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TCE

Artificer

hit dice: 1d8 per artificer level
hit points at 1st level: 8 + constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: 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
starting equipment:
You start with the following Equipment, in addition to the Equipment granted by your background:

  • any two simple Weapons of your choice

  • a Light Crossbow and 20 bolts

  • your choice of studded Leather Armor or Scale Mail

  • Thieves' Tools and a Dungeoneer's Pack


If you forgo this starting Equipment, as well as the items offered by your Background, you start with 5d4 x 10 gp to buy your Equipment.
spellcasting:

Spellcasting

1st-level artificer feature   You've studied the workings of magic and how to cast Spells, channeling the magic through Objects. To observers, you don't appear to be casting Spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.  

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)

You know two Cantrips of your choice from the Artificer Spells List . At higher levels, you learn additional artificer Cantrips 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 Spells 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 1st-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.
class features:
As an artificer, you gain the following Class Features, which are summarized in the Artificer table.  

Magical Tinkering

1st-level artificer feature   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

2nd-level artificer feature   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, choosing from the "Artificer Infusions" section at the end of the class's description. 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.   Phrelle note on infusions; Your infusions can be assigned for an adventure you are signe dup on only. You cannot give infusions to characters embarking on an adventure unless your character is also on the same adventure.  

Artificer Specialist

3rd-level artificer feature   Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed after the class's description. Your choice grants you features at 5th Level and again at 9th and 15th level.  

The Right Tool for the Job

3rd-level artificer feature   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

4th-level artificer feature   When you reach 4th Level and again at 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

6th-level artificer feature   Your Proficiency Bonus is now doubled for any ability check you make that uses your proficiency with a tool.  

Flash of Genius

7th-level artificer feature   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

10th-level artificer feature   You've achieved 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

11th-level artificer feature   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 1st- 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

14th-level artificer feature   Your skill with magic items deepens:   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

18th-level artificer feature   You can now attune to up to six magic items at once.  

Soul of Artifice

20th-level artificer feature   You have developed 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 outright, you can use your Reaction to end one of your Artificer Infusions, causing you to drop to 1 hit point instead of 0.
subclass options:

Artificer Specialists

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.  

Specialist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. The spells you gain are dependent on the Artificer Specialization you choose. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.  
Architect
An Architect specializes in shelter above all, providing protection and safety on the battlefield. This defending power is valued and sought after by allies - while an Architect is hardly the most versatile or explosive artificer around, they could not be more valuable for the dependability and defense they provide to those they care about.  

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

Architect Spells

Artificer LevelSpells
3rdsanctuary, shield
5thcordon of arrows, spike growth
9thtiny hut, wind wall
13thprivate sanctum, wall of fire
17thwall of force, wall of stone
 

Force Barricade

Beginning at 3rd level, you learn how to create a deployable wall. Using carpenter's tools, you can use your action to deploy a wall of half cover that is 10 feet long and 2 feet thick, originating at a point you can see within 60 feet. This cover has an AC of 10 + your Intelligence modifier and a number of hit points equal to ten times your Intelligence modifier. It is immune to poison damage, psychic damage, and all conditions. 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. Once you create the barricade, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can only have one barricade at a time and can't create one while your barricade is present. When you create cover, choose one of the additional effects below:
Hospitality. As a bonus action on your turn, you can activate the healing energies within your barricade. When you activate this feature, all friendly creatures behind your cover gain 1d8 temporary hit points.
Reflection. This explosive barrier is built for defense. As a reaction, when your cover or an ally behind your cover would be hit by an attack, you can activate this barricade to deal 2d8 force damage to the attacker.  

Rapid Deployment

Starting at 5th level, you can now create cover with your bonus action. In addition, you are able to take better aim from behind your cover. Once on each of your turns, when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 15th level, the extra damage increases to 2d8 .  

Explosive Bastion

At 9th level, the cover you create for others is charged with extra power. It gains the following upgrades:
  • The effects of Hospitality and Reflection covers increase by 1d8 .
  • The bonus from Rapid Deployment now adds your Intelligence modifier to your bonus damage dealt from behind your cover.
 

