Artificer

A graying halfling hunched over his workbench, carefully adjusting the clockwork mechanism that would power his creation. Before him laid an automaton of intricate iron gears within a suit of plate armor, built to resemble a large halfling. As the tiny inventor affixed his signature mithril mustache to the face plate, a jolt of electric-blue magic flashed from the automaton. With a sharp motion, the Steel Defender sat upright and awaited the first command of its creator.
The goblin delicately made his way down the tunnel that he had booby-trapped with vials of noxious fumes and acids. This was the third time this year his clan had moved burrows to avoid being raided by adventuring parties, and the inventive goblin was determined to protect the newest home burrow. He was confident that this time he would stop the adventurers that always seemed to find their way to his home.
A young human woman, wearing a leather apron over her fine clothes, flexed the steel gauntlet she had just enchanted. As she closed her fist the gauntlet let forth a blinding arc of lavender lightning, destroying the table on the opposite side of the room. As the dust settled, she affixed the gauntlet to her now complete suit of Arcane Armor. When she revealed this, her latest creation, to her father, he would have no choice but to finally show her his approval.
Relentless in their pursuit of innovation, artificers are defined by their insatiable curiosity and willingness to push the limits of arcane invention, even at great risk to themselves. For most artificers, they stake their personal value on the fruits of their experimentation, and they see mastering the basics of their chosen craft as the first step toward true greatness.
Deep down, the goal of every artificer is the discovery of a new groundbreaking invention, magical or otherwise. Some artificers are engineers, students of science and warfare, who bring their considerable intellect to bear to construct deadly weapons augmented with magic. Others view themselves as artists, combining the rigid formulas of arcane magic with the artisanal touch of their own specialized tools and spells.
Almost every artificer has a rival, most often another artificer who they seek to outdo at every turn. These intense rivalries are the sole motivation of some artificers, and outdoing their rival is more valuable than any fame or riches they could gain from their discoveries. Many are willing to risk everything they have to achieve a new breakthrough before their rival.
By the same token, artificers with similar philosophies and aims often band together in loose artisan's guilds. They share insights and discoveries, hoping to keep ahead of rival guilds by pooling resources and working as a team. However, even when working together, most artificers are protective of any insights they think could lead to a groundbreaking discovery.

Class Table
Level Proficiency Bonus Features Infusions Known Experience Points
1st +2 Infusions, Artificer Specialization 2 0
2nd +2 Spellcasting, Tool Magic 2 300
3rd +2 Artificer Specialization Feature 3 1,000
4th +2 Ability Score Improvement 3 3,000
5th +3 Artificer Specialization Feature 4 6,000
6th +3 Tool Expert, The Right Tool for the Job 4 10,000
7th +3 Flash of Genius 5 20,000
8th +3 Ability Score Improvement 5 40,000
9th +4 - 6 60,000
10th +4 Magic Item Mastery (4) 6 80,000
11th +4 - 7 100,000
12th +4 Ability Score Improvement 7 120,000
13th +5 - 8 140,000
14th +5 Arcane Breakthrough, Magic Item Mastery (6) 8 160,000
15th +5 Artificer Specialization Feature 9 180,000
16th +5 Ability Score Improvement 9 200,000
17th +6 - 10 225,000
18th +6 Magic Item Mastery (8) 10 250,000
19th +6 Ability Score Improvement 11 300,000
20th +6 Soul of Artifice 11 350,000

Class Information

Hit Dice. 1d8 per Artificer Level
1st Level Hitpoints. 8 + your Constitution Modifier
Higher Level Hitpoints. 1d8 (or 5) + your Constitution Modifier per Artificer Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple Weapons
Tool Proficiencies. Tinker's Tools and two Tools of your choice
Saving Throw Proficiencies. Wisdom and Charisma
Skill Proficiencies. Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand
Equipment. Two Simple Weapons of your choice, a Set of Tools of your choice, a set of Tinker's Tools, an Equipment Pack, a set of Leather Armor or Scale Mail, and a Light Crossbow

Artificer Features Summarized
Feature Level Quick Explanation
Infusions 1st You get special abilities you can imbue into items
Artificer Specialization 1st You choose your subclass, and gain features at 1st, 3rd, 5th, 9th and 15th Level
Spellcasting 2nd You gain half Spellcasting that uses Intelligence and Learning Spells
Tool Magic 2nd You get a Cantrip based on what Set of Tools you're holding
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Tool Expert 6th You have Expertise in all Tools you have Proficiency with and add half your Proficiency Bonus to the Tools you don't have Proficiency with
The Right Tool for the Job 6th You can use Tools to make other Tools
Flash of Genius 7th You can add your Intelligence Modifier to the Ability Checks and Saving Throws of you or your allies
Magic Item Mastery (4) 10th You can attune to four magic items
Arcane Breakthrough 14th You can attune to any magic item and can craft magic items better
Magic Item Mastery (6) 14th You can attune to six magic items
Magic Item Mastery (8) 18th You can attune to eight magic items
Soul of Artifice 20th You get buffs to your Saving Throws based on how many magic items you're attuned to, you can lose attunement to an item to choose not to die, and your Infused items can contain your soul if you die

Infusions

1st Level Artificer Feature
You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. You learn two Infusions of your choice from the list at the end of this class. The Infusions Known column of the Artificer table shows when you learn more Infusions of your choice.
At the end of a Long rest, as long as you have Tinker's Tools, you can replace one Infusion you know with another Infusion of your choice, as long as you meet all of its Prerequisites.
At the end of a Long Rest, you can use your Tinker's Tools to imbue an Infusion you know into an object. To do so, you must be able to touch the object with your Tools.
If the Infusion requires attunement, you can attune to the object the instant you Infuse it, or you can forgo attunement so another creature can attune to it. To attune to the Infused item later, you must follow the normal attunement process.
The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence Modifier. Infusions vanish immediately if you give up your knowledge of one to learn another, or imbue the Infusion into another object.
You can Infuse multiple objects at the end of each Long Rest, up to one for each Infusion you know. Each Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, any previous instance of that Infusion immediately ends.

Artificer Specialization

1st, 3rd, 5th, 9th, and 15th Level Artificer Feature
You choose one of the Artificer Specializations in the table below that represents the arcane research and inventions you make.

Artificer Specializations
Artificer Specialization Complexity (1-5) Description
Master Aeronaut 2 You create a Flying Machine that you use to soar through the sky, becoming accustomed and more powerful if you fight while airborne.
Master Alchemist 3 You create a Homunculus Servant and create various elixirs that replicate the effects of Spells that you toss around the battlefield for you or your allies to drink, or to throw and smash to create devastating effects.
Master Archivist 2 You awaken a mind in an object of your choosing which you use to cast your Spells and overload the minds of your foes while staying in touch with those who bear your Infused items.
Master Armorer 1 You create a set of Arcane Gauntlets and Armor to enhance your combat prowess with several different models to choose from.
Master Artillerist 3 You create an Eldritch Cannon which you use to burn down or precisely shoot your foes or to protect your allies all the while launching projectiles at your foes.
Master Augmenter 3 You gain a hidden Blade and the ability to augment your body with prosthetics as you build onto yourself to attain your perfect physical form.
Master Battle Smith 2 You create a powerful ally to assist you in combat, a Steel Defender which you augment and upgrade over time to make it uniquely suited to you and your purposes.
Master Biomancer 3 You experiment with biology to create a special familiar and augment your body as you perfect your body and shape yourself to your vision of what life should be.
Master Chronothief 2 You create a Chronometer, yielded from your experiments with Chronomancy magic, which you use to to warp time to your liking as you shape the world around you.
Master Composer 3 You gain a mastery over instruments as you create your own unique Musical Apparatus that you use to master sound waves and assault your enemies ears.
Master Dungeoneer 3 You become more scrappy than other Artificers, using the environment around you to create the random items and Weapons you need at any given moment.
Master Forgewright Example Example
Master Machinist Example Example
Master Puppeteer Example Example
Master Wandslinger Example Example


Spellcasting

2nd Level Artificer Feature
Spellcasting Ability. Intelligence
Spell Save DC. 8 + your Intelligence Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Intelligence Modifier + your Proficiency Bonus
Spellcasting Focus. A Set of Tools or an Infused object
Spell Learning Method. You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.

Artificer Spell List
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
2nd 2 2 2 - - - -
3rd 2 3 3 - - - -
4th 3 3 3 - - - -
5th 3 4 4 2 - - -
6th 3 4 4 2 - - -
7th 3 5 4 3 - - -
8th 3 5 4 3 - - -
9th 3 6 4 3 2 - -
10th 4 6 4 3 2 - -
11th 4 7 4 3 3 - -
12th 4 7 4 3 3 - -
13th 4 8 4 3 3 1 -
14th 4 8 4 3 3 1 -
15th 4 9 4 3 3 2 -
16th 4 9 4 3 3 2 -
17th 4 10 4 3 3 3 1
18th 4 10 4 3 3 3 1
19th 4 11 4 3 3 3 2
20th 4 11 4 3 3 3 2


Tool Magic

2nd Level Artificer Feature
You Learn a Cantrip while you are holding a Set of Tools. These Spells count as Artificer Spells for you and do not count against your Spells Known. The specific Spells learnt are described in the table below.

Tool Spells
Set of Tools Cantrip
Alchemy Kit Acid Splash
Brewer's Supplies Control Water
Calligrapher's Supplies Message
Carpenter's Tools Thorn Whip
Cartographer's Tools Shooting Star
Cobbler's Tools Resistance
Cook's Utensils Spare the Dying
Disguise Kit Minor Illusion
Forgery Kit Amanuensis
Gaming Set Lucky Number
Glassblower's Tools Control Flames
Herbalism Kit Druidcraft
Jeweler's Tools Thaumaturgy
Leatherworker's Tools Mending
Mason's Tools Magic Stone
Musical Instrument Echoing Strike
Navigator's Tools Guidance
Painter's Supplies Prestidigitation
Poisoner's Kit Poison Spray
Potter's Tools Mold Earth
Smith's Tools Produce Flame
Thieve's Tools Mage Hand
Tinker's Tools Shocking Grasp
Weaver's Tools Encode Thoughts
Woodcarver's Tools Shillelagh


Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Artificer Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Tool Expert

6th Level Artificer Feature
You can quickly and effectively use Tools. You are considered to have Expertise with all Tools you are Proficient in. Additionally, you add half your Proficiency Bonus (rounded up) to any rolls you make using Tools that you are not Proficient with.

The Right Tool for the Job

6th Level Artificer Feature
You learn how to produce exactly the tool you need. By using Artisan's Tools, you can magically create one Set of Tools of your choice at your feet. This requires 1 hour of uninterrupted work which can be performed during a Short or Long Rest.
You can have a number of these Tools created with this feature equal to your Intelligence Modifier. If you would create a Set of Tools that would cause you to have more than that number created at once, one of Set of Tools of your choice created with this feature crumbles to dust.

Flash of Genius

7th Level Artificer Feature
You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30ft 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, regaining expended uses at the end of a Long Rest.

Magic Item Mastery

10th Level Artificer Feature
You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. You can attune to up to four magic items at once.
The number of magic items you can attune to at one time increases as you gain Levels in this class: you can attune to 6 magic items at 14th Level, and 8 magic items at 18th Level.
Additionally, crafting a magic item with a rarity of Common or Uncommon takes a quarter of the normal time and costs half the normal amount GP for you. When you reach 20th Level in this class, this bonus also applies to Rare and Very Rare magic items.

