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Artificer


Hit Points

Hit Dice: d8 per Artificer level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 + Constitution Modifier

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Overview & Creation

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.


Class Features

Optional Rule: Firearm Proficiency   The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.   Magical Tinkering   At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:  

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.   You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.   Infuse Item   At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.   Infusions Known When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.   Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.   Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.   You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.   If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.   Artificer Specialist   At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.   The Right Tool for the Job   At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.   Ability Score Improvement   When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Tool Expertise   At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.   Flash of Genius   At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.   Magic Item Adept   When you reach 10th level, you achieve a profound understanding of how to use and make magic items:  
  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
  Spell-Storing Item   At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).   While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.   Magic Item Savant   At 14th level, your skill with magic items deepens more:  
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell and level requirements on attuning to or using a magic item.
Magic Item Master   Starting at 18th level, you can attune up to six magic items at once.   Soul of Artifice   At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:   You gain a +1 bonus to all saving throws per magic item you are currently attuned to. If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.  
Artificer Infusions
Arcane Propulsion Armor   Prerequisite: 14th-level artificer Item: A suit of armor (requires attunement)   The wearer of this armor gains these benefits:  
  • The wearer's walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Armor of Magical Strength   Item: A suit of armor (requires attunement)   This armor has 6 charges. The wearer can expend the armor's charges in the following ways:  
  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
  • The armor regains 1d6 expended charges daily at dawn.
  Armor of Tools (UA)   Item: A suit of armor   As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.   Boots of the Winding Path   Prerequisite: 6th-level artificer Item: A pair of boots (requires attunement)   While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.   Enhanced Arcane Focus   Item: A rod, staff or wand (requires attunement)   While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.   The bonus increases to +2 when you reach 10th level in this class.   Enhanced Defense   Item: A suit of armor or a shield   A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.   The bonus increases to +2 when you reach 10th level in this class.   Enhanced Weapon   Item: A simple or martial weapon   This magic weapon grants a +1 bonus to attack and damage rolls made with it.   The bonus increases to +2 when you reach 10th level in this class.   Helm of Awareness   Prerequisite: 10th-level artificer Item: A helmet (requires attunement)   While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.   Homunculus Servant   Item: A gem or crystal worth at least 100 gp   You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.   You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.   The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.   In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.   The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.   Mind Sharpener   Item: A suit of armor or robes   The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.   Radiant Weapon   Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement)   This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.   Repeating Shot   Item: A simple or martial weapon with the ammunition property (requires attunement)   This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.   If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.   Replicate Magic Item   Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.   In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.   If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.  
Replicable Magic Items (2nd-Level Artificer)
Magic Item Attunement
Alchemy Jug No
Bag of Holding No
Cap of Water Breathing No
Goggles of Night No
Rope of Climbing No
Sending Stones No
Wand of Magic Detection No
Wand of Secrets No
Replicable Magic Items (6th-Level Artificer)
Magic Item Attunement
Boots of Elvenkind No
Cloak of Elvenkind Yes
Cloak of the Manta Ray No
Eyes of Charming Yes
Gloves of Thievery No
Lantern of Revealing No
Pipes of Haunting No
Ring of Water Walking No
Replicable Magic Items (10th-level artificer)
Magic Item Attunement
Boots of Striding and Springing Yes
Boots of the Winterlands Yes
Bracers of Archery Yes
Brooch of Shielding Yes
Cloak of Protection Yes
Eyes of the Eagle Yes
Gauntlets of Ogre Power Yes
Gloves of Missile Snaring Yes
Gloves of Swimming and Climbing Yes
Hat of Disguise Yes
Headband of Intellect Yes
Helm of Telepathy Yes
Medallion of Thoughts Yes
Necklace of Adaptation Yes
Periapt of Wound Closure Yes
Pipes of the Sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of Mind Shielding Yes
Slippers of Spider Climbing Yes
Ventilating Lungs (Eberron: Rising from the Last War) Yes
Winged Boots Yes
Replicable Magic Items (14th-level artificer)
Magic Item Attunement
Amulet of Health Yes
Arcane Propulsion Arm (Eberron: Rising from the Last War) Yes
Belt of Hill Giant Strength Yes
Boots of Levitation Yes
Boots of Speed Yes
Bracers of Defense Yes
Cloak of the Bat Yes
Dimensional Shackles No
Gem of Seeing Yes
Horn of Blasting No
Ring of Free Action Yes
Ring of Protection Yes
Ring of the Ram Yes
Repulsion Shield   Prerequisite: 6th-level artificer Item: A shield (requires attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield.   The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.   Resistant Armor   Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement)   While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.   Returning Weapon   Item: A simple or martial weapon with the thrown property   This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.   Spell-Refueling Ring   Prerequisite: 6th-level artificer Item: A ring (requires attunement)   While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn. Adjustable Tool Set Item: a set of artisan's tools (requires attunement) The wielder is considered proficient with this magical set of tools, and as an action, they can transform this set of tools into another set of artisan's tools of their choice.   Arcane Implement   Item: A rod or wand This tiny length of wood is infused with an artificer cantrip of your choice. As an action, a creature can produce the imbued cantrip, using your spellcasting modifier to cast the spell.   Arm Launcher   Item: A glove or gauntlet This tiny magical launcher can be loaded with a Tiny object, including but not limited to; ball bearings, a vial of acid, or holy water. As a bonus action the wearer can activate the launcher and make a ranged attack at a target up to 20 feet away. The launcher can be reloaded as an action.   