Makers of magic-infused objects, artificers are defined by their inventive nature. They see magic as a complex system waiting to be decoded and controlled. Instead of ephemeral spells, they seek to craft durable, useful, marvelous magical items.
hit dice:
d8
hit points at 1st level:
8+con
hit points at higher levels:
1d8+con
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
Simple weapons, Simple Firearms, Martial Firearms
tools:
Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
saving throws:
Constitution, Intelligence
skills:
Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand, and Tech
starting equipment:
spellcasting:
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
class features:
Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Infuse Item
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Artificer Specialist
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
The Right Tool for the Job
At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Tool Expertise
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius
At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest
Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
You can attune to up to four magic items at once.
If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Spell-Storing Item
At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).
While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
Magic Item Savant
At 14th level, your skill with magic items deepens more:
You can attune to up to five magic items at once.
You ignore all class, race, spell and level requirements on attuning to or using a magic item.
Magic Item Master
Starting at 18th level, you can attune up to six magic items at once.
Soul of Artifice
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0
Artificer Infusions
Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.
Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.
Unless an infusion's description says otherwise, you can't learn an infusion more than once.
Arcane Propulsion Armor
Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
The wearer's walking speed increases by 5 feet.
The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
The armor can't be removed against the wearer's will.
If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Armor of Magical Strength
Item: A suit of armor (requires attunement)
This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
Armor of Tools
Item: A suit of armor
As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.
Boots of the Winding Path
Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Enhanced Arcane Focus
Item: A rod, staff or wand (requires attunement)
While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Helm of Awareness
Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
Homunculus Servant
Item: A gem or crystal worth at least 100 gp
You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Mind Sharpener
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Radiant Weapon
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Repulsion Shield
Prerequisite: 6th-level artificer
Item: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Resistant Armor
Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Spell-Refueling Ring
Prerequisite: 6th-level artificer
Item: A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
Sundertide Weapon
Prerequisites: 6th level, A simple or martial weapon
(requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls
made with it. Attacks with this weapon are not made at
disadvantage due to being underwater.
The weapon has 4 charges. While underwater, the wielder can
expend 1 charge to cause the next attack to release a wave of
rippling force through the water. The wave is a ranged spell attack
with a range of 60 feet. You are proficient with it, and you add the
weapon's normal modifier to its attack and damage rolls. In
addition to the attack's normal effects, it deals an additional 1d8
cold damage. The weapon regains 1d4 expended charges daily at
dawn.
Elemental Focus
Prerequisite: 6th-level artificer
Item: a rod, staff, or wand (requires attunement)
When you infuse this item, choose one of the following damage
types: acid, cold, fire, lightning, or thunder. While holding this
item, a creature’s spells ignore resistance to damage of the chosen
type. Also, the creature gains a +1 bonus to the damage rolls of
spells it casts that deal the chosen damage type.
Focused Lightblade
Prerequisite: 6th-level artificer
Item: a rod, staff, or wand (requires attunement)
While holding this item, a creature gains a +1 bonus to spell
attack rolls. Also, the wielder of this item can use its bonus action
and expend a spell slot to cause a blade of radiant energy to
emerge from the tip of this item. For up to 1 minute, the item
becomes a simple melee weapon with the finesse property and a
+1 bonus to its attack and damage rolls. If the infused item is a
staff, it also has the reach and two-handed properties. It deals 1d8
radiant damage on a hit if the slot used is of 1st level. The damage
is increased to 2d8 for a 2nd or 3rd level slot, 3d8 for a 4th or 5th
level slot, 4d8 for a 6th or 7th level slot, or 5d8 for a slot of 8th
level or higher.
The effect ends early if the item leaves its wielder's hands.
Helm of Heat-vision
Prerequisite: 10th-level artificer
Item: a helmet (requires attunement)
While wearing this helmet, a creature has darkvision with a range
of 120 feet. Out to the range of this darkvision, the helmet’s
wearer can clearly see any objects or creatures that give off heat
(such as through a creature’s body temperature), even if those
creatures or objects are heavily obscured (though not behind total
cover), within an area of magical darkness, or invisible.
Shining Armor
Prerequisite: 6th-level artificer
Item: a suit of armor (requires attunement)
While wearing this armor, a creature gains a +1 bonus to Armor
Class, and can use a bonus action to cause the armor to shed dim
light in a 10-foot radius. The wearer can extinguish this light as a
bonus action.
Whenever a creature within this area of dim light takes
damage, the wearer can use its reaction to grant that creature
resistance to that instance of damage. The wearer cannot target
itself with this reaction.
Armor of Emergencies
Prerequisite: 6th-level Artificer
Item: a suit of armor (requires attunement)
When you finish a short or long rest, you can cast
a cantrip or a spell of 1st level with a casting time of
1 action, and describe a circumstance. For example,
you could set up the armor to cast cure wounds on the
person wearing this armor when they are reduced to
zero hit points. The spell takes effect when the circum-
stance you described is met, rather than when you
cast it. The spell can only affect the person wearing
and attuned to this item, even if it can normally target
others. Once the spell is cast, the armor loses this
ability until the next dawn.
Corpse Shaker
Prerequisite: 6th-level artificer
Item: a crystal worth at least 100 gp
You have learned how to harness the power of magic
to momentarily restore a creature to life. As an action,
you can thrust the item you infused into a creature that
has died within the last minute. That creature returns
to life for one minute with 1 hit point and a number of
temporary hit points equal to five times your artificer
level. After the minute is over, if the creature is still
alive, it dies.
Once used, the corpse shaker must recharge and
cannot be used again for 24 hours.
Gibbering Shield
Prerequisite: 6th-level artificer
Item: a shield (requires attunement)
A creature gains a +1 bonus to Armor Class while
wielding this shield.
While holding this shield, creatures within 5 feet of
you, including yourself, can’t take reactions. Creatures
that are immune to psychic damage are immune to this
effect.
Tracking Sensor
Item: any Tiny object (requires attunement)
You always know the direction and distance of this
item as long as you are attuned to it, and it is within 1
mile of you. As usual, you lose your attunement to this
item if it is further than 100ft from you for 24 hours.
subclass options:
Alchemist
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Alchemist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare
Artificer Level |
Spells |
3 |
Healing Word, Ray Of Sickness |
5 |
Flaming Sphere, Melf's Acid Arrow |
9 |
Gaseous Form, Mass Healing Word |
13 |
Blight, Death Ward |
17 |
Cloudkill, Raise Dead |
Experimental Elixir
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
d6 |
Effect |
1 |
Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier |
2 |
Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. |
3 |
Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
4 |
Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
5 |
Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
6 |
Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Alchemical Savant
At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Restorative Reagents
Starting at 9th level, you can incorporate restorative reagents into some of your works:
Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Chemical Mastery
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
Armorer
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Armorer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level |
Spells |
3 |
Magic Missile, Thunderwave |
5 |
Mirror Image, Shatter |
9 |
Hypnotic Pattern, Lightning Bolt |
13 |
Fire Shield, Greater Invisibilty |
17 |
Passwall, Wall of Force |
Arcane Armor
Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.
