Introduction
This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.
References to Other Documentation
The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
How to Use
To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.
Unchained Artificer
Masters of invention, Unchained Artificers use their ingenuity and arcane abilities in tandem to create magical objects with extraordinary abilities. They view the arcane arts as a complex, coded system waiting to be decoded and used to cast powerful spells and make magical inventions.
Arcane Science
Unchained Artificers mix the arcane arts of magic with the power of scientific theory. They are no mere Wizards; instead, they imbue objects - armor, weapons, or other equipment - with magical power instead, and use those to cast spells. Tools are their means of channeling their power, and many Unchained Artificers began their lives as craftsmen or researchers of the mundane who decided to delve into the arcane.
Seekers of New Lore
Unchained Artificers are always looking for a new discovery. Some seek new metals to smith armor from, others seek new arcane sigils to decode and reverse-engineer for therir own use, and others still will find new plantlife to craft into powerful elixirs. Regardless, new discoveries are the joy of all Unchained Artificers.
Unchained Artificers in Many Worlds
Throughout the D&D multiverse, Unchained Artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind Unchained Artificers, but countless lives have also been lost because of the mass destruction unleashed by certain Unchained Artificers' creations.
Spark of Invention
All Unchained Artificers have an event in their life that led to them taking up their craft. This spark of invention is the idea that set off the chain of events that led them to their current state.
What created the spark of invention for your character? Was it a time of desperation that required an immediate solution? Perhaps it was simply a desire to make a task easier.
| d6 | Spark |
|---|---|
| 1 | I created a device to make watering crops easier to save my village from famine. |
| 2 | I modified a set of heavy armor to escape imprisonment by a cult. |
| 3 | I created a construct to help defend the orphanage I grew up in. |
| 4 | I created an alchemical brew to cure an illness a family member or friend had. |
| 5 | I used my tools to repair and refine a water mill in my hometown. |
| 6 | I was tutored by another Unchained Artificer, whose creations inspired me to make my own. |
Tools
Unchained Artificers use Tools to channel their magic rather than normal arcane foci, and these tools tend to be indicative of the trade that an Unchained Artificer practices when they aren't adventuring. Tools say a lot about who this Unchained Artificer was before becoming an adventurer, and what their specialization is.
Think of your character's backstory and decide what tool fits them the most.
| d6 | Tool |
|---|---|
| 1 | Smith's Tools, created by dwarven smiths and passed down through the ages. |
| 2 | Alchemist's Supplies, once owned by a royal alchemist who was said to be able to turn lead to gold. |
| 3 | Jeweler's Tools, used to craft powerful magic-infused gemstones that I channel my power through. |
| 4 | Tinker's Tools, said to have once been owned by the first gnomish Unchained Artificer. |
| 5 | Cook's Utensils, said to have been used to cook a legendary meal for a powerful king. |
| 6 | Cartographer's Tools, said to have belonged to a famous adventurer and explorer. |
Sought After Lore
Every Unchained Artificer has a type of Lore they seek to enhance their understanding of and ability with their power. Some might seek ancient runes to carve into armor to empower it, while others might seek lore on a mythical material that lets them forge a weapon of ultimate power.
What drives your character to improve and adventure? Is it tales of a mythical forge that blesses any weapon made with unmatched power? Maybe it's a long-lost recipe for a mixture of metals that make any armor made from it impenetrable.
| d6 | Lore |
|---|---|
| 1 | I seek an ancient forge used by dwarven smiths in the first days so that I may craft the ultimate weapon. |
| 2 | My mentor told me of a method of forging armor lost to time. I seek this method to make the ultimate armor. |
| 3 | Legend tells of a concoction that can heal any wound. I seek the ingredients to this elixir to save someone close to me from death. |
| 4 | It has been said that long ago, there were machines that did the work of lesser men. I seek a way to recreate them to better my homeland. |
| 5 | I seek an ancient weapon so that I may reverse-engineer it to make my own creations even more powerful. |
| 6 | There are rumors of a powerful set of tools that give any who use them craftsmanship unmatched by any but the gods themselves. I seek these tools for my own ends. |
The Unchained Artificer
| Level | Proficiency Bonus | Features | Plans Known | Magic Items | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Dedication, Magical Tinkering, Spellcasting, Unchained Artificer Subclass | - | - | 2 | 2 | 2 | - | - | - | - |
| 2nd | +2 | Magical Creation, Transmute Equipment | 4 | 2 | 2 | 3 | 2 | - | - | - | - |
| 3rd | +2 | Conjure Tool | 4 | 2 | 2 | 4 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 5 | 3 | - | - | - | - |
| 5th | +3 | Subclass Feature | 4 | 2 | 2 | 6 | 4 | 2 | - | - | - |
| 6th | +3 | Superior Magical Creation | 5 | 3 | 2 | 7 | 4 | 2 | - | - | - |
| 7th | +3 | Flash of Genius | 5 | 3 | 2 | 8 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 5 | 3 | 2 | 9 | 4 | 3 | - | - | - |
| 9th | +4 | Enhanced Attunement | 5 | 3 | 2 | 10 | 4 | 3 | 2 | - | - |
| 10th | +4 | Ability Score Improvement, Subclass Feature | 6 | 4 | 3 | 10 | 4 | 3 | 2 | - | - |
| 11th | +4 | Spellbound Item | 6 | 4 | 3 | 11 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 11 | 4 | 3 | 3 | - | - |
| 13th | +5 | - | 6 | 4 | 3 | 12 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Attunement Savant | 7 | 5 | 4 | 12 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Subclass Feature | 7 | 5 | 4 | 13 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 7 | 5 | 4 | 13 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | - | 7 | 5 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Attunement Master | 8 | 6 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Epic Boon | 8 | 6 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Master Unchained Artificer, Soul of Artifice | 8 | 6 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Multiclassing
Ability Score Minimum: Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Skills: One Skill of your choice.
Tools: One of your choice.
Creating an Unchained Artificer
When creating an Unchained Artificer, consider what they manifest their artifice with. Do they use Smith's Tools to conjure spectral tools with their magic? Or perhaps they use Alchemist's Supplies to sling out various magical chemicals with their Spells. What knowledge do they seek to uncover or disprove? These are things essential to the character of an Unchained Artificer
Quick Build
You can make an Unchained Artificer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the Sage background.
Class Features
- Hit dice: 1d8 per Unchained Artificer level.
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Unchained Artificer level after 1st.
Proficiencies
Armor: Light armor, Shields
Weapons: simple weapons, firearms
Tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose any three skills.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded Leather Armor, a Dagger, Thieves' Tools, Tinker's Tools, a Dungeoneer's Pack, and 16 GP
- (b) 150 GP
Artificer Dedication
At 1st level, you choose which aspect of Artifice you wish to focus on.