Enhanced Instrument   Item: a musical instrument (requires attunement) This instrument has been magically enhanced by artifice. The wielder is considered proficient with this instrument and can use it as a spellcasting focus. Whenever they make an ability check using this instrument, they gain a bonus to the roll equal to your Intelligence modifier (minimum of +1).   At 10th level this magic instrument grants a +1 bonus to spell attack rolls. This bonus increases to +2 at 14th level.   Featherweight Belt   Item: A belt or cloak (requires attunement) When worn, this magic belt reduces the user to one-tenth of their weight without decreasing their physical abilities.   At 10th level it reduces the wearer to one-hundredth of their weight without decreasing their physical abilities.   Featherweight Weapon   Item: A heavy or two-handed weapon (requries attunement) This magic weapon no longer has either the heavy or two-handed property (your choice upon infusion).   At 10th level this weapon grants a +1 bonus to attack and damage rolls. This bonus becomes +2 at 14th level.   Goggles of Clearsight   Item: A pair of goggles or glasses While wearing these goggles, the wearer can see through lightly obscured areas without disadvantage on Wisdom (Perception) checks. In addition, the wearer no longer suffers the negative effects from the Sunlight Sensativity trait, and they have advantage on saving throws to resist being blinded.   Power Whip   Item: A whip or chain This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it's damage die increases to 1d8.   This bonus increases at 10th level (+2) and 14th level (+3).   Immovable Boots   Prerequisite: 6th level artificer Item: A pair of boots (requires attunement) When the user is standing on a flat surface, they can use an action to activate the boots, magically fixing the user in place. Until you use an action to deactivate the boots, you do not move, even if you are defying gravity.   A creature can use an action to make a DC 30 Strength check, separating your boots from the surface on a success.   Light Blade   Prerequisite: 6th level artificer Item: A sword hilt or wand (requires attunement) While grasping the item, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or dissapear, from the end of the item. While the blade exists, this magic item is a simple weapon with the finesse property. The luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.   The wielder gains a +1 bonus to attack and damage rolls made with this weapon, which deals 1d8 radiant damage on hit. Undead take an additional 1d8 radiant damage. The bonus to attack and damage rolls becomes +2 at 15th level.   Repulsion Gauntlets   Prerequisite: 6th level artificer Item: A pair of gloves or gauntlets (requires attunement) These magical gauntlets have 4 charges. When the wearer hits a creature with an unarmed strike they can expend 1 charge and force the target to make a Strength saving throw. On a failed save, the creature is knocked back 15 feet. The gauntlets regain all expended charges at dawn.   At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level.   Skyfall Harness   Prerequisite: 6th level artificer Item: a cloak, vest, or harness This magic harness automatically sizes to fit the wearer, and can be worn over clothing or light armor. It has wing-like fins between your limbs that can slow your fall or allow you to glide. When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.   War Gauntlet   Prerequisite: 6th level artificer Item: An armored gauntlet and a martial weapon or shield You attach either a martial weapon lacking the heavy or two handed properties, or a shield to the gauntlet. The wearer gains proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active.   Chameleon Armor   Prerequisite: 10th level artificer Item: a suit of armor (requires attunement) This armor has 4 charges. While wearing this magical armor the wearer can use an action to expend charges and cast one of the following spells, targeting only themselves: invisibility (2 charges) or greater invisibility (4 charges). This armor regains all expended charges daily at dawn.   Collar of Taming   Prerequisite: 10th level artificer Item: a metal circlet or collar The magic of this collar can tame even the wildest of animals. You, and only you, can control any beast wearing this collar as if it were a trained mount. This collar does not work on beasts with an Intelligence score greater than your own.   At 15th level, this magic collar allows you to control any monstrosity with an Intelligence score lower than your own.   Elemental Weapon   Prerequisite: 10th level artificer Item: A melee weapon (requires attunement) You infuse a weapon with elemental energy. Upon infusion, choose a command word and one of the following damage types: acid, cold, fire, poison, or lightning. As a bonus action, the wielder can speak the command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On hit, the weapon deals an additional 1d4 of the elemental damage.   The additional damage becomes 1d6 at 14th level.   Metamorphosis Armor   Prerequisite: 10th level artificer Item: a suit of armor (requires attunement) This magic suit of armor has 4 charges. As an action, the wearer can expend a charge to cast the enlarge/reduce spell, targeting only themselves, without expending a spell slot or requiring concentration. Expend a charge to cast the spell again ends the effect. This armor regains all charges at dawn.   Ring of the Elements   Prerequisite: 10th level artificer Item: A ring (requires attunement) Upon infusing this magic ring you select one of the following damage types: acid, cold, fire, poison, lightning, or thunder.   When the wearer casts a spell that deals the damage type that you selected, they can activate this ring to deal maximum damage to one target of the spell instead of rolling.   Once this ring is activated it cannot be used again until the wearer completes a short or long rest.   Vampiric Weapon   Prerequisite: 10th level artificer Item: A melee weapon (requires attunement) You enchant a weapon to drain life from enemies. When the wielder scores a critical hit with this weapon, the target takes an additional 2d6 necrotic damage, so long as the target is not a construct or undead. The wielder gains temporary hit points equal to the extra necrotic damage dealt.   When you reach 14th level, the additional necrotic damage from this Infusion increases to 4d6.   Helm of Mind Shielding   Prerequisite: 14th level artificer Item: A helm, hat, or diadem (requires attunement) The wearer of this magic helm is resistant to psychic damage, immune to the charmed and frightened conditions, and any magic that allows another creature to read their thoughts or telepathically communicate with them.   Masterwork Homunculus   Prerequisite: 14th level artificer You have discovered the secrets to the creation of life. You learn the clone spell. It counts as an artificer spell for you, but it doesn't count against your number of Spells Known. You can cast clone without expending a spell slot as long as you have the material components available.   If you replace this Infusion with another at any point during the incubation period, the spell immediately fails.   Mystic Armament   Prerequisite: 14th level artificer Item: a melee weapon (requires attunement) This item has 4 charges. While wielding this magic weapon, the user can use their action to cast the steel wind strike spell, using the Infused weapon as the spellcasting focus, without expending a spell slot. The weapon regains all expended charges at the end of a long rest.   Mystic Shot   Prerequisite: 14th level artificer Item: a ranged weapon (requires attunement) While wielding this magic weapon, the user can use their action to cast swift quiver, using the Infused weapon as the spellcasting focus, without expending a spell slot.   Once activated, the wielder must finish a short or long rest before they can cast swift quiver with this weapon again.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack

 


Spellcasting

Tools Required   You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.   Cantrips (0-Level Spells)   At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.   Preparing and Casting Spells   The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability   Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. 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.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting   You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Subclass Options

Alchemist
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.   Tool Proficiency   When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Alchemist Spells   Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.  
Alchemist Spells
Artificer Level Alchemist Spells
3rd Healing Word, Ray of Sickness
5th Flaming Sphere, Melf's Acid Arrow
9th Gaseous Form, Mass Healing Word
13th Blight, Death Ward
17th Cloudkill, Raise Dead
Experimental Elixir   Beginning at 3rd level, 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 an incapacitated creature.   You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. 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 from the Experimental Elixir table.   Creating an experimental elixir requires you to have alchemist 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.   When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.  
Experimental Elixir
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 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.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
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.
Alchemical Savant   At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).   Restorative Reagents   Starting at 9th level, 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 (minimum of 1 temporary hit point).
  • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Chemical Mastery   By 15th level, 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 now immune to the poisoned condition.
  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, 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.
Armorer
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities. Source: Tasha's Cauldron of Everything   Tools of the Trade   When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Armorer Spells   Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.  
Armorer Spells
Artificer Level Armorer Spells
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibilty
17th Passwall, Wall of Force
Arcane Armor   Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.   You gain the following benefits while wearing this armor:
  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
  • The armor continues to be Arcane Armor until you don another suit of armor or you die.
Armor Model   Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.   Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.   You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.  
  1. Guardian. You design your armor to be in the front line of conflict. It has the following features:
  • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  1. Infiltrator. You customize your armor for subtle undertakings. It has the following features:
  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Extra Attack   Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.   Armor Modifications   At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.   Perfected Armor   At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.  
  • Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
  • Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
Artillerist
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."   Tool Proficiency   When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Artillerist Spells   Starting at 3rd level, 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.  
Artillerist Spells
Artificer Level Artillerist Spells
3rd Shield, Thunderwave
5th Scorching Ray, Shatter
9th Fireball, Wind Wall
13th Ice Storm, Wall of Fire
17th Cone of Cold, Wall of Force
Eldritch Cannon   Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.   The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.   When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.  
Eldritch Cannon
  • Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
  • Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
  • Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
Arcane Firearm   At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.   You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.   Explosive Cannon   Starting at 9th level, every eldritch cannon you create is more destructive:  
  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
Fortified Position   By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:
  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
Battle Smith
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.   In the world of Eberron, Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.   Tool Proficiency   When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Battle Smith Spells   Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.  
Battle Smith Spells
Artificer Level Battle Smith Spells
3rd Heroism, Shield
5th Branding Smite, Warding Bond
9th Aura of Vitality, Conjure Barrage
13th Aura of Purity, Fire Shield
17th Banishing Smite, Mass Cure Wounds
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Steel Defender   By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.   In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.   If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.   At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.   Extra Attack   Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.   Arcane Jolt   At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
  • You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Improved Defender   At 15th level, your Arcane Jolt and steel defender become more powerful:   The extra damage and the healing of your Arcane Jolt both increase to 4d6. Your steel defender gains a +2 bonus to Armor Class. Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.  
Forge Adept
The daashor artificers of the Dhakaani Empire were the finest weaponsmiths in Khorvaire’s history. As a Forge Adept, you carry on these ancient traditions, creating mystical weapons and armor, strengthening allies on the battlefield, and bringing down enemies with weapons imbued with your own soul energy. If you’re dar, you learned these techniques from the masters of your clan. Are you content to follow ancient traditions, or do you want to add your own innovations? If you’re not Dhakaani, did you learn these techniques from a daashor mentor? Did you steal this knowledge? Or are you replicating these traditions on your own?   Tool Proficiency   When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.   Forge Adept Spells   Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forge Adept Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.  
Forge Adept Spells
Artificer Level Forge Adept Spells
3rd Armor of Agathys, Shield of Faith
5th Spiritual Weapon, Warding Bond
9th Beacon of Hope, Remove Curse
13th Death Ward, Fire Shield
17th Banishing Smite, Wall of Force
Battle Ready   Beginning at 3rd level, you’re skilled in fighting side-by-side with your companions on the field of battle. You gain proficiency with martial weapons. Additionally, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.   Ghall'Shaarat   At 3rd level, you learn to imbue a weapon with a fraction of your spirit. The Dhakaani daashors called this weapon the ghaal’shaarat, Goblin for “mighty blade.” Imbuing your ghaal’shaarat works like infusing an item, but does not count toward your maximum number of infused items. When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon, which becomes your ghaal’shaarat.   Once imbued, your ghaal’shaarat is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.   Your ghaal’shaarat’s benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can’t benefit from your ghaal’shaarat’s powers, and to them, it functions as the unimbued weapon did.   Extra Attack   Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.   Runes of War   At 9th level, you gain the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies. As an action, you can activate an aura that extends from you in a 30-foot radius. The aura moves with you, centered on you, and lasts for 1 minute or until your concentration ends (as if you were casting a spell).   When you activate this aura, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each creature of your choice in the aura deals an extra 1d4 damage of the chosen type when it hits with a weapon attack.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest.   Perfect Weapon   At 15th level, you learn how to imbue your ghaal’shaarat with additional power, and how to draw on it in time of need. The first time you attack with your ghaal’shaarat on your turn, you can transfer some or all of its bonus to your armor class, instead of using the bonus on any attacks that turn. For every 1 you reduce your attack and damage rolls by, you gain +1 to your AC. As long as you continue holding your ghaal’shaarat, the AC bonus remains in effect until the start of your next turn.   Additionally, when you finish a long rest, you can select one of the following benefits. Until you finish your next long rest, you gain the selected benefit whenever you’re holding your ghaal’shaarat.
  • You have resistance to psychic damage, and you can’t be charmed or frightened.
  • You use your ghaal’shaarat to channel the elements. When you select this ability, select one of the following damage types: acid, cold, fire, lightning, or thunder. When you hit with your ghaal’shaarat, the target takes an extra 1d6 damage of the chosen type.
Maverick
In the world of artifice, the Maverick is a jack of all trades and master of none. A Maverick is always experimenting with new designs, forever abandoning yesterday’s work in pursuit of a new obsession. While often dismissed by other artificers as eccentric amateurs, in their refusal to follow established tradition, a Maverick may stumble on remarkable breakthroughs—though their idiosyncratic techniques can rarely be replicated by others.   Arcane Breakthroughs   Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most artificers. Choose one of the following classes: bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. This class’s spells become part of your Breakthrough spell list. You can choose an additional class and add its spells to your Breakthrough spell list at 5th, 9th, 13th, and 17th levels.   When you change your list of prepared artificer spells after a long rest, you can prepare an additional 1st-level spell. This spell must be from your Breakthrough spell list. When you reach certain levels in this class, you increase the number of Breakthrough spells that you can prepare. You can prepare an additional 2nd-level spell at 5th level, an additional 3rd-level spell at 9th level, an additional 4th-level spell at 13th level, and an additional 5th-level spell at 17th level. These prepared spells don’t count against the number of artificer spells you prepare.   When you cast a spell you’ve prepared using this feature, it’s considered to be an artificer spell for you, and Intelligence is your spellcasting ability for it. When you swap a prepared Breakthrough spell for a new spell, you lose any ongoing benefits from having cast it (such as a steed summoned by find steed).   Cantrip Specialist   You excel at producing minor magical effects—and at abandoning your current projects to pursue new ideas. Starting at 3rd level you gain the following benefits:
  • You know one additional cantrip beyond what’s normally allowed for an artificer of your level.
  • When you finish a short rest (instead of when you gain a level in this class), you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list or your Breakthrough spell list. This cantrip is considered an artificer cantrip for you.
Cantrip Savant   Starting at 5th level, you continue to develop your talent for the simplest spells. You gain the following benefits:
  • When casting an artificer cantrip, you gain a +1 bonus to attack rolls and to your artificer spell save DC unless your spellcasting focus grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.
  • As an action, you can replace an artificer cantrip you know with a different cantrip from the artificer spell list or your Breakthrough spell list. Once you use this feature, you can’t use it again until you finish a long rest.
Superior Breakthoughs   Starting at 9th level, when you cast one of the spells you prepared with Arcane Breakthroughs, you can do so as if the spell was cast using a spell slot two levels higher than the spell slot you expend. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses after you finish a long rest.   Work in Progress   Starting at 9th level, you can ready half-formed projects for easy completion when needed. As an action, you can replace any prepared artificer spell with any other spell from the artificer spell list, which then counts as a prepared spell for you.   Once you use this feature, you can’t use it again until you finish a short or a long rest.   Final Breakthrough   At 15th level, you gain one additional spell slot of each spell level you can prepare. These spell slots can only be used to cast the bonus spells granted by your Arcane Breakthroughs. As you gain levels in this class and are able to prepare 5th-level artificer spells, you gain an additional spell slot of that level.  
Stitcher
Stitchers are artificers that, through extensive anatomical study, have come to see our own bodies as yet another machine to be harnessed for a myriad of purposes. With this realization comes a dark temptation. While stitchers could make excellent doctors and surgeons, their reputation as corpse obsessed mad scientists most often leaves them shunned and isolated from others. Despite the common folk's stubborn rejection of the reuse of their loved one's remains, every stitcher knows that a corpse is a resource that should never be wasted.   Tool Proficiency   3rd-level Stitcher feature   When you adopt this specialization at 3rd level, you gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Stitcher Spells   3rd-level Stitcher feature   Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Stitcher Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.  
Stitcher Spells
Artificer Level Stitcher Spells
3rd Cure Wounds, Inflict Wounds
5th Blindness/Deafness, Gentle Repose
9th Revivify, Summon Undead
13th Blight, Shadow of Moil
17th Mass Cure Wounds, Negative Energy Flood
Stitched Minions   3rd-level Stitcher feature   You learn to raise corpses, reusing them to create minions. Choose a corpse of a Medium or Small humanoid within 5 feet of you. You can spend 10 minutes using your leatherworker's tools to repair and raise the corpse, creating an Stitched Minion. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Stitched Minion stat block, which uses your proficiency bonus (PB) in several places. Your Stitched Minions have the appearance of the creature you created it from and are protected from further decay. They are proficient with all simple weapons and all the artisan's tools you're proficient with. Whenever you infuse an item with your Infuse Item feature and that item requires attunement, you can attune one of your Stitched Minions to it the instant you infuse the item.   In combat, your Stitched Minions share your initiative count, but they take their turn immediately after yours. They can move and use their reaction on their own, but the only action they can take on their turn is the Dodge action, unless you take a bonus action on your turn to command them to take another action (If you control multiple minions and golems, you can command any or all of them at the same time, mentally issuing individual commands to each one). That action can be one in its stat block or some other action. If you are incapacitated, your Stitched Minions can take any action of their choice, not just Dodge.   If the Mending spell is cast on a Stitched Minion, it regains 2d6 hit points. You can have a maximum number of Stitched Minions equal to your Proficiency bonus. If you try to exceed your maximum number of Stitched Minions, the oldest minion dies and reverts to a corpse.   You can use this feature a number of times equal to your Proficiency bonus and you regain all expended uses of this feature when you finish a long rest.  