Fortified Barricade

At 15th level, you are masterful at keeping others out of harm's way. The cover you can build gains the following upgrades:
  • Your cover gains an additional +2 to its Armor Class.
  • Your cover is now considered three-quarters cover.
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.  

Tools of the Trade

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

Artificer LevelSpells
3rdmagic missile, thunderwave
5thmirror image, shatter
9thhypnotic pattern, lightning bolt
13thfire shield, greater invisibility
17thpasswall, wall of force
 

Arcane Armor

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 limb it replaces.
  • You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.
 

Armor Model

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.
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.
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

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.  

Armor Modifications

Starting 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 it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly 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.  

Tools of the Trade

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

Artificer LevelSpells
3rdshield, thunderwave
5thscorching ray, shatter
9thfireball, wind wall
13thice storm, wall of fire
17thcone of cold, wall of force
 

Eldritch Cannon

At 3rd level, you learn 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 of 1st level or higher. 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, and all conditions. 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 below. 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.

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

Starting at 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.
Augmented
Augmented They say your body is a temple. Yours is more of a workshop, and you spend most of your free time fine tuning every aspect of it. Perhaps were you created rather than born, or maybe you use prosthetics and exoskeletons to overcome a physical disability. Or perhaps it is simply that body modifications are an art form you are a connoisseur of.  

Augmented Spells

Artificer LevelSpells
3rdjump, thunderous smite
5thenhance ability, pyrotechnics
9thconjure barrage, thunder step
13thresilient sphere, secret chest
17thswift quiver, telepathic bond
 

Body Builder

At 3rd level, you undergo a surgical procedure and integrate tools and weapons within your body. At the end of a long rest, you can choose any two artificer infusions you know and apply them to your body as though it was an item, ignoring item type restrictions. They don't count against your maximum number of infusions. If two or more infusions on your body provide a magical bonus to your armor class or to your attack and damage rolls, only the greater one applies. If two or more infusions on your body require attunement, your body only requires one attunement slot. You can apply an extra infusion in this way when to use in this way when you reach 11th level and 17th level in this class.   Your body counts as a weapon with the finesse property. Attacks made with it deal 1d6 bludgeoning, piercing, or slashing damage (your choice). Using this weapon doesn't require a free hand.   Your body also counts as a suit of armor, and while using it as such, your armor class is equal to 13 + your Intelligence modifier. You can use a shield and still gain this benefit.  

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.  

Arcane Overdrive

At 9th level, as an action, you can activate magical capacity boosters, which greatly enhance one of your augmentations for one minute, or until you lose concentration, as if concentrating on a spell. Choose one artificer cantrip you know or one artificer spell of 1st level that you have prepared, with a casting time of 1 action or 1 bonus action. For the duration, the chosen spell has a casting time of one bonus action for you, and you can cast it without expanding a spell slot. If the spell requires concentration, it doesn't, but the spell ends when Arcane Overdrive ends, or if you cast it again. Once you use this feature, you can't use it again until you finish a long rest.  

Modular Chassis

At 15th level, you install ergonomic ports for your peripherals, letting you benefit from the vast arsenal of magical weapons and devices that you have acquired and crafted throughout your adventures. It only takes you an action for you to attune or break your attunement to a magic item which requires attunement, instead of the duration of a short rest.
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 material 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.  

Tools of the Trade

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

Artificer LevelSpells
3rdheroism, shield
5thbranding smite, warding bond
9thaura of vitality, conjure barrage
13thaura of purity, fire shield
17thbanishing 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 (TGE). It is friendly to you and your companions, and it obeys your commands. See this creature's 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 your smith's tools with you. If you already have a steel 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 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.
Biomancer
While most artificers are content with mechanical innovation, some see biology, the science of living things, as an area rife with potential. Originating from the heart of the Mahuxli Jungle, biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.  