Magic
You know one extra cantrip from the Unchained Artificer Spell List. In addition, your knowledge of magic gives you a bonus to your Wisdom (Medicine) and Dexterity (Sleight of Hand) checks. The bonus equals your Intelligence Modifier (minimum of +1).
Science
You gain proficiency with Martial Weapons and training with Medium Armor.
Magical Tinkering
Also at 1st Level, you learn the Mending Cantrip if you do not already know it. If you do, you can choose another Cantrip from the Unchained Artificer spell list.
Additionally, 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
- Bottle, Glass
- Bucket
- Caltrops
- Candle
- Crowbar
- Flask
- Grappling Hook
- Hunting Trap
- Jug
- Lamp
- Manacles
- Net
- Oil
- Paper
- Parchment
- Pole
- Pouch
- Rope
- Sack
- Shovel
- Spikes, Iron
- String
- Tinderbox
- Torch
- Vial
See the rules for the item in the 2024 Player's Handbook. The item lasts until you finish a Long Rest, at which point it vanishes.
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 Short or Long Rest. You cannot have more objects created than your Intelligence modifier (minimum one created item). If you create a new item with this amount already created, the first item you created vanishes early.
Spellcasting
At 1st level, You have learned how to channel magical energy through objects. See the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Unchained Artificer Spells, which appear in the Unchained Artificer spell list found on page 25 of this document.
Tools Required. You produce your Unchained Artificer Spells through tools. You can use Thieves' Tools, Tinker's Tools, or another kind of Artisan's Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Unchained Artificer Spell (meaning the spell has an "M" component when you cast it).
Cantrips. You know two Unchained Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended.
Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Unchained Artificer cantrip of your choice.
When you reach Unchained Artificer levels 10 and 14, you learn another Unchained Artificer cantrip of your choice, as shown in the Cantrips column of the Unchained Artificer Features table.
Spell Slots. The Unchained Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell 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 Unchained Artificer Spells. Cure Wounds and Grease are recommended.
The number of spells on your list increases as you gain Unchained Artificer levels, as shown in the Prepared Spells column of the Unchained Artificer Features table. Whenever that number increases, choose additional Unchained Artificer Spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Unchained Artificer, your list of prepared spells can include six Unchained Artificer Spells of levels 1 and 2 in any combination.
If another Unchained Artificer feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Unchained Artificer Spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Unchained Artificer Spells for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Unchained Artificer Spells.
Unchained Artificer Subclass
At 1st level, you gain an Unchained Artificer subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Artificer levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Artificer level or lower. You gain new Unchained Artificer Subclass features at Unchained Artificer levels 5, 10, and 15.
Magical Creation
At 2nd Level, you gain the ability to create magic items through arcane plans you've uncovered or created.
Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans Table found on (Unchained Artificer Level 2+) table on page 28 of this document (see the 2024 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 Unchained 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 the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.
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.
You can't have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. 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 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.
Spellcasting Focus. You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan's Tools.
Transmute Equipment
Also at 2nd Level, when you finish a Long Rest, if you have GP equal to half of the cost of a Mundane weapon or set of armor (including a Shield), you can transmute that GP into the item. The GP is lost upon doing so. You can also create 10 pieces of non-magical Ammunition in this way, and the GP is lost upon creating that ammunition. Equipment created with this feature has a value of 0 GP, and thus cannot be sold.
You cannot use this Feature again until you finish a Long Rest.
Conjure Tool
At 3rd Level, as a Bonus Action, you can create a set of Artisan's Tools provided you have a free hand to hold them in. You can only have one set of Tools created with this feature at a time, and if you create a new set of tools, the previous set vanishes.
Ability Score Improvement
When you reach Unchained Artificer Level 4, and again at Unchained Artificer Levels 8, 10, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.
Superior Magical Creation
At 6th Level, your Magical Creation Feature improves as follows:
Charge Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended.
Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its 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.
Transmute Magic Item. As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can't do so again until you finish a Long Rest.
Flash of Genius
At 7th Level, When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier (minimum of +1).
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Enhanced Attunement
At 9th Level, you can now attune to up to four magic items at once.
Spellbound Item
At 11th Level, 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 and doesn't require a Material component that is consumed by the spell (you needn't have the spell prepared).
While holding the object, a creature can take a Magic action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. Once a creature has used the object to produce the spell's effect, the object can't be used this way again until the start of the creature's next turn.
The spell stays in the object until it's been used a number of times equal to your Intelligence modifier (minimum of once) or until you use this feature again to store a spell in an object.
Attunement Savant
At 14th Level, your skill with magic items deepens, granting you the following benefits:
Additional Attunement. You can attune to up to five magic items at once rather than three.
Expanded Replication. When you learn a plan for your Magical Creation feature, you can now also choose from the Magic Item Plans (Unchained Artificer Level 14+) table. You can have no more than three Rare items created by Replicate Magic Item at a time.
Attunement Master
At 18th Level, your skill with magic items is perfected, granting you the following benefits:
Additional Attunement. You can now attune to up to five magic items at once.
Peerless Attunement. You ignore all class, species, spell, and level requirements on attuning to or using a magic item. If you lack a Class Feature or Species Feature required to use the item, you still cannot use the properties of that item that require that Class or Species Feature.
Refreshed Savant. When you finish a Short Rest, you regain one expended use of your Flash of Genius feature.
Epic Boon
At 19th Level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.
Master Artificer
At 20th Level, your master of artifice has granted you greater knowledge. Your Intelligence Score increases by 4, to a maximum of 26.
Soul of Artifice
At 20th Level, you have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits:
Cheat Death. If you're reduced to 0 Hit Points but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal to 20 times the number of magic items disintegrated.
Magical Guidance. When you finish a Short Rest, you regain all expended uses of your Flash of Genius if you have Attunement to at least one magic item.
Alchemist
An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.
Alchemist Spells
At 1st level, and again when you reach an Unchained Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.
Alchemist Spells Table
| Unchained Artificer Level | Spells |
|---|---|
| 1st | Ray of Sickness, Tasha's Caustic Brew (TCE) |
| 5th | Melf's Acid Arrow, Toxic Ray (MCoC) |
| 9th | Acidic Sphere (MCoC), Lesser Restoration |
| 13th | Toxic Shield (MCoC), Vitriolic Sphere |
| 17th | Cone of Acid (MCoC), Cloudkill |
Alchemist's Training
At 1st level, you gain the following benefits:
Tool Proficiency. You gain proficiency with Alchemist's Supplies and the Herbalism Kit. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan's Tools of your choice (or with two other types if you have both).
Potion Crafting. When you brew a potion using the crafting rules in the Unchained Rules Document, the amount of time required to craft it is halved.