You gain the following benefits while wearing this armor:
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
You can use the arcane armor as a spellcasting focus for your artificer spells.
The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
The armor continues to be Arcane Armor until you don another suit of armor or you die.
Armor Model
Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
Guardian. You design your armor to be in the front line of conflict. It has the following features:
Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Infiltrator. You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Powered Steps. Your walking speed increases by 5 feet.
Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Armor Modifications
At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Perfected Armor
At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
Artillerist
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Artillerist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level |
Spells |
3 |
Shield, Thunderwave |
5 |
Scorching Ray, Shatter |
9 |
Fireball, Wind Wall |
13 |
Ice Storm, Wall of Fire |
17 |
Cone of Cold, Wall of Force |
Eldritch Cannon
Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Cannon |
Activation |
Flamethrower |
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Force Ballista |
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
Protector |
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Arcane Firearm
At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
Explosive Cannon
Starting at 9th level, every eldritch cannon you create is more destructive:
The cannon's damage rolls all increase by 1d8.
As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
Fortified Position
By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:
You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
Battle Smith
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Battle Smith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Level |
Spells |
3 |
Heroism, Shield |
5 |
Branding Smite, Warding Bond |
9 |
Aura of Vitality, Conjure Barrage |
13 |
Aura of Purity, Fire Shield |
17 |
Banishing Smite, Mass Cure Wounds |
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Steel Defender
By 3rd level, your tinkering has borne you a faithful companion, a Steel Defender It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Jolt
At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
The target takes an extra 2d6 force damage.
Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Improved Defender
At 15th level, your Arcane Jolt and steel defender become more powerful:
The extra damage and the healing of your Arcane Jolt both increase to 4d6.
Your steel defender gains a +2 bonus to Armor Class.
Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
Forge Adept
As aForge Adept you learned ancient crafting style, so do carry on these ancient traditions, creating mystical weapons and armor, strengthening allies on the battlefield, and bringing down enemies with weapons imbued with your own soul energy,Or are you replicating these traditions on your own?
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Forge Adept Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forge Adept Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level |
Spells |
3 |
Armor of Agathys, Shield of Faith |
5 |
Spiritual Weapon, Warding Bond |
9 |
Beacon of Hope, Remove Curse |
13 |
Death Ward, Fire Shield |
17 |
Banishing Smite, Wall of Force |
Battle Ready
Beginning at 3rd level, you’re skilled in fighting side-by-side with your companions on the field of battle. You gain proficiency with martial weapons. Additionally, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Ghall'Shaarat
At 3rd level, you learn to imbue a weapon with a fraction of your spirit. The Dhakaani daashors called this weapon the ghaal’shaarat, Goblin for “mighty blade.” Imbuing your ghaal’shaarat works like infusing an item, but does not count toward your maximum number of infused items. When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon, which becomes your ghaal’shaarat.
Once imbued, your ghaal’shaarat is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.
Your ghaal’shaarat’s benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can’t benefit from your ghaal’shaarat’s powers, and to them, it functions as the unimbued weapon did.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Runes of War
At 9th level, you gain the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies. As an action, you can activate an aura that extends from you in a 30-foot radius. The aura moves with you, centered on you, and lasts for 1 minute or until your concentration ends (as if you were casting a spell).
When you activate this aura, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each creature of your choice in the aura deals an extra 1d4 damage of the chosen type when it hits with a weapon attack.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest.
Perfect Weapon
At 15th level, you learn how to imbue your ghaal’shaarat with additional power, and how to draw on it in time of need. The first time you attack with your ghaal’shaarat on your turn, you can transfer some or all of its bonus to your armor class, instead of using the bonus on any attacks that turn. For every 1 you reduce your attack and damage rolls by, you gain +1 to your AC. As long as you continue holding your ghaal’shaarat, the AC bonus remains in effect until the start of your next turn.
Additionally, when you finish a long rest, you can select one of the following benefits. Until you finish your next long rest, you gain the selected benefit whenever you’re holding your ghaal’shaarat.
You have resistance to psychic damage, and you can’t be charmed or frightened.
You use your ghaal’shaarat to channel the elements. When you select this ability, select one of the following damage types: acid, cold, fire, lightning, or thunder. When you hit with your ghaal’shaarat, the target takes an extra 1d6 damage of the chosen type.
Maverick
In the world of artifice, the Maverick is a jack of all trades and master of none. A Maverick is always experimenting with new designs, forever abandoning yesterday’s work in pursuit of a new obsession. While often dismissed by other artificers as eccentric amateurs, in their refusal to follow established tradition, a Maverick may stumble on remarkable breakthroughs—though their idiosyncratic techniques can rarely be replicated by others.
Arcane Breakthroughs
Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most artificers. Choose one of the following classes: bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. This class’s spells become part of your Breakthrough spell list. You can choose an additional class and add its spells to your Breakthrough spell list at 5th, 9th, 13th, and 17th levels.
When you change your list of prepared artificer spells after a long rest, you can prepare an additional 1st-level spell. This spell must be from your Breakthrough spell list. When you reach certain levels in this class, you increase the number of Breakthrough spells that you can prepare. You can prepare an additional 2nd-level spell at 5th level, an additional 3rd-level spell at 9th level, an additional 4th-level spell at 13th level, and an additional 5th-level spell at 17th level. These prepared spells don’t count against the number of artificer spells you prepare.
When you cast a spell you’ve prepared using this feature, it’s considered to be an artificer spell for you, and Intelligence is your spellcasting ability for it. When you swap a prepared Breakthrough spell for a new spell, you lose any ongoing benefits from having cast it (such as a steed summoned by find steed).
Cantrip Specialist
You excel at producing minor magical effects—and at abandoning your current projects to pursue new ideas. Starting at 3rd level you gain the following benefits:
You know one additional cantrip beyond what’s normally allowed for an artificer of your level.
When you finish a short rest (instead of when you gain a level in this class), you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list or your Breakthrough spell list. This cantrip is considered an artificer cantrip for you.
Cantrip Savant
Starting at 5th level, you continue to develop your talent for the simplest spells. You gain the following benefits:
When casting an artificer cantrip, you gain a +1 bonus to attack rolls and to your artificer spell save DC unless your spellcasting focus grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.
As an action, you can replace an artificer cantrip you know with a different cantrip from the artificer spell list or your Breakthrough spell list. Once you use this feature, you can’t use it again until you finish a long rest.