Biomancer Spells

Artificer LevelSpells
3rdfalse life, find familiar
5thalter self, dragon's breath
9thhaste, life transference
13thgiant insect, polymorph
17thinsect plague, reincarnate
 

Abberant Chimera

You can use your understanding of biomantic 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.
Amphibious Physiology. While merged, the creature can breathe both air and water, and gains a 30 foot swim speed.
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.
Vestigial Limb. While merged, the creature grows an additional limb that 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. These temporary hit points are added to any temporary hit points you have from merging with your Aberrant Chimera.
 

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.
Defiler
A Defiler is a master of deadly substances both caustic and corruptive, using foul mixtures to create sickeningly permanent effects. Any battlefield a Defiler enters is hauntingly marked with cruel magic that scars the landscape and mutilates its victims. Valued for scorched-earth warfare, members of the specialization are summoned when morals and long-term consequences no longer matter.  

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with the poisoner’s kit, and can use it as a spellcasting focus for your artificer spells. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.  

Defiler Spells

Artificer LevelSpells
3rdgrease, ray of sickness
5thprotection from poison, ray of enfeeblement
9thhunger of Hadar, magic circle
13thblight, hallucinatory terrain
17thcloudkill, contagion
 

Tainted Ground

At 3rd level, you learn to magically salt the earth around you, corrupting it and sickening creatures that enter the contaminated area. As an action, you can use a poisoner’s kit to befoul a 10-foot cube you can see within 60 feet of you, choosing one of the options listed below. The area becomes corrupted for 1 minute, until you use this feature again, or until it is dispelled by a dispel magic spell. An area affected by this feature remains foreverscarred and unable to support any kind of plant or animal life after the effect ends. You are immune to the effects of Tainted Ground that you create.   Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 1st level or higher to use it again.   At the start of each of your turns, the corruption spreads to one adjacent 10-foot cube of your choice. The new cube must have at least one face adjacent to another cube of Tainted Ground, and has the same effect as it.
Corrosive Smog. Foul, heavy smoke fills the area, scouring the eyes and lungs and lightly obscuring the area. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 acid damage and must succeed on a Constitution saving throw against your artificer spell save DC or become blinded until the start of its next turn. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.
Draining Tar. Sticky black tar fills the area, coating any objects not being worn or carried within it. For every 1 foot a creature moves through this area, it must expend 4 feet of movement. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 necrotic damage. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.
Raging Inferno. Intense supernatural flames burn within the area, igniting flammable objects in the area that aren’t being worn or carried. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d10 fire damage. This damage increases when you reach higher levels in this class, to 2d10 at 5th level, 3d10 at 9th level, and 4d10 creatures at 15th level.
Vile Radiation. Sickly bright light fills the area, befouling all it touches. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 radiant damage and must succeed on a Constitution saving throw against your artificer spell save DC or become poisoned until the start of its next turn. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.  

Creeping Corruption

Starting at 5th level, you can use your Tainted Ground to channel your foul magics. When you cast an artificer spell while standing within an area of Tainted Ground, you choose any point covered by Tainted Ground. The spell is cast as if you were at the chosen point, but you must use your own senses. After you cast a spell of 1st level or higher in this way, you can cause the Tainted Ground to spreads to a number of 10-foot-cubes equal to the spell’s level. Each new cube must have at least one face adjacent to another cube of Tainted Ground.  

Reduced Casualties

Starting at 9th level, you learn how to protect others from your own powers. When you cast an artificer spell or create an area of Tainted Ground, you can designate any number of creatures you can see to be immune to its effects.  

Profane Empowerment

By 15th level, your exposure to horrific pollutants allows you to become one with the contaminants:
  • Creatures of your choice have resistance to the damage type dealt by your Tainted Ground while standing in it.
  • If you start your turn within an area of Tainted Ground, your speed is increased by 10 feet until until the end of the turn.
  • When you cast an artificer spell that deals damage while standing in a patch of Tainted Ground, you can choose to change the spell's damage type to the same type that the Tainted Ground deals.
Firescrapper
As the name implies, firescrappers specialize in the use of pyromantic magic. They are quite unlike wizardly pyromancers, however, as they use this magic to become powerful front-line fighters rather than back-line mages. Efforts of firescrappers turned the tides of many a battle, and they were highly valued assets of many different armies. In times of peace, the demand for these artificers has decreased dramatically, but there are still many that learn and pass on the techniques of this specialization.
 

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with the smith’s kit, and can use it as a spellcasting focus for your artificer spells. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.  

Firescrapper Spells

Artificer LevelSpells
3rdabsorb elements, shield
5thflaming sphere, heat metal
9thfireball, lightning bolt
13thelemental bane, fire shield (warm shield only)
17thdawn, immolation
 

Arcane Gauntlets

At 3rd level, you learn how to craft magical, technologically enhanced gauntlets that make for brutally effective weapons. Creating a pair of these magical gauntlets takes an hour of uninterrupted work, which can coincide with a short or long rest, and requires the use of smith's tools and 30 gp of materials. Creating your first pair of gauntlets is free. The gauntlets are specially designed for your body, and are ineffective when used by other creatures. They are considered martial melee weapons with which you are proficient. They deal 1d6 bludgeoning damage on a hit, have the light property, and you use your Intelligence modifier for their attack and damage rolls. Also, when you engage in two-weapon fighting with these gauntlets, you can add this modifier to the damage of the secondary attack. Though the gauntlets are magical, they can still be infused.   While wielding these gauntlets, you can use your bonus action to activate them.   The gauntlets remain activated for up to 1 minute. When you hit a creature with one of your activated gauntlets, you can choose to have the gauntlet deal an additional 1d6 fire damage or lightning damage to its target (you choose when you activate the gauntlets). However, when you do so, each of your gauntlets become heated until the end of the turn.   If you choose to deal this bonus damage while your gauntlets are heated, they become overheated. This causes the target to take 3d6 additional fire or lightning damage, rather than 1d6, and each creature in a 15-foot cone behind the target must make a Dexterity saving throw against your artificer spell save DC, as heat is expelled from your gauntlets in a blast of energy. A creature takes 3d6 fire or lightning damage on a failed save, or half as much damage on a successful one. After your gauntlets overheat, they deactivate and cannot be activated again for the next minute.   Once you activate the gauntlets, you can't do so again until you finish a long rest or you can also expend a spell slot of 1st level or higher. If you spend a slot of 2nd level or higher, the first time you hit a creature with the activated gauntlets you deal an additional 1d6 fire or lightning damage to the target for each slot level above 1st.  

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.  

Enhanced Weaponry

By 9th level, you have incorporated a multitude of improvements into your arcane gauntlets:
  • Your gauntlets use d8s, rather than d6s, for all of their damage rolls. This includes their weapon damage dice, as well as the damage dice used for their activated effects.
  • While you wield your gauntlets in both hands, you gain a +1 bonus to your AC.
  • When you deal fire or lightning damage with your gauntlets, you can choose to push damaged targets up to 10 feet away from you.
 

Charged Defense

Starting at 15th level, you can channel the energy within your contraptions into arcane armor. When you hit a creature with a weapon attack, you can use this feature to gain 4d6 temporary hit points that last until the start of your next turn. If any of these temporary hit points remain at the end of their duration, a burst of flame or lightning is expelled from you. Each creature within 5 feet of you takes fire damage or lightning damage (your choice) equal to the remaining temporary hit points.   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.
 
Mason
There are entire guilds of artificers dedicated to creating secure and enhanced structures using their arcane skills in combination with classic masonry techniques. Some of these masons specialized even further, creating small stone golems as mobile vessels for spells. These masons were soon deployed as part of the war effort, where they learned to create even more powerful constructs. A master mason can create multiple golems, each capable of harnessing, capturing, and redirecting arcane energy, making them potent focuses for the artificer’s spells. Those unfamiliar with the masons often find their understanding of magic completely compromised when in the presence of a master mason and their creations.  