Alchemical Leftovers. when you finish a Long Rest while your Alchemist's Supplies are within 5 feet of you, you can craft one Alchemist's Fire at no cost. This increases to two at Unchained Artificer Level 5, three at Unchained Artificer Level 10, and four at Unchained Artificer Level 15.
Experimental Elixir
At 1st level, whenever you finish a Long Rest while holding Alchemist's Supplies, you can use that tool to magically produce elixirs equal to your Intelligence Modifier (minimum 1). For each elixir, roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a Long Rest, the elixir and its vial vanish.
Drinking an Elixir. As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself.
Creating Additional Elixirs. As a Magic action while holding Alchemist's Supplies, you can expend one 1st-Level spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.
Experimental Elixir Table
| d8 | Effect |
|---|---|
| 1 | Brew of Boldness. The drinker adds 1d4 to every Attack Roll they make for the next minute. This becomes 1d6 at Unchained Artificer Level 5, 1d8 at Unchained Artificer Level 10, and 1d10 at Unchained Artificer Level 15. |
| 2 | Conconction of Climbing. The drinker gains a Climb Speed equal to their Speed for the next miniute. At Unchained Artificer Level 5, they can stand on cielings and horizontal surfaces. At Unchained Artificer Level 10, they no longer need to use their hands to use their Climb Speed from this Elixir. At Unchained Artificer Level 15, they cannot be knocked Prone. |
| 3 | Mixer of Mending. The drinker regains a number of Hit Points equal to 2d8 plus your Intelligence modifier. The healing done is increased by 1d8 at Unchained Artificer Levels 5, 10, and 15 to a maximum of 5d8. |
| 4 | Philter of Power. The drinker gains a +1 bonus to all Damage they deal for the next minute. This bonus increases by +1 at Unchained Artificer Levels 5, 10, and 15, to a maximum of +4. |
| 5 | Rinse of Resilience. The drinker gains a +1 bonus to all Saving Throws they make for the next minute. This bonus increases by +1 at Unchained Artificer Levels 5, 10, and 15, to a maximum of +4. |
| 6 | Shot of Steel. The drinker gains a +1 to Armor Class against the next Attack made against them. At Unchained Artificer Level 5, this also grants the drinker Resistance against Bludgeoning Damage until the end of their next Turn. At At Unchained Artificer Level 10, this also grants the drinker Resistance against Piercing Damage until the end of their next Turn. At Unchained Artificer Level 15, this also grants the drinker Reisstance against Slashing Damage until the end of their next Turn. |
| 7 | Stout of Swiftness. The drinker's Speed increases by 10 feet for 1 hour. This Speed bonus is increased by +5 at Unchained Artificer Levels 5, 10, and 15, to a maximum bonus of 25 feet. |
| 8 | Choose. You choose one of the other Elixirs from this table and produce that Elixir instead. |
Alchemical Savant
At 5th level, 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, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1).
Additionally, whenever you create Elixirs, one of your Elixirs is always treated as if you rolled an 8, allowing you to choose an Effect as if the result had been any number between 1 and 7.
Restorative Reagents
At 10th level, you can incorporate restorative reagents into some of your works, granting the following benefits:
Fortify. Whenever a creature drinks an elixir you created with the Experimental Elixir feature, the creature gains Temporary Hit Points equal to 1d8 plus your Intelligence Modifier.
Restore. You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use Alchemist's Supplies as the Spellcasting Focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Chemical Mastery
At 15th level, You gain the following benefits:
Alchemical Eruption. When you cast an Unchained Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal 2d8 Force damage to that target. You can use this benefit only once on each of your turns.
Chemical Resistance. You gain Resistance to Acid damage and Poison damage and Immunity to the Poisoned Condition.
Chosen Chemicals. You now treat all Elixirs you create as if you had rolled an 8, allowing you to choose an Effect as if the result had been any number between 1 and 7 on all of your elixirs when you create them.
Conjured Cauldron. You can cast Tasha's Bubbling Cauldron as an Unchained Artificer Spell without expending a spell slot, without preparing the spell, and without Material components, provided you use Alchemist's Supplies as the Spellcasting Focus. Once you use this feature, you can't use it again until you finish a Long Rest.
Armorer
An Unchained Artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Unchained Artificer's magic, unleash potent attacks, and generate a formidable defense.
Armorer Spells
At 1st level, and again when you reach an Unchained Artificer level specified in the Armorer Spells table, you thereafter always have the listed spells prepared.
Armorer Spells Table
| Unchained Artificer Level | Spells |
|---|---|
| 1st | Burning Hands, Shield (MCoC) |
| 5th | Mirror Image, Shatter |
| 9th | Fly, Lightning Bolt |
| 13th | Fire Shield, Greater Invisibility |
| 17th | Destructive Wave, Far Step |
Armorer's Training
At 1st level, you gain the following benefits:
Armor Training. You gain training with Heavy Armor.
Tool Proficiency. You 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.
Armor Crafting. When you craft armor, the amount of time required to craft it is halved.
Arcane Armor
At 1st level, as a Magic action while you have Smith's Tools in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die.
You gain the following benefits while wearing your Arcane Armor.
No Strength Requirement. If the armor normally has a Strength requirement, the Arcane Armor lacks this requirement for you.
Quick Don and Doff. You can don or doff the armor as a Bonus Action.
Second Skin. 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 at will (no action). The armor replaces missing limbs, functioning identically to a limb it replaces.
Spellcasting Focus. You can use the Arcane Armor as a Spellcasting Focus for your Unchained Artificer spells.
Armor Model
At 1st level, You can customize your Arcane Armor. When you do so, choose one of the following armor models: Dreadnaught, 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 modifier, to the attack and damage rolls.
You can change the armor's model whenever you finish a Short or Long Rest if you have Smith's Tools in hand.
Dreadnaught
You design your armor to become a towering juggernaut in battle. It has the following features:
Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
Giant Stature. As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Guardian
You design your armor to be in the front line of conflict. It has the following features:
Force Pulse. You can discharge energy blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d8 Force damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.
Defensive Field. While Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Unchained Artificer level. You lose these Temporary Hit Points if you doff the armor.
Infiltrator
You customize your armor for subtle undertakings. It has the following features:
Force Launcher. A gemlike node appears on your armor, from which you can shoot bolts of energy. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 Force damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra 1d6 Lightning damage to that target.
Powered Steps. Your Speed increases by 5 feet.
Dampening Field. You have Advantage on Dexterity (Stealth) checks. If the armor would normally impose Disadvantage on such checks, it does not.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Expert Armorer
At 10th level, you gain the following benefits.
Armor Replication. You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan. In addition, you can create an additional item with that feature, and the item must also be in the Armor category.
Improved Aresnal. You gain a +1 to Attack and Damage rolls you make with the special weapon of your Arcane Armor model.
Armor Upgrades
At 10th level, you improve certain features of your Armor based on its Model.
