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Artificer (Revised 1.6.

1)

A
gnome sits hunched over a workbench in room
cluttered with every sort of tool, carefully
drawing the final lines to an intricate rune. With
a crackling hum of arcane energy, the completed
rune flares with power, and she watches with a
smile of pride as the golem comes to life and
stands.
A troll growls in hunger as it looms over a dwarf, who slides
a long, metal tube from a holster at his belt. With a thundering
boom, a gout of energy erupts from the tube, and the troll's
growls turn into shrieks of panic as it turns to flee.
With a thunderous crash of energy a figure lands in the
middle of the battlefield. As the smoke clears, a towering
presence stands amidst the war-torn battlefield clad in
glowing mechanical platemail. The glowing visor swivels to
inspect the wreckage. It raises a gauntlet, and lightning
crackles forth.
Makers of magic-infused objects, artificers are defined by
their inventive nature. Like wizards, they see magic as a
complex system waiting to be decoded and controlled through
a combination of thorough study and investigation.
Artificers, though, focus on creating marvellous new
magical objects. Spells are often too ephemeral and
temporary for their tastes. Instead, they seek to craft durable,
useful items.
Cunning Inventors
Every artificer is defined by a specific craft. Artificers see
mastering the basic methods of a craft as the first step to true
progress, the invention of new methods and approaches.
Artificers are arcane engineers, students of invention and
warfare who craft deadly firearms, Mechplate, and
mechanical beings that they can augment with magic.
All artificers are united by their curiosity and inventive
nature. To an artificer, magic is an evolving art with a leading
edge of discovery and mastery that pushes further ahead with
each passing year. Artificers value novelty and discovery. This
penchant pushes them to seek a life of adventure.
A hidden ruin might hold a forgotten magic item or a
beautifully crafted mirror perfect for magical enhancement.
Artificers win respect and renown among their kind by
uncovering new lore or inventing new methods of creation.
Intense Rivalries
The artificers’ drive to invent and expand their knowledge
creates an intense drive to uncover new magic discoveries. An
artificer who hears news of a newly discovered magic item
must act fast to get it before any rivals do. Good-aligned
artificers recover items on adventures or offer gold or
wondrous items to those who possess items they are keen to
own. Evil ones have no problem committing crimes to claim
what they want.
Almost every artificer has at least one rival, someone whom
they seek to outdo at every turn. By the same token, artificers
with similar philosophies and theories band together into
loose guilds. They share their discoveries and work together
to verify their theories and keep ahead of their rivals.

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The Artificer
Proficiency Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th Upgrades
1st +2 Artificer Specialization, Magic Item Analysis — — — — — — —
2nd +2 Spellcasting, Tool Expertise 3 2 — — — — —
3rd +2 Artificer Specialist Feature, Specialization Upgrade 4 3 — — — — 1
4th +2 Ability Score Improvement 4 3 — — — — 1
5th +3 Artificer Specialist Feature 5 4 2 — — — 2
6th +3 Arcane Reconstruction, Superior Attunement 5 4 2 — — — 2
7th +3 Wondrous Item Proficiency 6 4 3 — — — 3
8th +3 Ability Score Improvement 6 4 3 — — — 3
9th +4 ─ 7 4 3 2 — — 4
10th +4 Improved Magical Crafting, Wondrous Item Recharge 7 4 3 2 — — 4
11th +4 Study of Magic 8 4 3 3 — — 5
12th +4 Ability Score Improvement 8 4 3 3 — — 5
13th +5 ─ 9 4 3 3 1 — 6
14th +5 Artificer Specialist Feature 9 4 3 3 1 — 6
15th +5 ─ 10 4 3 3 2 — 7
16th +5 Ability Score Improvement 10 4 3 3 2 — 7
17th +6 ─ 11 4 3 3 3 1 8
18th +6 Wondrous Items Mastery 11 4 3 3 3 1 8
19th +6 Ability Score Improvement 12 4 3 3 3 2 9
20th +6 Soul of Artifice 12 4 3 3 3 2 9

Creating an Artificer
When creating an artificer character, think about your
Class Features
character's background and drive for adventure. Does the Hit Dice: 1d8 per artificer level
character have a rival? What drove your character down the Hit Points at 1st: Level: 8 + your Constitution modifier
path of being an artificer? Is it about curiosity and invention, Hit Points at Higher Levels: 1d8 (or 5) + your
or about the power the item brings? Did you character learn Constitution modifier per artificer level after 1st
from another artificer, or receive a vision or flash of
inspiration to learn their craft? Proficiencies
Consider how your character interacts with the a world, and Armor: Light armor, medium armor
what they represent. Consult with your DM regarding guilds Weapons: Simple weapons, hand crossbows, heavy
or societies your character might belong to. crossbows.
Tools: Thieves’ tools, one other tool of your choice
Quick Build Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History,
You can make an artificer quickly by following these Investigation, Medicine, Nature, Religion, Sleight of Hand
suggestions. For the Cannonsmith or Gadgetsmith paths,
make your highest attribute Dexterity, followed by Equipment
Intelligence. For Golemsmith, Infusionsmith, Potionsmith or You start with the following equipment, in addition to the
Wandsmith, Intelligence followed by Constitution or Dexterity, equipment granted by your background:
and for Warsmith, choose either Strength or Intelligence, with
Constitution as your second highest attribute. Second, choose (a) a light crossbow and quiver of 20 bolts or (b) any two
the Guild Artisan background. simple weapons.
(a) scale mail, (b) leather armor, or (c) chain mail.
thieves’ tools and a dungeoneer’s pack

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Artificer Specialization Each of these spells must be of a level for which you have spell
slots on the Artificer table. Additionally, when you gain a level
At 1st level, you focus your craft on a particular specialization: in this class, you can choose one of the artificer spells you
Cannonsmith, Gadgetsmith, Golemsmith, Infusionsmith, know from this feature and replace it with another spell from
Potionsmith, Warsmith or Wandsmith, each of which are the artificer spell list. The new spell must also be of a level for
detailed at the end of the class description. Your choice grants which you have spell slots on the Artificer table.
you features at 1st level and again at 3rd, 5th, and 14th level.
Spellcasting Ability
Magic Item Analysis Intelligence is your spellcasting ability for your artificer spells;
Starting at 1st level, your understanding of magic items allows your understanding of the theory behind magic allows you to
you to analyze and understand their secrets. You know the wield these spells with superior skill. You use your Intelligence
artificer spells detect magic and identify, and you can cast whenever an artificer spell refers to your spellcasting ability.
them as rituals. In addition, you use your Intelligence modifier when setting
the saving throw DC for an artificer spell you cast and when
making an attack roll with one.
Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any Spell save DC = 8 + your proficiency bonus + your
ability check you make that uses any of the tool proficiencies Intelligence modifier.
you gain from this class. Spell attack modifier = your proficiency bonus + your
Intelligence modifier.
Spellcasting Spellcasting Focus
As part of your study of magic, you gain the ability to cast You can use an arcane focus as a spellcasting focus for your
spells at 2nd level. The spells you learn are limited in scope, artificer spells. See chapter 5, "Equipment" in the Player’s
primarily concerned with modifying creatures and objects or Handbook for various arcane focus options.
creating items.
Specialization Upgrade
Spell Slots
The Artificer table shows how many spell slots you have to Your expert craftsmanship allows you to improve your
cast your spells of 1st level and higher. To cast one of these Specialization's Wondrous Item with new attributes.
spells, you must expend a slot of the spell’s level or higher. You Starting at 3rd level, choose an upgrade from the list at the
regain all expended spell slots when you finish a long rest. end of your specialization. The features and properties of your
Specialization's Wondrous Item permanently improves in that
Spells Known of 1st Level and Higher way.
You know three 1st-level spells of your choice from the You apply an additional upgrade to your Specialization's
artificer spell list (which appears at the end of this document). Wondrous Item at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and
The Spells Known column of the Artificer table shows 19th level. You cannot apply an upgrade more than once,
when you learn more artificer spells of your choice from this unless the upgrade's description says otherwise. Upgrades
feature. cannot be replaced or changed, besides as described in the
specialization. Only the Artificer selecting the upgrade use the
upgrade unless otherwise specified.

REVISED ARTIFICER v1.3


3
In any case that Specialization allows the upgrade to be The number of charges restored to the item is equal to the
swapped out, Upgrades must always be selected as if the number of charges required to cast that spell using the item
Artificer is the level they were when they got that Upgrade once.
slot. For example, if you replace your Thundercannon and
reselect all your upgrades at as a 5th level Artificer, you could Study of Magic
select one 3rd level upgrade and one 5th level upgrade, you At 11th level, your proficiency in the workings of magic has
would not be able to select two upgrades that both had a become so great you can cast detect magic and identify at will
prerequisite of 5th level artificer. without expending a spell slot. Additionally, you have
advantage on all Intelligence (Arcana) checks to understand
Customizing Artificer Upgrades the workings of magical traps, effects, or runes.
The upgrades for each Artificer Specialization is
presented in a list at the end of the Specialization, Artificers and Level of Magic
but invariably there will always be ideas for
upgrades not included in that list. At the heart of an It is important to keep in mind that the balance of
Artificer beats an unrelenting drive for creativity, an Artificer is keenly tied to the availability of magic
after all! Feel free to consult your DM for potential items in the world, either that can be forged by
custom upgrades, using the non-level restricted Artificer or found in the world.
upgrades as a template for balance. Features like Superior Attunement and Wondrous
Item Mastery represent a significant elements of
the Artificers class design. While the Artificer can
be an accomplished adventurer with no additional
Ability Score Improvement magic items, when setting out in a low magic
setting with an Artificer, consult with your DM if
When you reach 4th, 8th, 12th, 16th, and 19th level, you can some adjustments may be needed to the features!
increase one ability score of your choice by 2, or you can In a lower magic setting, consider allowing the
increase two ability scores of your choice by 1. As normal, you Artificer to create some items that they will be able
can’t increase an ability score above 20 using this feature. to apply their class features to, and that might still
be thematic to their character concept and the
Arcane Reconstruction world setting in general.
At 6th level, you have mastered the knowledge of using magic
to repair things. You learn the mending cantrip, and can cast it
at will. Additionally, you learn the cure wounds spell. If you Wondrous Items Mastery
already know cure wounds you can select another spell from Starting at 18th level, you can activate a magic item that
the Artificer list. When you cast cure wounds, it can heal would normally take an action as a bonus action instead.
constructs in addition to normally valid targets.
Superior Attunement Soul of Artifice
At 6th level, your superior understanding of magic items At 20th level, your understanding of magic items is
allows you to master their use. You can now attune to up to unmatched, allowing you to mingle your soul with items linked
four, rather than three, magic items at a time. to you. You can now attune to five, rather than four, magic
items at a time. In addition, you gain a +1 bonus to all saving
Wondrous Items Proficiency throws per magic item you are currently attuned to.
At 7th level, your familiarity with the workings of magical
items means that you can ignore class based restrictions on
attuning to magical items.
Improved Magical Crafting
At 10th level, your experience in creating your own wondrous
invention makes you more adept at crafting a magic item than
a normal spellcaster. Creating a magic item takes you half the
time it would normally take.
Additionally, you can make 1 hour of progress toward
crafting a magic item, scroll, or potion during a long rest.
Wondrous Item Recharge
Starting at 10th level, you can recharge a magic item that has
charges, as long as those charges can only be used to cast
spells. To restore charges, you perform a ritual that takes one
minute and expends a spell slot of equal or higher level then a
spell slot level of a spell cast by the item.