World of Inarius

Stitched Minion CR: -

Medium undead construct, any
Armor Class: 8 + your proficiency bonus
Hit Points: 3 + 3 times your Intelligence modifier + half of your Artificer level, rounded down (the minion has a number of Hit Dice [d8s] equal to half your Artificer level)
Speed: 20 ft

STR

12 +1

DEX

12 +1

CON

16 +3

INT

4 -3

WIS

8 -1

CHA

5 -3

Saving Throws: Wis -1 plus proficiency, Con +3 plus proficiency
Skills: Athletics +1 + your proficiency bonus
Damage Immunities: poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 60 ft., passive Perception 9 + your proficiency bonus
Languages: Understands the languages you speak
Challenge Rating: -

Sluggish Reflexes    The minion can't make opportunity attacks.   Undead Fortitude    If damage reduces the minion to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the minion drops to 1 hit point instead.   Unusual Nature    The minion doesn't require air, food, drink, or sleep.

Actions

Attack   The minion attacks once with whatever weapon it's wielding.   Slam   Melee Weapon Attack: 1 + proficiency to hit, reach 5ft., one target. Hit 4 (1d6 + 1) bludgeoning damage.

Reactions

Channel Magic   The minion delivers a spell you cast that has a range of touch. The minion must be within 120 feet of you.

  Skilled Subordinates Additionally at 3rd level, your Stitched Minions can assist you in crafting magic items. Whenever you craft a magic item with your minions or golems, you can complete it twice as quickly as you would otherwise.   Professor of Anatomy   5th-level Stitcher feature   Beginning at 5th level, your knowledge of anatomy allows you to more effectively use spells that effect the body. Whenever you cast a spell that deals necrotic damage to a creature, add your Intelligence modifier to the damage that creature would take.   In addition, whenever you cast a spell that restores hit points to a creature, add your Intelligence modifier to the number of hit points that creature would regain.   Stitched Golems Starting at 9th level, your fleshcraft allows you combine your minions into a single powerful golem. Choose three of your Stitched Minions within 5 feet of you. You can spend 10 minutes using your leatherworker's tools to stitch together your minions, creating an Stitched Golem. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Stitched Golem stat block, which uses your proficiency bonus (PB) in several places.   The same rules you use for your Stitched Minions apply to your Stitched Golems, with the following exceptions.  
  • One Stitched Golem counts as three Stitched Minions for the purposes of tracking your maximum number of minions.
  • Your Stitched Golems are also proficient with all martial weapons and shields.
Once you use this feature, you can't use it again until you finish a long rest.    

World of Inarius

Stitched Golem CR: -

Medium undead construct, any
Armor Class: 9 + your proficiency bonus
Hit Points: 4 + 3 times your Intelligence modifier + twice your Artificer level (the minion has a number of Hit Dice [d8s] equal to your Artificer level)
Speed: 25 ft

STR

19 +4

DEX

12 +1

CON

18 +4

INT

6 -2

WIS

10 +0

CHA

5 -3

Saving Throws: Wis +0 plus your proficiency, Con +4 plus proficiency
Skills: Athletics +4 plus your proficiency
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities: Lightning, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 60 ft., passive Perception 10 + your proficiency
Languages: Understands the languages you speak
Challenge Rating: -

Immutable Form   The golem is immune to any spell or effect that would alter its form. Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.   Magic Resistance    The golem has advantage on saving throws against spells and other magical effects.   Magic Weapons    The golem's weapon attacks are magical.   Undead Fortitude    If damage reduces the golem to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the golem drops to 1 hit point instead.   Unusual Nature    The golem doesn't require air, food, drink, or sleep.

Actions

Multiattack   The golem attacks twice with its slam attack or with whatever weapon it's wielding.   Slam   Melee Weapon Attack: 4 + PB to hit, reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning damage.

Reactions

Channel Magic    The golem delivers a spell you cast that has a range of touch. The golem must be within 120 feet of you.