Superior Breakthoughs
Starting at 9th level, when you cast one of the spells you prepared with Arcane Breakthroughs, you can do so as if the spell was cast using a spell slot two levels higher than the spell slot you expend.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses after you finish a long rest.
Work in Progress
Starting at 9th level, you can ready half-formed projects for easy completion when needed. As an action, you can replace any prepared artificer spell with any other spell from the artificer spell list, which then counts as a prepared spell for you.
Once you use this feature, you can’t use it again until you finish a short or a long rest.
Final Breakthrough
At 15th level, you gain one additional spell slot of each spell level you can prepare. These spell slots can only be used to cast the bonus spells granted by your Arcane Breakthroughs. As you gain levels in this class and are able to prepare 5th-level artificer spells, you gain an additional spell slot of that level.
Defiler
A Defiler is a master of deadly substances both caustic and
corruptive, using foul mixtures to create sickeningly permanent
effects. Any battlefield a Defiler enters is hauntingly marked with
cruel magic that scars the landscape and mutilates its victims.
Valued for scorched-earth warfare, members of the specialization
are summoned when morals and long-term consequences no
longer matter.
Bonus Proficiencies
When you adopt this specialization at 3rd level, you gain
proficiency with the poisoner’s kit, and can use it as a spell-
casting focus for your artificer spells. If you already have this
proficiency, you gain proficiency with one other type of artisan’s
tools of your choice.
Defiler Spells
Starting at 3rd level, you always have certain spells prepared after
you reach particular levels in this class, as shown in the Defiler
Spells table. These spells count as artificer spells for you, but they
don’t count against the number of artificer spells you prepare.
Artificer Level |
Spells |
3 |
grease, ray of sickness |
5 |
protection from poison, ray of enfeeblement |
9 |
hunger of Hadar, magic circle |
13 |
blight, hallucinatory terrain |
17 |
cloudkill, contagion |
Tainted Ground
At 3rd level, you learn to magically salt the earth around you,
corrupting it and sickening creatures that enter the contaminated
area. As an action, you can use a poisoner’s kit to befoul a 10-foot
cube you can see within 60 feet of you, choosing one of the
options listed below. The area becomes corrupted for 1 minute,
until you use this feature again, or until it is dispelled by a dispel
magic spell. An area affected by this feature remains forever
scarred and unable to support any kind of plant or animal life after
the effect ends. You are immune to the effects of Tainted Ground
that you create.
Once you use this feature, you can’t use it again until you finish
a long rest, unless you expend a spell slot of 1st level or higher to
use it again.
At the start of each of your turns, the corruption spreads to one
adjacent 10-foot cube of your choice. The new cube must have at
least one face adjacent to another cube of Tainted Ground, and has
the same effect as it.
Corrosive Smog. Foul, heavy smoke fills the area, scouring the
eyes and lungs and lightly obscuring the area. When a creature
enters the area for the first time on a turn or starts its turn there,
it takes 1d6 acid damage and must succeed on a Constitution
saving throw against your artificer spell save DC or become
blinded until the start of its next turn. This damage increases when
you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th
level, and 4d6 at 15th level.
Draining Tar. Sticky black tar fills the area, coating any objects
not being worn or carried within it. For every 1 foot a creature
moves through this area, it must expend 4 feet of movement. When
a creature enters the area for the first time on a turn or starts its
turn there, it takes 1d6 necrotic damage. This damage increases
when you reach higher levels in this class, to 2d6 at 5th level, 3d6
at 9th level, and 4d6 at 15th level.
Raging Inferno. Intense supernatural flames burn within the
area, igniting flammable objects in the area that aren’t being worn
or carried. When a creature enters the area for the first time on a
turn or starts its turn there, it takes 1d10 fire damage. This damage
increases when you reach higher levels in this class, to 2d10 at
5th level, 3d10 at 9th level, and 4d10 creatures at 15th level.
Vile Radiation. Sickly bright light fills the area, befouling all it
touches. When a creature enters the area for the first time on a turn
or starts its turn there, it takes 1d6 radiant damage and must
succeed on a Constitution saving throw against your artificer spell
save DC or become poisoned until the start of its next turn. This
damage increases when you reach higher levels in this class, to 2d6
at 5th level, 3d6 at 9th level, and 4d6 at 15th level.
Creeping Corruption
Starting at 5th level, you can use your Tainted Ground to channel
your foul magics. When you cast an artificer spell while standing
within an area of Tainted Ground, you choose any point covered
by Tainted Ground. The spell is cast as if you were at the chosen
point, but you must use your own senses. After you cast a spell of
1st level or higher in this way, you can cause the Tainted Ground
to spreads to a number of 10-foot-cubes equal to the spell’s level.
Each new cube must have at least one face adjacent to another
cube of Tainted Ground.
Reduced Casualties
Starting at 9th level, you learn how to protect others from your
own powers. When you cast an artificer spell or create an area of
Tainted Ground, you can designate any number of creatures you
can see to be immune to its effects.
Profane Empowerment
By 15th level, your exposure to horrific pollutants allows you to
become one with the contaminants:
• Creatures of your choice have resistance to the damage type
dealt by your Tainted Ground while standing in it.
• If you start your turn within an area of Tainted Ground,
your speed is increased by 10 feet until the end of the turn.
• When you cast an artificer spell that deals damage while
standing in a patch of Tainted Ground, you can choose to
change the spell’s damage type to the same type that the
Tainted Ground deals.
Firescrapper
As the name implies, firescrappers specialize in the use of
pyromantic magic. They are quite unlike wizardly pyromancers,
however, as they use this magic to become powerful front-line
fighters rather than back-line mages. In the Last War, efforts of
firescrappers turned the tides of many a battle, and they were
highly valued assets of many different armies. Since the war’s
conclusion, the demand for these artificers has decreased
dramatically, but there are still many that learn and pass on the
techniques of this specialization.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain
proficiency with smith's tools. If you already have this
proficiency, you gain proficiency with one other type of artisan's
tools of your choice.
Firescrapper Spells
Starting at 3rd level, you always have certain spells prepared after
you reach particular levels in this class, as shown in the
Firescrapper Spells table. These spells count as artificer spells for
you, but they don't count against the number of artificer spells
you prepare.
Artificer Level |
Spells |
3 |
absorb elements, shield |
5 |
flaming sphere, heat metal |
9 |
fireball, lightning bolt |
13 |
elemental bane, fire shield |
17 |
dawn, immolation |
Arcane Gauntlets
At 3rd level, you learn how to craft magical, technologically
enhanced gauntlets that make for brutally effective weapons.
Creating a pair of these magical gauntlets takes an hour of
uninterrupted work, which can coincide with a short or long rest,
and requires the use of smith's tools and 30 gp of materials.
