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 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 Sets of 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 Artisan's 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.

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.

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. An Set of Tools or an Infused object
Spell Learning Method. You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.

Level and Spells Slots per Level
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
Painter's Supplies Prestidigitation
Poisoner's Kit Poison Spray
Potter's Tools Mold Earth
Smith's Tools Produce Flame
Thieve's Tools Minor Illusion
Tinker's Tools Shocking Grasp
Weaver's Tools Mage Hand
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

Prerequisite: 11th-level artificer 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 themselves, without expending a spell slot or requiring concentration. Expending a charge to cast the spell again ends the effect. This armor regains all charges at dawn.

At 17th level, the wearer can expend up to two charges at one time to reduce or grow their size by two size categories.

Resistant Armor Prerequisite: 11th-level artificer Item: A suit of armor (requires attunement) This magical armor grants its wearer a +1 bonus to its Armor Class, and its wearer has resistance to one of the following damage types; acid, cold, fire, lightning, necrotic, poison, radiant, or thunder (your choice upon Infusion).

At 17th level, this armor grants a +2 bonus to Armor Class, and you can choose for this magical armor to grant its wearer resistance to psychic or force damage.

Ring of the Elements Prerequisite: 11th-level artificer Item: A ring (requires attunement) Upon infusing this magic ring you select one of the following damage types: acid, cold, fire, poison, lightning, or thunder.

When the wearer casts a spell of 3rd-level or lower that deals that damage type, it can activate the ring to cause its spell to deal maximum damage to one target of that 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 Prerequisite: 11th-level artificer Item: A melee weapon (requires attunement) When the wielder scores a critical hit with this weapon, the target takes an extra 2d6 necrotic damage, and the wielder gains temporary hit points equal to the necrotic damage dealt. Undead are immune to the effects of this Infusion.

At 17th level, the extra necrotic damage becomes 4d6.

Artificer Specialization

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.

Specialist Spells

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

Arcane Gauntlet

1st Level 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 casques 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 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 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 Armorer Feature
You can make an additional Attack whenever you take the Attack Action.

Magical Attacks

5th Level 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 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 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.