded until the end of your next turn.

At higher levels When you cast this spell using a spell slot of 4th level or higher, the healing and damage increases by 1d8 for each slot level above 3rd.

Skipping Shot

3rd-level evocation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a ranged weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged weapon attack against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effect, takes an additional 3d12 force damage from the attack, and the piece of ammunition then makes the same attack against another creature of your choice within 30 feet of the target. On a miss, the spell ends. The piece of ammunition can make up to 5 attacks total in this way.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 1st.

Unstable Infusion

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: S, M (tinker's tools)
  • Duration: Instantaneous

You sabotage one of your infusions, loosing a blast of raw arcane energy. Each creature in a 15-foot radius originating from you must make a Dexterity saving throw. On a failed save, a creature takes 4d10 force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

At higher levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Vorpal Edge

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a nonmagical melee weapon. Until the spell ends, attacks with that weapon score a critical hit on a roll of 19 or 20.

4th-Level Spells

Armor of Acid

4th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet (5-foot radius)
  • Components: V, S, M (a vial of acid, armor or clothing worn by a creature within range)
  • Duration: 1 round

You cast a prepared liquid onto an ally's armor, shrouding that comrade in a cloud of noxious fumes that harms foes. Choose a creature within 60 feet. Each creature within a 5 foot radius of the target make a Dexterity saving throw. On a failed save, a creature takes 5d10 acid damage. On a successful save, the creature takes half as much damage.

Until the end of your next turn, the target gains resistance to acid damage, and each creature that makes a melee attack against it in that time takes 5d10 acid damage.

At higher levels When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Bag of the Four Winds

4th-level transmutation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S, M (a small cloth bag filled with various reagents)
  • Duration: Instantaneous

You mix reagents to create a windstorm within a small cloth bag. You then unleash the winds to move yourself and your allies. Choose any number of willing creatures within range. Each can be moved up to 30 feet in a direction of your choosing, without expending any of that creature's movement.

At higher levels When you cast this spell using a spell slot of 5th level or higher, the distance moved increases by 10 feet for each slot level above 4th.

Beetle of Force

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You release a tiny construct, which flies into your a foe within range with impossible force before exploding with arcane energy. Make a ranged spell attack against the target. On a hit, the target takes 6d10 force damage, and is pushed back 30 feet. Hit or miss, the beetle then explodes. All creatures within a 10-foot radius of the target (pushed or not) must make a Dexterity saving throw. On a failure, a creature takes 6d10 force damage and is knocked prone. On a success, a creature takes half damage and isn't knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Chaos Weapon

4th-level transmutation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: 1 round

With your strike, you conjure elemental powers that rage around the weapons of you and your allies. Choose one damage type: acid, cold, fire, force, lightning, poison, psychic thunder. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and takes an extra 2d6 damage of the chosen type from the attack.

In addition, choose any number of creatures within 10 feet of you. Until the end of your next turn, the weapon attacks of each chosen creature deal 2d6 extra damage of the chosen type.

At higher levels When you cast this spell using a 5th- or 6th-level spell slot, the damage increases to 3d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d6.

Cure-All Admixture

4th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a potion bottle filled with various reagents)
  • Duration: Instantaneous

Your concoction provides the perfect remedy. A creature you pour the mixture down the throat of regains a number of hit points equal to 2d4 + your spellcasting ability modifier, and for one hour becomes immune to all disease and the following conditions afflicting it: blinded, deafened, paralyzed, or poisoned. The creature is not immune if the condition is not from an affliction, but instead from some environmental effect, such as being deafened from the Silence spell.

Hero's Elixer

4th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a small vial of water)
  • Duration: Instantaneous

You transmute a small vial of water into a potent healing draft. A creature you pour the mixture down the throat of regains 30 hit points, and gains 15 temporary hit points that last for 1 hour.

Prismatic Weapon

4th-level transmutation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: 1 round

You activate runes on your weapon and cause it to emit multicolored light as you strike your foe. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and suffers the following effects:


Red. The target must make a Wisdom saving throw. On a failure, the target takes 4d6 fire damage, and has disadvantage on attack rolls until the end of your next turn. On a success, the target takes half damage, and suffers no disadvantage.


Yellow. The target must make a Constitution saving throw. On a failure, the target takes 4d6 thunder damage, and is knocked prone. On a success, the target takes half damage, and isn't knocked prone.


