Artificer Specialists (5e)

## DOCTOR

### Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

**Proficiencies.** You gain proficiency with the herbalism kit, assuming you don’t already have it. You also gain an herbalism kit for free—the result of arduous medical practice you’ve done as you’ve prepared for this specialization.

**Crafting.** If you craft a potion in the healing category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

**Doctor’s Bag.** You gain a healer’s kit for free. You are adept at keeping your healer’s kit stocked, as a result your healer’s kit replenishes 1d4 + 2 charges after a long rest at no cost to you. You may spread this recharge effect across multiple healer’s kits if you possess more than one kit. Should you have no healer's kit, this feature instead creates a new one with 4 charges left.

### Doctor Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Doctor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

**Doctor Spells**

 5th
 9th
 13th
 17th

### Roadside Surgeon

At 3rd level, you practice medicine through the arts of knowledge and experience rather than Divine powers. As a result, when you are faced with a medical emergency, you will either know how to help or how to find out. You may add your Intelligence modifier when using the Medicine skill.

Additionally, if you or another creature loses a limb and no more than 24 hours have passed, you may expend 3 charges of your healer’s kit in an attempt to reattach the limb during a long rest. You must make a Wisdom (Medicine) check against a DC equal to **8 + (number of hours since maiming)**. Assuming all conditions are met, the limb reattaches to the creature and regains its function. When you use a long rest to perform this class feature, you gain 1 level of Exhaustion as a result of your strenuous work through the rest.

### DND MD

When you reach 5th level, your skills as a Doctor have risen ever higher and your healing spells are growing more beneficial. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Artificer level.

### Caduceus

Starting at 9th level, you are bolstered by the effects of your healing spells. Whenever you use a spell of 1st level or higher to restore hit points to a creature, you gain temporary hit points equal to the spell's level + (your Intelligence modifier).

Additionally, when you use a healing spell at the start of your turn, you may use the Dodge, Dash, or Help action as a bonus action.

### Medical Monarch

Upon reaching 15th level, no one is better at treating adventuring wounds than you. You’ve even become an expert in bringing the recently dead back to life. When you use a spell, such as raise dead, which has the sole effect of restoring a creature to life (but not undeath), you may substitute material components for healer’s kit charges to cast the spell. Each charge of a healer’s kit may replace 50gp worth of material components.

## HORTICULTURIST

The Horticulturist grows and cultivates various plants. These artificers often find themselves in the company of druids and rangers as they study various flora from different environments. A Horticulturist can also be found in various settlements. A small village occasionally seeks out such an artificer to help strengthen their crops, while large forward-thinking cities seek this specialist when planning green architecture.

### Tools of the Trade

*3rd-level Horticulturist feature*

You gain proficiency in the Nature skill. You also gain proficiency with the herbalism kit and can use it as a spellcasting focus for your spells. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

### Horticulturist Spells

*3rd-level Horticulturist feature*

You always have certain spells prepared after you reach particular levels in this class, as shown in the Horticulturist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

### Magic Saplings

*3rd-level Horticulturist feature*

You carry with you magically infused seeds that you can grow in a pinch. At the end of a long rest, you gain a number of these seeds equal to your proficiency bonus. As an action, you can throw one of these seeds in an unoccupied space within 10 feet of you to grow a Small sized plant. When you finish a long rest, you lose any unused seeds.

The plant is considered magical. Each plant has an AC of 10 + your Intelligence modifier, a number of hit points equal to twice your artificer level, and is immune to all conditions. If a plant is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss the plant early as an action.

When you grow a plant, you choose the type of plant it is from the list below. You can activate a plant’s effect as an action if you are within 60 feet of it. You can also activate its effect as a bonus action, but a plant can only use its effect once per turn. Additionally, you can direct a plant to walk or climb up to 20 feet to an unoccupied space (no action required).

***Carnivorous Mantrap.*** You grow an aggressive man-eating plant. You can choose a creature within 5 feet of the plant and make a melee spell attack against it. On a hit, the creature takes 1d8 piercing damage, and you can make it succeed on a Strength saving throw against your spell save DC (with advantage if the creature is at least one size category larger) or have it be grappled. While grappled, the creature is restrained and takes 1d8 piercing damage at the start of each of its turns. The plant is also unable to attack. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

***Soothing Vera.*** You grow a stout plant with healing properties. Each creature of your choice within 10 feet of the plant regains 1d4 hit points.

***Venomous Stalk.*** You grow a plant that can spray toxic droplets. Each creature of your choice within 15 feet of this plant must make a Dexterity saving throw. On a failed save, the creature takes 2d6 acid damage immediately and 1d6 acid damage at the end of its next turn. On a successful save, the creature takes half of the initial damage and no damage at the end of its next turn.

