Cunning Inventors
Every Inventor is defined by a specific craft. Inventors see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Inventors are arcane engineers, students of invention and warfare who craft deadly firearms, ingenious gadgets, magical armor, and mechanical beings that they can augment with magic.
All Inventors are united by their curious and inventive nature. To an Inventor, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Inventors value novelty and discovery. This penchant pushes them to seek a life of adventure.
A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Inventors win respect and renown among their kind by uncovering new lore or inventing new methods of creation.
Intense Rivalries
The Inventors’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An Inventor who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned Inventors recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.
Almost every Inventor has at least one rival, someone whom they seek to outdo at every turn. By the same token, Inventors with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.
hit dice:
1d8
hit points at 1st level:
8 + your 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, hand crossbows, heavy crossbows.
tools:
Tinker's Tools, plus one of your choice
saving throws:
Constitution, Intelligence
skills:
Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
starting equipment:
(a) a light crossbow and quiver of 20 bolts or (b) any two simple weapons.
(a) scale mail, (b) leather armor, or (c) chain mail.
thieves’ tools and a dungeoneer’s pack
spellcasting:
As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.
Spell Slots
The Inventor table shows how many spell slots you have to cast your Inventor spells of 1st level and higher. To cast one of your Inventor spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the Inventor spell list. The Spells Known column of the Inventor table shows when you learn more Inventor spells of your choice.
Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Inventor spells you know and replace it with another spell from the Inventor spell list, which also must be of a level for which you have spell slots.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Ritual Casting
You can cast any artificer spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Inventor spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options.
class features:
Inventor Specialization
At 1st level, you focus your craft on a particular specialization: Cursesmith, Gadgetsmith, Golemsmith, Infusionsmith, Mastersmith, Potionsmith, Runesmith, Relicsmith, Thundersmith, Warsmith or Fleshsmith, each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, and 14th level.
Portable Forge
Part of the reason that you have become an artificer is because you are a prodigy with craft; you've learned how to construct items on-the-go. At 1st level, you can craft non-magical items twice as quickly, and can use rests during adventuring time to make progress in crafting an item.
During an adventure, two short rests spent using this feature count as one day of downtime. Therefore, a nonmagical item that costs 100 gp can be completed in one workweek, or ten short rests, rather than 2 workweeks of downtime.
Other individuals can't help you if you attempt to craft an item using this feature.
This feature assumes the adoption of the rules specified in the section Crafting an Item in XGtE (p.128), which is also found in Appendix B: Crafting Rules. However, your DM may have different rules for crafting non-magical items in your campaign. Discuss crafting for your game with your DM to amend this feature as appropriate to your campaign.
Magical Analysis
Starting at 1st level, you know the cantrip mending, and can cast it as a bonus action.
Also starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, but you can only cast them as rituals. You don’t need to provide a material component when casting identify with this feature.
In addition, when you perform an identify ritual with a magical item equal to or less than your level of crafting, you may also attempt to glean the formula included in the making of the item. Upon finishing the identify ritual, make an Arcana check; the DC for a common magical item is 15, and the DC increases by 2 for every increase in rarity.
On a success, you learn the formula (including components and spells) required for crafting that sort of item. If the check fails, you may make another attempt at understanding the item after a long rest.
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.
Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
Arcane Retrofit
Additionally at 2nd level, you gain the ability to retrofit magical gear. During a long rest you can perform a ritual using any +1/2/3 weapon (excluding artifacts and sentient weapons) to transfer the magic into an Inventor weapon (a weapon created by subclass feature or upgrade). Eg: you can turn a +1 longsword and your impact gauntlet a +1 impact gauntlet. This includes weapon-like Upgrades that make attack and damage rolls (like a Warsmith's Force Blast).
You cannot transfer any properties from a magical weapon besides a bonus to attack and damage rolls, and the original weapon is destroyed.
Additionally, you can convert a set set of armor with a magical plus to AC to a lighter armor type.
Specialization Upgrade
Starting at 3rd level, choose an upgrade from the list at the end of your specialization, and gain the benefits listed in the description of the upgrade.
You select an additional upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot select an Upgrade more than once, unless the upgrade's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade of the same level requirement as the replaced upgrade.
In any case an existing upgrade is swapped out for a replacement upgrade (either by a subclass feature or on level up), the new upgrade is selected as if the Inventor is the level they were when they got that upgrade slot. For example, if you replace your Stormforged Weapon and reselect all of your upgrades as a 5th level Inventor, you could select one 3rd level upgrade and one 5th level upgrade, or two 3rd level upgrades, but you would not be able to select two 5th level upgrades.
Wondrous Invention
At 3rd level, you gain the use of a magic item that you have crafted. Crafting an item is a difficult task. Whenever you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design.
This unique item is able to copy the effects of a spell. Choose a 1st level spell from the Wizard spell list. If the spell requires a material component with a gold cost, you must provide that component when you complete work on the item, and the component becomes a part of the item. If the spell consumes its material components, you must also provide those components every time you use it.
The item can look however you like, as long as its form is appropriate for the effects of the spell. If the spell conjures a creature, the creature is considered a construct.
You can cast the spell from the item once per long rest. Only you can use the item in this way.
You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 6th, 11th, 15th, and 20th level. If the item you craft replicates a wizard spell, you must be able to cast a spell of equal level in order to craft the item.
Ability Score Improvement
When you reach 4th, 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.
Magical Infusion
Starting at 5th level, when you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so while holding a nonmagical item throughout the casting, you expend the spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. This item is considered magical while it is infused with a spell.
Thereafter, any creature (with an Intelligence score of at least 6) that is holding the item can use an action to activate the item and cast the spell. The spell is cast using your spellcasting ability. The creature that activated the item controls the spell's targets and other effects. However, if the spell has an area of effect, it is centered on the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell.
When you infuse a spell in this way, it must be cast within 24 hours, or the spell fades and is lost. The spell will also fade if you touch the item again after 8 hours.
You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
Magical Crafting
Your inventive knowledge allows you to create magic items more quickly. Starting at 5th level, you can now craft magical items using the portable forge feature. Only wondrous items may be crafted in this way, and you must still provide the appropriate formula and requisite materials to craft the item. The rules for crafting magic items is included in Appendix B, XGtE (pp.128-129), or the DMG (pp. 128-129).
Your artificer level determines the rarity of an item you are able to craft. Refer to the Magic Item Ingredients table in Appendix B or XGtE (p. 129) to determine whether you are able to craft a magical item.
Cross Disciplinary Knowledge
At 6th level, you can expand on your knowledge across fields. You can craft one of the following: a Thundersmith's Stormforged Weapon, an Infusionsmith's Animated Weapon, Blasting Rod, or Infused Weapon, a Potionsmith's Alchemical Reagent Pouch and Alchemical Fire or Alchemical Acid, a Warsmith's Gauntlet with the Martial Grip, Power Fist or Force Blast Upgrade (note: this does not give Artificial Strength), A Cursesmith's Forbidden Artifact with either the Empowered, Living, Nectrotic, or Eldritch awakening or an Unrestricted Gadgetsmith Upgrade.
If you select a Stormforged Weapon, you gain proficiency with that weapon and knowledge of how to make ammunition for it (if required). You cannot apply Infused Weapon to another weapon granted by this class.
If this selection is lost or destroyed, you can remake it following the rules for remaking the select item in subclass.
Artificer's Affinity
At 6th level, you learn a special, artificer's unseen servant spell. You can cast this spell once per long rest, and you do not need to provide material components.
The servant summoned from this casting lasts until it is dispelled or its HP drops to 0, and it can use and is proficient with any tools that you possess and are proficient with as well. When you are not actively commanding this servant, it will follow you within five feet.
Your unseen servant may assist you in crafting non-magical items during a short rest. You can command your servant to craft a non-magical item instead of you. The servant makes progress toward crafting the item, and you still benefit from a short rest.
Also at 6th level, you can attune to up to four magic items.
Wondrous Items Proficiency
At 7th level, your familiarity with the workings of magical items means that you ignore all class requirements on the use and of magic items.
Flash of Genius
At 9th 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.
Improved Magical Crafting
At 10th level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take.
Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest.
Wondrous Item Recharge
Starting at 10th level, you can recharge a magic item that has charges or per rest uses, as long as those charges or uses can only be used to cast spells. To restore charges or uses, you perform a ritual that takes one minute and expends a spell slot of equal or higher level than a spell slot level of a spell cast by the item.
The number of charges or uses restored to the item is equal to the number of charges or uses required to cast that spell using the item once.
Inventive Expertise
At 10th level, you have developed expertise with your wondrous inventions. During a short rest, you can prepare one of your wondrous inventions to use again.
Study of Magic
At 11th level, your proficiency in the workings of magic has become so great you can cast detect magic and identify at will without expending a spell slot.
Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.
Magic Item Savant
At 13th level, your skill with magic items deepens more. You can attune to up to five magic items at once.
Animated Artifice
At 17th level, you learn a special, artificer's animate objects spell. You can cast the spell once per long rest, with the following modifications: the transformations last for 1 hour (or until dispelled, or until the transformations drop to 0 HP), and you do not need to maintain concentration.
Wondrous Item Mastery
Starting at 18th level you can use a magic item that would normally take an action as a bonus action instead.
Peerless Inventor
At 20th level, your mind is always thinking of new options and clever solutions. After a short or long rest, you can create a temporary version of an Upgrade from your subclass you are qualified to take but do not have. This upgrade must have a level requirement of 11th level or lower. You have this upgrade until you complete a short or long rest, which time you can select a temporary Upgrade with this feature again.
Soul of Artifice
At 20th level, your understanding of magical items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magical items at once. In addition, you gain a +1 bonus to all saving throws for every magical item to which you are currently attuned.
Crafting Rules
The relevant information regarding item crafting, from XGtE and the DMG, has been compiled into this appendix.
This information has not been changed to reflect the crafting features of the artificer class.
Clarifications for the Portable Forge
The artificer can make progres toward the crafting of an item during adventure time, as well as downtime. Two short rests spent crafting are the equivalent of one day of downtime.
In addition, the 4th level portable forge feature allows an artificer to progress in crafting magical items twice as quickly (rounded up): an uncommon magic item can be completed in one workweek, instead of two.
This feature stacks for the Alchemist, starting at 5th level: an uncommon potion or poison can be brewed in three days, instead of two workweeks. (The cost is still only halved.) The time it takes to brew a potion of healing is also halved with this feature.
Crafting an Item
Xanathar's Guide to Everything (p.128)
A character who has the time, the money, and the requisite tools can use downtime to craft armor, weapons, clothing, or other kidns of nonmagical gear.
Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. If need be, the DM will make any judgment calls regarding whether a character has the correct equipment.
If all of the above requirements are met, the result of the process is an item of the desired sort.
Magical Item Crafting
Xanathar's Guide to Everything, (pp.128-129)
Creating a magic item requires more than just time, effort, and materials. To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe: It lists the materials and steps required to make the item.
In addition, your DM may determine that an item also requires an exotic material to complete it. This material should be of a type related to the sort of magical effect the item reproduces, and finding this material will likely take place as part of an adventure.
The Magic Item Ingredients table suggests the CR of a creature that the characters need to face to acquire the materials for an item. In addition, the character crafting the item (namely, the Artificer) must be of a level greater than the lowest CR range of the related creature involved in acquiring the material.
Magic Item Ingredients
Item Rarity | CR Range | Character Level
- Common | 1-3 | 2nd level
- Uncommon | 4-8 | 5th level
- Rare | 9-12 | 10th level
- Very Rare | 13-18 | 14th level
- Legendary | 19+ | 20th level
Magic Item Crafting and Cost
Item Rarity | Workweeks* | Cost*
- Common | 1 | 50 gp
- Uncommon | 2 | 200 gp
- Rare | 10 | 2,000 gp
- Very Rare | 25 | 20,000 gp
- Legendary | 50 | 100,000 gp
* Halved for a consumable item, like a potion/poison, or scroll
To complete a magic item, a character also needs the appropriate tool proficiency, as for crafting a nonmagical object. If all of the above requirements are met, the result of the process is a magic item of the desired sort.
Brewing Potions of Healing
Xanathar's Guide to Everything (p.130)
A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized below.
Potion of Healing Creation
Type | Time | Cost
- Healing (common) | 1 day | 25 gp
- Greater healing (uncommon) | 1 workweek | 100 gp
- Superior healing (rare) | 3 workweeks | 1,000 gp
- Supreme healing (very rare) | 4 workweeks | 10,000 gp
Poisons
Dungeon Master's Guide (pp.257-258)
A character who has proficiency with the poisoner's kit can create poisons. Poisons can be applied in the following ways.
- Contact. A creature that touches contact poison with exposed skin suffers its effects.
- Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. Your DM might decide that a partial dose has a reduced effect, such as allowing advanteage on the saving throw or dealing only half damage on a failed save.
- Inhaled. These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube.
- Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.
subclass options:
Cursemith
A Cursesmith's power is invariably marked by the dark decisions they've made; some ignore this lingering darkness, pursuing the heights of power their reckless creation allows. Others leverage the twisted side effects themselves, believing there are no mistakes, only opportunities. Darker still are those that truly embrace the darkness of their twisted creations, becoming twisted creations themselves.
A Cursesmith is not always evil, but they walk a path that dangles precariously over evil, making it an easy thing to fall into. They may be Lawful, but the laws they respect are rarely those of normal mortal society that might get in the way of their dark delving.
Cursesmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with one crafting tool of your choice, and learn one language of your choice from Infernal, Abyssal, Deepspeech, or Primordial.
Forbidden Artifact
At 1st level, you set yourself apart from other Artificers by seizing power that others dare not wield. You partake a dark ritual investing enormous power into an melee weapon and intertwining it with your very soul, bestowing it with great power, but twisting and corrupting it. The weapon becomes permenantly bound to you. You have proficiency with the weapon.
When you perform the rite, you instill one of the following awakening powers into the artifact: Empowered, Living, Necrotic, or Eldritch (listed below).
As a bonus action, you can awaken the weapon, invoking the awakened power and the cursed property until you suppress it again. You can suppress it as a bonus action, but if it has been awakened for more than 1 minute, you must pass a DC 10 Charisma save to return its dormant state.
Empowered
When awakened, the weapon hums with great power, dealing additional 1d4 damage of the weapons damage type. The extra d4 is maximized when attacking objects or structures.
Living
When awakened, your weapon morphes into a writhing living form. Select two of Abhorrent Life, Grip, Reach, or Split. It gains these properties while awakened.
Necrotic
When awakened, the weapon is enshrouded in dark energy. Each time you hit a creature with it, it inflicts a stack of necrotic rot on the creature. At the end of a creature's turn it takes a 1d4 damage per stack of necrotic rot on it and makes a Constitution saving throw against your spell save DC. On a success, the stacks on removed. On a failure, they remain. You can have a maximum number of stacks on a creature equal to your proficiency modifier.
Eldritch
When awakened, it glows with magical power. When awakened, you can release magical blasts of power from the weapon that deal damage equal to the weapons damage dice. Select from cold, fight, lightning or necrotic for its damage type. In place of making an attack with this weapon, you can release this energy as a ranged spell attack. The ranged spell attack has a range of 120 feet. You can apply your Intelligence modifier to damage done with this attack.
Cursed Path
Starting at 3rd level, the path you've chosen begins to claim your body and soul - some could call it a curse, some could call further opportunity. Select a path from the following:
Curse Bearer
You can draw deeply on the dark energy, attempting to master its power. When you awaken your forbidden artifact, you can afflict yourself with bane. When you do so, you deal an additional 1d6 necrotic damage on attacks with your Forbidden Artifact.
Additionally, when you suffer the effects of bane or any curse effect of one of the items granted by this class, you can suppress the effect ignore the negative consequence of the effect. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest. If the curse is an ongoing effect, suppressing it suppressing it until the start of your next turn.
Curse Bringer
Once per turn when you deal damage with your Forbidden Artifact in its Awakened Form, you can leave a lingering malignity on that target. The target must make a Charisma saving throw or suffer the effect of bane until the start of your next turn.
Additionally, when you suffer the effect of any curse effect of one of the upgrades granted by this class, as a reaction, you can force another creature within 30 feet to make a Charisma saving throw or suffer the same effect. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Curse Eater
You consume the darkness of your Forbidden Artifact, destroying it. You gain a natural melee weapon. On hit, this weapon deals 1d8 damage of your choice of bludgeoning, piercing, or slashing damage (selected when you gain this feature), and 1d4 necrotic damage.
You can awaken the power gained from the weapon to your natural weapon as well as the effect of the Forbidden Artifact curse. You can additionally absorb any item you create with this subclass, innately gaining its effect and curse. At the start of your turn while you are not incapacitated you regain temporary hit points equal to 1 + the number of curses you are currently afflicted by.
When you gain temporary hit points from this feature, you can instead regain 1d4 + the number of curses you are currently afflicted with hit points. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Damned Affinity
Additionally at 3rd level, magical items granted by this subclass that require attunement do not count against your attunement total if that item is cursed.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Unlimited Power
Starting at 14th level, you can select a second Awakening Property for your Forbidden Artifact. When you awaken it, you can awaken either property, or awaken both properties at the same time. When you awaken both properties at the same time, the weapons power rages out of control and begins to eat your soul, dealing 1d8 necrotic damage to you at the end of each turn it is awakened. This damage cannot be resisted.
Cursemaker Upgrades
Cursesmith's upgrades go towards creating almighty onjects that defy the laws of the universe, while powerful they come with a price and are cursed.
Eldritch Magic
Prerequisite: Artifact with the Eldritch Property
Select a spell with an attack roll from the Wizard spell list that deals the same damage type as your weapon (when awakened). You can apply any secondary effect of that cantrip to your weapon's attack roll (for example, applying chill touch's secondary effect to a weapon that deals necrotic damage).
Eldritch Blade
Prerequisite: Artifact with the Eldritch Property
Your weapon is wreathed in power while awoken, allowing you to make melee spell attacks in place of ranged spell attacks with it against creatures in reach of the weapon.
Abhorrent Life
When awakened, your Forbidden Artifact takes a life of its own, writhing and lashing on its own at your mental direction. You can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier.
Abhorrent Grip
When awakened, your Forbidden Artifact can twist around binding targets. When you hit an attack with it, you can attempt to grapple the target as a bonus action. If you have the Abhorrent Life mutation from this upgrade, you can make an Intelligence (Athletics) check to initiate or contest the grapple. You cannot attack other creatures while grappling a creature with this weapon.
Abhorrent Reach
When awakened, your Forbidden Artifact stretches and flexes unnaturally in seeking its targets. It's range increases by 5 feet.
Abhorrent Split
Prerequisite: Forbidden Artifact with damage die of d8 or higher
When awakened, your Forbidden Artifact splits into multiple writhing branches. The weapons damage dice convert to smaller increments based on the table below:
Damage Dice | Awakened Damage Dice
- 1d12 or 2d6 | 3d4
- 1d10 | 1d6 + 1d4
- 1d8 | 2d4
It can attack other creatures even while grappling or restraining a creature with the Abhorrent Grip mutation from this upgrade, but loses one damage die (starting with its smallest) for each creature it is grappling or restraining.
Blood Rites
Delving your dark path, you formulate a way to form temporary containers of magical power using blood. Select three ritual spells from the Wizard spell list; you gain the ability to cast these spells as Ritual Spells. You can only take spells of a level you could normally cast at the level you take this talent.
To cast these spells as rituals, you require fresh blood; this can be provided by an creature that has been slain in the last hour, or by a creature (including yourself) providing it at a cost of 1d4 slashing damage.
Helm of Invulnerability
You can only wear 1 Helm at a time. Attunement, Cursed.
You forge a helmet, making yourself invulnerable... almost. As reaction to taking to bludgeoning piercing or slashing damage, you can become immune to bludgeoning piercing and slashing damage until the start of your turn. Once you use this upgrade, you cannot use it again until you complete a short or long rest.
Curse: Whenever this helm prevents damage, you take necrotic damage equal half the damage you would have taken. This damage cannot resisted.
Helm of Madness
You can only wear 1 Helm at a time. Attunement, Cursed.
With great madness comes great power. As a bonus action, you can allow the madness to take your mind. You can immediately move up to your movement speed and make a single weapon attack. Once you use this upgrade, you cannot use it again until you complete a short or long rest.
Curse: When you activate this helm, your AC and bonus to saving throws is reduced by 5 until the start of your next turn.
Helm of Omniscience
You can only wear 1 Helm at a time
You make a helm granting your unlimited knowledge. As a bonus action, you can gain the effect of foresight until the start of your next turn. Once you use this helm, you cannot use it again until you complete a short or long rest.
Curse: When you activate this helm, your mind becomes overloaded, causing you to take 1d6 psychic damage when you make a roll that benefits from foresight until the start of your next turn.
Dark Magic
You record some of the foulest effects your experiments have had, codifying them into magical spells. You learn the following spells. They are Inventor spells for you, but do not count against your spells known.
- crippling agony, cause fear
- blindness/deafness, ray of enfeeblement
- rain of spiders, hungar of hadar
Ring of Gilded Lies
Attunement, Cursed.
You create a ring that magically enhances your social abilities. Some of them. When your roll Deception or Performance, you gain the effects of guidance for the roll.
Curse: When you roll for Persuasion, roll a d4 and subtract it from the result.
Shadowed Shades
You make a set of specticles. While wearing them, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Curse: You treat all light as dim light for the purposes of vision while wearing this item.
Whispers of the Night
After tinkering with the properties of your Artifact, you can hear it... whisper. You can hear that too, right? You gain the ability to cast guidance and message, but the message is always delivered in a haunting, unearthly, or creepy voice.
You can amplify these whispers to cast dissonant whispers without expending a spell slot. Once you do so, you cannot do so again until you complete a short or long rest.
Cursing Rod
You make a twisted magical rod that can dispense curses. Select one of rotting curse, binding curse, or befuddling curse when you create this item. You can cast that curse once using it without expending a spell slot. Once you do so, you cannot od so again until you complete a short or long rest.
Vampiric Infusion
You delvelop a dark infusion you can work upon a weapon. As a bonus action, you can expend a spell slot infusing a weapon you touch with vampiric thirst for the next minute. When the wielder of the blade rolls damage with a weapon attack using the infused weapon, they deal 1d8 additionally necrotic damage, and regain hit points equal to the necrotic damage dealt + your Intelligence modifier. This effect can occur a number of times equal to the spell slot used on the infusion.
Form of the Fiend
As an action, you can expend a spell slot to assume the form of a fiend from the following list. The transformation lasts for a number of rounds equal to your spell casting modifier and requires your concentration to maintain, as if concentrating on a spell, or until you drop to 0 hit points or dies. The new form can be a fiend from the following table based on the level of spell slot spent. The you game statistics, excluding mental ability scores, are replaced by the statistics of the chosen fiend. You retains your alignment and personality.
You assume the hit points of your new form. When you reverts to your normal form, you returns to the number of hit points you had before you transformed. If you reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You do not gain any spells the form can cast, legendary actions, or legendary resistances it might have. Your gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
- Imp
- Spined Devil
- Bearded Devil
- Babau
- Barlgura
5th Level Upgrades
Ghostgrasp Gloves
You can only wear 1 set of Gauntlets at a time. Cursed, Attunement
When you pull on these pale white gloves, your hands become ethereal, ghostlike appendages that drift and float from your wrists. You can interact with objects with you hands with a range of 10 feet, including picking up objects, opening doors, or grappling foes; you can attack with these hands at range only if wielding light weapons.
Curse: You have disadvantage on grappling checks and the amount you can lift or drag with your hands is halved as things slip through them.
Mantle of the Beast
Attunement, Cursed
You forge magical mantle by seeping it in the blood beasts. By dripping it in the blood of a beast slain within the past week, you can gain one trait of that beast for an hour while wearing the mantle (such as Keen Senses or Spiderclimb).
Curse: When you activate it's power by dipping it in the blood of a beast, the languages you can speak become the languages the beast could speak (you still can understand any language you could previously understand) until the effect ends.