4
Some Artificers may create variant weapons beyond the
Artificer Specializations traditional Thunder Cannon, in which case the stats of that
weapon are used.
Cannonsmith
A Cannonsmith is an Artificer who has crafted a spectacular Variant Weapon Types
and terrible device: a Thunder Cannon.
A weapon of unmatched destruction, an Artificer's reason Your DM may allow you to select on the following
variants for your Thunder Cannon. These do not
for forging such a thing is varied. Some seek the power, some cost a normal upgrade slot, and do not count
seek the discovery. against your total upgrades.
For some it is but a tool to accomplish their goal, for others
it is the culmination of the work, for which all the pesky Hand Cannon
details of adventuring are dedicated to. You modify your Thunder Cannon with
Given the destructive potential of a Thunder Cannon, many lightweight components and a shorter barrel. Its
monsters and men may seek to seize the power for weight becomes 7 lbs. Your Thunder Cannon
themselves upon witnessing its potential, but even if they were becomes a one handed ranged weapon. It deals 1d8
to succeed they would soon find that using one of these deadly damage piercing damage (instead of 2d6) and its
normal range becomes 20 feet and its maximum
tools is an art of equal mastery to forging one, something only range 60 feet.
the one who forged the device will ever truly master, for each
Thunder Cannon is unique work, suited only to its creator. Lightning Sword
You entirely remodel your weapon into a melee
Cannonsmith's Proficiency weapon. This can take the form of any martial melee
When you choose this specialization at 1st level, you gain weapon, and you have proficiency with this weapon
proficiency with tinker’s tools and smith's tools. regardless of its shape. When you apply
You gain the knowledge to forge rounds for your Thunder Thundermonger damage with this weapon, it deals
Cannon, and can create them with the proper tools during a lightning damage instead of Thunder Damage.
Apply common sense in what upgrades this
Long Rest. eliminates as options.
You can create up to 50 rounds of ammunition during a
long rest, with materials costing 1 gold piece per 10 rounds. Arm Cannon?
Perhaps most plausible for a Warforged
Thunder Cannon Cannonsmith, consult with your DM on replacing a
At 1st level, you forge a deadly firearm using a combination of lost or removed arm with your Thunder Cannon if
arcane magic and your knowledge of engineering and you feel the need to never be parted from it. In this
metallurgy. This firearm is called a Thunder Cannon. configuration, it retains the normal statistics, but
You are proficient with the Thunder Cannon. The firearm is becomes a one-handed weapon. As cost, you lose
a two-handed ranged weapon that deals 2d6 piercing damage. the use of that arm for anything else, and the use of
the arm can only be recovered by removing the
Its normal range is 60 feet, and its maximum range is 180 Thunder Cannon and the effect of Regenerate or
feet. similar magic.
Once fired, it must be reloaded as a bonus action.

Thunder Cannon
Wondrous Item, Magical Firearm, Attunement (creator only)
Damage 2d6 piercing
Reload 1
Weight 15 lb.
Properties Two-handed, Loud, Reload(1)
Range 60/180

If you lose your Thunder Cannon, you can create a new one
over the course of three days of work (eight hours each day) by
expending 200 gp worth of metal and other raw materials.
You can create multiple Thunder Cannons, but you can only
be attuned to one of them at a given time, and can only change
which one you are attuned to during a long rest. If you create
a new Thunder Cannon, you can apply a number of Upgrades
equal to the value on the class table, applying each at the level
you get it on the class table.
Loud. Your weapon rings with thunder that is audible
within 300 feet of you whenever it makes an attack.

REVISED ARTIFICER v1.3


54
Thundermonger The Scope has 3 Charges. As a bonus action you can use 1
At 3rd level, you've developed the arcane engineering skill to charge to cast hunter's mark. As an action you can use 2
upgrade your Thundercannon to deliver its shots with greater charges to cast see invisibility or 3 charges to cast
force. clairvoyance.
Once per turn, you can deal an extra 1d6 thunder damage The scope regains all charges after a long rest.
to one creature you hit with an Attack using the Thunder Echoing Boom. Incompatible with Silencer.
Cannon. After discharging this bonus damage, the you cannot You pack extra power into your Thundermonger, increasing
deal this bonus damage again until the start of your next turn. the damage it deals by 1d6.
This extra damage increases by 1d6 when you reach certain
levels in this class: 5th level (2d6), 7th level (3d6), 9th level Extended Barrel
(4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th You extend the length of your Thunder Cannon’s barrel and
level (8d6), and 19th level (9d6). add rifling. The normal weapon range of your Thunder
Cannon increases by 30 feet, and the maximum range by 90
Devastating Blasts feet. You can apply this upgrade up to 2 times.
Beginning at 5th level, when you miss an attack with your After applying this twice, if you have the Lightning Charged
Thunder Cannon, you can still choose to apply your Bayonet upgrade, the Bayonet gains the Reach property.
Thundermonger damage to the target creature you missed,
but it deals only half the bonus damage. Dealing damage this Harpoon Reel Prerequisite: 5th level Artificer
way counts as applying Thundermonger damage for the turn. You install a secondary firemode that launches a Harpoon
attached to a tightly coiled cord. This attack has a normal
Elemental Swapping range of 30 feet and a maximum range of 60 feet, and it deals
Starting at the 14th level, when you take the attack action with 1d6 piercing damage. This attack can target a surface, object,
your Thunder Cannon you can adjust the firing chamber, or creature.
causing any bonus damage granted by Thundermonger to A creature struck by this attack is impaled by the Harpoon
deal fire, cold, acid, or lightning damage instead of thunder unless it removes the Harpoon as an action, which causes it to
damage. Alternatively, you can consume a Vial of Holy Water take an additional 1d6 damage. While the Harpoon is stuck in
to cause your next Thundermonger bonus damage to deal the target, you are connected to the target by a 60 foot cord.
radiant damage. Dragging the connected party via the attached cord causes the
creature moving to move at half speed unless they are a size
category larger.
Firearms In a Campaign Setting While connected in this manner, you can use your bonus
A lot of campaign settings do not feature firearms, action to activate the Reel action, pulling yourself to the
and in some of these the Cannonsmith variant of location if the target is Medium or larger. A Small or smaller
Artificer might not be the right choice, but consider creature is pulled back to you. Alternatively, you can opt to
that the Artificer is fundamentally someone that disconnect the cord.
tinkers and explores magic as much as technology. This attack cannot be used again until the Reel action is
A Thunder Cannon need not be a gunpowder taken.
powered device, and in most cases is more an
engineering marvel of magic than technology; it can Integrated Magazine
by styled as anything from a crossbow to a thunder Your Thunder Cannon holds 2 rounds at a time, allowing
staff. you to attack twice before a bonus action reload is required.
Lightning Burst
Cannonsmith Upgrades You upgrade your Thunder Cannon to discharge its power
Autoloading Magazine Requires Integrated Magazine in within a 5-feet wide and 60-feet long line. As an action, you
Your Thunder Cannon now automatically chambers the can make a special attack. Each creature must make a
next round, no longer requiring your bonus action to reload. Dexterity saving throw or take damage equal to the bonus
damage of Thundermonger as lightning damage on a failed
Cannon Improvement. Prerequisite: 5th level Artificer save, half as much on a successful save. Using this shot
You fine tune your Thunder Cannon's firing mechanism. counts as applying Thundermonger damage for the turn.
The Thunder Cannon gains a +1 bonus to Attack and Damage Firing in this way does not consume ammo.
Rolls made with it. You can apply this upgrade up to 3 times. Lightning Charged Bayonet.
After the first time you take this upgrade, the piercing You affix a short blade to the barrel of your Thunder
damage dealt by your Thunder Cannon is considered magical. Cannon, allowing you to make a melee weapon attack with it.
Divination Scope. Prerequisite: 5th level Artificer The blade is a finesse weapon melee weapon that you are
You add a scope to your Thunder Cannon and enchant the proficient with, and deals 1d6 piercing damage.
lenses with Divination magic. The blade can be used to apply Thundermonger bonus
damage. When Thundermonger bonus damage is dealt with a
bayonet attack, the damage type is lightning. Dealing damage
this way counts as applying Thundermonger damage for the
turn.

6
Mortar Shells. Prerequisite: 15th level Artificer Thunder Jump Prerequisite: 9th level Artificer
You build a secondary firemode allowing you to fire your Build a quick release for the arcane thundering energy that
cannon like a mortar. Pick a target point within range, and fills your Thunder Cannon. As an action you can channel it to
make an attack roll. Apply the attack roll to all creatures cast thunder step. This counts as applying your
within a 5 foot radius of the target point. Creatures hit take Thundermonger damage.
weapon damage plus half of Thunder monger bonus damage. Once you use this ability, you cannot use it again until you
Dealing damage this way counts as applying Thundermonger complete a short or long rest.
damage for the turn.
Creatures do not benefit from cover against this fire mode Gadgetsmith
unless they have overhead cover as well. A Gadgetsmith is an Artificer whose curiosity and inventive
Terrifying Thunder. Prerequisite: Echoing Booms. genius have run rampant. While other Artificers may spend
You add an additional amplifier to maximize the shock and their whole career perfecting a single-minded pursuit, a
awe value your cannon blasts. The first time a target is hit by Gadgetsmith believes that quantity is at least as good as
one of your attacks, they are deafened until the end of their quality.
next turn. Additionally, they must make a Wisdom saving Quick witted and quicker footed, a Gadgetsmith is never
throw against your Spell Save DC or become frightened for caught without another trick in their sleeve. Their minds are
one minute. They can repeat this saving throw at the end of always jumping ahead on how to solve the problem with a
each of their turns. clever gadget.
A creature is immune to the effects of this upgrade for 24 A Gadgetsmith can come from any walk of life, but usually
hours after saving from the effects of it. exemplifies a curiosity and distaste for the suppression of
knowledge or technology, usually favoring freedom to
Silencer. Incompatible with Echoing Booms. experiment, tending toward Chaotic behaviors.
You upgrade your Thunder Cannon with a sound
dampening module. Your Thunder Cannon loses the Loud Gadgetsmith's Proficiency
property. When you choose this specialization at 1st level, you gain
proficiency with nets, rapiers, whips, and tinker's tools.
Shock Absorber.
You add a reclamation device to your Thunder Cannon to Essential Tools
gather energy from the surroundings when it is present. As a At 1st level, you've mastered the creation of the essential
reaction to taking Lightning or Thunder damage, you can cast reusable tools of surviving the battlefield as a Gadgeeter. You
absorb elements without consuming a spell slot. When have the following items:
absorbed in this method, you can apply the bonus damage
granted by absorb elements to your next Thunder Cannon Grappling Hook. As an attack or as an action, you may
attack even if you make a ranged attack. target a surface, object or creature within 20 feet. If the
target is Small or Smaller, you can make a Grapple check
Shock Harpoon Prerequisite: 9th level Artificer; Prerequisite: to pull it to you and Grapple it. Alternatively, if the target is
Harpoon Reel Medium or larger, you can choose to be pulled to it,
After hitting a creature with the Harpoon fire mode, you can however, this does not grapple it.
use a bonus action to deliver a shock. If you have not used it Smoke Bomb. As an action, you can use this to instantly
since the start of your turn, you can apply Thundermonger cast fog cloud on yourself without expending a spell slot. It
damage as lightning damage. Additionally, the target must lasts a number of rounds equal to your intelligence
make a Constitution saving throw against your spell save DC modifier and does not require concentration.
or be stunned until the end of its next turn. Gadgetsmith Weapon. Pick one of Boomerang of Hitting,
Once used, the Harpoon must be reeled in before this can Impact Gauntlets, Repeating Crossbow, Shock Generator
be used again. or Lightning Baton from the upgrade section. You receive
this upgrade and does not count against your upgrade total.
Storm Blast. Prerequisite: 5th level Artificer
You upgrade your Thunder Cannon to discharge its power Additional Upgrade
in 30-foot cone from the gun. As an action, you can make a At 3rd level, you've mastered the essential tools, and have
special attack. Each creature must make a Strength saving begun to tinker with ways to expand your arsenal. The number
throw, or take 1d6 + half the bonus damage of of upgrades you have for your class level is increased by one.
Thundermonger and be knocked prone. Using this shot The number of additional upgrades you get increases by
counts as applying Thundermonger damage for the turn. one more at 5th level to two more than the class table.
Firing in this way does not consume ammo.
Recycle Gadgets
Synaptic Feedback. Prerequisite: 9th level Artificer Starting at the 3rd level, during a long rest and taking effect
You install feedback loop into your cannon, allowing you to when you complete it, you can disassemble your gadgets and
siphon some energy from your Thunder Cannon to empower create different ones. When you do this, remove any upgrade
your reflexes. you would like, and pick a new upgrade its place.
Whenever you deal lightning damage with your Thunder
Cannon your walking speed increases by 10ft and you can
take the Dash or Disengage actions as a bonus action. This
effect lasts until the end of your turn.