***Vibrant Flora.*** You grow a striking flower that exudes beauty. You can choose a creature within 30 feet of the plant. If it can see the plant, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you and the plant. While charmed in this way, the creature is incapacitated and must move toward the plant by the most direct route, but avoids dangerous obstacles; it doesn't avoid opportunity attacks. When the creature is within 5 feet of the plant, it has a speed of 0. A creature can repeat this saving throw at the end of each of its turns and whenever it takes damage, ending the effect on a success.

### Green Thumb

*5th-level Horticulturist feature*

The bond you have with your plants makes them more vigorous. You can use an action to activate two of your plants' effects if they are both within 60 feet of you. You can also replace using one of your plants' effects to grow a seed, if you have one.

In addition, whenever you cast a spell using your herbalism kit that has a range of self or touch, you can have the target of the spell regain 1d4 hit points.

### Growth Spurt

*9th-level Horticulturist feature*

You have become more adept in cultivating your plants, making them stronger and gaining the following benefits:

* Your plants can roll an additional die when dealing damage or restoring hit points; your Vibrant Flora can affect two creatures when you use its effect.
* While holding a herbalism kit, you can use a bonus action to touch one of your plants and make it undergo sudden growth. The plant's size increases by one size category, the range of its effect is doubled, and its hit point maximum and current hit points increase by an amount equal to your artificer level. It also adds an extra 1d4 when dealing damage or restoring hit points. You can only have one plant enlarged at a time.

As an action, you can also draw from your plants’ vitality to bolster your own. You choose any number of your plants and reduce any number of hit points from them. You then regain the same amount of hit points.

### Botanical Garden

*15th-level Horticulturist feature*

Your plants become sprawling and lush, gaining the following benefits:

* You can now have up to two plants enlarged at a time with your Growth Spurt feature.
* Your plants gain a +2 bonus to AC.
* You can cast *wall of thorns* without expending a spell slot, without preparing the spell, and without material components, provided you use a herbalism kit as the spellcasting focus. When you cast the spell in this way, you can make the plants from your Magical Saplings feature immune to the spell's effects. Once you cast the spell in this way, you can't do so again until you finish a long rest

## LUMBERJACK

The Lumberjack is a physically imposing, brawny specialist. They are experts in wooden constructions, breaking the mold of most artificers. While still a tinkerer in their own right, a Lumberjack isn’t afraid to get their own hands dirty when collecting raw material needed to create their inventions, though occasionally without regard for its impact on the environment.

### Tools of the Trade

*3rd-level Lumberjack feature*

You gain proficiency in the Athletics skill, as well as the battleaxe and greataxe. You also gain proficiency in woodcarver’s tools. If you already have this tool proficiency, you gain proficiency in one other type of artisan's tools of your choice.

### Woodcrafter

*3rd-level Lumberjack feature*

You are a master crafter of wood. Once a day, you can find a tree of a size no larger than Large and spend 30 minutes using your woodcarver’s tools to convert the tree into 100 lb. of raw wooden material. You can also use your woodcarver’s tools and spend 1 hour creating nonmagical objects with the raw material that include wood in them, such as a wooden staff, a door, or table.

In addition, you can also create weapons and armour composed entirely of wood using your woodcarver’s tools, taking up 1 hour of your time. The object you create can be something that is worth no more than 100 gp in its normal leather or metal equivalent (see chapter 5, "Equipment," in the *Player's Handbook* for examples of these items). You can also use your artificer infusions on it. If a creature using the wooden weapon or armour takes fire damage, it must succeed a Dexterity saving throw (DC equal to 10 or half the damage taken, whichever is higher) or the item catches on fire and becomes unusable.

### Ox Tamer

*5th-level Lumberjack feature*

Your exploits as a lumberjack are accompanied by a great beast. You can cast *summon beast* using your woodcarver's tools as the spellcasting focus. When you do, you don't expend a spell slot or material components. You cast the spell at the highest spell slot level you have and the spell lasts for up to 1 minute, gaining these benefits:

* The bestial spirit is a land beast with a size of Large, and has a speed of 60 feet with no climbing speed. Additionally, the bestial spirit is considered to be a Huge beast for the purposes of determining its carrying capacity.
* If the bestial spirit moves at least 20 feet straight toward a creature and then hits it with a maul attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the bestial spirit can make another maul attack as a bonus action.

You can still cast this spell normally with spell slots. Once you cast in this way, you can’t do so again until the end of a long rest.

### Timber Goods

*9th-level Lumberjack feature*

You can now use woodcarver’s tools to turn trees into raw material twice per day, and the time it takes to turn trees into raw materials and craft objects using the Woodcrafter feature is halved.

Additionally, the weapons and armour you craft are specifically designed to fell trees and other plants. Your crafting gains the following benefits:

* Plant creatures are vulnerable to attacks from weapons made using the Woodcrafter feature.
* Creatures wearing armour made using the Woodcrafter feature gain resistance to all damage dealt by plant creatures.