Skeletal Gauntlets
You can only wear 1 set of Gauntlets at a time
You forge a pair of gauntlets that cause your hands to appear as skeletal appendages of dark metal. While wearing these gauntlets, if you grapple a creature, at the start of its turn it takes 1d6 necrotic damage, and cannot regain hit points until the start of the of its next turn. Additionally, you have advantage against any check or save that would disarm you.
While wearing these gauntlets, you can cast the grip of the dead spell.
Curse: The death grip these gloves have make it difficult to let go of things. You have disadvantage on the first attack you make with a thrown weapon on your turn or on any ability check to throw an object.
Soul Transfer Token
You create a dark magic object that allows you cast possess corpse. Once you use this upgrade, you cannot do so again until you complete a long rest.
Soul Ring
You create a ring to store your soul. While wearing this ring, you have advantage on death saving throws. If you another creature dons the ring. You can absorb yourself your body and equipment into the ring. When you do so, it gains weight equal to one tenth of your weight (including your equipment).
While another creature is wearing the ring, you can attempt to posses them. They make a Charsima saving throw. Your body vanishes and you become incapicated for the duration, and they become under the effect of dominate monster. A creature can choose to fail their save against this.
Vicious Effigy
You learn the cruel puppetry spell and can cast it once without expending a spell slot. Once you use this upgrade, you cannot do so again until you complete a long rest.
9th Level Upgrades
Amulet of Exiling
You forge a magical amulet that causes creatures to phase from reality to varying degrees of permanency. You can use this amulet to cast banish or blink without expending a spell slot. Once you use the amulet to cast a spell, you cannot use it to cast a spell against until you complete a long rest.
Aspect of the Damned
Prerequisite: Curse Eater, 2 upgrades consumed
The powers you have pilfered for your soul have tainted it... naturally this gives you great power. In addition to the powers you have gained from your upgrades, select two of the following powers to permanently gain:
- Aberrant Life: You no longer count as a humanoid creature, your creature type becomes aberration.
- Creature of Darkness: Your eyes become inky black pools. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Hungering Soul: Once per turn on your turn while you are grappling or grappled by another creature, you can inflict 1d8 necrotic damage on them as you sap their life force through the contact. Any healing they receive that turn is reduced by half.
- Physical Mutation: The darkness within warps your body, you can choose an unrestricted Fleshsmith upgrade (it must be one that affects your body).
- Unlife: You have found yourself in an odd half living state. You gain resistance to necrotic damage, and you no longer need to consume food.
Spell Eating Ring
You make a magical item that consumes magic around you. You can activate the item, casting counterspell or dispel magic against a target within 15 feet of you. Any spell you that is stopped or ended by the effect, you can choose to consume, restoring 1d4 hit points to you per level of the spell, or gain the effect of the spell stopped or ended yourself until the end of your next turn if it could effect a creature and had a duration other than instantaneous. A spell stolen in this way does not require concentration to maintain, but lasts only a number of turns equal to your Intelligence modifier or the spells duration, whichever is shorter.
Once you use this ability, you cannot use it again until you complete long rest.
Ring of Nightmares
Attunement, Cursed
You forge a ring of, well, pure evil. It can bring the horrifying nightmares to life in reality in a way that you don't quite understand, but is very effective. When you invoke a nightmare, you can cast hunger of hadar, rain of spiders, summon lesser demons, or enemies abound without expending a spell slot. Once you use the ring to invoke a nightmare, you cannot use it until you complete a long rest.
Curse: You cannot choose the nightmare invoked. When you invoke a nightmare, roll 1d4 (1: hunger of hadar, rain of spiders, 3 summoner lesser demons, 4 enemies abound)
Shadow Vessel
You create a container filled with an inky shadow. You can open the container to cast summon shadowspawn without expending a spell slot. You can expend a spell slot of a higher level to cast the spell at the level of the expended spell slot plus one level. Once you use this ability, you cannot use it again until you complete long rest.
11th Level Upgrades
Consuming Power
Attunement, Cursed
You create a worn magical item - such as a set of bracers, bands or a ring - that leverages a dark bargain. Souls for power... starting with bits of your own.
As a bonus action, you allow it feed its consumption from your own soul. You can decrease your Charisma ability score by up to your Proficiency modifier, increasing your Strength ability score by an amount equal to your decreased Charisma. You cannot increase your Strength beyond its normal maximum in this way. This lasts until you use an action to reclaim your Charisma from the item.
Whenever you slay a creature of CR 1/4 or higher, you gain +1 current and maximum Strength ability score. Both of these effects fade after 1 minute without killing a creature.
Curse: At the end of each turn your strength is increased by weapon, you take 1 + the amount of additional maximum Strength you have gained Necrotic damage. This damage cannot resisted.
Weapon Apotheosis
When you awaken your weapon, it deals an additional 1d6 necrotic damage on damage rolls.
Ghost Cloak
You can only wear 1 cloak at a time. Attunement, Cursed
You forge an item that chips away at your bounds to the material world around you. At the start of your turn while carrying the item, you can choose to slip those bonds entirely, stepping in the etheral plane. Moving through creatures does not impose a movement penalty, and you can move through objects up to 5 feet thick as difficult terrain. If you end your turn in another creature or objects space, you are moved to the nearest available space taking 1d10 force damage per five feet moved.
Once you activate this item, you cannot activate it again until you complete a short or long rest.
Curse: After leaving the Ethereal plane, until the start of your next turn you appear vaguely translucent, all damage you deal is reduced by half and you have resistance to non-magical bludgeoning, piercing and slashing damage.
Blood Cloak
You can only wear 1 cloak at a time. Attunement, Cursed
You forge a blood red cloak that drinks blood to empower you. Unfortunately mostly your blood. When you take damage from bludgeoning or piercing damage while below half of your maximum hit points, you gain temporary hit points equal to half the damage taken. If you hit a creature while you have these temporary hit points, you can add them to your damage roll.
Curse: If you ar healed while you have these temporary hit points, the temporary points are lost and the healing is reduced by the amount of temporary hit points lost.
15th Level Upgrade
Curse Numbness
Prerequisite: Curse Bearer
You become immune to the effects of bane, hex, and bestow curse even when self inflicted.
Undying Creature
Prerequisite: Curse Eater
You gain twice as many temporary hit points at the start of your turn from Curse Eater (or recover twice as many hit points when recovering hit points with it). You gain temporary hit points from the feature even when incapacitated.
Pandemic of Despair
Prerequisite: Curse Bringer
If a target becomes effected by bane (either the spell or the effect from Curse Bringer) you can force a creature within 5 feet of it make a saving throw against the same effect, repeating indefinitely as long as there is targets. If a target fails their save, they become effected by the same effect as the initial target.
Exude Darkness
You allow the power of your artifact to leak out. Whenever you cast a spell of 1st level or higher, you gain the effect of shadow of moil for a number of turns equal to the level of the spell cast. This effect does not require concentration to maintain.
True Artifact
So long ago you forged great power. Now you realize its full potential. Your cursed weapon becomes a true artifact, any bonus to attack and damage rolls lower than +3 it has is replaced by a bonus of +3, it gains two additional properties from the following list:
- While attuned to this artifact, you are immune to disease.
- While attuned to this artifact, you can't be charmed or frightened.
- While attuned to this artifact, you can cast a 1st or 2nd level spell of your choice once per short rest without expended a spell slot (spell chosen when this upgrade is selected).
- While attuned to this artifact, you can treat a 1 on a Death Saving throw as a 20.
- While attuned to this artifact, one of your ability scores (chosen when this upgrade is selected) increases by 1, to a maximum of 24.
When you select this upgrade, you can select the condition in which your weapon can be destroyed. Your weapon can no longer be permanently destroyed by any other means. This means can be absurd or implausible, but must be something potentially possible.
Gadgetsmith
A Gadgetsmith is an Inventor whose curiosity and inventive genius have run rampant. While other Inventors may spend their whole career perfecting a single-minded pursuit, a Gadgetsmith believes that quantity is at least as good as quality.
Quick footed and quicker witted, a Gadgetsmith is never caught without another trick up their sleeve. Their minds are always jumping ahead to solve the next problem with a clever gadget.
A Gadgetsmith can come from any walk of life, but usually exemplifies a curiosity and distaste for the suppression of knowledge or technology, usually favoring freedom to experiment, leaning toward more Chaotic behaviors.
Gadgetsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with nets, rapiers, whips, and tinker's tools.
Essential Tools
At 1st level, you've mastered the creation of the essential reusable tools for surviving the battlefield as a gadgeteer. You have the following items:
- Grappling Hook. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it. Attacks of opportunity generated by this movement have disadvantage.
- Smoke Bomb. As an action, you can use this to cast fog cloud centered on yourself without expending a spell slot. It lasts a number of rounds equal to your Intelligence modifier and does not require concentration. When you cast fog cloud in this way, you can set the radius at 5, 10, 15, or 20 feet.
- Gadgetsmith Weapon. Pick one of Impact Gauntlets, Lightning Baton, Repeating Crossbow, Ricocheting Weapon, or Shock Generator from the upgrade section. You receive this upgrade and it does not count against your upgrade total.
Additional Upgrade
At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal. The number of upgrades you have for your class level is increased by one.
The number of additional upgrades you get increases by one more at 5th level to two more than the class table.
Recycle Gadgets
Starting at 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade.
You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 9th level, you can only have one upgrade that has a prerequisite of 9th level).
Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials worth 20 gold pieces.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Combat Gadgets
Beginning at the 14th level, when you take the Attack action, you can replace one attack with using any gadget that requires an action to use.
Gadgetsmith Upgrades
A gadgetsmith's upgrades are used to create a menagerie of inventions that can is perfect for any situation.
Unrestricted Upgrades
Airburst Mine
You create a mechanical device capable of producing a devastating blast. You can use this device to cast shatter or thunderburst mine without expending a spell slot. Once used, the gadget cannot be used again until you complete a short or long rest.
Ricocheting Weapon
You create a ranged weapon enchanted or engineered to ricochet of its targets and return to your hand. You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 1d8 bludgeoning, piercing or slashing damage (chosen at the time you select this upgrade). You can Arcane Retrofit this weapon.
Special: When this weapon is thrown you can target two creatures within 10 feet of each other, making a separate attack roll against each target; the damage dealt is halved for each target hit after the first.
This weapon returns to your hand after you make an attack with it using the Thrown property.
Belt of Adjusting Size
You create a belt with a creature size dial on it. While you are wearing this belt, you can use an action to cast Enlarge/Reduce on yourself without expending a spell slot. Once you use this gadget, you cannot use it again until you complete a short or long rest.
Conductive Lightning
Prerequisite: Lightning Baton
If you make an attack against a target wearing metal armor or wielding metal weapons, the target takes the lightning damage from your baton attack regardless if you hit or miss, and your Lightning Baton gains a special attack. If you are under the effect of lightning charged, missed attacks that deal lightning damage also generate an arc of lightning from the spell.
Special: If your opponent is wielding a metal weapon, you can deliver a extra powerful shock through to attempt to make them drop the weapon. As an attack, instead of making an attack roll, the target makes a Constitution saving throw, taking 2d4 + your intelligence modifier lightning damage and dropping their weapon on a failed save. When you make this special attack, your Lightning Baton becomes a Club until the end of your next turn.
Element Eater
You create a device capable of absorbing incoming elemental damage. You can activate this device and cast absorb elements without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.
Enhanced Grappling Hook
You enhance your grappling hook, increasing its range to 30 feet. Additionally, the enhanced power of the grappling hook means that when pulling yourself to a Large or larger creature or object, you can drag one medium or smaller willing or grappled creature within 5 feet of you with you.
Fire Spitter
You create a gadget that creates a quick blast of fire. As an action, you can cast Aganazzar's Scorcher with this gadget without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.
Flames and Fury
Prerequisite: Fire Spitter
Sometimes the world needs more fire, and you've developed ways to accommodate the world on that need. Tinkering with things of a more violtile nature has given you insight into more ways to burn and explode things with your spell slots at the following levels:
Artificer Level Spell
- 3rd: burning hands, hellish rebuke
- 5th: Aganazzar's scorcher, pyrotechnics
- 9th: fireball
Flashbang
You create a high luminary discharge device. As an action, you can target a point within 30 feet. Any creature within 20 feet of the targeted point must make a Dexterity saving throw or be blinded until the end of its next turn. Once you use this gadget, you cannot use it again until you complete a short or long rest.
Gravity Switch
You build a switch that turns off gravity. You can use it to cast fall without expending a spell slot. Once you use this gadget, you cannot use it again until you complete a short or long rest.
Gliding Cloak
You make a cloak that allows you to glide when falling. When you fall more than 10 feet and aren't incapacitated, can spread this cloak to reduce your falling speed to 30 feet a round take no falling damage. While falling in this manner toward the ground under normal gravity, you can move horizontally 2 feet for every 1 foot you descend.
Impact Gauntlet
You create a magic weapon capable of amplifying the impact of your blows. You have proficiency in this weapon, and it has the Finesse, Light and Special properties. It deals 1d6 bludgeoning damage.
Special: When you make an attack roll, you can choose to forgo adding your Proficiency bonus to the attack roll. If the attack hits, you can add double your Proficiency bonus to the damage roll.
You can apply this upgrade up to 2 times, making a separate weapon each time.
Jumper Cable
Prerequisite: Requires Shock Generator.
Once per turn, when dealing lightning damage with a cantrip from your Shock Generator, you can add you can add your Intelligence modifier to the damage dealt.
Additionally, as an action you can make a DC 10 Intelligence (Medicine) to revive an unconscious companion. If you succeed this check, they can regain consciousness with 1 hitpoint and a number of temporary hit points equal to your Inventor level, but they gain 1 level of exhaustion.
Lightning Baton
You create a baton that channels lightning, creating a magic weapon. You have proficiency in this weapon.
It has the Finesse and Light properties. It deals 1d4 bludgeoning damage and 1d4 lightning damage on hit. On an attack roll of 20 with this weapon, the target must succeed a Constitution saving throw against your spell save DC or become stunned until the start of your next turn.
You can apply this upgrade up to 2 times, making a separate item each time.
Mechanical Arm
You create a mechanical arm, giving you an extra hand. This mechanical arm only functions while it is mounted on gear you are wearing, but can be operated mentally without the need for your hands. This mechanical arm can serve any function a normal hand could, such as holding things, making attacks, interacting with the environment, etc, but does not give you any additional actions.
Mechanical Familiar
You can create the blueprint for a small mechanical creature. At the end of a long rest, you can choose to create a mechanical familiar based on it, and cast find familiar without expending a spell slot. The familiar's type is Construct. This construct stays active until you deactivate it or it is destroyed. In either case, you can choose to reactivate it at the end of a long rest.
Multipurpose Investigation Tool
You build a tool with a suite of gizmos and widgets for optimal examination. While using this device, you gain proficiency in Intelligence (Investigation) checks. If you already have proficiency in Intelligence (Investigation) you can add twice your proficiency bonus.
Jumping Boots
You modify your boots with arcane boosters. While wearing these boots, you are under the effects of the jump spell.
Net Launcher
You build a device capable of delivering nets to their targets more effectively. While you have this upgrade, nets have a range of 20/60 for you.
Quick Essential Gadget
You set modify your essential gear for quickened use. You can use your Grappling Hook or Smoke Bomb as a bonus action. Once you use either this way, you cannot use either of them this way again until completing a short or long rest.
Repeating Hand Crossbow
You build an improved hand crossbow. You have proficiency in this weapon, and it has the Ammunition (range 30/120), Light, and Special properties and deals 1d6 piercing damage.
Special: This weapon does not require a free-hand to load, as it has a built-in loader. Once per turn, if you make an attack with this weapon as part of the Attack action, if you do not have disadvantage on that attack, you can give yourself disadvantage to make a single additional weapon attack with this weapon as a bonus action (also at disadvantage).
Shock Generator
You create a device capable of generating potent shocks. You can use this to cast shocking grasp . When you cast shocking grasp with this feature, you can use either your Dexterity or Intelligence modifier for the melee spell attack roll.
Shocking Hook
Prerequisite: Requires Shock Generator
You can integrate your Shock Generator and your Grappling Hook. If the target of your Grappling Hook is a creature, you can cast shocking grasp using your Shock Generator on that creature as a bonus action when pulling it to you or being pulled to it.
Sight Lenses
You create a set of lenses you can integrate into a set of goggles, glasses, or other vision assistance that allow you to see through darkness and obscurement. You can see through fog, mist, smoke, clouds, and non-magical darkness as normal sight up to 15 feet.
Smoke Cloak
You create a cloak that causes you to blend in with smoke. When you start your turn lightly or heavily obscured by smoke, you are invisible until your turn ends, you cast a spell, make an attack, or damage an enemy.
Spring Action Dagger
You create a dagger capable of being deployed with sudden and brutal efficiency. You have proficiency in this weapon, and it has the Finesse, Light, and Thrown (30/90) properties. It deals 1d4 piercing damage. This weapon can be concealed as something else; a creature searching you will only determine it a weapon by making an Intelligence (Investigation) check with a DC equal to your Spell Save modifier.
Special: The first time you attack a creature with this dagger, you have advantage on the attack roll. When thrown, it's damage die becomes a d8.
Once thrown, another dagger can be equipped as your Spring Action Dagger as a bonus action.
Steelweave Nets
You thread your nets with metal reinforcement, making them tougher and more conductive. The net gains an AC of 15 and resistance to slashing damage. Whenever a creature restrained by the net takes Lightning damage, it takes an additional 1d6 lightning damage.
When a net is turned into a Steelweave Net, only you have proficiency with it. You can have a number of them equal to your Intelligence modifier, replenishing your supply over the course of a long rest by forging normal nets into Steelweave Nets.
Striding Boots
You modify your boots with amplified striding speed. While wearing these boots, you are under the effects of the longstrider spell.
5th Level Upgrades
Antimagical Shackle.
Prerequisite: 5th level Artificer
You create an antimagical shackle. When you are adjacent to a creature, as an action you can attempt to shackle them to yourself or a nearby object using these shackles. The you make a Dexterity (Sleight of Hand) check contested by a Strength (Athletics) or Dexterity (Acrobatics) check. On failure, they are shackled to the creature or object you attempted to shackle them to, and can move only by moving it if they are able to.
Additionally, while shackled by these shackles, they cannot teleport, planeshift, polymorph, shapechange, dematerialize, or turn into an amorphous form. As an action they can make a Strength saving throw against your spell save DC to break the shackles once shackled, otherwise these shackles last until you remove them.
This shackles have no effect on creatures immune to being grappled or restrained.
Creature Container
Prerequisite: 5th level Artificer
You make a small ball like gadget that contains a magical replica of a beast. As an action, you can throw this ball to conjure forth the stored creature, casting summon beast without expend a spell slot. You can expend a spell slot of a higher level to cast the spell at the level of the expended spell slot plus one level.
Once you use this gadget, you cannot use it again until you complete a long rest.
Crossbow Spider
You modify a crossbow to be able to aim and fire on its own. As an action, you can deploy a tiny construct. Once deployed, the tiny construct can be fired as a bonus action making an attack from where it is deployed with a range of 30/120 feet. You make a ranged spell attack, and if the attack hits it deals 1d6 + your Intelligence modifier piercing damage. The construct becomes inactive after 1 minute has passed, or after it has fired 10 times.
Once you have activated it, you cannot activate it again until you complete a long rest. If it was not destroyed, you can activate it again early by expending a 1st level or higher spell slot (if it was destroyed, you cannot activate it again until repairing or recreating it during a long rest).
Binding Rope
You create a rope that is capable of animating and binding a target. As an action, choose a target creature within 30 feet. The target must make a Dexterity saving throw against your spell save DC or become restrained until the end of your next turn. If you are currently grappling the target, it makes the Dexterity saving throw with disadvantage. The rope can only restrain one target at a time.
Explosive Gauntlet
Prerequisite: Impact Gauntlet
Your gauntlets can exert massive kinetic force when striking. When you make an attack with your Impact Gauntlet, you can choose to be knocked 10 feet in the opposite direction, or, as a bonus action, force the target to make a Strength saving throw or be knocked 10 feet backward. This movement does not provoke attacks of opportunity.
You can expend an attack to use the movement effect of this gauntlet even if not attacking the target, in which case you can use the movement in any direction (including upwards).
Smoky Images
When you use a Smoke Bomb, you can use a bonus action to cast mirror image without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.
Vanishing Trick
When you use a Smoke Bomb you can cast misty step without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.
9th Level Upgrades
Arcane Nullifier
You make a device that nullifies the arcane through means you assure everyone else you understand. As an action, you can use this device to cast dispel magic without expending a spell slot.
Once you use this gadget, you cannot use it again until you complete a short or long rest.
Phase Trinket
You create a magical gadget that manipulates ethereal magic. As an action, you can cast blink or dimension door using the gadget without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Stinking Gas
You make a more potent compound for your Smoke Bomb. When you use a Smoke Bomb, you can choose to cast stinking cloud rather than fog cloud, following the same rules. You cannot cast stinking cloud in this way again until you complete a short or long rest.
Stopwatch Trinket
You create a magical stopwatch that manipulates time magic. As an action, you can cast haste or slow using the stopwatch without expending a spell slot.
Once you use this Upgrade, you cannot use it again until you complete a long rest.
Transmogrifier
You build a device to channel the power of transmution able to cast polymorph without expending a spell slot... unfortunately without great precision. Roll a d8 to determine what beast the spell will transform the target into and a d4 to select an additional effect, and then pick a target for the spell. If you do not pick a target, you will be the target.
d8 Beast
- 1: Frog
- 2: Cat
- 3: Ape
- 4: Brown Bear
- 5: Giant Constrictor Snake
- 6: Elephant
- 7: Mammoth
- 8: Tyrannosaurus Rex
d4 Additional Effect
- 1: The creature is one size smaller. Deals half damage.
- 2: The creature is missing a leg. Halved movement speed.
- 3: The creature has an extra head. Makes 1 extra attack.
- 4: The creature is one size larger. Deals +1d4 damage.
Once you use it, the Transmogrifier cannot be used again until you complete a long rest.
Wild Detonation
Prerequisite: Fire Spitter or Flashbang
You can now use your Fire Spitter, you can double the dimensions and damage of the spell effect. Additionally, creatures that fall the saving against your Flashbang by 5 or more are stunned as well as blinded until the end of their next turn.
11th Level Upgrades
Flying Gadget
You build a device that allows you to fly, such as deployable artificial wings. You can activate this device as a bonus action, or as a reaction to falling. Whatever form it takes, when activated it gives you a flying speed of 30 feet.
Lightning Generator
Prerequisite: Requires Shock Generator
You upgrade your shock generator with additional lightning capabilities. You can cast lightning lure at-will using it, and can overload it to cast lightning bolt without expending a spell slot. Once you overload it, you cannot use it to cast lightning bolt again until you complete a short or long rest.
Additionally, once per turn when dealing Lightning damage with a spell, you can add your Intelligence modifier to one roll of the damage dealt.
Truesight Lenses
Prerequisite: Sight Lenses
You upgrade and fine-tune your sight lenses, granting you Truesight up to 15 feet.
Useful Universal Key
You create a Universal Key to obstacles, transmuting them into not-obstacles. As an action, you can apply this key to a surface to cast knock or passwall without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Violent Momentum
Prerequisite: Impact Gauntlet
Once per turn, when you move 10 feet or more toward a target before attacking them with your Impact Gauntlet, you can use the special attack of your Impact Gauntlet without forgoing your hit bonus.
15th Level Upgrades
Bracers of Empowerment
You create bracers that can empower you. You can use this to cast Tenser's transformation without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Bee Swarm Rockets
You design a type of tiny firecracker-like device, which can release rockets in large numbers. You have a maximum number of rockets equal to your Inventor level. As an action, you can release 1 to 10 of these rockets. Each rocket targets a point you can see within 40 feet. Creatures within 10 feet of the point must make a dexterity saving throw.
Creatures in the area of effect of multiple rockets make one for all rockets that would hit them. Creatures that fail take 2d6 + 1 fire damage per rocket that affects the area they are standing in, or half as much on a successful one.