Arcane Breakthrough

14th Level Artificer Feature
Your expert understanding of magic items allows you to attune to any magic item regardless of any alignment, class, race, Spell, or Level requirements.

Soul of Artifice

20th Level Artificer Feature
You imbue a spark of your own essence in the magic items you bear. You gain a +1 bonus to all Saving Throws you make for each of magic item you are attuned to.
Additionally, if you are reduced to 0 Hit Points, you can end your attunement on one magic item or end an Infusion to drop to 1 Hit Point instead.
Also, if you are killed, any object that bears one of your Infusions counts as part of your body for the purposes of any Spell that would bring you back to life.

Infusions

Below are the Infusions available to an Artificer. To select an Infusion, you must meet the Prerequisite in the italics below the name of the Infusion. If the Infusion has a Level listed in these italics, you must have that many Levels in this class to select it. If an Infusion would require a creature to make a Saving Throw, it uses your Spell Save DC.
To Infuse an object, the object you infuse must match the type of object listed in the italics below the name of the Infusion.
Additionally, any improvements caused by reaching certain Levels are only achieved if you have that many Artificer Levels.
You can select and Infusion multiple times in order to infuse multiple items with it.

1st Level Infusions

Adjustable Tool Set

Item: a Set of Tools (requires attunement)
The user is considered Proficient with this magical Set of Tools, and as an Action, it can transform this Set of Tools into another Set of Tools of its choice.
At 11th Level, this Tool Set grants a +1 bonus to Ability Checks Madde with it. This bonus increases to +2 at 17th Level.

Arm Launcher

Item: A glove or gauntlet
This tiny magical launcher can be loaded with a Tiny object, such as ball bearings, a vial of acid, or holy water. As a Bonus Action, the wearer can activate the launcher and make a Ranged Weapon Attack at a target within 20ft. The launcher can be reloaded as an Action.

Enhanced Arcane Focus

Item: A Spellcasting Focus (requires attunement by a creature that can cast Spells)
This item grants the user +1 bonus to Spell Attack Rolls, and it ignores 1/2 Cover when making Spell Attacks.
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).

Enhanced Defense

Item: A suit of Armor or a Shield
This item grants the user +1 bonus to its AC while wearing the Armor or wielding the Shield.
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).

Enhanced Instrument

Item: a Musical Instrument (requires attunement)
The user is Proficient with this magic Instrument and can use it as a Spellcasting Focus. Whenever it makes an Ability Check using this Instrument, it adds your Intelligence Modifier to the Check.
At 11th Level, this magic Instrument grants a +1 bonus to Spell Attack Rolls. This bonus increases to +2 at 17th Level.

Enhanced Tool Set

Item: a Set of Tools you are Proficient with
Whenever the user makes an Ability Check with this Set of magical Tools, it adds your Intelligence Modifier to the Check.

Enhanced Weapon

Item: A Simple or Martial Weapon
This magic Weapon grants the user a +1 bonus to any Attack and Damage Rolls it makes with this infused Weapon.
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).

Featherweight Belt

Item: A belt or cloak (requires attunement)
When worn, this magic belt reduces the user to one-tenth of its weight without decreasing its physical abilities.
At 11th Level, it reduces the wearer to one-hundredth of its weight without decreasing its physical abilities.

Featherweight Weapon

Item: A Weapon without the Light Property (requires attunement)
This magic Weapon loses the Heavy Property if it had it. If the Weapon did not have the Heavy Property, it gains the Light Property.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.

Goggles of Clearsight

Item: A pair of goggles or glasses
While wearing these goggles, the wearer can see through areas that are Lightly Obscured by magical or mundane phenomena without having Disadvantage on Perception Checks.
In addition, the wearer no longer suffers the negative effects of the Sunlight Sensitivity trait, and they have Advantage on Saving Throws to resist the Blinded Condition.

Power Whip

Item: A Whip or chain
This magic Weapon grants a +1 bonus to Attack and Damage rolls made with it, and its Damage Die becomes a 1d8.
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).

Repeating Shot

Item: A Ranged Weapon (requires attunement)
This magic Weapon ignores the Loading Property if it has it.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.

Replicate Magic Item

Item: An item of the same type as the magic item you are replicating
You give the item infused the properties of a Common magic item you choose. If the magic item requires attunement, then this infusion requires attunement for that item.
When you reach 5th Level, you can infuse the item with the properties of a Common or Uncommon magic item. When you reach 11th Level you can infuse the item with the properties of a Common, Uncommon, or Rare magic item. When you reach 17th Level you can infuse the item with the properties of a Common, Uncommon, Rare, or Very Rare magic item.

Returning Weapon

Item: A Weapon with the Thrown Property
After making a Ranged Attack with this magic Weapon, the Weapon returns to the user's hand.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.

Ring of Proficiency

Item: A ring (requires attunement)
The wearer of this ring gains Proficiency in one Skill and Set of Tools that you are Proficient in (your choice when you infuse this item).

5th Level Infusions

Homing Weapon

5th Level Item: A Weapon with the Ranged or Thrown Property
The wielder of this magic Weapon ignores the Disadvantage imposed when Attacking at the Weapon's Long Range.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.

Immovable Boots

5th Level Item: A pair of boots (requires attunement)
When the wearer is standing on a flat surface, it can use an Action to activate the boots, magically fixing the wearer in place. Until the wearer uses an Action to deactivate the boots, it does not move, even if it is defying gravity.
A creature can use an Action to make a DC30 Strength (Athletics) Check. On a successful Check, the boots separate from the surface.

Light Blade

5th Level Item: A sword hilt, wand, or similar object (requires attunement)
While grasping the object, the wielder can use a Bonus Action to cause a blade of pure radiance to spring into existence, or cause the same blade to disappear, from the end of this object. While the blade exists, this magic item is considered a Simple Melee Weapon with the Finesse Property that it deals 1d8 Radiant Damage.
The luminous blade emits Bright Light out to a Range of 15ft, and Dim Light an additional 15ft.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.

Many-Handed Pouch

5th Level Item: Up to a number of individual pouches equal to your Intelligence Modifier
These magic pouches all share one interdimensional space with the capacity of a single pouch. Reaching into an Infused pouch allows access to this shared storage space. A pouch operates as long as it is within 100 miles of another pouch. If a pouch is farther than 100 miles away from another pouch, it will not hold any contents.
If the Infusion ends, the items stored in the shared space all move into one of the pouches, determined randomly.

Mind Sharpener

5th Level Item: A suit of Armor, robes, or similar object
This item can send a jolt to the wearer that refocuses the mind. The item has 4 charges. When the wearer fails a Constitution Saving Throw to maintain Concentration on an effect, it can use a Reaction to spend 1 of the item's charges to succeed instead. The item regains all expended charges at dawn.

Minor Arcane Item

5th Level Item: a Tiny object or Set of Tools (requires attunement)
You imbue this object with a minor amount of arcane power. Each time you imbue this Infusion into an object, you choose a 1st Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn.

Radiant Weapon

5th Level Item: A Melee Weapon (requires attunement)
As a Bonus Action, the wielder can cause this Weapon to emit Bright Light out to a Range of up to 30ft, and Dim Light an additional number of feet equal to the Bright Light. The wielder can extinguish or change the Range of the light as a Bonus Action.
This magical weapon has 4 charges. When its wielder hits a creature with this weapon, it can expend 1 charge and force its target to make a Constitution saving throw. On a failure, it is blinded until the beginning of your next turn. This weapon regains all expended charges at dawn. At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.

Repulsion Gauntlets

5th Level Item: A pair of gloves or gauntlets (requires attunement)
These magical gauntlets have 4 charges. When the wearer hits a Large or smaller creature with an Unarmed Strike or with the gauntlets in some other way, it can expend 1 charge and force the target to make a Strength Saving Throw. On a failed Save, the creature is pushed 15ft away from the wielder and falls Prone. These gauntlets regain all of their expended charges at dawn.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.

Repulsion Shield

5th Level Item: A Shield (requires attunement)
This magic Shield has 4 charges. When the wielder is hit with a Melee Attack, it can spend a charge to force the Attacker to make a Strength Saving Throw. On a failed Save, the Attack is pushed 15ft away from the wielder and falls Prone. The shield regains all of its expended charges at dawn.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.

Ring of Spell Refueling

5th Level Item: A ring (requires attunement)
While wearing this magic ring, the wearer can use an Action to recover one of its expended Spell Slots of 3rd Level or lower.
Once used, the ring can't be used again until the next dawn.

Skyfall Harness

5th Level Item: a cloak, vest, harness, or similar object
This magic harness automatically sizes to fit the wearer and can be worn over clothing or Armor. It has wing-like fins between its limbs that slow falls and allow wearers to glide.
When the wearer falls and isn't Incapacitated, it subtracts up to 100ft from its fall when calculating falling Damage, and it can glide. When the wearer falls at least 10ft, it can use a Reaction to extend the wings to glide horizontally a number of feet equal to its Walking Speed.

Wall Shield

5th Level Item: a Shield (requires attunement)
This magical shield has 4 charges. As an Action, the wielder can expend 1 charge and slam the shield into the ground, causing it to be unusable as a Shield, to replicate the effects of the Wall of Stone Spell. However, it only conjures a number of panels equal to your Intelligence Modifier.
When cast in this way, the Spell does not require the wielder's Concentration. The wielder can end the spell early by using its Action to remove this Shield from the ground.

War Gauntlet

5th Level Item: An armored gauntlet and a Martial Weapon or Shield
You attach either a Martial Weapon lacking the Heavy or Two-Handed Property, or a Shield, to the gauntlet. The wearer has Proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active. The wielder can use the attached item without needing to use a hand.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.

11th Level Infusions

Armor of Magical Strength

11th Level Item: a suit of Srmor (requires attunement)
This magical Armor grants its wearer a +1 bonus to its AC, and its wearer can also use its Intelligence, in place of Strength, for Strength Checks and Saving Throws.
This Armor also has 4 charges. As a Reaction when the wearer would be knocked Prone or moved against its will, it can expend 1 charge to remain standing or not move. The Armor regains all of its expended charges at dawn.
At 17th Level, this Armor grants a +2 bonus to AC.

Boots of the Winding Path

11th Level Item: A pair of boots (requires attunement)
The wearer of these magical boots can use a Bonus Action to teleport up to 15ft to an unoccupied space to can see.

Chameleon Armor

11th Level Item: a suit of Armor (requires attunement)
This magical Armor grants its wearer a +1 bonus to its AC.
This Armor also has 4 charges. While wearing this Armor the wearer can use an Action to expend charges and cast one of the following Spells, targeting only itself: Invisibility (2 charges) or Greater Invisibility (4 charges). The Armor regains all of its expended charges at dawn.
At 17th Level, this Armor grants a +2 bonus to AC.

Collar of Taming

11th Level Item: a metal circlet or collar (requires attunement)
The magic of this collar can tame even the wildest animals. You, and only you, can control any Beast wearing this collar as if it were a trained mount. This collar does not work on Beasts with an Intelligence Score greater than yours.
At 17th Level, this magic collar allows you to control any Monstrosity with an Intelligence Score lower than yours in the same way.