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

Mason Spells

Artificer LevelSpells
3rdearth tremor, shield
5thearth bind, locate object
9therupting earth, meld into stone
13thstone shape, stone skin
17thtransmute rock, wall of stone
 

Masonwork Golem

Starting at 3rd level, your dedication to stonework and artifice has taught you how to create loyal stone golem allies. Using your mason’s tools, you can use your action to magically create a Small masonwork golem in an unoccupied space within 5 feet of you. Once you create a golem, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one golem at a time and can’t create one while your golem is present. The golem is a magical object. The golem has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, physic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It crumbles and 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 golem, you determine its features, but it is roughly humanoid in appearance. You also choose an artificer cantrip you know to imbue into the golem. On each of your turns, you can take a bonus action to command the golem to either use its cantrip or make an unarmed melee attack, provided you are within 60 feet of the golem. As part of the same bonus action, you can direct the golem to walk up to 15 feet to an unoccupied space.  

Golem Conduit

Starting at 5th level, you weave in a powerful arcane conduit into your masonwork golems. When you cast an artificer spell within 60 feet of one of your masonwork golems, you can instead have the spell originate from the golem. When you cast a spell through your golem, roll a d8 , and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.  

Arcane Conductor

Starting at 9th level, your masonwork golems are able to conduct more arcane energy:
  • When a masonwork golem uses its stored cantrip, roll a d8, and the golem gains a bonus to one of the spell’s damage rolls equal to the number rolled.
  • When you are the target of a spell attack and your masonwork golem is within 30 feet of you, you can use your reaction to make the golem the target of the spell.
 

Master Mason

Starting at 15th level, you have become exceptionally efficient at creating masonwork golems:
  • Your masonwork golems gain a +2 bonus to Armor Class.
  • You can now have two golems at the same time. You can create two with the same action (but not the same spell slot), and you can activate both golems with the same bonus action. You can imbue each golem with a different cantrip. You can’t create a third golem while you have two.
Phytomancer
A phytomancer has a keen interest and affinity with the plants of the natural world. They know how to make things grow hale and healthy, and can even inspire a specially prepared plant to animate and do their bidding for a short time.

A phytomancer might be employed as a gardener to a wealthy patron, creating order from chaos, or prefer a life of solitude, delighting in the seasonal changes of the natural world.
 

Tools of the Trade

You gain proficiency with herbalism kit and potter's tools. If you are already proficient in either of these, you gain proficiency with one other type of artisan's tools of your choice.   Additionally, you learn the druidcraft and shillelagh cantrips. They are artificer cantrips for you, and don't count against your number of cantrips known.  

Phytomancer Spells

Artificer LevelSpells
3rdentangle, ensnaring strike
5thbarkskin, spike growth
9thplant growth, speak with plants
13thgrasping vine, aura of life
17thcommune with nature, wrath of nature
 

Cultivar

At 3rd level, you can enable rapid growth from a set of specially prepared seed pouches. As an action, you can throw a seed pouch to an unoccupied space you can see within 20 feet of yourself. Upon reaching its destination, the seed pouch springs to life, creating a cultivar.   The Cultivar is friendly to you and your companions, and it obeys your commands and lasts for 10 minutes. You can summon a cultivar once for free and must finish a long rest before doing so again. You can also summon the cultivar by expending a spell slot of 1st level or higher. If you summon a second cultivar from this feature, the first one immediately withers and dies. You can wither your cultivar at any time (no action required by you).   In combat, the cultivar 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.   If you cast the mending spell on your cultivar, it regains 2d6 hit points.  

Green Thumb

At 5th level, your command of the natural world heightens. You have advantage on saving throws against poison, and you have resistance against poison damage. You also become immune to the effects of the entangle and spike growth spells, and can cast the goodberry spell once per day without expending a spell slot.  

Miraculous Growth

At 9th level, you can cast enlarge/reduce without expending a spell slot, provided you use your herbalism kit as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once). When you cast enlarge/reduce on your cultivar, the reach of its slam attack increases by 5 feet, its slam attack is considered magical for the purposes of bypassing resistances and immunities, and it is no longer vulnerable to fire damage.  

