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Tasha's Cauldron of Everything

Artificer

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.
hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + 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: 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

  • A Light Crossbow and 20 bolts

  • (a) Studded Leather Armor or (b) Scale Mail

  • Thieves’ Tools and a Dungeoneer’s Pack

  • Alternatively, you may start with 5d4x10 starting gold
    spellcasting:
    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 Level 2, you can also use any item bearing one of your infusions as a spellcasting focus.  

    Cantrips (0th Level Spells)

    At Level 1, you know two cantrips of your choice from the artificer spell 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 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 Level 5 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 + Proficiency bonus + Intelligence modifier
     
    Spell Attack Modifier = 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:

    Magical Tinkering

      At Level 1, 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 Level 2, 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 Infusions

    Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.
    Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.
    Unless an infusion's description says otherwise, you can't learn an infusion more than once.


    PreRequisite LevelInfusionItemNote
    2ndArmor of Magical StrengthSuit of Armor (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.
    2ndEnhanced Arcane FocusRod, Staff, or Wand (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.
    2ndEnhanced DefenseSuit of Armor or ShieldA 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.
    2ndEnhanced WeaponSimple or Martial WeaponThis 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.
    2ndHomunculus ServantGem or Crystal worth at least 100gpSee Stat Block
    2ndMind SharpenerSuit of Armor or RobesThe 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.
    2ndRepeating ShotSimple or Martial Weapon that uses Ammunition (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 the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
    2nd*Replicate Magic Item-See Tables for List of Items and PreRequisite Level
    2ndReturning WeaponSimple or Martial Thrown WeaponThis 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.
    6thBoots of the Winding PathPair of Boots (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.
    6thRadiant WeaponSimple or Martial Weapon (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.
    6thRepulsion ShieldShield (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.
    6thResistant ArmorSuit of Armor (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.
    6thSpell-Refueling RingRing (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.
    10thHelm of AwarenessHelmet (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.
    14thArcane Propulsion ArmorSuit of Armor (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.
  •  

    Replicable Items (Artificer)

    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.


    Artificer LevelMagic ItemAttunement
    2ndAlchemy JugNo
    2ndBag of HoldingNo
    2ndCap of Water BreathingNo
    2ndGoggles of NightNo
    2ndRope of ClimbingNo
    2ndSending StonesNo
    2ndWand of Magic DetectionNo
    2ndWand of SecretsNo
    6thBoots of ElvenkindNo
    6thCloak of ElvenkindYes
    6thCloak of the Manta RayNo
    6thEyes of CharmingYes
    6thGloves of ThieveryNo
    6thLantern of RevealingNo
    6thPipes of HauntingNo
    6thRing of Water WalkingNo
    10thBoots of Striding and SpringingYes
    10thBoots of the WinterlandsYes
    10thBracers of ArcheryYes
    10thBrooch of ShieldingYes
    10thCloak of ProtectionYes
    10thEyes of the EagleYes
    10thGauntlets of Ogre PowerYes
    10thGloves of Missile SnaringYes
    10thGloves of Swimming and ClimbingYes
    10thHat of DisguiseYes
    10thHeadband of IntellectYes
    10thHelm of TelepathyYes
    10thMedallion of ThoughtsYes
    10thNecklace of AdaptationYes
    10thPeriapt of Wound ClosureYes
    10thPipes of the SewersYes
    10thQuiver of EhlonnaNo
    10thRing of JumpingYes
    10thRing of Mind ShieldingYes
    10thSlippers of Spider ClimbingYes
    10thWinged BootsYes
    14thAmulet of HealthYes
    14thBelt of Hill Giant StrengthYes
    14thBoots of LevitationYes
    14thBoots of SpeedYes
    14thBracers of DefenseYes
    14thCloak of the BatYes
    14thDimensional ShacklesNo
    14thGem of SeeingYes
    14thHorn of BlastingNo
    14thRing of Free ActionYes
    14thRing of ProtectionYes
    14thRing of the RamYes
     

    The Right Tool for the Job

      At Level 3, 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 Level 4, 8, 12, 16, and 19, 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 Level 6, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.  

    Flash of Genius

      At Level 7, 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 Level 10, you achieve a profound understanding of how to use and make magic items:  
    • 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 Level 11, 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

      At Level 14, your skill with magic items deepens more:  
    • Attune to up to five magic items at once.
    • Ignore all class, race, spell and level requirements on attuning to or using a magic item.
     

    Magic Item Master

      Starting at Level 18, you can attune up to six magic items at once.  

    Soul of Artifice

      At Level 20, you develop a mystical connection to your magic items, which you can draw on for protection:  
    • 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.
    subclass options:

    Alchemist

     

    Tool Proficiency

      When you adopt this specialization at Level 3, 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 Level 3, 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 LevelAlchemist Spells
    3rdHealing Word, Ray of Sickness
    5thFlaming Sphere, Melf's Acid Arrow
    9thGaseous Form, Mass Healing Word
    13thBlight, Death Ward
    17thCloudkill, Raise Dead
     

    Experimental Elixir

      Beginning at Level 3, 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 Level 6 and three at Level 15. Roll for each elixir's effect separately. Each elixir requires its own flask.  

    Experimental Elixir

    Roll the Dice
    d6Effect
    1Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
    2Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
    3Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
    4Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
    5Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
    6Transformation. 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 Level 5, 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
    • Level 9
    , 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 Level 15, 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

     

    Tools of the Trade

      When you adopt this specialization at Level 3, 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 Level 3, 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 LevelArmorer Spells
    3rdMagic Missile, Thunderwave
    5thMirror Image, Shatter
    9thHypnotic Pattern, Lightning Bolt
    13thFire Shield, Greater Invisibility
    17thPasswall, Wall of Force
     

    Arcane Armor

      Beginning at Level 3, 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.
    • 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

      Beginning at Level 3, 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

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

    Armor Modifications

      At Level 9, 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 Level 15, 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

     

    Battle Smith

    LevelProficiency BonusFeaturesInfusionsInfused ItemsCantrips1st2nd3rd4th5th
    1st+2Magical Tinkering, Spellcasting22
    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+58434331
    14th+5Magic Item Savant10544331
    15th+5Artificer Specialist feature10544332
    16th+5Ability Score Improvement10544332
    17th+6105443331
    18th+6Magic Item Master126443331
    19th+6Ability Score Improvement126443332
    20th+6Soul of Artifice126443332

    Created by

    RCTycoon11.

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