Revised Artificer

by Tatarius

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The Artificer Revised

The Artificer                                                                                            Spell Slots per Spell Level
Level Proficiency Bonus Features Infusions known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Infuse Item 4 4
2nd +2 Right Tool for the Job, Spellcasting 5 4 2 2
3rd +2 Artificer Specialist, Expert Craftsman 6 4 2 3
4th +2 Ability Score Improvement 6 4 2 3
5th +3 Extra Minor Magic, Extra Attack 7 6 3 4 2
6th +3 Flash of Genius 8 6 3 4 2
7th +3 Artificer Specialist Feature 9 6 3 4 3
8th +3 Ability Score Improvement 9 6 3 4 3
9th +4 10 8 4 4 3 2
10th +4 Spell-Storing Item, Magic Item Savant 11 8 4 4 3 2
11th +4 Artificer Specialist Feature 12 8 4 4 3 3
12th +4 Ability Score Improvement 12 8 4 4 3 3
13th +5 13 10 5 4 3 3 1
14th +5 Contingent Magic 14 10 5 4 3 3 1
15th +5 Artificer Specialist Feature 15 10 5 4 3 3 2
16th +5 Ability Score Improvement 15 10 5 4 3 3 2
17th +6 16 12 5 4 3 3 3 1
18th +6 Magic Item Master 17 12 5 4 3 3 3 1
19th +6 Ability Score Improvement 18 12 5 4 3 3 3 2
20th +6 Soul of Artifice, Artificer Specialist Feature 18 12 5 4 4 3 3 2
Original Source: Tasha's Cauldron of Everything

Class Features


  • As a Artificer, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Artificer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 6) + your
  • Constitution modifier per Artificer level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, All Firearms
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s
  • tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three skills from Acrobatics, Athletics,
  • Arcana, History, Insight, Investigation, Medicine, Nature,
  • Perception, Sleight of Hand, Survival

Equipment


  • You start with the following equipment, in addition to the
  • equipment granted by your background:
  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack

Magical Tinkering


  • At 1st level, you've learned how to invest a spark of
  • magic into mundane objects. To use this ability, you must
  • have thieves' tools or artisan's tools in hand. You then
  • touch a Tiny nonmagical object as an action and give it
  • one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

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

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

Infuse Item


  • At 1st level, you've gained the ability to imbue mundane
  • items with certain magical infusions, turning those objects
  • into magic items.
Infusions Known

  • When you gain this feature, pick four artificer infusions to
  • learn. You learn additional infusions of your choice when
  • you reach certain levels in this class, as shown in the
  • Infusions Known column of the Artificer table.

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

  • Whenever you finish a long rest, you can touch a
  • nonmagical object and imbue it with one of your artificer
  • infusions, turning it into a magic item. An infusion works
  • on only certain kinds of objects, as specified in the
  • infusion's description. If the item requires attunement,
  • you can attune yourself to it the instant you infuse the
  • item. If you decide to attune to the item later, you must
  • do so using the normal process for attunement (see 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 nonmagical object at the
  • end of a long rest; the maximum number of objects
  • appears in the Infused Items column of the Artificer table.
  • You must touch each of the objects, and each of your
  • infusions can be in only one object at a time. Moreover,
  • no object can bear more than one of your infusions at a
  • time. If you try to exceed your maximum number of
  • infusions, the oldest infusion ends, and then the new
  • infusion applies.

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

Spellcasting


  • You've studied the workings of magic and how to cast
  • spells, channeling the magic through objects. To
  • observers, you don't appear to be casting spells in a
  • conventional way; you appear to produce wonders from
  • mundane items and outlandish inventions.

Tools Required

  • You produce your artificer spell effects through your
  • tools. You must have a spellcasting focus - specifically
  • thieves' tools or some kind of artisan's tool - in hand when
  • you cast any spell with this Spellcasting feature (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.

  • You can also use any item bearing one of your infusions
  • from your Infuse Item feature as a spellcasting focus.

Cantrips (0-Level Spells)

  • At 2nd level, you know two cantrips of your choice from
  • the artificer spell list. At higher levels, you learn additional
  • artificer cantrips of your choice, as shown in the Cantrips
  • Known column of the Artificer table.

  • When you take a long rest, 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 + your half artificer level. 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 5 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.

The Right Tool for the Job


  • At 2nd level, you've learned how to produce exactly the
  • tool you need: with thieves' tools or artisan's tools in
  • hand, you can magically create one set of artisan's tools in
  • an unoccupied space within 5 feet of you. This creation
  • requires 1 hour of uninterrupted work, which can coincide
  • with a short or long rest. Though the product of magic,
  • the tools are nonmagical, and they vanish when you use
  • this feature again.

Artificer Specialist


  • At 3rd level, you choose the type of specialist you are.
  • Your choice grants you features at 7th level and again at
  • 11th, 15th and 20th level.
Artificer Specialists Original Source
Alchemist Tasha's Cauldron of Everything
Armorer Tasha's Cauldron of Everything
Artillerist Tasha's Cauldron of Everything
Battlesmith Tasha's Cauldron of Everything

Expert Craftsman


  • At 3rd level, your proficiency bonus is now doubled for
  • any ability check you make that uses your proficiency with
  • a tool.

  • In addition, attuning to a magic item takes you less time,
  • only taking you a minute instead of an hour.

  • Furthermore, you may cast Identify spell at will, but only
  • as a ritual.

Ability Score Improvement


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

Extra Minor Magic


  • Beginning at 5th level, when you cast a spell of 1st level or
  • higher, you may activate 1 magic item with the same
  • action to cast the spell.

  • In addition, if a magic item would require an action to
  • activate, you may instead activate it as a bonus action.

  • Furthermore, you may use the "Use an Object" action as a
  • bonus action

Extra Attack


  • Starting at 5th level, 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.

Flash of Genius


  • At 6th level, you've gained the ability to come up with
  • solutions under pressure. When you or another creature
  • you can see within 30 feet of you makes an ability check
  • or a saving throw, you can use your reaction to add your
  • Intelligence modifier to the roll.

  • You can use this feature a number of times equal to your
  • proficiency bonus. You regain all expended uses when
  • you finish a long rest.

Magic Item Savant


  • When you reach 10th level, you achieve a profound
  • understanding of how to use and make magic items:
  • You can attune to a number of magic items equal to your proficiency bonus
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • You ignore all class, race, spell, and level requires on attuning to or using a magic item.