  Channeling Field Beginning at 15th level, you learn to generate an arcane field that allows you to proliferate your spells through your creations en masse. When you cast a spell during your turn, you can expend additional spell slots of the same level as the spell you cast to copy it. These copies do not require additional material components to cast. The original spell and these copies must be delivered through you or any minion or golem you currently control within 120 feet of you. You, your minions, and your golems can each only channel one instance of the spell.   Once you use this feature, you can't use it again until you finish a long rest.  
Aeronaut
One of the most dangerous obsessions an artificer can pursue has always been mechanical flight. Many strive for this lofty goal, and all but the most dedicated, and often the most foolhardy, artificers fail in their pursuits. Experiments that end in disastrous explosions, catastrophic falls from the sky, and deadly malfunctions are not out of the norm for an Aeronaut perfecting their mechanical flying machine.   You constantly strive to achieve the lofty goal of every Aeronaut, the creation of an arcane flying machine.   Tools of the Trade   When you become an Aeronaut Specialist at 3rd level, you gain proficiency with woodcarver's tools. If you are already proficient in woodcarver's tools you instead gain proficiency with another type of artisan's tools of your choice.  
Aeronaut Spells
Artificer Level Spell
3rd feather fall, zephyr strike XGtE
5th dust devil XGtE, warding wind XGtE
9th fly, wind wall
13th death ward, summon elemental (air) TCoE
17th control winds XGtE, steel wind strike XGtE
Flying Machine   Starting at 3rd level, at the end of a long rest, you can use your woodcarver's tools to construct a Flying Machine. You choose the Machine's appearance, but it has no effect on its abilities. Your Flying Machine has the following features:
  • It is a magic item that requires attunement, and it can be used as a spellcasting focus for your artificer spells.
  • It is built to fit you, and can be worn over light armor.
  • When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.
  • You gain a flying speed of 15 feet, which increases as you gain levels in this class; at 5th level (20 feet), 9th level (30 feet), and in finally at 15th level (60 feet).
  • You can only have one Flying Machine at a time, and creating another causes the other to fall into disrepair.
  Extra Attack   Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.   Aerial Maneuvers   You have greatly improved the speed of your Flying Machine. Starting at 9th level, while wearing your Flying Machine, you can take the Dash action as a bonus action on your turn.   In addition, while you have your flying machine equipped, you gain a bonus to your Dexterity ability checks and saving throws equal to your Intelligence modifier (minimum of +1).   Master Aeronaut   You have become a master of Aeronaut artifice. Beginning at 15th level, while wearing your Flying Machine and you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and only half damage if you fail.  
Archivist
For centuries chroniclers have sought the best way to store vast amounts of information. Where most are satisfied with scrolls, Archivists strove for something greater. They have learned to store libraries worth of information in a single object, awakening the first Artificial Minds. Working in tandem with these wondrous Minds, Archivists wield the potentially limitless power of these arcane intelligences. How will you use your ability to create artificial intelligence?   Tools of the Trade   When you become an Archivist Specialist at 3rd level, you gain proficiency with calligrapher's supplies. If you are already proficient in calligrapher's supplies you instead gain proficiency with another type of artisan's tools of your choice.   Artificial Mind   Beginning at 3rd level, you learn to awaken Artificial Minds within objects. At the end of a long rest, you can touch a Tiny, non-magical object, and use your calligrapher's supplies to awaken an Artificial Mind within it. While the Artificial Mind is awakened within an object, it is considered a magic item that requires attunement, and it can be used as a spellcasting focus for your artificer spells. If you attempt to rouse a second Artificial Mind while you already have one from this feature, the first Artificial Mind ceases to exist. While attuned to your Artificial Mind, you gain the following abilities:  
  • Information Overload. You can cause your Artificial Mind to overload the mind's of your foes by channeling information at them. As an action, you can force a creature that you can see within 30 feet to make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage and disadvantage on the next attack roll it makes before the start of your next turn. The damage of Information Overload increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Magical Telephony. You can communicate telepathically with any creature carrying one of your infused items within a 1-mile radius. The creature can respond telepathically.
  • Skill Proficiencies. You gain proficiency in two skills of your choice from the column on the Artificial Mind table. The material of the object determines the skills you choose from, as the object's nature affects the mind's knowledge.
Material Examples Skill Proficiencies
Animal parchment,
leather, bone Animal Handling, Insight
Perception, Survival
Mineral gems, glass,
metal, stone Deception, Intimidation
Performance, Persuasion
Plant paper, wood,
vegetable Arcana, History
Nature, Religion
Archivist Spells
Artificer Level Spell
3rd comprehend languages, dissonant whispers
5th detect thoughts, mind spike XGtE
9th hypnotic pattern, tongues
13th locate creature, phantasmal killer
17th modify memory, synaptic static XGtE
Acute Overload   Starting at 5th level, you can expend a spell slot to increase the psychic damage of Information Overload. The damage increases by 2d8 for a 1st-level spell slot, and an additional 1d8 for each spell level higher than 1st-level.   Also, when you deal psychic damage using your Artificial Mind as a spellcasting focus, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum of +1).   Improved Consciousness   The cognitive abilities of your Artificial Mind are powerful enough to aid your spellcasting. Starting at 9th level, when you are forced to make a Constitution saving throw to maintain concentration on a spell, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).   Master Archivist   You are a master of Archivist artifice. Starting at 15th level, you can an action on your to transform into pure information and teleport to an unoccupied space that you can see within 60 feet, or an unoccupied space within 5 feet of a creature or object bearing one of your artificer Infusions.  
Biomancer
While most artificers are content with mechanical innovation, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.   Tools of the Trade   At 3rd level, you gain proficiency with leatherworker's tools. If you are already proficient with leatherworker's tools, you gain proficiency with another set of artisan's tools of your choice.  
Biomancer Spells
Artificer Level Spell
3rd false life, find familiar
5th alter self, spider climb
9th haste, life transference
13th blight, polymorph
17th reincarnate, skill empowerment
Aberrant Chimera   You can use your understanding of Biomancy magic to create an aberrant life form. Starting at 3rd level, whenever you cast find familiar, you instead create a Chimera, which functions as a normal familiar, but has the following changes:
  • The material component is 1 pound of organic matter.
  • It is a monstrosity (instead of a celestial, fey, or fiend).
  • It has additional hit points equal to your artificer level.
  • As an action, the Chimera can touch a creature and sacrifice any amount of its hit points, healing the target for the same amount by grafting its flesh to theirs.
  • As an action, the Chimera can merge with a creature it can touch, granting it temporary hit points equal to the Chimera's remaining hit points. While merged, the target gains one of the Chimeric Traits below. The creatures remain merged until you create another Chimera, or the temporary hit points are depleted, at which point the Chimera is destroyed.
  1. Amphibious Physiology. While merged, the creature can breathe both air and water, and gains a 30 foot swim speed.
  2. Resilient Hide. While merged and not wearing any armor or using a shield, the creature's Armor Class is equal to 10 + your Intelligence modifier + their Constitution modifier.
  3. Vestigial Limb. While merged, the creature grows an additional limb which resembles their own limbs. It has a reach of 5 feet, and can lift a number of pounds equal to your Intelligence score. The limb can't use weapons or shields nor can it do anything that requires manual precision.
