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# Artificer
##### The Artificer Spell Slots per Spell Level | Level | Proficiency Bonus | Features | Infusions Known | Infused Items| Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Arcane Infusions, Spellcasting | 2 | 2 | 2 | 2 | 2 | — | — | — | — | | 2nd | +2 | Cantrip Contraption | 4 | 2 | 2 | 3 | 2 | — | — | — | — | | 3rd | +2 | Artificer Subclass | 4 | 2 | 2 | 4 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 5 | 3 | — | — | — | — | | 5th | +3 | Subclass Feature | 6 | 2 | 2 | 6 | 4 | 2 | — | — | — | | 6th | +3 | Tinker's Talents | 6 | 3 | 2 | 6 | 4 | 2 | — | — | — | | 7th | +3 | Flash of Genius | 6 | 3 | 2 | 7 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 6 | 3 | 2 | 7 | 4 | 3 | — | — | — | | 9th | +4 | Subclass Feature | 6 | 3 | 2 | 9 | 4 | 3 | 2 | — | — | | 10th | +4 | Magic Item Adept | 8 | 4 | 3 | 9 | 4 | 3 | 2 | — | — | | 11th | +4 | Spell-Storing Item | 8 | 4 | 3 | 10 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 10 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 8 | 4 | 3 | 11 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Magic Item Savant | 10 | 5 | 4 | 11 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Subclass Feature | 10 | 5 | 4 | 12 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 12 | 4 | 3 | 3 | 2 | — | | 17th | +6 | ─ | 10 | 5 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Magic Item Master | 12 | 6 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Epic Boon | 12 | 6 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Soul of Artifice | 12 | 6 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
\pagebreak ##### **Core Artificer Traits** | | | |:-------------------------------|:------------------------| | **Primary Ability** | Intelligence | | **Hit Point Die** | D8 per Artificer level | | **Saving Throw Proficiencies** | Constitution and Intelligence | | **Skill Proficiencies** | *Choose 2:* Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand | | **Weapon Proficiencies** | Simple weapons and firearms | | **Tool Proficiencies** | Tinker's Tools and two Artisan's Tools of your choice | **Armor Training** | Light Armor, Medium Armor, Shields | | **Starting Equipment** | *Choose A or B:* (A) Studded Leather Armor, 2 Light Hammers, Light Crossbow, 20 bolts, Crossbow Bolt Case, Tinker's Tools, Dungeoneer’s Pack, and 12 GP; or (B) 165 GP | ### 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: Arcane Infusions You’ve learned to imbue mundane items with magical properties. These infusions serve as prototypes of permanent magic items. You start with two infusions of your choice, such as Mind Sharpener or Returning Weapon. Infusions are detailed in the *“Arcane Infusion Options”* section. ***Infusing an Item.*** When you finish a Long Rest, you can touch one nonmagical object and infuse it with one of your known infusions, turning it into a magic item. Each infusion works on specific types of objects, as noted in its description. If the infused item requires attunement, you can attune to it immediately upon infusion. Otherwise, you must attune to it later as normal. Infusions remain in their items indefinitely, but if you die, the magic lasts for a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also ends if you replace it with a different infusion. ***Number of Infusions.*** The maximum number of objects you can infuse appears in the Infused Items column of the Artificer table. No item can bear more than one infusion at a time. If you exceed your limit of infused items, you must end one of your active infusions before applying a new one. Additionally, you can choose to end one of your active infusions and replace it with a new one during a Short Rest. ***Prerequisites.*** If an infusion has a prerequisite, you must meet it to learn that infusion. For example, if an infusion requires you to be a level 5+ Artificer, you can select the infusion once you reach Artificer level 5. ***Replacing and Gaining Infusions.*** Whenever you gain a Artificer level, you can replace one of your infusions with another one for which you qualify. When you gain certain Artificer levels, you gain more infusions of your choice, as shown in the Infusions Known column of the Artificer Features table. #### 1st Level: Spellcasting You’ve studied the workings of magic and how to cast spells, channeling the magic through objects. ***Cantrips.*** You know two cantrips of your choice. Mending and Shocking Grasp are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice. When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table. ***Spell Slots.*** The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. ***Prepared Spells of Level 1+.*** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number in the Artificer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include seven Artificer spells of level 1 or 2 in any combination. If another Artificer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but otherwise count as Artificer spells for you. ***Changing Your Prepared Spells.