7
You still must select upgrades that are valid for the level you Boomerang of Hitting.
gained the upgrade at (e.g. at 7th level, you can only have one You create a magical boomerang. You have proficiency in
upgrade that has a prerequisite of 7th level). this weapon, and it has the Finesse, Thrown (30/90), and
Additionally, if a gadget is destroyed, you can use this Special properties, and deals 1d4 bludgeoning damage. At
feature to recreate it for materials worth 20 gold pieces. level 5, this weapon gains a +1 to attack and damage rolls; this
increases to a +2 at level 14.
Extra Attack Special: When this weapon is Thrown, you can target two
Beginning at 5th level, you can attack twice, instead of once, creatures within 10 feet of each other, making a separate
whenever you take the Attack action on your turn. attack roll against each target.
This weapon returns to your hand after you make an attack
Combat Gadgets with it using the Thrown property.
Beginning at the 14th level, when you take the attack action,
you can replace an attack with using any gadget that requires Belt of Adjusting Size.
an action to use. You create a belt with a creature size dial on it. While you
are wearing this belt, you can use an action to cast
Gadgetsmith Upgrades Enlarge/Reduce on yourself. Once you use this gadget, you
Airburst Mine. cannot use it again until you complete a short or long rest.
You create a mechanical device capable of producing a Binding Rope. Prerequisite: 5th level Artificer
devastating blast. You can use this device to cast shatter
without expending a spell slot. Alternatively, you can set up You create a rope that is capable of animating and binding a
the mine as an action to be triggered by your reaction within a target. As an action, target a creature within 30 feet. The
1 minute. Once used gadget cannot be used again until you target must make a Dexterity saving throw against your Spell
complete a short or long rest. Save DC or become restrained until the end of your next turn.
If you are currently grappling the target, it makes the
Arcane Nullifier. Prerequisite: 9th level Artificer. Dexterity saving throw with disadvantage. The rope can only
You make a device that nullifies the arcane through means restrain one target a time.
you assure everyone else you understand. As an action, you Bracers of Empowerment. Prerequisite: 11th level Artificer.
can use this device to cast dispel magic. Once you use this
gadget, you cannot use it again until you complete a short or You create bracers that can empower you. You can use this
long rest. to cast Tenser's transformation without expending a Spell
Slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
Deployable Wings. Prerequisite: 11th level Artificer.
You build a set of deployable artificial wings. You can deploy
this as a bonus action, or as a reaction to falling. When
deployed, these give you a flying speed of 30 feet.
Disintegration Ray. Prerequisite: 15th level Artificer.
You create a Disintegration Ray. You can use this to cast
disintegration without expending a Spell Slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
Gripping Gloves. Prerequisite: 11th level Artificer.
You create a set of gloves with a powerful assisted grip. Your
Strength score and maximum Strength score increases by 2
while wearing these gloves. You gain advantage on Strength
(Athletics) checks involving manipulating things with your
hands while wearing these gloves.
Element Eater.
You create a device capable of absorbing incoming
elemental damage. You can activate this device and cast
absorb elements without expending a spell slot, but the gadget
cannot be used again until you complete a short or long rest.
Enhanced Grappling Hook.
You enhance your grappling hook, increasing its range to 40
feet. Additionally, the enhanced power of the grappling hook
means that when pulling yourself to a larger or larger creature
or object, you can drag one medium or smaller willing or
grappled creature within 5 feet of you with you.

8
Fire Spitter. Nimble Gloves. Prerequisite: 11th level Artificer.
You create a gadget that creates a quick blast of fire. As an Incompatible with Gripping Gloves.
action, you can cast Aganazzar's Scorcher with this gadget You create magical gloves the increase your dexterity. Your
without expending a spell slot, but the gadget cannot be used Dexterity score and maximum Dexterity score increases by 2
again until you complete a short or long rest. while wearing these gloves. You gain advantage on Dexterity
(Sleight of Hand) checks involving manipulating things with
Flashbang. your hands while wearing these gloves.
You create a high luminary discharge device. As an action,
you can target a point within 30 feet. Any creature within 20 Phase Trinket. Prerequisite: 9th level Artificer.
feet of the targeted point must make a Dexterity saving throw You create a magical stopwatch that manipulates ethereal
or be blinded until the end of its next turn. Once you use this magic. As an action, you can cast blink or dimension door
gadget, you cannot use it again until you complete a short or using the Stopwatch without expending a Spell Slot.
long rest. Once you use this ability, you cannot use it again until you
complete a long rest.
Impact Gauntlet.
You create a magic weapon capable of amplifying the Jumping Boots.
impact of your blows. You have proficiency in this weapon, You modify your boots with arcane boosters. While wearing
and it has the Finesse, Light and Special properties. It deals these boots, you are under the effects of the Jump spell.
1d8 bludgeoning damage. At level 5, this weapon gains a +1 to
attack and damage rolls; this increases to a +2 at level 14. Repeating Hand Crossbow.
Special: When you make an attack roll, you can choose to You build an improved hand crossbow. You have proficiency
forgo adding your Proficiency modifier to the attack roll. If the in this weapon, and it has the Ammunition (range 30/120),
attack hits, you can add double your Proficiency modifier to Light, and Special properties and deals 1d6 piercing damage.
the damage roll. At level 5, this weapon gains a +1 to attack and damage rolls;
You can apply this upgrade up to 2 times, making a separate this increases to a +2 at level 14.
item each time. Special: This weapon does not require a free-hand to load,
as it has a built in loader. When you fire this weapon with
Lightning Baton. advantage, once per turn you can forgo advantage on an attack
You combine incorporate elements of a shock generator to make one additional attack.
design into a baton, creating a magic weapon. You have
proficiency in this weapon, and it has the Finesse and Light Bee Swarm Rockets. Prerequisite: 15th level Artificer.
properties. It deals 1d4 bludgeoning damage and 1d4 You design a type of tiny firecracker-like device, which can
lightning damage on hit. If you score a critical strike with this release rockets in large numbers. You have a maximum
weapon, the target must succeed a Constitution saving throw number of rockets equal to your Artificer level. You can release
against your Spell Save DC or become stunned until the start between one and the number you have remaining as an
of your next turn. At level 5, this weapon gains a +1 to attack action. Each rocket targets a point you can see within 40 feet.
and damage rolls; this increases to a +2 at level 14. Creatures within 10 feet of a target point must make a
You can apply this upgrade up to 2 times, making a separate dexterity saving throw. Creatures that fail take 2d6 fire
item each time. damage per rocket that effects the area they are standing in,
or half as much on a successful one.
Lightning Generator Prerequisite: Requires Shock You rebuild your stock to your maximum during a long rest.
Generator Prerequisite: 11th level Artificer.
You upgrade your shock generator with additional lightning Shock Generator.
capabilities. You can cast lightning lure at-will using it, can You create a device capable of generating potent shocks.
overload it to cast lightning bolt. Once you overload it, you You can use this to cast shocking grasp . When you cast
cannot use it to cast lightning bolt again until you complete a shocking grasp with this feature, you can use either your
short or long rest. Dexterity or Intelligence modifier for the melee spell attack
roll.
Mechanical Arm.
You create a mechanical arm, giving an extra hand. This Shocking Hook. Prerequisite: Requires Shock Generator
mechanical arm only functions while it is mounted on gear You can integrate your Shock Generator and your
you are wearing, but can be operated mentally without the Grappling Hook. If the target of your Grappling Hook is a
need for you hands. This mechanical arm can serve any creature, you can cast shocking grasp using your Shock
function a normal hand could, such as holding things, making Generator on that creature as a bonus action when pulling it
attacks, interacting with the environment, etc, but does not to you or being pulled to it.
give you additional actions. Sight Lenses.
Mechanical Familiar. You create a set of lenses you can integrate into a set of
You can create the blueprint for a small mechanical goggles, glasses, or other vision assistance that allow you to
creature. At the end of a long rest, you can choose to animate see through obscurement. You can see through fog, mist,
it, and cast find familiar with the following modifications: the smoke, clouds, and non-magical darkness as normal sight up
creatures type is Construct, and you cannot select a creature to 15 feet.
with a flying speed. This construct stays active until you
deactivate it or is destroyed. In either case, you can choose to
reactivate it at the end of a long rest.

9
Smoke Cloak. Golemsmith
You create a cloak that causes you to blend in with smoke.
When you start your turn lightly or heavily obscured by A Golemsmith is an Artificer that has committed themselves
smoke, you are invisible until your turn ends, you cast a spell, to creating a true work of artifice, forging a golem. A
make an attack, or damage an enemy. painstaking life ambition, they plan and design meticulously,
even if in practice sometimes compromises on materials must
Stinking Gas. Prerequisite: 9th level Artificer. be made.
You make a more potent compound for your Smoke Bomb. Why a Golemsmith embarks in on the quest to forge this
When you use a Smoke Bomb, you can choose to cast artificial construct of life can vary. For many it the pure pursuit
stinking cloud rather than fog cloud, following the same rules. of forging the perfect creation, while for others, it is simply so
they do not have to carry around their loot, or to have a loyal
Striding Boots. companion to count on at all times.
You modify your boots with amplified striding speed. While A Golemsmith is rarely chaotic, as there are people of great
wearing these boots, you are under the effects of the care and discipline: those are not would not have succeeded
longstrider spell. where they have, but some have been set on their path by such
Stopwatch Trinket. Prerequisite: 9th level Artificer. events that might drive them interact chaotically with society
You create a magical stopwatch that manipulates time as a whole.
magic. As an action, you can cast haste or slow using the Golemsmith's Proficiency
stopwatch without expending a Spell Slot. When you choose this specialization at 1st level, you gain
Once you use this ability, you cannot use it again until you proficiency with smith's tools and tinker's tools.
complete a long rest.
Truesight Lenses. Prerequisite: Sight Lenses. Prerequisite: Warforged Golem
11th level Artificer. Starting at 1st level, you have forged a mechanical golem to
You upgrade and fine-tune your sight lenses, granting you carry out your orders and protect you. The golem is controlled
Truesight up to 30 feet. via a pendent that only you can attune to.
Useful Universal Key. Prerequisite: 11th level Artificer.
You create a Universal Key to obstacles, transmuting them Control Pendant
into not-obstacles. As an action, you can apply this key to a Wondrous Item, Attunement (creator only).
surface to cast passwall without expending a spell slot.
Once you use this ability, you cannot use it again until you While attuned to this gem, you have control of your
complete a long rest. Warforged Golem. Your Warforged Golem acts on your
Initiative.
The Warforged Golem obeys your commands as best as it can. Perfected Design
It takes its turn on your initiative, though it doesn't take an Starting at 14th level, your golem can add your Intelligence
action unless you command it to. On your turn, you can modifier to all of its attack rolls, skill checks, and saving
verbally command the construct where to move (no action throws.
required by you) and take an action, which requires your
action to do. Additionally, you can use your reaction to direct it
to take a reaction. It has Proficiency in Shields, Simple Variant Golem Types
Weapons and Martial Weapons. The default assumption of the Golemsmith is a
Your Warforged Golem's Proficiency increases when yours humanoid golem. If your vision as takes you
does. Additionally, it gains 5 + its constitution modifier hit elsewhere, work with your DM on if this is merely a
points for every level in Artificer you gain. If the golem is reflavoring, or if there are mechanical differences.
killed, it can be returned to life via normal means, such as Some examples might include:
with the revivify spell. In addition, over the course of a long
rest, you can repair a slain servant if you have access to its Quadrupedal
body. It returns to life with 1 hit point at the end of the rest. If You might make a more beast-like Golem, set on
the servant is beyond recovery, you can reproduce the all fours. Such a golem would probably lose its
construct exactly as it was, with four days of work (eight hours ability to wield weapons and shields, but may have a
each day) and 100 gp of raw materials. higher natural attack (1d8), higher durability (6 hp
per Artificer level), and faster movement (35 feet).
Over the course of a short rest, you can restore hitpoints
equal to your Intelligence modifier + your Artificer level to Mechanical Abomination
your golem, or repair it to full health during a long rest. Maybe your vision skews more toward the 'mad'
end of the spectrum, and is not easy to quantify.
Maybe it has mechanical tentacles that can grapple
at 10 feet. The golem gains reach 10 feet, but loses
Warforged Golem its ability to wield martial weapons, and its
haphazard construction means movement is
Medium Construct, unaligned challenging (20 feet).