You rebuild your stock to your maximum during a long rest.
Dimensional Toolbox
You build a toolbox, filling it with the many ideas you've had and discarded, with the magical power of making those ideas reality when you need them most. As an action, you can withdraw an Unrestricted Upgrade (one with no level requirement) from the Gadgetsmith list. Gadgets withdrawn from the toolbox are fleeting, and disappear after one minute. Once you have drawn an upgrade from the toolbox, you cannot draw another upgrade from it until you complete a long rest.
Disintegration Ray
You create a Disintegration Ray. You can use this to cast disintegrate without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Golemsmith
A Golemsmith is an Inventor that has committed themselves to creating a true work of artifice, forging a golem. A painstaking life ambition, they plan and design meticulously, even if in practice sometimes compromises on materials must be made.
Why a Golemsmith embarks on the quest to forge this artificial construct of life can vary. For many it is the pure pursuit of forging the perfect creation, while for others, it is simply so they do not have to carry around their loot, or to have a loyal companion to count on at all times.
A Golemsmith is rarely chaotic, as they are people of great care and discipline; those that are not would not have succeeded where they have, but some have been set on their path by such events that might drive them to interact chaotically with society as a whole.
Golemsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with smith's tools and tinker's tools.
Mechanical Golem
Starting at 1st level, you forge a mechanical golem to carry out your orders and protect you. The golem is under your control, and understands the languages you speak, but does not speak.
The Golem obeys your commands as best it can. On your turn, you can verbally command the construct where to move (no action required by you) and take an action, which requires your action to do. Additionally, you can use your reaction to direct it to take a reaction. The Golem acts on your commands during your turn. If you issue no command to your Golem, it takes no actions.
Your Golem's Proficiency increases when yours does. If the golem is killed, it can be returned to life via normal means, such as with the revivify spell.
In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with half (rounded down) its maximum hit point at the
end of the rest during which you repaired it. If the servant is beyond recovery, you can reproduce the construct exactly as it was, with four days of work (eight hours each day) and 100 gp of raw materials.
Over the course of a short rest, you can restore hit points equal to your Intelligence modifier + your Inventor level to your golem, or repair it to full health during a long rest. Healing spells you cast on your golem ignore any restriction against healing constructs.
Golem Chassis
When you create your golem, you can add one prefix to its type in the form which basic chassis you use for golem. For example, if you select Warforged, your golem becomes a Warforged Golem, and gains the Warforged modifications to its base statistics.
Warforged
Your golem is roughly humanoid, and comes with the robust flexibility and options that this form provides. Its base strength becomes 16(+3) and it gains proficiency in shields, simple weapons, and martial weapons.
Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning damage.
Quadrupedal
Your golem takes on a quadrupedal design. Larger and more sturdy, it is more suitable to launch into the fray or carry its creator. Its base size becomes Large, its base Strength and Constitution become 16(+3), its natural armor becomes 16, and its speed becomes 35 ft.
Its natural weapon is: Bite: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing damage.
Winged
Your Golem is modeled off a flying creature. Smaller and lighter than most golems, it is kept aloft by intricate wings. Its base size becomes Small and it gains a flying speed of 30 ft.
Its natural weapon is: Talon: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) slashing damage.
Launcher
Your Golem becomes akin to a mobile turret, taking the frame of a ballista or other launching device. Its base Dexterity becomes 16(+3) and its speed becomes 25 ft.
Its natural weapon is: Shoot +5 (Dexterity + Proficiency) to hit, reach 60/240ft., one target. Hit 1d10 + 3 (Dexterity) piercing damage.
Specialized
Your Golem defies all expectations, its design fueled by your own rampant creativity. A little less robust and stable, it is far more extensible to your visionary plans. Your Golem starts with the basic statistics, but you can select 2 free upgrades that do not count against your upgrade total.
Its natural weapon is: Slam: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) bludgeoning damage.
Intelligent Oversight
Starting at 3rd level, you can take the Help action as a bonus action when assisting your golem.
Additionally, when you take the Help action to aid an ally (including your golem) in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the allied creature can see or hear you.
Autonomous Action
Starting at 5th level, you no longer need to spend your action or reaction to direct the golem to use its action or reaction, and it can act following mental commands communicated while it is within 60 feet of you.
If the Golem is not directed to take any action, it will take the Dodge action in combat.
Magical Nature
Additionally at 5th level, your golem's natural weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Perfected Design
Starting at 14th level, your golem can add your Intelligence modifier to all of its attack rolls, skill checks, and saving throws.
Golemsmith Upgrades
Golemsmith's upgrades are used to improve their golems, some make them weapons, others make them living creatures.
Unrestricted Upgrade
Arcane Barrage Armament
You install an mounted armament to your golem, taking whatever form is most appropriate, charged with arcane power. As an action, the golem can cast magic missile without expending a spell slot. When cast this way, it has no Verbal or Somatic components.
Once used, this armament cannot be used again until the Inventor completes a short or long rest.
When the Golemsmith reaches 5th level, the level of the magic missile spell cast increases to 2nd level. It increases again at 11th level (to 3rd) and 17th level (to 4th).
Arcane Resonance
You craft a magical essence connector and install it into your golem's core, allowing you and it to share certain magical effects. You can make any spell you cast that targets only you also target your golem.
Defender Protocol
You build in a protocol response into your golem to defend its master. The golem gains the Protection fighting style.
Ether Heart
You install a magical ether heart into your golem, because that seems like a good idea. Your golem gains 2 charges. It can use 1 charge to cast any first level spell you know. These changes are restored at the end of a long rest.
Ever Watching Sentry
You engineer your golem to remain constantly vigilant. It gains Proficiency in Perception and Darkvision (60 feet). While doing tasked with nothing else during a extended respite (such as during a long rest), it gains the benefits of the Alert feat.
Flamethrower Armament
You install an armament to your golem, taking whatever form is most appropriate, capable of reproducing powerful flames. As an action, the golem can cast burning hands. The spell save DC is equal to your spell save DC. When cast this way, it has no Verbal or Somatic components. Once used, this armament cannot be used again until the Inventor completes a short or long rest.
When the Golemsmith reaches 5th level, the level of the burning hands spell cast increases to 2nd level. It increases again at 11th level (to 3rd) and 17th level (to 4th).
Fine Tuned Dexterity
You craft improved gears and joints for your golem. Your golem's Dexterity ability score increases by 2, increasing its ability at tasks requiring fine motor skills. If, after taking this skill, the golem's Dexterity is 16 or greater, it gains proficiency with Thieves' Tools. If, after taking this skill, the golem's Dexterity is 18, it gains proficiency with the Stealth skill.
You can take this upgrade more than once. A golem's maximum Dexterity ability score is 18.
Grappling Appendages
You install an additional pair of grappling appendages taking a form of your choice. For the purposes of grappling, these serve as two additional free hands for your Golem. Additionally, your golem gains a climbing speed equal to its movement speed so long as it is not using these appendages to grapple.
Heavy Armor Plating
You can incorporate a suit of Heavy Armor into your golem allowing it to equip that suit of armor. Your golem's Armor Class becomes the Armor Class granted by the equipped armor. While incorporated with your golem in this way, the golem has Proficiency with that armor. You can change or remove the incorporated armor at any time once you have taken this upgrade, but it takes twice as long as normally equipping or unequipping the chosen armor type.
While equipped with Heavy Armor, your Golem has disadvantage on Dexterity (Stealth) checks.
Magical Essence
You infuse a fragment of magical essence into your golem, allowing it to attune to one magical item. This follows all normal attunement rules.
Razor Claws
Prerequisite: Quadrupedal, Incompatible with Warfare Routines.
Your golem's gains two additional natural weapons that deal 1d8 slashing damage, and have the Light property. Additionally, your golem gains the Two Weapon Fighting Fighting Style from the Fighter Class (as below).
- Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Robost Reconstruction
Whenever your golem regains hit points (short rest repairs, magical healing, etc), it regains additional hit points equal to its Constitution modifier.
Your golem can make limited self repairs. As its action, the golem can repair 2d6 + its constitution modifier hit points. Once it does so, it cannot do so again until you complete a long rest, restoring its repair reserves.
Structural Constitution
You have reinforced your Golem with layers of protection and redundant systems. Its Constitution ability score increases by 2, increasing its stability and durability. If, after taking this skill, the golem's Constitution is 16 or greater, it gains proficiency with Constitution saving throws. If, after taking this skill, the golem's Constitution is 18, it gains advantage on Death Saving Throws.
You can take this upgrade more than once. A golem's maximum Constitution ability score is 18.
Systematic Strength
You build an improved frame and power source for your golem. Your golem's Strength ability score increases by 2, and increases its ability at tasks requiring raw strength. If, after taking this skill, the golem's Strength is 16 or greater, it gains proficiency with Strength saving throws. If, after taking this skill, the golem's Strength is 18, it gains proficiency with the Athletics skill.
You can take this upgrade more than once. A golem's maximum Strength ability score is 18.
Trample
Prerequisite: Quadrupedal Golem.
When your golem moves more than 10 feet toward a target before making an attack, the target must succeed in a Strength saving throw of a DC equal to 8 + your Golems Strength modifier + your Golem's Proficiency modifier, or be knocked prone. If the target is knocked prone, the golem can make on additional attack against the target as a bonus action.
Warfare Routines
You advance the control routines for your golem, allowing it to fight more effectively. Your Golem gains one Fighting Style of your choice from Archery, Dueling, or Great Weapon Fighting.
5th Level Upgrade
Cloaking Device
You install an Arcane Cloaking device on your Golem. Your golem can use this device to cast invisibility on itself without expending a spell slot.
Once used, this device cannot be used again until the Inventor completes a short or long rest.
Expanded Frame
You enlarge your golem, increasing its size category by one if possible, up to a maximum size of Large. If your golem is Large after taking this upgrade, it gains advantage on Strength checks and Strength saving throws and your golem's maximum hit points become 5 + ([Golem's Constitution Modifier + 6] * Inventor Level).
During the process, you can determine if your golem will have the appropriate physiology to serve as a mount. You can take this upgrade multiple times, but cannot make a golem larger than Large.
Iron Fortress
Prerequisite: Medium or Larger Golem, Golem Constitution of 18.
You extend your golems shielding and stationary stability. Your Golem now counts as three quarters cover for creatures within 5 feet (as long as it is between them and the attacker) or riding it. Additionally, it cannot be moved against its will while in contact with the ground.
Magical Construct
Prerequisite: 5th level Artificer.
Your constructs magical nature extends to it's natural weapons. Your constructs weapons are considered magical for the purpose of overcoming resistance to nonmagical bludgeoning, piercing and slashing damage, and it can add +1 to it's attack and damage rolls.
This increases to a +2 at 14th level.
Reciprocity Programming
Prerequisite: 5th level Artificer
If you use your bonus action to take the Help action to grant your golem advantage on attacking a creature, your golem can take the Help action as a bonus action to take the Help action to grant you advantage on attacking a creature.
Shielding Bond
After studying the arcane fundamentals of Shield Golems, you have gained insight on how they shield their controllers, and can implement it in your own golem. Your golem gains the ability to cast warding bond without expending a spell slot. When cast in this method, it does not require material components.
Once the golem casts warding bond in this way, it cannot use this feature to cast it again until it completes a short or long rest.
9th Level Upgrades
Powered Charge
You may select this upgrade twice.
You improve your golem's charging speed, increasing its movement speed by 5 feet. If your golem's speed is 40 feet or more after taking this upgrade, it gains the ability to use a Forceful Slam after moving 20 feet or more in a straight line toward it before attacking; if the attack hits, the target must make a Strength saving throw with a DC of 8 + the golem's proficiency + the golem's strength modifier, being knocked prone on.
Mark of Life
Incompatible: Launcher Chassis.
You have attained the understanding of magic and you craft a Mark of Life on the forehead of your Warforged Golem, turning it into a Warforged Companion. It gains an Intelligence score of 10, a Wisdom score of 10 and a Charisma score of 8. This allows it to follow more complex commands without direct input, speak, and remember things.
It gains proficiency in Intelligence and Wisdom saving throws.
Overdrive
You build in a special mode allowing your golem to go beyond its limitations. As your action, you can overcharge your golem with energy, granting it the effects of haste for a number of rounds equal to your Intelligence modifier. Once used, you cannot use this again until you complete a long rest.
11th Level Upgrade
Airborne Propulsion
You add new method of propulsion to your golem, allowing it to fly, such as intricate mechanical wings or propellers. It gains a flying speed of 30 feet.
Multiattack Protocol
When your Golem uses the Attack action, it can attack twice instead of once.
Thundering Stomp.
Prerequisite: Golem of Large size
Your golem can leverage its increased size and magical nature to unleash a crushing stomp of magical energy when it brings down its foot. Your golem can replace any attack with the thunderclap spell using the Inventors level and spell save DC for casting the spell.
Transforming Golem
You install clever multifunctional components allowing your golem to reduce its size. Your golem can collapse its size back down to one size smaller, but while in the collapsed mode any movement speed it has is reduced by 10 feet. The process takes 1 minute to invoke or revert.
15th Level Upgrade
Artificial Learning
Prerequisite: Mark of Life.
Your Warforged Companion begins to apply its abilities to learn new things, gaining a class level in a class of your choosing. Your Warforged Companion gains all the first level features of the chosen class. This does not include HP, hit dice, or class proficiencies (for example, selecting Fighter grants only Fighting Style and Second Wind).
You can select this Upgrade multiple times, granting another level of features or the first level features of another class each time it is selected.
Brutal Armaments
You increase the effectiveness of your Golem's natural weapons, allowing it to strike with lethal strikes. When your golem makes an attack, you can subtract its proficiency from the attack roll. When you do so, if the attack hits, you can add double its proficiency bonus to the damage roll of the attack.
Shared Power.
You bind your golem's power source to your own soul, allowing you to tap its power and it to tap your power.
- As its action, your golem can expend one of your spell slots to cast a spell you know.
- As an action, you can drain a number of hit points from the golem up to twice your Inventor level, gaining that many temporary hit points.
- Either you or your golem can give up your action to allow the other to take an additional action. This additional action can only be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object.
Infusionsmith
An Infusionsmith is, in some ways, perhaps the most quintessential type of Inventor. While other Inventors may delve into mechanics and tinkering, an Infusionsmith is an Inventor that tinkers with magic itself.
These are cutting edge of magical engineering, understanding the principle applications of magic. An Infusionsmith would have ground to stand on in calling a wizard an impulsive spell slinger, for these are the Inventors that work their magic through careful and meticulous method, laying down magic they may not use for hours, or painstakingly crafting a long lasting enchantment.
An Infusionsmith can be a magical swordsman, a wandslinger, or bookish supporting character with a bag full of tricks that never quite runs dry. Some will stand within a maelstrom of animated blades while others will plink away with a crossbow that seems unerringly accurate, but their common theme is using their prowess of infusion to make themselves formidable.
Infusionsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with jeweler's tools and calligrapher's supplies.
Your knowledge of infusion magic gives you a natural affinity for scribing spell scrolls. Creating a magic spell scroll only takes you half the time and material cost it would normally take.
Infused Armament
Starting at 1st level, you can infuse a powerful armament to take into battle. At the end of a long rest, select one of the Infusions below. The infusion lasts until the end of your next long rest.
Animated Weapon
You touch a melee weapon, causing it to spring to life. An animated weapon can be carried or stowed, but while readied, it floats beside you. While an animated weapon is readied, you can make attacks with it as part the Attack action sending it out to strike a target, but all attacks it makes during a turn must be against the same target.
This special attack is a melee spell attack with a range of 30 feet. That range reduced to 15 feet if the weapon has the Heavy property and increased to 60 feet if the weapon has the Light property. If this attack hits, it deals the weapon's damage dice + your Intelligence modifier.
Blasting Rod
You touch a nonmagical wand-blank, stick, staff, or rod, infusing with the ability to cast a cantrip. Select one Evocation Cantrip from the Wizard spell list that does not require concentration. Thereafter, as an action, you can use the Blasting rod to cast that cantrip.
Once per turn, when you deal damage to a creature or object with your Blasting Rod, you can add your Intelligence modifier to damage dealt to that target.
Infused Weapon
You touch a weapon, enchanting its effectiveness. While this weapon is enchanted, you - and only you - have proficiency with it.
An Infused Weapon can be wielded like a normal weapon, but gains the following property: you can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier.
When you infuse a weapon if it has a single damage die, increase the die by one step to a maximum of a d12 (e.g. an Infused dagger's damage type increases from a d4 to a d6).
Spell Manual
At 3rd level, you have a Spell Manual containing two 1st-level wizard spells of your choice. Your Spell Manual is the repository of any non-Inventor spell you know.
You cannot cast these spells and they do not count against your spells known, but when you would learn a new Inventor spell, you can select that spell from a spell in Spell Manual instead of the Inventor spell list, at which point you can cast it as normal. You can choose to scribe any Inventor spell you can cast into the Spell Manual, as if copying from a written spell.
Learning Spells of 1st Level and Higher
Each time you gain an Inventor level, you can add one wizard Spell of your choice to your Spell Manual for free. Each of these spells must be of a level for which you have Spell Slots, as shown on the Inventor table.
On your adventures, you might find other Spells that you can add to your Spell Manual. For each level of the spell, the process takes 2 hours and costs 50 gold pieces.
Infuse Magic
Additionally at 3rd level, you can use your Spell Manual to infuse magic items, such as wands, storing the power for later use. In a special ritual taking 1 minute, you can expend a spell slot to cast a spell as normal, but the spell does not take effect, and is stored in the item for later use.
Subsequently, any creature holding the item with an Intelligence of 6 or higher that is aware there is magic infused in it can expend the stored magic to cast the spell.
The spell uses your spellcasting modifiers, but is in all other ways treated as if the creature holding it cast the spell. The magic infused in the item fades if you complete a long rest without expending the stored spell.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Empowered Infusions
Additionally at 5th level, your Infused Armament grows more powerful. If you Infuse or Animate a weapon, you can Infuse or Animate an additional weapon (having two infused weapons, two animated weapons, or one of each). If you have multiple animated weapons, you can attack the same or different targets with them.
If you cast a spell using an item from Infuse Magic or from a wand (from the Magical Wand upgrade or a normal wand), you can cast the cantrip with your Blasting Rod as a bonus action.
Infused Focus
Starting at 14th level, you can anchor a powerful spell into an item. When you cast a concentration spell, you can anchor it to an item (such as a staff, wand or weapon), and do not need to maintain concentration. The spell lasts a number of rounds equal to your intelligence modifier, after which the spell ends.
Once you use this ability, you must complete a short or long rest before using it again.
Infusionsmith Upgrades
Infusionsmith's upgrades are used on objects, turning ordinary objects into magical devices.
Unrestricted Upgrades
Animated Archer
You master animation enchantments allowing you to use your Animate Weapon feature on a ranged weapon and a quiver of ammunition. An animated ranged weapon hovers near you, and can target anything inside the weapon's normal range with a ranged spell attack.
This attack deals weapon damage + your intelligence modifier on hit. The weapon requires ammunition, and can carry up 30 pieces of ammunition at a time, after which it needs to be reloaded as an action.
Arcane Armament
You master armoring yourself with magical enchantments. You learn the mage armor spell. While under the effect of mage armor, you can add your Intelligence modifier to your AC instead of your Dexterity modifier. You can only do this if you are not adding your Intelligence modifier to your AC from another source. Additionally you gain resistance to force damage.
Enchanted Garmets
You enchant your clothes, granting you several benefits over mundane not-enchanted clothes:
- You can cast prestidigitation targeting only your own clothes.
- You cause them to change style or color as an action, keeping the new style or color until your take them off or enchant a new set.
- They do not get wet unless you will them to, keeping you dry.
- You can ignore the environmental effects of extreme heat or cold.
Infuse Elements
You can infuse elements with your magic temporarily, granting you limited control of them. You learn the cantrips control flames, mold earth, and shape water.
Loyal Weapon
You can cast the returning weapon spell without expending a spell slot, but if you cast it on a second weapon with this feature, the spell immediately fades from any previous use of this feature.
Magical Wand of...
You create a new Wand that you can infuse with a spell of 1st level or higher that you have recorded in your Spell Manual. This wand does not require attunement, but can only be used by you. The spell must be of a level that you can cast as an Inventor (as of when you would get this upgrade). This wand has three charges.
You can expend a charge to cast the selected spell at its base level. The wand regains all charges at the end of a long rest.
You can select this upgrade multiple times, selecting a different spell each time you take this upgrade.
Skilled Animation
You manage to make the magic of your Animated Weapons so potent that attacks made with them gain a fighting style. Attacks made with one handed melee weapons gain Dueling, attacks made with two-handed melee weapons gain Great Weapon Fighting, and attacks made with ranged weapons gain Archery.
Soul Saving Bond
You set up a special magical bond between you and another creature. When either creature bound by these abilities fails a Wisdom, Intelligence, Charisma, or Death saving throw, the other character can make their own saving throw, replacing the failed save with their own roll. If this ability is used on a death saving throw, the replacement roll is a 20. Once a roll is replaced by this feature, it cannot be used again until both creatures in the bond have completed a short or long rest.
This bond can be set up with a different creature at the end of a long rest.
Spinning Blades
As an action, instead of attacking with your Animated Weapons, you cause them to whirl through the air in place. This has the effect of cloud of daggers, but does not require concentration and ends at the start of your next turn. For each animated weapon you have you can pick a different 5 foot cube, or send them to the same spot. For each weapon sent the same spot, the spell level of the effect is increased by one.
Warding Stone
You learn how to weave a protective enchantment on an item. That item gains a pool of temporary hit points equal to your Inventor level. Whoever is carrying this item gains any temporary hit points remaining in this pool, but these are lost when that creature is no longer carrying this item.
This pool of temporary hit points refreshes when the Inventor that created it completes a long rest.
Worn Enchantment
You can enchant an item you are wearing, such as a scarf or cloak to animate and assist you with a task, be it climbing a wall, grappling an enemy, or picking a lock. You can expend a 1st level spell slot to gain proficiency in a Strength or Dexterity skill until you complete a long rest. You can use up all the magic in the item to additionally gain advantage on one check of that skill, immediately ending the effect after the check is complete.
5th Level Upgrades
Animated Shield
You apply your animating magic to a shield. At the end of a long rest, you can touch a shield, causing it to spring to life and protect you until you complete your next long rest. While it is protecting you, you gain the benefit if you had the shield equipped. You cannot benefit from both an animated shield and an equipped shield.
While you have an animated shield, you can use your reaction to send it to defend an ally within 30 feet who is being attacked. You can impose disadvantage on that attack, but do not gain the benefits of having an animated shield until the start of your next turn.
Arcane Ammunition
You infuse a ranged weapon with special magic granting it magical ammunition. The weapons damage becomes force damage and it no longer requires ammunition to fire. If the weapon had the Loading property, it no longer has the Loading Property.
Deflecting Weapon
While you have an animated melee weapon, if you are attacked by a weapon attack you can use your reaction to attempt to block the attack, rolling a d8 and adding it to your AC. You can decide to block after the attack is rolled, but before the outcome is determined. If you successfully block a melee weapon attack like this and the attack misses, you can immediately make one weapon attack against the target.
If you attempt to use a weapon to block an attack in this way until the end of your next turn if you take the Attack action, you can only make a single weapon attack, and you cannot make attacks with the animated weapon you used to block the attack.
Infuse Shadows
You learn the spell shadow blade. When you are wielding the blade conjured by shadow blade you can treat it as an Infused Weapon.
Lesser Ring of Protection
You make a prototype Ring of Protection. Any creature wearing it can add +1 to their armor class.
Malicious Infusion
As a reaction to being hit with a metal weapon, you can cast heat metal targeting the weapon that struck you. Additionally, you learn the spell heat metal.
Ring of Reaction
You make a minor magic ring. Any creature wearing it can add your Intelligence modifier to their Dexterity saving throws and initiative rolls.