Elemental Weapon

11th Level Item: A Melee Weapon (requires attunement)
You infuse this magic Weapon with elemental energy. This Weapon has a +1 bonus to Attack and Damage Rolls. Additionally, when you Infuse the item, choose a command word and one of the following Damage Types: Acid, Cold, Fire, Lightning, Pison, or Lightning. As a Bonus Action, the wielder can speak the weapon's command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On a hit, the Weapon deals an additional 1d6 Damage of the chosen Type.
At 17th Level, the bonus Damage increases to 2d6 and the bonus to Attack and Damage Rolls increases to a +2.

Greater Arcane Item

11th Level Item: a Tiny object or Set of Tools (requires attunement)
You imbue this object with a greater amount of arcane power. Each time you imbue this Infusion into an object, you choose a 2nd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn.

Helm of Awareness

11th Level Item: A helm, hat, or similar object (requires attunement)
The wearer of this helm adds your Initiative Modifier to its Initiative Rolls, and it cannot be Surprised.

Metamorphosis Armor

11th Level Item: a suit of Armor (requires attunement)
This magic suit of Armor has 4 charges. As an Action, the wearer can expend a charge to cast the Enlarge/Reduce Spell, targeting only itself, without expending a Spell Slot or requiring Concentration. Expending a charge to cast the Spell again ends the effect. This armor regains all expended charges at dawn.
At 17th Level, the wearer can expend up to two charges at one time to grow or reduce by two Size Categories.

Resistant Armor

11th Level Item: A suit of Armor (requires attunement)
This magical Armor grants its wearer a +1 bonus to its AC, and its wearer gains Resistance to one of the following Damage Types; Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder (your choice when you infuse the object).
At 17th Level, this Armor grants a +2 bonus to AC, and you can choose Psychic or Force Damage for the Resistance gained from wearing the Armor.

Ring of the Elements

11th Level Item: A ring (requires attunement)
Upon infusing this magic ring you select one of the following Damage Types: Acid, Cold, Fire, Lightning, Poison, or Thunder.
When the wearer casts a Spell of 3rd Level or lower that deals that chosen Damage Type, it can activate the ring to cause the Spell to deal the maximum result possible for the Damage to one target of the Spell.
Once the wearer uses this ring to maximize the Damage of a Spell it cannot be used again until the next dawn.
At 17th Level, it can be used on Spells of 5th Level or lower.

Vampiric Weapon

11th Level Item: A Melee Weapon (requires attunement)
When the wielder scores a Crit with this Weapon, the target takes an additional 2d6 Necrotic Damage, and the wielder gains Temporary Hit Points equal to the Necrotic Damage dealt. Constructs and Undead are Immune to this additional Damage.
At 17th Level, the extra Necrotic Damage becomes 4d6.

17th Level Infusions

Boots of Destruction

17th Level Item: a pair of boots (requires attunement)
These magic boots have 6 charges. While wearing these magic boots, the wearer can use an Action and spend 1 charge to stomp the ground and cast the Destructive Wave Spell without expending a Spell Slot. The boots regain all expended charges at dawn.

Helm of Mind Shielding

17th Level Item: A helm, hat, or a similar object (requires attunement)
The wearer of this magic helm gains Resistance to Psychic Damage and Immunity to the Charmed and Frightened Conditions and magic that allows another creature to read their thoughts or telepathically communicate with them.

Masterwork Arcane Item

17th Level Item: a Tiny object or Set of Tools (requires attunement)
You imbue this object with wondrous arcane power. Each time you imbue this Infusion into an object, you choose a 3rd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn.

Masterwork Homunculus

17th Level Item: Nothing
You have discovered the secrets to the creation of life. You learn the Clone Spell. It counts as an Artificer Spell for you, but it doesn't count against your total number of Spells Known. You can cast the Clone Spell without expending a Spell Slot as long as you have the Material Components available. Your clone only takes 12 days to reach maturity, but you can only have one.
If you replace this Infusion with another at any point before your clone reaches maturity, the Spell immediately fails.

Mystic Armament

17th Level Item: a Melee Weapon (requires attunement)
This magic Weapon has 6 charges. The wielder of this Weapon can use an Action and spend 1 charge to cast the Steel Wind Strike Spell without expending a Spell Slot. The Weapon regains all expended uses at dawn.

Mystic Shot

17th Level Item: a Ranged Weapon (requires attunement)
This magic Weapon has 6 charges. The wielder of this Weapon can use an Action and spend 1 charge to cast the Swift Quiver Spell without expending a Spell Slot. The Weapon regains all expended uses at dawn.

Artificer Specialization

Master Aeronaut

The most dangerous Specialization an artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials in their pursuit of mechanical flight, these pioneering minds will risk anything to complete the perfect flying machine. No setback or injury can dampen the spirits of a true Aeronaut.

Aeronaut Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Woodcarver's Tools
Aeronaut's Harness 1st You get the Skyfall Harness Infusion for free
Flying Machine 3rd You create a Flying Machine that gives you a Flying Speed
Airborne Assault 5th You deal more Damage with Attacks when you're in the air
Aerial Maneuvers 9th You can Dash as a Bonus Action and add your Intelligence Modifier to your Dexterity Checks and Saving Throws while you're in the air
Master Aeronaut 15th While you're in the air you're better against Dexterity Saving Throws to take half Damage


Specialist Spells

1st Level Master Aeronaut Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Fog Cloud, Zephyr Strike
5th Dust Devil, Warding Wind
9th Fly, Wind Wall
13th Death Ward, Summon Elemental (air)
17th Control Winds, Steel Wind Strike


Tools of the Trade

1st Level Master Aeronaut Feature
You gain Proficiency with Woodcarver's Tools.

Aeronaut's Harness

1st Level Master Aeronaut Feature
When you adopt this Specialization, you craft for yourself the signature safety harness of an Aeronaut. You learn the Skyfall Harness Infusion, it doesn't count against your total number of Infusions Known, and you can ignore its Level prerequisite.
However, until you reach 5th Level in this class, only you can don the Skyfall Harness you create with this Infusion. For all other creatures, this Infusion fails to function.

Flying Machine

3rd Level Master Aeronaut Feature
You have constructed the signature invention of an Aeronaut, the Flying Machine. Over the course of 1 hour, which can be performed during a Short or Long rest, you can use Woodcarver's Tools to craft a Flying Machine. Some Flying Machines include wings made of canvas, rotating blades, stained glass, or even elemental engines.
Your Flying Machine can only be used by you and can be attached to your Skyfall Harness. While you wear your Flying Machine, you can use it as an Artificer Spellcasting Focus without needing a free hand. You also gain a 20ft Flying Speed and can hover while wearing your Flying Machine.
As you gain Levels in this class, the Flying Speed granted by the Flying Machine increases: at 5th Level it increases to a 40ft Flying Speed, at 9th Level a 60ft Flying Speed, at 15th Level a 80ft Flying Speed, and at 20th Level a 100ft Flying Speed.
You can only maintain one Flying Machine, and creating a second one causes the magic of the previous one you have created to instantly dispel.

Airborne Assault

5th Level Master Aeronaut Feature
Your Flying Machine allows you to attack foes from unorthodox positions and catch enemies unaware. While you are at least 5ft above the ground, your Weapon Attacks and Spell Attacks deal an additional 1d8 Damage on a hit.
When you reach 15th Level in this class, this bonus Damage increases to 2d8.

Aerial Maneuvers

9th Level Master Aeronaut Feature
You have greatly improved the maneuverability of your Flying Machine. While you are at least 5ft above the ground, you gain the following benefits:

  • You can take the Dash Action as a Bonus Action.
  • You add your Intelligence Modifier to Dexterity Checks and Saving Throws you make.


Master Aeronaut

15th Level Master Aeronaut Feature
You have become a master Aeronaut. While you are at least 5ft above the ground, When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.


Master Alchemist

Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Alchemists are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can heal a wound in moments, to sticky goo that explodes when it comes in contact with flame. With the right reagents and a bit of luck, Alchemists use their wondrous Elixirs to give life to their allies and leech it away from their foes.

Alchemist Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Alchemist's Supplies
Homunculus 1st You get a Homunculus Servant
Alchemical Elixirs 3rd You get unique Elixir Infusions which creatures some potions, you also get some free Infusion choices but they must be used for Elixir Infusions
Potent Potions 5th You deal extra Acid, Fire, Necrotic and Poison Damage, and do extra healing
Restorative Reagents 9th When you heal a creature with an Elixir Infusion, that creature gets Temporary Hit Points
Master Alchemist 15th You get Resistance to Acid and Poison Damage, Immunity to the Poisoned Condition, and you can make Elixirs better


Specialist Spells

1st Level Master Alchemist Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Healing Word, Inflict Wounds
5th Acid Arrow, Flaming Sphere
9th Gaseous Form, Mass Healing Word
13th Blight, Death Ward
17th Cloud Kill, Reincarnate


Tools of the Trade

1st Level Master Alchemist Feature
You gain Proficiency with Alchemist's Supplies.

Homunculus

1st Level Master Alchemist Feature
Your alchemical experimentation has yielded for you a loyal Homunculus Servant. You determine its appearance, but its appearance has no effect on its abilities. It is friendly to you and your companions, and it obeys your commands to the best of its ability. It uses the Homunculus Servant stat block, which uses your Proficiency bonus (PB) in several places.
In combat, the Homunculus shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the Homunculus takes the Action that would best protect itself and you. If you die, the Homunculus turns to ash after a number of minutes equal to your Artificer Level.
If your Homunculus has died within the last hour, you can touch it with a Set of Alchemist's Supplies and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum. At the end of a Long Rest, you can make a new Homunculus Servant using your Alchemist's Supplies. If you already have a Homunculus from this feature, the first one turns to ash.



Alchemical Elixirs

3rd Level Master Alchemist Feature
As your knowledge of alchemy has grown, you have learned to create potent Elixirs that mimic certain Spell effects:

  • Elixir Infusions. Your total number of Infusions Known increases by one, but this extra Infusion must be from the list of Elixir Infusions detailed at the end of this Specialization.
Your total number of Infusions Known increases by one again 9th Level (2 extra) and at 15th Level (3 extra) in this class. Both of these additional Infusions must also be chosen from the list of Elixir Infusions detailed at the end of this Specialization.
  • Creating an Elixir. At the end of a Long Rest, you can use Alchemist's Supplies to create individual Tiny vials that contain a copy of each Elixir Infusion you Know, without expending a Spell Slot. Elixirs produce the effect of their Spell at its lowest Level and become unusable at the end of your next Long Rest.
As an Action, you can create another vial of an Elixir Infusion you Know by expending the Spell Slot listed in its description. An Elixir can be used as part of the same Action you create it.
  • Using an Elixir. As an Action, any creature can drink an Elixir Infusion, administer an Elixir Infusion to a creature within its Reach, or throw an Elixir at a point within 30ft of it. When thrown, an Elixir produces its Spell effect at the point of impact. If an Elixir Spell requires Concentration, the creature that drinks it must Concentrate on the effect. Your Elixir Spells use your Artificer Spell Save DC and Spellcasting Modifier.


Potent Potions

5th Level Master Alchemist Feature
Whenever one of your Elixirs or an Artificer Spell you cast deals Acid, Fire, Necrotic, or Poison Damage, or restores Hit Points to a creature, you can add your Intelligence Modifier to one of the Damage or healing rolls.

Restorative Reagents

9th Level Master Alchemist Feature
You include revitalizing additives in all the Elixirs you create. When a creature uses one of your Elixirs on itself or restores a creature's Hit Points with one, the target of the Elixir gains Temporary Hit Points equal to your Artificer Level.