### Giant Jack

*15th-level Lumberjack feature*

The weapons and armour you make with the Woodcrafter feature are now +1 magic items that can be affected by your artificer infusions. You can choose to have these objects be unaffected by fire damage. However, you will not be able to use your artificer infusions on them.

In addition, your legacy as a lumberjack has given you the strength of giants. As a bonus action, you magically gain the following benefits, which lasts for 1 minute:

* If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
* You have advantage on Strength checks and Strength saving throws.
* Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d10 damage to a target on a hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

## NANOASSEMBLER

The Nanoassembler specialises in making tiny magic contraptions to aid them and their allies. These tiny contraptions, each about the size of a fly, move in sync to create a swarm. While their small size makes them fragile, it also allows them to go undetected during fights. A Nanoassembler’s swarm is extremely versatile, able to affect both creatures and weapons alike.

### Tool Proficiency

*3rd-level Nanoassembler feature*

You 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.

### Nanoassembler Spells

*3rd-level Nanoassembler feature*

You always have certain spells prepared after you reach particular levels in this class, as shown in the Nanoassembler Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

### Nanoswarm

*3rd-level Nanoassembler feature*

Your tinkering habits have made you an expert in making tiny contraptions, resulting in the creation of a nanoswarm. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the nanoswarm stat block, which uses your proficiency bonus (PB) in several places.

In combat, the nanoswarm 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 nanoswarm can take any action of its choice, not just Dodge.

If the *mending* spell is cast on it, it regains 1d6 hit points. The nanoswarm remains until it is reduced to 0 hit points or until you die. When you no longer have a nanoswarm, you can use an action and expend a spell slot of 1st-level or higher to make a new one, using your smith’s tools as the spellcasting focus, where it appears in your space.

At the end of a long rest, you can create a new nanoswarm if you have your smith's tools with you. If you already have a nanoswarm from this feature, the first one immediately perishes.

**Nanoswarm**

*Medium Swarm of Tiny Constructs, Unaligned*

* Armor Class 18 (natural armour)
* Hit Points 1 + your Intelligence modifier + your artificer level (the nanoswarm has a number of Hit Dice [d4s] equal to your artificer level)
* Speed 0 ft., fly 60 ft. (hover)

* **Saving Throws** Dex +4 plus PB
* **Skills** Stealth +4 plus PB
* **Damage Resistances** bludgeoning, piercing, slashing
* **Damage Immunities** poison
* **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
* **Senses** darkvision 60 ft., passive Perception 10
* **Languages** understands the languages you speak
* **Challenge** —      **Proficiency Bonus** equals your bonus

*Constructed Swarm.* The nanoswarm can occupy another creature's space and vice versa, and can move through a space as narrow as 1 inch wide without squeezing.

*Evasion.* If the nanoswarm is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

### Actions

*Swarm Attack.* *Melee Weapon Attack:* your spell attack modifier to hit, reach 0 ft., one target you can see in the swarm’s space. *Hit* 1d4 + PB force damage

### Swarming Assimilation

*5th-level Nanoassembler feature*

Your nanoswarm’s miniature size lets it affect things from the inside. You can command your nanoswarm to assimilate a creature or object when it is in the target’s space. An unwilling creature must succeed on a Constitution saving throw against your spell save DC or be assimilated. As part of the same command, and as a bonus action on each of your turns, your nanoswarm can do one of the following:

***Healing Factor.*** Your nanoswarm continuously regulates a body’s vital functions. The assimilated creature regains 1d4 hit points.

***Biological Decay.*** Your nanoswarm attacks the body from the inside. When you command your nanoswarm to make a Swarm Attack, the attack always hits the target. Additionally, when the creature makes an attack roll, you can use your reaction to give disadvantage on the roll. This also uses your nanoswarm’s reaction.

***Item Improvement.*** Your nanoswarm assimilates with a willing creature’s suit of armour, shield, or simple or martial weapon. When it does, the object gains a +1 bonus to its AC or its attack and damage rolls, respectively.

While your nanoswarm assimilates with a creature or object, it can't use its traits, becomes invisible, shares the target’s space, and moves with the target. It also gains resistance to all damage except thunder and force damage. An attacker that makes an attack roll against an assimilated target also makes an attack against the nanoswarm at the same time. If your nanoswarm is hit, the attacker uses the same damage roll for the assimilated target and the nanoswarm. Your nanoswarm is still affected by area spell effects as normal. You can command your nanoswarm to stop assimilating a target (no action required).

An unwilling creature can repeat the saving throw at the end of each of its turns. On a success, the effect ends, your nanoswarm is no longer invisible, and it appears in the creature’s space. If the target your nanoswarm is assimilating is destroyed, it appears in the target’s space and is no longer invisible. If your nanoswarm dies while assimilating a target, it disappears.