  Augmented Flesh   The power your Chimera works best when merged with its master. Starting at 5th level, you gain the following benefits while you are merged with your Aberrant Chimera:
  • Whenever you make an attack or damage roll, ability check, or saving throw that would normally use your Strength, you can use your Intelligence score instead.
  • You gain a climbing speed equal to your movement speed, and you can climb difficult surfaces, including upside down on ceilings, without making an ability check.
  • As a bonus action, you can expend a spell slot to grant yourself temporary hit points equal to five times the level of the spell slot + your Intelligence modifier.
  Extra Attack   Also starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.   Strange Evolution   You have enhanced your own physiology with strange magic. At 9th level, your movement speed increases by 10 feet, and you permanently gain one Chimeric Trait of your choice.   When you reach 15th level in this class, you gain a second permanent Chimeric Trait of your choice (for a total of two).   Master Biomancer   You have become a master amongst Biomancer artificers. Beginning at 15th level, when you target a creature with a Biomancer Spell, you can grant a single target (additional) temporary hit points equal to your artificer level.   In addition, when merged with your Chimera, you are resistant to bludgeoning, piercing, and slashing damage.  
Chronothief
For those that pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some artificers choose to experiment with Chronomancy, the magic of time. Known as Chronothieves, these bold artificers are marked by their signature Chronometers, a wondrous object which they use to steal moments and adjust the flow of time.   Tools of the Trade   At 3rd level, you gain proficiency with jeweler's tools. If you are already proficient with jeweler's tools, you instead gain proficiency with another set of artisan's tools of your choice.  
Chronothief Spells
Artificer Level Spell
3rd expeditious retreat, featherfall
5th hold person, misty step
9th haste, slow
13th banishment, dimension door
17th hold monster, modify memory
Chronometer   At 3rd level, you can create a Chronometer, marking you as a true Chronothief. At the end of a long rest, you can use your jeweler's tools to construct a Tiny timekeeping device, like a watch, hourglass, or small sun dial, which can be used as a spellcasting focus by you for your artificer spells.   You can only have one Chronometer at a time, and creating another causes the magic within the first to dissipate.   Your Chronometer has a number of charges equal to twice your Intelligence modifier. It regains all expended charges when you finish a long rest. While your Chronometer is in hand, you can expend a charge to use the following abilities:
  • Accelerate. As an action, you increase the speed of a creature within 60 feet by a number feet equal to 5 times your Intelligence modifier until the end of their next turn.
  • Decelerate. As an action, you force a creature that within 60 feet to make a Charisma saving throw. On a failed save, its movement speed is reduced by a number feet equal to 5 times your Intelligence modifier until the end of its next turn.
  • Slip. As a reaction when a creature within 60 feet makes an attack roll, ability check, or saving throw, you can force them to re-roll. You must use this reaction before you know if the triggering attack, check, or saving throw succeed.
  • Warp. As an action, you can switch places with a creature within 60 feet, each instantly teleporting to the other's space. An unwilling creature must succeed on a Charisma saving throw or be forced to switch places with you.
  Stolen Moments   You have improved your Chronometer so that you can literally save moments in time for later. Beginning at 5th level, when you successfully paralyze, stun, or reduce a creature's movement speed to 0 with a spell or Chronotheif ability, your Chronometer regains one of its expended charges.   Also, any of your Chronometer abilities that require an action to use can also be used as a bonus action on your turn.   Empowered Chronomancy   Your understanding and control over the magic of time has greatly increased. Upon reaching 9th level in this class, the magic of your Chronometer improves in the following ways:
  • Accelerate. Opportunity attacks against the target creature have disadvantage until the end of their next turn.
  • Decelerate. You can spend an additional charge to double the movement speed reduction. If this feature reduces a target's speed to 0, it must succeed on a Constitution saving throw or be stunned until the end of its next turn.
  • Slip. You can spend two charges to use this reaction after you know if the triggering attack roll, ability check, or saving throw succeeded or failed.
  • Warp. You can spend additional charges to increase the range by an additional 30 feet for each charge you expend.
  Master Chronothief   You are considered a master in the field of Chronomancy. Starting at 15th level, you can overload your Chronometer, expending any remaining charges, to cast time stop.   Once you cast time stop in this way, you must finish a long rest before you can do so again.  
Composer
Behind every great musician, every standing ovation, every sold out concert, there is most often Composer who put quill to parchment and penned the notes. These great minds are unlike other bards and entertainers, Composers take a more cerebral approach to music. They are masters of patterns and repetition, and when they apply their analytical minds to a problem it is only a matter of time before they find a solution.   The signature invention of every Composer is their Musical Apparatus, a totally unique invention of their own design that allows them to produce wondrous musical effects.   Musical Apparatus   At 3rd level, you create a signature musical instrument. At the end of a long rest, you can use your smith's tools to create a Musical Apparatus. You are proficient with this Apparatus and it can be used as a spellcasting focus by you. When you make an ability check with your Musical Apparatus, you can add double your proficiency bonus to the result of your roll.   You can only maintain one Apparatus at a time. If you create a second, the previous Apparatus becomes unusable.   Upon creating your Musical Apparatus, you can weaponize it, choosing one of the following options below:
  • Raucous Blast. Your Apparatus can assault creatures with a blast of sound. As an action, make a spell attack against a creature within 60 feet that can hear you. On hit, the creature takes 1d8 thunder damage and is deafened until the start of your next turn. The damage increases by 1d8 at 5th level (2d8), and again at 11th level (3d8), and 17th level (4d8).
  • Ringing Strike. Your Apparatus is a simple weapon with the versatile property, and it deals 1d8 (1d10) bludgeoning damage on hit. You are considered proficient with it, and you can use your Intelligence, in place of Strength, for attack and damage rolls. In addition, you can cast the booming blade* cantrip as long as your Apparatus is the material component.
  Tools of the Trade   When you become a Composer Specialist at 3rd level, you gain proficiency with smith's tools and one instrument of your choice. If you already proficient with smith's tools, you gain proficiency with another set of artisan's tools of your choice.  
Composer Spells
Artificer Level Spell
3rd charm person, thunderwave
5th shatter, silence
9th beacon of hope, fear
13th charm monster XGtE, dominate beast
17th destructive wave, dominate person
Thunderous Note   Beginning at 5th level, when you hit a creature with a Musical Apparatus attack, you can expend a spell slot to knock Large or smaller targets back with a thunderous burst of sound. The creature is knocked back 10 feet for a 1st-level spell slot, and an additional 10 feet for each spell level higher than 1st-level.   Also, whenever you deal thunder damage, you add your Intelligence modifier (minimum of +1) to your damage roll.   Resonant Frequency   Starting at 9th level, you can use an action to play a note that causes a target within 10 feet to resonate with undetectable music for 1 hour. The next time that creature is hit by a melee attack, the attacker must succeed on a Constitution saving throw or take 2d8 thunder damage and not be able take reactions until the start of their next turn.   You may use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.   Master Composer   You have mastered the theory and applications of musical. Beginning at 15th level, you gain the following benefits:
  • You are immune to thunder damage and being deafened.
  • Your Musical Apparatus gains both Weaponized effects.
  • Your Thunderous Note feature effects Huge or smaller creatures. Large or smaller creatures that fail the saving throw fall prone at the end of their forced movement.
 