Dreadnaught. When you use your Giant Stature, your size can increase to Huge and moving through Difficult Terrain doesn't cost you extra movement.
Guardian. When a creature within the range of your Flash of Genius Unchained Artificer Feature takes Damage from an Attack, you can expend a use of your Flash of Genius Feature to reduce that damage by 1d8 + Your intelligence modifier.
Infiltrator. As a Magic Action, you can force every creature of you choice within a 30-foot long, 5-foot wide line extending outwards from you as the point of origin to make a Dexterity Saving Throw against your Unchained Artificer Spell Save DC, taking 4d8 Force Damage on a failed save or half as much on a successful one. You must finish a Short or Long Rest to use this feature again.
Perfected Armor
At 15th level, Your Arcane Armor gains additional benefits based on its model, as detailed below.
Arcane Thrusters. You gain a Fly Speed equal to your Speed while wearig your Arcane Armor.
Dreadnaught. When you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large, Huge, or Gargantuan (your choice), and you gain a Fly Speed equal to your Speed.
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to magically force that creature 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 yourself, you can make a melee weapon attack against it as part of this Reaction. You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses 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.
Perfected Weapons. The special weapon of your Arcane Armor model now deals 2d6 Force Damage.
Artillerist
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
Artillerist Spells
At 1st level, and again when you reach an Unchained Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.
Artillerist Spells Table
| Unchained Artificer Level | Spells |
|---|---|
| 3rd | Hail of Thorns, Magic Missile |
| 5th | Aganazzar's Scorcher (XGE), Scorching Ray |
| 9th | Conjure Barrage, Fireball |
| 13th | Ice Storm, Wall of Fire |
| 17th | Cone of Cold, Flame Strike |
Artillerist's Training
At 1st level, you gain the following benefits.
Ranged Weapon Training. You gain proficiency with all Martial Ranged Weapons if you do not already have it.
Tool Proficiency. You gain proficiency with Woodcarver's Tools and Gunsmith's Tools (MCoC). If you already have one of these proficiencies, you gain proficiency with one other type of Artisan's Tools of your choice (or with two other types if you have both).
Wand Crafting. When you craft a magic Wand, the amount of time required to craft it is halved.
Arcane Firearm
At 1st level, when you finish a Short or Long Rest, you can use Woodcarver's Tools to carve special sigils into a Rod, Staff, Wand, or Martial Ranged weapon and thereby turn it into your Arcane Firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
Eldritch Cannon
At 1st level, using Smith's Tools or Woodcarver's Tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of yourself. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as a Magic action.
Once you create a cannon, you can't do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one cannon at a time and can't create one while you already have one.
Eldritch Cannon
Tiny or Small object
Armor Class: 12 plus your Proficiency Bonus
Hit Points: 5 x your Unchained Artificer Level (Casting Mending on the Cannon restores 2d6 hit points to it)
Damage Immunities: Poison, Psychic
Activate Cannon (Requires You to be within 60 Feet of the Cannon). As a Bonus Action, you order the cannon to use the Flamethrower, Force Ballista, or Protector option below; you can direct the cannon to move up to 15 feet before or after that option:
Flamethrower. The cannon blasts fire in a 15-foot Cone. Each creature in that area makes a Dexterity saving throw against your spell save DC, taking 2d8 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning.
Force Ballista. Make a ranged spell attack originating from the cannon at one creature or object within 120 feet of it. On a hit, the target takes 2d8 Force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of the cannon a number of Temporary Hit Points equal to 1d8 plus your Intelligence modifier (minimum of +1).
Arcane Blast
At 5th level, when you cast an Artificer spell through your Arcane Firearm, roll 1d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
If you are using a Martial Ranged Weapon as your Arcane Firearm and you deal damage with that Weapon, you deal an additional 1d8 Force Damage with that Weapon.
Explosive Cannon
At 10th level, Every Eldritch Cannon you create is now more destructive. You gain the following benefits:
Detonate. When your cannon takes damage, you can take a Reaction to 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 3d10 Force damage on a failed save or half as much damage on a successful one.
Firepower. The cannon's damage rolls and the number of Temporary Hit Points granted by Protector increase by 1d8.
Fortified Position
At 15th level, you're a master at forming well-defended emplacements using your Eldritch Cannon. You gain the following benefits.
Double Firepower. You can now have two cannons at the same time, and you can create two with the same Magic action. (If you expend a spell slot to create the first cannon, you must expend another spell slot to create the second.) You can activate both of them with the same Bonus Action, ordering them to use the same activation option or different ones. You can't create a third cannon while you have two.
Shimmering Field Projection. You and your allies have Half Cover while within 10 feet of your Eldritch Cannon. If you have two active Eldritch Cannons, and you and your allies are within 10 feet of both of your Eldritch Cannons, this is three-quarters cover instead.
Battlesmith
A Battlesmith Unchained Artificers create advanced constructs that aid them in battle, and can modify weapons to better suit their combat skills.
Battlesmith Spells
At 1st level, and again when you reach an Unchained Artificer level specified in the Battlesmith Spells table, you thereafter always have the listed spells prepared.
Battlesmith Spells Table
| Unchained Artificer Level | Spells |
|---|---|
| 1st | Searing Smite, Shield of Faith |
| 5th | Blur, Magic Weapon |
| 9th | Ashardalon's Stride (FTD), Elemental Weapon |
| 13th | Aura of Life, Thunder Shield (MCoC) |
| 17th | Banishing Smite, Steel Wind Strike |
Battlesmith's Training
At 1st level, you gain the following benefits.
Arcane Empowerment. When you attack with a Simple or Martial Melee Weapon or an Unarmed Strike, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Weapon Crafting. When you craft a Simple or Martial Weapon, the amount of time required to craft it is halved.
Weapon Knowledge. You gain proficiency with Martial Melee Weapons. You can use a weapon with which you have proficiency as a Spellcasting Focus for your Artificer spells.
Steel Defender
At 1st level, Your tinkering has borne you a companion, a Steel Defender. You determine the defender's appearance and whether it has two legs or four; your choices don't affect the defender's game statistics.
The defender is Friendly to you and your allies and obeys you. It vanishes if you die.
The Defender in Combat. In combat, the defender acts during your turn. It can move and take 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. 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 defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. 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 defender if you have Smith's Tools in hand. If you already have a defender from this feature, the first one vanishes.
Steel Defender
Medium Construct
- Armor Class 13 + Your Intelligence Modifier
- Hit Points 5 + 5 times your Unchained Artificer Level (the Defender has a number of Hit Dice [d8s] equal to your Unchained Artificer Level)
- Speed 40 ft.
- Proficiency Bonus Equal to your Proficiency Bonus
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (0) 6 (-2)
- Damage Immunities Poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses Darkvision 60 ft., passive Perception 10
- Languages understands the languages you know.