Translocation Binding
As a bonus action while attacking with an Infused or Animated melee weapon, you can expend a first level spell slot and teleport to an unoccupied location within 5 feet of it before it returns to you. You can invoke this even if the attack misses the target.
Weapon Enchantment Resonance
When you cast arcane weapon, magical weapon, elemental weapon, or vorpal weapon on a weapon Animated or Infused by you it affects all weapons Animated or Infused by you. Additionally, you can target a weapon with any arcane weapon, magical weapon, or elemental weapon even if the weapon is already magical.
Weapon Enchantment Expertise
When you cast arcane weapon, magical weapon or vorpal weapon on a weapon, that weapon deals an additional 1d4 force damage. The damage of elemental weapon is increased by 1d4.
Additionally, when you make a Constitution save to maintain concentration on arcane weapon, magical weapon, elemental weapon, or vorpal weapon, you have advantage on that saving throw.
9th Level Upgrades
Detonate Armament
Prerequisite: Arcane Armament.
As a reaction to taking damage, you can end the effect of mage armor to cast thunder step without expending a spell slot. When you cast thunder step in this manner, it deals force damage instead of thunder damage.
Once you do this, you cannot use this ability again until the end of your next short or long rest.
Dimensional Pockets
You enchant a pocket on your gear to contain far more than it would appear. That pocket can hold any object that can fit through a 6 inch diameter opening, and up to 50 pounds. The pocket otherwise behaves in the same manner as a bag of holding.
Invisibility Cloak
You make a cloak of invisibility. While wearing this a creature can cast invisibility once without expending a spell slot. When cast in this method it does not require concentration. It cannot be used again in that way until you complete a short or long rest.
Prepared Enchantment
You bestow magical enchantments onto your gear, casting a limited version of contingency without expending a material component or spell slot. When cast in this way, the spell triggered by contingency must must a 2nd level or lower spell, and ends if you complete a long rest before the contingency is triggered.
Once you cast contingency in this way, you cannot cast it again until you complete a long rest.
Spell Trapping Ring
You set a powerful magic into a non-magical ring. You can use this ring to cast counterspell without expending a spell slot. When you cast counterspell in this way and it succeeds, the spell countered is stored in the ring. You can then cast the stored spell without expending a spell slot, but the spell fades if it is not used before you complete a long rest.
Once you use this ring, you cannot use it again until you complete a long rest.
11th Level Upgrades
Enchanted Broom
You can enchant a broom (or broom like object) into a Broom of Flying. You set the command word for the broom, and the Broom only obeys you.
Empower Weapon
When you hit a creature with a weapon, you can infuse the weapon with arcane energy as a bonus action to deal 3d4 additional force damage. When infusing the weapon in this way you can expend a 1st level spell slot to increase the damage further. The extra damage is 3d4 for a 1st-level spell slot, plus 2d4 for each spell level higher than 1st.
Mixed Technique
If you use your action to cast a cantrip with a Blasting Rod, you can make a single weapon attack as a bonus action using an Animated or Infused weapon.
Life Infusion
You learn a potent magical infusion that suffuses a creature with life energy. You can cast regenerate without expending a spell slot. Once you cast this spell in this manner, you cannot use it again until you complete a long rest.
Magical Rod of...
You create a new Rod that you can infuse with a spell of 5th level or higher you have recorded in your Spell Manual. This rod does not require attunement, but can only be used by you. The spell level must be equal to half or less of your Inventor level (as of when you would get this upgrade), rounded down. This rod has one charge. You can expend the charge to cast the selected spell at its base level. The rod regains all charges at the end of a long rest.
You can select this upgrade multiple times, selecting a different spell each time you take this upgrade.
Spellsword
As a bonus action, you can expend a spell slot to imbue a spell that deals damage into your Infused Weapon. Until the end of your next turn, the first time you hit a creature, the spell is dicharged as if you cast it targeting the creature struck. If the spell is a line or cone, it is cast from you targeting the creature. If the spell has a radius, it is centered on the creature, but you are immune to the effect of the spell.
The spell in all other ways behaves as if you cast it, starting at the time it is discharged. If you do not hit a creature before the end of your next turn, the spell is lost.
15th Level Upgrades
Advanced Object Animation
When you cast the animate objects spell, you can use your spell attack modifier for the attack roll of anything animated by the spell, and the damage they deal is increased by +8 (divided by the number of things animated - tiny objects gain +1, huge objects gain +8).
Size Matters Not
When you animate a weapon, you can animate the weapon of a large sized creature. You can only animate one large sized weapon at a time. This weapon deals twice the damage dice of a weapon for a medium sized creature. The weapon has a range of 5 feet even when animated.
Third Animated Weapon
Your mastery of weapon animation expands to a greater breadth of control. If you have two animated weapons, you can animate a third weapon with your Animate Weapon feature. When you take the attack action with your other two animated weapons, you can make a single spell attack with your third animated weapon as part of the same action.
Mastersmith
Inspired by the legendary artifacts of the dwarfs, Mastersmiths devote their craft to the creation of a mythical weapon, a work of art so masterful that will forever live in the tales of the skalds. In their endless search for the finest materials and techniques, Mastersmiths wield their own weapon in battle with precision and grace. Each new struggle plants the seeds of a future stroke of genius, be it a sharper blade, a sturdier frame or a more penetrating spearhead. A Mastersmith's creation is a mirror of themselves: as they refine it and empower it with divine magic, it grows to perfectly suit their battle style and personality, their rigidity or fluidity of being. It will one day be a weapon to rival those of the great Aesir; perhaps, its story will be told alongside theirs.
Mastersmith's Proficiency
At 1st level, when you choose this specialization at 1st level, you gain proficiency with tinker's tools and smith's tools and 3 martial or simple weapons of your choice.
Masterpiece Weapon
At 1st level your smithing prowess has led you to pursue the creation of exquisite magical weaponry. At the end of a long rest, if you have smith's tools with you, you can create a Masterpiece Weapon, which can be any simple or martial melee weapon. If you already have a weapon from this feature, the first one immediately disappears. This weapon is magical, and it grants a +1 bonus to attack and damage rolls made with it while you're wielding it. This bonus increases to +2 when you reach 9th level in the Artificer class and to +3 when you reach 15th level in the Artificer class.
Moreover, it has the following properties while you're wielding it:
- You are proficient with this weapon, regardless of its weapon type.
- You can use this weapon as a spellcasting focus for your artificer spells.
When you creating the Weapon, you instill one of the following awakening powers into the artifact: Empowered, Awaken, Surging, or Elemental.
As a bonus action, you can awaken the weapon, invoking the awakened power until you make it dormant again. You can make it doramnt as a bonus action.
Empowerd
Passive: Gain Beyond Upgrade
When awakened, the weapon hums with great power, dealing additional 1d4 damage of the weapons damage type. The extra d4 is maximized when attacking objects or structures.
Awaken
Passive: Gain Sentient Weapon Upgrade
When awakened, your weapon awakens and gains other abilites. Select two of Enchanted Life, Grip, Reach, or Split. It gains these properties while awakened.
Surging
Passive: Returning Weapon
When awakened, the weapon is enshrouded with great energy. Each time you hit a creature with it, it inflicts a stack of Surging power on the creature. At the end of a creature's turn it takes a 1d4 damage per stack of Surging Power on it and makes a Constitution saving throw against your spell save DC. On a success, the stacks on removed. On a failure, they remain. You can have a maximum number of stacks on a creature equal to your proficiency modifier.
Elemental
Passive: Elemental Magic
When awakened, it glows with magical power. When awakened, you can release magical blasts of power from the weapon that deal damage equal to the weapons damage dice. Select from cold, fire, lightning or thunder for its damage type. In place of making an attack with this weapon, you can release this energy as a ranged spell attack. The ranged spell attack has a range of 120 feet. You can apply your Intelligence modifier to damage done with this attack.
Improved Masterpiece
Starting at 3rd level, Your smithing mastery rivals that of the mythical dwarven artisans, who gifted the Gods their legendary artifacts. Your Masterpiece Weapon cannot be destroyed, except when you create another one.
Additionally, your Masterpiece Weapon gains one of the following features while you are wielding it, based on the type of damage it deals.
Slashing Damage
Attacks you make with this weapon are swift and wide, giving you the chance of hitting multiple enemies at once. The first time on your turn that an attack you make with this weapon hits, you can choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, make a damage roll against that target as well.
Bludgeoning Damage
Enemies hit by this weapon are pummeled and battered, unable to keep their focus. The first time on your turn that an attack you make with this weapon hits a creature, the target must make a Constitution saving throw against your spell save DC. On a failed save, they have disadvantage on the first attack they make until the end of their next turn. Additionally, if the damage dealt by this attack causes the target to make a Constitution saving throw to keep concentrating on a spell, they make the saving throw with disadvantage.
Piercing Damage
Your masterpiece cuts the wind and smashes the bone, inflicting grievous wounds from afar. This weapon has a normal range of 60 feet and no long range. Additionally, attacks made with this weapon score a critical hit on a roll of 19 or 20. When you reach 15th level in this class, this weapon has a normal range of 120
Mastered Affinity
Also at 3rd level, magical items granted by this subclass that require attunement do not count against your attunement total if that item is made by you.
Extra Attack
At 5th level, You can attack twice, rather than once, whenever you take the Attack action on your turn.
Legendary Masterpiece
At 14th level, Your weapon becomes legendary, manifesting aspects of the mythical artifacts of the sagas. You can select a second Awakening Property for your Masterpiece. When you awaken it, you can awaken either property, or awaken both properties at the same time. When you awaken both properties at the same time, the weapons power rages out of control and begins to eat your soul, dealing 1d8 necrotic damage to you at the end of each turn it is awakened. This damage cannot be resisted.
Also while you're wielding your Masterpiece Weapon, you gain one of the following features, depending on the type of damage of your Masterpiece Weapon:
Aspect of Gramr (Slashing)
You can cast the steel wind strike spell once without expending a spell slot and using your Masterpiece Weapon in place of the spell's material components. When you cast the spell this way, you use your Masterpiece Weapon to make a cleaving attack against all the targets of the spell. Follow the spell's description, with the following exception:
The attacks you make are melee weapon attacks made with this weapon, instead of melee spell attacks.
Aspect of Mjollnir (Bludgeoning)
You can cast the destructive wave spell once without expending a spell slot. Follow the spell's description, with the following exceptions:
- You strike the ground with your Masterpiece Weapon when you cast the spell.
- The spell deals 5d6 thunder damage and 5d6 lightning damage, instead of the damage types listed in the spell's description.
Aspect of Gungnir (Piercing)
You can cast the conjure volley spell once without expending a spell slot and using your Masterpiece Weapon in place of the spell's material components. After you cast the spell, your Masterpiece Weapon flies back into your hands.
You can't use this feature again until you complete a long rest, unless you expend a spell slot of 5th level or higher.
Mastersmith Upgrades
Mastersmith upgrades go to making their masterpiece even more powerful or creating items that will combo well with their masterpiece...
Beyond
This weapons base damage increases by 1 die size
- 1d4 - 1d6
- 1d6 - 1d8
- 1d8 - 1d10
- 1d10 - 1d12
- 1d12 - 2d12
You can apply this upgrade 2 times
Enhanced Arcane Focus
This magic item grants its wielder +1 bonus to spell attack rolls, and it ignores half cover when making spell attacks.
This upgrade can be upgraded two more times.
Enhanced Defense
This magical item grants its wearer or wielder a +1 bonus to its Armor Class while wearing or wielding this infused item.
This upgrade can be upgraded two more times.
Elemental Magic
Prerequisite: Masterpiece with the Elemental Property
Select a spell with an attack roll from the Wizard spell list that deals the same damage type as your weapon (when awakened). You can apply any secondary effect of that cantrip to your weapon's attack roll (for example, applying chill touch's secondary effect to a weapon that deals necrotic damage).
Elemental Blade
Prerequisite: Masterpiece with the Elemental Property
Your weapon is wreathed in power while awoken, allowing you to make melee spell attacks in place of ranged spell attacks with it against creatures in reach of the weapon.
Enchanted life
When awakened, your Masterpiece takes a life of its own, attacking on its own at your mental direction. You can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier.
Enchanted Grip
When awakened, your Masterpiece can twist around binding targets, you can either have your weapon summon, curse, or have itself bind the target. When you hit an attack with it, you can attempt to grapple the target as a bonus action. If you have the Enchanted Life power from this upgrade, you can make an Intelligence (Athletics) check to initiate or contest the grapple. You cannot attack other creatures while grappling a creature with this weapon.
Enchanted Reach
When awakened, your Masterpiece stretches and flexes in seeking its targets. It's range increases by 5 feet.
Enchanted Split
Prerequisite: Masterpiece with damage die of d8 or higher
When awakened, your Masterpiece splits into multiple branches or many smaller parts. The weapons damage dice convert to smaller increments based on the table below:
Damage Dice | Awakened Damage Dice
- 1d12 or 2d6 | 3d4
- 1d10 | 1d6 + 1d4
- 1d8 | 2d4
It can attack other creatures even while grappling or restraining a creature with the Enchanted Grip power from this upgrade, but loses one damage die (starting with its smallest) for each creature it is grappling or restraining.
Arcane Rite
Your masterpiece is imbuded with incredible magic power, delving into a unknown and power sect of magic. Select one ritual spell from the Wizard spell list; you gain the ability to cast this spell as a Ritual Spell. You can only take spells of a level you could normally cast at the level you take this talent.
You can choose this upgrade two more times.
Armor Of Nigh Invulnerability
You can only wear 1 Armor set at a time. Attunement
You forge a set of armor or upgrade a set of armor, making yourself invulnerable... almost. As reaction to taking to bludgeoning piercing or slashing damage, you can become resistant to bludgeoning piercing and slashing damage until the start of your turn. Once you use this upgrade, you cannot use it again until you complete a short or long rest.
Boots Of Speed
You can only wear 1 set of Boots at a time. Attunement
As a bonus action you become like the wind. You can immediately move up to your movement speed. Once you use this upgrade, you cannot use it again until you complete a short or long rest.
Helm Of Danger
You can only wear 1 head piece at a time. Attunement
You make a helm granting your unlimited knowledge. As a reaction, you can gain the effect of sensing danger, you gain advantage on one attack, saving throw, or effect even if you cant see it. Once you use this helm, you cannot use it again until you complete a short or long rest.
Primordial Flames
Your Masterpiece has been blessed with the first primordial flames of the Volcano. You learn the following spells. They are Inventor spells for you, but do not count against your spells known.
- Cantrips: Green flame blade, Produce Flame
- 1st: Burning hands, Searing Smite
- 2nd: Flaming Sphere, Scorching Ray
- 3rd: Ashardalon’s Stride, Fireball
Primordial Lightning
Your Masterpiece has been blessed with the first primordial Sparks of the Clouds. You learn the following spells. They are Inventor spells for you, but do not count against your spells known.
- Cantrips: Shocking grasp, Thunderclap
- 1st: Thunderous Smite, Witch bolt
- 2nd: Lightning-Flash Strike, Shatter
- 3rd: Call Lightning, Thunder Step
Primordial Ice
Your Masterpiece has been blessed with the first primordial Frosts of Winter. You learn the following spells. They are Inventor spells for you, but do not count against your spells known.
- Cantrips: Frostbite, Ray of Frost
- 1st: Armor of Agathys, Frost Fingers
- 2nd: Rime's Binding Ice, Sniloc's Snowball Swarm
- 3rd: Ice Pillar, Icicle Field
Ring Of Gilded Presence
Attunement
You create a ring that magically enhances your social abilities. Some of them. When your roll Persuasion or Performance, you gain the effects of guidance up to your prficency bonus per long rest
Eye Of The Night
You can only have 2 sets of eyes at a time Attunement
You create a magical eye that let's you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
You can upgrade this once to make it magical darkness.
Impowering Infusion
You delvelop a rejevenating infusion you can work upon a weapon. As a bonus action, you can expend a spell slot infusing a weapon you touch with rejuvenating power for the next minute. When the wielder of the blade rolls damage with a weapon attack using the infused weapon, they deal 1d8 additionally force damage, and regain hit points equal to the force damage dealt + your Intelligence modifier. This effect can occur a number of times equal to the spell slot used on the infusion.
Returning Weapon
This magical weapon immediately flies back to the hand of its wielder after they make a thrown weapon attack with it.
If at any time you are not carrying this weapon and it is within 90 feet of you, you can use a bonus action to recall it. If there is any clear and unobstructed path that it can take, it returns to your hands immediately. If a creature is holding this weapon when you recall it, the creature must make a Strength saving throw against your spell save DC to keep it from flying away from their hands. On a failed save, the weapon escapes their grasp.
If it doesn't have it already, this weapon gains the thrown property (range 20/60), and it returns to your hands immediately after it is used to make a ranged attack.
This can be upgraded further to increase the range of the thrown property to a (range 30/120) and can be reacalled from any distance as long as it is on the same plane of existance
Warding Rune
You learn how to weave a protective enchantment on an item. That item gains a pool of temporary hit points equal to your Inventor level. Whoever is carrying this item gains any temporary hit points remaining in this pool, but these are lost when that creature is no longer carrying this item.
This pool of temporary hit points refreshes when the Inventor that created it completes a long rest.
Wondrous Whip
The wielder of this magical object can use it to cast the thorn whip Cantrip using the object as the material component of the spell, and your Intelligence as the spellcasting ability.
The wielder can choose for the spell to do 0 damage. If it does, it can pull a target smaller than it up to 30 feet closer, and can catch objects in a fre hand. If the target is larger than it, the wielder can pull itself up to 30 feet closer to the target.
This upgrade can be upgraded at 9th level, when grapeling a creature they are under the effects of the zone of truth.
Unworthy
You weave an enchantment onto your weapon by speaking the following phrase. "Who so ever be worthy...". Only you can pick up the weapon all over creatures can't pick it up, it becomes an immoveable object.
If you learn the Sentient Weapon upgrade, your weapon may decide who is worthy as well.
Sentient Weapon
You give a form of life to your weapon giving it limited sentience. This sentience assists you in many ways. While wielding your weapon, your Intelligence ability score and maximum Intelligence ability score are increased by 2. Your weapon can speak understand and speak any language you can speak. You can communicate telepathically with it while equiping it it.
5th level Upgrades
Eye of See Invisibilty
You can only have 2 sets of eyes at a time Attunement.
You create an eye that can see the invisible. You are under the effects of see invisibilty
Gauntlets of Iron
You can only wear 1 set of Gauntlets at a time. Attunement
When you put on these gauntlets of the spirit of iron, your hands become as strong as iron. Your Strength increases by 2 and your maximum becomes 22, you also can not be dismared of any weapon or iron.
Mantle of Nature
Attunement
You forge magical mantle of a animal, gaining some of there powers. By having the animal bless the mantle, you can gain one trait of that beast for an hour while wearing the mantle (such as Keen Senses or Spiderclimb).
Bracers of Defense
You can only wear 1 set of Gauntlets at a time. Attunement
You are imbued with the power of protection. You gain a +2 bonus to Armour Class as long as you are not wearing or holding a shield.
Ring of Potential
Attunement
While wearing this magical ring, the wearer can use a bonus action to expend its Charges and regain one expended spell slot equal to the number of Charges expended.
This magical ring has three Charges, and it regains all of its expended Charges each day at dawn.
Immovable Boots
You can only wear 1 set of Boots at a time. Attunement
If the wearer is standing on a flat surface, it can use an action to activate the boots, fixing itself in place with magic. Until it uses an action to deactivate the boots, they do not move, even if they are defying gravity. To move the boots and their wearer, a creature must succeed on a DC 30 Strength check.
Infiltrator Armor
You can only wear 1 Armor set at a time. Attunement
This magic suit of armor retains its weight but is formfitting and wearable under clothes without detection. It also grants its wearer advantage on Dexterity (Stealth) checks.
Armor can be upgraded to add +1 to stealth
Shapeshifting Weapon
Your weapon can change into three other weapons of your choice.
Radiant Weapon
As a bonus action, the wielder can cause this weapon to emit bright light in a 30-foot radius, and dim light 30 feet beyond that. The wielder can extinguish the light as a bonus action.
When the wielder hits a creature with this magic weapon, it can expend one Charge to force it to make a Constitution saving throw. On a failed save, the target is blinded until the beginning of the wielder's next turn.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Repulsion Gauntlets
You can only wear 1 set of Gauntlets at a time. Attunement
When the wielder of these magical gauntlets hits a creature with an unarmed strike or gauntlet attack it can expend one Charge to force it to make a Strength saving throw. Large or larger creatures have advantage on this saving throw. On a failure, the target is knocked back 15 feet in a straight line.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Repulsion Shield
Attuntment
When the wielder of this magic shield is hit by a melee attack, it can expend one Charge to force the attacking creature to make a Strength saving throw. Large or larger creatures have advantage on this saving throw. On a failed save, the attacker is knocked back 15 feet in a straight line and falls prone.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
9th level upgrades
Amulet Of Extradimensional Power
You forge a magical amulet that causes creatures to phase from reality to varying degrees of permanency. You can use this amulet to cast banish or blink without expending a spell slot. Once you use the amulet to cast a spell, you cannot use it to cast a spell against until you complete a long rest.
Spell Destroying Weapon
You make Your Masterpiece so powerful it can overcome and destroy some spells You can activate the item, casting counterspell or dispel magic against a target within range of your weapon. Once you use this ability, you cannot use it again until you complete long rest.
Armor of Strength
You can only wear 1 Armor set at a time. Attunement
This magical armor grants its wearer a +1 bonus to its Armor Class, and its wearer can also use its Intelligence, in place of Strength, for Strength-based ability checks or saving throws.
When the wearer of this armor would be knocked prone or moved against its will, it can expend one Charge to not move.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Greater Elemental Weapon
Prerequisite: Primordial Fire, Lightning, or Ice upgrade
The wielder of this magic weapon can cause elemental power to wreathe the weapon until it speaks the command word again. It deals a bonus 1d10 damage of the type you chose on hit.
Winds Of Flight
Your Masterpeice Weapon can use the powers of the winds. You can cast the fly spell up to your Intelligence Modifier per Long rest.
11th Level Upgrades
Chameleon Armor
You can only wear 1 Armor set at a time. Attunement
This magical armor grants its wearer a +1 bonus to its Armor Class. The wearer can use an action to expend Charges and cast one of the spells here on itself: disguise self (1 Charge), invisibility (2 Charges) or greater invisibility (4 Charges).
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Elemental Armor
You can only wear 1 Armor set at a time. Attunement
This magical armor grants its wearer a +1 bonus to its Armor Class, and its wearer is Immune to your choice of either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder.
Levitating Weapon
Upon Infusion, you choose a command word for this weapon. As a bonus action, the wielder can speak the magic weapon's command word, expending one of its Charges. When it does so, the weapon begins to hover in its space, and attacks one target of its choice within 5 feet, using your Intelligence, in place of the wielder's Strength or Dexterity, for its attack and damage rolls. While this magic weapon hovers, the wielder can attack with it using its bonus action on each turn.
This magical weapon remains active for 1 minute, or until the wielder speaks its command word again, at which point it returns to its wielder's empty hand, sheath, or belt.
This magical weapon has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Cloak of Invisibilty
Attuntment
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours, the cloak goes unused, it regains 1 hour of duration.
15th Level Upgrades
Guardian Gauntlets
You can only wear 1 set of Gauntlets at a time. Attunement
When a creature ends its turn within 30 feet of the wearer of these magical gauntlets, the wearer can expend one Charge as a reaction to force it to make a Strength saving throw. Huge and larger creatures have advantage on this save. On a failure, it is pulled 30 feet toward the wearer to an unoccupied space of its choice. If it pulls the creature within 5 feet, the wearer can make a single melee weapon attack against it.
This magic item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Boots of Destruction
You can only wear 1 set of Boots at a time. Attunement
The wearer of these magical boots cannot be knocked prone or moved against its will. It also knows destructive wave, and can cast destructive wave once without expending a spell slot.
The wearer of these magic boots regains the ability to cast the spell without expending a spell slot at the following dawn.