Armor Class 16 (Natural Armor)


Hit Points 5 + ([Golem's Constitution Modifier + 5] *
Artificer Level)
Golemsmith Upgrades
Speed 25ft. Arcane Barrage Armament. Prerequisite: 5th level Artificer.
You install a shoulder mounted armament to your golem,
STR DEX CON INT WIS CHA charged with arcane power. As an action, the golem can cast
16 (+3) 12 (+1) 14 (+2) 4 (-3) 5 (-3) 1 (-5) Magic Missile as a 3rd level spell. When cast this way, it has
no Verbal or Somatic component.
Once used, this armament cannot be used again until the
Damage Immunities poison, psychic Artificer completes a short or long rest.
Condition Immunities exhaustion, charmed, poisoned
Senses passive perception 7 Arcane Resonance.
Languages Understands creator’s languages, but Install an essence connection into your golem to sync your
cannot speak magic to it. You can make any spell you cast that targets only
Actions you also target your golem.
Attack. Slam: +5 to hit, reach 5ft., one target. Hit 1d4 Cloaking Device. Prerequisite: 15th level Artificer.
+3 You install an Arcane Cloaking device on your Warforged
Golem. This device has 4 Charges. You can direct the golem
__ to expend 1 or more charges to cast one of the following
spells using its action: Invisibility (2 charges), Greater
Invisibility (4 charges).
Intelligent Oversight It regains all charges after a long rest.
Starting at 3rd level, you can use the Help action as a bonus Environmental Adaptation. Prerequisite: 5th level Artificer.
action when assisting your golem. You add integrated climbing hooks, deployable fins,
Additionally, when you use the Help action to aid an ally insulated seals to your Golem. Your Warforged Golem gains a
(including your golem) in attacking a creature, the target of climbing and swimming speed equal to its walking speed.
that attack can be within 30 feet of you, rather than 5 feet of Additionally, it gains resistance to Cold and Fire damage.
you, if the allied creature can see or hear you.
Expanded. Prerequisite: 9th level Artificer.
Autonomous Action You enlarge your Warforged Golem, increasing its size
Starting at 5th level, you no longer need to spend your action category by one. It has advantage on Strength checks and
or reaction to direct the golem to use its action or reaction, Strength saving throws. During the process, you can
and it can act following mental commands communicated via determine if your golem will have the appropriate physiology
the control pendant (no action required by Artificer). to serve as a mount.

11
Flamethrower Armament. Prerequisite 5th level Artificer. Precision Movements. Incompatible with Expanded.
You install a shoulder mounted armament to your golem, Your Warforged Golem gains Proficiency in the Stealth skill
heavily enchanted with flame spells. As an action, the golem and with Thieves' Tools. Additionally, it gains an integrated set
can cast Burning Hands as a 3rd level spell. of Thieves' Tools that are always available.
The spell save DC is equal to your spell save DC. When cast Thundering Stomp. Prerequisite: Expanded
this way, it has no Verbal or Somatic component.
Once used, this armament cannot be used again until the Your warforged golem can leverage it's increased size and
Artificer completes a short or long rest. magical nature to unleash a crushing stomp of magical energy
when it brings down its foot. Your golem can replace any
Heavy Armor Plating Prerequisite: 5th level Artificer. attack with the thunderclap spell using the Artificers level and
You can incorporate a suit of Heavy Armor into your spell save for casting the spell.
Warforged Golem. Your Warforged Golem's AC becomes the Transforming Golem. Preqrequisite: Expanded
AC granted by the incorporated armor. While incorporated
with your Warforged Golem in this way, the Warforged Golem Your warforged golem can collapse its size back down to
has Proficiency with that armor. medium. The process takes 1 minute to invoke or revert.
While equipped with Heavy Armor, your Warforged Golem Redundant Systems.
has disadvantage on Dexterity (Stealth) checks. You have reinforced your Warforged Golem with layers of
Improve Dexterity. protection and redundant systems. It gains additional
You tune the servos in your Warforged Golem. Your hitpoints equal to twice your Artificer level. Additionally, it
Warforged Golem's Dexterity score increases by 2. You may gains advantage on death saving throws.
apply this upgrade multiple times. A Warforged Golem's Remote Casting
maximum Dexterity score is 18. You integrate a magical relay into your golem, allowing you
Improve Strength. use it as a magical familiar. As an action, you can see through
You reinforce the power of your golem’s core and limbs. your golem's eyes and hear what it hears until the start of your
Your Warforged Golem's Strength score increases by 2. A next turn. During this time, you are deaf and blind with regard
Warforged Golem's maximum Strength score is 18. to your own Senses.
Additionally, when you Cast a Spell with a range of touch,
Iron Fortress. Prerequisite: Stabilization your golem can deliver the spell as if it had cast the spell. Your
You increase the size and durability of your golem’s frame. golem must be within 100 feet of you, and it must use its
Your Warforged Golem now counts as full cover for people reaction to deliver the spell when you cast it. If the spell
behind it or riding it. Additionally, it cannot be moved against requires an Attack roll, you use your Attack modifier for the
its will while in contact with a floor. roll.
Magical Essence. Runic Wings. Prerequisite: 11th level Artificer. Incompatible
You infuse a fragment of magical essence into your golem, with Expanded.
allowing it to attune to one magical item. You add magical wings to your Warforged Golem, granting
it a flying speed of 25 feet.
Multiattack Protocol. Prerequisite: 11th level Artificer.
Your Warforged Golem gains multiattack. When your Stabilization.
Warforged Golem uses the Attack action, it can attack twice. You increase the resilience and stability of your Warforged
Golem. It gains proficiency in Constitution Saving Throws
Mark of Life. Prerequisite: 9th level Artificer. You have and has advantage against saving throws to be knocked down.
attained the understanding of magic and craft a Mark of Life
on the forehead of your Warforged Golem, turning it into a Warfare Routines. Your Warforged Golem gains one Fighting
Warforged Companion. It gains an Intelligence score of 8, a Style of your choice from Archery, Defense, Duelling, or Great
Wisdom score of 8 and a Charisma score of 8. This allows it Weapon Fighting.
to follow more complex commands without direct input, Warforged Apprentice. Prerequisite: Mark of Life. 15th level
speak, and remember things. Artificer.
Your Warforged Companion begins to apply its abilities to
Roleplaying a Warforged Companion learn new things, gaining a class level in a class of your
If you choose the Mark of Life upgrade, your
choosing. Your Warforged Companion gains all the first level
Warforged golem becomes sentient companion, features of the chosen class. This does not include health or
capable of learning, thinking, and having opinions. class proficiencies (for example, selecting Fighter grants only
Consider how this may impact your interactions. Fighting Style and Second Wind).
Warforged Adept. Prerequisite: Warforged Apprentice.
Your growth as a Golemsmith is such that your creation is
Overdrive Protocal. Prerequisite: 9th level Artificer capable of learning and adapting even more skills. It gains all
You build in a special mode allowing your golem go beyond the second level features of the class you selected for the
it's limitations. As your action, you can overcharge your golem Warforged Apprentice upgrade. This does not include health
with energy, granting it the effects of haste for a number of or class proficiencies (for example, selecting Fighter grants
rounds equal to your intelligence modifier. Once used, you only Action Surge).
cannot use this again until you complete a long rest.

12
Infusionsmith While you have an animated weapon drawn, as an action you
can make a ranged spell attack against a target within 30 feet.
An Infusionsmith is, in some ways, perhaps the most This attack ignores all cover, and does not suffer disadvantage
quintessential type of Artificer. While other Artificers may from attacking creatures within 5 feet, but there must be a
delve into mechanics and tinkering, an Infusionsmith is an path the blade can take to make the attack without traveling
artificer that tinkers with magic itself. more than 30 feet away from you, or the attack fails. If the
These are cutting edge of magical engineering, attack hits, it deals the weapon damage (as if wielded by two
understanding the principle applications of magic. An hands, if applicable) plus your intelligence modifier damage to
Infusionsmith would have ground to stand on in calling a the target creature. After making the attack, the animated
wizard an impulsive spell slinger, for these are the artificers weapon returns to your side.
that work their magic through careful and meticulous method, You can use an animated weapon to take an attack of
laying down magic they may not use for hours, or opportunity using a melee spell attack.
painstakingly crafting a long lasting enchantment.
Infusionsmith's Proficiency Variant Weapon Enchantments:
When you choose this specialization at 1st level, you gain Animated Weapon serves as the main driver for an
proficiency with jeweler's tools and calligrapher's supplies. Infusionsmith's attacks, but there are alternative
Your knowledge of infusion magic gives you a natural approaches. Consult your DM if you would prefer
affinity for scribing spell scrolls. Creating a magic spell scroll the following variant:
only takes you half the time and material cost it would Infused Weapon
normally take. Rather than Animating a weapon, you may simply
Infuse it. An Infused weapon can be wielded like a
Animated Weapon normal weapon, but gains the following properties:
Starting at 1st level, you can infuse a weapon with powerful you can apply your Intelligence modifier to the to
magic, causing it spring to life under your command. At the attack and damage roll of the weapon where you
end of a long rest, you can touch a melee weapon in your usually apply your Strength or Dexterity modifier.
possession and animate it. An animated weapon can be Additionally, the first time the weapon deals
carried or sheathed, but when readied it floats next you. damage to an enemy on your turn, it deals an
additional 1d4 Force damage. You (and only you)
have proficiency with this weapon while it is
Infused.
Any upgrade that effects your Animated Weapons
also applies to your Infused Weapons. Once per
turn, when you attack with Infused Weapon, you
can make an attack with any Animated Weapon you
have active.

Store Magic
Starting at 3rd level, you gain the ability to channel your
artificer spells into a non-magical item for later use.
At the end of a short or long rest, pick a spell you know. You
can infuse this spell into an item for later use. You must
expend any components the spell requires, but this does not
expend a spell slot. Subsequently, any creature holding the
item with an Intelligence of 6 or higher that is aware there is
magic infused in it can expend the stored magic to cast the
spell.
The spell uses your spellcasting modifiers, but is in all other
ways treated as if the creature holding it cast the spell. The
magic infused in the item fades if you complete a short or long
rest without expending the stored spell.
Twin Animated Weapon.
Starting at 5th level, you can animate a second weapon.
Whenever you make a ranged spell attack with your animated
weapon, you can attack independently with both animated
weapons, making separate attack and damage rolls. The
weapons can attack the same target, or two different targets
that are both within 30 feet of you.