### Versatile Swarm

*9th-level Nanoassembler feature*

You’ve made improvements to the functionality of your nanoswarm, making it more versatile and potent in combat, gaining the following effects:

* Your nanoswarm can deliver an artificer spell you cast that has a range of touch to a creature or object it is assimilating, which also uses its reaction. When you cast in this way, you must be within 60 feet of the assimilated target.
* When a creature you can see uses an assimilated weapon to make an attack, you can use your reaction to give advantage on the attack. This also uses your nanoswarm’s reaction.
* When your nanoswarm hits an assimilated creature with a Swarm Attack, you can force the creature to succeed on a Constitution saving throw against your spell save DC or have it be blinded or deafened (your choice) until the start of your next turn.

### Tiny Mastery

*15th-level Nanoassembler feature*

You are a master at creating tiny contraptions and gain the following benefits:

* Your nanoswarm gains a +2 bonus to Armour Class.
* Your nanoswarm’s Healing Factor is now 1d6. Also, as part of this ability, you can end one effect causing an assimilated creature to be blinded, charmed, deafened, frightened, or poisoned.
* When your nanoswarm makes a Swarm Attack while assimilated with a creature, the damage increases to 2d4. Additionally, when an assimilated creature you can see makes a saving throw, you can use your reaction to have the creature roll with disadvantage. This also uses your nanoswarm’s reaction.
* If a creature is wearing an assimilated armour or wielding an assimilated shield, attack rolls against it are made with disadvantage, as long as the creature is proficient in the armour or shield.

In addition, when your nanoswarm is damaged by an attack or spell and isn’t assimilated, it can use its reaction to disperse, taking 0 damage and ending any harmful effects and conditions. It then reforms at a point within 30 feet of you that you can see. Once your nanoswarm uses this ability, it can’t be used again until it reaches 0 hit points or until you make a new nanoswarm.

**It's Your Nanoswarm!**

A nanoswarm is a product of precise craftsmanship and clever use of magic; the very definition of being greater than the sum of its parts. When using your artificer spells, think of creative ways you can use your nanoswarm to flavour the casting. For example, when you cast *mirror image*, you can describe the swarm obscuring your form so you’re harder to hit.

## OCCULTIST

An Occultist is an artificer with a fascination for the undead and the afterlife. They may hold long stakeouts in graveyards and haunted sightings, or explore the ruins of an ancient tomb or burial site in order to learn more about the spirits of the afterlife. An adept Occultist is able to capture these spirits for use in their own inventions, and even commune with them.

### Tools of the Trade

*3rd-level Occultist feature*

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

### Occultist Spells

*3rd-level Occultist feature*

You always have certain spells prepared after you reach particular levels in this class, as shown in the Occultist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

**Occultist Spells**

### Spirit Catcher

*3rd-level Occultist feature*

Your study into the supernatural has culminated in a unique magic item that allows you to contain their essence. You can use your Magical Tinkering feature and spend 1 hour using glassblower’s tools to create a spirit catcher, which you become immediately attuned to. Once you create a spirit catcher, you can't do so again until you finish a long rest. You can have only one spirit catcher at a time.

As a reaction when a creature you can see dies within 30 feet of you, you can use your spirit catcher and capture its lingering spirit, which is then stored inside the catcher. You can hold a maximum number of spirits equal to your proficiency bonus, and you can’t capture one while at your maximum.

You can use the captured spirits in the following ways:

* Once per day when you finish a short rest, you can expend a spirit and draw out its necrotic energy to recover expended spell slots. The spell slots can have a combined level that is equal to or less than half your proficiency bonus (rounded up).
* As a bonus action, you can expend a spirit and absorb its remaining life force. You gain a number of temporary hit points equal to your artificer level.
* As an action, you can expend a spirit by directing its baleful aura onto a hostile creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of its next turn. When frightened in this way, the creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.

If you are ever not attuned to the item, you create a new spirit catcher, you die, or you exceed the maximum number of items that can be affected by your Magical Tinkering feature, the spirit catcher crumbles into glass shards and the spirits inside break free. A spirit can also break free if it is recalled as a result of a spell that raises it back to life (such as *raise dead*).

### Necrotic Power

*5th-level Occultist feature*

You can use your captured spirits to increase your spell’s potency. When you cast a cantrip that deals damage, you can expend a spirit and choose to add an extra 1d8 necrotic damage. You can also change the cantrip's damage type to necrotic. When you reach 13th level in this class, the extra damage becomes 2d8.

### Undead Commune

*9th-level Occultist feature*

You have spent so much time around the supernatural that you have an instinctive bond with them. As an action, you can expend one of your captured spirits and a spell slot of 3rd level or higher to cast *summon undead* without using any material components. When you do so, you can only choose the Ghostly form and the spell lasts for up to 1 minute.