Mystic Armament
The wielder's attacks with this magic weapon score a critical hit on a roll of 18-20 on the d20. You can cast one 5th level spell of your choice from the Wizard Spell List, Intelligence is your spellcasting ability.
The wielder of this magic weapon regains the ability to cast the spell without expending a spell slot at the following dawn.
Legendary Weapon
So long ago you forged great power. Now you realize its full potential. Your Masterpice becomes a true artifact, any bonus to attack and damage rolls lower than +3 it has is replaced by a bonus of +3, it gains two additional properties from the following list:
- While attuned to this artifact, you are immune to disease.
- While attuned to this artifact, you can't be charmed or frightened.
- While attuned to this artifact, you can cast a 1st or 2nd level spell of your choice once per short rest without expended a spell slot (spell chosen when this upgrade is selected).
- While attuned to this artifact, you can treat a 1 on a Death Saving throw as a 20.
- While attuned to this artifact, one of your ability scores (chosen when this upgrade is selected) increases by 1, to a maximum of 24.
When you select this upgrade, you can select the condition in which your weapon can be destroyed. Your weapon can no longer be permanently destroyed by any other means. This means can be absurd or implausible, but must be something potentially possible.
Potionsmith
A potionsmith is an Inventor who has pursued the secrets of alchemy. While many a village has an apothecary grinding odd herbs and roots into potent (or not so potent) concoctions, the careful process of mixing and brewing is just one way to achieve results. Through the use of the intricate secrets of the craft and direct infusions using magical rituals, a potionsmith can come up with explosive results in the blink of an eye... sometimes literally.
An potionsmith can be a scholar who has delved into the knowledge the world has to offer or an explorer that has unlocked the secrets of the wilderness. Their knowledge could come from being friends of the fey, or from unfettered access to the royal library. As such, potionsmith's can be good or evil, lawful or chaotic.
Potionsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with Blowguns, Alchemist’s supplies and Herbalism kit.
Your knowledge of alchemy gives you a natural affinity for brewing potions. Creating a potion through normal crafting takes you only half the time and cost it would normally take.
Alchemical Reagents Pouch
At 1st level, you've acquired a pouch of useful basic reagents, much as a wizard might carry a component pouch. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that might require them. As long as you have this pouch on, you use the potionsmith's features. This pouch is considered as alchemy supplies for the purposes of crafting.
If you lose your reagent pouch, you can spend 50 gold pieces to reacquire the various stocks you need, or spend 1 full day gathering them from a natural environment without expense.
Instant Reactions
At 1st level, you know how to get instant reactions to occur without the niceties of grinding, simmering and brewing required for more refined concoctions.
Moreover, you know enough ways to do these that with just a few standard supplies, you can get these results out of a wide range of things you can gather in almost any locale and a pinch from your reagent pouch.
Pick three instant reactions from the following: Alchemical Acid, Alchemical Fire, Fortifying Fumes, Healing Draught, and Poisonous Gas. These reactions do not count against your maximum Upgrades known.
Alchemical Infusions
At 3rd level, you have discovered the secrets to drastically bypass the alchemical brewing process, crafting potent magical effects through the direct infusion of the potion with your own magic. When you finish a short or long rest and have an empty vial on your person, you may choose one or more the following spells and use spell slots to cast them.
Spell Level Infusion Spells
- 1st: cure wounds, fog cloud, grease, heroism
- 2nd: barkskin, shatter, lesser restoration, web
- 3rd: blink, water breathing, stinking cloud, haste
- 4th: stoneskin, confusion
- 5th: cloudkill, skill empowerment
When you cast spells in this way, the spell does not take effect immediately, but is infused into the potion.
If the spell grants an effect or restores health, a creature can consume it or administrator it to another creature as an action.
If a spell targets an area of effect, you can accurately throw a vial up to 30 feet, dealing no inherent damage, but breaking the vial in impact. The area of effect takes place when the vial is broken, with the effect centered on where the vial breaks. If the spell targets a creature, you can treat the vial as a ranged weapon you have proficiency with the Thrown (20/60) property. You replace the spell attack with making a weapon attack made with the vial.
If the spell has a persistent effect that requires concentration, it does not require concentration to maintain, but its duration is shortened to a number of rounds equal to your Intelligence modifier.
A spell that does not require concentration lasts its normal duration. An infused potion loses its potency if it is not used by the end of your next long rest.
You can gain additional spells for your Alchemical Infusions through your Alchemist upgrades.
Practiced Quaff
Additionally at 3rd level, you gain the ability to consume potions and infused potions as a bonus action.
Empowered Alchemy
Starting at 5th level, when you deal damage, grant temporary hit points, or restore health with an instant reaction or alchemical infusion on your turn, you can add your Intelligence modifier to the damage dealt or health restored.
Infusion Expertise
Starting at 14th level, when you create an Alchemical Infusion at end the end of a short or long rest, the first alchemical infusion you create does not require a spell slot to infuse, and you can select an alchemical infusion that you would otherwise not have a spell slot of high enough level for when making this infusion.
Alchemist Upgrades
A Potionsmith's Upgrades go done various routes, from healing, to creation, to destruction.
Unrestricted Upgrades
Alchemical Fire
Instant Reaction
As an action you can produce a reaction causing a searing flame. At a point within 20 feet, you can a toss quick combination of reagents that will cause searing fire to flare up in a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your spell save DC, or take 1d8 fire damage.
The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Alternatively, you can use a bonus action to prepare it as a ranged weapon you have proficiency in lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier).
Alchemical Acid
Instant Reaction
You can produce a reaction causing a caustic acid to form. As an action, you can throw this combination of ingredients at a point within 20 feet, causing acid to splatter within a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your spell save DC, or take 2d4 acid damage. Damage from this acid deals double damage against structures and objects.
The damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Alternatively, you can use a bonus action to prepare it as a ranged weapon you have proficiency lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier).
Dragon Draught
Instant Reaction (upgrade only)
As an action you quaff a vial of highly reactive liquid, allow you to immediately belch a blast of devastating elemental energy. You can select between cold, fire, acid, or lightning. Cold or Fire effect a 10 foot cone. Lightning or Acid effect at 15 foot line. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 1d8 damage of the elemental type chosen.
The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Explosive Reaction
Instant Reaction (upgrade only)
You formulate a new instant reaction, a devastating minor explosion. Targeting a point within 20 feet, as an action, you cause an explosion. Creatures within 10 feet of the target point must make a Constitution saving throw against your spell save DC, or take 1d10 thunder damage from the shockwave of the explosion.
The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Alternatively, you can use a bonus action to prepare it as a ranged weapon you have proficiency lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier).
Fortifying Fumes Reaction
Instant Reaction
You formulate a new instant reaction, a powerful fortifying stimulus. Targeting a point within 20 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes gain 1d4 temporary hit points, deal 1d4 additional damage on their next melee weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits fade at the end of your next turn.
Both the temporary hit points and damage bonus increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Delivery Mechanism
You modify the stability of your reagents and develop a better delivery mechanism. You can target a point within 40 feet for your instant reactions (including ones gained from Upgrades, such as Explosive Reaction) that target a point. The additional precision allows you to better target the effects, allowing creatures of your choice within the target area to automatically pass a Dexterity saving throw against your effects.
Additionally, when making attack rolls using Infused Potions or Instant Reactions, you can use your Intelligence in place of your Dexterity for the attack roll.
Flaming Grease
You tweak your grease formula to be flammable, as grease should be. When you cast grease or use it to make an Alchemical Infusion, the effect becomes flammable. If the area of effect is hit with 1 or more point of fire damage, the all creatures in the area of effect take 2d4 fire damage. The grease burns for a number of turns equal to your Intelligence modifier.
Additionally, you when you cast the grease spell or use it as an Alchemical Infusion, you can instead use it to coat a weapon. This coating lasts for 1 hour or until ignited by 1 or more points of fire damage. Once ignited, that weapon deals 1d4 additional fire damage for 1 minute.
Frostbloom Reaction
Instant Reaction (upgrade only)
You develop an endothermic reaction, a devastating localized cold snap that creates an instant bloom of ice. Targeting a point within 20 feet, as an action, you cause the area to erupt in frost.
The area within 5 feet of the target point becomes difficult terrain until the end of your next turn, and any creature in the area must make a Dexterity saving throw against your Spell Save DC, or be caught by the ice taking 1d6 cold damage; a creature entirely in the area of effect that fails also becomes restrained until the end of their next turn. They can use their action to make a Strength saving throw to break free of the ice early.
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Goodlent Pellets
You devise a nutritionally complete and revitalizing compound. You can use your alchemy to expend a first level spell slot to cast goodberry, but any berries generated taste distinctly bland.
Healing Draught
Instant Reaction
As a bonus action, you can produce a combination that will provide potent magical healing. After creating the draught, you or another creature can use their action to consume it or administer it to a creature within 5 feet before the start of your next turn. The draught restores 1d8 hit points. If you have the Practiced Quaff feature, you can consume a healing draught as part of the bonus action used to make it.
A creature can benefit from a number of these healing draughts equal to their Constitution modifier (minimum 1), after which they provide no additional benefit until they complete a long rest. A Healing Draught that is not consumed by the start of your next turn loses its potency.
The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Homunculus Familiar
You learn the alchemical process for creating a homunculus minion. You can cast find familiar without expending a spell slot or requiring material components beyond your alchemical reagents and blood (as described in the spell). The familiar's type becomes construct or monstrosity, and can appear in any tiny shape you want, but uses the statistics of any creature that can normally be summoned.
Inoculations
You gain resistance to poison damage.
Additionally, at the end of a long rest you, you can select up to five people (including yourself) that are inoculated against the poisonous effects you can produce that require a Constitution saving throw (such as the Poisonous Gas instant reaction or the cloudkill infusion), allowing them to automatically pass the saving throw until the end of your next long rest.
Long Acting
Your consumed Alchemical Infusions for spells that require concentration have their duration increased by a number of rounds equal to your Proficiency bonus.
Napalm
Preqrequisite: Alchemical Fire
Targets that fail their saving throw against your Alchemical Fire Instant Reaction take an additional 1d4 damage at the start of their turns for one minute. They can end the effect early with an action to put it out.
Persistent Reactions
Your reactions that affect a target area persist in that area until the start of your next turn. Creatures entering the effect or ending their turn there have to repeat the saving throw against the effect. You can choose to make a reaction not persist at the time of taking the action to cause it.
Poisonous Gas
Instant Reaction
As an action you can produce a reaction causing noxious fumes. At a point within 20 feet, you can toss a quick combination of reagents that will cause a whiff of poisonous gas to erupt spreading to a radius of 10 feet. Creatures in that area have to make a Constitution saving throw against your Spell Save DC, or take 1d4 poison damage and become poisoned until the end of their next turn.
The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Poisoner's Proficiency
You delve into the secrets of the darkest secrets of herb lore, learning the potent secrets of poison. You gain Proficiency in poisoner's kits; if you already have proficiency in them, you gain expertise in them and can add twice your proficiency to ability checks using them. Additionally, during a long rest, you can create one of the three following poisons.
- Contact poison. You can apply this to a melee weapon or up to ten pieces of ammunition, that weapon or ammunition deals an additional 1d4 and poison damage; the weapon can deal poison damage 10 times before the poison wears off.
- Ingested poison. This a simple flavorless powder. If a creature consumes a full dose of this poison before the end of your next long rest they must make a Constitution saving throw with disadvantage against your spell save DC. After one minute, if the saving throw was a failure then the creature takes poison damage equal to a d10 per your artificier level, and becomes poisoned until they complete a long rest.
- Inhaled poison. This poison can be used to modify your poisonous gas reaction. You can use this dose of poison to make your poisonous gas instant reaction have a radius of 20 feet and deal twice as much damage on a failed save.
A poison that has not been used by the time you complete your next long rest loses its potency and has no effect if used.
Secrets of Flight
You learn the secrets of infusing the ability to escape the shackles of gravity into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:
Spell Level Infusion Spells
- 1st: feather fall
- 2nd: levitate
- 3rd: fly
You can create one infused potion of feather fall at the end of a long rest without expending a spell slot.
Secrets of Acid
You learn the secrets of infusing acid into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:
Spell Level Infusion Spells
- 1st: caustic brew
- 2nd: acid arrow
- 3rd: erode
You can create one infused potion of caustic brew at the end of a long rest without expending a spell slot.
Secrets of Fire
You learn the secrets of infusing fire into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:
Spell Level Infusion Spells
- 1st: faerie fire
- 2nd: dragon's breath
- 3rd: fireball
You can create one infused potion of faerie fire at the end of a long rest without expending a spell slot.
Secrets of Frost
You learn the secrets of infusing frost into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:
Spell Level Infusion Spells
- 1st: armor of agathys
- 2nd: cold snap
- 3rd: flash freeze
You can create one infused potion of armor of agathys at the end of a long rest without expending a spell slot.
Stablizing Agent
You introduce a new compound to your instant reactions that temporary stablizes them. When you use an Instant reaction, you can give it a timer of 0 to 3 rounds. The instant reaction is treated a small clump of components until that point; if undisturbed (it can be moved or thrown, but any creature that touches it can intentionally deactivate it if they know what it is), it will trigger the effect of the instant reaction where it is when the number of specified rounds have passed.
If set to 0 rounds, it will trigger the effect at the end of your turn.
Weapon Coating
You learn how to coat a weapon or piece of ammunition with one of your instant reactions to take effect on hit. As a bonus action, you can apply your instant reaction to a melee weapon or piece of ammunition. Until the end of your turn, the next hit with that weapon or with a coated piece of ammunition will cause the effect of the instant reaction to the target. The creature automatically takes the damage or healing associated with the reaction, but makes a saving throw as normal against any additional effects.
5th Level Upgrades
Adrenaline Serum
You create a potent serum. As a bonus action on your turn, you can consume a dose of this serum. Consuming this concoction increases your Strength and Dexterity ability score modifier by your Intelligence ability score modifier (up to a maximum of +5) for a number of rounds equal to your Constitution modifier. While you are under the effect of Adrenaline Serum, you gain the benefits of heroism. After which all effects of the serum fade at the start of your next turn. When the effect ends, your speed is reduced by half and you cannot benefit from Adrenaline Serum until the start of your next turn.
Explosive Powder
Prerequisite: Explosive Reaction
You've manage to stabilize and refine your Explosive Reaction. You can prepare up to your Intelligence modifier in Explosive Reactions that do not detonate instantly. They will only detonate when exposed to fire. These Explosive Reactions last 1 minute before losing potency. The maximum damage a creature can take from the detonation of multiple Explosive Reactions is twice the damage of an Explosive Reaction, but structures take the full damage of multiple Explosive Reactions.
Reactive Reagents
When you use an Instant Reaction that effects an radius or cone, you can increase the size of that radius or cone by 5 feet.
9th Level Upgrades
Aroma Therapies
You expand your alchemical knowledge to be able to produce incense and simmering reagents that grant effects to those that inhale their fumes. If creatures spend a long rest inhaling fumes from a concoction you devise with this feature, creatures regain an extra 2d4 hit dice, recover from 1d4 levels of exhaustion and are cured of any non-magical diseases they are suffering from.
Carrier Familiar
Prerequisites: Homunculus Familiar
You utilize your Familiar to deliver your instant reactions. As an action, you can hand off a semi-stablized instant reaction to your familiar. Until the end of your familiar's next turn, it can use your Instant Reaction as it's action, targeting a point within 10 feet of it or dropping it up to 20 feet before it takes effect.
You take this chance to improve your familiar's delivery capabilities, granting it the Flyby feature of an Owl if does not have the feature, and 5 feet of increased movement speed to its fastest movement speed if it already does.
Collateral Damage
Your instant reactions now deals half damage to creatures that pass the saving throw against it.
Infusion Stone
You use the secrets of Alchemy to create an Infusion Stone. You can use this stone in the process of infusing potions in place of a spell slot level less than or equal to the highest level spell slot you can cast.
You can use this stone to replace a spell slot for an infusion once. It regains this charge after you complete a long rest.
Mana Potion
During a short rest, you can create a mana potion. A mana potion loses its potency if it is not consumed within 1 hour. As an action, a creature can consume a mana potion to restore a spell slot of its choice, up to third level.
Potent Reactions
You refine your reactions increasing their potency. The die you roll to determine the damage or healing effect of your reactions is increased by one. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.
Rocketry
Prerequisite: Explosive Reaction, Delivery Mechanism
Combining the knowledge of explosive with advances in delivery and stabilization, you produce the logical extreme - powering the payload and delivery with your devastating knowledge.
You can select any instant reaction you know as the payload of your rocket. Rockets must be prepared ahead of time, and you can prepare a number of equal to your Intelligence modifier at the end of a short or long rest; any rockets not used must be remade during a rest due to volatile components, though an alternate payload used to create them can be salvaged.
A rocket targets a point within 500 feet, but the DC of the saving throw is reduced by 2 for each 100 feet it travels; the rocket then has the effect of the instant reaction selected as a payload at the target point.
You can load alternative payloads of up to one pound into your rocket, replacing the effect of instant reaction.
11th Level Upgrades
True Homunculus
Prerequisite: Homunculus Familiar
As your expertise grows, you can create a true wonder of alchemy. Instead of casting find familiar you can cast create homunculus, but when casting in this way it requires material components as normal.
Panacea
When you create a Healing Draught, you can add a more potent concoction. That Healing Draught heals the maximum value of the dice rolled when restoring health and has the effect of greater restoration. Once you make an improved Healing Draught like this, you cannot make one again until you complete a long rest.
Perfect Reaction
In a moment of perfect focus, you can create a flawless instant reaction. When you roll damage, hit points restored, or temporary hit points granted, you gain the maximum value of the dice, instead of rolling. Once you create a perfect reaction, you cannot do so again until you complete a short or long rest.
Field Infusion
You can create an infused potion as an action. Once you do so, you cannot do so again until you complete a short or long rest.
Mutation Mixture
You concoct an infused potion that warps your body, rapidly and temporary mutating it in extreme ways. You gain the polymorph spell as an option for Alchemical Infusion, and when when you consume this Infused Potion, the duration of the potion is one hour, though it can be ended early by the creature that consumed it as an action.
A creature cannot undergo the effect of this Infused Potion again until they complete a long rest.
15th Level Upgrades
Adrenaline Rush
Prerequisite: Adrenaline Serum
While under the effect of Adrenaline Serum, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mad Alchemy
You can combine the effects of two Infused Potions into a single potion.
Philosopher's Stone
You create a Philosopher's Stone allowing you to recreate wonders of alchemy. So long as you have a supply of non-gold metal, you can create up to one pound of gold a day (50 gold pieces worth). Additionally, the Philosopher's Stone can be used in place of a diamond costing 500gp or less as spell's Material Component, and is not consumed when used in such a way, but loses its powers for 24 hours.
You can brew a special potion using your Philosopher stone called an Elixir of Life. Brewing this potion takes 8 hours and requires crushing a diamond worth at least 2,000 gold pieces. An Elixir of Life causes a creature that drinks it ceases to age for 4d4 years. A creature drinks this Elixir gains a death ward effect that lasts until triggered.
A more potent elixir can be created, adding an additional 1d4 years for regained for each diamond spent.
Runesmith
A Runesmith is an Artificer that has narrowed their focus to working a specific language of magic - powerful Runes that can channel long lasting power. These Runes come in many shapes and forms, the lore behind from many sources.
A Runesmith can be a knight, his runes splashed with gleaming power across his armor, or a scholar lending their power to the companions, marking potent runes on their weapons before standing back, or even a strange tatooed mystic, their runes tattooed across their very body.
Runesmiths are not inherently good or evil, though their rigorous attention to detail and patience tend to make them more inclined to a Lawful perspective.
Runesmith Proficiency
When you choose this specialization at 1st level, you gain proficiency with martial weapons as well as smith's tools or calligrapher's supplies. You learn one additional exotic language.
Runic Marks
Starting at 1st level, you can mark magical runes, imbuing the things they are marked onto with magic. A rune can be marked on a weapon, on a suit of armor, or directly onto yourself, as a type of runic tattoo.
The affected creature of a rune is the creature wielding the weapon or armor it is marked on, or you if the rune is directly marked on you. You can mark one rune on a weapon or set of armor, but there is no limit to the number of runes that can be marked on a creature.
If a rune is marked on a creature, select if you are effected by the weapon (affecting your natural weapons or unarmed strikes) or armor (effecting your natural armor).
You know the following runes, and can learn more from upgrades. You can mark your runes during a long rest, and can have two runes marked at a time, gaining the ability to have an additional rune marked at 3rd level (to three runes), 5th level (to four runes), and 14th level (to five runes). These last until you mark a new rune, with the oldest rune fading when you mark a new one after reaching your maximum number of runes. Upgrades that grant a new Runes does not increase this number, just expands the range of Runes you can mark.
Runic Effects
Each rune grants a passive ability based on what is marked on that enhances the ability of what it is marked on, and has an active ability that can be activated as an action or in place of an attack as part of the Attack action while it is marked.
Rune of Power
An imposing rune that speaks to raw power. It has the following effects:
Target | Effect
- Weapon: The base damage of the weapon becomes 1d6 (if it was lower), and the weapon adds +1 to damage rolls.
- Armor: The base AC of the armor becomes 13 (if it was lower), and the armor's AC bonus is increased by +1.
- Active (Empower): The next attack of the affected creature before the start of your next turn deals an additional 1d8 + Intelligence modifier force damage.
Rune of Fire
An swirling rune that represents fire and burning. It has the following effects:
Target | Effect
- Weapon: The first time per turn the weapon deals damage, that damage deals an additional 1d4 fire damage.
- Armor: When the affected creature is by a melee weapon attack, they can use their reaction to deal 1d4 fire damage to the attacker.
- Active (Explode): Creatures within a 5-foot radius of the affected creature must pass a Dexterity saving throw, or take 1d8 fire damage.
Rune of Lightning
A jagged rune that manipulates energy and controls lightning. It has the following effects:
Target | Effect
- Weapon: The first time per turn the weapon deals damage, that damage deals an additional 1d4 lightning damage.
- Armor: The effected creature gains 5 feet of movement speed.
- Active (Hasten): During the affected creature's turn, they gain an additional action that can be used to attack (one weapon attack with a light weapon or unarmed strike only), dash, disengage, hide, or use an object.
Rune of Warding
A stalwart rune that wards off harm. It has the following effects:
Target | Effect
- Weapon: If the affected deals damage with this weapon on their turn, they gain 1d4 temporary hit points.
- Armor: Damage taken by the affected creature is reduced by 1.
- Active (Master): The affected creature gains 1d4 + your intelligence modifier temporary hit points; the creature already has temporary hit points greater than this, the amount increases by your intelligence modifier.
Runic Flare
Starting at 3rd level, you can activate a rune as a bonus action. You can do this a number of times equal to your proficiency bonus, and regain all uses when complete a short or long rest.
Runic Path
Additionally at 3rd level, you can specialize in a certain application of runes, selecting from the following Runic Paths:
Runic Knight
You have proficiency with weapons or armor that are marked with your runes.
Runic Mystic
When you mark a rune on yourself, you gain both the weapon and armor effects of it. You add your Intelligence modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with unarmed strikes.
Runic Sage
You gain the ability channel the runic power of runes that are on armor or weapons you are wearing, or on yourself. You can use the runes you've marked to channel magic. You gain the following spells based on which runes you've marked.
Rune Cantrip Spell
- Rune of Power | light | magic missile
- Rune of Fire | burn | burning hands
- Rune of Lightning | shocking grasp | lightning tendril
- Rune of Warding | blade ward | armor of agathys
- Rune of Gravity | N/A | fall
- Rune of Blood | N/A | cure wounds
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
You can activate a rune using its active property in place of one or both attacks.
Twin Flares
Starting at 14th level, once per turn, when you use the active property of a Rune or Glyph, you can cause the active effect of any two Runes or Glyphs
Runesmith Upgrades
Runesmith Upgrades go to improving the power of the runes or adding more firepower like with glyphs...