Steel Bond. Add your Proficiency Bonus to any ability check or saving throw the defender makes.
Actions
Force-Empowered Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Intelligence modifier Force damage.
Repair (3/Day). The defender, or one Construct or object it can see within 5 feet of it, regains a number of Hit Points equal to 2d8 plus your Intelligence modifier.
Reactions
Deflect Attack. Trigger: A creature the defender can see within 5 feet of it makes an attack roll targeting a different creature. Response: The triggering creature makes the attack roll with Disadvantage.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Steel Sidekick
At 5th level, you can forgo one of your attacks when you take the Attack action to command your Steel Defender to take the Force-Empowered Rend action.
Arcane Jolt
At 10th level, when either you hit a target with an attack roll using a Melee Weapon or Unarmed Attack or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects.
Destructive Energy. The target takes an extra 2d6 Force damage.
Restorative Energy. 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 per turn. You regain all expended uses when you finish a Long Rest.
Improved Defenses
At 15th level, your Arcane Jolt and Steel Defender have become more powerful, granting these benefits.
Improved Jolt. The extra damage and healing of your Arcane Jolt both increase to 4d6.
Fortified Defender. Your Steel Defender gains a +2 bonus to Armor Class.
Improved Deflection. Whenever your Steel Defender uses its Deflect Attack, the attacker takes Force damage equal to 1d4 plus your Intelligence modifier.
Bodysmith
A Bodysmith Unchained Artificer treats their own body as a canvas, their tools a brush (though not literally). They modify their bodies with artifice, enhancing their natural abilities. Some use mechanical parts, even entire limbs, to enhance their bodies, while others create biological modifications such as extra limbs or new organs that protect them from poisons.
Bodysmith Spells
At 1st level, and again when you reach an Unchained Artificer level specified in the Bodysmith Spells table, you thereafter always have the listed spells prepared.
| Unchained Artificer Level | Spells |
|---|---|
| 1st | Expiditious Retreat, Jump |
| 5th | Alter Self, Enlarge/Reduce |
| 9th | Vampiric Touch, Water Walk |
| 13th | Freedom of Movement, Polymorph |
| 17th | Enervation (XGE), Reincarnate |
Bodysmith's Trining
At 1st level, you gain the following benefits.
Mend Flesh. Additionally, as a Utilize Action, you can expend a use of a Healer's Kit on a a Creature Adjacent to you (other than yourself) that has 1 or more remaining hit points to heal that creature by an amount equal to 1d8 plus your Intelligence Modifier.
Tool Proficiency. You gain proficiency with Leatherworker's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.
Cloak Crafting. When you craft a Wonderous Item with Cloak in its name, the amount of time required to craft it is halved.
Bodysmith Modifications
At 1st level, you learn how to modify your own body. Choose two options from the list below. You gain an additional choice at 5th, 10th, and 15th level. Each Feature improves at 10th level.
When you finish a Long Rest while holding a set of Leatherworker's Tools in your hand, you can exchange one of the options you have for another from the list.
Modification Options
Adamantine Skeleton. You coat your skeleton in Adamantine. You have resistance to non-magical Bludgeoning damage and any critical hit scored against you that would deal Bludgeoning Damage becomes a normal hit.
At 10th level, you are immune to Critical Hits.
Additional Arms. You have a pair of additional limbs grafted to your lower torso. They can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
At 10th Level, you can also wear a shield on one of these arms and gain its benefits.
Aquatic Adaptations. You have modified yourself to be amphibious. You gain a Swim Speed equal to your Speed and can breathe in air and underwater.
At 10th level, you ignore all Difficult Terrain while in water.
Artificial Heart. You have replaced your heart with an artificial organ. You gain resistance against Poison damage and have Advantage on saving throws against the Poisoned condition.
At 10th level, you are immune to the Poisoned condition.
Augmented Spine. You have reinforced your spinal column. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. You also have Advantage on any Saving Throw made to avoid the Paralyzed Condition.
At 10th Level, you are immune to the Paralyzed Condition.
Claws. You have grafted three blade-like claws into each of your hands that extend from between your knuckles. As a Bonus Action, you can extend or retract your claws. While your Claws are extended, your Unarmed Strikes deal 1d6 Slashing damage and use your Intelligence modifier for your Attack and Damage rolls and you gain a Climb Speed equal to your Speed.
At 10th Level, the Damage Die of your Claws increases to a d8 and they ignore Resistance and Immunity. At 15th level, the Damage Die of your Claws increases to a d10.
Enhanced Vision. You have augmented your eyes. You gain 60 feet of Darkvision. If you already have Darkvision, increase its range by 30 feet instead.
At 10th Level, the range of your Darkvision increases to 120 feet and you can see in both magical and non-magical darkness. If you already have 120 feet of Darkvision or more from a source other than this option, you instead gain 10 feet of blindsight.
High-Speed Regeneration. You have given your body's cells an improvement to their healing ability. As a Bonus Action, you can expend one of your Hit Dice to roll it once and add your Intelligence Modifier to the result instead of your Constitution Modifier to the result, recovering that many Hit Points.
At 10th Level, you can use this feature without expending a Hit Die Once per Long Rest.
Magical Organ. You have installed a new organ within your body that generates magical power. You no longer require a focus or material components for spells except material components that are consumed by the spell or that have a cost specified in the spell.
At 10th Level, the cost of any Material Components that have a cost specified in the spell are halved when you cast that spell (rounded up).
Radiant Emitter. You have installed a gemstone that emits radiant beams of energy into your body. When you take the Attack Action, you can replace one attack with a special Spell Attack. This Attack has a range of 60 feet, deals 1d8 Radiant damage, and uses your Intelligence Modifier for attack and damage rolls.
At 10th Level, the range of this modification doubled to 120 feet and the damage increases to 1d10 Radiant damage.
Reinforced Legs. You have augmented your legs. Your Speed is increased by 10 feet, your jumping distance and height are doubled, and any Falling Damage you take is reduced by your Unchained Artificer Level.
At 10th Level, you no longer take falling damage.
Silent Feet. You have augmented your feet with sound-absorbing soles. You make no noise when you move, and have advantage on Dexterity (Stealth) Skill Checks.
At 10th Level, if you are wearing Armor that would impose Disadvantage on Stealth Skill Checks, it no longer does so.
Specialized Modifications. You have augmented your body with a specific purpose in mind. Choose two Skills you lack Proficiency in. You gain Proficiency in those Skills. If you change or remove this Modification, you lose the Proficiency you have in those Skills.
