Artificer

* Stats
* Growth/Spellcasting
* Multiclassing

## Stats

**Hit Dice/ClassLevel:** 1d8 / ***Save* Proficiencies:** Con & Int

**Skill Proficiencies:** Two from among *Arcana, History, Investigation, Medicine, Nature, Perception,* and *Sleight of Hand*

**Armor & Weapon Proficiencies:** Light and medium armor, shields; simple weapons, hand and heavy crossbows

**Tool Proficiencies:** Thieves' tools, tinker's tools, & one artisan's tools

**Starting Equipment:** two *simple* weapons, light crossbow and 20 bolts, studded leather armor or scale mail, thieve's tools, and a dungeoneer's pack

*Ignore this information unless you are attempting to multiclass into the artificer*

**Requirements:** Int > 13

**Proficiencies Gained:** light and medium armor, shields; thieves' tools, tinker's tools

**Extra Attack:** If you already have **Extra Attack**, you don't gain **Arcane Armament**

**Spell Slots:** *This is complicated. I will be adding a "multiclass" page latter*
## Main Class Features

* Features
* Infusions

## Boots of the Winding Path

**Prerequisite:** 4th-level artificer

**Item:** Boots

**Effect:** As a bonus action, teleport up to 15ft to a space you previously occupied this turn

***Requires attunment***

## Enhanced Defense

**Item:** Armor or shield

**Effect:** The item gains +1 AC (+2 after 12th level)

## Enhanced Weapon

**Item:** *Simple* or *martial* weapon

**Effect:** The weapon gains +1 to attack and damage rolls (+2 after 12th level)

## Many-Handed Pouch

**Prerequisite:** 4th-level artificer

**Item:** 2-5 pouches

**Effect:** The pouches become linked, sharing the same interior while within 10miles(528000ft) of each other. If the infusion is removed, any stored items move to random pouches

## Radiant Weapon

**Prerequisite:** 8th-level artificer

**Item:** *Simple* or *martial* weapon

**Effect:** The weapon gains +1 to attack and damage rolls. As a bonus action, light/extinguish the weapon. While lit, it sheds light in a 60ft radius (half bright, half dim). If the wielder is hit by a melee attack, as a reaction, they can have their attacker make a Con save vs being *blind* until the end of the attacker's next turn (DC = your Spell Save)

***Requires attunment***

## Resistant Armor

**Prerequisite:** 8th-level artificer

**Item:** Armor

**Effect:** The wearer resists acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage

***Requires attunment***

## Returning Weapon

**Item:** *Simple* or *martial* weapon with "thrown" property

**Effect:** The weapon gains +1 to attack and damage rolls, and returns to the wielder's hand after making a ranged attack

## Replicate Magic Item

This infusion can be chosen multiple times. Each time you learn this infusion, select a different magic item to replicate

## Subclass Features

* Alchemist
* Artillerist

**Alchemist Spells:** Gain *purify food and drink* and *ray of sickness* at 3rd level, *Melf's acid arrow* and *web* at 5th, *create food and water* and *stinking cloud* at 9th, *blight* and *death ward* at 13th, *cloudkill* and *raise dead* at 17th. These don't count against your spells known
 6th
 14th

**Artillerist Spells:** Gain *shield* and *thunderwave* at 3rd level, *scorching ray* and *shatter* at 5th, *fireball* and *wind wall* at 9th, *ice storm* and *wall of fire* at 13th, *cone of cold* and *wall of force* at 17th. These don't count against your spells known
**Arcane Turret:** As an action, summon a medium turret within 5ft of you for up to 10 minutes or until destroyed (max of 1. AC = 18. HP = 5x your ClassLevel. Immune to poison and psychic damage, and all conditions. Ability Scores = 10). *Mending* heals it for 2d6.
* As a bonus action, if within 60ft of the turret, you can activate it and/or have it walk/climb 15ft.
	+ **Flamethrower:** The turret attacks in a 15ft cone. Creatures in the cone make Dex saves vs taking 1d8 fire damage
	+ **Force Ballistica:** The turret makes a ranged spell attack at one creature within 120ft. On hit, the target takes 2d8 force damage and is pushed 5ft
	+ **Defender:** The turret grants allies within 10ft TempHP equal to 1d8 + your IntMod (min of 1)
* As an action, if within 60ft of the turret, you can detonate it. Creatures within 10ft of it make Dex saves vs taking 3d6 force damage (half on save)

 6th
 14th

***UA:**This item contains playtest material from the Unearthed Arcana. It is subject to change and is not officially part of the game*