Unrestricted Upgrades
Animate Inscription
You mark special inscription on yourself or an item in your position to represent a familiar. You can spend a hit die to give it life and cast find familiar using this rune. When you cast find familiar in this way it does not require a spell slot or require material components, and the casting time is one action.
Arcane Glyph
Learn how to translate a spell you know with a target of self into a glyph that can marked on a creature or piece of armor. As a special 1 minute ritual your can expend a spell slot of the spells level and mark this glyph on a creature. This glyph has no passive effect, but when activated with an action, it casts the stored spell as if the creature the glyph was marked on cast the spell.
Alternatively, the a creature marked with this glyph or wearing armor marked with this glyph that is aware of it's presence can use this glyph to cast the spell marked within as if they cast the spell stored using a magical item.
The glyph immediately fades after the spell has been cast (the spell lasts as normal). The glyph fades when the Runesmith that marked it completes a long rest.
Channel Magic
You can cast a spell of range Touch on a creature marked by one of your Runes, wearing armor marked by one of your Runes, or wielding a weapon marked by one of your Runes, regardless of the distance between you.
Glyph Magic
You learn the ability to cast a glyph. You learn the following spells. These spells are Inventor spells for you, but do not count against your spells known.
Type | Effect | Level Requirement
- Absorption | You learn the glyph of absorption spell. | --
- Fire | You learn the glyph of fire spell. | --
- Frost | You learn the glyph of frost spell. | --
- Translocation | You learn the glyph of translocation spell. | 5
- Nullification | You learn the glyph of nullication spell. | 9
- Gravity | You learn the glyph of gravity spell. | 13
Rune of Blood
An esoteric run that binds the essence of life. It has the following effects:
Target | Effect
- Weapon: Each time the weapon deals damage to a creature, it stores one charge, up to a maximum number of charges equal to your Intelligence modifier.
- Armor: If the affected creature is hit by a critical hit or reduced to zero hit points, the rune stores one charge, up to a maximum number of charges equal to your Intelligence modifier.
- Active (Revitalize): The affected creature can immediately expend 1 hit dice, rolling it and regain health as normal. All charges of the rune are consumed, restoring additional hit points to the affected creature for 1d4 per charge consumed.
Rune of Gravity
A complex run that manipulates the interactions of objects to change gravity. It has the following effects:
Target | Effect
- Weapon: Marking this one a weapon adds or removes the heavy property. If you remove the heavy property from a melee weapon with this rune, you can also remove the two-handed property.
- Armor: Any time the affected creature would be moved against their will, they can use their reaction to stay where they are, as long as the movement is not falling.
- Active (Pull): All creatures within 20 feet of the affected creature are dragged 5 feet toward the affected creature.
Rune of Returning
A weapon you mark with this rune is under the effect of returning weapon spell. This rune does not count against the runes you can mark, though you can only have it marked on one weapon at a time.
5th Level Upgrades
Duplicate Rune
For one of the runes you mark, you can mark it on two different items or creatures counting it as a single use of instance of marking that rune. This applies to a single application (not a single type of rune).
Paried Effects
You can mark two runes on a weapon or set of armor.
Rune Shield
If you or any of your the items you are wearing are marked with a Rune of Warding, you can cast the shield spell.
9th Level Upgrades
Perfected Form
The number of runes you can mark at the same time increases by one.
Mystic Flare
Prerequisite: Runic Mystic
The first time you use a Runic Flare on your turn, it does not require a bonus action.
Runic Aegis
Prerequisite: Rune Knight
You gain temporary hit points equal to your Intelligence modifier when you use a Runic Flare.
Rune Magic
Prequisite: Rune Sage
You gain access to more powerful magic through your runes.
Rune | 2nd Level | 3rd Level
Rune of Power | star dust | aether lance
Rune of Fire | scorching ray | fireball
Rune of Lightning | lightning charged | lighting bolt
Rune of Warding | warding bond | protection from energy
Rune of Gravity | fling | crushing singularity
Rune of Blood | hold person | life transference
11th Level Upgrade
Primal Emphasis
The size damage dice of runes that deal Lightning, Cold, or Fire damage increases by one step (for example from a d4 to a d6). This applies to both their passive and flared effect.
Linguistic Structure
You can mark up 3 Runes on a single item.
15th Level Upgrades
Reckless Flare
As an action, you flare all of your marked runes and glyphs, after the active effect, all of your Runes fade and must be marked once again.
You cannot do this again until you complete a long rest.
Glyph of Force
You learn the spell wall of power. It is an Inventor spell for you and does not count against your spells known.
Relicsmith
A Relicsmith is a strange brand of Artificer, often viewed with spectism by their peers, they are bolstered by one simple fact: the inventions work. They harness holy power in ways that defines arcane logic, bringing a unique blend of methodology and faith. How their inventions work is a source of consternation to others, but in faith in their scriptures and inscriptions is rewarded... perhaps by the faith they have in them.
Relicsmith's are inheritors of ancient traditions, sometimes passed down to them, sometimes ones they have uncovered in their research... sometimes, perhaps, ones that they believe they have uncovered in their research. Patterns, connections, scriptures, and rituals, their tools are many and varied.
Of course, those that walk this path tend to have strong conviction with extends beyond just their invention. A Relicsmith is as prone as any Paladin to have a driven and righteous (in their eyes) cause. Divine power in those restrained only by their own conviction can be a dangerous thing indeed.
Relicsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with martial weapons, the Religion skill and Calligrapher's supplies.
Divine Relic
At 1st level, you unlock the secrets of the sacred, creating a relic that channels divine power. This relic counts as spellcasting focus for you. It takes the shape of a small item, such as a pendent, a amulet, or device. While you possess your relic, you can use it to focus your powers, gaining the following abilities:
- You can cast the light cantrip.
- You can cast the sacred flame cantrip.
- You can set a weapon ablaze. As a bonus action, you can touch a weapon you cause it to burst into holy fire. Attacks with the weapon deal 1d4 fire damage on hit for 1 minute or until you use this ability again.
Ingenious Reliquary
Starting at 3rd level, you integrate your reckon into another item, selecting one of the following for your Relic. Your Relic retains all the properties it normally has, and gains new properties based on the selected item. Once selected, you cannot select a different options, but can replace the weapon your relic is incorporated to during a long rest.
Melee Weapon
You integrate your divine relic into a melee weapon. The weapon taps directly into the relics power, and when you target it with the Fire ability of your Divine Relic, it deals 1d6 fire damage on hit.
Ranged Weapon
You integrate your divine relic into a ranged weapon, giving an unlimited supply of sacred power. It no longer consumes ammunition and instead fires radiant bolts of power, dealing radiant damage.
Relic Lantern
You power a sacred lantern with the divine relic, causing it to shed a brilliant pure light for 20-feet and an additional 20-feet of dim light. As a bonus action, you can grant one creature within the light of the Lantern 1d4 temporary hit points.
Ordained Path
Additionally at 3rd level, the gifts of your divine relic lead you to a revelation of faith. Select a path to follow.
Path of Justice
Select on Fighting Style from the following list. Additionally, you gain the following spells at the following levels.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
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.
Mixed Weapons. When you take the attack action with a one handed melee weapon with the light property, you can make immediately make a single weapon attack with a one-handed ranged weapon as a bonus action. You ignore the reload property of ranged weapons.
Spells Inventor Level
- 3rd: divine favor
- 5th: branding smite
- 9th: crusader's mantle
- 13th: guardian of faith
- 17th: destructive wave
Path of Salvation
When you restore hit points or grant temporary hit points to a creature, you can add your intelligence modifier. Additionally, you gain the following spells at the following levels.
Spells Inventor Level
- 3rd: bless
- 5th: gentle repose
- 9th: beacon of hope
- 13th: aure of life
- 17th: mass cure wounds
Path of Penance
Whips gain the light property for you. When you deal damage with a whip, you gain temporary hit points equal to your Proficiency bonus. Additionally, you gain the following spells at the following levels.
Spells Inventor Level
- 3rd: bane
- 5th: silence
- 9th: life transference
- 13th: banishment
- 17th: insect plague
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Justicar Savant
Starting at 14th level, your understand of the paths of faith broadens and matures into a more holistic and naunced understanding. You can select an additional Ordained Path.
Divine Smith Upgrades
Relicsmiths upgrades go to providing more holy power to their relics...
Unrestricted Upgrades
Ceremonial Procedures
You develop a rapid way to produce Holy Water. Whenever you complete a short or long rest, you can produce one flask of holy water so long as you have a flask available. Flasks created this way become normal water at dawn the next day. You learn the spell protection from good and evil.
Conferral of Penance
Prerequisite: Path of Penance
When you strike a creature with a whip, you can force them to make a Charisma saving throw. On failure, the suffer the effect of bane. Once you use this ability, you cannot use it again until you complete a short or long rest. You can use this ability again before completing a long rest by expending a 1st level spell slot.
Divine Light
Prerequisite: Path of Salvation.
Your learn the spell healing word. You can cast it this without expending a spell slot once, after which you require a spell as normal until you complete a long rest.
Radiant Bolt
You learn the spell guiding bolt. You can cast it this without expending a spell slot once, after which you require a spell as normal until you complete a long rest.
Inquisitor's Medallion
You build a specialized version of your relic that focuses zeal for the truth. While carrying it, you can add your Intelligence modifier to Wisdom (Insight) checks, and gain the ability to cast zone of truth. You can use this to cast zone of truth without expending a spell slot. Once you cast it in this way, you cannot do so again until completing a short or long rest.
Burning Pennance
Prerequisite: Path of Penance
Whenever a creature rolls the d4 from the effect of a bane spell you have afflicted on them, they take fire damage equal to the value rolled on the die.
Salvation's Shield
Prerequisite: Relic Lantern
While carrying the relic latern in your hand, you are under the effect of shield of faith.
Torch of Conviction
You empower a torch to burn with undying flame. This torch has an unlimited duration, and deals 1d6 fire damage on hit. You have proficiency with this weapon and it has the light property for you. While carrying this torch, in place of making an attack with it as part of the attack action, you can cast create bonfire.
Engraved Scriptures
During a long rest you can prepare a number of weapons equal to your Intelligence modifier with holy scriptures marked upon them. Until the end of your next long rest, this weapons are considered silvered and magical for the purposes of overcoming damage resistance of fiends, shapechangers, and undead.
5th level Upgrades
Divine Book
You can read from this book to cast prayer of healing. You can cast it this without expending a spell slot once, after which you require a spell as normal until you complete a long rest.
Duplicate Relic
You create a copy of your divine relic, though the copy only serves as power source, allowing you to select an second Incorprated Relic.
Mark of Salvation
You create a holy inscription marked upon a piece of your gear. When restore hit points or grant temporary hit points to another creature, you gain half as many hit points or temporary hit points.
Silver Bullet
During a long rest you can create a single piece of ammunition specialized in the destruction of one creature type. Select from aberration, celestial, fiend, shapechanger, or undead. The piece of ammunition is considered silvered and magical for the purposes of bypassing resistance. If this piece of ammunition hits the specified creature type, the hit becomes a critical hit, and the piece of ammunition becomes a normal piece of ammunition. You can only have one special piece of ammunition from this feature at a time.
9th Level Upgrades
Condemnation of Fire
You invoke the power of your relic to attempt to purge a creature. The target creature must make a Strength saving. On a failure it becomes restrained by chains of fire and set ablaze. While restrained, it takes 2d6 fire damage at the start of each of its turns. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you invoke this ability, you cannot do so again until you complete a short or long rest.
Holy Hand Grenade
You build a sacred device of dispensing justice. You can use it to cast flamestrike without expending a spell slot. Once used, you cannot use it again until you complete a long rest.
Inscribed Prayer
During a long rest, you can inscribe a special divine scripture. This serves as a scroll of mass healing word. You can use this scroll without a check. This scroll lasts until used or until you create another divine scripture.
11th level Upgrades
Consuming Flames
The Divine Fire power of your relic increases to 1d6 fire damage. When using it on a weapon that incorporates your relic, the damage increases to 1d8 fire damage.
Divine Aid
You gain the ability to use your relic to cast summon celestial. You can cast it this without expending a spell slot once, after which you require a spell as normal until you complete a long rest.
Empowered Salvation
Prerequisite: Relic Lantern
The temporary hit points granted by your Lantern is increased to 1d8.
Piercing Light
Any bright light you generate with a class features or spells is considered sunlight.
Boundless Radiance
Prerequisite: Radiant Bolt
You can cast guiding bolt without expending a spell slot an unlimited number of times.
15th level Upgrades
Hallowed Armor
You mark your armor with hallowed inscriptions. When you gain temporary hit points from one of your spells or class features, you glow with radiance. The next time you deal radiant or fire damage with an attack, you deal additional damage equal to the temporary hit points gained.
Blessed Relic
While carrying your divine relic, you are under the effect of bless.
Thundersmith
A Thundersmith is an Inventor who harnesses the primal force of elemental power, channeling its power into their great creation: a weapon of unmatched devastation. Spectacular and terrible, these weapons bring fear to their foes and awe to their allies.
Why a Thundersmith bends their mind to the task of making such a weapon are as varied as the creations themselves. Some are coldly analytical about the destruction it causes seeking to continually improve it, tweaking it for ever more optimized destruction, while others view it merely as a tool, a means to an end; others still revel in the crash of thunder that heralds the terrifying force of their weapon.
Many look at these weapons as the dawn of a new age, in truth wielding them is a tricky and arcane art; as complex as its creation it is only truly understood and mastered by the one who forged the device - each weapon a unique piece of devastating art.
Thundersmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with tinker's tools and smith's tools.
If your weapon requires ammunition, you gain the knowledge of how to forge them, and create them with smithing tools during a long rest. You can create up to 50 rounds of ammunition during a long rest, with materials costing 1 gold piece per 10 rounds.
Stormforged Weapon
Starting at 1st level, you harness the elemental power of thundering storms to create a powerful weapon. This weapon requires attunement, you are proficient with it while attuned. and you can only be attuned to one Stormforged Weapon at a time. If you have multiple Stormforged Weapons, you can change which one you are attuned to during a long rest.
If you lose your Stormforged Weapon or wish to create additional ones, you can do so over the course of three days (eight hours each day) by expending 200 gold pieces worth of metal and other raw materials. When you make a new Stormforged Weapon, you can make the same or different type, and select the same or different upgrades.
Select one of the following and consult the Thunder Powered Weapon table for its statistics.
Thunder Cannon
You use the power of thunder to launch a projectile with terrible power, if limited accuracy, over long distances. Ringing out with a booming crash, it brings fear to the battlefield.
Hand Cannon
Forgoing the guiding barrel, this pack uses the thundering power to launch a projectile with all the force of a Cannon, though its effective range is far more limited.
Kinetic Hammer
Rather than launching a projectile with the thundering force, you keep that force imbued in the weapon, allowing for devastating force to be applied to the attack.
Charged Blade
You create a bladed weapon that channels the harnessed power of the elemental storm power directly into the blade, causing it to lay waste to all it strikes. This weapon deals Lightning damage when applying Thundermonger.
Lightning Pike
You create a charged blade and stick it to the end of a pole, making it slightly more unwieldy, but giving it devastating reach. This weapon deals Lightning damage when applying Thundermonger.
Stormforged Weapons
Weapon Name | Damage | Weight | Type | Properties
- Thunder Cannon | 1d12 piercing | 15 lbs. | Ranged | Ammunition (range 60/180), Two-Handed, Loud†, Stormcharged*
- Hand Cannon | 1d10 piercing | 5 lbs. | Ranged | Ammunition (range 30/90), Light, Loud†, Stormcharged*
- Kinetic Hammer | 1d10 bludgeoning + 1d4 thunder | 10 lbs. | Melee | Two-Handed, Heavy, Loud†
- Charged Blade | 1d6 slashing + 1d4 lightning | 3 lbs. | Melee | Finesse, Loud†
- Lightning Pike | 1d8 piercing + 1d4 lightning | 10 lbs. | Melee | Reach, Two-Handed, Loud†
(*) Stormcharged. When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make only one Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with that action, the weapon deals an additional 3d6 lightning or thunder damage per attack that was foregone.
(†) Loud: Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.
Thundermonger
At 3rd level, the elemental might of your weapon is so powerful its strikes deal bonus thunder damage.
When you hit a target with your Stormforged Weapon, you can deal an extra 1d6 thunder damage. After discharging this bonus damage, you cannot deal this bonus damage again until the start of your next turn.
This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
Devastating Blasts
Beginning at 5th level, when you miss an attack with your Thundering Weapon, you can apply Thundermonger damage to the target creature you missed, but it deals only half the bonus damage. Dealing damage this way counts as applying Thundermonger damage.
Unleashed Power
Starting at 14th level, when rolling damage for Thundermonger or your Stormforged Weapon, you can expend a spell slot to reroll a number of the damage dice up to your Intelligence modifier (minimum of one) and maximize a number of dice equal to the level of the spell slot expended. You must use the new rolls.
Thundersmith Upgrades
Thundersmiths upgrades are primarly used to upgrades their Stormforged in a vareity of ways.
Unrestricted Upgrades
Adaptable Weapon
You can adapt a weapon without the Ammunition property to have a secondary attack type giving it the functionality of a Hand Cannon, or give a weapon with the Ammunition Property a secondary attack with the properties of a Charged Blade.
Lightning Magic
After a long study of the internal workings of your Stormforged Weapon, your mastery of lightning and thunder magic is such that you learn the following spells at the following levels and can cast them as Inventor Spells.
Inventor Level Spell
- 3rd: lightning tendril
- 5th: crackle
- 9th: lightning bolt
- 13th: jumpin jolt
- 15th: sky burst
You can cast lightning tendrilK without expending a spell slot, after which you must complete a long rest before you can cast it without expanding a spell slot again. Starting at 5th level, you can choose to cast crackleK without expending a spell slot instead.
Extended Range
You extend the reach of your weapon. If your weapon has the Ammunition property, its range is extended normal range by 30 feet, and maximum range by 90 feet. If your weapon has the Two-Handed property, it gains the Reach property.
Impact Rounds
You create special rounds capable of crumping on impact to deliver maximum kinetic force. On a hit with your Stormforged weapon, you can sacrifice a number of damage of your Thundermonger effect to instead knock the target away from you 5 feet for each die sacrificed. This effect only works on Large or smaller creatures.
Incineration Shot
You fire a special fireburst round. On a hit with your Stormforged weapon, instead of dealing Thundermonger damage, the target is set ablaze for 1 minute. At the start of its turns while ablaze it takes a number of d6 fire damage equal to your Inventor level divided by 4 (rounded up). It can end the effect by spending its action to put out the flames.
Level Burn Damage
- 1-4: 1d6
- 5-8: 2d6
- 9-12: 3d6
- 13-16: 4d6
- 17-20: 5d6
Lightning Burst
You upgrade your Stormforged Weapon to discharge its power within a 5-feet wide and 60-feet long line. If you have not dealt Thundermonger damage since the start of your turn, as an action, you can make a special attack. Each creature must make a Dexterity saving throw against your Spell Save DC or take damage equal to the bonus damage of Thundermonger as lightning damage on a failed save, half as much on a successful save.
This counts as discharging your Thundermonger damage. Firing in this way does not consume ammo.
Point Blank
Prerequisite: Hand Cannon
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Additionally, can use your Hand Cannon when making opportunity attacks.
Silencer
Incompatible with Echoing Boom.
You upgrade your Stormforged Weapon with a sound dampening module. Your Stormforged Weapon loses the Loud property. Additionally, you can expend a 2nd level spell slot to overcharge the Silencer, casting the spell silence.
Shock Absorber
You add a reclamation device to your Stormforged Weapon to gather energy from the surroundings when it is present. As a reaction to taking Lightning or Thunder damage, you can cast absorb elements without expending a spell slot. When absorbed in this method, you can apply the bonus damage granted by absorb elements to your next weapon attack even if you make a ranged weapon attack.
Shrapnel Shot
Prerequisite: Stormforged weapon with the Ammunition property.
You build in the tolerances to load a round of shrapnel into your stormforged weapon. As a bonus action, you swap in a special shrapnel round. This replaces the damage die the next attack you make with your stormforged weapon with a scaling effect that does more damage the closer a target is. A target within 10 feet takes 4d4 piercing damage, a target within 20 feet takes 3d4 damage a target within 20 feet takes 2d4 damage and a target's beyond 20 feet take 1d4 damage.
You can fire a number of these equal to your proficiency bonus, after which you must complete a long rest and maintain your thunder cannon before you can fire additional shrapnel rounds.
Sonic Movement
Prerequisite: Stormforged weapon that can deal Thunder damage.
You reclaim and rebalance your weapon to leverage the backdraft of the force it exerts. When you make an attack with your Stormforged weapon that would deal thunder damage on your turn with your Stormforged weapon, you are knocked 5 feet away from the target you attacked. This movement does not provoke attacks of opportunity.
Twin Thunder
You can attune to two one-handed Stormforged Weapons at the same time, so long as they either share the same Upgrades, or have total Upgrades equal to your maximum Upgrade count between them. If you make an attack with one of them while holding the other, you can attack with the other as a bonus action, however, both share the same use of Thundermonger. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you have the Two Weapon Fighting Fighting Style.
While dual wielding Stormforged Weapon, you can load a Stormforged Weapon without a free hand.
Weapon Improvement
Your Stormforged weapon gains a +1 to attack and damage rolls. This does not stack with any benefit gained from Arcane Retrofit, and this upgrade can be replaced as part of applying a bonus to your Stormforged Weapon via Arcane Retrofit.
5th Level Upgrades
Echoing Boom
Incompatible with Silencer.
You pack extra power into your Thundermonger, increasing the damage it deals by 1d6.
Harpoon Reel
You devise a secondary attack method that launches a harpoon attached to a tightly coiled cord. This attack has a normal range of 30 feet and a maximum range of 60 feet, and it deals 1d6 piercing damage. This attack does not apply Thundermonger damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the Harpoon unless it removes the Harpoon as an action, which causes it to take an additional 1d6 damage. While the Harpoon is stuck in the target, you are connected to the target by a 60 foot cord. Dragging the connected party via the attached cord causes the creature moving to move at half speed unless they are a size category larger.
While connected in this manner, you can use your bonus action to activate the Reel action, pulling yourself to the location if the target is Medium or larger. A Small or smaller creature is pulled back to you, ending the connection.
Alternatively, you can opt to disconnect the cord.
This attack cannot be used again until the Reel action is taken.
Terrifying Thunder
Prerequisite: Echoing Boom.
You add an additional amplifier to maximize the shock and awe value your cannon blasts. The first time a target takes damage from Thundermonger, they are deafened until the end of their next turn.
Additionally, they must make a Wisdom saving throw against your Spell Save DC or become frightened of you for one minute. They can repeat this saving throw at the end of each of their turns.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to Terrifying Thunder for the next 24 hours.
Storm Blast
You can make a special attack with your Stormforged Weapon, unleashing a storm blast in a 30-foot cone as an action. Each creature must make a Strength saving throw, or take 1d6 + half the bonus damage of Thundermonger and be knocked prone.
This counts as discharging your Thundermonger damage. Firing in this way does not consume ammo.
9th Level Upgrades
Elemental Swapping
You upgrade the firing chamber for more adaptable damage. When you take the attack action with your Stormforged Weapon you can adjust the firing chamber, causing any bonus damage granted by Thundermonger to deal fire, cold, acid, or lightning damage instead of thunder damage. Alternatively, you can use a Vial of Holy Water to cause your next Thundermonger bonus damage to deal radiant damage.
Mortar Shells
Prerequisite: Stormforged weapon with the Ammunition property.
You build a secondary fire mode allowing you to fire your cannon like a mortar. Pick a target point within range, and make an attack roll. Apply the attack roll to all creatures within a 5 foot radius of the target point. Creatures hit take weapon damage plus half of Thunder monger bonus damage. Dealing damage this way counts as applying Thundermonger damage for the turn.
Creatures do not benefit from cover against this fire mode unless they have overhead cover as well.