At 10th Level, your Proficiency in the two Skills you choose with this Modification becomes Expertise instead.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Enhanced Durability
At 10th Level, when you would take damage from a Melee Weapon Attack or Unarmed Strike you can use your reaction to roll 1d8 plus your Intelligence Modifier plux half of your Unchained Artificer Level (rounded down) and reduce the damage taken by the amount rolled. If you reduce this damage to 0, you can immediately make a Melee Weapon Attack or Unarmed Strike against the creature that attacked you as part of the same reaction.
Immutable Body
At 15th level, the changes to your body are now extensive. If you are targeted by a spell or effect that would alter your form, such as Polymorph, you can choose to treat yourself as immune to its effects.
Additionally, you have advantage on Death Saving Throws.
Cartographer
Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard their allies, and carve portals to distant locations.
Cartographer Spells
At 1st level, and again when you reach an Unchained Artificer level specified in the Cartographer Spells table, you thereafter always have the listed spells prepared.
Cartographer Spells Table
| Unchained Artificer Level | Spells |
|---|---|
| 1st | Farie Fire, Guiding Bolt |
| 5th | Augury, Locate Object |
| 9th | Clairvoyance, Leomund's Tiny Hut |
| 13th | Dimension Door, Locate Creature |
| 17th | Scrying, Teleportation Circle |
Catrographer's Training
At 1st level, you gain the following benefits.
Tool Proficiency. You gain proficiency with Calligrapher's Supplies and Cartographer's Tools. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan's Tools of your choice (or with two other types if you have both).
Survival Training. You gain Proficiency in the Survival Skill. If you already have this proficiency, choose another Skill to gain Proficiency in.
Scroll Crafting. When you scribe a Spell Scroll using the crafting rules in the Player's Handbook, the amount of time required to craft it is halved.
Adventurer's Atlas
Whenever you finish a Long Rest while holding Cartographer's Tools, you can use that tool to create a set of magical maps by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish.
While carrying the map, a target gains the following benefits.
Awareness. The target adds 1d4 to its Initiative rolls. This increases to 1d6 at 5th Level, 1d8 at 10th Level, and 1d10 at 15th Level.
Positioning. The target knows the location of all other map holders that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect's target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect's range.
Scouting Gadgets
At 1st level, You gain the following benefits.
Boost. Your Speed increases by 5 feet. This bonus increases by 5 feet at Levels 5, 10, and 15 to a maximum of 20 extra feet of Speed.
Portal. As a Bonus Action, you teleport up to 15 feet to an unoccupied space you can see. The number of feet you can teleport with this Feature is increased to 30 feet at Level 10 and 60 feet at Level 15. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also use this ability without expending a use if the destination space is within 5 feet of a creature carrying a map created with your Adventurer’s Atlas. Doing so destroys the map that creature carries and does not consume one of your uses of this Feature.
Radar. You can cast Faerie Fire without expending a spell slot. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
Guided Precision
At 5th level, once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your Faerie Fire with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.
In addition, taking damage can't cause you to lose Concentration on Faerie Fire.
Ingenious Movement
At 10th level, when you use your Flash of Genius, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same Reaction.
Superior Atlas
At 15th level, your Adventurer's Atlas improves, gaining the following benefits.
Safe Haven. When a map holder would be reduced to 0 Hit Points but not killed outright, that creature can destroy its map. The creature's Hit Points instead change to a number equal to twice your Artificer level, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder of its choice.
Unerring Path. If you are one of the map holders for your Adventurer's Atlas, you can cast Find the Path without expending a spell slot, without preparing the spell, and without needing spell components. Once you use this benefit, you can't use it again until you finish a Long Rest.
Unshakeable Mind. While at least one map created with your Adventurer’s Atlas still exists, taking damage can’t cause you to lose Concentration on your Unchained Artificer spells.
Reanimator
Reanimators defy the laws of nature in pursuit of gruesome experiment. These grim Unchained Artificers stitch together servants from disparate corpses, use foul magic to strengthen the living, and transform the art of necromancy into a terrifying science.
Reanimator Spells
At 1st level, and again when you reach an Unchained Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.
Reanimator Spells Table
| Unchained Artificer Level | Spells |
|---|---|
| 1st | Shower of Sparks (MCoC), Spare the Dying |
| 5th | Sparking Ray (MCoC), Wither and Bloom (SCC) |
| 9th | Animate Dead, Lightning Bolt |
| 13th | Blight, Death Ward |
| 17th | Antilife Shell, Raise Dead |
Jolt To Life
At 1st level, when you cast Spare the Dying, you can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains 1 Hit Point, and each creature in a 10-foot Emanation originating from the target makes a Dexterity saving throw against your spell save DC, taking 2d6 Lightning damage on a failed save or half as much damage on a successful one.
This Damage increases by 2d6 at Levels 5, 10 and 15 to a maximum of 8d6 damage.
You can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Short or Long Rest.
Reanimated Companion
At 1st Level, using Tinker’s Tools or another type of Artisan’s Tools with which you have proficiency, you can take a Magic action to create a Reanimated Companion (see the stat block) through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion’s appearance; your choices don’t affect the companion’s game statistics.
The companion is Friendly to you and your allies and obeys you. It lasts until you finish a Long Rest or until you take a Magic action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if you die. Once you create a companion, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one companion at a time and can’t create one while your companion is present.
The Companion in Combat. In combat, the companion acts during your turn. It can move and take 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. If you have the Incapacitated condition, the companion acts on its own and isn’t limited to the Dodge action.
Reanimated Companion
Small Undead
- Armor Class 13 + Your Intelligence Modifier
- Hit Points 5 + 5 times your Unchained Artificer Level (the Companion has a number of Hit Dice [d8s] equal to your Unchained Artificer Level)
- Speed 30 ft.
- Proficiency Bonus Equal to your Proficiency Bonus
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 4 (-3) 10 (0) 6 (-2)
- Damage Resistances Necrotic, Poison
- Damage Immunities Lightning
- Condition Immunities charmed, exhaustion, poisoned
- Senses Blindsight 60 ft., passive Perception 10
- Languages understands the languages you know.
Death Burst. When the companion dies, it explodes. All creatures within a 10-foot emanation centered on the companion must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take Necrotic Damage equal to a number of d6s equal to your Proficiency Bonus.
Lightning Absorption. Whenever the Companion is the target of a source of Lightning Damage, it re gains a number of Hit Points equal to the Lightning Damage dealt.
Actions
Dreadful Swipe. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Intelligence modifier Necrotic damage, and the target can't take Opportunity Attacks until the start of its next Turn.
Mend Flesh (3/Day). The Companion regains a number of Hit Points equal to 2d6 plus your Intelligence modifier.
Strange Modifications
At 5th level, Whenever you create a Reanimated Companion, it gains one of the following options of your choice; choose when you create the companion.
Arcane Conduit. You can cast spells as though you were in the companion’s space, but you must use your own senses. Once per turn, when you cast an Unchained Artificer spell from the Evocation or Necromancy schools and deal damage while your companion is within 120 feet of you, you can add your Intelligence modifier to one damage roll of that spell.