13
Infused Focus Detonate Armament Prerequisite: Arcane Armament. 9th
Starting at 14th level, you can anchor a powerful spell into an level Artificer
item. When you cast a concentration spell, you can anchor it As a reaction to taking damage, you can end the effect of
to an item, and do not need to maintain concentration. The mage armor to cast thunder step without expending a spell
spell lasts a number of rounds equal to your intelligence slot. When you cast thunder step in this manner, it deals force
modifier, after which the spell ends. damage instead of thunder damage.
Once you use this ability, you must complete a short or long Once you do this, you cannot use this ability again until the
rest before using it again. end of your next short or long rest.
Enhance Attribute
Infusionsmith Upgrades You can enhance a piece of non-magical jewelery with
Alter Time Infusion Prerequisite: 9th level Artificer power that boosts the wearers abilities. Select an attribute
You learn a special infusion for manipulating the flow of from Strength, Dexterity, Constitution, Wisdom, Intelligence
time. When you use your Store Magic feature, rather than or Charisma, the current and maximum attribute score for
picking a spell you know, you can cast haste or slow. Unless that attribute is increased by one while wearing this item.
you know these spells from another source, you can only cast This piece of jewelry provides a benefit only to you. You can
these spells using the Store Magic feature. take this upgrade twice.
Animated Archer Enchanted Broom Prerequisite: 11th level Artificer
You master animation enchantments allowing you to use You can enchant a broom (or broom like object) into a
your Animate Weapon feature on a ranged weapons and a Broom of Flying. You set the command word for the broom,
quiver of ammunition. An animated ranged weapon hovers and the Broom only obeys you.
near you, and can target anything inside the weapons normal
range with a ranged spell attack, dealing weapon damage + Explosive Mine Prerequisite: Thunder Mine, 15th level
your intelligence modifier on hit. This attack does not ignore Artificer
cover. The weapon still requires ammunition, and can carry When you set a magical trap using the Thunder Mine
up 30 pieces of ammunition at a time, after which it needs to upgrade, you can set a fireburst mine instead.
be reloaded as an action.
Empower Weapon Prerequisite: 11th level Artificer
Advanced Object Animation Prerequisite: 17th level Artificer As a bonus action, you can infuse a weapon you touch with
When you cast the animate objects spell, your animated arcane power. The next time this weapon strikes a target
objects add +1 to their attack and damage rolls per object it before the start of your next turn, it deals an additional 2d4
counts as (tiny objects gain +1, huge objects gain +8). force damage. When infusing the weapon you can expend a
Arcane Armament 1st level spell slot or higher spell slot to increase the damage
be an additional 4d4 force damage.
You master armoring yourself with magical enchantments.
You learn the mage armor spell. While under the effect of Infuse Elements
mage armor, you can add your Intelligence modifier to your You can infuse elements with your magic temporarily,
AC instead of your Dexterity modifier. You can only do this if granting you limited control of them. You learn the cantrips
you are not adding your Intelligence modifier to your AC from control flames, mold earth, and shape water.
another source. Additionally you gain resistance to force
damage. Life Infusion Prerequisite: 11th level Artificer
You learn a potent magical infusion that suffuses a creature
Deflecting Weapon with life energy. You can cast regenerate without expending a
While you have an animated melee weapon, if you are spell slot. Once you cast this spell in this manner, you cannot
attacked you can use your reaction to defend yourself with use it again until you complete a long rest.
them, granting you +2 AC against an single attack. If the
attack misses you, you can immediately attack the creature Malicious Infusion. Prerequisite: 5th level Artificer
that attacked you, making a single melee spell attack with one As a reaction to being hit with a metal weapon, you can cast
animated weapon against the attacker. heat metal targeting the weapon that struck you. Additionally,
you learn the spell heat metal.
Changing & Replacing Infusions Quick Enchantments. Prerequisite: 5th level Artificer
An Infusionsmith learns upgrades permanently. If
The art of infusion is best practiced with care and time, but
you feel you must change one, discuss with your you've learned to cut corners and compromise when in the
DM appropriate methods and what would be heat of battle. You gain the ability to cast levitate and dragon's
involved to learn a new one. This may make an breathe as Artificer spells. Additionally, you learn the spell fly
appropriate downtime activity, as you research a when you reach level 9.
new method and forgo the old one.
You can remake any lost or destroyed infused Radiant Infusion Prerequisite: 15th level Artificer
item at the end of a long rest, with the original item You learn a special infusion for bestowing radiant energy.
losing any magical properties as the power is When you use your Store Magic feature, rather than picking a
infused into a new item if it still exists. spell you know, you can cast holy weapon. Unless you know
this spell from another source, you can only cast this spell
using the Store Magic feature.

14
Skilled Animation Additionally, magical weapon or vorpal weaponET increases
You manage to make the magic your Animated Weapons so the damage dealt by 1d4 force damage, and elemental weapon
potent that attacks made with them are made as if made by a makes the weapon deal an additional 1d4 damage of the
wielder with a fighting style. Attacks made with one-handed selected type.
animated weapons can apply the Dueling fighting style to the Weapon Enchantment Mastery Prerequisite: Weapon
attack, attacks made with two handed weapons can apply the Enchantment Expertise
Great Weapon Fighting style, and attacks made with ranged
weapons can apply the Archery fighting style. When cast magical weapon, elemental weapon, or vorpal
weaponET targeting any weapon, all of your Animated
Spell Trapping Ring. Prerequisite: 9th level Artificer Weapons also gain the benefit of the enchantment.
You set a powerful magic into a non-magical ring. You can Additionally, when you make a Constitution saving throw to
use this ring to cast counterspell without expending a spell maintain Concentration on arcane weaponET, magical
slot. When you cast counterspell in this way and it succeeds, weapon, elemental weapon, or vorpal weaponET you have
the spell countered is stored in the ring. You can then cast the advantage on the roll.
stored spell without expending a spell slot, but spell fades if it
is not used before you complete a long rest. Worn Enchantment
Once you use this ring, you cannot use it again until you You can enchant an item you a wearing, such as as scarf or
complete a long rest. cloak to animate and assist you with a task, be it climbing a
wall, grappling an enemy, or picking a lock. You can expend a
Soul Saving Bond 1st level spell slot to gain proficiency in a Strength or
You set up a special magical bond between you and another Dexterity skill until you complete a long rest. You can use up
creature. When either creature bound by this abilities fails all the magic in the item to gain advantage on one check of
Wisdom, Intelligence, Charisma, or Death saving throw, the that skill, immediately ending the effect.
other character can make their own saving throw, replacing
the failed saved with their own roll. If this ability is used on a
death saving throw, the replacement roll is a 20. Once a roll is
replaced by this feature, it cannot be used again until both
creatures in the bond have completed a short or long rest.
This bond can be set up with a different creature at the end
of a long rest.
Thunder Mine Prerequisite: 5th level Artificer
You can cast the thunderburst mine (Artificer Spell) spell a
number of times equal to your Intelligence modifier without
expending a spell slot. The number you cast this way is
refreshed when you complete a long rest.
Triggered Infusion
When you use your Store Magic feature, you can set a
trigger for the effect to occur. If the triggering event occurs,
you can use your reaction to activate the stored spell. The
trigger event can be a verbal key.
Third Animated Weapon Prerequisite: 15th level Artificer
Your mastery of weapon animation expands to greater
breadth of control. You can animate a third weapon with your
Animate Weapon feature. When you make a spell attack with
your animated weapons, you can attack with this weapon as
well.
Warding Stone
You learn how to weave a protective enchantment on an
item. That item gains a pool of temporary hit points equal to
your Artificer level. Whoever is carrying this item gains any
temporary hit points remaining in this pool, but these are lost
when that creature is no longer carrying this item.
This pool of temporary hit points refreshes when the
Artificer that created it completes a long rest.
Weapon Enchantment Expertise Prerequisite: 5th level
Artificer
When you cast magical weapon, elemental weapon, or
vorpal weaooonET you can target a weapon that is already
magical, adding to any effect the weapon already has.

ET
15
Potionsmith Alchemical Fire. As an action you can produce a reaction
causing a searing flame. At a point within 15 feet, you can a
A potionsmith is an artificer who has pursued the secrets of toss quick combination of reagents that will cause searing fire
alchemy. While many a village has an apothecary grinding odd to flare up in a 5 foot radius. Creatures in that area have to
herbs and roots into potent (or not so potent) concoctions, the make a dexterity saving throw, or take 1d8 fire damage.
careful process of mixing and brewing is just one way to The damage damage increases by 1d8 when you reach 5th
achieve results. Through the use of the intricate secrets of the level (2d8), 11th level (3d8), and 17th level (4d8).
craft and direct infusions using magical rituals, a potionsmith
can come up with explosive results in the blink of an eye... Poisonous Gas. As an action you can produce a reaction
sometimes literally. causing noxious fumes. At a point within 15 feet, you can toss
An potionsmith can be a scholar who has delved much of a quick combination of reagents that will cause a whiff of
the knowledge the world has to offer or an explorer that has poisonous gas to erupt spreading to a radius of 5 feet.
unlocked the secrets of the wilderness. Their knowledge Creatures in that area have to make a constitution saving
could come being friends of the fey, or unfettered access to the throw, or take 1d4 poison damage and become poisoned until
royal library. As such, alchemists can be good or evil, lawful or the end of their next turn.
chaotic. The damage damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Potionsmith's Proficiency
When you choose this specialization at 1st level, you gain
proficiency with Blowguns, Alchemist’s supplies and
Herbalism kit.
Your knowledge of alchemy gives you a natural affinity for
brewing potions. Creating a potion through normal crafting
takes you only half the time and cost it would normally take.

Alchemists and Potions


Immediately on making an Potionsmith, one may
think of the magic potions that exist in most D&D
settings, from the simple Healing Potion to the
legendary Potion of Storm Giant Strength, however,
someone does not need to be an Potionsmith to
make these, as crafting rules for them are open to
all classes, and best outlined in Xanathar's Guide to
Everything.

An alchemist with their proficiency will certainly have the


edge in potion crafting, but these potions are not fundamental
to the class.
Alchemical Reagents Pouch
At 1st level, you've acquired a pouch of useful basic reagents,
much as a wizard might carry a component pouch. You've
tucked away things that will come in handy, and can retrieve
them as part of using an ability that might require them. As
long as you have this pouch on, you can do alchemy. This
pouch is considered as alchemy supplies for the purposes of
crafting.
If you lose your reagent pouch, you can spend 50 gold
pieces to reacquire the various stocks you need, or spend 1
full day gathering them from a natural environment without
expense.
Instant Reactions
At 1st level, you know how to get instant reactions to occur
without the niceties of grinding, simmering and brewing
required for more refined concoctions.
Moreover, you know enough ways to do these that with just
a few standards supplies, you can get these results out of a
wide range of things you can gather in almost any locale and a
pinch from your reagent pouch.
You know the following instant reactions.