Creating your first pair of gauntlets is free. The gauntlets are
specially designed for your body, and are ineffective when used
by other creatures. They are considered martial melee weapons
with which you are proficient. They deal 1d8 bludgeoning
damage on a hit, have the light property, and you use your
Intelligence modifier for their attack and damage rolls. Also,
when you engage in two-weapon fighting with these gauntlets,
you can add this modifier to the damage of the secondary attack.
Though the gauntlets are magical, they can still be infused.
While wielding these gauntlets, you can activate them as a
bonus action. Once you do so, you can't do so again until you
finish a long rest. You can also expend a spell slot of 1st level or
higher as an alternative way to activate them. If you spend a slot
of 2nd level or higher, the first time you hit a creature with the
activated gauntlets you deal an additional 1d8 fire or lightning
damage (your choice) to the target for each slot level above 1st.
The gauntlets remain activated for up to 1 minute. When
you hit a creature with one of your activated gauntlets, you
can choose to have the gauntlet deal an additional 1d8 fire
damage or lightning damage to its target (you choose when you
activate the gauntlets). However, when you do so, each of your
gauntlets become heated until the end of the turn. If you choose to
deal this bonus damage while your gauntlets are heated, they
become overheated. This causes the target to take 3d8 additional
fire or lightning damage, rather than 1d8, and each creature in a
15-foot cone behind the target must make a Dexterity saving
throw against your artificer spell save DC, as heat is expelled
from your gauntlets in a blast of energy. A creature takes 3d8 fire
or lightning damage on a failed save, or half as much damage on
a successful one. After your gauntlets overheat, they deactivate
and cannot be activated again for the next minute
Extra Attack
Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn.
Enhanced Weaponry
By 9th level, you have incorporated a multitude of improvements
into your arcane gauntlets:
• Your gauntlets use d10s, rather than d8s, for all of their
damage rolls. This includes their weapon damage dice, as well
as the damage dice used for their activated effects.
• While you wield your gauntlets in both hands, you gain a +1
bonus to your AC.
• When you deal fire or lightning damage with your gauntlets,
you can choose to push damaged targets up to 10 feet away
from you.
Charged Defense
Starting at 15th level, you can channel the energy within your
contraptions into arcane armor. When you hit a creature with a
weapon attack, you can use this feature to gain 4d6 temporary hit
points that last until the start of your next turn. If any of these
temporary hit points remain at the end of their duration, a burst of
flame or lightning is expelled from you. Each creature within 5
feet of you takes fire damage or lightning damage (your choice)
equal to the remaining temporary hit points.
You can use this energy a number of times equal to your
Intelligence modifier (minimum of once), but you can do
so no more than once on a turn. You regain all expended
uses when you finish a long rest.
Lightslinger
A Lightslinger learns how to harness magical, radiant energy and
put it to use in their weaponry. These artificers create complex
machines that channel and focus light, turning that energy into
powerful beams that can sear their foes. These machines come in
multiple varieties, each with a distinct purpose and common
name. The aurum blaster is the generalist weapon, and also the
most defensive weapon, considering its common pairing with a
shield. The bolt shooter is a long range weapon, capable of
outranging longbows and taking out targets with powerful,
focused blasts. The lux cannon is a short ranged weapon, capable
of hitting multiple foes at once.
Though lightslingers were relatively uncommon in the time of
the Last War, those that did exist made versatile combatants that
were an asset to any army. Capable both as front-line soldiers and
back-line artillery, these artificers are well respected warriors.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain
proficiency with glassblower's tools. If you already have this
proficiency, you gain proficiency with one other type of artisan's
tools of your choice.
Lightslinger Spells
Starting at 3rd level, you always have certain spells prepared after
you reach particular levels in this class, as shown in the
Lightslinger Spells table. These spells count as artificer spells for
you, but they don't count against the number of artificer spells
you prepare.
Artificer Level |
Spells |
3 |
faerie fire, guiding bolt |
5 |
branding smite, moonbeam |
9 |
crusader’s mantle, daylight |
13 |
guardian of faith, sickening radiance |
17 |
dawn, wall of light |
Lightsmith
Beginning at 3rd level, whenever you finish a short or
long rest, you can magically construct one of the
following weapons: an aurum blaster, a lux cannon,
or a bolt shooter. If you already have a weapon
constructed, you must transform that weapon into
a new type rather than constructing a new one.
After you gain this subclass, the first weapon you
construct is free. If you lose your weapon, however,
replacing it requires 50 gp of materials. Transforming
your weapon is always free. You are proficient with
these weapons, and you use your Intelligence modifier
for their attack and damage rolls. They function by
channelling your inner magic, and thus cannot be
wielded by other creatures. Each of these weapons
have the following special property:
Recharge (X). Only X attacks can be made with
a weapon that has the recharge property before it
needs to be recharged. A weapon can be recharged
as a bonus action (even if it still has charges left),
but it cannot be recharged on the same turn it
is used to make an attack.
The weapons’ other properties are detailed
in the following table:
Weapon |
Damage |
Properties |
Aurum Blaster |
1d8 radiant |
Ranged (60/240), recharge (4) |
Bolt Shooter |
1d12 radiant |
Ranged (300/1200), recharge (2),
two-handed |
Lux Cannon |
1d8 radiant |
Special, recharge (2), two-handed |
The lux cannon’s special property is described below:
Special. You do not make attack rolls with this weapon. Instead,
your attacks with it shoot blasts of radiant energy that fill a line
5-feet wide and 10-feet long extending from you. Each creature in
the area must succeed on a Dexterity saving throw against your
Artificer spell save DC or take the damage of this weapon.
Empowered Ammunition
Also at 3rd level, you can temporarily empower the shots of your
Lightsmith weapons. When you recharge one of these weapons,
you can use this feature by expending a spell slot of 1st level or
higher. Also, once per long rest you can use this feature without
expending a spell slot, and gain the same effects as if you had used
a 1st level spell slot. When you use this feature, the weapon gains
one of the following enhanced effects (based on the weapon’s
type) until it is next recharged:
Aurum Blaster. Attacks made with the weapon deal bonus
radiant damage on a hit: 2d4 for a 1st level slot, plus 1d4 for each
spell level higher than 1st. You can deal this bonus damage only
once per turn.
Bolt Shooter. Attacks made with the weapon explode in a burst
of light. Hit or miss, the target and each creature within 5 feet of it
must succeed on a Dexterity saving throw against your artificer
spell save DC or take 2d6 radiant damage for a 1st level slot, plus
1d6 for each spell level higher than 1st.
Lux Cannon. The area of effect of attacks made with the
weapon become cones, rather than lines, and any creature that fails
its save against this weapon is pushed up to 5 feet away from you,
knocked prone, and dealt 1d4 additional radiant damage. The
cone’s size is equal to the line’s length. If you use a slot of 2nd
level or higher, the additional damage is increased by 2d4 for each
spell level higher than 1st.