In addition, you can expend one captured spirit and cast *speak with dead* on it, allowing you to communicate with it within the parameters of the spell. As your captured spirits have travelled with you on your adventures, it will have learned new information and would be able to speculate about future events should it be inclined to do so.

### Ghost Buster

*15th-level Occultist feature*

You have perfected the functionality of your spirit catcher. When you see an undead within 30 feet of you that is a CR of 3 or lower, you can use an action to force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target is reduced to 0 hit points and its spirit is instantly captured. At 17th level, you can use this feature on undead with a CR of 4 or lower.

In addition, you have resistance to necrotic damage and advantage on saving throws against being frightened. You can also cast *soul cage* without expending a spell slot, without preparing the spell, and without material components, provided you use glassblower’s tools as the spellcasting focus. Once you cast in this way, you can't do so again until you finish a long rest.

## POWERLINE

The Powerline artificer specializes in harnessing the powers of electricity. This artificer can create bolts of lightning that can leap from person to person and even travel on electric currents.

### Tools of the Trade

*3rd-level Powerline feature*

You 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.

### Powerline Spells

*3rd-level Powerline feature*

You always have certain spells prepared after you reach particular levels in this class, as shown in the Powerline Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

### Lightning Rod

*3rd-level Powerline feature*

You harness the power of electricity through a special magic item called a lightning rod. As an action, you can use smith's tools to transform an ordinary staff into a lightning rod. While you're holding this item, you gain the following benefits.

* You gain resistance to lightning damage.
* When you make a weapon attack with the staff, you can use your Intelligence modifier, instead of your Strength modifier, for the attack and damage rolls. The staff also deals 1d6 lightning damage on a hit, or 1d8 lightning damage if held in two hands.
* When you cast an artificer spell with a range of self or touch using your lightning rod as the spellcasting focus, you can sheath the target in static sparks. While the spell lasts, a creature that hits the target with an attack roll takes lightning damage equal to your proficiency bonus.
* You learn the *lightning lure* cantrip, which doesn't count against the number of artificer cantrips you know. When you cast this cantrip using your lightning rod as the spellcasting focus, the range of the spell is a 30-foot radius centred on yourself.

You can only have one lightning rod at a time. If you use an action to make a new lightning rod while one already exists, the previous lightning rod sparks into ash.

### Static Charge

*5th-level Powerline feature*

You lay down latent electrical energy around you. While you’re holding your lightning rod, you and creatures of your choice within 10 feet of you deal an extra 1d4 lightning damage when hitting a target with an attack. A creature can deal this extra damage once on each of its turns. At 11th level in this class, the extra damage becomes a 1d6.

Additionally, when you cast *lightning lure* and hit a creature, you can choose another creature that you can see within 15 feet of the first creature. You deal lightning damage to the second creature, rolling one less damage die (for example, at 5th level, you deal 2d8 lightning damage to the first creature and 1d8 lightning damage to the second creature).

### Amped Voltage

*9th-level Powerline feature*

The energy efficiency of your lightning rod has increased, giving you the following benefits while holding it:

* When you deal lightning damage, any 1 you roll on a damage die is a 2.
* When you cast the *lighting lure* cantrip, you can make a weapon attack using your lighting rod as a bonus action
* Once on each of your turns, when you damage a creature with an attack or spell that deals lightning or thunder damage, you can choose one target of the attack or spell to make a Constitution saving throw against your spell save DC. On a failed save, the target is incapacitated until the start of your next turn. The creature has a speed of 0 while incapacitated in this way.
* When you cast a spell that deals lightning damage, you can ride on the bolt of lightning, teleporting yourself to an unoccupied space within 30 feet of one of the spell's targets.

### Lightning Arc

*15th-level Powerline feature*

You use your lightning rod to spew deadly bolts of electricity. While using your lightning rod as a spellcasting focus, you can cast the *chain lighting* spell, without expending a spell slot or material components, and you can’t do so again until you finish a long rest.

You also gain the following benefits while holding your lightning rod:

* You gain immunity to lightning damage.
* When you are hit by an attack or spell that deals lightning damage, you can use your reaction to regain a number of hit points equal to your artificer level. Once you use this ability, you can’t do so again until you finish a long rest.
* When a creature you can see hits you with an attack, you can use your reaction to cause an arc of electricity to travel to the creature. It must succeed on a Constitution saving throw against your spell save DC or be stunned until the end of your next turn.

## PROGRAMMER

The Programmer is an artificer specializes in transcribing and changing the attributes of spells and objects using an esoteric arcane language that is known to some, and practiced by fewer. Using this language, it can make existing spells work in completely different ways and alter the way a weapon interacts when being used.