Dungeoneer
While most artificers iterate on one invention, Dungeoneers use their know-how to weaponize mundane objects. Trusted to safeguard untold riches and powerful artifacts, these slick inventors use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the most hardy and determined adventurers and marauders.   Tools of the Trade   When you become a Dungeoneer Specialist at 3rd level, you gain proficiency with carpenters and smith's tools. If you already proficient in carpenter's or smith's tools, you gain proficiency with another set of artisan's tools of your choice. In addition, you gain proficiency with improvised weapons. Whenever you make an attack with an improvised weapon, you can use your Intelligence modifier, in place of Strength or Dexterity, for the attack and damage rolls.  
Dungeoneer Spells
Artificer Level Spell
2nd alarm, unseen servant
5th arcane lock, knock
9th glyph of warding, tiny hut
13th guardian of faith, resilient sphere
17th passwall, wall of stone
Dungeoncraft   Beginning at 3rd level, whenever you finish a long rest, you craft a number of objects of your choice from the table below equal to your Intelligence modifier (minimum of 1 object). They appear as mundane versions of those objects, but turn to ash the following dawn after they are created. You can craft normal versions of these objects in one quarter of the time.   If an object you craft with this feature forces a creature to make a saving throw, they use your artificer Spell Save DC.  
Dungeoncraft Objects
acid (1 vial)
alchemist's fire (1 vial)
ball bearings (1,000)
caltrops (200)
chain (25 feet)
crowbar
grappling hook
hunting trap
lock/manacles and key
oil (1 vial)
portable ram
rope (50 feet)
sledge hammer
torches (5)
Extra Attack   Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.   Arcane Improvisation   Starting at 9th level, your improvised weapon attacks and Dungeoncraft Objects are considered magical for the sake of overcoming resistance and immunity to non-magical attacks.   Also, you can cast one of your Dungeoneer Spells without providing the material component once per long rest.   Master Dungeoneer   You have become a master of Dungeoneering. Beginning at 15th level, creatures have disadvantage on saving throws for your Dungeoncraft Objects and Dunegoneer spells.   In addition, you learn to cast a ritual version of both the passwall and wall of stone spells. Casting them in this way takes 1 hour, doesn't consume a spell slot, and the structure created becomes permanent at the end of the ritual casting.    
Forgewright
While most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament.   Tools of the Trade   When you become a Forgewright Specialist at 3rd level, you gain proficiency with smith's tools and all martial weapons. If you already proficient in smith's tools, you gain proficiency with another set of artisan's tools of your choice.   Arcane Armament   Your intimate knowledge of warfare and arcane magic allows you to combine both with ease. Starting at 3rd level, you learn to forge an arcane armament. At the end of each long rest, you touch one melee weapon and turn it into your arcane armament, granting it the following properties:
  • The weapon you is considered magic if it was not already.
  • You can use your Intelligence modifier, in place of Strength or Dexterity, for the attack and damage rolls.
  • You gain a +1 bonus to your attack and damage rolls with it, unless the base weapon granted a higher bonus. This bonus increases at 9th level (+2) and at 15th level (+3).
  • It can bear one of your Infusions, even if it was already a magic item before becoming your Arcane Armament.
  • It gains the thrown property (range 20/60) and the returning property, and the weapon returns to your hand immediately after every ranged attack you make.
Your Arcane Armament is usable only by you. Enchanting a second weapon causes the magic imbued the first to dispel.  
Forgewright Spells
Artificer Level Spell
3rd compelled duel, zephyr strike XGtE
5th cloud of daggers, misty step
9th blinding smite, conjure barrage
13th fire shield, staggering smite
17th conjure volley, steel wind strike XGtE
Extra Attack   Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also, you can cast one of your cantrips in place of one of those attacks.   Arcane Smite   You can channel raw arcane power through your Armament. Beginning at 9th level, when you hit a target with your Arcane Armament you can channel arcane energy through it to create one of the following effects of your choice:
  • The target takes an extra 2d6 force damage. You can expend a spell slot to increase this damage. The damage increases by 1d6 per level of the spell slot you expend.
  • You gain temporary hit points equal to your artificer level.
  • You can force the target to make a Strength saving throw. On a failed save they are knocked prone.
  • You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  Master Forgewright   You have become a master among Forgewright artificers. Starting at 15th level, you can extend the power within your Arcane Armament to your allies. As an action, choose a number of weapons equal to your Intelligence modifier (minimum of 1) within 30 feet. For the next minute these weapons deal an additional 1d6 force damage on hit.   You can use this feature once per long rest, unless you spend a spell slot of 3rd level or higher to use it again.  
Machinist
While some artificers spend their lives perfection one solitary creation, Machinist artificer value quantity over quality. They are known for creating their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of strange and wondrous servants, Machinists are ready for any challenge.   Automatons   At 3rd level, you learn to craft Automatons. At the end of each long rest, you use your smith's tools to magically create a Small Automaton in an unoccupied space within 5 fee. Once you create an Automaton, you can't do so again until you finish a long rest or until you expend a spell slot of 1st-level or higher to create another one. You can have one Automaton at a time, creating a second causes the first to fall apart.   Automatons are magical constructs with an Armor Class of 18 and hit points equal to five times your artificer level. They are immune to poison and psychic damage, and when they make an ability check or a saving throw, its ability scores are 10 (+0). If mending is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour.   When you create you Automaton, you decide which type it is, choosing from the options on the Automaton Model table. On each of your turns, you can take a bonus action to activate the Automaton if you are within 60 feet. As part of the same bonus action, you can direct the Automaton to walk up to 25 feet to an unoccupied space.  
Automaton Model
Model Activation
  • Agent. You can see and hear through the senses of your Automaton, so long as you are within 100 feet. You are deaf and blind to your senses until you end this link as a bonus action.
  • Anchor. The Automaton latches onto a creature within 5 feet, reducing the target's movement speed by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet).
  • Armor. The Automaton attaches itself to a willing creature within 5 feet. While attached, the creature's Armor Class cannot be less than 13 + your Intelligence modifier
  • Artisan. The Automaton gains proficiency in one set of tools, and adds your Intelligence modifier to any check it makes using that set of tools.
  • Assault The Automaton makes a melee spell attack against a creature within 5 feet. On hit, it deals bludgeoning damage equal to 1d6 + your Intelligence modifier
Tools of the Trade   At 3rd level, you gain proficiency with smith's tools. If you already proficient in smith's tools, you gain proficiency with another set of artisan's tools of your choice.  
Machinist Spells
Artificer Level Spell
3rd color spray, unseen servant
5th cloud of daggers, cordon of arrows
9th spirit guardians, tiny servant XGtE
13th faithful hound, summon construct TCoE
17th animate objects, awaken