Gliding the Lily

At 15th level, you can summon a second cultivar for free and must finish a long rest before doing so again. If you summon the second cultivar while the first is still present, the first one doesn't wither and die. If you place a third, one of your existing cultivar withers and dies.   Additionally, your shillelagh gains new potency. Once on your turn when you hit a creature with your shillelagh, you can roll a d8. Add the results to the damage of the attack, and designate a creature with 30 feet of you that you, and grant them a number of temporary hit points equal to the result + your Intelligence modifier. The recipient of these temporary hit points can immediately make a new saving throw against one unwanted blindness, deafness, paralysis, poison, or disease. The temporary hit points last for 1 minute.
Wire Weaver
The Wire Weavers started in the cities of the Underdark, with Drow machinists spinning threads of spider-silk into the ultimate spelunking equipment. Eventually the technology reached the surface, helping architects in Gerobis and Exalt sculpt buildings stretching just out of reach of the heavens. Whether they were being used to swing in the sun or catapult through the darkness, these kinetic cables became extensions of the people who used them.  

Tools of the Trade

You gain proficiency with weaver's tools If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

Wire Weaver Spells

Artificer LevelSpells
3rdentangle, earth tremor
5thhold person, earthen grasp
9thslow, erupting earth
13thgrasping vine, staggering smite
17thhold monster, steel wind strike
 

Kinetic Cables

When you adopt this specialization at 3rd level, you create your own version of Kinetic Cables. Using your weavers tools, you can craft a mixture of arcane silk ad steel, forming two cables with a length equal to five times your Intelligence modifier This crafting takes an hour, and can be done as part of a long rest. These count as simple melee weapons with the light property with a reach equal to 5 times your Intelligence modifier. You are proficient in these weapons, and can use your Intelligence modifier for attack and damage rolls. Attacks with 1d4 bludgeoning damage. When you have your cables equipped, you gain a climbing speed equal to the cable's length You can suspend yourself from walls and ceilings, provided the cable is long enough to connect a structure that can support your weight and you have one free hand to hold the cable. As a bonus action, you can use your cables to move an amount equal to their length in any direction, as long as you end your turn on a surface that can support your weight. If this movement provokes an attack of opportunity, it is made with disadvantage.  

Extra Attack

At 5th level, you can attack twice, rather the once, whenever you take the Attack action on your turn.

Enchanted Extensions

Starting at 9th level, you can use your Kinetic Cables as a spellcasting focus, casting spells from any section of the cable. If a cantrip has a range of Self, the length of the cable is added to the range. After you make an attack with your Kinetic Cables, you can replace your second attack with a cantrip or a grapple check, extending from a section of the cable. When you make a grapple check with your Kinetic Cables you may make an Intelligence (Arcana) check in place of a Strength (Athletics) check.

Kinetic Expertise

Beginning at 15th level, as a reaction, when a creature attacks you or you are subjected to a saving throw, you can use your cables to move an amount of feet equal to their length in any direction, provided the cables have a solid surface to attach to that could support your weight. If the attack still has the range to hit you, it is made with disadvantage. If it does not have the range to hit you, the attack misses. You automatically succeed any saving throw if you leave the affected area. If you're still in the affected area, you have advantage on the saving throw. You can use this reaction an amount of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest. You can expend a spell slot of 1st-level or higher to regain a use of this feature.
LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
1+2Magical Tinkering, Spellcasting--22----
2+2Infuse Item4222----
3+2Artificer Specialist, The Right Tool for the Job4223----
4+2Ability Score Improvement4223----
5+3Artificer Specialist Feature42242---
6+3Tool Expertise63242---
7+3Flash of Genius63243---
8+3Ability Score Improvement63243---
9+4Artificer Specialist Feature632432--
10+4Magic Item Adept843432--
11+4Spell-Storing Item843433--
12+4Ability Score Improvement843433--
13+5-8434331-
14+5Magic Item Savant10544331-
15+5Artificer Specialist Feature10544332-
16+5Ability Score Improvement10544332-
17+6-105443331
18+6Magic Item Master126443331
19+6Ability Score Improvement126443332
20+6Soul of Artifice126443332

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MeepOfWar.

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