Master Alchemist

15th Level Master Alchemist Feature
You have become a master among Alchemists. You gain Resistance to both Acid and Poison Damage, and you are Immune to the Poisoned Condition.
Additionally, you can create a copy of any Elixir Infusion you Know as a Bonus Action instead of as an Action.

Create Minor Elixir

3rd Level Master Alchemist Item: A vial
Each time you select this Infusion, choose two Elixir effects to Learn from the table. To produce an additional minor elixir, you must expend a Spell Slot of 1st Level or higher.

Armor of Faethon Caustic Brew Color Spray
Cure Wounds Disguise Self Fog Cloud
Grease Heroism Jump
Longstrider Sanctuary Sleep


Create Greater Elixir

5th Level Master Alchemist Item: A vial
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional greater elixir, you must expend a Spell Slot of 2nd Level or higher.

Barkskin Blindness/Deafness Darkvision
Dragon's Breath Enhance Ability Enlarge/Reduce
Flame Blade Invisibility Lesser Restoration
Levitate Mirror Image Spider Climb


Create Advanced Elixir

9th Level Master Alchemist Item: A vial
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 3rd Level or higher.

Animate Dead Barrow Haze Blink
Daylight Fireball Gaseous Form
Haste Healing Wave Meld Into Stone
Remove Curse Stinking Cloud Water Breathing


Create Expert Elixir

11th Level Master Alchemist Item: A vial
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 4th Level or higher.

Banishment Blight Confusion
Death Ward Freedom of Movement Giant Insect
Glistening Acid Slick Greater Invisibility Polymorph
Sickening Radiance Vitriolic Sphere Watery Sphere


Create Masterwork Elixir

17th Level Master Alchemist Item: A vial
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional masterwork elixir, you must expend a Spell Slot of 5th Level or higher.

Antilife Shell Cloudkill Dawn
Destructive Wave Dominate Person Globe of Invulnerability
Greater Restoration Heal Immolation
Maelstrom Sinking Maw True Seeing



Master Archivist

For centuries chroniclers have sought the best way to store vast amounts of information. While most were satisfied with scrolls, the Archivists looked for something greater. In their research, they learned to store libraries worth of information in objects, awakening the first Artificial Minds. Working with these wondrous Minds, Archivists wield the limitless power of these arcane intelligences to drive their research forward.

Archivist Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Calligrapher's Supplies and two Languages
Artificial Mind 1st You can awaken the mind of an object to use as an Artificer Spellcasting Focus and you can attune to in order to speak telepathically with creatures carrying an Infused item and gain two Skill Proficiencies
Information Overload 3rd You can deal Psychic Damage to enemies with your Artificial Mind
Acute Overload 5th When you deal Damage with Information Overload, you can spend a Spell Slot to deal more Damage
Improved Consciousness 9th You add your Intelligence Modifier to your Concentration Saving Throws while attuned to your Artificial Mind, and attuning to your Artificial Mind doesn't require an attunement slot
Master Archivist 15th You can teleport 60ft or to a creature with one of your Infused items


Specialist Spells

1st Level Master Archivist Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Comprehend Languages, Dissonant Whispers
5th Detect Thoughts, Mind Spike
9th Hypnotic Pattern, Tongues
13th Locate Creature, Phantasmal Killer
17th Modify Memory, Synaptic Static


Tools of the Trade

1st Level Master Archivist Feature
You gain Proficiency with Calligrapher's Supplies and you learn to speak, read, and write two Languages of your choice.

Artificial Mind

1st Level Master Archivist Feature
You learn to awaken mundane objects. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Calligrapher's Supplies to awaken an Artificial Mind in a Tiny object you touch. While the object is awakened, it counts as a magic item that requires attunement and can be used as an Artificer Spellcasting Focus. If you awaken a second Artificial Mind, any previous Artificial Minds are instantly dispelled.
While you are attuned to an Artificial Mind, you gain the following benefits:

  • You can communicate telepathically with any creature carrying one of the items you have Infused if it is within 1 mile of you. The creature can also respond telepathically.
  • You gain Proficiency in two Skills of your choice. These Skills might be associated with the item you awakened, for example if you awakened the skull of an animal, you might get Proficiency with Animal Handling and Survival.



Information Overload

3rd Level Master Archivist Feature
Your Artificial Mind can bombard other minds with psychic information. As an Action, you can force a creature you can see within 30ft of you to make an Intelligence Saving Throw. On a failed Save, the target takes 1d8 Psychic Damage and has Disadvantage on the next Attack it makes before the start of your next turn.
As you gain Levels in this class, the Psychic Damage dealt increases: at 5th Level you deal 2d8 Psychic Damage, at 11th Level you deal 3d8 Psychic Damage, and at 17th Level you deal 4d8 Psychic Damage.

Acute Overload

5th Level Master Archivist Feature
The power of your Artificial Mind has increased. Whenever you deal Damage with your Information Overload feature, you can expend a Spell Slot of 1st Level or higher to increase the Damage. The Damage is increased by 1d8, and an Additional 1d8 for each Level of the Spell Slot expended.
Additionally, whenever you deal Psychic Damage with a Spell cast with your Artificial Mind, you deal additional Psychic Damage equal to your Intelligence Modifier.

Improved Consciousness

9th Level Master Archivist Feature
When you are forced to make a Constitution Saving Throw to maintain Concentration on an affect while you are attuned to your Artificial Mind, you add your Intelligence Modifier to he Save. Additionally, your Artificial Mind does not count against the number of items you can be attuned to.

Master Archivist

15th Level Master Archivist Feature
You have become a master of Archivist artifice. As a Bonus Action, you can transform into pure information and teleport to an unoccupied space that you can see within 60ft of you, or an unoccupied space within 5ft of a creature or object bearing one of your Infusions.


Master Armorer

Of all the Specializations that an artificer can pursue, that of the Armorer is the most defensively-minded. With a focus on becoming a bastion of magics and metal, Armorers modify a set of armor to function as their second skin. They focus their signature magic through this armor to unleash potent attacks and generate formidable arcane defenses. An Armorer views their armor as an extension of their body, and as they refine their magical abilities, inventor and armor become one.

Armorer Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Smith's Tools and Heavy Armor
Arcane Gauntlet 1st You can create an Arcane Gauntlet that either is a Ranged Lightning Attack, or a Melee Thunder Attack that taunts
Arcane Armor 3rd You create a set of Arcane Armor that contains your Arcane Gauntlet
Arcane Model 3rd Your Arcane Armor has one of a few specializations
Extra Attack 5th You make an additional Attack every time you take the Attack Action
Magical Attacks 5th You can swap Attacks out for Cantrips
Modular Armor 9th You can Infuse your Arcane Armor several times
Perfected Armor 15th You get a big buff based on the choice you made with your Arcane Model feature


Specialist Spells

1st Level Master Armorer Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Shield, Thunderwave
5th Mirror Image, Shatter
9th Lightning Bolt, Thunder Step
13th Fire Shield, Storm Sphere
17th Destructive Wave, Wall of Force


Tools of the Trade

1st Level Master Armorer Feature
You gain Proficiency with Smith's Tools and Heavy Armor

Arcane Gauntlet

1st Level Master Armorer Feature
You can forge for yourself a wondrous Weapon of war known as an Arcane Gauntlet. At the end of a Long Rest, you can use Smith's Tools to create an Arcane Gauntlet, and choose for it to be a Lightning Cannon or a Thunder Gauntlet. The Arcane Gauntlet is a Simple Weapon. You can use your Intelligence Modifier, in place of your Strength or Dexterity, for its Attack and Damage Rolls. You can only ave one Arcane Gauntlet created at a time. Creating a second causes the first to immediately crumble to dust.

  • Lightning Cannon. This Arcane Gauntlet is a Ranged Weapon that has a Range of (90/300) and deals 2d6 Lightning Damage.
  • Thunder Gauntlet. Your Arcane Gauntlet is a Melee Weapon and deals 1d8 Thunder Damage. On a hit, the target has Disadvantage on Attack Rolls against creatures other than you until the start of your next turn.


Arcane Armor

3rd Level Master Armorer Feature
You expand the magic of your Arcane Gauntlet to encompass a full suit of Armor. At the end of a Long Rest, you can use your Smith's Tools to transform a set of Armor into Arcane Armor. This armor incorporates your Arcane Gauntlet, is only usable by you, and while wearing it you gain the following benefits:

  • If the Armor normally has a Strength requirement, your Arcane Armor lacks this requirement for you.
  • You can use your Arcane Armor as an Artificer Spellcasting Focus.
  • Your Arcane Armor attaches to you and can’t be removed against your will. It expands to cover your entire body, and functionally replaces any missing limbs or body parts.

You can don or doff your Arcane Armor as an Action, and can retract or deploy the helmet as a Bonus Action.

Armor Model

3rd Level Master Armorer Feature
When you use your Arcane Armor feature to create a suit of Arcane Armor, and at the end of a Long Rest if you have access to both the Arcane Armor and a Set of Smith's Tools, you can choose one of the following Armor Models to give to your Arcane Armor which grant you a benefit while you're wearing the Arcane Armor:

  • Assault Model. You can have two Arcane Gauntlets active at once. Additionally, your Lightning Cannon ignores 1/2 Cover, and your Thunder Gauntlet now has the Reach Property.
  • Guardian Model. As a Bonus Action, you can gain Temporary Hit Points equal to your Artificer Level. 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, regaining expended uses at the end of a Long Rest.
  • Infiltrator Model. Your Speed increases by 5ft. Additionally, you gain Advantage on Dexterity (Stealth) Checks. If the suit of Armor gives Disadvantage on Dexterity (Stealth) Checks, you ignore that.

You retain the benefit chosen by this feature until you select a different one.

Extra Attack

5th Level Master Armorer Feature
You can make an additional Attack whenever you take the Attack Action.

Magical Attacks

5th Level Master Armorer Feature
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.

Modular Armor

9th Level Master Armorer Feature
Your Arcane Armor now counts as multiple items for the purposes of your Infusions as follows:

  • Armor (The chest-plate)
  • Boots
  • Helmet
  • The Arcane Gauntlets

Each item can be Infused separately.
Additionally, you can learn 2 more Infusions, but these Infusions must be used to Infuse your Arcane Armor

Perfected Armor

15th Level Master Armorer Feature
You have learnt to perfect the process by which you create your Arcane Armor. You gain an additional benefit based on the Armor Model you chose as follows:

  • Assault Model. You gain a Flying Speed equal to your Walking Speed, additionally, your Lightning Cannon now deals 3d6 Lightning Damage and ignores both 1/2 and 3/4 Cover, and your Thunder Gauntlet now deals 2d10 Thunder Damage.
  • Guardian Model. When a Huge or smaller creature that you can see ends its turn within 30ft of you, you can use your Reaction to force it to make a Strength Saving Throw against your Spell Save DC. On a failed Save, you can push the creature up to 25ft to any horizontal direction of your choice. After this, you can make a single Melee Weapon Attack against the creature if it is within Range as part of this Reaction.
  • Infiltrator Model. Any creature you deal Damage to with your Arcane Gauntlet glimmers with magical light until the start of your next turn. The magical light sheds Dim Light out to a Range of 5ft, and the target has Disadvantage on Attacks against you as the light jolts if it Attacks you. In addition, the next Attack made against the target has Advantage and deals an additional 1d6 Lightning Damage.



Master 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.