16
Healing Draught. As a bonus action, you can produce a Empowered Alchemy
combination that will provide potent magical healing. Starting at 5th level, when you deal damage, grant temporary
Immediately after creating the draught, you can use your hit points, or restore health with an instant reaction or
action to consume it or administer it to a creature within 5 alchemical infusion, you can add your intelligence modifier to
feet. A creature who drinks this draught regains 1d8 health. A the damage dealt or health restored.
creature can benefit from a number of these healing draughts
equal to their constitution modifier (minimum 1), after which Infusion Expertise
they provide no additional benefit until they complete a long Starting at 14th level, when you create an Alchemical Infusion
rest. A Healing Draught that is not consumed by the end of during a short rest, the first alchemical infusion you create
your turn loses its potency. does not require a spell slot to infuse, and you can select an
The healing increases by 1d8 when you reach 5th level alchemical infusion that you would otherwise not have a spell
(2d8), 11th level (3d8), and 17th level (4d8). slot of high enough level for when making this infusion.
Alchemical Infusions Alchemist Upgrades
At 3rd level, you have found a way to skip most of the brewing Alchemical Acid.
process for alchemically creating potent magically effects by As an action you can produce a reaction causing a caustic
directly infusing the potion with your own magic. When you acid to form. At a creature within 15 feet, you can a toss quick
take a short or long rest and have an empty vial on your combination of reagents that will cause a splatter of acid in a
person, you may choose one or more the following spells and 5 foot radius. Creatures in that area have to make a dexterity
use a spell slots to cast them. saving throw, or take 2d4 acid damage. Deals double damage
Spell Level Infusion Spells against structures.
The damage damage increases by 2d4 when you reach 5th
1st cure wounds, entangle, grease level (4d4), 11th level (6d4), and 17th level (8d4).
2nd barkskin, shatter, lesser restoration
Adrenaline Serum. Prerequisite: 9th level Artificer.
3rd blink, water breathing, stinking cloud You create a potent serum. As an action on your turn, you
4th stoneskin, confusion can consume this serum, granting you the effects of haste and
heroism for a number of rounds equal to your Intelligence
5th cloudkill, skill empowerment modifier (minimum 1). These effects do not require
concentration, but you still suffer the normal effects of the
When you cast spells in this way, the spell does not take haste spell ending when it ends. You can use this a number of
effect immediately, but is infused into the potion. If the spell times equal to your constitution modifier (minimum 1) before
grants an effect or restores health, the creature will gain the you must take a long rest to gain the effects from the serum
effect of the spell when the potion is consumed. again.
If the spell has an area of effect area, that area of effect take Another creature can take this dose, but they must pass a
place when the vial is broken, with the effect centered on Constitution saving throw equal to your spell save to gain the
where the vial breaks. As an action, you or another creature effects, and become poisoned on a failed save.
can either consume the vial, or throw it up to 30 feet where it
shatters on impact. Aroma Therapies. Prerequisite: 9th level Artificer.
If the spell has a persistent effect that requires You expand your alchemical knowledge to be able to
concentration, it does not require concentration to maintain, produce incense and simmering reagents that grant effects to
but it's duration is shortened to a number of rounds equal to those that inhale their fumes. If creatures spend a long rest
your intelligence modifier. A spell that does not require inhaling fumes from a concoction you devise with this feature,
concentration lasts its normal duration. An infused potion creatures regain an extra 2d4 hit dice, recover from 1d4 levels
loses its potency if it is not used by the end of your next long of exhaustion and are cured of any non-magical diseases they
rest. are suffering from.
You can gain additional spells for your Alchemical Infusions Auto Injector.
through your Alchemist upgrades. You create an automatic potion injector that you can wear.
As an action, you can load a potion (either an infused potion
On Creativity and Catapults or a normal potion) into this injector at any time.
While as per the feature, you can only throw the vial
Subsequently while a potion is loaded into the injector, you
containing an Infused Potion 30 feet, the trigger
can consume the potion using your reaction. Only one option
merely specifies that the effect takes place where it can be held in the injector at a time.
breaks.
If you can find another way to deliver the vial,
Delivery Mechanism.
such as the catapult spell on the artificer spell list... You modify the stability of your reagents and develop a
or, well, an actual catapult, you can apply these better delivery mechanism. You can target a point within 30
methods as well. feet for your instant reactions that target a point. The
additional precision allows you to better target the effects,
allowing creatures of your choice within the target area to
automatically pass a dexterity saving throw against your
effects.

17
Elixir of Life. Prerequisite: Philosopher's Stone. Fortifying Fumes Reaction.
You can brew a special potion using your Philosopher You formulate a new instant reaction, a powerful fortifying
stone. Brewing this potion takes 8 hours and requires stimulate. Targeting a point within 15 feet, as an action, you
crushing a diamond worth at least 2,000 gold pieces. An Elixir cause fumes to erupt. Creatures within 10 feet of the target
of Life causes a creature that drinks it ceases to age for 4d4 point can choose to hold their breath and not inhale, but
years. A creature drinks this Elixer gains a death ward effect creatures that inhale the fumes gain 1d4 temporary hit points,
that lasts until triggered. deal 1d4 additional damage on their next melee weapon
A more potent elixer can be created, adding an additional attack made before the end of your next turn, and have
1d4 years for regained for each diamond spent. advantage on their next Constitution saving throw before the
end of your next turn.
Explosive Reaction. The both the temporary hit points and damage bonus
You formulate a new instant reaction, a devastating minor increase by 1d4 when you reach 5th level (2d4), 11th level
explosion. Targeting a point within 15 feet, as an action, you (3d4), and 17th level (4d4).
cause an explosion. Creatures within 10 feet of the target
point must make a constitution saving throw, or take 1d10 Frostbloom Reaction.
thunder damage from the shockwave of the explosion. You formulate a new endothermic reaction, a devastating
The damage damage increases by 1d10 when you reach 5th localized cold snap that creates an instant bloom of ice.
level (2d10), 11th level (3d10), and 17th level (4d10). Targeting a point within 15 feet, as an action, you cause an the
area to erupt in frost. The area within 5 feet of the target point
becomes difficult terrain until the end of your next turn, and
any creature in the area must make a dexterity saving throw,
or be caught by the ice taking 1d6 cold damage; a creature
entirely in the area of effect that fails also becoming
restrained until the end of their next turn. They can use their
action to make a Strength saving throw to break free of the ice
early.
The damage damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Greater Adrenaline Shot. Prerequisite: Adrenaline Serum.
You upgrade your adrenaline shot to produce even more
extreme and magical effects in the creature it effects. The
adrenaline shot also adds the effect of Tenser's transformation
when you consume it. This effect only takes place if you are
the one consuming the serum. You do not suffer the effects of
Tenser's transformation wearing off when the serum effect
ends.
Inoculations.
You gain resistance to poison damage.
Additionally, you and up to five allies of your choice are
inoculated against the poisonous effects you can produce that
require a constitution saving throw (such as the poisonous gas
instant reaction or the cloudkill infusion
Infusion Stone. Prerequisite: 9th level Artificer.
You use the secrets of Alchemy to create an Infusion Stone.
You can use this stone in the process of infusing potions in
place of a spell slot level less than or equal to the highest level
spell slot you can cast.
You can use this stone to replace a spell slot for an infusion
once. It regains this charge after you complete a long rest.
Mana Potion. Prerequisite: 9th level Artificer.
During a short rest, you can create a mana potion. A mana
potion loses its potency if it is not consumed within 1 hour. As
an action, a creature can consume a mana potion to restore a
spell slot of its choice, up to third level.
Philosopher Stone. Prerequisite: 15th level Artificer.
You create a Philosopher's Stone allowing you recreate
wonders of alchemy. So long as you have a supply of non-gold
metal, you can create up five pounds of gold a day (250 gold
pieces worth).

18
Persistent Reactions. Spell Level Infusion Spells
Your reactions that effect a target area persist in that area 1st armor of agathys
until the start of your next turn. Creatures entering the effect
or ending their turn there have to repeat the saving throw 2nd snilloc's snowball swarm
against the effect. You can choose to make a reaction not 3rd ice storm
persist at the time of taking the action to cause it.
Potent Reactions. Prerequisite: 9th level Artificer.
You refine your reactions increasing their potency. The die Secrets of...
you roll to determine the damage or healing effect of your Almost any set of three spells, a 1st level, 2nd level,
reactions is increased by one. A d4 becomes a d6, a d6 and 3rd level spell of either short term buffs or area
becomes a d8, a d8 becomes a d10, and a d10 becomes a d12. of effect damage spells is a valid combination of a
Secrets of upgrade, so long as there is a thematic
Poisoner's Proficiency. connection between the spells. Consult with your
You delve into the secrets of the darkest secrets of herblore, DM for other options if the spells you want aren't
learning the potent secrets of poison. During a long rest, you present here, but the spells should always be either
can create one of the three following poisons. short term buffs or area of effect damage spells,
and should not be higher than 3rd level unless they
Contact poison. You can apply this to a weapon or up to ten are exceptionally weak for their level.
pieces of ammunition, lasting until the end of your next
long rest. That weapon deals an additional 1d4 poison
damage to targets it strikes. Weapon Coating.
Ingested poison. This a simple flavorless powder. If a You learn to how to coat a weapon or piece of ammunition
creature consumes a full dose of this poison before the end with one of your instant reactions to take effect on hit. As a
of your next long rest, after one minute has passed they bonus action, you can apply your instant reaction to a melee
must make a Constitution saving throw with disadvantage weapon or piece of ammunition. Until the end of your turn,
against your spell save DC or take a number of d10 equal the next hit with that weapon or with a coated piece of
to your Artificer level in poison damage, and become ammunition will cause the effect of the instant reaction to the
poisoned until they complete a long rest. target. The creature automatically takes the damage or
Inhaled poison. This poison can be used to modify your healing associated with the reaction, but makes a saving
poisonous gas reaction. Anytime before the end of your throw as normal against any additional effects.
next long rest, you can use this dose of poison to make
your poisonous gas instant reaction have a radius of 10
feet and deal twice as much damage on a failed save. The Implications
Secrets of Enhancement. There is an Instant Reaction that restores health,
You learn the secrets of infusing powerful enhancements rather than deals damage. This can be applied via
into your Alchemical Infusions. You can add the following weapon coating as well, though the weapon
spells to your list of available spells for alchemical infusions: damage of the implement is not negated, perhaps
your allies will forgive a blowgun dart coated in a
Spell Level Infusion Spells healing draught... if you hit the attack.
1st heroism
2nd enlarge/reduce
3rd haste

Secrets of Fire.
You learn the secrets of infusing fire into your Alchemical
Infusions. You can add the following spells to your list of
available spells for alchemical infusions:
Spell Level Infusion Spells
1st faerie fire
2nd dragon's breath
3rd fireball

Secrets of Frost.
You learn the secrets of infusing frost into your Alchemical
Infusions. You can add the following spells to your list of
available spells for alchemical infusions:

19
Warsmith
Mechplate
A Warsmith is an Artificer that has turned their wondrous Wondrous Item, Plate Armor, Attunement (creator only).
talent of invention to a singular goal: making themselves a
juggernaut of war. The reasons behind this could be Armor Class (AC) 18
benevolent or nefarious. Some Warsmiths seek to turn their Strength Requirement —
invention into a machine of death and terror; others become Stealth Disadvantage
the arbiter of justice and order, and others still perhaps merely Weight 105 lb.
seek to refine their craft in pursuit of pure innovation.
Because few individuals would pursue such a wondrous While wearing your Mechplate your Strength score increases
invention without a driven purpose to their endeavour, by 2, and your maximum Strength score increase by the same
Warsmiths tend to be Lawful, usually driven to their actions by amount. Additionally, you count as one size larger when
a greater purpose they seek the power to accomplish, be it determining the weight you can push, drag, or lift.
righting the wrongs of the world, or bringing it to heel beneath
their ironshod boot. A small creature wearing mechplate becomes a medium
sized creature while wearing the mechplate.
Warsmith's Proficiency
At 1st level, you gain proficiency with heavy armor and smith's
tools. Extra Attack
Mechplate Gauntlet Beginning at 5th level, you can attack twice, instead of once,
At 1st level, when you take this specialization, you construct a whenever you take the Attack action on your turn.
Mechplate Gauntlet. This is a specialized Wondrous Item that
only you can attune to.