Augmented Armaments
At 5th level, all of your weapons are improved. None of these
improvements can be combined with the Extra Attack feature.
Aurum Blaster. The aurum blaster’s recharge (4) property is
replaced with the recharge (8) property, and you can attack twice,
instead of once, whenever you take the Attack action on your turn
and attack only with your aurum blaster.
Bolt Shooter. When you take the Attack action on your turn,
you can make a single attack with your bolt shooter. This attack is
made with advantage, and unless this advantage is cancelled out
by disadvantage, it deals an additional 1d12 radiant damage on a
hit if the lower of the two rolls would also hit the target.
Lux Cannon. The lines created by this weapon have a length
of 20 feet, rather than 10 feet, and a creature that succeeds on the
save imposed by this weapon takes half damage, rather than none.
Aurum Bombs
At 9th level, you learn how to craft magical explosives, called
aurum bombs, that create bursts of blinding light. Whenever you
finish a long rest, you can create a number of aurum bombs equal
to your Intelligence modifier (minimum 1). Unused bombs
disappear when you take your next long rest.
As an action, you can throw an aurum bomb at a point you can
see within 60 feet of you. The bomb explodes at that point,
forcing each creature within a 10-foot radius area to make
Dexterity saving throws against your Artificer spell save DC. On
a failed save, a creature takes 2d10 radiant damage and is blinded
until the end of your next turn. On a successful save, a creature
takes half as much damage and is not blinded.
Radiant Mastery
Starting at 15th level, your Aurum Bombs and Lightsmith
Weapons are both improved.
• The damage of your aurum bombs is increased to 4d10.
• Each of your Lightsmith Weapons have an additional damage
die, for a total of 2d8 for the Aurum Blaster and Lux Cannon
and 2d12 for the Bolt Shooter.
• Whenever you use your Empowered Ammunition feature, you
can transform your Lightsmith weapon into another type
immediately before recharging it.
Effigist
Effigists use a combination of arcane and eldritch arts
to manipulate the bodies of other creatures by way of
dolls and figurines. Many effigists come from rural tribes,
but the tradition is slowly gaining students in more
populated areas.
Tool Proficiency
You gain proficiency with one of the following: mason’s
tools, potter’s tools, or weaver’s tools.
Effigist Spells
3rd-level Effigist feature
You always have certain spells prepared after you reach
particular levels in this class, as shown in the Effigist Spells
table. These spells count as artificer spells for you, but they
don’t count against the number of artificer spells you prep
Artificer Level |
Spells |
3 |
hex, sleep |
5 |
hold person, silence |
9 |
bestow curse, slow |
13 |
compulsion, dominate beast |
17 |
dominate person, hold monster |
Effigy Connection
3rd-level Effigist feature
You learn how to create magical effigies. Using any set
of artisan’s tools of your choice, you can take an action to
magically create a Tiny figurine in your hands. This figurine
can be held in one hand, and you can use it as a spellcasting
focus. When you create the effigy, you determine its
appearance. It may be a jade figurine, a sackcloth doll, a
clay mock-up, or even spoons in a pickle jar.
Once you create a magical effigy, you can’t do so again
until you finish a long rest or until you expend a spell slot
of 1st level or higher. You can only have one magical effigy
at a time. If you create a new one, the original one loses its
magic. The effigy also loses its magic after 1 hour, and you
can dismiss its magic early as an action.
When you create an effigy you designate a creature within
60 feet of you that you can see or hear for it to represent.
This connection remains even if the creature moves out of
range. As an action on each of your turns, you can designate
for the effigy to represent a new qualifying creature. This
connection ends when the effigy loses its magic.
You can target the represented creature with spells that
have a range of Touch, by casting such a spell on the effigy.
The effigy counts as a creature that you can see for the
purposes of what you can target with such a spell.
As a bonus action on each of your turns, you can
expose the effigy to a harmful effect within 5 feet of you to
potentially damage the represented creature. The harmful
effect must deal bludgeoning, piercing, slashing, acid, cold,
fire, lightning, necrotic, radiant, or
thunder damage. When you harm
the effigy, the
represented
creature must
succeed on a
Wisdom saving
throw or else
take 2d8 of the
corresponding
damage type.
If you use your
action to cast a
spell that deals
a qualifying
type of damage,
you can choose
for the effigy connection to deal that type of damage. For
example, if you use your action to cast frostbite, you can
choose for the effigy connection to deal cold damage,
regardless of whether you exposed the effigy to the actual
spell effects or not.
Modify Movement
5th-level Effigist feature
If your represented creature makes a Strength or Dexterity
based saving throw, attack roll, or ability check, you can
use your reaction to force them to do it with advantage or
disadvantage (your choice).
Concentrated
Connection
9th-level Effigist feature
The damage rolls caused by your effigy increase by 1d8.
As an action, you can see through the creature’s eyes and
hear what it hears, and continue to do so until you use your
action to return to your normal senses or until the effigy
disappears. The creature is aware someone is perceiving
through its senses, but does not necessarily know who it is
or how they can do it.
Complete Control
15th-level Effigist feature
By 15th level, you have become a master of control. You
can cast dominate monster on a represented creature once
without expending a spell slot, provided that you use your
effigy as the spellcasting focus. Once you have used this
feature, you cannot use it again until you finish a long rest.
The Illuminated
It's long been said that great minds think alike, but few tinkering minds have the first-hand experience to prove it. There are some creators whose machinations go beyond "inspired," and reach levels of "impossibly familiar." Inventors who, at times, seem to become another person during their creative process, almost as if channeling the thoughts of someone else.
These are The Illuminated–superior scientists who have found a way to transfer the thoughts and feelings of inventors past into their own brain, merging the two minds into one powerful force of intellectual prowess. These inventors use a device called a conduit to channel these thoughts, granting them immense knowledge and capabilities. The process itself is often painful, incredibly dangerous, and sometimes even deadly. But, as they say... Two minds are better than one.
Tool Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with explosives kits. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Illuminated Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class, as shown on the Illuminated Spell Table. These spells count as artificer spells for you but do not count against the number of artificer spells you prepare.
Artificer Level |
Spells |
3 |
boom, metric confusion |
5 |
cognitive dissonance, continual flame |
9 |
call lightning, lightning bolt |
13 |
resilient sphere, aura of life |
17 |
boooom, awaken |
Conduit
When you choose this specialization option at 3rd level, you spend 24 hours to construct a device that attaches somewhere to your person. This device allows you to channel the minds of artificers past into your own mind, mixing their ideas with your experiences and pushing you to greater feats of ingenuity and invention. As a bonus action, you can take lightning damage equal to 1d8 + your character level and then absorb the consciousness of an artificer from a time gone by. This damage ignores any resistance you may have but not immunity. This artificer speaks to you, their thought waves operating in tandem with yours. At 3rd level you can channel one mind at a time.