Ferocity. When you command your companion to take the Dreadful Swipe action, the companion can use it twice.
Improved Reanimation
At 10th Level, you experiment and alter your companion further. Whenever you create a Reanimated Companion, it gains one of the following options of your choice; choose when you create the companion.
Bloated. The companion becomes Large or Medium (your choice). Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature can also be pushed up to 10 feet away from the companion. Additionally, you can add your Intelligence modifier to the damage dealt by the companion’s Death Burst.
Gaunt. The companion’s Speed increases to 45 feet, and it gains a Climb Speed equal to its Speed. It can climb difficult surfaces, including along ceilings, without needing to make an ability check. In addition, whenever a creature of your choice starts its turn within a 10-foot Emanation originating from your companion, the creature must succeed on a
Wisdom saving throw against your spell save DC or have the Frightened condition until the start of its next turn.
Moist. The companion gains a Swim Speed equal to its Speed. In addition, whenever the companion is hit by an attack roll from a creature within 10 feet of it, the attacker takes Acid damage equal to your Intelligence modifier.
Promethean Reanimation
At 15th level, You have mastered the science of revivification, granting you the following benefits.
Facilitated Revival. When you cast Revivify or Raise Dead, the cost of any Material components needed for that spell is halved.
Improved Companion. The damage of your Reanimated Companion’s Death Burst is increased by 2d6. Necrotic damage dealt by your companion ignores Resistance and Immunity.
Life Transfer. You can siphon the animating magic of your companion to bolster yourself. When you take damage, you can take a Reaction to cause your Reanimated Companion to drop to 0 Hit Points. The companion immediately dies (triggering its Death Burst trait), and you regain a number of Hit Points equal to your Unchained Artificer level.
Appendix A: Unchained Artificer Spell List
Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.
Cantrips (Level 0 Unchained Artificer Spells)
Air Burst (SCoC)
Acid Splash
Blade Ward (MCoC)
Booming Blade (TCE)
Control Flames (XGE)
Create Bonfire (XGE)
Dancing Lights
Elementalism
Encode Thoughts (GGR)
Fire Bolt
Frostbite (XGE)
Green-Flame Blade (TCE)
Gust (XGE)
Light
Lightning Lure (TCE)
Mage Hand
Mending
Message
Minor Illusion
Mold Earth (XGE)
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Resistance
Shape Water (XGE)
Shocking Grasp
Spare the Dying
Sword Burst (TCE)
Telekinetic Fling (XUA25PU)
Thorn Whip
Thunderclap
True Strike
Level 1 Unchained Artificer Spells
Absorb Elements (XGE)
Acid Knife (MCoC)
Acid Wave (MCoC)
Alarm
Armor of Agathys
Catapult (XGE)
Color Spray
Comprehend Languages
Corrosive Rebuke (MCoC)
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Disguise Self
Earth Tremor (XGE)
Ensnaring Strike
Entangle
Expiditious Retreat
Farie Fire
False Life
Feather Fall
Fog Cloud
Gift of Alacrity (MCoC)
Grease
Heroism
Identify
Illusory Script
Jump
Lightning Knife (MCoC)
Longstrider
Magic Missile
Magnify Gravity (EGW)
Purify Food and Drink
Sanctuary
Shocking Rebuke (MCoC)
Shower of Sparks (MCoC)
Silent Image
Sleep
Snare (XGE)
Spellfire Flare (FRHoF)
Tasha's Caustic Brew (TCE)
Tenser's Floating Disk
Toxic Knife (MCoC)
Toxic Rebuke (MCoC)
Toxic Surge (MCoC)
Unseen Servant (MCoC)
Zephyr Strike (XGE)
Level 2 Unchained Artificer Spells
Acid Blade (MCoC)
Acidic Ray (MCoC)
Aid
Air Bubble (AAG)
Alter Self
Arcane Lock
Arcane Vigor
Borrowed Knowledge (SCC)
Blur
Cloud of Daggers
Continual Flame
Cordon of Arrows
Cordon of Bullets (SCoC)
Darkness
Darkvision
Deryan's Helpful Homunculi (FRHoF)
Dragon's Breath
Earthbind (XGE)
Eliminster's Elusion (FRHoF)
Enhance Ability
Electrify (SCoC)
Enlarge/Reduce
Find Traps
Gentle Repose
Heat Metal
Homonculus Servant (MCoC)
Immovable Object (EGW)
Invisibility
Kinetic Jaunt (SCC)
Knock
Lesser Restoration
Levitate
Magic Mouth
Magic Weapon
Maximilian's Earthen Grasp (XGE)
Misty Step
Nystul's Magic Aura
Pass Without Trace
Protection from Poison
Pyrotechnics (XGE)
Rope Trick
See Invisibility
Silence
Skywrite (XGE)
Sparking Blade (MCoC)
Sparking Ray (MCoC)
Spider Climb
Spray of Cards (BMT)
Toxic Blade (MCoC)
Toxic Ray (MCoC)
Vortex Warp (SCC)
Warp Sense (SatO)
Web
Wristpocket (EGW)
Level 3 Unchained Artificer Spells
Acid Sphere (MCoC)
Antagonize (BMT)
Ashardalon's Stride (FTD)
Blink
Cacophonic Shield (FRHoF)
Call Lightning
Conjure Barrage
Conjure Constructs (FRHoF)
Corrosive Touch (SCoC)
Counterspell (MCoC)
Create Food and Water
Daylight
Dispel Magic
Elemental Weapon
Erupting Earth (XGE)
Fly
Glyph of Warding
Haste
Hypnotic Pattern
Intellect Fortress (XUA25PU)
Life Transference (XGE)
Lightning Arrow
Lightning Bolt
Lightning Sphere
Major Image
Nondetection
Protection from Energy
Pulse Wave (EGW)
Revivify
Sending
Slow
Stinking Cloud
Thunder Step (XGE)
Tongues
Toxic Sphere (MCoC)
Water Breathing
Water Walk
Level 4 Unchained Artificer Spells
Acid Rain (SCoC)
Acid Shield (MCoC)
Arcane Eye
Confusion
Fabricate
Freedom of Movement
Gate Seal (SatO)
Gravity Sinkhole (EGW)
Greater Invisibility
Leomund's Secret Chest
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Stone Shape
Stoneskin
Storm Shield (MCoC)
Storm Sphere (XGE)
Summon Construct
Toxic Shield (MCoC)
Venomous Stinger (SCoC)
Vitriolic Sphere
Level 5 Unchained Artificer Spells
Animate Objects
Bigby's Hand
Circle of Power
Cloudkill
Conjure Volley
Create Spelljamming Helm (AAG)
Creation
Destructive Wave
Greater Restoration
Legend Lore
Mislead
Passwall
Planar Binding
Seeming
Skill Empowerment (XGE)
Swift Quiver (MCoC)
Telekinesis
Teleportation Circle
Temporal Shunt (EGW)
Transmute Rock
Wall of Force (MCoC)
Wall of Stone
Appendix B: Magic Item Plans Tables
Magic Item Plans (Unchained Artificer Level 2+)
| 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* | Varies |
| Googles of Night | No |
| Manifold Tool | Yes |
| Repeating Shot | Yes |
| Returning Weapon | No |
| Rope 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 |
| Wraps of Unarmed Power +1 | No |
*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
Magic Item Plans (Unchained Artificer Level 6+)