Mechplate Gauntlet
Wondrous Item, Attunement (creator only).
Weight 2 lb.
While wearing this gauntlet, you have proficiency in Martial
Weapons, unarmed strikes using this gauntlet deal 1d6
bludgeoning damage, and you can use the shocking grasp
cantrip.

If you lose your mechplate gauntlet, you can remake it during


a long rest with 25 gold worth of materials, or can scavenge
for materials and forge it over two days of work (eight hours a
day) without the material expense.
Mechplate
At 3rd level, you've attained the Forging skill, arcane
knowledge, and mastery of tinkering to create a set of
Mechplate from a standard, non-magical, set of heavy armor
using resources you've gathered. This process takes 8 hours
to complete, as well as a place to forge and incorporates your
Mechplate Gauntlet (they do not require separate attunement).
You can create a new set of Mechplate by forging it from a
set of Platemail, in a process takes 1000 gold pieces and eight
hours.
You can create multiple sets of Mechplate, but you can only
be attuned to one of them at a given time, and you can only
change which one you are attuned to during a long rest. If you
create a new set of Mechplate, you can apply a number of
Upgrades equal to the value on the class table, applying each
at the level you get it on the class table.

20
Cloaking Device Prerequisite: Active Camouflage.
You install an Arcane Cloaking device on your Mechplate.
Standing About In Fancy Magic This device has 4 Charges. You can expend 1 or more
Armor charges to cast one of the following spells using its action:
How closely you model your suit to what a more Invisibility (2 charges), Greater Invisibility (4 charges).
typical set of plate armor might look like can vary, It regains all charges when you complete a long rest.
but in all but most exotic settings a set of
Mechplate will tend to stand out. Darkvision Visor
Consider how this might affect interactions with While wearing your Mechplate, you have darkvision to a
the inhabitants of the world - some may be awed by range of 60 feet. If you already have darkvision, this upgrade
your armor, while others may view you as an increases its range by 60 feet.
outsider or even a threat. Either way, it will probably
serve to increase your notoriety and recognizability Collapsible. Prerequisite: 5th level. Incompatible with Piloted
in all but the highest magic environments. Golem
Your Mechplate can collapse into a case for easy storage.
When transformed this way the armor is indistinguishable
Fully Customized Gear from a normal case and weighs 1/3 its normal weight. As an
Starting at 14th level, you've mastered the customization of action you can don or doff the armor, allowing it to transform
your Mechplate. You can immediately select two additional as needed.
upgrades that do not count against your class upgrade total Energy Surge
for your Mechplate. You upgrade your Mechplate gauntlet to support delivering
Additionally, during a long rest, you can now swap out any an energy surge. Once per turn, you can empower your next
one upgrade for any other upgrade of the same level shocking grasp or Force Blast you hit an enemy with during
requirements, so long as you don't have an upgrade that that turn deals an additional 1d8 lightning damage and
requires the upgrade you are removing as a prerequisite, or an knocks a Large or smaller target 10 feet directly away from
incompatible upgrade. you.
Mechplate Upgrades You can do this a number of times equal to your Intelligence
Accelerated Movement modifier, regaining all uses on a long rest.
You reduce the weight of your Mechplate’s bulk and Flame Projector. Prerequisite: 9th level. Incompatible with
increase the power to its joints. The Mechplates weight is other projectors.
reduced by 15 lbs. While wearing your Mechplate your speed The Projector has 6 Charges. Once it is integrated into your
increases by 10 feet. This applies to all movement speeds you armor, you can use an action to expend 1 or more of its
have while wearing your armor. You can apply this upgrade up Charges to cast one of the following Spells from it, using your
to 2 times. spell save DC: burning hands (1 charge), fireball (3 charges),
Active Camouflage. Prerequisite: 5th level. or wall of fire (4 charges).
As an action, you can activate active camouflage causing It regains all charges when you complete a long rest.
your suit to automatically blend into its surroundings. This Flash Freeze Capacitor Prerequisite: 11th level.
lasts until deactivated. While this is active, you are considered Incompatible with other capacitors.
lightly obscured, and can hide from a creature even when they You install a capacitor that builds an icy chill until it
have a clear line of sight to you. Wisdom (Perception) checks unleashed in a deadly burst. As an action, you can unleash it,
to find you that rely on vision are made with disadvantage. casting cone of cold, and the area affected freezes, becoming
Arcane Visor Prerequisite: 11th level. Prerequisite: difficult terrain until the start of your next turn.
Darkvision Visor Once you use this ability, you cannot use it again until you
You add a heavily enchanted visor to your Mechplate that complete a long rest.
augments your vision. The Visor has 6 Charges. Flight Prerequisite: 11th level. Incompatible with Piloted
Once it is integrated into your armor, you can use an Action Golem.
to expend 1 or more of its Charges to cast one of the following You integrate a magical propulsion system into your
Spells from it, using your spell save DC: see invisibility (2 Mechplate. While wearing your Mechplate you have a Magical
charges) or true seeing (4 charges). flying speed of 30 feet.
It regains all charges when you complete a long rest.
Force Blast.
Armor Class You upgrade your Mechplate gauntlet to allow you to make
You reinforce the structure and materials that make up your a ranged spell attack. The weapon fires blasts of arcane
Mechplate. Your Mechplate's Armor Class (AC) increases by 1. energy which deal 1d8 + your Intelligence modifier Force
You can apply this upgrade up to 3 times. damage. The range it has a range of 30 feet.
You are proficient in this weapon. When you take the attack
action, you can use this ranged spell attack in place of any
attack made. At level 5, this spell attack gains a +1 to attack
and damage rolls; this increases to a +2 at level 14.

21
Grappling Reel You upgrade your Mechplate gauntlet to reflect a
Your Mechplate gains an integrated grappling reel set into commitment to using it to punch things, with increased
your gauntlet. As 1 attack or 1 action, you may target a reinforcement and weight, and better arm support from your
surface, object or creature within 30 feet. If the target is Large suit. Your Mechplate gauntlet's is upgraded to a magical
or Smaller, you can make a Grapple check to pull it to you and weapon you have proficiency with dealing 1d8 bludgeoning
Grapple it on success. Alternatively, if the target is Large or damage and gains the Light and Special properties. At level 5,
larger, you can choose to be pulled to it, this does not grapple this magic weapon gains a +1 to attack and damage rolls; this
it. increases to a +2 at level 14.
Special: When you make an attack roll, you can choose to
Integrated Attack. Prerequisite: 11th level. forgo adding your Proficiency modifier to the attack roll. If the
You integrate a melee weapon into your Mechplate. When attack hits, you can add double your Proficiency modifier to
you apply this upgrade you must have a weapon to integrate, the damage roll.
and you must choose where on your armor the weapon is You can apply this upgrade again to upgrade your other
located. The weapon cannot have the Heavy property. You are gauntlet into a magic weapon with the same properties.
proficient with this weapon. As a bonus action you can
activate the weapon. Reactive Plating Prerequisite: 15th level.
You must treat it as though you are wielding it with one You install special heavy plating, giving you resistance to
hand, but you cannot be disarmed of it. Once activated, you bludgeoning, piercing, and slashing damage from non-magical
can use this weapon when you take the attack action, and it sources while wearing your Mechplate. In addition, you can
does not require the use of a hand or your mechplate gauntlet. use your reaction when hit by an attack to reduce the damage
You can apply this upgrade multiple times, selecting a new of that attack by an amount equal to your proficiency bonus.
weapon and new location on your armor to install it.
When you activate your Integrated weapon, you can
immediately make one attack with it. While it is active, you
can make an attack with it using your bonus action.
Lightning Projector. Prerequisite: 9th level. Incompatible
with other projectors.
The Projector has 6 Charges. Once it is integrated into your
armor, you can use an action to expend 1 or more of its
Charges to cast one of the following Spells from it, using your
spell save DC: thunderwave (1 charge), lightning bolt (3
charges), or storm sphere (4 charges).
It regains all charges on a long rest.
Mechsuit. Incompatible with Piloted Golem and Sealed Suit
upgrades.
You rebuild your Mechplate to remove the heavy plating.
You can retain all benefits and upgrades of the Mechplate, but
now serves only as Medium armor, providing an Armor Class
of 15 + Dexterity modifier (maximum 2), and its weight is
reduced to 40 lbs. It no longer causes disadvantage on stealth
checks.
Piloted Golem. Prerequisite: Fully upgraded Powered Limbs.
Incompatible with Collapsible.
You enlarge your Mechplate, turning it into a piloted
mechanical golem. Your size category when wearing the
armor increases by one, and you have advantage on Strength
checks and Strength saving throws.
Powered Limbs Prerequisite: 5th level.
You upgrade your armor's frame and limbs. The bonus your
Mechplate grants to your Strength score and your maximum
Strength score increases by 1 while wearing this armor. You
can apply this upgrade up to 2 times.
Power Slam Capacitor. Prerequisite: 11th level.
Incompatible with other capacitors.
You install a capacitor that builds up destructive energy. As
an Action, you can leap a distance up to your movement speed,
casting destructive wave upon landing.
Once you use this ability, you can not use it again until you
complete a long rest.
Power Fist.
22
Recall. Prerequisite: 15th level. You install a sun cannon into your mechplate, allowing you
When not being worn you can hide your Mechplate in a to unleash devastating solar laser blasts. As an action, you can
pocket dimension. As an action on your turn you can cast sunbeam without expending a spell slot.
magically summon the armor and don it. You can use a bonus Once you use this ability, you can not use it again until you
action to return the armor to the pocket dimension. complete a long rest.
While in the pocket dimension the armor cannot be affected Virtual Wizard Prerequisite: 15th level. Prerequisite: Fully
by other abilities and cannot be interacted with in any way. upgraded Sentient Armor. While wearing your Mechplate,
Resistance your Mechplates built-in intelligence assists your spell casting.
You tune your Mechplate against certain forms of damage. Your spell save DC and spell attack bonus are each increased
Choose acid, cold, fire, force, lightning, necrotic, radiant, or by 2.
thunder damage. While wearing your Mechplate you have
resistance to that type of damage. If you apply this upgrade Wandsmith
more than once you must choose a different damage type. A wandsmith is an Artificer who has mastered a technique,
Relocation Matrix Prerequisite: 11th level. more than a singular invention: the technique of quickly
You install an arcane transmutation matrix that you can use forging powerful Wands.
to convert your magical power into dimensional warp. As an A wandsmith is a dangerous opponent, quick on their feet
action, you can cast dimension door without expending a spell and quicker with a magic spell from one of their wands. A
slot. Once you use this ability, you can not use it again until wandsmith is a constant balance of extensive preparation,
you complete a long rest. lightning reflexes, and fast thinking.
A Wandsmith can come from any walk of life, a scholar of
Sealed Suit. Prerequisite: 5th level. magic or an outlaw taking arcane shortcuts for potent results.
As a bonus action on your turn you can environmentally
seal your Mechplate, giving you an air supply for up to 1 hour Wandsmith's Proficiency
and making you immune to poison (but not curing you of When you choose this specialization at 1st level, you gain
existing poisoned conditions). proficiency with woodcrafter's tools and jeweler's tools.
Your armor regains 1 minute of air for every minute that Additionally, when using wondrous item Wand that rolls a
you are not submerged and the armor is not sealed. d20 when the last charge is consumed, rolling a 1 on that roll
In addition to the above, you are also considered adapted to will no longer result in that wand being destroyed.
cold and hot climates while wearing your armor, and you’re
also acclimated to high altitude while wearing your armor. Blasting Rod
At 1st level, you've mastered the arcane secrets and fine
craftsmanship to forge a wand. The first wand you create is
Warsmith Variant: Self-Forged your Blasting Rod.
An alternative approach for the Warsmith that your When you craft your Blasting Rod, select one Evocation
DM may allow you to take is the Self-Forged. While Cantrip from the Wizard spell list that does not require
a traditional Warsmith is a creature wearing concentration. Thereafter, as an action, you can use the
Mechplate, for a creature that purely values combat Blasting rod to cast that cantrip. Once per turn, when you deal
readiness, these upgrades can be integrated more damage to a creature or object with your Blasting Rod or with
directly, starting by simply replacing one of your a spell using a charge of a Wand, you can add your Intelligence
hands with the Mechplate Gauntlet, and continuing modifier to damage dealt to that target.
to directly applying upgrades and replacing parts of Starting at 5th level, you can add +1 to spell attack rolls or
your body as appropriate.
A Self-Forged can use the full Warsmith rules
spell save DCs for spells cast by your Blasting Rod. This
with the following changes.
bonus increases to +2 at 14th level.
Your Mechplate Gauntlet and your Mechplate
are integrated into your body. Blasting Rod
You cannot unequip or stow your Mechplate. Wondrous Item, Attunement.
The upgrades "Piloted Golem," "Collapsible"
and "Recall" are not available. As an action, you can use this wand to cast a Evocation
You do not incur any recovery penalties from
Cantrip (selected from the Wizard spell list).
resting in your Mechplate.