Ride the Lightning
Prerequisite: Lightning Burst
When you use the Lightning Burst ability, you can opt to expend a spell slot of the first level or higher to infuse yourself into the burst of power. When you do so you are teleported up to 60 feet in the direction of the Lightning Burst (ending early if the Lighting Burst is blocked by an obstacle). You can stop anywhere along the path of the Lighting Burst, but the Lightning Burst will stop where you do.
Shock Harpoon
Prerequisite: Harpoon Reel
After hitting a creature with the Harpoon fire mode, you can use a bonus action to deliver a shock. If you have not dealt Thundermogner damage since the start of your turn, you can deal damage equal to your Thundermonger bonus damage as lightning damage. This counts as discharging your Thundermonger damage. Additionally, the target must make a Constitution saving throw against your spell save DC or be stunned until the end of its next turn.
Once used, the Harpoon must be reeled in before this can be used again.
Synaptic Feedback
You install a feedback loop into your cannon, allowing you to siphon some energy from your Stormforged Weapon to empower your reflexes.
Whenever you deal Lightning damage with your Stormforged Weapon your walking speed increases by 10ft and you can take the Dash or Disengage actions as a bonus action. This effect lasts until the end of your turn.
Thunder Jump
Build a quick release for the arcane thundering energy that fills your Stormforged Weapon. As an action you can channel it to cast thunder step without expending a spell slot. This counts as discharging your Thundermonger damage.
Once you use this ability, you cannot use it again until you complete a short or long rest.
Transforming Weapon
Prequisite: Adaptable Weapon
Select 3 of Thunder Cannon, Lightning Pike, Kinetic Hammer, Hand Cannon, and Charged Blade. As a bonus action, you can transform your Stormforged Weapon between them.
11th Level Upgrades
Autolock
You build a module capable of homing in on a target. You can use this module to cast seeking projectile without expending a spell slot as a bonus action. Once you cast it in this way, you cannot cast it again until you complete a short or long rest.
Backblast
After dealing Thunder damage on your turn, you can cast thunder clap as a bonus action. You can do this a number of times equal to your Intelligence modifier, regaining all uses after a long rest.
Blast Radius
Your Devastating Blasts now deals half your weapon damage (including your modifier) in addition to half your Thundermonger damage when you apply it to a missed target that is within 30 feet of you.
Dragon Burst
Prerequisite: Incineration Shot, Storm Blast
You can make a special attack with your Stormforged Weapon, unleashing a massive gout of fire in a 30-foot cone as an action. Each creature in the area must make a Strength saving throw or take 1d6 fire damage and become ingnited by your Incineration Shot.
Stabilization
When making a ranged weapon attack, if neither you nor your target has moved since your last ranged attack against them, then you gain advantage on the attack. Also, being prone no longer causes you to have disadvantage when making a ranged weapon attack with your Stormforged Weapon.
15th Level Upgrades
Lightning Saber
Prerequisite: Charged Blade.
You amplify lightning coursing through your weapon until it becomes a brilliant rod of near pure power. Your weapon casts bright light in a color of your choice for 30 feet, and dim light for additional 30 feet.
If you target is wearing non-magical armor or natural armor, your attacks treat their armor class as 10 + their dexterity modifier; only magical effects can add additional AC to the target's defenses.
Massive Overload
Prerequisite: Storm Blast or Lightning Burst
Before taking a shot, you can expend a 3rd level or higher spell slot to use Storm Blast or Lightning Burst at the same time as making an attack; in this case the Storm Blast or Lightning Burst is powered by the spell slot and does not count as applying Thundermonger for that turn. The direction of this secondary ability is the same as your attack.
Doing this damages your Stormforged Weapon and you must spend an action to repair it before you can fire again. You must have the secondary ability unlocked as an upgrade to use it.
Masterwork Weapon
Prerequisite: Weapon Improvement
The bonus to attack and damage rolls for your Stormforged Weapon increases by +2 (stacking with any existing bonus from Weapon Improvement or Arcane Retrofit), up to a maximum of +4.
Railgun
Prerequisite: Thunder Cannon
You upgrade the penetration power of your Thunder Cannon. Your Thunder Cannon gains the Siege weapon property, dealing double damage to structures. Additionally, targets can no longer gain the benefits of cover from wooden cover less than 2 feet thick or stone cover less than 1 foot thick, and such cover is destroyed when it would otherwise impede your Thunder Cannon's attack.
If a second target is directly behind a target you attack and within 5 feet, make a second attack roll with disadvantage. If the second attack roll hits, roll Thunder Cannon weapon damage against the second target as well (but no Thundermonger damage is applied to it).
The range of your Thunder Cannon increases by 20/60 feet.
Warsmith
A Warsmith is an Inventor that has turned their wondrous talent of invention to a singular goal: making themselves a juggernaut of war. The reasons behind this could be benevolent or nefarious. Some Warsmiths seek to turn their invention into a machine of death and terror; others become the arbiter of justice and order, and others still perhaps merely seek to refine their craft in pursuit of pure innovation.
Because few individuals would pursue such a wondrous invention without a driven purpose to their endeavor, Warsmiths tend to be Lawful, usually driven to their actions by a greater purpose they seek the power to accomplish, be it righting the wrongs of the world, or bringing it to heel beneath their ironshod boot.
Warsmith's Proficiency
At 1st level, you gain proficiency with heavy armor, tinker's tools and smith's tools.
Warplate Gauntlet
At 1st level, when you take this specialization, you construct a Warplate Gauntlet. This is a specialized Wondrous Item that only you can attune to. When you create a Warplate Gauntlet, you can add one of the following upgrades to it: Power Fist, Force Blast, or Martial Grip. This upgrade does not count against your upgrade total. You can make multiple gauntlets with different upgrades, but can only be attuned to one at a time.
If you lose your Warplate Gauntlet, you can remake it during a long rest with 25 gold worth of materials, or can scavenge for materials and forge it over two days of work (eight hours a day) without the material expense.
While wearing a Warplate Gauntlet, you can engage Artificial Strength.
Artificial Strength
When you don your Warplate Gauntlet or as an action while wearing it, you can dedicate some of your intelligence to fully controlling the power of the gauntlet. You can reduce your current and maximum Intelligence score to increase your current Strength ability score by the same amount, but you can only raise your Strength ability score up what your Intelligence ability score was before engaging Artificial Strength. You can stop using Artificial Strength at any time, and it automatically ends if your gauntlet is removed.
Warsmith's Armor
At 3rd level, you've attained the knowledge of forging and arcane tinkering sufficient to create a set of armor that augments and expands your abilities from a standard, non-magical, set of heavy armor using resources you've gathered. This process takes 8 hours to complete, requiring the use of a forge, foundry or similar and it incorporates a Warplate Gauntlet (they do not require separate attunement).
While wearing your armor, your Strength ability score increases by 2, and your maximum Strength ability score becomes 22.
You can create a new set of armor by forging it from a set of gathered and purchased materials in a process that takes 2000 gold pieces and eight hours.
You can create multiple sets of armor, but you can only be attuned to one of them at a given time, and you can only change which one you are attuned to during a long rest. If you create a new set of Warplate, you can apply a number of Upgrades equal to the value on the class table, applying each at the level you get it on the class table.
When you create your armor, you can create a heavy plated Warplate, a magically enhanced set of gear, Warsuit, or you can integrate your changes directly into your body as an Integrated Armor.
If your armor is Warplate or Integrated Armor, you gain the Powerful Build trait. Powerful Build means you count as one size larger when determining your carrying capacity and the weight you can push, drag, or left. Integrated armor cannot be removed, but does not confer any penalty when resting in it.
Additionally, if you are small, you become medium while wearing Warplate.
Armor Name | AC | Weight | Strength Requirement | Stealth | Properties
- Warplate | 18 | 65 lbs. | — | Disadvantage | Heavy Armor, Powerful Build
- Warsuit | 14 + Dex Modifier (max 2) | 20 lbs. | — | — | Medium Armor
- Integrated Armor | 14 + Dex modifier (max 2) | N/A | — | — | Medium Armor, Powerful Build
(*) Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fully Customized Gear
Starting at 14th level, you've mastered the customization of your Warsmith's armor. You can add one additional upgrade to your armor that does not count against your Upgrade total.
Additionally, during a long rest, you can now swap out any one upgrade for any other upgrade of the same level, so long as you don't have an upgrade that requires the upgrade you are removing as a prerequisite, or an incompatible upgrade.
Warsmith Upgrades
A Warsmith's upgrades primarly go to their mechplate, making each mechplate unique and dangerous.
Unrestricted Upgrades
Accelerated Movement
You can apply this upgrade twice.
You reduce the weight of your armor by 15 lbs. While wearing your armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.
Adaptable Armor
You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your armor you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Additionally, you gain a swim speed equal to your walking speed.
Arcane Visor
You can take this upgrade multiple times selecting a different option each time.
You magically enchant your visor. You gain one of the following effects while wearing your armor; you pick the effect when selecting the upgrade.
- You gain darkvision to a range of 60 feet. If you already have darkvision, the range of that darkvision is increased by 60 feet.
- You can ignore Sunlight Sensitivity.
- Divination spells no longer require your Concentration to maintain. You can only use this effect one spell at a time.
Regardless of the selection, you have advantage on saving throws against being blinded while wearing your armor.
Collapsible
Incompatible with Integrated Armor
Your Warsmith's armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.
Contingent Response
Prerequisite: Sentient Armor
Choose a spell of 2nd level or lower spell that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, expending a spell slot, but the spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs.
The spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
You can only have one spell prepared to go off in this way. Preparing a new one immediately ends the effect of the last one.
Construct Constitution
Prerequisite: Integrated Armor
You gain resistance to poison damage and immunity to the poisoned condition. You have advantage on saving throws against diseases as well as spell effects that require a "humanoid" target.
Earth Projector
You gain the ability to elemental control of earth. While wearing your Warplate Gauntlet, you can cast magic stone, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:
Artificer Level Spell
- 3th: earth tremor
- 5th: earth bind
- 9th: erupting earth
- 13th: orbital stones
- 17th: fissure
Extendable Arms
Prerequisite: Integrated Armor
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Flame Projector
You gain the ability to unleash fire energy. While wearing your Warplate Gauntlet, you can cast fire bolt, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:
Inventor Level Spell
- 3th: burning hands
- 5th: scorching ray
- 9th: fireball
- 13th: wall of fire
- 17th: immolation
Force Blast
You upgrade your Warplate Gauntlet to deliver special ranged attacks. These attacks are a ranged spell attack that deals 1d8 + your Intelligence modifier force damage, and has a range of 60 feet.
You are proficient in this weapon. When you take the attack action, you can use this ranged spell attack in place of any attack made.
Grappling Reel
Prerequisite: Warplate or Integrated Armor
Your Warsmith's armor gains an integrated grappling reel set into your gauntlet. As an attack or as an action, you may target a surface, object or creature within 30 feet. If the target is Large or Smaller, you can make a Grapple check to pull it to you and Grapple it on success. Alternatively, if the target is Large or larger, you can choose to be pulled to it, this does not grapple it. This movement generates attack of opportunity as normal movement would.
Grappling Hook
Prerequisite: Warsuit
Your Warsuit's gains an integrated grappling hook set into your gauntlet. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it. Attacks of opportunity generated by this movement have disadvantage.
Lightning Channel
You are able to funnel your suits' power into your attacks. You can use this upgrade to cast lightning charged as a bonus action without expending a spell slot. Once used, this upgrade cannot be used until you complete a short or long rest.
Additionally, you can apply the damage from lightning charged on your Force Blast ranged spell attacks.
Lightning Projector
You gain the ability to unleash lightning energy. While wearing your Warplate Gauntlet, you can cast shocking grasp, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:
Inventor Level Spell
- 3rd: lightning tendril
- 5th: lightning charged
- 9th: lightning bolt
- 13th: jumping jolt
- 17th: sky burst
Martial Grip
Your Warplate Gauntlet grants the ability to wield a wide variety of powerful weapons. You gain proficiency with martial weapons while wearing your Warplate Gauntlet.
Power Fist
You can apply this upgrade twice.
Your Warplate Gauntlet becomes melee weapon while you aren't holding anything in it. You have proficiency in this weapon, and it has the Light and Special properties. It deals 1d8 bludgeoning damage.
Special: When you make an attack roll, you can choose to forgo adding your Proficiency bonus to the attack roll. If the attack hits, you can add double your Proficiency bonus to the damage roll.
You can apply this upgrade up to 2 times, making a separate weapon with the same properties the second time.
Reinforced Armor
You reinforce the structure and materials that make up your Warsmith's armor. Your Warsmith's armor Armor Class (AC) increases by 1.
You can apply this upgrade up to 3 times.
Sentient Armor
You create an artificial personality integrated into your armor, giving it limited sentience. This sentience assists you in many ways. While wearing your armor, your Intelligence ability score and maximum Intelligence ability score are increased by 2. Your army can speak understand and speak any language you can speak. You can communicate telepathically with it while wearing it.
Telepathic Uplink
Prerequisite: Sentient Armor
You can communicate with your armor as long as you are attuned to it, and it is on the same plane of existence as you. As an action, you can see through your armors visor and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses.
Level 5 Upgrades
Artificial Guidance
Prerequisite: Sentient Armor
You upgrade the artificial personality integrated into your armor to assist with a new skill. While able to communicate with your armor, you can gain the effect of guidance when making an Intelligence or Wisdom ability check.
Active Camouflage
As an action, you can activate active camouflage causing your suit to automatically blend into its surroundings. This lasts until deactivated. While this is active, you are considered lightly obscured, and can hide from a creature even when they have a clear line of sight to you. Wisdom (Perception) checks to find you that rely on vision are made with disadvantage.
Emergency Protocol
Prerequisite: Sentient Armor
The intelligence in your armor will attempt to preserve your life. If you are Incapacitated or Unconscious and cannot take your action, it will cast a spell or take the dodge action. It can only cast spells using your armor's upgrades. It can act in this way up a number of turns equal to your Intelligence modifier, but this control strains its abilities, and it cannot take control again until you complete a short or long rest. You automatically resume control if you are no longer Incapacitated or Unconscious.
Force Accumulator
Prerequisite: Force Blast
Every time you expend a spell slot of 1st level or higher, you accumulate charges to your Force Blast equal to the level of spell slot spent, up to a maximum number of Charges equal to half of your Intelligence modifier (rounded down). When you deal damage with Force Blast, you can expend the accumulated charges to deal an additional 1d6 damage or to move the target 5 feet directly away away from you, per charge spent
Charges not expended within 1 minute of being accumulated are lost.
Mechanical Enhancement
Prerequisite: Integrated Armor
You improve every aspect of yourself ever so slightly. You gain +5 feet of movement, one additional hit point per Inventor level, and +1 to Strength, Dexterity, and Constitution saving throws.
Reactive Plating
Prerequisite: Warplate
Your armor partially deflects incoming blows. You can use your reaction when hit by an attack that deals bludgeoning, piercing, or slashing damage to reduce the damage of that attack by an amount equal to your proficiency bonus.
Resistance
You tune your armor against certain forms of damage. Choose acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. While wearing your armor you have resistance to that type of damage. If you apply this upgrade more than once you must choose a different damage type.
Sealed Suit
Prerequisite: Warplate
As a bonus action on your turn you can environmentally seal your Warplate, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions).
In addition to the above, you are also considered acclimated to cold and hot climates while wearing your armor, and you're also acclimated to high altitude while wearing your armor.
Level 9 Upgrades
Assume Control
Prerequisite: Emergency Protocol
You expanded the control available to your armor's sentience. You can set additional conditions when your armor will take control of your movement and actions, and can maintain this control of up to a 1 minute.
While acting in this mode, it can take any action you could take (including attacking), but can only cast spells granted by Upgrades. It uses your ability scores.
The triggering event can by a preset condition, a verbal command, or a specified time. Your armor is immune to the charmed, blinded, frightened, paralyzed, and poisoned conditions, and does not suffer from exhaustion, ignoring these effects if you are under them.
If you have Warplate, it can act in this way even when you are not wearing it (or dead). When doing so, it uses the game statistics of animated armor with the following modifications:
- It has an intelligence of 12.
- It can cast any spells that come from Upgrades with a DC equal to your spell save DC.
This counts as a use of your Emergency Protocol, and it cannot control the armor again (in either way) until you complete a short or long rest.
In non-combat situations in which you are not wearing your armor, it can exert a lesser control of the armor to move it about and perform simple tasks. During this time it has the statistics of an unseen servant, though it looks like your suit of armor. It's ability to do this is not limited, but it takes 1 minute to assume this kind of control of your armor, and it can only do so while you are not wearing it.
Ether Reactor
You construct an ether reactor that feeds your armor, powering its upgrades with arcane energy. The Ether Reactor has 6 charges, and can be used to power upgrades that cast spells, even upgrades that would normally only recharge after a rest can cast instead using charges, spending 1 charge per level of the spell you are casting. You can cast spells at a higher level by expending more charges. It regains all charges at the end of a long rest.
If your Ether Reactor has no charges left, you can overdraw your Ether Reactor for one last burst of power, but your armor is temporarily immobilized and your speed while wearing your armor becomes zero for a number of rounds equal to the level of the spell cast. Once you do this, you cannot do this again until you complete a long rest.
Heads Up Display
Prerequisite: Arcane Visor, Sentient Armor
You can delegate displaying and tracking things in your sight to your Sentient armor, granting you the following benefits:
- When a creature attempts to take the Hide action against you, you can make an active Wisdom (Perception) check to contest its Dexterity (Stealth) check as a reaction.
- When making an Dexterity saving throw against an attack you can see, you can make an Intelligence saving throw instead.
- When a creature hits you with a ranged attack roll, you can cast true strike as a reaction targeting that creature.
Brute Force Style
The strength imparted by your armor gives the force of blows the devastating power of a more skilled combatant. You can select a Fighting Style from Duelist, Great Weapon Fighting, or Two Weapon Fighting and gain the effect of that Fighting Style while wearing your armor.
Phase Suit
Prerequisite: Warsuit
You gain the ability to cast misty step and blink while wearing your Warsuit. Additionally, as an action, you can become intangible, and move through creatures or objects until the end of your turn. If you end your turn inside a creature or object, you are forced to the nearest unoccupied location, taking 10 force damage for each foot you are forced to move. Once you become intangible using this upgrade, you cannot do so again until you complete a short or long rest.
Piloted Golem
Prerequisite: Warplate, Incompatible with Collapsible and Flight.
You enlarge your Warplate, turning it into a piloted mechanical golem. Your size category when wearing the armor increases by one.
You have advantage on Strength saving throws and Strength checks against creatures the same size as you or smaller than you, but you You have disadvantage on Dexterity savings throws and ability checks (including initiative checks). At the end of a short or long rest, your Warplate gains temporary hit points equal to your Artificer level.
You are no longer a valid target for spells that require a humanoid target, but can be targeted by spells that require a construct target while wearing this armor.
Recall
When not being worn you can hide your Warsmith's armor in a pocket dimension. As an action you can magically summon the armor and don it. You can use a bonus action to return the armor to the pocket dimension.
While in the pocket dimension the armor cannot be affected by other abilities and cannot be interacted with in any way.
Self-Repair Matrix
Prerequisite: Piloted Golem
Your at the start of each turn you gain temporary hit points equal your proficiency modifier.
Shield Arm
Prerequisite: Piloted Golem
You integrate a shield into one of your armor's arms. You have proficiency with that shield, and can deploy it as a bonus action. It requires the use of that arm while deployed.
Additionally, when shove a medium or smaller creature while you have the shield deployed, you can shove it by slamming it with the attached shield causing it to take damage equal to your Strength modifier.
Iron Fortress
Prerequisite: Piloted Golem
You count as three quarters cover for creatures within 5 feet (so long as you are between them and the attacker). Additionally, you cannot be moved against your will while in contact with the ground.
Level 11 Upgrades
Barrier Capacitor
Incompatible with other Capacitors
You can store up arcane energy, discharging it in the form of a protective barrier. As an action you can cast wall of force without expending a spell slot or charges. You can use an action to reorient or move the wall up to your movement speed, but the movement is not strong enough to cause any damage.
If a creature would be moved by the barrier it can make a Strength check against a Spellcasting ability check, stopping the wall on a successful check.
Once you use this upgrade, you cannot use it again until you complete a long rest.
Cloaking Device
Prerequisite: Active Camouflage
If you do not move during your turn with active camouflage engaged, you can use your reaction to take the Hide action using an Intelligence (Stealth) check. You make this check with disadvantage if you are within 5 feet of another creature or you attacked during your turn.
You can overload your camouflage to cast greater invisibility without expending a spell slot. Once you do this, you cannot do this again until you complete a long rest.
Lightning Rod
Prerequisite: Lightning Channel
Whenever you cast lightning charged, you can treat the spell as if it was cast by a spell slot one level higher.
Flash Freeze Capacitor
Incompatible with other Capacitors.
You can store arcane energy, releasing it in a torrent of freezing energy. As an action, you can cast cone of cold without expending a spell slot or charges. The affected area becomes difficult terrain until the end of your next turn.
Once you use this upgrade, you cannot use it again until you complete a long rest.
Flight
You integrate a magical propulsion system into your Warsmith's armor. While wearing your Warsmith's armor you have a magical flying speed of 35 feet.
Integrated Attack.
Prerequisite: Integrated Armor or Warplate Incompatible with Iron Grip.
You integrate a melee weapon into your Warsmith's Armor. When you apply this upgrade you must have a weapon to integrate, and you must choose where on your armor the weapon is located. The weapon cannot have the Heavy property. You are proficient with this weapon. As a bonus action you can activate the weapon.
You must treat it as though you are wielding it with one hand, but you cannot be disarmed of it. Once activated, you can use this weapon when you take the attack action, and it does not require the use of a hand or your Warplate Gauntlet. You can apply this upgrade multiple times, selecting a new weapon and new location on your armor to install it.
When you activate your integrated weapon, you can immediately make one attack with it. While it is active, if you take the attack action on your turn, you can make an one additional weapon attack with your integrated weapon using your bonus action.
Iron Muscle
Prerequisite: Integrated Armor or Warplate.
You reinforce the structure of your armor, giving it the strength of giants. While wearing your armor, your current Strength ability score is increased by 2, and your maximum Strength ability score becomes 24.
Power Slam Capacitor
Incompatible with other Capacitors.
You store up kinetic energy, and unleash it in a mighty bound. As an action, you can jump up to your entire movement speed and cast destructive wave without expending a spell slot or charges upon landing.
Once you use this upgrade, you cannot use it again until you complete a long rest.
Level 15 Upgrades
Hyperspace Arsenal
Prerequisite: Recall
You expand the pocket dimension to store multiple sets of Wargear, as well as up to 100 lbs of weapons or items. As a bonus action, you can conjure and equip any weapon or item stored in the pocket dimension. Additionally, you can swap out your attuned Wargear for another set of Wargear with this upgrade in the pocket dimension during this bonus action, as long as it also has this upgrade, instantly unattuning to the set you were wearing and attuning to the new set. Once you swap your Wargear using this feature, you cannot do so again until you complete a short or long rest.
Iron Grip
Prerequisite: Iron Muscle. Incompatible with Integrated Attack.
You improve your grip strength and control of one of your gauntlets beyond the limits of flesh. While wearing your suit, you gain the following benefits:
- You can wield Large sized weapons without a penalty as a medium sized creature.
- One handed weapons you wield count as if being wielded with two hands.
Phase Engine
Prerequisite: Warsuit
When you are attacked, you can use your reaction to become intangible, causing that attack to miss if it is a nonmagical attack, or to have disadvantage if it is a magical attack. Once you do so, you cannot do so again until you complete a short or long rest. This upgrade is refreshed every time you teleport or enter the ethereal plane.
Heavy Plating
Prerequisite: Warplate
You install special heavy plating, giving you resistance to bludgeoning, piercing, and slashing damage from non-magical sources while wearing your Warplate.
Sun Cannon
You install a sun cannon into your Warsmith's armor, allowing you to unleash devastating solar laser blasts. As an action, you can cast sunbeam without expending a spell slot.