### Tools of the Trade

*3rd-level Programmer feature*

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

### Programmer Spells

*3rd-level Programmer feature*

You always have certain spells prepared after you reach particular levels in this class, as shown in the Programmer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

### Programming Attributes

*3rd-level Programmer feature*

You’re able to modify the variables of an effect’s underlying property. Once before the end of your next long rest, you can magically create a special magic item called a Programmer’s Parchment. You spend 1 minute for each parchment you create, using your calligrapher’s supplies on a blank sheet of paper. You can create a number of these parchments equal to twice your proficiency bonus, and you can use them in the following ways:

* As an action, you can place a parchment onto a willing creature's simple or martial weapon, and change the damage type of the weapon to another, which lasts until the end of your next long rest or until you place another parchment on the weapon.
* You can use a Programmer’s Parchment as an additional material component for an artificer spell that you cast. When you do, you can change the damage type of a spell to another, or change the ability score a spell uses for its saving throw (your choice).
* You can use an action and expend a number of Programmer’s Parchments to pick a spell from your spell list you haven’t prepared, and prepare it. The number of parchments you expend equals the spell’s level, and you switch the newly prepared spell with a current one.

After you use a Programmer’s Parchment, it disappears. When you finish a long rest, you lose any unused parchments.

### Looping Statement

*5th-level Programmer feature*

Through your studies of this esoteric arcane language, you’re able to precisely repeat events. Immediately after you take an action on your turn, you can use a bonus action to repeat the action you have taken. You expend the resources needed for the action (such as ammunition, parchments, or spell slots). If you don’t have enough resources to repeat that action, it fails and the bonus action is wasted.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend four Programmer’s Parchments to use it again.

### Efficient Compiler

*9th-level Programmer feature*

Your logic statements for your Programmer’s Parchments have improved, gaining the following benefits:

* You can expend two parchments when you cast an artificer spell to change both its damage type and the ability score used for the saving throw.
* You can use a bonus action to switch a prepared spell.

In addition, when you reach 11th level in this class, you can use your Spell-Storing Item on an additional object. When you do, you expend a number of Programmer’s Parchments equal to 1 + the level of the spell stored in the object. If you use your Spell-Storing Item when you have two objects affected, the spell stored using Programmer's Parchments is removed, and then the new spell is stored.

### Open Source

*15th-level Programmer feature*

The esoteric arcane language used in your parchments can now be understood by anyone. You gain the following benefits:

* You can use an action to give a creature four Programmer’s Parchments. Immediately after the creature takes an action, it can use a bonus action to repeat the action. It must expend any resources needed for the action, and it also expends the parchments. If the creature doesn’t have enough resources to repeat that action, it fails and the bonus action and parchments are wasted.
* You write down a program that can replicate a spell. Choose a spell of 4th-level or lower from any class list, expending a number of parchments equal to 1 + the spell’s level. You can use those parchments to cast the spell, which counts as an artificer spell for you. You spend 10 minutes writing with your calligrapher’s supplies for each level of the spell as you inscribe the spell onto the parchments. You can’t use this spell as part of your Spell-Storing Item feature.

## RADIOLOGIST

Through science one can even harness the fundamental forces unique to the material plane. These artificers have control over nuclear energy and how to harness it both for medicinal purposes and for unimaginable destruction.

### Tools of the Trade

By the time you adopt this specialty 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 tools of your choice.

### Radiologist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Doctor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 5th
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### Hazmat Suit

At 3rd level, you gain proficiency in heavy armor. As an action, you can turn a suit of heavy armor you are wearing into a Hazmat suit, provided you have smith's tools in hand. While wearing a Hazmat suit, you gain the following benefits:

* Your AC is equal to 10+your constitution modifier+ your intelligence modifier
* You gain resistance to poison damage
* You are immune to the effects of extreme heat.

The armor continues to be a Hazmat suit until you don another suit of armor or you die.

### Radiation Pulse

When you reach 5th level, you can send out a pulse of ionized radiation as an action. All creatures in a 30 ft line must make a constitution save against your spell save DC. On a dailed save, creatures take 1d10 poison damage and 1d10 force damage and become poisoned for 1 hour per artificer level. A successful save halves the daamge and negates the poison. If you hit a wall with your radiation pulse, you can see through it until the end of your next turn, provided it is no thicker than 5 feet or made of/lined with lead. You may use this feature a number of times equal to your intelligence modifier. You regain all uses after finishing a long rest.

### Nuclear Medicine

Also at 5th level, when you cast a spell that deals poison, radiant, or lightning damage as an action, you may spend a bonus action to choose 1 creature within 15 feet of the target (including yourself). That creature heals 1d6 damage per spell level.

### Overcharge

Starting at 9th level, while wearing a Hazmat Suit, you can spend an action to imbue an item you are touching with energy. Roll 1d4; the item regains charges equal to the amount rolled. You can use this feature once per long rest.

Additionally, when you cast a spell that deals poison, radiant, or lightning damage, you may choose to deal a different type from that list.