*** Whenever you finish a Long Rest, you can replace one spell on your list with another Artificer spell for which you have spell slots. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your Artificer spells. ***Spellcasting Focus.*** You can use Tinker's Tools or any kind of Artisan’s Tools you are proficient with as a Spellcasting Focus for your Artificer spells. #### 2nd Level: Cantrip Contraption You know how to invest a spark of magic into mundane objects. Whenever you finish a Long Rest, you can use your Tinker's Tools or any Artisan's Tools you're proficient with to imbue a cantrip from the Artificer spell list into a Tiny nonmagical object. The cantrip must have a casting time of 1 action, and it doesn't need to be one of your known cantrips. The cantrip can then be used by any creature wielding it. A creature can take the Magic action to activate the object, procuring the cantrip's effect using your Spellcasting Ability modifier. If the cantrip requires concentration, the creature holding the object maintains concentration. The chosen cantrip stays in the object until its been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to a store a cantrip in an object. \pagebreak #### 3rd Level: Artificer Subclass You gain an Artificer subclass of your choice. 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 available at or below your current Artificer level. #### 4th Level: Ability Score Improvement When you reach 4th, 8th, 12th, and 16th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify. #### 5th Level: Subclass Feature You gain a feature from your Artificer subclass. #### 6th Level: Tinker's Talents Your expert assessment and understanding of magical creations grants you the following benefits: ***Enhanced Infusions.*** You can now apply your infusions to magic items. If both the infusion and the magic item provide a bonus to attack rolls, damage rolls, Armor Class, or Saving Throws, only the highest bonus applies. ***Improvised Tools.*** Using your Tinker's Tools, you can create one set of Artisan's Tools in an unoccupied space within 5 feet of you over the course of a Short or Long Rest. The tools vanish when you use this feature again to create a new set. ***Tool Expert.*** Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. #### 7th Level: Flash of Genius You have a knack for coming up with intuitive solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. #### 9th Level: Subclass Feature You gain a feature from your Artificer subclass. #### 10th Level: Magic Item Adept You achieve a profound understanding of how to use and make magic items: - You can attune to up to four magic items at once. - If you craft a magic item with a rarity of Common, it takes you half of the normal time, and it costs you half as much of the usual gold. - When you activate a magic item that requires a creature to make a saving throw to resist its effects, you can choose to use your Spell Save DC in place of the item's DC. #### 11th Level: Spell-Storing Item You learn how to store a spell in an object. Whenever you finish a long rest, you can touch one weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the Artificer spell list that requires 1 action to cast (you needn’t have it prepared). While holding the object, a creature can take the Magic action to produce the spell’s effect from it, using your Spellcasting Ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object. #### 14th Level: Magic Item Savant You've refined your skill in crafting and using with magic items: - You can attune to up to five magic items at once. - If you craft a magic item with a rarity of Uncommon, it takes you half of the normal time, and it costs you half as much of the usual gold. - You ignore all class, race, spell, and level requirements on attuning to or using a magic item. #### 15th Level: Subclass Feature You gain a feature from your Artificer subclass. #### 18th Level: Magic Item Master You have attained the zenith of your mastery over magic items: - You can attune to up to six magic items at once. - If you craft a magic item with a rarity of Rare, it costs you half as much of the usual gold. - Once per day, you can spend 1 minute to attune to a magic item, bypassing the usual time required for attunement. #### 19th Level: Epic Boon You gain an Epic Boon feat of your choice, or another feat for which you qualify. #### 20th Level: Soul of Artifice You manifest a mystical connection to your magic items, which you can draw on for protection: - You gain a +1 bonus to all Saving Throws per magic item you are currently attuned to. - If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0. \pagebreak ## Artificer Spell List This section presents the Artificer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. ##### Cantrips (Level 0 Artificer Spells) | Spell | School | Special | |:----------------------|:--------------:|:--------:| | Acid Splash | Conjuration | — | | Booming Blade | Evocation | M | | Create Bonfire | Conjuration | C | | Dancing Lights | Evocation | C | | Fire Bolt | Evocation | — | | Frostbite | Evocation | — | | Green-Flame Blade | Evocation | M | | Guidance | Divination | C | | Light | Evocation | — | | Lightning Lure | Evocation | — | | Mage Hand | Conjuration | — | | Magic Stone | Transmutation | — | | Mending | Transmutation | M | | Message | Transmutation | M | | Poison Spray | Conjuration | — | | Prestidigitation | Transmutation | — | | Ray of Frost | Evocation | — | | Resistance | Abjuration | C | | Shocking Grasp | Evocation | — | | Spare the Dying | Necromancy | — | | Sword Burst | Conjuration | — | | Thorn Whip | Transmutation | M | | Thunderclap | Evocation | — | | True Strike | Divination | M | ##### Level 1 Artificer Spells | Spell | School | Special | |:----------------------|:--------------:|:--------:| | Absorb Elements | Abjuration | — | | Alarm | Abjuration | M,R | | Catapult | Transmutation | — | | Cure Wounds | Evocation | — | | Detect Magic | Divination | C, R | | Disguise Self | Illusion | — | | Expeditious Retreat | Transmutation | C | | Faerie Fire | Evocation | C | \columnbreak | Spell | School | Special | |:----------------------|:--------------:|:--------:| | False Life | Necromancy | M | | Jump | Transmutation | M | | Longstrider | Transmutation | M | | Purify Food and Drink | Transmutation | R | | Sanctuary | Abjuration | M | | Snare | Abjuration | M | | Tasha's Caustic Brew | Evocation | C, M | ##### Level 2 Artificer Spells | Spell | School | Special | |:----------------------|:--------------:|:--------:| | Aid | Abjuration | M | | Alter Self | Transmutation | C | | Arcane Lock | Abjuration | M | | Blur | Illusion | C | | Continual Flame | Evocation | M | | Darkvision | Transmutation | M | | Enhance Ability | Transmutation | C, M | | Enlarge/Reduce | Transmutation | C, M | | Heat Metal | Transmutation | C, M | | Invisibility | Illusion | C, M | | Kinetic Jaunt | Transmutation | C | | Lesser Restoration | Abjuration | — | | Levitate | Transmutation | C, M | | Magic Mouth | Illusion | M, R | | Magic Weapon | Transmutation | — | | Protection from Poison| Abjuration | — | | Pyrotechnics | Transmutation | — | | Rope Trick | Transmutation | M | | See Invisibility | Divination | M | | Skywrite | Transmutation | C, M, R | | Spider Climb | Transmutation | C, M | | Vortex Warp | Conjuration | — | | Web | Conjuration | C, M | ##### Level 3 Artificer Spells | Spell | School | Special | |:----------------------|:--------------:|:--------:| | Ashardalon's Stride | Transmutation | C | | Blink | Transmutation | — | | Catnap | Enchantment | M | | Create Food and Water | Conjuration | — | | Dispel Magic | Abjuration | — | | Elemental Weapon | Transmutation | C | \pagebreak | Spell | School | Special | |:----------------------|:--------------:|:--------:| | Flame Arrows | Transmutation | C | | Fly | Transmutation | C, M | | Glyph of Warding | Abjuration | — | | Haste | Transmutation | C. M | | Intellect Fortress | Abjuration | C | | Protection from Energy| Abjuration | C | | Revivify | Necromancy | M | | Tiny Servant | Transmutation | — | | Water Breathing | Transmutation | M, R | | Water Walk | Transmutation | M, R | ##### Level 4 Artificer Spells | Spell | School | Special | |:----------------------|:--------------:|:--------:| | Arcane Eye | Divination | C, M | | Elemental Bane | Transmutation | C | | Fabricate | Transmutation | — | | Freedom of Movement | Abjuration | M | | Leomund’s Secret Chest| Conjuration | M | | Mordenkainen’s Faithful Hound | Conjuration | M | | Mordenkainen’s Private Sanctum | Abjuration | M | | Otiluke’s Resilient Sphere | Evocation | C, M | | Stone Shape | Transmutation | M | | Stoneskin | Abjuration | C, M | | Summon Construct | Conjuration | C, M | ##### Level 5 Artificer Spells | Spell | School | Special | |:----------------------|:--------------:|:--------:| | Animate Objects | Transmutation | C | | Bigby’s Hand | Evocation | C, M | | Creation | Conjuration | M | | Greater Restoration | Abjuration | M | | Skill Empowerment | Transmutation | C | | Transmute Rock | Transmutation | M | | Wall of Stone | Evocation | C, M | ## Artificer Subclasses An Artificer subclass represents your specialization and grants you unique abilities at specific Artificer levels. This section details the Alchemist, Armorer, Artillerist, Battle Smith, and Warforger subclasses. \columnbreak ### Warforger Warforgers thrive in battle, merging arcane expertise with mastery of weaponcraft. They forge a versatile Arcane Armament that adapts to any combat scenario, switching between mighty, crushing strikes or swift, precise throws. Every fight is an opportunity to refine their masterpiece, evolving their weapon to meet the demands of warfare. #### 3rd Level: Tools of the Trade You gain proficiency with Martial Weapons and Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice. #### 3rd Level: Warforger Spells You always have certain spells prepared after you reach particular levels in this class, as shown in the Warforger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ##### **Warforger Spells** | Artificer Level | Spell | |:---:|:-----------:| | 3 | Searing Smite, Zephyr Strike | | 5 | Mirror Image, Shatter | | 9 | Conjure Barrage, Thunder Step | | 13 | Fire Shield, Staggering Smite | | 17 | Conjure Volley, Steel Wind Strike | #### 3rd Level: Arcane Armament You have crafted a signature weapon that embodies your mastery of both magic and craftsmanship. As an Action, you can turn one Simple or Martial Melee weapon you are holding into your Arcane Armament, provided you have smith’s tools in hand. Your Arcane Armament has the following benefits: **Intelligent Design.** When you make an attack with your Arcane Armament, you can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls. **Mastery Property.** Your understanding of the Arcane Armament's make allows you to use the mastery property of the weapon it originated from. **Spellcasting Focus.** Your Arcane Armament can be used as a spellcasting focus for your Artificer spells. You can only have one Arcane Armament at a time, and forging another causes any previous Armament to revert to its normal state. #### 3rd Level: Form Shift Your Arcane Armament can be transformed to suit different combat scenarios. As a Bonus Action, you can modify your Armament into a Devastator or Pursuer. This transformation lasts for 10 minutes, after which the Arcane Armament reverts to its original form. 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. If you have no uses of Form Shift left, you can give yourself one use by expending a spell slot (no action required). \pagebreak ##### **Devastator** Your Arcane Armament becomes an imposing weapon designed for decimating strikes. It has the following features: - Whenever you deal damage with your Arcane Armament, it can deal your choice of Fire, Lightning or Thunder damage, or its normal damage type. - The first creature you hit with your Arcane Armament on your turn takes 1d4 extra damage of the weapon's type. Creatures of your choice within 5 feet of the target are dealt the same damage. - Your Arcane Armament deals double damage against objects and structures. ##### **Pursuer** Your Arcane Armament becomes a sleek, lightweight weapon designed for precision. It has the following features: - Once per turn when you miss with an attack roll using your Arcane Armament, you can add a d4 to the roll. - Your reach is 5 feet greater with your Arcane Armament. - You can transform your Arcane Armament into a Tiny Object, such as a bracelet, ring, or another similar item as a Bonus Action. While in this form, it can’t be detected by spells or abilities that sense magic items. You can transform it back into its weapon form as a Bonus Action. #### 5th Level: Extra Attack You can attack twice, rather than once, whenever you take the Attack action on your turn. #### 9th Level: Calibrated Combatant Your expertise in weapon customization deepens, allowing you to enhance the functionality of your Arcane Armament. It gains the following benefits: **Customized Mastery.** When you make an attack with your Arcane Armament on your turn, you can replace its current mastery property with Cleave (Devastator), Vex (Pursuer), or Push (Any) for that attack. **Extra Infusion.** You can imbue an additional infusion to your Arcane Armament, which does not count against the maximum number of items you can infuse. **Form Enhancement.** The die for your Form Shift increases to 1d6. #### 15th Level: Masterwork Armament At the peak of your craft, your Arcane Armament becomes a masterpiece of precision and power. Once transformed into either a Devastator or Pursuer, it remains in that form until you choose to change it again. Your Arcane Armament also gains additional benefits based on its form: **Devastator.** You can choose Force damage as the damage type for your Arcane Armament. Additionally, when you hit a creature with your Arcane Armament, you can use a Bonus Action to unleash a kinetic burst. Creatures of your choice within 5 feet of the target must succeed on a Strength Saving Throw against your Spell Save DC or be pushed 5 Feet away from you and knocked Prone. **Pursuer.** You can use a Bonus Action to increase the reach of your Arcane Armament by 5 Feet until the start of your next turn. While its reach is extended in this way, your attacks with the Arcane Armament ignore Half and Three-Quarters Cover. You can use either Bonus Action a number of times equal to your Intelligence Modifier (minimum of once), and regain all expended uses when you finish a Long Rest. ### 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. #### 3rd Level: Tools of the Trade You gain proficiency with Alchemist’s Supplies. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice. #### 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. ##### **Alchemist Spells** | Artificer Level | Spell | |:---:|:-----------:| | 3 | Ray of Sickness, Tasha's Caustic Brew | | 5 | Flaming Sphere, Melf’s Acid Arrow | | 9 | Gaseous Form, Mass Healing Word | | 13 | Death Ward, Vitriolic Sphere | | 17 | Cloudkill, Raise Dead | #### 3rd Level: Experimental Elixirs Whenever you finish a Long Rest, you can magically produce a pair of experimental elixirs in empty flasks you touch. Roll on the Experimental Elixir table twice for the effect of each elixir, which is triggered when someone drinks them. As a Bonus Action, a creature can drink an elixir or administer it to an incapacitated creature. 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 the elixir’s effect from the Experimental Elixir table. Creating an experimental elixir requires you to have Alchemist’s 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. The amount of elixirs you can create at the end of a Long Rest increases by 1 when you reach Artificer levels 5 (three), 9 (four), and 15 (five). Roll for each elixir’s effect separately. Each elixir requires its own flask. \pagebreak ##### **Experimental Elixir** | 1d10 | Effect | |:---:|:-----------:| | 1 | **Healing.** The drinker regains a number of hit points equal to 2d6 + your Intelligence modifier. | | 2 | **Swiftness.** The drinker’s walking speed increases by 20 feet for 1 hour. | | 3 | **Resilience.** The drinker gains a +2 bonus to AC for 10 minutes. | | 4 | **Boldness.** The drinker can roll a d4 and add the number rolled to every attack roll, ability check, and saving throw they make for the next minute. | | 5 | **Flight.** The drinker gains a flying speed of 20 feet for 10 minutes. | | 6 | **Alteration.** The drinker’s body is reformed as if by the Alter Self spell. The drinker determines the appearance changes caused by the spell, the effects of which last for 1 hour. | | 7 | **Invisibilty.** The drinker’s body turns invisible, the effects of which last for 10 minutes or until they attack, cast a spell, or cause a harmful effect. | 8 | **Transmogrify.** The drinker’s body is transformed as if by the Enlarge/Reduce spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 minute. | | 9 | **Incendiary.** The drinker’s body surges with volatile, fiery reagents as if affected by the Dragon’s Breath spell. The drinker chooses the damage type, using your spellcasting modifier for the spell, and the effect lasts for 1 minute. | | 10 | **Caustic.** The drinker’s stomach churns with volatile chemicals, immediately spewing forth a stream of acidic bile, as if under the effect of the Tasha’s Caustic Brew spell. The drinker uses your spellcasting modifier for the spell, and the effect lasts for 1 minute. #### 3rd Level: Portable Cauldron You’ve crafted a portable cauldron that serves as a vital tool for your alchemical experiments. It is a Tiny Object, that also counts as a set of Alchemist's Supplies. You determine its form by rolling on the Portable Cauldron table or by choosing one. While holding the Cauldron, you have the Acid Splash and Healing Word spells prepared, and you can cast Healing Word without expending a spell slot. You can cast it in this way a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you lose the cauldron, you can craft a new one over the course of 1 hour to magically create a replacement. This can be done during a Short or Long Rest, and it destroys the previous cauldron. \columnbreak ##### **Portable Cauldron** | 1d6 | Cauldron Form | |:---:|:-----------:| | 1 | A miniature brass cauldron with arcane etchings. | | 2 | A clay pot bubbling with faint magical steam. | | 3 | A stone mortar and pestle filled with glowing herbs. | | 4 | A crystal vial suspended over a flame in a small holder. | | 5 | A glass beaker with swirling alchemical fumes. | | 6 | A metal pot adorned with alchemical symbols. | #### 5th Level: Alchemical Savant You’ve developed a 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 each roll of the spell that restores Hit Points or deals Acid, Fire, Necrotic, or Poison damage. This bonus is equal to your Intelligence modifier (minimum of +1). #### 9th Level: Restorative Reagents You incorporate restorative reagents into some of your works. Whenever a creature drinks an Experimental Elixir you created, it gains an additional effect of their choice: - The drinker gains Temporary Hit Points equal to 2d6 + your Intelligence modifier (minimum of 1). - The drinker gains resistance to Acid and Poison damage. - The drinker gains the benefits of the Lesser Restoration spell. #### 15th Level: Chemical Reaction Your mastery of alchemical reagents allows you to cast potent spells and enhance their effects with precision. You can cast one of the spells listed in the Chemical Reaction Spells table without expending a spell slot, preparing the spell, or using material components, provided you use your Portable Cauldron as the