If your conduit is removed from you or destroyed while you are not channeling, you suffer a short-term madness. If it is removed from you while you are channeling one or more minds, you take 1d8 + your character level lightning damage and you must make a Charisma saving throw with a DC equal to 5 + 3 per mind you are currently channeling. Failing this save causes you to suffer a long-term madness. If your conduit is destroyed while you are channeling one or more minds you automatically fail this saving throw.
You may safely remove your conduit by spending ten minutes doing so.
Extra Attack
Starting at 5th level you can attack twice, instead of once, whenever you take the attack action on your turn.
Conductor
At 9th level you improve your conduit to better conduct the consciousnesses of the great ones. When you use your conduit, you may conduct the minds of two different past inventors at once, taking 2d8 + twice your character level in lightning damage if you do.
Because of the intricate science of channeling the minds of those long dead, or in some cases shortly dead, you are unable to treat these minds individually. That is to say that if an effect causes you to lose one of the minds operating beside you, you lose them both, and should you want to pick just one new mind to channel you must drop both and retake the penalty for channeling two minds at once.
Super Conductor
At 15th level, you improve your conduit to superbly conduct the consciences of the great ones. When you use your conductor feature you may channel the minds of three different past inventors at once, taking 3d8 + thrice your character level in lightning damage if you do. This otherwise acts as your conductor feature.
Minds
When channeling, choose one of the Minds below
Belamarr
You can communicate telepathically with one willing creature on the same plane as you. If you two share a language, it can respond to you telepathically.
• At 7th level, the creature needs only to understand a language, not necessarily one that you also understand, to understand you.
• At 13th level, you may telepathically communicate with any number of creatures at the same time.
• At 17th level, after a long rest, you may choose a plane of existence. These abilities may affect any creature on that plane in addition to the plane you’re on until your next long rest.
Death
Your conduit allows you to take on an explosive, death-like state. As an action, you can drop to 0 hit points and are incapacitated. An explosion then radiates from your body as if you had used a Hand Grenade, counting the space you fall in as the epicenter. You are immune to any damage that may
come as a result of this explosion. In addition to the damage from the explosion, any creature who fails the Dexterity saving throw against the detonation also gains the poisoned condition and takes 1d4 poison damage at the start of their next turn.
• At 7th level, you count as having dropped a Stick of Dynamite, and the poison damage increases to 2d4.
• At 13th level, you count as having dropped a Volatile Void Crystal, and the poison damage increases to 3d4.
• At 17th level, the poison damage increases to 4d4. Additionally, when you use this ability, you drop to 1 hit point and are burnt out instead of dropping to 0 hit points. If you are already at 1 hit point when you use this ability, you instead drop to 0 hit points
Jonah Salt
You gain resistance to one damage type of your choice
At 7th level, you gain resistance to two damage types of your choice.
• At 13th level, you gain resistance to three damage types of your choice.
• At 17th level, you gain immunity to three damage types of your choice
Joyneer
As an action, you can change your appearance drastically. You determine the specifics of the changes, including but not limited to your coloration, hair length, and genitalia. You can also adjust your height and weight, but not so much that you change your size. You may make yourself appear as a member of another race or class, but none of your game statistics change. You cannot duplicate the appearance of a creature that you have not seen before, and you must adopt a form that has the same basic body structure that you have. Your clothing and equipment are unaffected by this change. You stay in this form even after you die.
• At 7th level, you may change your voice. As well you may change your size by up to one size category. For instance if you are medium you may take the form of a small, medium, or large creature.
• At 13th level, you gain proficiency in Insight
checks and have advantage on all Deception, Intimidation, or Persuasion checks while acting in your assumed form.
• At 17th level, you can cast true seeing as an artificer spell once per long rest.
Karver
You may cast speak with plants at will,
plant growth a number of times equal to your Intelligence modifier per short rests, and guardian of nature once per long rest without expending a spell slot. You cast these spells as if they were artificer spells.
• At 7th level, you may cast plant growth a number of times equal to your Intelligence modifier per short rest.
• At 13th level, you may cast guardian of nature a number of times equal to your Intelligence modifier per long rest.
• At 17th level, you may cast druid grove once per long rest. This spell counts as an artificer spell when you cast it this way.
Kolt
You gain expertise with either one-handed or two- handed firearms.
• At 7th level, you ignore the jam property on any firearm you fire.
• At 13th level, before you make an attack with a firearm that you are proficient with, you can choose to add +10 to the attack roll. If the attack hits, you take a -5 penalty to the attack's damage.
• At 17th level, you ignore the reloading property of firearms.
Kwo’lek
As long as you are wearing armor, you gain a +1 bonus to your AC in addition to the benefits granted by the armor.
• At 7th level, you may target one ally within 30 feet of you who is wearing armor. That target ally also gains a +1 bonus to their AC.
• At 13th level, the number of armor-clad allies you may choose increases to 2.
• At 17th level, the number of armor-clad allies you may choose increases to 3. Additionally, the AC bonuses you grant to yourself and to allies increases to +2
Latchmere
You radiate dim light out to a distance of 30 feet. As an action, this light can dispel magical darkness in a 15-foot radius.
• At 7th level, as an action, you can create a bright flash of light. Any creature within 15 feet of you who is not immune to the blinded condition must make a Constitution saving throw against your artificer spell save DC. On a failed save, the creature has disadvantage on ability checks, attack rolls, and saving throws until the end of their next turn.
• At 13th level, as an action, you can release a brilliant aura of radiance. Hostile creatures within 15 feet of you take radiant damage equal to 2d12 + your Intelligence modifier.
• At 17th level, the effective radius of all of your abilities from this mind increases to 30 feet, and you emit bright light instead of dim light. Additionally, the damage you deal from your brilliant aura of radiance increases to 4d12 + your Intelligence modifier.
Lonjonson
As a reaction, you can turn any non-magical projectile attack into a harmless squirt of water, super-soaking the intended target, and negating the damage of the projectile.
• At 7th level, you can create a wall of water on a solid surface within range. You can make the wall up to 10 feet long, 20 feet high, and 1 foot thick, which turns all projectile attacks passing through it into harmless squirts of water.
• At 13th level, the width of the water wall increases to 20 feet.
• At 17th level, the width of the water wall increases to 30 feet. Additionally, you can now make the wall into a ringed wall up to 10 feet in diameter, 20 feet high, and 1 foot thick.