### Split The Atom

Upon reaching 15th level, you can spend an action to cause an extremely violent reaction. Each creature in a 30 ft radius sphere centered on a point within 60 ft of you must make a constitution saving throw. A target takes 2d10 poison, 2d10 radiant, and 2d10 force damage on a failed save, or half as much on a success. The energy spreads around corners and ignites flammable objects that aren't being worn or carried. The area remains irradiated for 1d10 rounds, and any creature that ends its turn in the area takes 1d6 poison damage. You can use this feature once per long rest.

## RIFT MAKER

The Rift Maker is a unique artificer that is able to use their tinkering abilities to create and manipulate gaps in space. A Rift Maker can pull out objects from other dimensions and quickly teleport creatures in short bursts.

### Tools of the Trade

*3rd-level Rift Maker feature*

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

### Rift Maker Spells

*3rd-level Rift Maker feature*

You always have certain spells prepared after you reach particular levels in this class, as shown in the Rift Maker Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

**Rift Maker Spells**

### Rift Armory

*3rd-level Rift Maker feature*

You can use your planar abilities to open a portal and pull out objects from other realities. As an action, you can use cartographer’s tools to conjure one nonmagical item of your choice. This item takes up one use of your Magical Tinkering feature.

An item created in this way appears in your hand, or in an unoccupied space you can see within 10 feet of you that is on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your artificer level, and the item must be Medium or smaller. The item shimmers with minute planar energy, and may sport subtle variations that make it different from other items you would find in your world. For examples of items you can create, see the equipment chapter of the Player's Handbook.

Once you create an item with this feature, you can't do so again until you finish a long rest. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes. The item also vanishes if you use your Magical Tinkering feature when you are already at your maximum. Otherwise, the item lasts indefinitely or until you die.

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 15th level (Huge).

### Hasty Jaunt

*5th-level Rift Maker feature*

You are able to create quick, temporary portals to help move your allies away from danger. When you or a creature you can see within 30 feet of you is damaged by an attack or harmful spell, you can use your reaction to teleport the target to an unoccupied space that you can see within 30 feet of you. You must have cartographer’s tools in your hand to use this feature.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Flickering Existence

*9th-level Rift Maker feature*

You can cause your body to become unstable in its current plane of existence. You always have the *blink* spell prepared, and it doesn’t count against the number of artificer spells you prepare. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so the spell has a range of touch. If you do, you must concentrate on maintaining the spell’s effects on the target.

### Planar Pull

*15th-level Rift Maker feature*

You have a better feel for manipulating spatial rifts and what you want to conjure from them, gaining the following benefits:

* You are no longer limited by gp value when conjuring items with your Rift Armory feature.
* You can use your Rift Armory feature to conjure a magic item. You choose from the Replicable Items table under the Replicate Magic Items artificer infusion. If an item has prerequisites, you must meet them to conjure it.
* You can cast *arcane gate* and *plane shift* without expending a spell slot or material components, provided you use cartographer’s tools 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.

## SURVIVALIST

The Survivalist is an artificer specialist that is able to make useful gear to help survive out in the wilderness. Alongside their useful crafting abilities, a Survivalist is also a natural bushwalker, adept at navigating rough terrain and living in the land.

### Tools of the Trade

*3rd-level Survivalist feature*

You gain proficiency with the Survival skill. You also gain proficiency with cartographer’s tools. If you already have this tool proficiency, you gain proficiency with one another type of artisan’s tools of your choice.

### Survivalist Spells

*3rd-level Survivalist feature*

You always have certain spells prepared after you reach particular levels in this class, as shown in the Survivalist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

### Outdoor Gear

*3rd-level Survivalist feature*

You are an expert in creating tools for the outdoors. You can use your Magical Tinkering feature on the following items and alter them in one of two ways, as shown in the Advanced Gear table. The base items can be found in the Adventuring Gear table of the *Player’s Handbook*. If an item requires a saving throw, it uses your spell save DC. Each alteration takes up a use of your Magical Tinkering feature and lasts indefinitely or until dispelled as an action, as normal. At 9th level in this class, you can have the item adopt both alterations with one use of Magical Tinkering.

### Light Packer

*3rd-level Survivalist feature*

You have adopted a practice of travelling light out of necessity. While you’re wearing light armour and not wielding a shield, your walking speed increases by 10 feet. When you make an attack with a light weapon, you deal bonus damage on a hit equal to your Intelligence modifier (minimum of 1 damage).

In addition, you have advantage on saving throws against falling into exhaustion.

### Quick Setup

*5th-level Survivalist feature*

Setting up and packing down is second nature to you. You can use a bonus action to use or activate the effects of your Advanced Gear.