Artillerist Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Woodcarver's Tools
Eldritch Cannon 1st You create a little Eldritch Cannon which you can use to make Attacks as a Bonus Action
Cannon Specializations 3rd You can choose one a few specializations to buff it when you make an Attack with it
Heightened Specializations 5th Your specialization chosen improves
Dual Firepower 9th You can create two Eldritch Cannons
Fortified Position 15th You can create three Eldritch Cannons and creatures of your choice have 1/2 Cover when near your Eldritch Cannon


Specialist Spells

1st Level Master Artillerist Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Shield, Thunderwave
5th Scorching Ray, Shatter
9th Fireball, Wind Wall
13th Ice Storm, Wall of Fire
17th Cone of Cold, Wall of Force


Tools of the Trade

1st Level Master Artillerist Feature
You gain Proficiency with Woodcarver's Tools.

Eldritch Cannon

1st Level Master Artillerist Feature
When you adopt this Specialization, you craft for yourself the signature offensive tool of the Artillerist, the Eldritch Cannon. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Woodcarver's Tools to craft an Eldritch Cannon. You determine the appearance of the Eldritch Cannon, which has no effect on the abilities. The Eldritch Cannon is a Small or Tiny object (your choice upon creation).
The Eldritch Cannon has an AC of 18 and a number of Hit Points equal to 5 x your Artificer Level. It is Immune to Poison and Psychic Damage. If it is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as a 10. If the Mending Spell is cast not it, it regains 2d6 Hit Points. It disappears if it is reduced to 0 Hit Points, you deconstruct it as an Action, or if you create another one with this feature. When the Eldritch Cannon disappears, it crumbles to dust.
You can use a Bonus Action while your Eldritch Cannon is within 60ft of you to make a Ranged Spell Attack which originates from your Eldritch Cannon. This Attack has a Range of 30ft and deals 1d8 Force Damage on a hit. When you use your Bonus Action to make this Attack, you can also move your Eldritch Cannon 30ft. It can climb during this movement.
When you reach certain Levels in this class, this Attack has a 30ft increased Range and does an additional 1d8 Damage: 5th Level (60ft and 2d8), 11th Level (90ft and 3d8), and 17th Level (120ft and 4d8).

Cannon Specialization

3rd Level Master Artillerist Feature
You learn to specialize your Eldritch Cannon, to improve it potency. At the end of a Long Rest, you can use your Woodcarver's Tools to augment your Eldritch Cannon, choosing one of the following specializations:

  • Flamethrower. When you use your Bonus Action to make an Attack with your Eldritch Cannon, it instead creates an Emanated Cone with a Range of half the normal Attack originating from the Eldritch Cannon. All creatures in this Cone make a Dexterity Saving Throw against your Spell Save DC. On a failed Save a creature takes Fire Damage equal to the Force Damage you would have dealt with the Spell Attack. On a successful Save a creature takes half as much Damage. The fire ignites any flammable objects in the Cone that aren't being worn or carried.
  • Force Ballista. When you use your Bonus Action to make an Attack with your Eldritch Cannon, the Range of the Attack is doubled, you deal an additional 1d8 Force Damage on a hit, you push the target 5ft away from the Cannon on a hit, and the Attack ignores 1/2 Cover.
  • Protector. When you use your Bonus Action to make an Attack with your Eldritch Cannon, the Cannon and another creature of your choice within 10ft of the Cannon gains Temporary Hit Points equal to 1d8 + your Intelligence Modifier.

This specialization lasts until you augment your Cannon with a different one.

Heightened Specializations

5th Level Master Artillerist Feature
When you cast an Artificer Spell, you can cast it from the space of an Eldritch Cannon within 30ft of you. When you do so, the next time you use your Bonus Action to make an Attack with that Eldritch Cannon, you gain one of the following benefits based on the specialization of the Cannon:

  • Flamethrower. Creatures and objects of your choice are unaffected by the Cone of fire, additionally, the Cone's Range is doubled.
  • Force Ballista. The Attack deals an additional 1d8 Force Damage, knocks the target Prone, and ignores 3/4 Cover.
  • Protector. Creatures that gain Temporary Hit Points gain an additional 1d8 Temporary Hit Points and can move 15ft without provoking Opportunity Attacks.


Dual Firepower

9th Level Master Artillerist Feature
You can have up to two Eldritch Cannons active at once. When you use a Bonus Action to make an Attack with one of your Eldritch Cannons, you can command the other Cannon as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Fortified Position

15th Level Master Artillerist Feature
You’re a master at forming well-defended emplacements using Eldritch Cannon. You and creatures of your choice have 1/2 Cover while within 10ft of your Eldritch Cannon.
Additionally, you can have up to three Eldritch Cannons active at once. When you use the Free Action to command a second Cannon granted by your Dual Firepower feature, you command your third Cannon as well.


Master Augmenter

Where most artificers develop objects of wondrous power, those known as Augmenters bring their great intellect to bear by modifying their own bodies. They replace and improve their own limbs with arcane enhancements, forever striving to create a more perfect self. Enhanced artificers are known for their impressive, and deadly, combat Enhancements.

Augmenter Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Smith's Tools and Heavy Armor
Blade Enhancement 1st You get a hidden Blade which you can retract, you can also use your Intelligence for its Attacks
Enhancements 3rd You can get one of a few prosthetics that can replace missing body parts or can be place over existing body parts, you can create more as you gain Levels in this class
Extra Attack 5th You make an additional Attack every time you take the Attack Action
Magical Attacks| 5th You can swap Attacks out for Cantrips
Improved Enhancements 9th You get an extra infusion which you must use on one of your Enhancements or your Hidden Blade, your Hidden Blade deals extra Damage too
Master Augmenter 15th You can majorly improve one of your Enhancements or your Blade, you can switch this choice


Specialist Spells

1st Level Master Augmenter Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Expeditious Retreat, Thunderous Smite
5th Alter Self, Spider Climb
9th Blinding Smite, Haste
13th Freedom of Movement, Greater Invisibility
17th Banishing Smite, Skill Empowerment


Tools of the Trade

1st Level Master Augmenter Feature
You gain Proficiency with Smith's Tools and Heavy Armor.

Blade Enhancement

1st Level Master Augmenter Feature
You modify one of your arms to bear a hidden blade. It is a Simple Melee Weapon with the finesse Property that deals 1d8 Slashing Damage, and has the following abilities:

  • It is completely concealed within your arm unless you use a Bonus Action to activate or retract your blade.
  • You can use your Intelligence Modifier, in place of your Strength or Dexterity, for the Attack and Damage Rolls of your blade.



Enhancements

3rd Level Master Augmenter Feature
You gain the ability to enhance your body. Choose one of the following Enhancements which can be attached in place of a missing body part or over an existing body part:

  • Mobility Enhancement. You modify one of your legs. You can take the Dash Action as a Bonus Action.
  • Nimble Enhancement. You modify one of your hands. You add your Intelligence Modifier to any Dexterity Checks you make that involve your modified hand.
  • Power Enhancement. You modify one of your arms. You add your Intelligence Modifier to any Strength Checks you make that involve your modified arm.
  • Visual Enhancement. You modify one of your eyes. You add your Intelligence Modifier to any Checks you make that rely on sight.

At the end of a Long Rest, you can change which Enhancement is selected. As you gain Levels in this class, your body can bear additional Enhancements at one time: at 5th Level (2), 9th Level (3), and at 15th Level (4).

Extra Attack

5th Level Master Augmenter Feature
You can make an additional Attack whenever you take the Attack Action.

Combat Enhancement

5th Level Master Augmenter Feature
You have improved your modifications to further augment your combat abilities. You gain the following benefits:

  • Each of your Enhancements can bear a single Infusion usually meant for the following objects: Mobility (boots), Nimble (gauntlets), Power (armor), Visual (helm, goggles).
  • Your Blade counts as magical for the sake of overcoming Resistance and Immunity to non-magical Damage.


Improved Enhancements

9th Level Master Augmenter Feature
Your number of Infusions Known increases by 1, but this additional Infusion must be applied to one of your Enhancements or your Blade.
Additionally, your Blade now deals 2d8 Slashing Damage.

Master Augmenter

15th Level Master Augmenter Feature
Choose one of your Enhancements or your Blade to become a Masterwork Enhancement, granting you the additional benefits below:

  • Blade Masterwork. Your Crit Range increase by 2 on Attacks made with your Blade.
  • Mobile Masterwork. You do not provoke Opportunity Attacks and you can move across vertical surfaces and liquids without falling during the move.
  • Nimble Masterwork. When you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail. Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.
  • Power Masterwork. When you make a Strength Check with a modified arm, you treat a roll of 14 or lower on the d20 as a 15.
  • Visual Masterwork. When you make an Ability Check that relies on sight, you treat a roll of 14 or lower on the d20 as a 15.

At the end of a Long Rest, you can replace your Masterwork Enhancement with another of your choice.


Master Battle Smith

A combination of protector and medic, Battle Smith artificers are experts at defending others and repairing both material and personnel. To aid in their work, Battle Smiths construct and modify their Steel Defender, a one-of-a-kind companion.

Battle Smith Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Smith's Tools and Heavy Armor
Steel Defender 1st You create a Steel Defender which you can command in combat, and is either a Medium Humanoid shape or a Large Beast shape
Battle Ready 3rd You can use your Intelligence for your Attacks with magic weapons or Infused items
Infusion Bearer 5th You can infuse your Steel Defender
Minor Upgrade 5th You upgrade your Steel Defender in one of a few ways
Greater Upgrade 9th You upgrade your Steel Defender in one of a few ways
Masterwork Upgrade 15th You upgrade your Steel Defender in one of a few ways


Specialist Spells

1st Level Master Battle Smith Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Sanctuary, Shield of Faith
5th Lesser Restoration, Warding Bond
9th Aura of Vitality, Counterspell
13th Aura of Purity, Death Ward
17th Circle of Power, Mass Cure Wounds


Tools of the Trade

1st Level Master Battle Smith Feature
You gain Proficiency with Smith's Tools and Heavy Armor.

Steel Defender

1st Level Master Battle Smith Feature
You have created for yourself a faithful construct, known as a Steel Defender. See its game statistics in the accompanying Steel Defender stat block, which uses your Proficiency Bonus (PB) in several places.
In combat, the Steel Defender shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the Steel Defender takes the Action that would best protect itself and you.
If your Steel Defender has died within the last hour, you can touch it with a Set of Smith's Tools and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum. At the end of a Long Rest, you can make a new Steel Defender using your Smith's Tools. If you already have a Steel Defender from this feature, the first one turns to ash.
Upon its creation, you choose the shape of your Steel Defender, which can affect its abilities in and out of combat:

  • Humanoid. Your Steel Defender is the Size and shape of a Medium Humanoid creature. It is Proficient with Shields, and it has Humanoid hands that it can use to perform basic tasks.
  • Quadruped. Your Steel Defender resembles a Large Beast of your choice. Its Speed increases by 10ft, and it can be ridden as a mount by you as if it was a trained mount.



Battle Ready

3rd Level Master Battle Smith Feature
You have trained to stand alongside your Steel Defender in battle. You can use your Intelligence, in place of Strength or Dexterity for Attack and Damage Rolls you make with magic Weapons, or any Weapon that has been Infused by you.

Infusion Bearer

5th Level Master Battle Smith Feature
You have designed your Steel Defender to bear your most potent Infusions. Your Steel Defender can bear any Infusion that is meant for boots, cloaks, gauntlets, helms, or suits of armor. Though, it can only bear one Infusion at a time.

