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Document 3
Document 3
Particle Technology 2
Prerequisite: Lvl 9, Particle Technology 1
-You learn the spells Haste, Freedom of Movement, Fabricate, and Creation.
Safeguarding Technology 2
Prerequisite: Lvl 9, Safeguarding Technology 1
-You learn the spells Protection from Energy, Otiluke's Resilient Sphere, Stoneskin, and Greater
Restoration.
Cybernetic Technology 2
Prerequisite: Lvl 9, Cybernetic Technology 1
-You learn the spells Tiny Servant, Summon Construct, Mordenkainen's Faithful Hound, and
Bigby’s Hand.
Thermic Technology 2
Prerequisite: Lvl 9, Thermic Technology 1
-You learn the spells Elemental Weapon, Elemental Bane, Fire Shield, and Cone of Cold
Additional Replicant 2
Prerequisite: Lvl 9, Additional Replicant 1
-You can produce an additional concurrent item with Replicate Magic Item.
Spell-storing Item
Prerequisite: Lvl 9
-You imbue this object with a greater amount of arcane power. Each time you imbue this
Infusion into an object, you choose a 1st or 2nd-level artificer spell you know to imbue. A
creature that holds the item can cast the spell imbued within, using the spell's normal casting
time and your spellcasting ability.
-If the spell requires concentration, that creature holding the item must concentrate on the spell
for its duration.
-This item holds a number of charges of the imbued spell equal to your Intelligence modifier
(minimum of 1), and it regains all expended charges each day at dawn.
-At level 17, the level of spell you can store increases to 3rd.
-When the wearer casts a spell of 3rd-level or lower that deals that damage type, it can activate
the ring to cause its spell to deal maximum damage to one target of that spell.
-Once the wearer uses this ring to maximize the damage of a spell it cannot be used again until
the next dawn.
Mind Sharpener
Prerequisite: Lvl 9, a suit of armor or robes
-This item can send a jolt to the wearer to refocus their mind. The item has 3 charges. When the
wearer fails a Constitution saving throw to maintain concentration on a spell, they can use their
reaction to spend 1 of the item's charges to succeed instead. The item regains all expended
charges at dawn.
Enhanced Defense
Prerequisite: Lvl 9, a suit of armor or a shield
-This item grants the user +1 bonus to their armor class while wearing (armor) or wielding
(shield) this infused item.
Resistant Armor
Prerequisite: Lvl 9, a suit of armor, requires attunement
-This magical armor grants resistance to one of the following damage types; acid, cold, fire,
lightning, necrotic, poison, radiant, or thunder (your choice upon Infusion).
Repulsion Gauntlets
Prerequisite: Lvl 9, a pair of gloves or gauntlets, requires attunement
-These magical gauntlets have 4 charges. When their wearer hits a creature with an unarmed
strike or gauntlet attack, it can expend 1 charge and force a Large or smaller target to make a
Strength saving throw. On a failed save, the creature is knocked back 15 feet in a straight line.
These gauntlets regain all of their expended charges at dawn.
-At 17th level, this weapon grants a +1 bonus to its attack and damage rolls
Repulsion Shield
Lvl 9, a shield, requires attunement
-This magic shield has 4 charges. When the wielder is hit by
a melee attack, they can force a Large or smaller attacker to make a Strength saving throw. On
a failed save, the attacker is knocked back 15 feet in a straight line and falls prone. The shield
regains all of its expended charges at dawn.
-At 17th level this magic shield grants a +1 bonus to Armor Class.
Additional Replicant 3
Prerequisite: Lvl 17, Additional Replicant 2
-You can produce an additional concurrent item with Replicate Magic Item.
Subclasses
Alchemist Speciality
Lvl 3
-Vocational Tools: You gain proficiency with alchemist’s tools and poisoner’s kit or another
artisan’s tool if you already have either of these proficiencies.
-Vocational Spells: You always have certain spells prepared after you reach particular levels in
this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you,
but they don't count against the number of artificer spells you prepare.
Level Spells
-Experimental Elixirs: Whenever you finish a long rest, you can magically produce an
experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the
elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can
drink the elixir or administer it to another creature.
-You can create additional experimental elixirs by spending a spell slot of 1st level or higher.
You can create a number of elixirs equal to the level of the spell slot you used. When you do so,
you use your action to create the elixir in an empty flask you touch, and you choose the elixir's
effect for each elixir you create from the Experimental Elixir table. For example, if you spend a
3rd level spell slot, you can create three experimental elixirs, each of which can have a different
effect. Creating an experimental elixir requires you to have alchemist’s supplies on your person,
and any elixir you create with this feature lasts until it is drunk or until the end of your next long
rest.
d Effect
6
1 Healing: The drinker regains a number of hit points equal to 2d4+your intelligence
modifier.
2 Boldness: The drinker can roll a d4 and add the number rolled to every attack roll and
saving throw they make for the next minute.
6 Transformation: The drinker’s body is transformed as if by the alter self spell. The drinker
determines the transformation caused by the spell, the effects of which last for 10
minutes.
Lvl 6
-Alchemical Savant: When you cast a spell that restores hitpoints or deals acid, fire, necrotic, or
poison damage, you may add half your artificer level to the total.
Lvl 10
-Restorative Reagents: You can incorporate restorative reagents into some of your works:
-Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit
points equal to 2d6 + your Intelligence modifier.
-You can cast lesser restoration without expending a spell slot and without preparing the spell,
provided you use alchemist's supplies as the spellcasting focus. You can do so a number of
times equal to your Intelligence modifier (minimum of once), and you regain all expended uses
when you finish a long rest.
Lvl 14
-Enhanced Elixirs: Your Experimental Elixirs increase in potency.
d Effect
6
1 Healing: The drinker regains a number of hit points equal to 4d4+your intelligence
modifier.
2 Boldness: The drinker can roll a d6 and add the number rolled to every attack roll, ability
check, and saving throw they make for the next minute.
6 Transformation: The drinker’s body is transformed as if by the alter self spell. The drinker
determines the transformation caused by the spell, the effects of which last for 1 hour.
-Additionally, you create an additional, random Experimental Elixir after finishing a long rest.
Lvl 18
-Chemical Mastery: You have been exposed to so many chemicals that they pose little risk to
you, and you can use them to quickly end certain ailments:
-You gain resistance to acid damage and poison damage, and you are immune to the poisoned
condition.
-You can cast greater restoration and heal without expending a spell slot, without preparing the
spell, and without material components, provided you use alchemist's supplies as the
spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it
again until you finish a long rest.