Tezzla
All of your attacks deal an additional 1d4 lightning damage. Whenever you roll for lightning damage, you may choose a target within 60ft of you. That target is struck by a bolt of lightning and is subjected to one of the following effects:
If it is an allied creature, that creature deals an additional 1d4 lightning on all damage rolls until the end of their next turn.
If the target is a hostile creature or an object, it takes an amount of lightning damage equal to half the total damage dealt by your attack, rounded down. You may not choose yourself as one of these targets.
• At 7th level, you may choose two targets to be struck by a bolt of lightning instead of one. You may mix and match these targets, such as one allied creature and one enemy creature. Additionally, all lightning damage rolls granted by this mind increase to 2d4.
• At 13th level, you may choose three targets instead of two. Additionally, all lightning damage rolls granted by this mind increase to 3d4.
• At 17th level, you may choose five targets instead of three, and you may choose yourself as one of the targets. Additionally, all lightning damage rolls granted by this mind increase to 4d4.
Rune Shaper
Artifcers that take on this specialty study the ancient
power of runes. While runes are commonly mistaken for
letters of a language, they are actually diagrams of the
relationships between ancient and eternal cosmic forces.
Runes represent objective and unchangeable truths of
the universe, and the inscribing and awakening of a rune
demonstrates the caster’s understanding of ultimate truths,
which then themselves bend to the caster’s wishes, allowing
them to manipulate the very laws of the multiverse.
Giantcraft
3rd-level Rune Shaper Arti cer Specialist feature
You gain pro ciency with your choice of mason’s tools, smith’s tools, or woodcarver’s tools, and you learn to read, speak, and write Giant.
rune Shaper SpellS
3rd-level Rune Shaper Arti cer Specialist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Rune Shaper Spells table. These spells count as arti cer spells for you, but they don’t count against the number of arti cer spells you prepare.
Artificer Level |
Spells |
3 |
fog cloud, shield |
5 |
enlarge/reduce, warding bond |
9 |
glyph of warding, tongues |
13 |
divination, stoneskin |
17 |
planar binding, telekinesis |
runic invocation
3rd-level Rune Shaper Arti cer Specialist feature
You have learned to invoke the secret truths of runes (see chapter 3: Runic Invocation). While anyone could scrawl out a rune, their power lies in the meditative practice of inscription and awakening. Upon doing so, you can tap into the raw essence of order and bend it to your will.
Known Runes. You know three runes of your choice from the Giant Runic Language list.
The Runes Known column of the Rune Shaper Runic Invocation table shows when you learn additional runes. Whenever you gain a level in this class, you can replace oneof the runes you know with another rune from the Giant Runic Language.
Inscribing Runes. In order for a rune to gain power, it must rst be inscribed on an object, making that object the rune’s subject of in uence. This process requires 1 hour of time and a set of artisan’s tool’s appropriate for the material the object is made of. For example, if you intend to inscribe a rune onto a steel sword, you would need to engrave the rune with smith’s tools. After inscribing the rune, it is inert and you must awaken it to invoke its power.
Awakening Runes. Awakened runes provide an awakened e ect and can be invoked. The Rune Shaper Runic Invocation table shows how many runes you can have awakened per level. You choose the runes you have awakened that are available for you to invoke (see the Invoking Runes section below). You must meet all of the runes Awakening Prerequisites in order to awaken it.
You can change your list of awakened runes when you nish a long rest. Awakening a rune requires time spent contemplating the rune, committing yourself to its truths: at least 10 minutes per rune you awaken. If you try to exceed your maximum, the oldest awakened rune goes inert and its awakened e ect ends, and the new rune is awakened. If a rune had an awakening prerequisite that is not satis ed due to a rune not being awakened, it also goes inert and its e ect ends.
Each inscribed rune you awaken counts against your number of Awakened Runes, even if they are the same rune. You can only awaken a rune if it is on the list of runes you know.
Invoking Runes. To invoke one of your runes, you must use the Invoke a Rune action called for in the rune’s description. Once you invoke a rune, the rune’s invoked e ect occurs for the duration and the rune cannot be invoked again until you nish a long rest. The rune’s awakened e ect persists, even after it has been invoked.
Runic Invocation Ability. Intelligence is your runic invocation ability for the runes you know from this subclass. You use your Intelligence whenever a rune refers to your runic invocation ability. In addition, you use your Intelligence modi er when setting the saving throw DC for a rune you invoke and when making an attack roll with one.
Rune save DC = 8 + your pro ciency bonus + your Intelligence modi er Rune attack modi er = your pro ciency bonus + your
Intelligence modifer
Artificer Level |
Runes Kown |
Awakened Runes |
3 |
3 |
2 |
4 |
3 |
2 |
5 |
4 |
2 |
6 |
4 |
2 |
7 |
4 |
2 |
8 |
5 |
2 |
9 |
5 |
2 |
10 |
5 |
2 |
11 |
6 |
2 |
12 |
6 |
2 |
13 |
6 |
3 |
14 |
7 |
3 |
15 |
7 |
3 |
16 |
7 |
3 |
17 |
8 |
4 |
18 |
8 |
4 |
CirCle of influenCe
5th-level Rune Shaper Arti cer Specialist feature
Whenever you cast an arti cer spell with a range of Touch, you can deliver the spell through one of your awakened runes within 120 feet of you. The spell then targets the creature that is wearing, carrying, or holding the rune’s subject of influence.
AnnAm’s unblinking eye
9th-level Rune Shaper Arti cer Specialist feature
You have studied the universal truths of runes of the All- Father, giving you pro ciency in Wisdom saving throws
runiC invoCAtion mAstery
15th-level Rune Shaper Arti cer Specialist feature
You can invoke each of your awakened runes twice, rather than once per long rest.
Additionally, you can use your action and expend a spell slot of 4th-level or higher to invoke one of your awakened runes, even if it has already been invoked
Kobold Engineer
Kobold engineers aren’t all kobolds, but many are. The
practice was named after the most prominent practitioners, kobold inventors that specialize in devisingmadcap, improvised weapons and traps designed to
distract enemies while their companions attack. These
weapons often include odd chemicals and animals
collected from nature or conjured from thin air.
Kobold Engineer Spells
3rd-level Kobold Engineer feature
You always have certain spells prepared after you reach
particular levels in this class, as shown in the Kobold
Engineer spells table. These spells count as artificer
spells for you, but they don’t count against the number
of artificer spells you prepare.
Artificer Level |
Spells |
3 |
find familiar, speak with animals |
5 |
darkness, find traps |
9 |
conjure animals, fireball |
13 |
greater invisibility, polymorph |
17 |
passwall, telekinesis |
Bonus Proficiency
3rd-level Kobold Engineer feature
You gain proficiency in Animal Handling.