spellcasting focus. Additionally, each spell gains an enhanced effect. Once you cast any of these spells with this feature, you can’t do so again until you finish a long rest. ##### **Chemical Reaction Spells** | Spell | Enhanced Effect | |:---:|:-----------:| | ***Greater Restoration*** | The target of the spell is immune to the Poisoned condition for 1 hour. | | ***Heal*** | The target of the spell gains Heroic Inspiration. | | ***Tasha's Bubbling Cauldron*** | Instead of conjuring a cauldron, you can transform your Portable Cauldron, which can be carried and moved by you. | \pagebreak ### Armorer An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities. #### 3rd Level: Tools of the Trade 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. #### 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. ##### **Armorer Spells** | Artificer Level | Spell | |:---:|:-----------:| | 3 | Shield, Thunderwave | | 5 | Mirror Image, Shatter | | 9 | Lightning Bolt, Fly | | 13 | Fire Shield, Storm Sphere | | 17 | Destructive Wave, Wall of Force | #### 3rd Level: Arcane Armor As an action, you can use Smith's Tools to magically transform a suit of armor you are wearing into Arcane Armor. This armor grants the following benefits: - It no longer has any Strength requirements. - It can be used as a spellcasting focus for your artificer spells. - It attaches to you and can’t be removed against your will, covering your entire body. You can retract or deploy the helmet as a bonus action. The armor also replaces any missing limbs, functioning as the limb it replaces. - You can don or doff the armor as an action. The armor remains Arcane Armor until you don a different 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 with a mastery property. 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. \columnbreak ##### **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. 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 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. - ***Powered Steps.*** Your walking speed increases by 5 feet. - ***Dampening Field.*** You can use your Intelligence modifier instead of your Dexterity modifier on Dexterity (Stealth) checks, which you have Advantage on. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. #### 5th Level: Extra Attack You can attack twice, rather than once, whenever you take the Attack action on your turn. #### 9th 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 Item feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor. #### 15th Level: Perfected Armor Your Arcane Armor gains additional benefits based on its model, as shown below. \pagebreak ***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 can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. ***Infiltrator.*** Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage. ### Artillerist An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. #### 3rd Level: Tools of the Trade 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. #### 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. ##### **Artillerist Spells** | Artificer Level | Spell | |:---:|:-----------:| | 3 | Magic Missile, Thunderwave | | 5 | Scorching Ray, Shatter | | 9 | Fireball, Lightning Bolt | | 13 | Otiluke's Resilient Sphere, Storm Sphere | | 17 | Cone of Cold, Wall of Force | #### 3rd Level: Eldritch Cannon You've mastered the ability to create a magical cannon. **Creating or Replacing a Cannon.** As a Magic action, you can use Woodcarver's Tools or Smith's Tools to create a Small or Tiny Eldritch Cannon in an unoccupied space within 5 feet. The Small cannon is stationary, while the Tiny cannon can be held in one hand. The cannon lasts until it drops to 0 hit points, you finish a Long Rest, or you dismiss it as an Action. You can only have one Eldritch Cannon at a time and must finish a Long Rest before creating another, unless you expend a spell slot to do so. **Cannon Statistics.** The Eldritch Cannon is a magical object with an Armor Class of 18, Hit Points equal to five times your Artificer level, and immunity to poison and psychic damage. If the cannon needs to make an ability check or a saving throw, it uses an ability score of 10 (+0). Casting the Mending spell on it restores 2d6 hit points. **Activating the Cannon.** When you create the cannon, choose its appearance and whether it has legs. You also select one of its modes from the Eldritch Cannons table. While the cannon is within 60 feet of you, you can use a Bonus Action on each of your turns to activate it. If the cannon has legs, you can also direct it to move up to 15 feet to an unoccupied space as part of the same bonus action. ##### Eldritch Cannons | Cannon Type | Activation | |:---------------:|:-------------------------------------------------------------------| | **Flamethrower** | The cannon exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save, or half as much on a successful one. | | **Force Ballista** | Make a ranged spell attack originating from the cannon, targeting a creature or object within 120 feet. On a hit, the target takes 2d8 force damage and is pushed up to 5 feet away from the cannon. | | **Protector** | The cannon emits a burst of positive energy, granting itself and each creature of your choice within 10 feet temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). | #### 5th Level: Arcane Firearm When you finish a long rest, you can use Woodcarver’s tools to carve special sigils into a firearm, wand, staff, or rod and thereby turn it into your arcane firearm, a conduit for your destructive spells. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to the spell’s damage rolls equal to the number rolled. #### 9th Level: Explosive Cannon Every eldritch cannon you create is more destructive: - The cannon’s damage rolls 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 3d8 force damage on a failed save or half as much damage on a successful one. #### 15th Level: Fortified Position You’re a master at forming well-defended emplacements using Eldritch Cannon: \pagebreak - 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. ### Battle Smith Battle Smiths serve as both protectors and medics, skilled in defending others and repairing equipment and injuries. Accompanied by their steel defender, a creation of their own design, they are often the difference between life and death on the battlefield. Soldiers frequently owe their survival to a Battle Smith and their loyal companion. #### 3rd Level: Tools of the Trade You gain proficiency with Martial Weapons and Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice. #### 3rd Level: Battle Smith Spells You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ##### **Battle Smith Spells** | Artificer Level | Spell | |:---:|:-----------:| | 3 | Heroism, Shield | | 5 | Shining Smite, Warding Bond | | 9 | Aura of Vitality, Revivify | | 13 | Aura of Purity, Fire Shield | | 17 | Banishing Smite, Mass Cure Wounds | #### 3rd Level: Battle Ready Your combat training and your experiments with magic have paid off in two ways: **Intelligent Design.** When you attack with a magic weapon, you can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls. **Mastery Property.** You can use the mastery properties of one kind of weapon with which you have proficiency. You can change the weapon types whenever you finish a Long Rest. #### 3rd Level: Steel Defender Your tinkering has borne you a 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. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. **The Defender in Combat.** In combat, the defender acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the Dodge action. **Restoring or Replacing the Defender.** 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 defender returns to life after 1 minute with all its Hit Points restored. Whenever you finish a Long Rest, you can create a new steel defender if you have smith’s tools with you, which appears in an unoccupied space within 5 feet of 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** 15 (natural armor) > - **Hit Points** 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your Artificer level) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 **(+2)**|12 **(+1)**|14 **(+2)**|4 **(-3)**|10 **(+0)**|6 **(-2)**| >___ > - **Saving Throws** Dex +1 plus PB, Con +2 plus PB > - **Skills** Athletics +2 plus PB, Perception PB × 2 > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Exhaustion, Poisoned > - **Senses** Darkvision 60 ft., passive Perception 10 + (PB × 2) > - **Languages** understands the languages you speak > - **Proficiency Bonus (PB)** equals your Bonus > ___ > > ***Vigilant.*** The defender has advantage on it's Initiative rolls. > > #### Actions > ***Force-Empowered Rend.*** *Melee Weapon Attack:* your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB force damage. > > ***Repair (3/Day)*** The magical mechanisms inside the defender restore 2d6 + PB hit points to itself or to one construct or object within 5 feet of it. > > #### Reactions > ***Deflect Attack.*** *Trigger:* Another creature it can see within 5 feet of it makes an attack. *Response:* The defender imposes disadvantage on the attack roll. ___ \pagebreak #### 5th Level: Extra Attack You can attack twice, rather than once, whenever you take the Attack action on your turn. #### 9th Level: Arcane Jolt You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects: - The target takes an extra 2d6 force damage. - Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it. You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest. #### 15th Level: Improved Defender Your Arcane Jolt and steel defender become more powerful: - The extra damage and the healing of your Arcane Jolt both increase to 4d6. - Your steel defender gains a +2 bonus to Armor Class. - Whenever your steel defender uses its Deflect Attack, it can immediately make a Force-Empowered Rend attack against that creature.