Classes/Artificer/Specialties

#### 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 a bonus action, a creature can drink the elixir, or as an action they can 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.

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### Armorer

#### 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 that requirement for you.
* You can use Arcane Armor as a spellcasting focus for your artificer spells.
* The Armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The Armor replaces any missing limbs, functioning identically to a body part it is replacing.
* You can doff or don the Armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

#### Armor Model

Beginning at 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 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 first 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.

### Artillerist

#### Eldritch Cannon

Beginning 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 cannot do so again until you finish a long rest or until you expend a spell slot to create one. You can only have one cannon at a time and cannot 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 (15 HP at level 3). It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all of its 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 Cannon 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.

 **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).

### Battle Smith

#### Steel Defender

Beginning at 3rd level, your tinkering has borne you a faithful companion, a Steel Defender. It is 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 your 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.

### Forge Adept

#### 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 in 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.

#### Ghaal'Shaarat

You also 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 wapon, 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.

### Mastermaker

#### Prosthesis Expertise

Beginning at 3rd level, whenever you finish a long rest, you can touch a nonmagical object and imbue it with your power, creating a permanent magical item that replaces a lost limb – a hand, arm, foot, leg, or similar body part. While the prosthetic is attached, it functions identically to the part it replaces. The wearer can detach or reattach it as an action, and it can't be removed against the wearer's will. It detaches if the wearer dies.

#### Battlefist

You can also replace one of your arms with a battlefist, a magical prosthetic you created. Your battlefist is a simple melee weapon, and you can use it as a spellcasting focus for your artificer spells. While your battlefist is a magical weapon, it can be infused as if it were a nonmagical weapon.

When you attack with your battlefist, you can use your Intelligence modifier instead of Strength for the attack roll. If you hit with it, you deal bludgeoning damage euql to 1d10 + your Strength or Intelligence modifier. At 9th level, the damage dealt by your battlefist increases to 2d10 + your Strength or Intelligence modifier.

Additionally, you can choose one of the following weapon properties to add to your battlefist: finesse, thrown (range 20/60), or reach. When you finish a long rest, you can replace this property with a different weapon property from the list.

### Maverick

#### Arcane Breakthroughs

Beginning 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 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.

### Archivist

#### Artificial Mind

Beginning at 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. the object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

The magic item has the following properties:

**Telepathic Advisor**. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind Table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.

**Manifest Mind**. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material. While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell).

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.

When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.

**Information Overload**. As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class. Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than that.

 **Animal** (parchment, leather, bone)
 **Mineral** (glass, stone, metal)
 **Plant** (paper, wood)