| Magic Item Plan | Attunement |
|---|---|
| Arcane Visor | Yes |
| Armor +1 | No |
| Boots of Elvenkind | No |
| Boots of the Winding Path | Yes |
| Cloak of Elvenkind | Yes |
| Cloak of the Manta Ray | No |
| Dazzling Weapon | Yes |
| Eyes of Charming | Yes |
| Eyes of Minute Seeing | No |
| Gloves of Theivery | No |
| Helm of Awareness | No |
| Lantern of Revealing | No |
| Mind Sharpener | Yes |
| Necklace of Adaptation | Yes |
| Pipes of Haunting | No |
| Radiant Weapon | Yes |
| Repulsion Shield | No |
| Ring of Swimming | No |
| Ring of Water Walking | No |
| Sentinel Shield | No |
| Spell-Refuling Ring | Yes |
| Uncommon Armor, Wand, or Weapon that isn't Cursed or listed on this table* | Varies |
| Wand of Magic Missiles | No |
| Wand of Web | Yes |
| Weapon of Warning | Yes |
*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
Magic Item Plans (Unchained Artificer Level 9+)
| Magic Item Plan | Attunement |
|---|---|
| Armor of Resistance | Yes |
| Dagger of Venom | No |
| Elven Chain | No |
| Radiant Weapon | Yes |
| Reactive Armor | Yes |
| Ring of Feather Falling | Yes |
| Ring of Jumping | Yes |
| Ring of Mind Shielding | Yes |
| Shield +2 | No |
| Uncommon Wondrous Item that isn't cursed* | Varies |
| Wand of the War Mage +2 | Yes |
| Weapon +2 | No |
| Wraps of Unarmed Power +2 | No |
*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
Magic Item Plans (Unchained Artificer Level 14+)
| Magic Item Plan | Attunement |
|---|---|
| Armor +2 | No |
| Arrow-Catching Shield | Yes |
| Flame Tongue | Yes |
| Rare Wondrous Item that isn't cursed* | Varies |
| Ring of Free Action | Yes |
| Ring of Protection | Yes |
| Ring of the Ram | Yes |
*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
Appendix C: Revised Magic Items
Magic items are presented in alphabetical order.
Boots of the Winding Path
Wondrous Item, Uncommon (Requires Attunement)
While wearing these boots, you can take a Bonus Action to teleport up to 15 feet to an unoccupied space you can see. You must have occupied that space at some point during the current turn.
Manifold Tool
Wondrous Item, Common (Requires Attunement)
This tool takes the form of a wrench, screwdriver, or other basic tool. As a Magic action, you can touch the item and transform it into a type of Artisan’s Tools of your choice. Whatever form the tool takes, you have proficiency with it when you use it.
Mind Sharpener
Ring, Uncommon (Requires Attunement)
The item has 4 charges. When you fail a Constitution saving throw to maintain Concentration, you can take a Reaction and expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Repeating Shot
Weapon (Any Simple or Martial with the Ammunition Property), Uncommon (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 roll, and it ignores the Loading or Reload properties if it has either of them.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Repulsion Shield
Armor (Shield), Uncommon
You gain a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, you can take a Reaction immediately after being hit by a melee attack roll 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.
Returning Weapon
Weapon (Any Simple or Martial with the Thrown Property), Uncommon
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack roll.
Spell-Refuling Ring
Ring, Uncommon (requires Attunement by a Spellcaster)
While wearing this ring, you can recover one expended spell slot as a Bonus Action. The recovered slot can be of level 3 or lower. Once used, the ring can’t be used again until the next dawn.
Appendix E: Revised Magic Items
Magic items are presented in alphabetical order. These Options are revised from the Unchained Artificer (2024) Unearthed Arcana.
Helm of Awareness
Wondrous Item, Uncommon (Requires Attunement)
While wearing this helmet, you have Advantage on Initiative Rolls and Wisdom (Perception) Skill Checks.
Radiant Weapon
Weapon (Any Simple or Martial), Rare (Requires Attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you 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. You can extinguish the light as a Bonus Action. The weapon has 4 charges. You can take a Reaction immediately after being hit by an attack roll to expend 1 of the weapon’s charges and force the attacker to make a DC 15 Constitution saving throw. On a failed save, the attacker has the Blinded condition until the end of its next turn. The weapon regains 1d4 expended charges daily at dawn.
Appendix F: New Magic Items
Magic items are presented in alphabetical order. These Options are from my Unchained Artificer (2014)'s new Infusions.
Arcane Visor
Wondrous Item, Uncommon (Requires Attunement)
A creature wearing this helm can cast the Detect Magic spell at will and can read all writing and understand all spoken language, but cannot write or speak any language it does not already know.
Reactive Armor
Armor (Medium or Heavy), Rare (Requires Attunement)
When you take damage from a Melee Attack, you can use your reaction to cause the attacker to take damage equal to that dealt by the weapon associated with your current armor model; 1d8 Thunder for Guardian, 1d6 Lightning for Infiltrator.
You may use this infusion a number of times equal to your Proficiency Bonus, and regain all uses at the end of a Long Rest.
Credits
Art (In Order)
- orlo
- Reza Ilysa
- Hetza (Hellshock)
- shoutarou (Shoutarotttt)
- mucuzi (Dead Source)
- rubidotrinh
Other
Changes: Me, SmugCoffeeMan
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Changelog
1.0
- Created the document.
1.1
- Updated the list of documents to include The Psion Update.
- Updated relevant Spells for XUA25PU.
1.2
- Added Spellfire Flare, Deryan's Helpful Homunculi, Eleminster's Elusion, Cacophonic Shield, and Conjure Constructs to the Unchained Artificer Spell List from FRHoF.
1.3
- Removed base Artificer's Medium Armor proficiency.
- Updated several features to reflect the version of Artificer found in EFA. This includes Magical Tinkering, Flash of Genius, Attunement Master, and Soul of Artifice.
- Features that gave more Plans are removed in favor of the class table.
- Artificer Dedication now only grants Medium Armor proficiency with Science. Heavy is exclusive to Armorer.
- All of the Subclasses have been updated and tweaked slightly.