Sentient Armor You can only have a single blasting rod at a time. If your rod is
lost or destroyed, you can make a new one during a long rest
You install an artificial personality into your Mechplate, with 10 gold pieces of materials and 2 hours of work.
making it a sentient item. This sentience assists you in many You can use your Blasting Rod as an arcane focus for
ways. The bonus your Mechplate grants to your Intelligence Artificer spells.
score and maximum Intelligence score increases by 1 while
wearing this armor. You can apply this upgrade up to 2 times.
Additionally, when this is fully upgraded, you cannot be
surprised while wearing your Mechplate.
Sun Cannon. Prerequisite: 15th level Artificer.

23
Spellmanual As an action, you can expend a charge to cast the selected
At 3rd level, you have a Spellmanual containing three 1st-level spell at its base level. The wand regains all charges at the end
wizard evocation Spells of your choice. Your Spellmanual is of a long rest.
the repository of any non-Artificer spell you know. You can select this upgrade multiple times, selecting a
You cannot prepare these spells and these spells do not different spell each time you take this upgrade.
count against your spells known, but when you level up, you Magical Rod. Prerequisite: Artificer level 11.
can choose to take one the spells from your Spellmanaul as a You create a new Rod that you can infuse with a spell of 5th
spell known replacing a choice from the Artificer spell list, at level or higher you have recorded in your Spellmanual. This
which point you can cast it as normal. You can choose to rod does not require attunement, but can only be used by you.
scribe any Artificer spell you can cast into the Spellmanual. The Spell level must be equal to half or less of your Artificer
The Wands you craft from your Specialization Upgrade level (as of when you would get this upgrade), rounded down.
select spells from this Spellmanual. You can remake any This rod has one charge. As an action, you can expend the
Wand you create with an Upgrade with 10 gold pieces of charge to cast the selected spell at its base level. The rod
materials during a long rest if you have lost a wand, but the regains all charges at the end of a long rest.
old wand (wherever it is), loses all magical properties when You can select this upgrade multiple times, selecting a
you do so. different spell each time you take this upgrade.
If you would like to select a different spell from your
Spellmanual for one of your wands, you can discard a wand or
rod of the appropriate level and forge a new wand or rod in a How to get high level spells?
process that takes 200 gold pieces of materials for research Astute players will note that you can only add spells
and crafting, as well as eight working hours, at the end of of a level you can cast through leveling to your Spell
which you have a wand or rod for a different spell for that Manual, but you cannot cast a 5th level spell until
upgrade slot. higher level than Magical Rod upgrade becomes
available. Spells for Magical Rods will primarily have
Learning Spells of 1st Level and Higher to be found in the wild, in the form of scrolls, and
Each time you gain a artificer level, you can add one wizard copied into your Spellmanual that way.
Spells of your choice to your Spellmanual for free. Each of
these spells must be of a level for which you have Spell Slots,
as shown on the Artificer table.
On your adventures, you might find other Spells that you
can add to your Spellmanual. For each level of the spell, the
process takes 2 hours and costs 50 gold pieces.
Wands Akimbo
Starting at 5th level, when you use your action to cast a spell
using charges of a wand (any wand), if you are holding your
Blasting Rod in your other hand, you can cast the Blasting
Rod's cantrip with it as bonus action, picking either the same
target or a different target.
Additionally, you can draw or stow two wands or rods when
you would normally be able to draw or stow only one.
Masterwork Wands
Starting at 14th level, if you use a Upgrade magical wand to
cast a concentration spell, as long as you continue to hold the
wand you have advantage on checks to maintain
concentration on that spell.
Additionally, when you create a wand with and Upgrade
that causes spell damage of fire, cold, acid, thunder, or
lightning damage, you can choose a different damage type
from those types for the spell when cast by that Wand.
Spells you cast with a wand you craft gain +1 to any spell
attack roll or spell save DC.
Wandsmith Upgrades
Magical Wand.
You create a new Wand that you can infuse with a Spell of
1st level or higher that you have recorded in your
Spellmanual. This wand does not require attunement, but can
only be used by you. The Spell must be of a level that you can
cast. This wand has three charges.
Artificer Spell List
2nd Level 3rd Level Fabricate
1st Level Fire Shield
Aid Dispel Magic
Alarm Freedom of Movement
Alter Self Dispel Construct ExpandedToolbox
Arcane Ablation ExpandedToolbox Greater Invisibility
Arcane Lock Elemental Weapon
Arcane Weapon ExpandedToolbox Leomund’s Secret Chest
Blur Feign Death
Bond Item ExpandedToolbox Otiluke’s Resilient Sphere
Cloud of Daggers Flame Arrows
Catapult Repair ExpandedToolbox
Darkvision Fireburst Mine Artificer
Comprehend Languages Stone Shape
Earthbind Gaseous Form
Cure Wounds Stoneskin
Enhance Ability Glyph of Warding
Detect Magic Sickening Radiance
Enlarge/Reduce Life Transference
Disguise Self
Find Traps Lightning Arrow
Expeditious Retreat 5th Level
Heat Metal Magic Circle
False Life Animate Objects
Hold Person Nondetection
Feather Fall Creation
Knock Protection from Energy
Grease Hold Monster
Imbue Luck ExpandedToolbox Sending
Identify Legend Lore
Invisibility Tiny Servant
Illusory Script Mislead
Locate Object Wall of Sand
Jump Passwall
Magic Weapon Water Breathing
Longstrider Skill Empowerment
Magic Mouth Water Walk
Sanctuary Telekinesis
Protection from Poison Wind Wall
Snare Teleportation Circle
See Invisibility
Unburden ExpanedToolbox
Spider Climb
4th Level Transmute Rock
Unseen Servant Arcane Eye Vorpal Weapon ExpandedToolbox
Thunderburst Mine Artificer
Tenser’s Floating Disk Death Ward Wall of Stone

Custom Spells Fireburst Mine


3rd Level Abjuration Spell
Spells tagged "Artificer" can be found on the following pages
Casting Time: 1 minute
are things the Artificer already had that has been converted
Range: Touch
into a spell. Spells marked "ExpandedToolbox" are new spells Components: V,S,M
and can be found in the Expanded Toolbox. Duration: 8 hours.
You can set a magical trap by infusing explosive magic into an
Thunderburst Mine
item. You can set this item to detonate when someone comes
within 5 feet of it, or by a verbal command using your reaction
2nd Level Abjuration Spell (one or more mines can be detonated).
Casting Time: 1 minute When the magic trap detonates, Each creature in a 20-foot-
Range: Touch radius Sphere centered on item must make a Dexterity saving
Components: V,S,M throw. A creature takes 5d8 fire damage on a failed save, or
Duration: 8 hours. half as much damage on a successful one. If a creature is in
You can set a magical trap by infusing explosive magic into an the area of effect of more than one thunder mine during a
item. You can set this item to detonate when someone comes turn, they take half damage from any subsequent effects of the
within 5 feet of it, or by a verbal command using your reaction mines.
(one or more mines can be detonated). A magical mine must be set 5 feet or more from another
When the magic trap detonates, Each creature in a 10-foot- mine, and cannot be moved once placed; any attempt to move
radius Sphere centered on item must make a Constitution it results it in detonating unless the Artificer that set it
saving throw. A creature takes 3d8 thunder damage on a disarms it with an action.
failed save, or half as much damage on a successful one. If a
creature is in the area of effect of more than one thunder mine
during a turn, they take half damage from any subsequent
effects of the mines.
A magical mine must be set 5 feet or more from another
mine, and cannot be moved once placed; any attempt to move
it results it in detonating unless the Artificer that set it
disarms it with an action.
Additional Notes Supported By
Multiclassing
Creation is made possible by generous patrons:
Should you want to multiclass into Artificer, the prerequisites Austin Fox
and proficiencies are listed below: Corgi B.
Prerequisite: 13 Intelligence. ...and many more!
Proficiencies gained: Arcana skill, light armor. Want to support KibblesTasty in keeping this updated and
creating more homebrew like this? You can join them here on
For the purpose of multiclassing and spell slots, add half Patreon.
your Artificer levels rounded down when calculating your Thank you!
Spell Slots on the multiclassing spells slots table (like Paladin
or Ranger). .

Credits
Artificer as a class was created by Wizards of the
Coast.
All images are randomly taken from the internet:
Class image credit: theDURRRRIAN on
deviantart.
Magic Cube Thing credit: Wizards of the Coast.
Belt potion thing credit: Wizards of the Coast.
Library image: Wizards of the Coast.
Workshop image: Wizards of the Coast.
Potionsmith image credit: Pathfinder Alchemist.
Cannonsmith image credit: Privateer Press.
Gadgetsmith image credit: Wizards of the Coast.
Mechplate image credit: theDURRRRIAN on
deviantart.
Wandsmith image credit Wizards of the Coast.
Infusionsmith image credit: Paizo.
2nd Infusionsmith image credit: Paizo
Golemsmith image credit: Wizards of the Coast.
Warsmith image 1: theDURRIAN on deviantart.
Warsmith image 2: Wizards of the Coast.
Change Log
1.5.1 Changes
1.5.2 Chances
1.6.1 Changes
Changed the wording on Skilled Animation to just reflect
the fighting styles and made it more clear what weapon
types they apply to (as they do not follow the rest of the
restrictions).
Changed Animated Weapons to count as wielded with 2
hands - meaning 1 handed weapons with the versatile
property can apply the d10 damage, as this balances more
closely to 2 handed weapons.
Thunder Mine upgrade now casts the Thunderburst Mine
spell.
Explosive Mine upgrade now casts the Fireburst Mine
spell.
Dispel Magic added to the Artificer Spell list.
Infusionsmith
Infuse Weapon added as a variant feature, rather than an
upgrade from Expanded Toolbox. This model fits better as
it makes it a less awkward transition for Infusionsmiths
that want to take this path from level 1, and requires less
inherent powerbudget. This is sort of a compromise
between the new version and the old version that should
make everyone happy :)
Changed Quick Infusions to Quick Enchantments... to
many things are called Infusions.
Infuse Weapon upgrade changed to Empower Weapon (to
avoid naming confusion). Can expend a 1st level spell slot
to increase the damage of the Empowered attack.
Spinning Blades moved to the Expanded Toolbox.
Warsmith
Adaptable Armor removed and move to the Expanded
Toolbox for further development.
Energy Surge no longer takes a bonus action, but has
limited uses (still restricted to once per turn).
Flight Upgrade is now Incompatible with Piloted Golem.
Force Blast now scales like the rest of the Artificer
weapons (+1 @ 5, +2 @ 14).

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