Once you use this ability, you can not use it again until you complete a long rest.
Virtual Interface
Prerequisite: Sentient Armor
When you use Artificial Strength to raise your Strength ability score, you no longer lower your Intelligence ability score below your natural maximum (not counting Sentient Armor).
Fleshsmith
A Fleshsmith is the sort of person that makes people uncomfortable. Even when encountered in the most ideal circumstances, they simply have the sort of gaze that makes one think they may be thinking "how could I improve that" as they look at you.
A particular path of Inventor that has turned their creative talents... inward. They seek to understand and improve the limitations of flesh. All too frequently they place a slightly different value on aesthetic than others might, tending to find beauty primarily in efficiency.
A Fleshsmith tends to be more eccentric than inclined to any particular alignment, though even the most benevolent one may find that the only reason their activities wouldn't be illegal is that no one considered them possible.
Fleshsmith Proficiency
When you choose this specialization at 1st level, you gain proficiency in the Medicine skill, as well as proficiency with Leatherworker's tools (it's best if you don't think about the details on that one too much...)
Additionally, you can make all Medicine checks as Intelligence (Medicine) check. When you take an Intelligence (Medicine) check to stabilize a creature, they regain 1 hit point.
Thesis of Flesh
At first level, you select an approach to your work, a specialization to your art form. Select one the following options:
Perfection of Form
Nature had its chance to make your form, now it's your turn to improve it. When you take this path, you gain the Fleshcrafted Mutation upgrade, and it does not count against your upgrade total.
When you take the Attack action, you can use your bonus action to make a single additional attack with this upgrade. You can make this additional attack a number of times equal to your Inventor level. You regain all uses at the end of a long rest.
Perfection of Mind
You know that perfection is an aspect of knowledge, a perfect understanding of the mechanics of the Body, inside and out. But particularly inside. You gain expertise in Medicine. Additionally, you gain the Dissection upgrade, and it does not count against your upgrade total.
You have a pool of d8s equal to your Inventor level. When you restore hit points to a creature or use an Intelligence (Medicine) check to deal damage to a creature, you can expend these d8s to restore additional health or deal additional damage. You can spend a number equal to Proficiency bonus at a time. You regain this pool of d8s at the end of a long rest.
Perfection of Technique
Others may call themselves flesh smiths or flesh crafters, but you are a flesh artist. Flaying, dicing, deboning, you've mastered it all. When you select this thesis option, you gain proficiency with martial weapons and gain the Flaying Hook upgrade, and it does not count against your upgrade total. You can integrate your Flaying Hook into another weapon, attaching it's heavy chain to the hilt of your weapon, allowing you to attack with either weapon, and being considered to be carrying both when carrying one. Any magical bonus to attack and damage rolls the attached weapon has are also applied to the Flaying Hook (if higher).
When you using your Flaying Hook to pull a target or pull yourself toward a target, you use your bonus action to make a single weapon attack against it. You can do this a number of times equal to your Artificer level and you regain all uses at the end of a long rest.
Perfection of Creation
Why let the gods have all the fun? You've created life. When you take this path, you gain the Adorable Critter upgrade, and it does not count against your upgrade total. Your Adorable Critter gains temporary hit points equal to your Artificer level + Intelligence modifier each time you complete a short or long rest.
Your Adorable Critter gains a natural weapon dealing 1d6 + your Intelligence modifier piercing damage, though as normal it cannot normal take the attack action. As a bonus action, you can cause your Familiar to move up to 10 feet and take an attack action (requiring no action from the familiar).
Uncanny Vitality
Starting at 3rd level, your body has such vitality that it is constantly able to restore itself. While you have 1 or more hit points, at the start of your turn, you can choose to expend a hit die and regain the value rolled + your Constitution modifier health (as normal for expending a hit die). If you have zero hit points, you can use this feature at the end of your turn.
Additionally, you regain hit dice equal to your Constitution modifier on a short or long rest (in addition to normal hit dice recovery on a long rest).
If you are missing any limbs at the start of a long rest, at the end of the long rest the missing limb is regenerated.
Arcane Bioengineering
Additionally at 3rd level, you can use Arcane Retrofit to transmute a bonus to attack or damage rolls on a weapon to natural weapons gained from this subclass.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Perfection of Thesis
Starting at 14th level, your understanding of Thesis of Flesh grows; you regain uses of the resource it provides equal to your Intelligence modifier when you complete a short rest.
Fleshsmith Upgrades
A Fleshsmiths upgrades go to themselves making them better... stonger.... perfect.
Unrestricted Upgrades
Adorable Critter
You experiment on creating an adorable critter. You create - or modify - a CR 0 tiny creature. This creature serves as a familiar as per the find familiar spell, but does not disappear when reduced to zero hit points, and simply becomes Unconscious. It cannot fully die unless destroyed. If it starts its turn unconscious, it regains its full hit points and regains consciousness. It can do this a number of times equal to your Intelligence modifier.
You can resuscitate it (or rebuild it, as necessary) at the end of a short or long rest should anything untoward happen to it without expending a spell slot or material component. It's creature type is Construct.
Better Eyes
You can select this Upgrade multiple times.
Your eyes did not see everything you wanted them to, so you replace them with eyes that do. You gain a benefit to your vision, selecting one of following enhancements:
- Blindsight (10 feet)
- Darkvision (60 feet),
- The ability to see clearly twice as far as your natural vision range.
- Proficiency in the Perception skill.
If you select this upgrade again, you must select a different benefit.
Butcher's Knack
Prerequisite: Perfection of Technique
Your skill with butchering allows you inflict brutal ones. Once per turn when you deal piercing or slashing damage to a creature that is not a construct or undead, you can inflict a rending wound on it. Any movement speed the target has is reduced by 5 feet.
At the end of that creatures next turn, it makes a Constitution saving throw against your spell save DC, taking 1d8 slashing damage on failure. It has disadvantage on the saving throw if it used its movement during its turn. This damage is doubled if the it was inflicted by a critical hit.
Dissection
If you are holding a melee finesse weapon you have proficiency with, as an action you can make an Intelligence (Medicine) ability check against a creature within reach with a DC equal to its armor class. If you succeed the check, you can deal damage to that creature equal to your weapons damage dice plus your Intelligence modifier. On a roll of 20, the roll weapon damage dice are doubled.
If you could normally make more than one weapon attack as part of the Attack action, you can deal a number of additional dice equal to the number of attacks you could normally make as part of an attack action when taking this action (for example, if you have the Extra Attack feature and take this action with a dagger, you would deal 2d4 + your Intelligence modifier damage).
Death Flail
Prerequisite: Perfection of Technique
Rather than cast out the Flaying Hook, you master the art of spinning your attacked martial weapon by the chain in windmill of death. Your weapon gains the Reach property when used in this way.
Additionally, instead of attacking at target with it normally, as an action, you can spin the weapon wildly in giant deadly sweeps. Creatures within 10 feet (select four if there are more than four) must make a Dexterity saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On failure they take damage equal to your weapon damage dice + your Strength modifier of your weapons damage type.
If you have the Spiked Chain upgrade and hit one or more targets, you can select one of them to be effected by the special property of Spiked Chain.
Crushing Grip
You don't let things go once you have them in your grip. Creatures that are grappled or restrained by you have disadvantage on attempting to escape the condition. Additionally, you can choose to apply damage equal to your Strength modifier to any creature that starts its turn grappled or restrained by you.
Extra Eyes
Why only see one direction? You add extra eyes. You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. In addition, you have advantage on Wisdom (Perception) checks that rely on sight.
Extra Quills
Do you know what monsters never eat? Hedgehogs. You become more like a hedgehog. When you are attacked by a melee attack or are the target of a grapple attempt, you can use your reaction to deal 1d6 piercing damage to the attacking creature. You can do this a number of times equal to your Constitution modifier, and regrow all expended quills (regaining all uses of the ability) after you complete a long rest.
Alternatively, you as sometimes the best defense is a good offense, you can expend a use of quills as a ranged weapon attack with a range of 20/60, dealing 1d8 piercing damage on hit.
Flaying Hook
A metal hook attached to a chain. You a proficient with this weapon, and it has the Special property. It deals 1d6 piercing damage.
Special: This weapon has a range of 20 feet. When you hit at a target that is more than 5 feet away from you, if the target is medium or smaller, you can make a Strength (Athletics) check contested by its Strength(Athletics) to pull the target toward you. On a successful check, a smaller or smaller target is pulled to you, and a medium target is pulled half the distance (rounding up) toward you. The creature takes 1 additional damage for each 5 feet it is pulled.
If the creature is medium or larger, when hit a target more than 5 feet away from you you can pull yourself up to 10 feet toward the target.
Fleshcrafted Mutation
You can add this upgrade multiple times
You enhance your body by crafting or mutating a new part through grotesque experimentation. Select one of the following mutations:
Mutation Description
- Extra Arm. This arm is capable of doing things an arm can do, like holding and hitting things.
- Extra Claws. You gain a natural weapon that deals 1d8 slashing damage, and counts a finesse weapon. You are proficient with these new claws.
- Extra Fangs. Your mouth becomes a natural weapon that deals 1d10 piercing damage. You are proficient using these fangs as a weapon.
- Extra Tentacle. You gain a tentacle appendage that is a natural weapon the deals 1d6 bludgeoning damage with the reach property. You are proficient with this natural weapon. Using this tentacle, you can make a Strength (Athletic) check or object interaction with a reach of 10 feet.
Fleshcrafted Enhancement
Prerequisite: Applicable Fleshcrafted Mutation
You use the knowledge of inhuman anatomy or twisted powers you gain from to formulate an unnatural enhancement of your Fleshcrafted Mutation, granting it an additional power. The table below shows which enhancements can be applied to which mutations.
Each enhancement has an empowered effect. An empowered effect automatically occurs when you roll a 20 to hit with your natural weapon on an attack with the enhancement, or once per turn on your turn, you can manually activate the empowered condition by expending a 1st level or higher spell slot.
Enhancement | Qualified Mutations | Effect | Empowered Effect
- Vampiric | Extra Fangs | Once per turn, on your turn, when dealing damage with your Extra Fangs, you can drain the life from your victim adding 1d4 necrotic damage roll. If the target is a living creature over CR 1/4, you regain hit points equal to the necrotic damage dealt. | You add your Constitution modifier to the hit points regained.
- Infernal | Extra Fangs, Extra Claws | Once per turn, on your turn, when dealing damage with your Fangs or Claws you can ignite your claws with infernal flames, the attack deals an additional 1d6 fire damage. | You deal an additional 1d6 fire damage.
- Venomous | Extra Fangs, Extra Claws | Once per turn, on your turn, when you hit a creature with your natural weapon you can inject venom, the attack deals an additional 1d8 poison damage. | The target must make a Constitution saving throw against your Spell Save DC or become poisoned for 1 minute. They can repeat their saving throw at the end of each of their turns.
- Razor | Extra Fangs, Extra Claws | The damage die of your natural weapon becomes one step higher (for example, Extra Fangs go from 1d10 to 1d12). You can maximize one damage die of your choice from damage dice of the damage roll.
- Relentless | Extra Arm, Extra Tentacle | You gain an additional reaction you can only use to make an attack of opportunity with that Fleshcrafted Mutation. | You can make an additional single attack with your Fleshcrafted addition. This attack only deals the weapon damage of the attack, and does not add your modifier to the damage dealt.
Field Surgery
Some say that not all medical problems require surgery. Not you. As an action, you can repair a body to its natural limits far more quickly than its natural limits. You can repair a willing creature within 5 feet, allowing them to expend hit dice up to half Inventor level (rounded up). Each hit dice spent is rolled as normal, but you can add the higher value of their Constitution modifier or your Intelligence modifier.
Fix Flesh
Your expertise in the working of flesh makes you an artisan of fixing broken creatures. When you cast cure wounds you restore an additional amount of health equal to your Intelligence modifier.
Forbidden Knowledge
You deliver into the arcane mechanics of how bodies work. Otherwise known as Necromancy. You learn additional spells as shown on the table below:
Inventor Level Spells Learned
- 3rd: inflict wound, false life
- 5th: blindness/deafness, gentle repose
- 9th: life transference, vampiric touch
- 13th: blight
Horrifying Abomination
Prerequisite: At least 5 upgrades modifying your body.
The perfect form you have crafted intimidates inferior beings. You gain proficiency in Intimidation skill, and you are already proficient in it, you can add twice your proficiency bonus.
Massive Mutation
You develop a method to suddenly mutate. As a bonus action, you can become a large sized creature. Creatures of your choice within 30 feet of you that witnesses this must make a Wisdom Save against your Spell Save DC or become frightened of you until the end of their turn.
While you are large, you deal an 1d4 damage with your natural weapons and weapons sized for medium creatures, and you have advantage on Strength (Athletics) checks. You can revert to normal size as bonus action.
You can spend a number of rounds equal to your Constitution modifier + Intelligence modifier as a large creature before you must revert and can not become large until you complete a short or long rest. After a short or long rest, you regain all rounds of duration you can remain as a large creature.
Mutating Mastery
After so many little adjustments, you find that your form is quite flexible to your needs. You gain the ability to cast alter self without expending a spell slot. Once you cast in this way, you cannot cast it again with this upgrade until you complete a short or long rest.
Secondary Life Organs
Realizing the fragility of mortal life, you modify yourself with additional necessary functions. You are no longer take extra damage from critical strikes.
Additionally, when you make a Death Saving Throw, you can replace the results of that roll with a 20. Once you do this, you cannot do this again until you complete a long rest.
Spiked Chain
Prerequisite: Flaying Hook
You lace the chain of your Flaying Hook with spikes. When you attack a creature within 5 with your Flaying Hook, you can opt to make a Spiked Chain attack. This attack deals 2d4 piercing damage on hit, and has the Special property.
Special: When you hit a creature with this weapon, that target loses 10 feet of movement (hindered by the chain) and takes 1d4 damage each time they move 5 feet, up to 2d4 damage (for 10 feet of movement). You cannot use your weapon against another creature until the start of your next turn, but have advantage on attacks of opportunity against the that target. If it does not move before the start of your next turn, you reel your chain back in, dealing 1d4 slashing damage to that target.
Soul Eater
Prerequisite: Extra Fangs or Devouring Maw
When you kill a creature with a CR of 1/4 or higher with your Extra Fangs or Devouring Maw, it consumes part of the soul of the creature, nourishing you with its essence. You regain an expanded spell slot equal to half the creatures CR (minimum first level spell slot).
Once you've benefited from this nourishment, you must take a short or long rest before you can benefit from it again. If you have no spell slots remaining, you can benefit from this nourishment again even without resting.
Subdermal Plating
Exoskeletons are bulky, and endoskeletons just don't offer enough protection, so you compromise. You gain natural armor granting you a base AC of 17 (your Dexterity modifier doesn't affect this number). This increases to 18 when you reach 5th level. If you are using a shield, you can apply the shield's bonus as normal.
Toxicity
Copying certain frog species, you make your blood poisonous. Once per turn, when a creature hits you piercing or slashing damage while within 5 feet of you, they take poison damage equal to your Constitution modifier. If damage is from a biting attack, they take twice as much damage.
You may also opt to make yourself take on a different skin hue, to let creatures know they shouldn't eat you.
Unnatural Health
You're a shining beacon of vitality. You gain an additional 1 maximum hit point for each level of Inventor you have.
Additionally, When you roll a 1 or 2 on a hit die for recovering health, you can reroll the die and must use the new roll, even if it is a 1 or a 2.
5th Level Upgrades
Acid Gland
Realizing that putting something that oozes acid inside yourself could not possible go wrong, you do just that. You gain a pool of d4s equal to your Constitution modifier. As a bonus action, you can expend an amount of these d4s, adding them to the next damage roll you make with a natural weapon before the end of your turn. The pool of d4s recharge at the end of a short or long rest.
Additionally, you learn the acid spray cantrip. When casting it using this upgrade, it does not require verbal or somatic components and you can use your Constitution as your spell casting modifier for it instead of your Intelligence modifier. You can expend the d4s granted by Acid Gland on the damage roll of acid spray, following the same restrictions as natural weapons.
Brimstone Bladder
Why should dragons have all the fun? You can now exhale fire. You gain a pool of d12s equal to your Artificer level. As an action, you can exhale a cone of fire, expending d12s from this pool equal to your Proficiency modifier. Creatures in a 30 foot cone make a Dexterity saving throw, taking Fire damage equal to the d12s expended on a failure, and half as much damage on a successful saving throw.
You gain resistance to fire damage.
Corrosive Critter?!
Prerequisite: Perfection of Creation
Your adorable critters natural weapon deals an additional 1d6 acid damage on hit.Corrosive Critter?!
Prerequisite: 5th level, Perfection of Creation
Your adorable critters natural weapon deals an additional 1d6 acid damage on hit.
Life Merchant
You can share your considerable vitality with other creatures. You are a generous person, after all. You learn the spell life transference, and you can cast life transference without expending a spell slot. Once you cast in this way, you cannot cast it again with this upgrade until you complete a short or long rest.
Pressure Points
Prerequisite: Perfection of Mind
You extensive knowledge of anatomy allows you to target critical spots. When you deal damage to a target with a melee weapon, as a bonus action you can force them to roll a Constitution Saving Throw against your spell save DC.
If they fail, they suffer the effect of the slow spell until the end of your next turn. If you hit them again while they are under the effect of this feature, they become Restrained until the end of your next turn. If the creatures is already Restrained they become stunned until the end of your next turn. If they already Stunned they become Paralyzed until the end of your next turn.
If the target becomes paralyzed from these attacks or passes a Constitution saving throw against it, they become immune to this ability for 24 hours.
Reflexive Twitch
Prerequisite: Extra Arm
When you take damage from a target within 5 feet of you, you can use your reaction to reflexively attack them with your Extra Arm. This attack does not add your Strength or Dexterity modifier to damage dealt, unless that modifier is negative.
Safe Revival Technique
Prerequisite: Field Surgery
You can cast revivify without expending a spell slot or material component. For some reason the target gains a level exhaustion, and is frightened of you for one minute upon reviving.
9th Level Upgrades
Devouring Maw
Due to the inefficiency of having only one intake port, you build an additional one, properly equipped with razor sharp fangs and a special property. This maw becomes a natural weapon that deals 1d10 piecing damage.
If you hit with an attack with this maw, you can chose to make a Grapple check against the target as a bonus action. Targets grappled by this maw take 1d4 piercing and 1d4 acid damage at the start of their turn.
Attacks with this Maw are made with advantage against targets it is Grappling, but it cannot attack other creatures while grappling a creature.
You can take apply a Fleshcrafted Enhancement to this Maw instead of Extra Fangs when taking that upgrades; this Maw can have a different upgrade than your Extra Fangs if you have both.
Extreme Mutation
Prerequisite: Mutation Mastery
You can push your mutation to the limits and well beyond using a touch of magic. You learn the spell polymorph, but unless you know this spell from another source, you can only target yourself. Additionally, you can cast this spell without expending a spell slot, but once you do so, you cannot do so again until you complete a long rest.
Life Void
Prerequisite: Life Merchant
You hunger for missing vitality. After casting life transference the first time you damage a living creature within the next minute, you deal an additional 3d8 necrotic damage, and regain hit points equal to the necrotic damage dealt.
Massive Hulk
Prerequisite: Massive Mutation
You no longer have a limit to how long you can stay in larger form.
11th Level Upgrades
...Adorable Critter?
Prerequisite: Perfect of Creation
As an action, your familiar can become small, medium, or large. It can revert to its normal size as a bonus action. While Medium or larger, it's natural weapon deals 1d12 + your intelligence modifier piercing damage. Its strength ability score increases by 4 for each size category large it becomes, to a maximum of 18.
Bathed In Blood
Prerequisite: Flaying Hook
You can determine when a creature you can see within 30 feet is bloodied just be looking at it. Once per turn, when you deal damage to a bloodied with your Flaying Hook (including any weapon it is integrated to) or Butcher's Knack, that creature takes an additional 1d12 damage.
Dark Miracle
When you use an action that restores health another player, you can expend up to 4d4 of your own hit points to increase the amount of health restored by that much. Creatures that receive this strange surge vitality have advantage on their next attack or saving throw.
Unrelenting Predator
Prerequisite: Fleshcrafted Enhancement
Activating your Fleshcrafted Enhancement no longer requires a spell slot, though can still only be done once per turn.
Wings Seem Useful
You decide that wings seem useful, and install a pair on your back. You can shape them like any naturally functional wings, such as a bird, bat, or insect. These grant you a flying speed equal to your movement speed, so long as you are not wearing heavy armor.
Vivisection
Prerequisite: Perfection of Mind
When dissecting a creature using an Intelligence (Medicine) check granted by Perfection of Mind, if the creature's remaining hit points is lower than the result of your Intelligence (Medicine) check, you can choose to vivisect the creature, killing it instantly instead of dealing damage.
If you kill a creature in this manner, you have advantage on an Medicine check to harvest organs, ingredients, or other items from it.
15th Level Upgrades
Autoimmune Response
You attain full mastery of your body and its functionality, able to detect when it malfunctions. As a reaction, you can end a condition or disease affecting you as the result of failing a saving throw, even if you would normally not be able to take reactions due to the condition.
Once you do this, you cannot do this again until you complete a short or long rest.
Best Eyes
Prerequisite: Better Eyes
Despite your high quality eyes, you've noticed somethings still see better than you, so you take their eyes and use those instead. You gain truesight of 30 feet in addition to your normal vision.
Flesh Shaper
You gain the ability to cast clone without expending a spell slot. You still require material components. Once you cast this spell, you cannot cast it again until you complete a long rest.
Uncanny Strength
Prerequisite: 18 Strength You can take this upgrade twice
You don't see what the big deal is with two handed weapons. After some small improvements to one of your arm and grip, you can hold a two handed weapon in one-hand in the upgraded hand.
Undying Fortitude
When you drop to zero hit points, rather than falling conscious, you make a Constitution saving throw equal to the amount of damage over your current hit points taken. On success, your hit points become 1 instead of zero, and you remain conscious.
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Upgrades |
---|
1st | +2 | Inventor Specialization, Portable Forge, Magic Item Analysis, Magical Tinkering | — | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Arcane Retrofit, Tool Expertise | 3 | 2 | — | — | — | — | — |
3rd | +2 | Inventor Specialization Feature, Specialization Upgrade, Wondrous Invention | 4 | 3 | — | — | — | — | 1 |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | 1 |
5th | +3 | Inventor Specialization Feature, Magical Infusion, Magic Crafting | 5 | 4 | 2 | — | — | — | 2 |
6th | +3 | Cross Disciplinary Knowledge, Artificer's Affinity, Wondrous Invention | 5 | 4 | 2 | — | — | — | 2 |
7th | +3 | Wondrous Item Proficiency | 6 | 4 | 3 | — | — | — | 3 |
8th | +3 | Ability Score Improvement | 6 | 4 | 3 | — | — | — | 3 |
9th | +4 | Flash of Genius | 7 | 4 | 3 | 2 | — | — | 4 |
10th | +4 | Improved Magical Crafting, Wondrous Item Recharge, Inventive Expertise | 7 | 4 | 3 | 2 | — | — | 4 |
11th | +4 | Study of Magic, Wondrous Invention | 8 | 4 | 3 | 3 | — | — | 5 |
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | — | — | 5 |
13th | +5 | Magic Item Savant | 9 | 4 | 3 | 3 | 1 | — | 6 |
14th | +5 | Inventor Specialization Feature | 9 | 4 | 3 | 3 | 1 | — | 6 |
15th | +5 | Wondrous Invention | 10 | 4 | 3 | 3 | 2 | — | 7 |
16th | +5 | Ability Score Improvement | 10 | 4 | 3 | 3 | 2 | — | 7 |
17th | +6 | Animated Artifice | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
18th | +6 | Wondrous Items Mastery | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
19th | +6 | Ability Score Improvement | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
20th | +6 | Peerless Inventor, Wondrous Invention, Soul of Artifice | 12 | 4 | 3 | 3 | 3 | 2 | 9 |