White. The target must make a Dexterity saving throw. On a failure, the target takes 4d6 force damage, and is pushed back 30 feet. On a success, the target takes half damage, and isn't pushed back.

Rusting Grasp

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You cause a metal object to become rusted, pitted, and worthless. Make a melee spell attack against an non-magical metal object. This spell automatically rusts and destroys a Large or smaller nonmagical metal object that isn't a weapon or piece of armor or shield. Ammunition made of metal is also destroyed in this way.

On a hit, a weapon made of metal takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Armor or a shield made of metal takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a 0 AC increase is destroyed.

5th-Level Spells

All-Consuming Missile

5th-level evocation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a ranged weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make an attack with a ranged weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effect, takes an extra 12d6 fire damage from the attack, and the sigil-inscribed projectile ignites and engulfs your foe in hungry flames. For one minute, the target must make a Constitution saving throw at the end of each of its turns. On a failure, it takes another 3d6 fire damage, and the damage taken from a subsequent failure increases by 3d6, to a maximum of 12d6. On a success, the effect ends.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, all attack damage and the maximum damage dealt by the flames increases by 3d6.

Bitter-Frost Bolt

5th-level evocation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: Instantaneous

The sigils etched onto your weapon steam with bitter cold. On impact, the weapon shrouds your enemy in ice. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes an extra 8d6 cold damage from the attack, and the target is restrained for one minute. A creature restrained by the ice or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At higher levels When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Disrupting Weapon

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You make a melee weapon deadly to undead. Any undead creature of CR 2 or lower must succeed on a Wisdom saving throw or be destroyed utterly if struck in combat with this weapon.

Grave-Dust Cloud

5th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet (15-foot radius)
  • Components: S, M (a bag of dust, ash, or other light sediment collected from a grave)
  • Duration: 1 round

You direct a bag of ash at a point in range, and it explodes in a pale cloud that saps the life of your foes while bolstering your allies’ vitality. Creatures of your choice in a 15-foot-radius sphere centered on that point must make a Wisdom saving throw. A target takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one. Creatures of your choice in the area regain hit points equal to half the necrotic damage rolled, and have advantage on all saving throws until the end of your next turn.

At higher levels When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Life-Shock Sigil

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 8 hours

Through your infusion, you create a weapon that heals while it hurts. Once per round until the spell ends, when you hit a creature of CR 1/4 or higher with this weapon, one creature of your choice within 30 feet regains hit points equal to 2d8 + your spellcasting ability modifier.

Once before the spell ends, when you hit a creature with the weapon, you can choose to end the spell early by giving yourself a surge of healing and vitality. You regain 20 hit points, and gain 10 temporary hit points for one minute. The target is stunned until the end of its next turn.

Life-Stealing Shroud

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: 1 round

A gray field of necrotic energy surrounds you at a distance of 10 feet, stealing the life of attackers. When you cast this spell, you can designate any number of creatures you can see to be affected by it. When an affected creature is targeted by a melee attack while in the area, the attacker must make a Constitution saving throw. The attacker takes 8d10 necrotic damage and misses the attack on a failed save, and half as much damage on a successful one.

At higher levels When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Living Caltrop Storm

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet (5-foot radius)
  • Components: V, S, M (a bag of caltrops coated in a flammable liquid)
  • Duration: 1 round

You direct a handful of spiked orbs at a point within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 10d4 piercing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

After stinging your foes, the caltrops explode. At the end of your next turn, any creatures in the area must make a Dexterity saving throw. On a failure, a creature take 4d6 fire damage. On a success, a creature takes half damage.

Mass Inflict Damage

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Make ranged spell attacks against up to six objects and/or constructs of your choice within range. On a hit, the target takes 3d12 force damage. When you attack an object with this spell and hit, maximize your damage dice against the target.

At higher levels When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

Thunder-Shock Weapon

5th-level evocation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (a weapon)
  • Duration: 1 round

Your weapon screams like a hurricane as it streaks towards your foe. It strikes with a thunderous blow, knocking your foe down. As part of the action used to cast this spell, you must make a weapon attack against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes an extra 6d10 thunder damage from the attack, and the target is knocked prone and is deafened until the end of your next turn.

Specialist Design Notes

Artificer Specialists Design Notes


Armorer. Generally, someone is going to either stick with a build centered around the Guardian or Infiltrator armor model, not both. However, it was hard to capitalize on either of them previously. Why would one draw aggro as a Guardian with a 1d8 hit die and no access to the shield spell? Why is the Lightning Launcher worse than the ranged weapons out of the PHB?

Now, the Guardian has far better survivability, especially with the new form of Defensive Field giving them a small buffer, allowing them to not get annihilated when drawing the enemy's attention. The Infiltrator is no longer screwed when in melee, without the need to take crossbow expert for just that one feature. Finally, Weapon Modifications allows one to potentially use cool magic items they've found instead of being forced to select weapon infusions for their special weapons.


Artillerist. Having to expend spell slots to use one's core feature seemed harsh when there's only one free use. An artillerist is severely hampered in battle without their eldritch cannon, and if there truly are 5-8 encounters per day, that's 4-7 spell slots expended just to try and use their basic subclass features. I debated between allowing the cannon to always be out and functioning or giving more free uses, and settled on the latter. I may change my mind again; I may even change the uses to twice per short rest, instead of having it scale.

Arcane Firearm's damage increase is now more in-line with what a martial or other half caster might expect with Extra Attack using the average weapon, instead of a weak feature comparable to what already very powerful fullcasters also receive.

Finally, many people lamented the lack of scaling for the eldritch cannon's temporary hit points, and I've read of many DMs who simply houseruled it. I don't see why it shouldn't scale; there are more potent sources of temporary hit points in the game, even excluding the broken one (you know the one). Finally, 3d8 was paltry cantrip damage at this level. 4d8 is a fairly arbitrary and minor buff and I don't expect it to come up much, but it's the principle of the matter.


Battle Smith. Few changes were made to the Battle Smith. It was already in an alright place power-wise, though I considered making more drastic changes; many players may want to play an artificer themed around being a defender and medic, a paladin of artifice, but without a mechanical pet. Perhaps I'll make an optional feature to replace the Steel Defender in the future.

As for the changes made: it was ridiculous to me that one could spend a spell slot to restore their dead Defender to life and to full health, yet couldn't do so to a living one. This made for circumstances where, if one couldn't wait to casting mending repeatedly, it would be more effective to kill one's Defender then expend a spell slot. This is plainly ludicrous, and so now one can expend a spell slot to restore their Defender to full health over the course of one minute.

Arcane Strike will be more potent for cantrip gishing, but less so for Sharpshooter/Great Weapon Master builds. The Extra Attack optional feature still exists for that, though. I fear that such a combination will be fairly overtuned, but I haven't seen it in play yet; a bladesong wizard is somewhat limited with their Extra Attack due to their core feature not functioning with ranged or heavy weapons.

Also, while I'm somewhat okay with the bonus action command conflicting with bonus action attacks such as those gained by Crossbow Expert and Polearm Master, I didn't want more conflict with Arcane Sigil. If the standard 5th level feature is used, it will be just as effective on the defender as it is on the player's weapon, as they will usually both be making on attack on their turn. There will be some conflict if Extra Attack is used, as it will be twice as effective on the player, but I'm okay with that; they will miss an attack with the defender setting it up on themselves.


Elixir Alchemist. The term "alchemist" evokes several distinct fantastical concepts. Someone who performs miraculous transmutations such as turning lead into gold, someone who brews elixirs to be imbibed in order to cure ailments of the body or perhaps aging itself, and someone who brews potions in order to create effects in the environment as they are applied outside the body, such as one who throws a flask to create a sudden burst of flame. Perhaps your vision of an alchemist combines two or even all three of these fantasies; I think that only a new class could do so to any degree of satisfaction, whether it be one devoted to the Alchemist or something like the Potionsmith archetype of KibblesTasty's Inventor.

Wizards of the Coast largely leaned on the second with some smackings of the third, but this really just frustrated many players: the "key invention" of the alchemist was only the type which was imbibed, and the qualities of healing and creating potions for consumption were focused on for every feature. The external effects aspect was represented in the specialist spell selection and in the mild damage boost of the Alchemical Savant feature. I have seen countless complaints from players on this point, perhaps even more than complains about the lack of power in the subclass.

And so, I have separated out the subclass into three specialists: the elixir, elemental, and reagent alchemists. As this bears the closest resemblance to the original, it is considered a rework of it.

The Experimental Elixir feature has been berated by many, and not just for it only containing potions to be imbibed instead of those that create worldly effects. Only one free random elixir at the completion of a long rest, and none of the effects are very good; most aren't worth the 1st-level spell slot. Why would I create a healing elixir? The .5 more healing on average does not nearly make up for the fact that this will take two actions instead of one: one to create the potion, and one to imbibe it. Why not just keep the spell slot? So, our core feature gives us a random utility option that has a very high chance of not even being useful, and a way to spend our spell slots that are largely wores than 1st-level spells. Alchemical Savant gives us a bonus to some spells that's on-par with what full casters get, yet the alchemist is very much not a full caster. Overall, an embarrassment.

The Esoteric Elixir feature is a complete overhaul. No randomness, you get more free elixirs as you level, and all of the elixirs also scale with your level. It may be unwise to have them scale yet still only require a 1st-level spell slot to create, especially with such a variety of elixirs to choose from, but we'll see how it feels at higher levels. I'll see which elixirs people like most, and might remove unpopular ones to make the feature more manageable. But honestly, I'm leaning towards the philosophy of "the more the merrier," here.

The Alchemical Surge feature leans more heavily into the "support" side of this subclass. Something one may notice with my specialist design is that one can really divide them into three categories based on the 5th-level feature: martial dpr, spell dpr, and support. The Armorer and Battle Smith are both examples of the first, and the Artillerist an example of the second; here is an example of a third. The stand-out use of it, of course, is to give martials an extra two attacks, providing a very clear way for the alchemist to do comparable dpr to martials with their action, yet still have it fit the feel of a supportive role. In addition, it provides versatility while encouraging the use of the elixirs.

Innovative Specialists Design Notes


Awakener. This is perhaps my favorite homebrew subclass of the ones I've made. The Awakener was born out of one of the two directions an old Archivist artificer of mine was heading in when the campaign ended. Partially inspired that subclass, partially by psionics (including 3.5e's Psi Crystal), and partially by the nature of object sentience via mortal perception in Sanderson's Cosmere, the flavor is both well-integrated and yet versatile in its interpretation, and the power is quite balanced. I have play-tested this subclass for four sessions at levels 6 and 7 and had a blast; it seems to be a favorite among those familiar with my brew, too.

One concern is that the Information Overload feature may step on the toes of Divine Smite too much. The namesake of this feature on the Archivist specialist, however, was also reminiscent of Divine Smite. It allowed an Archivist to essentially use what was a 1d8 scaling psychic cantrip, where in addition to the damage, if a creature failed the next attack roll made against it would be made with advantage. This pseudo-cantrip then had a pseudo-Divine Smite: when dealing damage (so, after one knows the saving throw has been failed), an Archivist could expend a spell slot to deal 2d8 extra psychic damage for a 1st-level spell slot, plus 1d8 for each level higher than first. The d6s are a minor nerf; mostly to account for the ranged potential of these "smites." Overall, I think this is fine; at most I might remove the spell slot-less uses; I've already reduced the extra damage at 15th from 4d6 (inspired by Arcane Jolt) to 3d6 at 17th level. Honestly, in spite of paladin being a strong class, one of two or three minor changes I would make to that class is giving a similar boost to divine smite at 17th level.

Another part of me considers giving the capacity to awaken a creature, either through the spell or a feature that imitates it, at 9th level. It is when full casters can awaken the spell, and it doesn't feel good when any druid can awaken a creature better than the artificer who specializes in awakening creatures. 9th level is packed as it is, though. Perhaps I'll revisit this idea in the future.


Bio-Augmenter. I almost didn't include this specialist yet; it is one of two I am least comfortable with showing. The Arcane Augmentation feature is incredibly verbose, and in a way, the entire specialist is essentially "Armorer, but you infuse your body instead of sections of armor." Perhaps it would be best served as a re-flavor of armorer. I am rather attached to the concept, however. I am open to suggestions. I am also open to feedback about the extra infusions; I am considering adding more infusions to the base class, either as a standard feature or as an optional replacement for Arcane Sigil. If I did so, specialists that offer extra infusions would likely have the feature reworked.

At a fundamental level, do I create a subclass whose infusions and inventions are unique and specific to augmentation, or do I simply allow them to infuse body parts, creating new ones if necessary? I started with the former and ended at the latter, creating an imitation of the Armorer in the process.

For now, if one doesn't like the inelegant nature of this specialist, might I recommend the Fleshsmith specialist of KibblesTasty's Inventor? It can always be reflavored as cybernetics, pure enchanting of body parts, or using weird materials such as the elements for augmentation.


Cartographer. This is a simple little subclass with nice utility. In a way, they are "ranger, the artificer specialist," but in reality they were born out of me thinking of what an artificer who used cartographer's tools would look like. In a video game-y way, it provides the player a minimap, though how one wants to flavor the map telepathically communicating the information can vary from player to player. Maybe it's an instinctive knowledge and awareness, mabe it is a literal representation of the map overlaying their vision.

Overall, it might need a little power boost here or there, at least when compared with the other specialists. For now, though, I'm content with it; I recently changed their Extra Attack teleportation to recharge on a short instead of just a long rest.


Clockwork Engineer. When I was originally creating the Awakener, the subclass started out as one that awakened objects to fight alongside with, but the power was weak and the features were inelegant. It was one of my first ever homebrew subclasses, and I got some incredible insight from Izzy over at the Discord of Many Things. Eventually, that first subclass would be split into the current Awakener, and this, the Clockwork Engineer.

This is another favorite of mine; it really shows off the versatility in having a subclass feature at 5th level; Greater Empowerment is a unique way of providing similar power to extra attack, but through a summoned construct. The name "Clockwork Engineer" comes from a paragon path from 4e, and it seemed that there was space in 5e for an artificer that focuses on summoning and creating constructs.

At third and fourth level, it is assumed that the augmenter will use their familiar to attack, though they could also choose the Homunculus Servant infusion. I may give the Clockwork Engineer the Homunculus Servant infusion for free at 3rd level in the future. I debated giving the specialist a "pet" akin to the steel defender, but I didn't want to be so similar to the Battle Smith, and wanted the "key invention" to allow for, as Izzy had put it, "an artificer who makes a bunch of friends."

I might rework this subclass again in the future to bake the summon into the class at level 3; there is no rule against more than one subclass of a class having a similar-ish pet. Though, such a construct would be very similar to that created by the energy construct spell, anyways, and I do want to keep that as a general option for an artificer, and it would feel weird having it be both a spell and subclass feature.

Even so, I have debated how many times per rest they should be able to cast energy construct without expending a spell slot, and if the level it is cast at should scale. Eventually I decided to go with short rest recharge with scaling uses, but always at 2nd-level. The construct with scale akin to the steel defender with level due to the bonuses from the clockwork augmenter already; if one wishes for a stronger construct, they can expend a spell slot.

I am somewhat concerned about balancing, here; I haven't crunched numbers, but there may be comparable numbers to a fighter, even out-pacing fighter at levels 17 through 19. I'm not certain, though; the construct cannot take advantage of damage-boosting feats, and its damage die is restricted to 1d8. Besides, Wizards of the Coast should really have given the fighter Extra Attack (4) at 17th level, not 20th.


Divine Smith. While the forge domain cleric exists, I still wanted an artificer-answer to "who creatures divine artifacts?" After all, forge clerics tend to worship deities of the forge domain, and someone has to be creating divine artifacts for other domains. This was the impetus behind this subclass, though it really began to lean towards "cleric/paladin, the artificer specialist." It leans strong, perhaps too strong, and has a smite imitation that might step on paladin's toes a bit like Awakener's Information Overload feature might. Though, perhaps a specialist in channeling divine power through objects might be better at doing so than a paladin regardless?

I'm interested in feedback regarding these features; the celestial weapon is very similar to the awakened weapon, and many of the features are very directly inspired by ones had by clerics and paladins. Perhaps there is a better way to do a divine artificer. The Divine Intervention feature is clearly just a worse version of the cleric's counterpart gained at a higher level, but is pretty iconic. I have a few ideas for more artificer/item centric replacements that are similar in divine thematics, and may even involve rolling the d100, but I'm not satisfied with any of them.


Elemental Alchemist. The subclass is clearly focused around bonuses to spellcasting; if one wanted to play an alchemist from Fullmetal Alchemist, this would be the specialist to play. It effectively gets sorcery points, but I don't think it steps on the toes of the sorcerer too much: you start with only two leveled spells you can use the sorcery points on, have only two points, and have three metamagic options. Even at 17th level, you have 10 leveled spells you can use them on: you cannot gain the effects on the listed spells unless they are prepared as artificer spells, so no multiclass abuse here.

The Transmutation Savant feature applies to all damage rolls of a spell; this allows a spell like spike growth to be stronger throughout its duration, but spike growth is also why a creature can only take this damage once per round. This does mean that quickened cantrips don't also do the damage; maybe I'll try to word it in the future so that each creature can only take the damage from a particular instance of a spell once per round, though that's verbose and more of a pain to track.

I actually suspect that, even with all of this, the Elemental Alchemist will end up feeling a little weak. You have less spell slots than a full caster, and those spell slots are of a lower level. Your bonuses only apply to select spells. I don't think the extra versatility makes up what the kit any full caster receives. It is assumed that one will take the focus of elemental essence infusion to transform into their transmuter's focus, which will provide some expansion of their capabilities, it still doesn't provide a wealth spell castings for one's artificer level. I am interested in hearing others' thoughts on this, though.


Luthier. Another simple little specialist. I might change its 5th level feature to a support focused one, akin to the Elixir Alchemist. As it stands, the double bonus for thunder damage would just apply with the thunderclap spell, as booming blade requires the focus to be a weapon, which the eldritch instrument cannot be (unless there is some item that is both a melee weapon and musical instrument, but that is on the DM at that point). I don't have much to say here; it's "bard, the artificer specialist," the answer to the question "who creates magical instruments?" Mechanics-wise, it's a bit of a mix between the Elixir Alchemist and the Artillerist.


Reality Scribe. This one was a challenge. This one was another spin-off of the archivist UA; the original concept came about before the Order of Scribes wizard. Actually, I started with the name, the simple idea of how my own archivist was developing a magic spellbook to enhance her casting, and that this specialist is the one that creates spell scrolls, potentially for any class. I had several wildly different ideas for what this subclass might be knocking about in my head, and I realized I was essentially wanting to create one as powerful as a wizard, yet with the spell progression of a half caster.

I had many feature ideas for how to accomplish this; many were cut. I was very hard-pressed to cut the remaining ones, despite there being (not counting the three every specialist gets at 3rd level of proficiency, spells, and invention) six of them; really, though, it shows the difficulty in making a half caster have comparable spellcasting power to a full caster. I shifted them all around a few times before landing on the current order.

The obvious class choice for the Spell Specialization feature is wizard, and that's basically by design. If one wishes to choose another class, they can. Most of this specialist's power comes from this one feature: they get access to loads of rituals that they don't need to prepare in order to cast as rituals, and just think of the spells they now have access to if they choose wizard, without needing to decide which ones to pick when they gain a level. They still have some versatility due to the Purest Magic feature.

The Effortless Casting feature is a lot like what the Elemental Alchemist can do by spending a transmutation point starting at 3rd level. Both ideas were actually taken from the KibblesTasty Potionsmith, which gets a similar ability for select spells. In contrast, I had actually come up with the Re-Write Reality feature before we received the Genie warlock, though the feature was a bit less elegant. I simply changed it to match, though I think the variable number of long rests is silly (and would allow any Genie warlock in my campaign to get the feature back on just one long rest).


Spirit Binder. This is likely my most problematic class, and the other one (alongside the Bio-Augmenter) that I almost didn't add to this document. This specialist originally came about by my asking what would an artificer specialist who used jeweler's tools look like? Well, they would likely make a lot of enchanted jewelry, though many artificers could simply re-flavor their infusions and spells to use gemstone devices. Perhaps, I thought back then, this would be best served as a recommended flavor option: embedding a gemstone into one's weapon to make it awakened or celestial, implanting gemstones into limbs or limb stubs that then generate arcane bio-augmentations, having gemstones be the driving power behind one's enhanced construct allies. Sometimes I still think that.

While that is, of course, a very valid way of playing and flavoring any of those specialists, I couldn't shake the associations I have with gemstones in fantasy. For one, there is the Stormlight Archive's art of fabrial creation, in which small spirits (called spren) are lured and trapped into gemstone devices that then can do all sorts of things. Several of the Spirit Binder's infusions are directly inspired by fabrials. We have all seen media of some sort where spirits or powerful beings are trapped in crystal or gemstones. There's even some precedent for this in D&D, even in fifth edition! The imprisonment spell has an option where a target is shrunk to the size of one inch, then trapped in a gemstone.

Another inspiration was the Dresden Files: Harry Dresden, in my mind, is far more artificer than wizard. He relies very heavily on the items that he infuses with his power, creating all sorts of different arcane focuses and other helpful items. But he also performs rituals, one of which has him summon extraplanar spirits (usually small fey) in order to make deals with them for information or similar small favors. At the time of writing, I play a Spirit Binder in a campaign who makes similar deals with small fey, who power his gemstone devices in exchange for food or information.

So the specialist stays, but its design is weird, and my ideas for higher level features uninspired. It does not have one key invention, but a host of them to choose from, like infusions that only the artificer can use. Originally I doubled the number of infusions the Spirit Binder could learn and infuse, then gave a host of custom infusions, requiring that least half of those infused at any point in time were from that list. But this was inelegant.

Most features I give my specialists do not scale with the levels at which specialist features are received, but instead with proficiency bonus: 5, 9, 13, 17. This is an exception, though I might change my mind later, who knows? The gemstone devices themselves scale not with infusions at 2, 6, 10, 14, 18, but along specialist levels. It means that items like the focus augmenter will allow the artificer to have a +2 and +3 focus with that device before they could with a similar infusion, and I do kind of like that. They also refresh on long rests instead of at dawn, which is a minor but somewhat notably change.

It is assumed that some artificers will choose the focus augmenter, and others the weapon augmenter. This provides a minor baseline bonus for the specialist, and one can additionally either select another weapon or focus to augment, or select another item for utility. I'm not certain how to balance the devices; most are inspired directly by fabrials, and it can be difficult to determine appropriate scaling for the number of devices received. All devices not only increase in power at each specialist level, but also in number. Additionally, while currently a Spirit Binder can only change a gemstone device when they gain a level, I am considering allowing them to make the change at the end of a long rest. I am undecided here, as it does make the devices even more akin to infusions.

As for the devices themselves: I worry that the essence attractor/transmuter, inspired by the soulcasters of Roshar, is too verbose and the table too confusing. Despite never having played 3.5, it has a bit of the feel of what one might see in that or previous editions. It is, however, great fun to transmute slabs of stone into meat, and so the essence attractor/transmuter stays. Perhaps I will think of a more elegant way to retain the original feel of a soulcaster; I do like having a rough conservation of mass.

The magic detector/drainer/supplier/annuler is more effective in campaigns with NPCs that cast spells; as-is, few creatures have spell slots (instead having spells per day), and it seems that even that is going to be phased out soon. I may try and re-word it to allow for the draining of features that cast spells, though that will get noodly, especially with how many monsters that effectively cast spells aren't actually casting spells.

Somewhat similarly, the temperature ward/absorber/transferer/abjurer is fantastic in campaigns where one expects to take a lot of fire or cold damage, such as one in the elemental plane of fire or one in an arctic location, but mostly situational outside of that. The emotion alerter is fantastic in a lot of social campaigns, especially once one reaches 15th level, but just okay outside of that. I may adjust it to scale a little nicer.

The regrowth gemstones provide a nice little bonus to healing, which can be supplemented further if one selects cure wounds for their Spell-Storing Item feature.

The Spirit Burst feature is effectively Arcane Jolt meets Oath of Watchers paladin. Knowing how to trap the extraplanar would likely make one more adept at abjuring against them and their effects, too. And so, they effectively get a smite that they can use to banish creatures, as if casting the banishing smite spell. It is wordy, as it is effectively the spell but one only need concentrate on it once the hit is made and the creature is able to be banished. So it is a stronger Arcane Jolt, as it gives extra effects for each options, and can be used again by expending spell slots. I think the balancing is alright, as Battle Smiths are quite strong outside of this feature relative to Spirit Binders, but I'm more concerned about the originality. Sure, I have some similar features across specialists, like Awakened Weapon and Celestial Weapon, but this somehow feels worse than those. It's simply uninspired, I think, and verbose to boot. It just feels like I dumped banishing smite, Divine Smite, and Arcane Jolt into a melting pot then pulled this out.

Practice the Many Arts of Artifice

Thank you to the designers of D&D 3.5 and 4th edition, whose spells and features have inspired those found within this text.

Thank you to the authors of countless fantasy novels, but in particular Brandon Sanderson and Jim Buthcer, for sparking ideas for how the art of artifice can be applied in D&D.

Thank you to the fine folks at the Homebrewer's Magnificent Mansion Discord and Treantmonk's Temple Discord for balance feedback and occasional brainstorming.

Thank you to Izzy of the Discord of Many Things for giving me some harsh but needed criticism to my first terrible homebrew, and for inspiring this rework with his excellent Warlock+.

Cover Art: Eric Chiang

 

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