Minor Upgrade

5th Level Master Battle Smith Feature
You have improved the offensive capabilities of your Steel Defender. At the end of a Long Rest, choose one of the Minor Upgrades below:

  • Minor Arcanum. You imbue your Steel Defender with a 1st Level Artificer Spell with a Casting Time of one Action. As a Bonus Action, you can order your Steel Defender to cast the imbued Spell at 1st Level, using your Spellcasting Modifier.
Your Steel Defender can cast this Spell a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
  • Martial Offense. Your Steel Defender's Rend Attack now deals 1d10, and when it takes the Rend Attack the first time on a turn, it can make a second one as a Free Action. When your Steel Defender would make a Rend Attack, you can have it instead attempt to Grapple or Shove a creature.

This Minor Upgrade remains until the end of your next Long Rest.

Greater Upgrade

9th Level Master Battle Smith Feature
You can imbue your Steel Defender with wondrous abilities and features. Choose one of the Greater Upgrades below:

  • Limited Sentience. You improve the cognitive abilities of your Steel Defender. Its Intelligence Score becomes a 10. It also gains Proficiency with a Set of Tools of your choice and it learns to speak, read, and write two Languages of your choice.
  • Modular Construction. Your Steel Defender can bear up to two Infusions, though the Infusions must be meant for different types of objects.
  • Reinforced Plating. You improve the structure of your Steel Defender. It gains Resistance to Bludgeoning, Piercing, and slashing damage from all non-magical attacks.


Masterwork Upgrade

15th Level Master Battle Smith Feature
You imbue your Steel Defender with wondrous abilities and powers. Choose one of the Masterwork Upgrades below:

  • Arcane Ward. Creatures of your choice within 15ft of your Steel Defender gain Resistance to Damage dealt by Spells and other magical effects.
  • Self-Destruct. You embed a powerful arcane explosive in your Steel Defender. As a Bonus Action, you can order your Steel Defender to self-destruct, destroying itself and forcing creatures within 20ft of the Steel Defender to make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creature takes Force Damage equal to the result of the Steel Defenders Hit Dice, or half as much Damage on a successful Save. Once you use this feature is used, your Steel Defender cannot be revived until the end of your next Long Rest.
  • Major Arcanum. You imbue your Steel Defender with a 3rd Level Artificer Spell with a Casting Time of one Action. As a Bonus Action, you can order your Steel Defender to cast the imbued Spell at 3rd Level, using your Spellcasting Modifier.
Your Steel Defender can cast this Spell a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.



Master Biomancer

While most artificers are content with mechanical invention, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.

Biomancer Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Leatherworker's Tools
Biomancer Golem 1st You get the Find Familiar Spell, and when you cast it, the familiar is a Monstrosity with extra health that can take Damage to heal allies
Modular Biology 3rd You can give yourself one of a few mutations
Augmented Flesh 5th You can merge with your Biomancer Golem to be a bunch of buffs
Arcane Evolution 9th Your faster, and you get more Modular Biology options
Mastered Evolution 9th You get more Modular Biology options
Master Biomancer 15th When you cast a Spell you can give the target some Temporary Hit Points and you gain Resistance to Bludgeoning, Piercing, and Slashing Damage while merged with your Biomancer Golem


Specialist Spells

1st Level Master Biomancer Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd False Life, Beast Bond
5th Alter Self, Spider Climb
9th Haste, Life Transference
13th Blight, Polymorph
17th Reincarnate, Skill Empowerment


Tools of the Trade

1st Level Master Biomancer Feature
You gain Proficiency with Leatherworker's Tools.

Biomancer Golem

1st Level Master Biomancer Feature
You can use the magic of your artifice to create a facsimile of life. You Learn the Find Familiar Spell, it counts as an Artificer Spell and you can cast it as a Ritual, and it doesn't count against your Spells Known. When you cast the Find Familiar Spell, you can cause your familiar to become a Biomancer Golem, augmenting the Spell in the following ways:

  • The Material Component for the Spell is 1 pound of organic matter.
  • The familiar is a Monstrosity.
  • It has additional Hit Points equal to your Artificer Level.

Your Biomancer Golem can heal others by grafting its flesh onto the creature's wounds. As an Action, it can reduce its current Hit Points by any amount and touch a willing creature. the target then regains Hit Points equal to the number of current Hit Points reduced.

Modular Biology

3rd Level Master Biomancer Feature
You can use your knowledge of arcane biology to enhance your physical form. At the end of a Long Rest, you can use your Leatherworker's Tools to modify your body in one of the following ways:

  • Amphibious Physiology. You develop gills and webbing between your digits. You can breathe both air and water, and you gain a Swimming Speed equal to your Walking Speed.
  • Bestial Senses. You enhance your sense of hearing and smell to rival wild beasts. You are gain Proficiency in Perception, and you add your Intelligence Modifier to Wisdom (Perception) Checks you make.
  • Resilient Hide. Your flesh has grown thicker and knotted. While you aren't wearing any Armor, you have an AC of 10 + your Constitution Modifier + your Intelligence Modifier.
  • Mutated Limb. You grow a horrid limb that resembles your other limbs. It functions in the same way as another limb of your choice.

This augmentation remains until the end of your next Long Rest.

Augmented Flesh

5th Level Master Biomancer Feature
Your own altered form can merge with that of your Biomancer Golem to enhance your abilities. As an Action, you can touch your Biomancer Golem, causing it to disappear as it merges with you, causing you to gain the following benefits:

  • You gain Temporary Hit Points equal to the Biomancer Golem's current Hit Points + your Intelligence Modifier.
  • Your Speed increases by 10ft.
  • You can use your Intelligence, in place of Strength, for Strength Attack Rolls, Damage Rolls, Ability Checks, and Saving Throws you make.
  • You can make an additional Attack whenever you take the Attack Action.
  • As a Bonus Action, you can expend a Spell Slot of 1st Level or higher to gain Temporary Hit Points equal to 5 x the Level of the Spell Slot expended.

You remain merged with your Golem until you lose the Temporary Hit Points granted by this feature, and which point the Golem is destroyed and you return to your normal form.

Arcane Evolution

9th Level Master Biomancer Feature
Your Speed increases by 10ft, and you gain two options with your Modular Biology feature instead of one.

Mastered Evolution

15th Level Master Biomancer Feature
You gain three options with your Modular Biology feature instead of two.

Master Biomancer

15th Level Master Biomancer Feature
You have become a master amongst Biomancers. Whenever you target a creature with one of your Spells gained from your Specialist Spells feature, you can grant one target of that Spell a number of Temporary Hit Points equal to your Artificer Level + your Intelligence Modifier.
Additionally, while you have the Temporary Hit Points granted by your Augmented Flesh feature, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.


Master Chronothief

For those that pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some artificers choose to experiment with Chronomancy, the magic of time. Known as Chronothieves, these bold artificers are marked by their signature Chronometers, a wondrous object that they use to steal moments and adjust the flow of time.

Aeronaut Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Jeweler's Tools and you always know the time of day
Chronometer 1st You get a Chronometer which you can use to increases or decrease a creatures Speed, and can use as an Artificer Spellcasting Focus
Improved Chronometer 3rd You can use your Chronometer to use your Artificer Level as your Initiative Roll, or to increases or decrease the Speed of a creature.
Stolen Moments 5th You get some way to regain charges for your Chronometer
Empowered Chronomancy 9th Some of the ways you can use your Chronometer improve
Master Chronothief 15th You can cast the Time Stop Spell by expending all of your Chronometer charges once per Long Rest


Specialist Spells

1st Level Master Chronothief Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Expeditious Retreat, Feather Fall
5th Hold Person, Misty step
9th Haste, Slow
13th Banishment, Dimension Door
17th Hold Monster, Modify Memory


Tools of the Trade

1st Level Master Chronothief Feature
You gain Proficiency with Jeweler's Tools.
Additionally, you are always aware of the exact time at any moment if you have spent at least a single day in the plane of existence you are currently in.

Chronometer

1st Level Master Chronothief Feature
You have learned to construct a wondrous device that marks you as a Chronothief. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use your Jeweler's Tools to construct a Chronometer, which appears as a Tiny object of your choice. Chronometers often resemble tiny hourglasses filled with sand, intricate contraptions, or pocket watches. You can use this Chronometer as an Artificer Spellcasting Focus.
You can only have one Chronometer at a time, and creating a second causes the magic of the first to instantly dispel.
Your Chronometer has a number of Charges equal to twice your Intelligence Modifier and regains all expended charges when you finish a Long Rest. While holding your Chronometer, you can expend 1 Charge to use one of the following abilities:

  • Accelerate. As a Bonus Action, you can increase the Speed of a creature that you can see within 60ft of you by a number of feet equal to 5 x your Intelligence Modifier until the beginning of your next turn.
  • Decelerate. As a Bonus Action, you can force a creature you can see within 60ft of you to make a Charisma Saving Throw against your Spell Save DC. On a failed Save, its Speed is reduced by a number of feet equal to 5 x your Intelligence Modifier until the beginning of your next turn.


Improved Chronometer

3rd Level Master Chronothief Feature
You have come to a deeper understanding of chronomancy magic, growing your Chronometer's power. You can expend 1 Charge of your Chronometer to use the following abilities:

  • Rush. When you roll Initiative at the start of combat and you aren't Surprised, you can replace the d20 result with your Artificer Level.
  • Slip. As a Reaction, after you or a creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can force the creature to reroll.
  • Warp. As a Bonus Action, you can switch places with a creature you can see within 60ft of you, each instantly teleporting to the other's space. Unwilling creatures make a Charisma Saving Throw against your Spell Save DC. On a failed Save a creature is teleported.


Stolen Moments

5th Level Master Chronothief Feature
Your Chronometer can capture time for later use. When you Daze, Paralyze, Slow, Stun, or reduce a creature's Speed to 0 with an Artificer Spell or with one of your Chronotheif features, your Chronometer regains 1d4 of its expended charges.
Also, you can use a Bonus Action to expend a Spell Slot of 1st Level or higher, causing your Chronometer to regain expended charges equal to the Level of the Spell Slot expended.

Empowered Chronomancy

9th Level Master Chronothief Feature
Your understanding and control over time magic has greatly increased. Some of your Chronometer options improve in the following ways:

  • Accelerate. Opportunity Attacks against the target creature have Disadvantage until the end of their next turn.
  • Decelerate. You can spend an additional Charge to double the Speed reduction. If this feature reduces a target's Speed to 0, the creature is Stunned until the beginning of its next turn.
  • Rush. You also gain a bonus to your Initiative Roll equal to your Intelligence Modifier.


Master Chronothief

15th Level Master Chronothief Feature
You have become a master Chronothief. While holding your Chronometer, you can use your Action to overload the device as long as it has at least 1 charge remaining, expending all of its remaining Charges, to cast the Time Stop Spell as an Artificer Spell without expended a Spell Slot.
When you use this Action you cannot use it again until the end of your next Long Rest.


Master Composer

Behind every great musician, every standing ovation, every sold-out concert, there is most often Composer who put quill to parchment and penned the notes. These great minds are unlike other bards and entertainers, Composers take a more cerebral approach to music. They are masters of patterns and repetition, and when they apply their analytical mind to a problem it is only a matter of time before they find a solution.