Arcane Conduit   Beginning at 5th level, you learn to channel magic through your Automatons. When you cast an artificer spell, you can choose for the spell to originate from an Automaton, instead of yourself so long as you are within 60 feet of it.   When you cast a spell in this way, you roll a d8, and add the number rolled to one damage, or healing, roll of the spell.   Automated Army   You can create and control Automatons even more efficiently. Starting at 5th level, you can control up to two Automatons at one time, and at the end of each long rest you can create two Automatons of your choice, without expending a spell slot. You can activate all Automatons as one bonus action.   Efficient Production   Starting at 9th level, when you expend an artificer spell slot to create an Automaton, you create a number of Automatons equal to the level of the spell slot expended. You cannot use this feature to exceed your maximum number of Automatons.   Master Machinist   You have become a master amongst Machinist artificers. Starting at 15th level, you can control up to three Automatons at one time, and at the end of a long rest you create three Automatons of your choice, without expending a spell slot.  
Puppeteer
Though all artificers have their quirks, Puppeteers tend to be the strangest subset of arcane inventors. They dedicate their research and intellect towards mastery of manipulation and control of other creatures through the use of their Marionette Strings. Often found literally pulling the strings from behind the scenes, these strange artificers prefer to empower their allies rather than risk their own lives on the front lines.   Tools of the Trade   At 3rd level, you gain proficiency with weaver's tools. If you are already proficient with weaver's tools, you instead gain proficiency with another set of artisan's tools of your choice.
Puppeteer Spells
Artificer Level Spell
3rd ensnaring strike, entangle
5th crown of madness, hold person
9th hypnotic pattern, slow
13th dominate beast, grasping vine
17th dominate person, hold monster
Marionette Strings   At 3rd level, you learn to fashion the strange Strings that mark you as a Puppeteer. When you finish a long rest, you can use your weaver's tools to construct a set of Marionette Strings, usable only by you. As an action, you can cause your Strings to fly out and magically attach to a willing creature within 30 feet. You must have a free hand to use your Strings.   While a creature is attached to your Strings, you gain the features listed below. Your Marionette Strings detach after 1 minute, if you use a bonus action to detach them, or if you and the creature are ever more than 30 feet apart.   You can attach your Marionette Strings a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Corrected Strike. When the attached creature makes a melee attack, you can use your reaction to have them re-roll their attack roll, and they must use the new roll. You must use this reaction before you know if the attack hits or misses.
  • Channel Spell. As an action on your turn, you can cast an artificer spell as if it originated from the attached creature. If the spell requires concentration, you concentrate on it.
  • Puppeteer's Guidance. When the attached creature makes an ability check that uses a skill with which you are proficient , you can grant them a bonus to their roll equal to your Intelligence modifier (minimum of +1).
  • Strange Movement. As a bonus action on your turn, you can move the attached creature a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet). This movement does not provoke opportunity attacks.
  Strange Strikes   The degree of control you exert through your Strings grows. Starting at 5th level, when the creature attached to your Marionette Strings makes an attack, you can use your reaction to cause them to make one additional attack.   In addition, when a creature attached to your Strings hits a creature with a melee attack, you can expend a spell slot to empower their strike. Their strike deals an additional 2d6 force damage for a 1st-level spell slot, and an additional 1d6 force damage for each spell slot level above 1st.   Nimble Fingers   Your ability to control and amplify the abilities of others has increased. Starting at 9th level, you can have two creatures attached to separate Marionette Strings at one time. You must have a free hand to control each of these creatures. The two creatures can be any distance apart, so long as they each individually remain within the range of your Strings.   In addition, the length of your Marionette Strings, and the range of your Puppeteer abilities, becomes 60 feet.   Master Puppeteer   You have become a master amongst Puppeteer artificers. Starting at 15th level, you can use an action on your turn to cast the Irresistible Dance spell, without expending a spell slot, or requiring your concentration. You can only have once instance of this spell active at a time. When a creature makes a saving throw to resist the spell, you can expend a use of your Marionette Strings to impose disadvantage.   Once you cast Irresistible Dance in this way, you must finish a long rest before you can do so again, or expend a use of your Marionette Strings ability to use this ability again.  
Dwarven Warsmith
Where other artificers may seek to innovate magical technology like nobody has ever seen, you instead look to far more ancient sources. For thousands of years, dwarven warsmiths have forged magic weapons and armor unlike anything other mortals could hope to create, infusing powerful elemental magic directly into the metal with jealously guarded techniques, passed down from master to apprentice. A warsmith is unique in mastering not only the forge, but also the wielding of its products, training in time-tested martial techniques in order to gain an unmatched understanding of their craft.   Tool Proficiency   When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Ancestral Forge   At 3rd level, your body has become accustomed to the heat of the strongest forges. You gain resistance to fire damage.   You have been taught the secrets of dwarven craftsmanship. Add the following items to the table for the Replicate Magic Item infusion at the listed levels of availability: belt of dwarvenkind (6th level), dwarven plate (10th level), and dwarven thrower (14th level).   The way of the dwarven warsmith is typically restricted to dwarves, but exceptions have occasionally been made for outsiders of great skill and dedication. If you are not a dwarf, you are able to attune to any item that requires attunement by a dwarf.   Dwarven Warsmith Spells   Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Dwarven Warsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.  
Dwarven Warsmith Spells
Artificer Level Dwarven Warsmith Spells
3rd searing smite, thunderwave
5th earthbind, locate object
9th lightning bolt, erupting earth
13th stoneskin, storm sphere
17th wall of stone, conjure elemental
Martial Heritage   You are trained in the ancient martial techniques of the dwarves. At 3rd level, you gain proficiency with martial weapons and heavy armor.   You also gain access to one of the following fighting styles from the Fighter class. You can't take a Fighting Style option more than once, even if you later get to choose again.  
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Attack   Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.   Dwarven Warmaster   At 9th level, you become become a master of dwarven arms and armor. You gain three additional infusions known, which can only be used for belt of dwarvenkind, dwarven plate and dwarven thrower.   Deep Magic   At 15th level, you gain access to ancient secrets of dwarven elemental magic, which you are able to work into your creations. You can cast move earth and one of your choice of flesh to stone, chain lightning, investitute of flame or investiture of stone (chosen when you prepare your spells each day) as 6th-level artificer spells, without expending a spell slot. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.


LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
1st+2Magical Tinkering, Spellcasting--22----
2nd+2Infuse Item4222----
3rd+2Artificer Specialist, The Right Tool for the Job4223----
4th+2Ability Score Improvement4223----
5th+3Artificer Specialist feature42242---
6th+3Tool Expertise63242---
7th+3Flash of Genius63243---
8th+3Ability Score Improvement63243---
9th+4Artificer Specialist feature632432--
10th+4Magic Item Adept843432--
11th+4Spell-Storing Item843433--
12th+4Ability Score Improvement843433--
13th+5-8434331-
14th+5Magic Item Savant10544331-
15th+5Artificer Specialist feature10544332-
16th+5Ability Score Improvement10544332-
17th+6-105443331
18th+6Magic Item Master126443331
19th+6Ability Score Improvement126443332
20th+6Soul of Artifice126443332

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USNHawser113.

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