Supply Bag
3rd-level Kobold Engineer feature
You have a magical bag that you can pull supplies for
quickly improvised weapons and traps from. When you
finish a long rest, you prepare a number of Improvised
Attacks, described below, equal to half your level in
this class (rounded up). You can choose which ones to
prepare or roll 1d10 to determine randomly. You can use
each prepared Improvised Attack three times, and you
regain expended uses when you finish a long rest. You
can also expend a spell slot of 1st level or higher to use
an Improvised Attack that you have not prepared or that
you have expended all uses for.
Improvised Attacks and creatures made by them
use your spell attack bonus and spell save DC for their
attacks and saving throw effects. Creatures conjured
by these attacks have a number of hit points equal to
your Intelligence modifier + the creature’s Constitution
modifier + twice your level in this class. Such creatures
use your spell save DC for their abilities that require
saving throws.
Unless otherwise noted, Improvised Attacks can
target creatures, objects, structures, and spaces, and
require a ranged spell attack roll.
You can expend a spell slot of 1st level or higher to
use an Improvised Attack of your choice.
Improvised Attacks
Angry Cat. As a bonus action, you toss an angry cat
at a target of your choice within 15 feet. The creature
must succeed on a Dexterity saving throw, or else take
1d6 slashing damage and have an angry cat on it. A
creature with an angry cat on it is distracted, and attack
rolls against it are made with advantage. A creature
with an angry cat on it repeats this saving throw at the
start of each of its turns, taking 1d6 on a failed save, or
ending the effect on a success. The cat then disappears.
Basket of Centipedes. As a bonus action, you throw
a wicker basket of centipedes onto a target within 20
feet. A swarm of insects (centipedes) emerges from
the basket and rolls initiative, attacking any creatures
that occupy its space. At the end of each of the swarm’s
turns, there’s a 25% chance that the swarm and basket
disappear.
Bear Trap. As a bonus action, you throw a bear trap
at a target within 20 feet. On a hit, the creature takes
1d6 piercing damage, and its speed is halved until it
regains at least 1 hit point. If the attack is a critical hit
and it reduces a creature to 0 hit points, the creature is
decapitated.
Green Slime. As a bonus action, you throw a pot of
green slime at a target within 30 feet. On a hit, a target
is covered in green slime and takes 1d6 acid damage, or
2d6 acid damage if it is a nonmagical object or struc-ture made of wood or metal. A target covered in greenslime takes this damage again at the start of each of its
turns. Sunlight, any effect that cures disease, and any
effect that deals cold, fire, or radiant damage destroys
the green slime. A creature can also use its action to
scrape green slime off of a target. The slime disappears
after 1 minute.
Otyugh Bile. As a bonus action, you throw a vial of
acid at a target of your choice within 30 feet. On a hit,
the target takes 3d6 acid damage.
Sack of Frogs. As a bonus action, you throw a burlap
sack of frogs at a target within 20 feet. A swarm of
frogs (see chapter 3) emerges from the sack and rolls
initiative, attacking any creatures that occupy its space.
At the end of each of the swarm’s turns, there’s a 25%
chance that the swarm disappears.
Scorpion on a Stick. As a bonus action, you pull a
10-foot-long pole out of your supply bag and make a
melee spell attack with it at a creature within 10 feet
of you. On a hit, the creature takes 1d6 poison damage
and is poisoned for 1 minute. The creature can make a
Constitution saving throw at the end of each of its turns,
ending the effect on a success.
Skunk. As a bonus action, you pull a friendly skunk
out of your bag and toss it into an unoccupied space
within 15 feet. It rolls initiative. It is friendly to all crea-
tures, has a speed of 15 feet, has no meaningful attacks,
and always walks towards the nearest creature. At the
end of each of its turns, there is a 50% chance it sprays
a random adjacent creature. A sprayed creature makes
a Constitution saving throw at the start of each of its
turns. On a failed save, the creature spends its action on
that turn retching and reeling. On a success, the effect
ends. After 1 minute, the effect ends. Once the skunk
has sprayed its musk, it disappears.
Smoke Bomb. As a bonus action, you throw a small
packet of questionable contents at a space within 30
feet of you. Thick black smoke quietly erupts from
that space, filling a 15-foot cube centered on that
spot. The area of the smoke is heavily obscured. The
smoke disappears after 1 minute or until a strong wind
disperses it.
Wasp Nest. As a bonus action, you throw a nest of
angry wasps at a target within 20 feet. A swarm of
insects (wasps) emerges from the nest and rolls initia-
tive. It always moves towards and attacks the nearest
creature with more than 0 hit points remaining. At the
end of each of the swarm’s turns, there’s a 50% chance
that the swarm and nest disappear.
Better Bag
5th-level Kobold Engineer feature
The initial damage of all of your Improvised Attacks
increases by 1d6, and increases by another 1d6 again at
9th level.
Warrens Excavator
9th-level Kobold Engineer feature
You’ve discovered esoteric secrets of civil engineering
magic. You gain a burrowing speed of 10 feet and can
choose to leave a tunnel behind you that is just big
enough to fit a creature of your size. This speed cannot
be used to burrow through solid rock, ice, metal, wood,
or similar substances.
Creatures one size larger than you can also fit in
the area, but must squeeze to do so. While squeezing,
such a creature’s speed is halved, it has disadvantage
on attack rolls and Dexterity saving throws, and attack
rolls against it have advantage.
Look Over There!
15th-level Kobold Engineer feature
When you see a creature take the Dash, Dodge, Help,
Hide, or Search action, you can use your reaction to
take the same action or to use one of your prepared
Improvised Attacks.
Level | Prof Bonus | Features | Infusions Known | Infused items | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
---|
1 | +2 | Magical Tinkering, Spellcasting | --- | --- | 2 | 2 | --- | --- | --- | --- |
2 | +2 | Infuse Item | 4 | 2 | 2 | 2 | --- | --- | --- | --- |
3 | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | --- | --- | --- | --- |
4 | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | --- | --- | --- | --- |
5 | +3 | Artificer Specialist Feature | 4 | 2 | 2 | 4 | 2 | --- | --- | --- |
6 | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | --- | --- | --- |
7 | +3 | Flash Of Genius | 6 | 3 | 2 | 4 | 3 | --- | --- | --- |
8 | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | --- | --- | --- |
9 | +4 | Artificer Specialist Feature | 6 | 3 | 2 | 4 | 3 | 2 | --- | --- |
10 | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | --- | --- |
11 | +4 | Spell Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | --- | --- |
12 | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | --- | --- |
13 | +5 | --- | 8 | 4 | 3 | 4 | 3 | 3 | 1 | --- |
14 | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | --- |
15 | +5 | Artificer Specialist Feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | --- |
16 | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | --- |
17 | +6 | --- | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Soul Of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |