The Revised 5.24e Artificer Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | Plans Known | Magic Items | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Technological Order, Magical Tinkering | — | — | 2 | 2 | 2 | — | — | — | — |
| 2nd | +2 | Replicate Magic Item, Right Tool for the Job | 4 | 2 | 2 | 3 | 2 | — | — | — | — |
| 3rd | +2 | Artificer Subclass, Magical Item Endowment | 4 | 2 | 2 | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 4 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Improved Technological Order | 4 | 2 | 3 | 6 | 4 | 2 | — | — | — |
| 6th | +3 | Subclass Feature, Magical Tinker | 4 | 3 | 3 | 6 | 4 | 2 | — | — | — |
| 7th | +3 | Flash of Genius, Technological Strikes | 5 | 3 | 3 | 7 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 5 | 3 | 3 | 7 | 4 | 3 | — | — | — |
| 9th | +4 | Magic Item Adept | 5 | 3 | 4 | 9 | 4 | 3 | 2 | — | — |
| 10th | +4 | Subclass Feature | 6 | 4 | 4 | 9 | 4 | 3 | 2 | — | — |
| 11th | +4 | Spell-Storing Item | 6 | 4 | 4 | 10 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 6 | 4 | 4 | 10 | 4 | 3 | 3 | — | — |
| 13th | +5 | Improved Technological Strikes | 6 | 4 | 4 | 11 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Subclass Feature, Magic Item Savant | 7 | 5 | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Contingent Magic | 7 | 5 | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 7 | 5 | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Magic Item Master | 7 | 5 | 5 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Subclass Improvement | 8 | 6 | 5 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 8 | 6 | 5 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Soul of Artifice | 8 | 6 | 5 | 15 | 4 | 3 | 3 | 3 | 2 |
Class Features
- As a Artificer, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Artificer level
- Hit Points at 1st Level: 16 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your
- Constitution modifier per Artificer level after 1st.
Proficiencies
- Saving Throws: Constitution, Intelligence
- Skills (Choose three): Acrobatics, Athletics, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival
- Weapons: Simple weapons, and Martial Weapons with the Firearm Property.
- Tools: Thieves' Tools, Tinker's Tools, One type of Artisan Tools of your choice.
Armor Training
- Light Armor, Medium Armor, Shields
Starting Equipment
- As a 1st-level character, you either can spend 150 GP on
- equipment of your choice or you start with the following
- equipment:
-
Scalemail or Leather armor, Two Shortswords or Two Simple Weapons, A Dungeoneer's or Explorer's Pack.
Multiclassing and the Artificer
- If your group uses the multiclassing rules 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 a score of at least 13 in the Artificer’s primary
- ability, Intelligence, to take a level in this Class or to take
- a level in another Class if you are already a Artificer.
- Proficiencies Gained. If Artificer isn’t your initial Class,
- here you gain proficiency with Simple Weapons when you
- take your first Artificer level.
- Armor Training. When you gain your first Artificer level,
- you gain armor training with the following: Light Armor,
- and Shields.
- Spell Slots. Add half your Artificer levels (rounded up) to
- the appropriate levels from other classes to determine
- your available Spell Slots for casting spells, as detailed in
- the multiclassing rules.
- You prepare spells for each of your classes individually,
- referring to the Spell Slots of an individual class to
- determine the number and levels of the spells you
- prepare for it.
Artificer Class Features:
- As a Artificer, you gain the following Class Features when
- you reach the specified levels in this Class. These features
- are listed on the Artificer table.
1st level: 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
- on you 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 Magic Items you created with your Replciate
- Magic Item feature as a spellcasting focus. This item can
- be in your hand on on your person at the time of casting.
- Cantrips (0-Level Spells) 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.
1st level: Technological Order
- You have Dedicated yourself to one of the following
- Disciplines:
- Technological Combatant: Trained in Martial Prowess, you gain Martial Weapon proficiency and Heavy Armor Training.
- Technological Intuition:You know two extra cantrips from the Artificer spell list (see your Spellcasting feature for information on preparing spells). In addition, your Technological training gives you roll of a 1d4 bonus to your Intelligence and Wisdom checks. You may also prepare additional spells from the Artificer Spell List equal to your Intelligence Modifier.
1st level: Magical Tinkering
- As a Magic action while holding Tinker’s Tools, you can
- create one item in an unoccupied space within 5 feet of
- yourself, choosing the item from the following list:
| Ball Bearings | Basket | Bedroll | Bell |
| Blanket | Block and Tackle | Bucket | Caltrops |
| Candle | Crowbar | Flask | Jug |
| Lamp | Net | Oil | Paper |
| Parchment | Pole | Pouch | Rope |
| Sack | Shovel | String | Tinderbox |
| Torch | Vial |
- See the rules for the item in the Player’s Handbook. The
- item vanishes after 1 hour.
- You can use this feature a number of times equal to your
- Intelligence modifier (minimum of once), and you regain
- all expended uses when you finish a Long Rest.
2nd level: The Right Tool for the Job
- The list of items you can create with Magical Tinkering
- now includes Artisan’s Tools, which are described in the
- Player’s Handbook.
2nd level: Replicate Magic Item
- You've gained the ability to imbue mundane items with
- certain magical infusions, turning those objects into magic
- items.
- Plans Known: When you gain this feature, choose four
- plans to learn from the Magic Item Plans (Artificer Level
- 2+) table (see the Dungeon Master’s Guide for the items’
- descriptions). Bag of Holding, Cap of Water Breathing,
- Sending Stones, and Wand of the War Mage +1 are
- recommended. Whenever you gain an Artificer level, you
- can replace one of the plans you know with a new plan for
- which you qualify.
- You learn another plan of your choice when you reach
- certain Artificer levels, as shown in thePlans Known
- column of the Artificer Features table.
- Creating an Item: When you finish a Long Rest, you
- can create one or two different magic items if you have
- Tinker’s Tools in hand. Each item is based on one of the
- plans you know for this feature.
- If a created item requires Attunement, you can attune
- yourself to it the instant you create it. If you decide
- to attune to the item later, you must do so using the
- normal process for Attunement. When you reach certain
- Artificer levels specified in the Magic Items column of
- the Artificer Features table, the number of magic items
- you can create at the end of a Long Rest increases.
- Each item you create must be based on a different plan
- you know. If you try to exceed your maximum number of
- magic items for this feature, the oldest item vanishes,
- and then the new item appears.
- Duration: A magic item created by this feature
- functions exactly like the normal magic item, except
- its magic isn’t permanent. When you die, the magic item
- vanishes after 1d4 of days.
- If an item that you created with this feature is a
- container, such as a Bag of Holding, and it vanishes,
- its contents harmlessly appear in and around its space.
| Magic Item Plan | Attunement |
|---|---|
| Alchemy Jug | No |
| Bag of Holding | No |
| Cap of Water Breathing | No |
| Common Magic Item that isn't a Potion, a Scroll, or cursed (you can learn this option multiple times and must select a differen item each time: each item selected counts as a different plan) | Varies |
| Goggles of Night | No |
| Ropes of Climbing | No |
| Sending Stones | No |
| Shield +1 | No |
| Wand of Magic Detection | No |
| Wand of Secrets | No |
| Wand of the War Mage +1 | Yes |
| Weapon +1 | No |
| Magic Item Plan | Attunement |
|---|---|
| Armor +1 | No |
| Boots of Elvenkind | No |
| Cloak of Elvenkind | Yes |
| Cloak of the Manta Ray | No |
| Eyes of Charming | No |
| Gloves of Thievery | No |
| Lantern of Revealing | No |
| Pipes of Haunting | No |
| Uncommon Armor, Wand or Weapon that isn't cursed (you can learn this option multiple times and must select a differen item each time: each item selected counts as a different plan) | Varies |
| Magic Item Plan | Attunement |
|---|---|
| Uncommon Ring or Wondrous Item that isn't cursed (you can learn this option multiple times and must select a differen item each time: each item selected counts as a different plan) | Varies |
| Magic Item Plan | Attunement |
|---|---|
| Rare Armor, Ring, Wand, Weapon or Wondrous Item that isnt cursed (you can learn this option multiple times and must select a differen item each time: each item selected counts as a different plan) | Varies |
3rd level: Artificer Subclass
- You gain a Artificer subclass of your choice: Alchemist,
- Armoror, Artillerist, Battlesmith. Subclasses are detailed
- after this class’s description.
- A subclass is a specialization that grants you special
- abilities at certain Artificer levels. For the rest of your
- career, you gain each of your subclass’s features that are
- of your Artificer level and lower.
3rd level: Magical Item Endowment
- You may cast the Identify spell at will, but only as a Ritual.
- You may Attune to Magic items in 1 minute instead of 1
- hour.
- An Ability check you make that uses a tool you made from
- Right Tool for the Job ignores Disadvantage on the check.
- You gain a bonus to your saving throws equal to half the
- number of Attuned Magic items you have, rounded down.
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify. As shown on the
- Artificer table, you gain this feature again at levels 8, 12,
- 16, and 19.
5th level: Extra Attack
- You can attack twice, instead of once, whenever you take
- the Attack action on your turn.
- Moreover, when you take the Attack action, you may
- replace one attack to take the Magic Action to activate a
- Magic item.
5th level: Improved Technological Order
- Your dedication you made for your Technological Order
- Improves:
- Improved Technological Combatant: When you hit with an attack from a weapon or an Artificer feature, you may add the Push, or Slow Weapon Mastery Properties, if the attack does not already benefit from a Weapon Mastery.
- Improved Magical Intuition:Whenever you use the Utilize action or Activate a Magic Item that requires a saving throw, you may use your Artificer Spell Save DC instead of the Magic Items or Items normal DC, whichever is higher.
6th level: Magic Item Tinker
- Your Replicate Magic Item Feature improves as follows:
- Drain Magic Item: As a Bonus action, you can touch a magic item tihin 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting it magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.
- Expanded Replication:When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 6+) table.
7th level: Flash of Genius
- When you or another creature you can see within 30 feet
- of you fails an ability check or a saving throw, you can
- to add your Intelligence modifier to the roll, potentially
- causing it to succeed. You may only do so once per turn.
- You can use this Reaction a number of times equal to
- your Intelligence Modifier. You regain all expended
- uses when you finish a long rest.
7th level: Technological Strikes
- Divine power infuses you in battle. You gain one of the
- following options of your choice:
- Mechanical Strike: Once per turn when you hit a
- creature with an attack with a weapon, you can cause
- the target to take an extra 1d8 Thunder or Force (your
- choice) damage.
- Potent Magic: You add your Intelligence modifier
- to the damage you deal with any Artificer cantrip, with
- the Utilize Action, or Magic Item Activation.
- If you get either option from another source, you use only
- the option you chose for this feature
9th level: Magical Item Savant
- You’ve achieved a profound understanding of how to use and make magic items, granting you the following benefits:
- Additional Attunement: You can attune to a number of magic items equal to your proficiency bonus
- Expanded Replication: When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer level 10+) table
11th level: Spell-Storing Item
- 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
- level 1, 2, or 3 Artificer spell that has a casting time of an
- action (you needn’t have the spell prepared).
- While holding the object, a creature can take an action to
- produce the spell’s effect from it, using your spellcasting
- ability modifier. If the spell requires Concentration, the
- creature must concentrate. The spell can be used a
- number of times depending on the level of the spell:
- 1st level Artificer spell: 6 uses
- 2nd level Artificer spell: 4 uses
- 3rd level Artificer spell: 2 uses
13th level: Improved Technological Strikes
- The option you chose for Technological Strikes grows
- more powerful:
- Mechanical Strike: The extra damage of your
- Mechanical Strike increases to 2d8.
- Potent Magic: When you cast a Artificer cantrip,
- or Activate a Magic Item, you can give vitality to yourself
- or another creature within 60 feet of yourself, granting a
- number of Temporary Hit Points equal to twice your
- Intelligence modifier. You may only use Potent Magic in
- this way once per turn.
15th level: Contingent Magic
- 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.
17th level: Magic Item Master
- 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)
20th level: Soul of Artifice
- 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 Subclasses
Artificer Subclasses Table
| Alchemist |
| Armorer |
| Artillerist |
| Battlesmith |
Alchemist
3rd level: Alchemist Spells
- You always have certain spells prepared after you reach
- particular levels in this class, as shown in the Alchemist
- Spells table. These spells count as artificer spells for you,
- but they don’t count against the number of artificer spells
- you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Bless, Inflict Wounds |
| 5th | Dragon's Breath, Suggestion |
| 9th | Aura of Vitality, Leomund's Tiny Hut |
| 13th | Death Ward, Greater Invisibility |
| 17th | Contagion, Raise Dead |
3rd level: Elixir of Magic
- You prepare additional magic component elixirs that
- enhance the functionality of the magic you cast. When
- casting an Artificer spell, you may include one of these
- Elixirs, cause one of the following effects of your choice:
- Spell Clarity: You imbue the spell into the Elixir, drinking it as part of the Action or Bonus Action of casting the spell. In doing so, the spell does not require concentration. You may only have one Spell Clarity Spell active at once.
- Spell Explosion: You imbue the spell into the Elixir, throwing it up to 30 feet instead of the normal range as part of the Action or Bonus action of casting the spell. The Elixir Splashes in a 15 ft radius, creature's in this area must make a Dexterity Saving throw or be effected by the spell as if they had failed the save of the original spell save. This only affect spells that normally target creatures or objects. You may intentionally fail the save. If a spell requires additional saves, make those as normal per the spell's original description.
- Spell Extention: You imbue the spell into the Elixir, either throwing it up to 30 feet or drinking it, as part of the Action or Bonus action of casting the spell. In doing so, you extend the duration doubling the spells normal duration.
- Any consumed components only need the original casting
- for Spell Explosion. You may not Concentrate on the Same
- spell while Spell Clarity is Active.
- You may make up to your Intelligence Modifier of Elixir
- of Magic when you finish a Long Rest.
6th level: Restorative Reagents
- Any time you heal a creature with a Spell or a Magic Item,
- they gain Temporary hit points equal to half your Artificer
- level + your Intelligence modifier and are affected by a
- Lesser Restoration spell.
10th level: Alchemical Savant
- You gain resistance to acid damage and poison damage,
- and you are now immune to the poisoned condition.
- In addition when using Elixir Magic, you may choose 2
- options instead of one when casting your spells using
- Elixir Magic. The Spell must Qualify for both options to be
- used. You drink both Elixirs (or have them mixed together
- in advanced) as part of the casting.
14th level: Greater Elixir Magic
- You gain the following additional options for your Elixir of
- Magic
- Lingering Spell: You imbue the spell into the Elixir, either throwing it up to 30 feet or drinking it, as part of the Action or Bonus action of casting the spell. Whenever the spell ends, either from losing concentration, or the duration running out or they making their initial save. The spell lasts for 3 additional rounds.
- Euphoric Spell: You imbue the spell into the Elixir, either throwing it up to 30 feet or drinking it, as part of the Action or Bonus action of casting the spell. For the spells duration, or for 1 minute if the spells duration is instantaneous, the affected targets have advantage on Saving Throws versus being Charmed or Frightened.
- Delirious Spell: You Imbue the spell into the Elixir, either throwing it up to 30 feet as part of the Action or Bonus action of casting the spell. When the spell ends, either by the duration ending, concentration ending, or making the initial saving throw, for 1 minute afterwards the affected targets are Dazed. The affected creatures may make a Constitution Saving throw at the end of each of their turns versus your Artificer spell save DC to end the effect early.
- You can prepare twice as many Elixir Magic when you
- finish a Long Rest.
18th level: Chemical Mastery
- 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:
- When you heal a creature who is currently affected by a spell, that creature can immediately make an additional save against ending the spell or reducing the spells effect. The heals creature rolls the save with Advantage.
- 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.
Armorer
3rd level: Armorer Spells
- 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.
| Artificer Level | Spells |
|---|---|
| 3rd | Shield, Thunderwave |
| 5th | Mirror Image, Shatter |
| 9th | Hypnotic Pattern, Lightning Bolt |
| 13th | Fire Shield Greater Invisibility |
| 17th | Circle of Power, Wall of Force |
3rd level: Arcane Armor
- You gain proficiency in smith tools. If you already have
- this tool proficiency, you gain proficiency with one other
- type of artisan's tools of your choice. 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.
3rd level: Armor Model
- 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 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.
- Enhanced Movement:Your walking speed increases by 10 feet
- 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. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
- Adhesive Steps: You gain a Climbing speed equal to your walking speed.
- Dampening Field: You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, this version of that armor doesn't have that trait.
6th level: Armor Modifications
- 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. You also know 2 more Plans known
- for your Replicate Magic Item feature
10th level: Greater Armor Models
- You armor models gain the following upgrades:
- Each model gains a Flying speed equal to their walking
- speed.
- Guardian: Pick 2 resistances from the following list: Acid, Bludgeoning, Fire, Poison, Psychic, Necrotic, Slashing
- Infiltrator: Pick 2 Resistances from the following list: Cold, Force, Lightning, Piercing, Radiant, Thunder
- You may make this decision each time you switch Model
- types.
14th level: Perfected Armor
- 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 it to make a Strength saving
- throw against your spell save DC. On a failed save, you
- pull the creature up to 25 feet directly 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 may use this feature once per Short or Long Rest, or
- if you expend a 1st level spell slot or higher to do so
- again.
- 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 the next attack that hits, the target takes
- an extra 1d6 lightning damage.
18th level: Legendary Armor
- You armor Model upgrade again, gaining the following
- features:
- Guardian:
- Your AC improves by 2 and you can pick an additional resistance from the Guardian List from your Greater Armor Models feature.
- Your Thunder Gauntlets do 1d12 damage instead of 1d8 and targets of Thunder Guantlets have Disadvantage when attacking everyone, not just you.
- You may affect up to 3 targets with each use of Perfected Armor feature.
- Infiltrator:
- Your AC improves by 1 and you get a bonus to all saving throw by 1.
- You Lightning Launcher Range is increased to 150/600, does 1d8 damage and your once per turn damage increases to 1d10 damage as well.
- Creatures hit with Lightning Launcher cannot make Opportunity Attacks until the start of your next turn.
- Your Perfected Armor feature that does additional damage when another creature hit the target does extra damage equal to 1d8. Creatures that take Perfected Armor damage must make a Constitution saving throw or be Dazed until the start of your next turn.
Artillerist
3rd level: Artillerist Spells
- You always have certain spells prepared after you reach
- particular levels in this class, as shown in the Artillerist
- Spells table. These spells count as artificer spells for you,
- but they don’t count against the number of artificer spells
- you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Shield, Magic Missile |
| 5th | Scorching Ray, Shatter |
| 9th | Fireball, Lightning Bolt |
| 13th | Ice Storm, Wall of Fire |
| 17th | Cone of Cold, Wall of Force |
3rd level: Eldritch Cannon
- 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 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.
- 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 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 + 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).
6th level: Versatile Machinery & Magic
- When you pick Artificer cantrips, you may pick from the
- wizard spell list and they count are Artificer spells for you.
- When you make the Attack Action you may replace one of
- your attacks with a Cantrip. If you miss with the Cantrip,
- or the target make's their saving throw, the target still
- takes half damage.
- In addition, when determining if you have line of sight or
- within range of a target with your spell casting, you may
- use the position of any of your Cannons, having the magic
- spring forth from them instead.
10th level: Explosive Cannon
- Every eldritch cannon you create is more destructive:
- The cannon's damage rolls and temporary hit points provided 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 2d8 force damage on a failed save or half as much damage on a successful one. Creatures within 5 ft of the cannon have disadvantage on the saving throw.
- In addition, Eldritch Cannons made using higher level
- spell slots have additional qualities. When you first
- summon your Cannon's for the day, they are assumed to
- be summoned with your highest spell slot available to
- you, (maximum 5th level)
- They have +1 AC and +1 to all saving per spell level.
- They have 8 additional hit points per spell level.
- When they Explode, they deal an additional 1d8 damage
- per Spell level that created it.