Composer Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Smith's Tools, you can also learn how to use Musical Instruments after practicing with them for 1 minute
Musical Apparatus 1st You can create a Musical Apparatus that is a Musical Instrument that you have Proficiency and Expertise in
Weaponized Apparatus 3rd You can use your Musical Apparatus to deal Damage
Thunderous Note 5th When you deal Thunder Damage, you deal more Thunder Damage
Resonant Frequency 9th You can set vibrations in a creature so the next time it's Attacked, the Attacker takes Damage
Master Composer 15th You get a variety of buffs for all of your features


Specialist Spells

1st Level Master Composer Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Charm Person, Thunderwave
5th Shatter, Silence
9th Beacon of Hope, Fear
13th Charm Monster, Dominate Beast
17th Destructive Wave, Dominate Person


Tools of the Trade

1st Level Master Composer Feature
You gain Proficiency with Smith's Tools.
In addition, if you spend at least 1 minute practicing with a Musical Instruments, you are considered Proficient with that Musical Instruments until the end of your next Long Rest.

Musical Apparatus

1st Level Master Composer Feature
You have designed a wondrous new Musical Instrument. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Smith's Tools to construct a Musical Apparatus of your own design. You have Proficiency and Expertise with your Apparatus as a Musical Instruments.
You can only have one Musical Apparatus active at once. If you create a second, he previous Apparatus becomes unusable.

Weaponized Apparatus

3rd Level Master Composer Feature
You can modify your Musical Apparatus to be used for both entertainment and combat. When you create an Apparatus, it gains one of the following features of your choice:

  • Raucous Blast. As an Action, you can use your Apparatus to make a Spell Attack against a creature within 60ft of you that can hear you. On hit, the creature takes 1d8 Thunder Damage and is Deafened until the start of your next turn.
This Thunder Damage increases by 1d8 at 5th Level (2d8), and again at 11th Level (3d8), and at 17th Level (4d8).
  • Ringing Strike. Your Apparatus is a Simple Melee Weapon with the Versatile Property, that deals 1d8 (1d10) Bludgeoning Damage on hit. You can use your Intelligence, instead of your Strength, for the Attack and Damage Rolls made with the Apparatus.

You also Learn the Booming Blade Cantrip. It counts as an Artificer Spell for you and doesn't count against your number of Cantrips Known.

Thunderous Note

5th Level Master Composer Feature
When you deal Thunder Damage with a Composer feature or with a Spell cast using your Musical Apparatus as the Spellcasting Focus, you add your Intelligence Modifier to the Damage dealt, and you can expend a Spell Slot of 1st Level or higher to knock back the target. If the target is a Large or smaller creature, it is pushed 10ft away from you for each Level of the Spell Slot expended.

Resonant Frequency

9th Level Master Composer Feature
As an Action, you can play a note on your Apparatus to cause a creature of your choice within 10ft of you to resonate with undetectable vibrations for 1 hour. The next time it is hit with a Melee Attack, the creature that made the Attack makes a Constitution Saving Throw against your Spell Save DC. On a failed Save, the Attacker takes 2d8 Thunder Damage and can't take Reactions until the start of its next turn. On a successful Save the Attacker takes half as much Damage.
You can use this Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.

Master Composer

15th Level Master Composer Feature
You have mastered the theory and applications of musical artifice, becoming a master. You gain the following benefits:

  • You gain Immunity to Thunder Damage and cannot be Deafened.
  • Your Musical Apparatus gains both effects from your Weaponized Apparatus feature.
  • Your Thunderous Note feature can affect Huge or smaller creatures. Large or smaller creatures that fail the Saving Throw fall Prone as well.
  • The damage of your Resonant Frequency feature increases to 4d8.



Master Dungeoneer

While most artificers focus on developing a single invention, Dungeoneers use their ingenuity to weaponize the mundane. They use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the hardiest of adventurers and monsters. Dungeoneers will set out for an adventure to analyze the traps that guard tombs and temples.

Dungeoneer Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Carpenter's Tools, Mason's Tools, and Improvised Weapons, you can also use your Intelligence for Improvised Weapons
Dungeoncraft 3rd You can create some of the items from the General Equipment at the end of a Long Rest, and can craft the same objects quicker and use your Spell Save DC
Extra Attack 5th You make an additional Attack every time you take the Attack Action
Magical Attacks 5th You can swap Attacks out for Cantrips
Arcane Improvisation 9th Your Improvised Weapon Attacks and Attacks made with Dungeoneer Objects become magical, and you can use some of your Spells without needing Material Components
Master Dungeoneer 15th A bunch of Saving Throws you impose on creatures have Disadvantage and you can cast the Passwall and Wall of Stone Spells as a Ritual over 1 hour, causing it to become permanent


Specialist Spells

1st Level Master Dungeoneer Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Alarm, Unseen Servant
5th Arcane Lock, Knock
9th Glyph of Warding, Tiny Hut
13th Guardian of Faith, Resilient Sphere
17th Passwall, Wall of Stone


Tools of the Trade

1st Level Master Dungeoneer Feature
You gain Proficiency with Carpenter's Tools and Mason's Tools.
Additionally, you gain Proficiency with Improvised Weapons and can use your Intelligence, in place of Strength or Dexterity, for all of your Attack and Damage Rolls with Improvised Weapons.

Dungeoncraft

3rd Level Master Dungeoneer Feature
At the end of a Long Rest, you craft a number of objects from the General Equipment list equal to your Intelligence Modifier. These objects appear as mundane versions of those objects but turn to ash at the end of your next Long Rest. They are referred to as Dungeoncraft Objects. You can also craft the normal versions of Dungeoncraft Objects in a quarter of the normal time.
If an object you craft with this feature forces a creature to make a Saving Throw, it uses your Spell Save DC.

Extra Attack

5th Level Master Dungeoneer Feature
You can make an additional Attack whenever you take the Attack Action.

Magical Attacks

5th Level Master Dungeoneer Feature
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.

Arcane Improvisation

9th Level Master Dungeoneer Feature
When you deal Damage with Improvised Weapons and Dungeoncraft Objects, that Damage is magical for the purpose of overcoming Resistance and Immunity to non-magical Damage.
Additionally, you can cast each of the Spells gained from your Specialist Spells feature without requiring Material Components. When you cast one of those Spells in this way, you cannot cast it in this way again until you finish a Long Rest.

Master Dungeoneer

15th Level Master Dungeoneer Feature
You have become a master of Dungeoneering artifice. When a creature makes a Saving Throw imposed by one of your Dungeoncraft Objects, or by a Spell you gained form your Specialist Spells feature, that creature has Disadvantage on the Saving Throw.
You can also cast the Passwall and Wall of Stone Spells, each as a Ritual. When you cast either Spell in this way, you add 1 hour to the Casting Time, rather than 10 minutes, and the structure created by the Spell is permanent.

Master Forgewright

While most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament.

Forgewright Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Martial Weapons and Smith's Tools
Arcane Armament 1st You can improve a Weapon, using your Intelligence, being able to throw it and have it return to you, and make it magical
Forge of War 3rd You increase your Crit Range by 1 while using your Arcane Armament, and you get an extra Infusion which you can only use to improve your Arcane Armament
Arcane Jolt 5th You can spend Spell Slots to deal extra Damage with your Arcane Armament
Extra Attack 5th You make an additional Attack every time you take the Attack Action
Magical Attacks 5th You can swap Attacks out for Cantrips
Improved Arcane Jolt 9th Your Arcane Armament deals extra Force Damage
Master Forgewright 15th You can have your nearby allies deal extra Force Damage with their Weapon Attacks


Specialist Spells

1st Level Master Forgewright Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Compelled Duel, Zephyr Strike
5th Cloud of Daggers, Misty Step
9th Blinding Smite, Conjure Barrage
13th Fire Shield, Staggering Smite
17th Conjure Volley, Steel Wind Strike


Tools of the Trade

1st Level Master Forgewright Feature
You gain Proficiency with Martial Weapons and Smith's Tools.

Arcane Armament

1st Level Master Forgewright Feature
Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Smith's Tools to transform a Melee Weapon you touch into your Arcane Armament. While you wield your Arcane Armament, you gain the following benefits:

  • You can use your Intelligence, in place of Strength or Dexterity, for Attack and Damage Rolls with your Arcane Armament.
  • The Weapon gains the Thrown (20/60) Property.
  • The Weapon gains the benefits of the Returning Weapon Infusion, but it does not count as being Infused.
  • The Weapon becomes magical if it was not already.

You can only have one Arcane Armament at a time, and enchanting a second causes the magic of the first to end.

Forge of War

3rd Level Master Forgewright Feature
Your signature artifice enhances the power of your weapon. Your Crit Range for Attacks made with your Arcane Armament increases by 1.
Additionally, your total number of Infusions Known increases by 1, but this Infusions can only be used to Infuse your Arcane Armament.

Arcane Jolt

5th Level Master Forgewright Feature
When you hit on an Attack with your Arcane Armament, you can expend a Spell Slot of 1st Level or higher to deal additional Force Damage to the target. The extra Damage dealt is 1d6 + 1d6 for each Level of the Spell Slot expended, to a maximum of 6d6.

Extra Attack

5th Level Master Forgewright Feature
You can make an additional Attack whenever you take the Attack Action.

Magical Attacks

5th Level Master Forgewright Feature
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.

Improved Arcane Jolt

9th Level Master Forgewright Feature
The magic of your Arcane Armament empowers its strikes. Your Arcane Armament does an extra 1d6 Force Damage on a hit.

Master Forgewright

15th Level Master Forgewright Feature
You have become a master among Forgewright artificers and can extend the power within your Arcane Armament to allies. As an Action, you can hold aloft your Arcane Armament and, choose a number of Weapons within 30ft of you equal to your Intelligence Modifier. For the next minute, these Weapons deal an additional 1d6 Force Damage on a hit.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.


Master Machinist

While some artificers spend their lives perfecting one solitary creation, Machinist artificer value quantity over quality. They are known for creating their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of strange and wondrous servants, Machinists are ready for any challenge.

Aeronaut Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Smith's Tools
Automatons 1st You can create an Automaton at the end of a Long Rest and by expending a Spell Slot, these Automatons last for an hour and can speak a few programmed phrases
Innovative Models 3rd When you make an Automaton, you can choose one of a few models that represents its purpose it was created for
Arcane Conduit 5th You can cast your Spells from an Automaton's space
Automated Army 5th You can create two Automatons, and you can create more as you gain Levels in this class
Efficient Artifice 9th When you expend a Spell Slot to create an Automaton, you create more
Master Machinist 15th When you are hit by an Attack or make a Saving Throw, you can sacrifice an Automaton instead


Specialist Spells

1st Level Master Machinist Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Color Spray, Unseen Servant
5th Cloud of Daggers, Cordon of Arrows
9th Spirit Guardians, Tiny Servant
13th Faithful Hound, Summon Construct
17th Animate Objects, Awaken


Tools of the Trade

1st Level Master Machinist Feature
You gain Proficiency with Smith's Tools.

Automatons

1st Level Master Machinist Feature
You learned to craft unique mechanical servants known as Automatons. At the end of each Long Rest, you can use your Smith's Tools to craft a Small Automaton in an unoccupied space within 5ft of you.
Automatons are magical constructs with an AC of 12 + your Intelligence Modifier, and a number of Hit Points equal to your Artificer Level + your Intelligence Modifier. When an Automaton would make a Saving Throw, it treats all of its Ability Scores as if they were 10. If the Mending Spell is cast on an Automaton, it regains 2d6 Hit Points. The Automaton disintegrates into dust after it is reduced to 0 Hit Points or after 1 hour.
Whenever you create an Automaton, you can program some phrases it can say. You can choose a number of phrases up to your Proficiency Bonus. Each of these phrases can have a number of words equal to your Artificer Level.
You can use an Action and expend a Spell Slot of 1st Level or higher to create another Automaton. You can only have one Automaton active at once, if you create a second one, then the previous one disintegrates to dust.
Your Automatons do nothing on their own. However, you can use a Bonus Action to Activate one of your Automatons that is within 60ft of you, as well as move it up to 25ft. Whenever you Activate a Automaton, you can have it speak one of its programmed phrases.