### One with the Land

*9th-level Survivalist feature*

You have an intuitive connection with the environment, gaining the following benefits:

* Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the *entangle* spell.
* You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

### Outdoorsman

*15th-level Survivalist feature*

You are a natural bushwalker and gain the following benefits:

* You can cast the *find the path* and *tree stride* spells without requiring a spell slot or material components, provided you use cartographer’s tools 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.
* When you are brought down to 0 hit points and not killed outright, you can use your reaction to drop to 1 hit point instead. You must finish a long rest before you can use this reaction again.

## TOYMAKER

The Toymaker is an artificer that specialises in making small, playful contraptions. Such objects can include capes that can billow on command, clothes that can change appearance on a whim, and face paints that change colour depending on moods.

However, a Toymaker is also capable of making much more elaborate contraptions out of everyday objects, turning them into complex devices that can help their party in a variety of tasks from reconnaissance to combat.

### Tools of the Trade

*3rd-level Toymaker feature*

You gain proficiency in Sleight of Hand. You also gain proficiency with tinker’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

### Toymaker Spells

*3rd-level Toymaker feature*

You always have certain spells prepared after you reach particular levels in this class, as shown in the Toymaker Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

### Toy Tinkerer

*3rd-level Toymaker feature*

You are always fiddling with simple contraptions. You can have a number of objects affected by your Magical Tinkering feature up to twice your Intelligence modifier (minimum two objects). Additionally, you can choose to spend two uses of your Magical Tinkering to create a common magic item. You can’t make scrolls, potions, or tattoos with this feature.

If you try to exceed your Magical Tinkering’s maximum, the oldest property immediately ends, and then the new property applies (as normal). If the oldest object is a magic item, it crumbles into dust and then the new property applies.

### Construct Deconstruction

*5th-level Toymaker feature*

Just as you are skilled in creating merry contraptions, you can also easily dismantle them. As an action, you present your tinker’s tools and emit a pulse of energy. Each construct of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC. If the creature fails its saving throw, it malfunctions for 1 minute or until it takes any damage.

A malfunctioning creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

In addition, when a construct fails its saving throw, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Dismantle Construct table.

**Dismantle Construct**

 8th
 11th
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 17th

### Remote Contraptions

*9th-level Toymaker feature*

You can create animated machines that can aid with simple tasks. You always have the *tiny servant* spell prepared. When you cast this spell, you can cast it by expending a 3rd level spell slot as normal or by using tinker’s tools and spending three uses of your Magical Tinkering feature. A tiny servant cast in this way lasts indefinitely.

If you cast the spell using your Magical Tinkering feature, you can choose one of the following traits below to bestow onto the tiny servant. As a bonus action, you can mentally command the tiny servant if it is within 120 feet of you, as normal.

As an action, you can touch the tiny servant to end the spell if it was cast using your Magical Tinkering. A *tiny servant* spell cast in this way also ends if you die, if the tiny servant is reduced to 0 hit points, or if you make a new object with your Magical Tinkering feature and the tiny servant is the oldest object created.

***Remote Beacon.*** You are able to detect the location of your tiny servant. Once before the end of your next short or long rest, you can use an action to magically sense the current location of your tiny servant as long as it is within 1 mile of you and on the same plane of existence.

***Remote Explosion.*** You can command your tiny servant to blow up. Each creature within 10 feet of the tiny servant must make a Dexterity saving throw against your spell save DC, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Alternatively, you can use an action to set a trigger that will cause the tiny servant to explode. This trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of it (for example, if someone says a wrong password or if a human with brown hair comes within 10 feet of the tiny servant). In either case, the tiny servant is then destroyed and the spell ends.

***Remote Scanner.*** Your tiny servant is able to use its fine tuned sensors to pick up on subtle phenomena. Once before the end of your next short or long rest, when a creature within 5 feet of the tiny servant makes an ability check using Arcana, Investigation, Medicine, or Perception, you can use your reaction to command the tiny servant to give the creature a bonus to the roll equal to your Intelligence modifier (minimum of +1).

***Remote Viewing.*** Once before the end of your next long rest, while you are within 1000 feet of your tiny servant, you can use an action to see and hear from the tiny servant as if you were located where it is. While you are using your senses in this way, you are blinded and deafened in regard to your own surroundings. Additionally, while perceiving through your tiny servant’s senses, you can also speak through it in your own voice. This effect lasts for 1 minute and you can end it early as an action.

### Complex Contraptions

*15th-level Toymaker feature*

The mechanisms behind your toys become more intricate. When you cast *tiny servant* using your Magical Tinkering feature, it gains the following benefits:

* The tiny servant has an AC of 20
* If a creature hasn't observed the tiny servant move or act, that creature must succeed on an Intelligence (Investigation) check to discern that the tiny servant is animate. The DC for the check is your spell save DC.
* You no longer have a maximum distance to be able to mentally command the tiny servant, but you must still be on the same plane of existence