14th level: Fortified Position
- 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
18th level: Greater Eldritch Magic
- Your Eldritch Cannon's gain the following upgrades:
- They gain a fly speed equal to 20 ft, with the hover trait,
- and their walking and climbing speed increase to 40 ft.
- As an action, you may swap out 1 cannon within 60 feet of
- you to switch from one type of cannon to another.
- The cannon damage rolls and temporary hit points
- dice become d10's instead of d8's
- You may control the Cannon from 120 ft of you instead of
- 60 feet of you.
- Force Ballista pushing feature increase from 5 ft to 10 ft.
- Flamethrower cone can be altered at will to either be a
- 15ft cone or 30 ft line.
- Protector range increases to 15 feet of it.
- Fortified Position's range increases to 15 ft of the cannons
- when providing half cover.
- When you miss a target with a weapon attack or Artificer
- cantrip, or if the target makes their saving throw for an
- Artificer cantrip you cast, you may redirect the attack to
- another creature within range of the weapon of cantrip.
- The original target still takes half damage from Versatile
- Machinery, & Magic
Battle Smith
3rd level: Battle Smith Spells
- You always have certain spells prepared after you reach
- particular levels in this class, as shown in the Battlesmith
- Spells table. These spells count as artificer spells for you,
- but they don’t count against the number of artificer spells
- you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Shield, Armor of Agathys |
| 5th | Branding Smite, Warding Bond |
| 9th | Aura of Vitality, Spirit Guardians |
| 13th | Fire Shield, Freedom of Movement |
| 17th | Steel Wind Strike, Mass Cure Wounds |
3rd level: Prepared for Battle
- Your combat training and your experiments with magic
- have paid off in four ways
- Infused with Magic:When you attack with a weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. Also when choosing or swapping out Cantrips, you may choose from the Wizard's list. These are considered Artificer spells for you
- Blacksmith Bound:You are Proficient in Smith's Tools. If you are already Proficient, choose another set of Artisan tools.
- Bonded Alligeance: When you cast a spell on yourself, any creature you have summoned with a Artificer spell or feature also benefits from the spell, if able.
- Steel Defender: 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 defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
- If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
- At the end of a long rest, you can create a new steel defender if you have 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.
6th level: Prepared for Next Battle
- Your Combat Prowess improves in the following ways:
- Steady Concentration: You may add your Intelligence Modifier to Constitution saving throws made to maintain Concentration.
- Magical Strikes: When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
- Battlefield Commander: When you take the Attack action on your turn, you can replace one of the attacks to command the Steel Defender to use one of the Steel Defender's Actions on it's turn.
10th level: Arcane Jolt
- 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 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
14th level: Improved Defenders
- Your Arcane Jolt and Steel Defender become more
- powerful:
- The extra damage and the healing of your Arcane Jolt both increase to 4d6.
- Force- Empowered Rend does 2d8 + PB + Half Artificer level instead of 1d8 + PB + Half Artificer level damage.
- Repair restores 2d12 + PB hit points instead of 2d8 + PB hit points
- Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to half your Artificer level (rounded down) + your Intelligence modifier. You may only use Deflect Attack feature once per attack.
- Your Steel Defender gains a Flying speed with Hover equal to it's speed.
- You may make your Steel Defender of Large Size, if you do so, it's reach with Force-Empowered Rend, Repair, and Deflect Attack increases by 5 ft.
18th level: Second Steel Defender
- When you summon your Steel Defender, you summon
- two instead. The both can act with the same Bonus action.
- They both can act if you give up 1 attack from your Attack
- action.
- In addition, when you use Arcane Jolt, you may use both
- options with the same triggering attack. This only counts
- as 1 use.
Steel Defender
Medium (Large, 14th level) Construct
- Armor Class 13 + PB
- Hit Points 5 + 2 times 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 Dexterity (+1 + PB), Constitution (+2 + PB)
- Skills Athletics (+2 +PB), Perception (+0 + PB x 2)
- Damage Immunities Poison, Psychic
- 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 Steel Defender cannot 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 + half your Artificer level (rounded down) 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.