Innovative Models

3rd Level Master Machinist Feature
You have improved your craft. Whenever you create an Automaton, choose one of the Automaton models below that gives a bonus when you Activate the Automaton with your Automatons feature:

  • Agent Automaton. When Activated, you can see and hear through the Automaton, so long as you are within 100ft of it. You are Deafened and Blinded to your own senses until you end this link as a Free Action.
  • Anchor Automaton. When Activated, the Automaton latches onto a target within 5ft of it, reducing the target's Speed by a number of feet equal to 5 x your Intelligence Modifier.
  • Armor Automaton. When Activated, the Automaton attaches itself to a willing creature within 5ft of it. While attached, that creature's AC cannot be less than 13 + your Intelligence Modifier.
  • Artisan Automaton. This Automaton is Proficient with one Set of Tools of your choice, and when Activated, it makes an Ability Check with its Tool Set, and adds your Intelligence Modifier to the Check.
  • Assault. When Activated, the Automaton makes a Melee Spell Attack against a creature within 5ft of it. On hit, it deals Bludgeoning Damage equal to 1d6 + your Intelligence Modifier


Arcane Conduit

5th Level Master Machinist Feature
You can channel your signature artificer magic through your Automatons. When you cast an Artificer Spell, you can cause the Spell to be cast from the space of an Automaton of your choice that it is within 60ft of you.

Automated Army

5th Level Master Machinist Feature
You now create two Automatons of your choice at the end of a Long Rest without expending a Spell Slot, you can have two Automatons active at once, and you can activate up to two Automatons with the same Bonus Action.
When you reach 9th Level in this class, you can create, control, and have up to three Automatons active at once. When you reach 15th Level in this class, you can create, control, and have up to four Automatons active at once.

Efficient Artifice

9th Level Master Machinist Feature
Whenever you expend a Spell Slot to create an Automaton, you create a number of Automatons equal to the Level of the Spell Slot expended. You cannot use this feature to exceed the maximum number of Automatons you can control.

Master Machinist

15th Level Master Alchemist Feature
You have become a master of Machinist artifice. When you are forced to make a Saving Throw or are hit by an Attack, you can use your Reaction to switch places with one of your Automatons that is within 60ft of you. The Automaton then becomes the target of the Attack or Saving Throw.


Master Puppeteer

Though all artificers have their quirks, Puppeteers tend to be the strangest subset of arcane inventors. They dedicate their research and intellect towards mastery of manipulation and control of other creatures through the use of their Marionette Strings. Often found literally pulling the strings from behind the scenes, these strange artificers prefer to empower their allies rather than risk their own lives on the front lines.

Puppeteer Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Weaver's Tools
Arcane Threads 1st You learn the Thorn Whip Cantrip, can cause it to deal no Damage, cause it to target objects, either pulling yourself to the object or vise versa
Marionette Strings 3rd You can attach an ally to some Marionette Strings, giving it a bunch of buffs
Strange Strikes 5th You can cause the creature attached to your Marionette Strings to make additional Attacks
Nimble Fingers 9th You can attach two creatures to your Marionette Strings
Master Puppeteer 15th You can cast the Irresistible Dance Spell without Concentration if you have a free hand


Specialist Spells

1st Level Master Puppeteer Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Ensnaring Strike, Entangle
5th Crown of Madness, Hold Person
9th Hypnotic Pattern, Slow
13th Dominate Beast, Grasping Vine
17th Dominate Person, Hold Monster


Tools of the Trade

1st Level Master Puppeteer Feature
You gain Proficiency with Weaver's Tools.

Arcane Threads

1st Level Master Puppeteer Feature
You have constructed for yourself arcane threads that you can manipulate with magic. You learn the Thorn Whip Cantrip, which counts as an Artificer Spell for you and doesn't count against your Cantrips Known. If you cast the Thorn Whip Cantrip using Weaver's Tools as your Spellcasting Focus, it changes in the following ways:

  • You can cause the Spell to deal no Damage.
  • You can target an object instead of a creature with the Spell. If the object is smaller than you and is not being worn or carried, it is pushed 30ft towards you. If the object is larger than you, you are pushed 30ft towards the object.


Marionette Strings

3rd Level Master Puppeteer Feature
You can use your strange artifice to help and control. While holding Weaver's Tools, you can use an Action to cause your Marionette Strings to fly and attach to a willing creature within 30ft of you.
Your Marionette Strings detach after 1 minute, if you use a Free Action to detach them, or if you and the attached creature are ever more than 30ft apart. You must have a free hand or be holding a set of Weaver's Tools to keep the creature attached to the Marionette Strings. While a creature is attached to your Marionette Strings, you gain the following features:

  • Corrected Strike. When the attached creature makes a Melee Attack, you can use your Reaction to have it reroll the Attack.
  • Channel Spell. When you cast an Artificer Spell, you can cast it from the attached creatures space.
  • Strands of Guidance. When the attached creature makes an Ability Check using a Skill that you are Proficient in, it adds your Intelligence Modifier to the Check.
  • Strange Movement. As a Bonus Action, you can move the attached creature a number of feet equal to 5 x your Intelligence Modifier. This movement does not provoke Opportunity Attacks.


Strange Strikes

5th Level Master Puppeteer Feature
The control you can exert through your Marionette Strings grows. When the creature attached to your Marionette Strings makes an Attack, you can use your Reaction to cause them to make an additional Attack

Nimble Fingers

9th Level Master Puppeteer Feature
You can have up to two creatures attached to your Marionette Strings at one time. Both creatures follow the same rules listed in your Marionette Strings feature, but each one requires a free hand or a hand that is holding a set of Weaver's Tools.
In addition, the length of your Marionette Strings, and the Range of all of your Puppeteer features increases to 60ft.

Master Puppeteer

15th Level Master Puppeteer Feature
You have become a master Puppeteer. As an Action, while holding your Weaver's Tools, you can cast the Irresistible Dance Spell without expending a Spell Slot or requiring Concentration. You cannot use this Action if the Irresistible Dance Spell, cast with this feature, is currently active. You must have a free hand or a hand holding a set of Weaver's Tools that is not currently controlling the Marionette Strings a creature is attached to in order to maintain the Spell.
You can cast the Irresistible Dance Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


Master Wandslinger

Wandslingers use their ingenuity and artistic minds to craft wondrous arcane weapons. What they lack in flexibility and subtlety, they make up for in overwhelming arcane firepower. Wandslingers are marked by their signature Arcane Sidearm. For some, these are intricately carved wands or staffs, and for others, they are expertly crafted runic iron cannons.

Wandslinger Features
Feature Level Quick Explanation
Specialist Spells 1st You gain free bonus Spells
Tools of the Trade 1st You get a Proficiency in Woodcarver's Tools
Arcane Sidearm 1st You get an Arcane Sidearm which you can use to make Attacks that deal Force Damage
Quickdraw 1st When you roll Initiative you can make a single Attack with your Arcane Sidearm
Arcane Duelist 3rd You can use a Bonus Action to do do one of a few either offensive or defensive Actions with your Arcane Sidearm
Spell Slinger 5th When you take the Attack Action and only use your Arcane Sidearm, you can make more Attacks
Expert Duelist 9th Your Bonus Action used for your Arcane Duelist feature improves
Master Wandslinger 15th You gain a variety of buffs


Specialist Spells

1st Level Master Wandslinger Feature
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.

Specialist Spells
Artificer Level Spell
2nd Shield, Thunderwave
5th Blur, Shatter
9th Counterspell, Lightning Bolt
13th Vitriolic Sphere, Wall of Fire
17th Cone of Cold, Wall of Force


Tools of the Trade

1st Level Master Wandslinger Feature
You gain Proficiency with Woodcarver's Tools.

Arcane Sidearm

1st Level Master Wandslinger Feature
You have constructed for yourself a Wandslinger's signature weapon. At the end of a Long Rest, you can use Woodcarver's Tools to craft an Arcane Sidearm. It resembles a Tiny object of your choosing, though its appearance has no effect on its abilities. Many Wandslingers craft Sidearms that resemble delicate wands, ornate rods, or even eldritch cannons.
Your Arcane Sidearm is a Simple Weapon with the Ranged (120/300) Property, and you use your Intelligence, instead of your Dexterity, for its Attack and Damage Rolls. On hit, it deals Force Damage equal to 1d10 + your Intelligence Modifier. You can also use your Arcane Sidearm as an Artificer Spellcasting Focus.
You can only have one Arcane Sidearm at a time. Creating another Arcane Sidearm renders that magic of the first inert.

Quickdraw

1st Level Master Wandslinger Feature
You have honed your reflexes so that you can nearly always strike first. When you roll Initiative at the start of combat and are not Surprised or Incapacitated, you can use your Reaction to make a single Attack with your Arcane Sidearm, or another magic wand, rod, or staff that you are holding before any other creatures act.

Arcane Duelist

3rd Level Master Wandslinger Feature
You have begun to master the signature abilities of an arcane duelist. As a Bonus Action, you can use your Arcane Sidearm to use one of the following abilities:

  • Shocking Burst. Your Arcane Sidearm conjures a burst of lightning at a point you can see within 60ft of you, forcing creatures within 5ft of that point to make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creatures takes 2d6 Lightning Damage, and half as much Damage on a successful Save.
  • Thunderous Blast. Your Arcane Sidearm emits a blast of magic in a 15ft Emanated Cone. Any creatures in the area make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creature takes 2d6 Thunder Damage, and if the creature is Large or smaller, it is pushed 10ft away from you.
  • Wandslinger's Ward. Your Arcane Sidearm produces a field that grants you, or a creature of your choice within 10ft of you, Temporary Hit Points equal to your Intelligence Modifier.


Spell Slinger

5th Level Master Wandslinger Feature
You wield your Arcane Sidearm with deadly skill. When you take the Attack Action, and all of the Attacks you make are made with your Arcane Sidearm, you can make an additional Attack as part of that Action.
As you gain Levels in this class, the number of additional Attacks you make with this feature increases: at 11th Level you make two additional Attacks, and at 17th Level you make three additional Attacks.

Expert Duelist

9th Level Master Wandslinger Feature
The amount of Damage dealt, or Temporary Hit Points granted by your Bonus Action options from your Arcane Duelist feature increased by 1d6 + your Intelligence Modifier.

Master Wandslinger

15th Level Master Wandslinger Feature
You have become a master of Wandslinger artifice. You gain the following benefits:

  • When you use take the Attack Action and make all Attacks with your Arcane Sidearm, you can cast a Spell with a Casting Time of 1 Action as a Bonus Action on that turn.
  • When you cast an Artificer Spell using your Arcane Sidearm as the Spellcasting Focus, you can cause any Damage dealt by the Spell to deal Force Damage instead.
  • As a Reaction when a creature within 10ft of you is targeted by a Spell, you can grant all creatures of your choice within 10ft of you 3/4 Cover against that Spell.
  • You can cause the Bonus Action options from your Arcane Duelist feature to deal Force Damage instead of their normal Damage Type.