Spell-Storing Item


  • At 10th level, 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
  • lst- or 2nd-level spell from the artificer spell list that
  • requires 1 action to cast (you needn't have it prepared).
  • The item you store the spell into is considered a magic
  • item for the purposes of your other artificer abilities.

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

  • In addition, you may once on your turn activate one
  • of your magic items on your that has an action or bonus action
  • effect with no action required.

Contingent Magic


  • At 14th level, your skill with magic items deepens more:
  • You may have one of your magic item's activate when a predetermined effect takes place, as if using the Contingency spell but for your magic items. You may only have 1 magic item contingent at a time.
  • You may cast the spell Contingency once per long rest without using a 6th level spell slot.
  • If you're reduced to 0 hit points but not killed out-right, you can end one of your artificer infusions, causing you to drop to 1 hit point instead of 0, no action required, but only once per turn.
  • When you would be hit with an attack, you may use a reaction to boost your AC by a number of Magic items you have Attuned. You may use this a number of times per long rest equal to your proficiency bonus.

Magic Item Master


  • Starting at 18th level, You can now share your magic item
  • affinity with allies gaining the following features.

  • Creatures using one of your infusions may attune to 1 additional magic item than normal, with your infusion being one of them.
  • Those creatures attuned to one of your infusions gets a bonus of +1 to all their saving throws and AC while attuned to one of your infusions. You also gain a supernatural link to them while they have your infusion on their person, and can detect and know their presence as long as they are within a 1000 ft of you and may communicate with them telepathically while on the same plane of existence.
  • You may end their infusion to save their life, bringing them to 1 hit points when they would otherwise be dropped to 0 or below (no aciton required, but only once per turn)

Soul of Artifice


  • At 20th level, you develop the ability to create a
  • consciousness within an item, and you can make an
  • artifact.

  • After an 8 hour ritual that expends all your spell
  • slots, allows you to pick a Legendary Magic item (or a
  • magic item of lesser rarity if you want) of your choice, and
  • it is now have sentiences, as it has split from your own
  • consciousness. The Magic item has the same alignment
  • and goals as you do when you made it.

  • Your Sentient magic item has the same Intelligence,
  • Wisdom, and Charisma scores as you do. Your sentient
  • chosen Magic Item gains the following features in
  • addition to the chosen magic items normal properties:
  • If the magic item doesn't normally require attunement, it requires attunement for you.
  • Your Sentient Magic Item can communicate to you telepathically while on the same plane of existence and knows and understands all your languages you know.
  • The Sentient Magic item has Hearing and Darkvision out to 120 feet, and can impart this upon the user when attuned, no action required. you keep these senses as long as you and the item are within 1000 ft of one another.
  • The Sentient Magic Item gains 2 Major Beneficial properties (Roll on chart in DMG, located on page 219)
  • The Sentient Magic Item gains 2 Minor Beneficial properties (Roll on chart in DMG, located on page 219)
  • While you are attuned to this magic item your Maximum hit points are reduced by an amount equal to your Artificer level, but when you finish a long rest while attuned to this magic item you have Temporary hit points equal to twice your Artificer level.
  • If you become unattuned to this item, this artifact is destroyed by you, or you choose to perform the ritual again, these hit points do not return to you until you have spent 1d6+1 days of resting, taking only minor activities during this time.

Artificer Specialist: The Alchemist


  • An Alchemist is an expert at combining reagents to
  • produce mystical effects. Alchemists use their creations to
  • give life and to leech it away. Alchemy is the oldest of
  • artificer traditions, and its versatility has long been valued
  • during times of war and peace.

  • Original Source: Tasha's Cauldron of Everything/Eberron:
  • Rising from the Last War

Alchemist Specialist Spells


  • The Alchemist Specialist spell list allow you to cast one
  • spell from your specialist spell list a number of times per
  • long rest equal to your proficiency bonus, but not more
  • than once per spell per long rest with this feature. You
  • may cast any of these spells with spell slots as normal.
  • These spells are always prepared for you.
The Alchemist Specialist spells
Spell Level Spells
1st Healing Word, Tasha's Caustic Brew
2nd Dragon's Breath, Invisibility
3rd Leomund's Tiny Hut, Mass Healing Word
4th Polymorph, Death Ward
5th Contagion, Raise Dead

Experimental Elixir


  • Beginning at 3rd level, whenever you finish a long rest,
  • you can magically produce an experimental elixir in an
  • empty flask you touch. Roll on the Experimental Elixir
  • table for the elixir's effect, which is triggered when you
  • decide to make the Experimental Elixir. As an action, a
  • creature can drink the elixir or administer it to an
  • incapacitated creature. Elixirs are considered magical
  • items.

  • You can create additional experimental 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 options 1-4 on
  • the elixir's effect from the Experimental Elixir table.
  • Choosing options 5 or 6 requires a 2nd level spell slot or
  • higher to choose those effects. You may only create 1
  • additional Experimental Elixir with spell slots per short
  • rest and never more than 3 additional per long rest.


  • Creating an experimental 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.

  • When you reach certain levels in this class, you can make
  • more elixirs at the end of a long rest: two at 7th level and
  • three at 15th level. Roll for each elixir's effect separately.
  • Each elixir requires its own flask. You may never have
  • more Experimental Elixirs Active than your proficiency
  • bonus, regardless of how you procure them. All level
  • references below are referring to your Artificer levels.

  1. Healing: The drinker regains a number of hit points equal to 2d4 + Intelligence Modifier. At 7th level, the drinker regains a number of hit points equal to 3d4 + Intelligence Modifier. At 15th level, the drinker regains a number of hit points equal to 4d4+ Intelligence Modifier.
  2. Swiftness: The drinker's walking speed increases by 10 feet for 10 minutes. At 7th level, it becomes 10 feet for 1 hour. At 18th level, it becomes 10 feet for 8 hours. You cannot gain the benefits of a Longstrider or Haste spells while under the effects of this potion. The potion drinker can use an action to end the effect of the potion if they so choose.
  3. Resilience: The drinker gains a +1 bonus to AC for 10 minutes. At 7th level, becomes +2 bonus to AC for 10 minutes. At 15th level, becomes +2 bonus to AC for 1 hour. The drinker cannot gain the benefits of a Shield of Faith or Haste spell while under the effects of this potion. The potion drinker can use an action to end the effect of the potion if they so choose.
  4. Boldness: The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. At 7th level, becomes for the next 10 minutes. At 15th level, becomes for the next hour. The drinker cannot gain the benefits of a Bless or Silvery Barbs (positive effect restriction only) spell while under the effects of this potion. The potion drinker can use an action to end the effect of the potion if they so choose.
  5. Flight: The drinker gains a flying speed of 10 feet for 10 minutes, with the hover feature. At 7th level, this becomes gains flying speed of 20 feet for 1 hour, with the hover feature. At 15th level, this becomes gain flying speed of 30 feet for 8 hours, with the hover feature. The drinker cannot gain the benefits of a Fly spell nor a Levitate spell while under the effects of this potion. The potion drinker can use an action to end the effect of the potion if they so choose.
  6. Transformation: The drinker's body is transformed as if by the Alter Self spell (No Concentration). The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. At 7th level, the first option also gives a climbing speed like a spider equal to your walking speed, the 2nd option allows for you to appear as a creature 1 size smaller or larger than you actually are and the 3rd option damage increases to 2d6 and gain proficiency in Strength and Dexterity Ability Checks while under the effects. At 15th level, you may choose to have all three options instead of choosing just 1. You can’t benefit from another Alter self spell while under this effect. If you have all 3 options active, you are immune to the Polymorph spell while this potion is in effect. The potion drinker can use an action to end the effect of the potion if they so choose.

Alchemical Savant


  • At 7th level, you've developed masterful command of
  • magical chemicals, enhancing the healing and damage
  • you create through them. Whenever you cast a spell using
  • your alchemist's supplies as the spellcasting focus, you
  • gain a bonus to one roll of the spell. That roll must restore
  • hit points or be a damage roll that deals acid, fire,
  • necrotic, or poison damage, and the bonus equals your
  • Proficiency Bonus. You may use your Alchemist supplies
  • as a spell focus, even if the spell does not require a
  • material component.

  • In addition, if you use an Item with the Use an Item action
  • that deals acid, fire, necrotic or poison damage, you
  • increase the damage of that by an amount equal to your
  • proficiency bonus as well.

  • Furthermore, you are proficient with improvised weapon,
  • if they are from the Use an Item action. You may also use
  • your Intelligence modifier instead of your Strength or
  • Dexterity Modifier when Using an Item action to hit a
  • target. If an item has a Saving Throw DC to resist or ignore
  • an effect, you can use your Artificer Spell save DC or the
  • Item’s, whichever is higher.

Restorative Reagents


  • Starting at 11th level, you can incorporate restorative
  • reagents into some of your works:
  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Artificer level.
  • 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 proficiency bonus and you regain all expended uses when you finish a long rest.

Chemical Mastery


  • By 15th level, 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:
  • You gain resistance to acid, and poison damage, and you are now immune to the poisoned condition.
  • 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.
  • Furthermore, your Spell-Storing Item Artificer feature can be combined with your Experimental Elixir feature to create a 1 time use potion containing a 1st or 2nd level spell. No concentration is required for the duration, however a person can only benefit from one of these special Chemical Mastery Potions at a time.
    • You still need an empty flask and alchemist supplies to store the 1st or 2nd level spell. You are limited to the number of these spell potions as is dictated by your Experimental Elixir feature. DM has final say whether or not a spell makes sense to be in a potion. Spells with range includes a target for the effect or of self are usual candidate for these potions

Alchemist Supreme


  • At level 20, many of your Alchemist and Artificer abilities
  • gain greater strength. You gain the following benefits:
  • You gain one 6th level spell slot, and learn a 6th level spell of your choice. You can also prepare Heal for free.
  • Your Restorative Reagents improves, giving the recipient even more temporary hit points. now provides 4d6 + your Artificer level in temporary hit points. If you gain temporary hit points from Restorative Reagents while benefiting from temporary hit points from Soul of the Artifice feature, increase the number of temporary hit points you have instead of overwriting them.
  • Until they finish a long rest, if a creature drinks one of your Experimental Elixirs, that creature may use their reaction to choose to succeed on a saving throw or ability check, this choice must be made before any dice have been rolled however. Once they use this reaction, they cannot do so again until they finish another long rest.
  • You are now immune to both acid and poison damage from Chemical Mastery, and your elixirs and spells can bypass acid and poison immunities of other creatures, treating them as if they they had resistance instead and ignoring acid and poison resistances of other creatures.

Armorer Specialist


  • 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.

  • Original Source: Tasha's Cauldron of Everything

Armorer Specialist Spells


  • The Armorer Specialist spell list allow you to cast one
  • spell from your specialist spell list a number of times per
  • long rest equal to your proficiency bonus, but not more
  • than once per spell per long rest with this feature. You
  • may cast any of these spells with spell slots as normal.
  • These spells are always prepared for you.

The Armorer Specialist spells
Spell Level Spells
1st Magic Missile, Shield
2nd Pass without a Trace, Shatter
3rd Lightning Bolt, Thunderstep
4th Fire Shield, Greater Invisibility
5th Synaptic Static, Wall of Force

Arcane Armor


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

  • In addition, 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.
  • You can doff or don the armor as an action.

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

  • Furthermore, 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: Each of the armor's gauntlets counts as a simple melee weapon with a reach of 5 ft while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
    Defensive Field: As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • 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 80 feet and a long range of 320 feet, and it deals 1d6 lightning damage on a hit.
    Powered Movement: Your walking speed increases by 10 feet.
    Dampening Field: You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, your Arcane Armor version does not.

Armor Modifications


  • At 7th level, you learn how to use your artificer infusions
  • to specially modify your Arcane Armor. That armor now
  • counts as separate items for the purposes of your
  • Infuse Items feature: 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.

  • In addition, each of your different Armor modes from
  • Arcane Armor are slightly improved:

  • Guardian:

    Radar Senses: You gain Blindsight out to a range of 10 feet from you, as long as the creature is not incorporeal or gaseous in nature.
    Extended Gauntlets: Your Thunder Gauntlets now have a reach of 10 feet instead of 5 feet.

  • Infiltrator:
    Enhanced Vision: You gain Darkvision out to a range of 60 feet, or your Darkvision you have in increased by an additional 30 feet. In addition, when making Perception or Investigation checks in dim light, it is no longer done so with disadvantage.
    Enhanced Launcher: Your Lightning Launcher attacks made at long range no longer are done so with disadvantage. In addition, when making ranged weapon attacks within melee range, you do not do so at disadvantage.

Improved Arcane Armor


  • Starting at 11th level, you have upgraded your armor even
  • further, gaining the following benefits:

  • Guardian:

    Sonar Sense: You gain a Tremorsense out to 60 feet, as long as you are in contact with solid ground.
    Increased Defenses: Your Defensive Field now adds your twice your Artificer level in temporary hit points. You may as a reaction to an attack hitting a creature or a creature taking damage within 10 feet of you to share your temporary hit points to target creature. Any additional hit points over the temporary hit points still affects the original creature as normal.
    Enhanced Thunder: Your damage of your Thunder Gauntlets increases to 2d8 instead of 1d8. In addition, when a creature makes an melee attack that hits a creature benefiting from your temporary hit points from Defensive Field, they take Thunder damage equal to your Artificer level. A creature may only take this damage once per attack, if the attack hits multiple creatures affected by your Defensive Field.

  • Infiltrator:

    Seeking Launcher: Your Lightning Launcher attacks ignore half and three-quarters cover
    Enhanced Lightning: Your damage with your Lightning Launcher increases to 2d6 instead of 1d6. In addition, when you hit a creature with your Lightning Launcher, they can't take reactions until the start of it's next turn.
    Increased Powered Movement: Your walking speed increases by an additional 10 feet.

Perfected Armor


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

  • Guardian: When a Huge or smaller creature you can see
  • ends its turn within 30 feet of you, you can use your
  • reaction to magically force the creature to make a
  • Strength saving throw against your spell save DC, pulling
  • the creature up to 30 feet toward you to an unoccupied
  • space. If you pull the target to a space within 10 feet of
  • you, you can make a melee weapon attack against it as
  • part of this reaction.

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

Armor Mastery


  • At 20th level, you have learned to integrate both your
  • Guardian form into your Infiltrator form, benefit from
  • both at the same time. In addition, the following features
  • upgrade.

  • Greater Thunder Gaunlets: Your Lightning Launcher
  • attacks hitting may also cause creatures hit to have
  • disadvantage on attack rolls against targets other than
  • you until the start of your next turn.

  • Greater Defensive Field: When using Defensive Field, if
  • you have temporary hit points from your Soul of the
  • Artifice, you add Defensive Field's temporary hit points to
  • the temporary hit points from Soul of Artifice. In addition,
  • when you activate your Defensive Field feature, you may
  • add half your Soul of the Artifice temporary hit points
  • gained if you have no remaining temporary hit point
  • when you use Defensive Field feature, now being 3 times
  • your Artificer level when you have no temporary hit points

  • Greater Powered Movement You gain a Flying Speed
  • equal to your walking speed, and have the hover feature.
  • You are immune to the prone condition while in your
  • armor.

  • Greater Perfected Armor: Your Perfected Armor:
  • Infiltrator feature can now activate from taking
  • thunder damage from your Thunder Gauntlets. The
  • additional damage from Perfected Armor: Infiltrator can
  • be thunder or lightning, your choice, and if you
  • triggered by your Thunder Gauntlets, the damage
  • becomes 1d8 instead of 1d6.


Artillerist Specialist


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

  • Original Source: Tasha's Cauldron of Everything/Eberron:
  • Rising from the Last War

Artillerist Specialist Spells


  • The Artillerist Specialist spell list allow you to cast one
  • spell from your specialist spell list a number of times per
  • long rest equal to your proficiency bonus, but not more
  • than once per spell per long rest with this feature. You
  • may cast any of these spells with spell slots as normal.
  • These spells are always prepared for you.

The Artillerist Specialist spells
Spell Level Spells
1st Magic Missile, Shield
2nd Heat Metal, Shatter
3rd Lightning Bolt, Fireball
4th Vitriolic Sphere, Wall of Fire
5th Cone of Cold, Synaptic Static

Eldritch Cannon


  • When you adopt this specialization at 3rd level, you gain
  • proficiency with woodcarver's tools. If you already have
  • this proficiency, you gain proficiency with one other type
  • of artisan's tools of your choice.

  • In addition, you've learned how to create a magical
  • cannon. Using woodcarver's tools or smith's tools, you
  • can take an action to magically create a Small or Tiny
  • eldritch cannon in an unoccupied space on a horizontal
  • surface within 5 feet of you. A Small eldritch cannon
  • occupies its space, and a Tiny one can be held in one
  • hand. Once you create a cannon, you can't do so again
  • until you finish a long rest or until you expend a spell slot
  • equal to or higher than the number of cannons created.
  • You can have only one cannon at a time at this level and
  • can't create another 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 +
  • your Intelligence modifier in 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.

Eldritch Cannons

  • 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 + your Intelligence modifier in
  • 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 wornor carried.

  • Force Ballista: Make a ranged spell attack, originating
  • from the cannon, at one creature or object within 150 feet
  • of it. On a hit, the target takes 2d8 + your Intelligence
  • modifier in 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).

Artificer Arcane Focus


  • At 7th level, You know how to turn a wand, staff, or rod
  • into a special Artificer Arcane Focus, 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 Artificer Arcane
  • Focus. The sigils disappear from the object if you later
  • carve them on a different item. The sigils otherwise last
  • indefinitely.

  • You can use your Artificer Arcane Focus as a spellcasting
  • focus for your artificer spells. When you cast an artificer
  • spell that deals damage while holding in at least 1 hand
  • your Artificer Arcane Focus, roll a d8, and you gain a
  • bonus to one of the spell's damage rolls equal to the
  • number rolled.

  • In addition, if the wand, staff, or rod adds a bonus to your
  • spell attacks, it also adds the same bonus to your Artificer
  • spell save DC's as well.

Advanced Eldritch Cannons


  • Starting at 11th level, every eldritch cannon you create is
  • more powerful:
  • You can now summon with the same action a number of Eldritch Cannons equal to half your proficiency bonus, rounded down. You determine whether the cannons are identical to each other or different. You can't create more after reaching this maximum until another is dismissed or destroyed.
  • The Flamethrower and Force Ballista cannon's damage rolls all increase by 1d8.
  • The Flamethrower cone size becomes more versatile and can take the shape of a 5 ft wide 30 ft line. You choose the shape when you activate the ability, and if you have more than 1 cannon activating at once, you choose for each one.
  • The Force Ballista ignores half and three-quarter cover on its ranged spell attacks.
  • The Radius of effect for your Protector Cannon becomes 20 feet instead of 10 feet.
  • If a creature is within the radius of effect of more than 1 Protector Cannon, they gain 1d8 additional temporary hit points for each one after the 1st, in addition to the intiial amount.
  • As an action, you can command a cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature of your choice within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking force damage equal to 3d8 + your Artificer level on a failed save, or half as much on a successful one.

Eldritch Combatant


  • By 15th level, you’re a master at forming well-defended
  • emplacements using Eldritch Cannon:
  • You and your allies have half cover while within 20 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. If you are with 20 feet of two or more different Protector Eldritch Cannons, this becomes three-quarters cover
  • When you cast a spell of 1st level or higher you may have 1 of your Eldritch Cannons within 60 feet of you activate with the same action. You may add your Artificer Arcane Focus 1d8 damage die to the Eldritch Cannons damage roll with this feature.
  • When you take the Attack action, you may replace the weapon attack with 1 Eldritch Cannon activations within 60 feet of you. When you replace weapon attacks with Eldritch Cannon activations, you may add your Artificer Arcane Focus damage die to the Eldritch Cannon damage roll.

Artillery Mastery


  • At 20th level, your Cannons improve in the following
  • ways:
  • You can now direct Eldritch Cannons up to 120 feet away instead of 60 feet.
  • Your Eldritch Cannons you can direct the cannon to walk, climb or fly up to 30 feet with the hover feature to an unoccupied space.
  • When you cast a spell using a spell slot, you treat the spell as if cast as 1 level higher than the spell slot used.
  • While you have temporary hit points, you have resistance to all damage except force and psychic damage.
  • Your Eldritch Cannons can last for up to 8 hours instead of 1 hour per use. If you have your Soul of the Artifice summoned, your Eldritch Cannons also benefit from having twice your Artificer level in temporary hit points.

Battlesmith Specialist


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

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

  • Original Source: Tasha's Cauldron of Everything

Battle Smith Specialist Spells


  • The Battle Smith Specialist spell list allow you to cast one
  • spell from your specialist spell list a number of times per
  • long rest equal to your proficiency bonus, but not more
  • than once per spell per long rest with this feature. You
  • may cast any of these spells with spell slots as normal.
  • These spells are always prepared for you.

The Battle Smith Specialist spells
Spell Level Spells
1st Shield of Faith, Shield
2nd Aid, Warding Bond
3rd Aura of Vitality, Spirit Guardians
4th Fire Shield, Summon Construct
5th Mass Cure Wounds, Steel Wind Strike

Every Ready Combatant


  • When you reach 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.

  • In addition, 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.
  • In addition, when you damage a creature with a cantrip, you may add your Intelligence modifier to the damage as well

  • Furthermore, 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.

  • In combat, the Steel Defender acts during your turn. It can
  • move and use its Bonus action or 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
  • itto take another action. That action can be one in its stat
  • block or some other action. If you are incapacitated, the
  • defender can take any action of its choice, not just Dodge.

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

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

Steel Defender

Medium construct


  • Armor Class: 13 + PB (natural armor)
  • Hit Points: 5 + 5 times Artificer level
  • Speed: 40 ft

STR DEX CON INT WIS CHA
Str 14 (+2) Dex 12 (+1) Con 14 (+2) Int 4 (-3) Wis 10 (+0) Cha 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
  • plus PB x 2
  • Languages understands languages you speak
  • Proficiency Bonus (PB): equals your bonus

Traits

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 + 2 + PB force damage.


Bonus Actions

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.


Arcane Jolt


  • At 7th level, you've learn 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 twice
  • your proficiency bonus, but you can only be used once on
  • a turn by you, and once on a turn by your Steel Defender.
  • You regain all expended uses when you finish a long rest.

Frenzied Construct


  • At 11th level, you have learn to manipulate your Steel
  • Defender to even greater effect, gaining the following
  • features:
  • When you use your bonus action to command your Steel Defender to take the Attack Action, the Steel Defender can make two Force-Empowered Rend attacks instead of one.
  • Whenever your Steel Defender uses is Deflect attack, if the attack still hits, the Steel Defender can immediately make a Force-Empowered Rend Attack against the attacking creature with the same reaction
  • Steel Defender gain immunity to the frightened and petrified conditions

Improved Defender


  • At 15th level, your Arcane Jolt and steel defender become
  • more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • When you cast a spell targeting yourself, you can also affect your Steel Defender with the spell if the Steel Defender is within 30 feet of you.
  • When you cast artificer spells requiring concentration, if you are within your 30 feet of your Steel Defender, you may bestow concentration of 1 spell onto your Steel Defender. The Steel Defender must make Concentration checks as normal but has advantage on these concentration checks if the artificer is within 30 feet of the Steel Defender
  • Whenever your Steel Defender uses its Deflect Attack, the attacker takes force damage equal to your Artificer level.

Legendary Defender


  • At 20th level your Steel Defender improves in the
  • following way:
  • The Steel Defender may be of Large or Medium size
  • AC improves to 15 + PB (Natural Armor)
  • Hit points become 10 + 10 times your artificer level
  • Steel Defender's Force-Empowered Rend damage becomes 2d8 + 2 + PB force damage and now has a reach of 10 feet instead of 5 feet
  • Steel Defender has advantage on it's attack rolls if adjacent to an ally and that ally has the same enemy within the ally's reach.
  • If you die while your Soul of the Artifice has been activated as well as your Steel Defender is alive your Steel Defender no longer perishes. Instead you possess the body of your Steel Defender. Your time of death is halted as long as you remain within your Steel Defender and you can still be resurrected or brought back to life as normal. You must be on the same plane of existence for this to work.

  • In addition, when the Artificer uses Arcane Jolt it now does
  • 4d8 damage instead of 4d6. Once per long rest when the
  • Artificer takes a short rest, they regain half their
  • maximum amount of Arcane Jolt uses back.

Artificer Infusions


Arcane Propulsion Armor

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

  • The wearer of this armor gains these benefits:

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

Armor of Magical Strength

  • Item: A suit of armor (requires attunement)

  • This armor has 6 charges. The wearer can expend the
  • armor's charges in the following ways:
  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

  • The armor regains 1d6 expended charges daily at dawn.

Boots of the Winding Path

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

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

  • Item: A set of Artificer tools; or a rod, staff or wand

  • 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. The bonus increases 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. the bonus increases 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. The bonus increases to +3 when you reach 18th
  • level in this class
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.
Homunculus Servant

  • Item: A gem or crystal worth at least 100 gp

  • You learn intricate methods for magically creating a
  • special homunculus that serves you. The item you infuse
  • serves as the creature's heart, around which the
  • creature's body instantly forms.

  • You determine the homunculus's appearance. Some
  • artificers prefer mechanical-looking birds, whereas some
  • like winged vials or miniature, animate cauldrons.

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

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

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


Homunculus Servant

Tiny construct


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

STR DEX CON INT WIS CHA
Str 4 (-4) Dex 15 (+2) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 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
  • plus (PB X 2)
  • Languages understands languages you speak
  • Proficiency Bonus (PB): equals your bonus

Traits

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 Strikes: Ranged Weapon 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.

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 4 charges. When the wearer fails
  • a Constitution saving throw to maintain concentration on
  • a spell, the wearer can use its reaction to expend 1 of the
  • item's charges to succeed instead. The item regains 1d4
  • expended charges daily at dawn.
Radiant Weapon

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

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

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

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

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

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

  • Using this infusion, you replicate a particular magic item.
  • You can learn this infusion multiple times; each time you
  • do so, choose a magic item that you can make with it,
  • picking from the Replicable Items tables. 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 you have Xanathar's Guide to Everything, you can
  • choose from among the common magic items in that
  • book when you pick a magic item you can replicate with
  • this infusion.
Replicable Magic Items (1st-Level Artificer)
Magic Item Attunement
Alchemy Jug No
Bag of Holding No
Cap of Water Breathing No
Goggles of Night No
Rope of Climbing No
Sending Stones No
Wand of Magic Detection No
Wand of Secrets No

Replicable Magic Items (6th-Level Artificer)
Magic Item Attunement
Boots of Elvenkind No
Cloak of Elvenkind Yes
Cloak of the Manta Ray No
Eyes of Charming Yes
Gloves of Thievery No
Lantern of Revealing No
Pipes of Haunting No
Ring of Water Walking No


Replicable Magic Items (10th-level artificer)
Magic Item Attunement
Boots of Striding and Springing No
Boots of the Winterlands Yes
Bracers of Archery Yes
Brooch of Shielding Yes
Cloak of Protection Yes
Eyes of the Eagle Yes
Gauntlets of Ogre Power Yes
Gloves of Missile Snaring Yes
Gloves of Swimming and Climbing Yes
Hat of Disguise Yes
Headband of Intellect Yes
Helm of Telepathy Yes
Medallion of Thoughts Yes
Necklace of Adaptation Yes
Periapt of Wound Closure Yes
Pipes of the Sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of Mind Shielding Yes
Ring of Swimming No
Slippers of Spider Climbing Yes
Staff of the Python Yes
Ventilating Lungs Yes
Winged Boots Yes


Replicable Magic Items (14th-level artificer)
Magic Item Attunement
Amulet of Health Yes
Arcane Propulsion Arm Yes
Belt of Hill Giant Strength Yes
Boots of Levitation Yes
Boots of Speed Yes
Bracers of Defense Yes
Cape of the Mountebank No
Cloak of the Bat Yes
Dimensional Shackles No
Gem of Seeing Yes
Horn of Blasting No
Horseshoes of Speed No
Ioun Stone (Rare and less rarity) Yes
Iron Bands of Binding No
Pearl of Power Yes
Portable Hole No
Ring of Animal Influence No
Ring of Free Action Yes
Ring of Protection Yes
Ring of Resistance Yes
Ring of the Ram Yes
Rope of Entanglement No
Wings of Flying Yes

Replicable Magic Items (18th-level artificer)
Magic Item Attunement
Belt of Fire Giant Strength Yes
Carpet of Flying No
Cloak of Displacement Yes
Cloak of Arachnida Yes
Crystal Ball (very rare) Yes
Figurine of Wondrous Power (any Rarity) No
Helm of Teleporation Yes
Horseshoes of a Zephyr No
Ioun Stones (Very Rare and less rarity) Yes
Ring of Evasion Yes
Ring of Regeneration Yes
Ring of Shooting Stars Yes
Ring of Telekinesis Yes
Rod of Alertness Yes

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

Resistant Armor

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

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

Returning Weapon

  • Item: A simple or martial weapon with the thrown
  • property

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

Spell-Refueling Ring

  • Prerequisite: 6th-level 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.

Changelog

Base Class

  1. Added All Firearms baseline to weapon proficiencies
  2. Added choose three skills instead of choosing two skills
  3. Added the following skills to the Artificer skill list: Acrobatics, Athletics, Insight, and Survival.
  4. Changed level of Magical Tinkering to level 2, just seemed like a lot to get at level one with other abilities moved around, this isn't overpowered or anything... could maybe use a slight buff or tweak to compensate later level.
  5. Spellcasting: Changed that Artificers can change their Cantrips out on a long rest just like Tasha wizards can.
  6. Gain 1 additional cantrip as you level up (at 13th level)
  7. Changed level of "Infuse Item" to level 1, as I feel this is more so the theme of the entire base class
  8. Added more Infusions Known (up to 18 at 20th level), Added twice as many Infused Items allowed.
  9. Changed Level of "Right Tool for the Job" to 2nd level as is.
  10. Changed level of Artificer Specialist levels gaining subclass features to 3,7,11,15,and 20 to match other half casters.
  11. Changed Tool Expertise from level 6 to level 3 and added functionality that it takes less time to Attune to magic items (1 minute instead of 1 hour)
  12. Added "Extra Minor Magic" feature at 5th level.
    • When casting spells of 1st level or higher, you may activate a magic item with the same action
    • Magic items that require an action to activate, can now be activated with a bonus action as well.
    • Furthermore, you may "Use an Object" action as a bonus action.
  13. Added "Bladesinger" Extra attack feature to Artificer at 5th level as well.
  14. Changed level of "Flash of Genius" to 6th level instead of 7th level.
  15. Changed Flash of Genius number of uses per long rest equal to your proficiency bonus rather than your intelligence modifier.
  16. Changed "Spell Storing Item" to 10th level
  17. Added functionality to Spell Storing Item: Magic items that require an action or bonus action, you may once on your turn activate 1 of those item's with no action required.
  18. Changed Name of Magic Item Adept to Magic Item Savant at 10th
  19. Changed Functionality of Magic Item Savant
    • Changed Scaling of amount of item you can attune to not static, instead it is now proficiency bonus amount of items
    • Moved "Magic Item Savant" 14th level feature of "You ignore all class, race, spell, and level requirements on attuning to using a magic items" to this feature.
    • Moved "Soul of Artifice" feature to gain bonus to saving throw for each attuned magic item, Paladin get Charisma bonus to all saves, so I figured this wasn't too over the top, and it slightly improves as you get more proficiency bonus.
  20. Removed Magic Item Savant at 14th
  21. Added "Contingent Magic" at 14th level.
    • Can use a Contingency spell but for 1 magic item at a time.
    • Can cast Contingency spell (for spells) once per long rest without using a spell slot.
    • Moved Soul of Artifice feature of "If you are dropped to 0 hit points you may end a infusion causing you to drop to 1 hit point instead"
    • Removed reaction requirement to be dropped to 1 hit point instead, but only once per turn.
    • Added you may use your reaction to boost your AC by a number equal to number of magic items you have attuned, and can use a number of times equal to your proficiency bonus per long rest as well.
  22. Changed Functionality of Magic Item Master at 18th level.
    • Added more options to share infusions and give bonuses to allies who are using your infusions.
    • Allies may attune to 1 additional magic item if they are attuned to 1 of your infusions
    • Creatures attuned to one of your Infusions get bonus +1 to all their saving throws and AC while attuned to at least one of your infusions
    • Can also locate and detect creatures who are attuned to your infusions up to 1000 ft and can speak telepathically with them as well
    • You may end their infusion to save their life, bringing them to 1 hit point instead when they would otherwise be dropped to 0 or below (no action required, but only once per turn)
  23. Completely redesigned "Soul of the Artifice" at 20th
    • 8 hour ritual requiring all your spell slots to be expended to create.
    • Now can choose a legendary or lower rarity magic item that gain sentience, splitting of from your consciousness.
    • If the magic item did not require attunement originally, it does so now.
    • Magic item chosen gains 2 beneficial major properties and 2 beneficial minor properties.
    • Magic item chosen can speak to you telepathically while on same plane of existence, has hearing and darkvision out to 120 feet, that it can bestow upon you while attuned magic item is within 1000 ft of you
    • You "lose" your Artificer level in maximum hit points when magic item is made, but you gain twice your Artificer level in temporary hit points each time you finish a long rest while attuned
    • If destroyed, unattuned, or you perform the ritual again, maximum hit points are not recovered until 1d6+1 days of resting, taking only minor activities during this time.

Alchemist Specialist

  1. Changed Spell list extensively
  2. Added can cast spells on this list without using a spell slot proficiency bonus times per long rest, but only each individual spell once per long rest.
  3. Swapped out the following spells from the Alchemists Spell list: Ray of Sickness for Tasha's Caustic Brew, Flaming Sphere for Dragon's Breath, Invisibility for Melf's Acid Arrow, Gaseous form for Leomund's Tiny Hut, Blight for Polymorph, and Cloudkill for Contagion.
  4. Completely rehauled "Experimental Elixirs at 3rd level"
    • Now Experimental Elixirs are decided when the Elixir is made, not when it is consumed, so more giving allies potions that may not do anything useful
    • Now each Elixir scales based on the level of Artificer you are
    • Kept same theme of Elixirs available but may have changed functionality of some
    • Prevented Elixirs that essentially were spells in potion form from stacking with some of those popular spells
    • Changed level of 2 elixirs to 7th level, based on changing subclass level features to be gained at those levels.
    • Required a 2nd level spell or higher to gain the Flight and Transformation effects (choosing)
  5. Changed level you get Alchemical Savant to be 7th level instead of 5th.
    • Changed bonus to 1 roll of damage or hit points equal to your proficiency bonus instead of Intelligence modifier
    • Added can ALWAYS use Alchemist Supplies as a spell focus, even for spells without material components
    • Added damage to items used add your proficiency bonus if also same damage types as the spell listed in the description.
    • Added can use your Artificer spell save DC for potions, and items instead of their default DC's given.
    • Added may use your Intelligence modifier for "Using an Item" action to hit a target
    • Added you gain proficiency with "Improvised Weapons", if they are items you would use with the "Use an Item" action.
  6. Changed level of Restorative Reagent to 11th level from 9th level.
    • Can cast Lesser Restoration a number of times per long rest equal to your proficiency bonus instead of Intelligence modifier
    • Changed number of temporary hit points for drinking an Experimental Elixir to be 2d6 + Artificer level instead of 2d6 + Intelligence modifier.
  7. Added functionality to Chemical Mastery at 15th level.
    • Can now use Artificer Spell-Storing Item feature combined with your Experimental Elixir to capture a 1st or 2nd level spell in an Elixir.
  8. Added Alchemist Supreme feature at 20th level
  9. Gain a 6th level spell slot, learn 1 6th level spell of your choice from any spell list, and also have Heal prepared for free.
  10. After drinking an Experimental Elixir, until they finish their next long rest, they may use their reaction to succeed on a saving throw, however this decision must be made before any dice for the saving throw are rolled. Once you use this reaction, you can do so again until you finish your next long rest.
  11. Now you are immune to both acid and poison damage. Your Elixirs and spell can bypass acid and poison immunities of other creatures, treating them as resistances instead. In addition, you ignore the resistance to posion and acid of other creatures.

Armorer Specialist

  1. Condensed Tools of the Trade, Arcane Armor and Arcane Model into 1 feature.
  2. Added free casting of spells on the Armorer Specialist spell list
  3. Changed spells on spell list: Swapped from Thunderwave to Shield, Swapped from Mirror Image to Pass without a Trace, Swapped from Hypnotic Pattern to Thunderstep, Swapped from Passwall to Synaptic Static
  4. Changed Infiltrator modes Lightning Launcher to have range of 80 feet and long range of 320 feet (making damage and range the same as a shortbow)
  5. Changed Infiltrator modes Increase movement to 10 feet instead of 5 feet, and changed name to "Powered Movement"
  6. Changed Dampening Field to remove Stealth check disadvantage from armor.
  7. Moved Armor modifications to 7th level from 9th level. and added the following to the feature.
    • Guardian gains 10ft Blindsight, and Reach of Thunder Gauntlets becomes 10 ft instead of 5 ft.
    • Infiltrator gains 60 ft darkvision or an improvement to darkvision 30 ft, in addition perception and investigation check in dim light no longer have disadvantage.
    • Infiltrator gains no disadvantage on attacks made at long range, or for attacks while in melee.
  8. Added 11th level feature "Improved Arcane Armor"
    • Guardian gain Tremorsense out to 60 feet while touching the ground
    • Guardian Defensive Field now gives twice your Artificer level. In addition you can share these temporary hit points with a creature within 10 ft that takes damage as a reaction
    • Guardian Thunder Gauntlets now do 2d8 instead 1d8 damage.
    • Infiltrator's Lightning Launcher ignores all but total cover
    • Infiltrator's Lightning Launcher now does 2d6 damage, in addition creatures hit can't take reactions
    • Infiltrator's movement speed increased by an additional 10 ft.
  1. Changed Perfected Armor Guardian can make an attack if you pull them within 10 ft instead of 5 ft. Removed the amoount of times you can use this reaction.
  2. Added 20th level feature "Armor Mastery"

Artillerist Specialist

  1. Changed Artillerist spell list, can cast PB times per long rest free castings.
  2. Swapped Thunderwave for Magic missile, Swapped Scorching ray for Heat Metal, Swapped Wind Wall for Lightning Bolt, Swapped Ice Storm for Vitriolic Sphere, Swapped Wall of Force for Synaptic Static
  3. Changed Eldritch Cannon to heal 2d6 + int mod for Mending. Added "Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot equal to or higher than the number of cannons created. You can have only one cannon at a time at this level(3rd) and cant create more"
  4. Added your Intelligence modifier to the damage of both Force Ballista and Flamethrower.
  5. Changed Arcane Firearm to "Artificer Arcane Focus", moved to 7th level
    • Changed Wording to be holding your Arcane Focus in at least 1 hand while casting an artificer spell that deals damage, adding 1d8 to 1 of the spells damage rolls.
    • Added if a wand, Staff or rod you are using adds a bonus to your spell attacks, it also adds to your Artificer Spell save DC's as well
  6. Added Advanced Eldritch Cannons at 11th level
    • Increase in damage of both cannons.
    • can now have half PB rounded down amount of cannons at once
    • Can change size of Flame thrower to 30 ft, 5ft wide, line effect
    • Force Ballista ignores All but total cover
    • Radius of Protecter increases to 20 ft
    • If in the radius of more than 1 protector, gain additional temporary hit points
    • Moved Explosive Cannon feature to this feature, and added Artificer level to the damage
  7. Removed Fortified Position, added Eldritch Combatant
    • Half cover is gain within 20 feet of a cannon, if two or more differen protector cannons, this is improved to 3/4 cover
    • May have a cannon attack with same action as casting a level spell. Can add Artificer Arcane Focus damage to this cannon attack
    • May replace 1 for 1 attacks with the attack action with an Eldritch cannon, can add Artificer Arcane Focus damage to the cannon's damage roll.
  8. Added Artillery Master at 20th
    • Range to direct cannons increased to 120 feet.
    • Can move Cannons up to 30 feet with same action, and the cannons can fly and hober
    • While you have temporary hit points, you have resistance to all damage except psychic and Force
    • Cannons now last 8 hours instead of 1 hour and cannon gain twice your artificer level in temporary hit points when created.

Battle Smith Specialist

  1. Swapped out Heroism with Shield of Faith, Swapped out Branding Smite for Aid, Swapped out Conjure Barrage for Spirit Guardians, Swapped out Aura of Purity with Summon Construct, Swapped out Banishing Smite with Steel Wind Strike
  2. Combined Tool proficiency, Battle Ready and Steel defender into "Every Ready Combatant"
  3. Changed Battle ready portion to add Intelligence modifier to Cantrip damage done as well as magic weapon attacks.
  4. Changed Steel Defender to act on your turn (like Beastmaster Ranger, very comparable statistics as well)
  5. Changed Healing with mending on Steel Defender to be 2d6 + int mod. Changed Steel Defenders Repair action to be a bonus action instead, and that they can use that action without you command it to do so.
  6. Changed AC of Defender to be 13 + PB and hit points to be 5 + 5 times Artificer level.
  7. Changed Damage of attack to add in the Strength of the Steel Defender
  8. Changed number of uses for Arcane Jolt (moved to 7th) to be Twice your PB per long rest. instead of int mod per long rest
  9. Added Frenzied Contruct at 11th level
    • Steel Defender can not make 2 attack instead of just one.
    • If Steel Defender uses their reaction for Deflect Attack and the attack still hits, the Steel Defender may immediately make an attack against the attacker
    • Steel Defender gain immunity to the Frightened and Petrified conditions
  10. Changed Improved Defender
    • When casting a spell targeting yourself, you may also have it target your Steel Defender.
    • When casting a spell near your Steel Defender, you may have it instead concentrate on one of your spells
    • Changed damage of Deflect attack to be equal to your Artificer level instead of 1d4 + int mod.
    • Removed bonused to AC
  11. Added Legendary Defender at 20th level
    • Steel Defender may be Large or smaller
    • AC calculation improves to 15 + PB
    • Hit points improve to 10 + 10 times Artificer level
    • Damage of Force-Empowered Rend becomes 2d8 + 2 + PB and now has a reach of 10 ft.
    • Steel Defender has advantage on attacks as long as the Steel defender is adjacent to the ally and the ally has the same enemy within it's Ally's Reach
    • IF you have your Soul of the Artifice feature active, when you die, your Steel Defender is no longer destroyed, instead you possess it, and days in the Steel defender don't count towards limitation for resurrection.
    • In addition your Arcane Joly become 4d8 instead of 4d6 damage
    • Once per long rest when you take a short rest you may regain a number of Arcane Jolts equal to half your maximum.
 

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