Artificer

**Class Pages**
**Artificer** ● Barbarian ● Bard ● Blood Hunter ● Cleric ● Druid ● Fighter ● Knight ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● Wizard

## Introduction

Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.

In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running. During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers’ creations unleashed.

Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else’s work. This drive for novelty pushes artificers to become adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research.

### Creating an Artificer

When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.

# Artificer Features

### Hit Points

* **Hit Dice:** 1d8 per artificer level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st

### Proficiencies

* **Armor:** Light armor, medium armor, shields
* **Weapons:** Simple weapons, hand crossbows, heavy crossbows
* **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

### Equipment

* any two simple weapons
* a light crossbow and 20 bolts
* (a) studded leather armor or (b) scale mail
* thieves’ tools and a dungeoneer’s pack

Alternatively, you can ignore the equipment provided by your class and background and start with 4d4 x 10 gp.

### Multiclass Prerequisites

The prerequisites for multiclassing into Artificer are 13 Intelligence and 13 Wisdom.

# Artificer Traits

## Magical Tinkering

At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other 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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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.

## Spellcasting

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.

### Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.

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

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips 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 1st-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 in 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.

## Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent 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, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

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 immediately ends, and then the new infusion applies.

## Artificer Specialist

At 3rd level, you choose the type of specialist you are: Alchemist, Archivist, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level.

* Aeronaut
* Alchemist
* Armorer
* Artillerist
* Battle Smith
* Bladesmith
* Maverick

## The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool you need: with tinker'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.

## Ability Score Improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## Flash of Genius

Starting at 7th level, you gain 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 learn how to 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 store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't to 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, that creature must concentrate.

The spell stays in the object until it has 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 ou 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 Class Archetypes

* Aeronaut
* Alchemist
* Armorer
* Artillerist
* Battle Smith
* Bladesmith
* Maverick

## Aeronaut

(Homebrew by Starling on r/UnearthedArcana)

*Artificers who dream of flying into the folds of the aether eventually become Aeronauts. Using their magical contraptions to fuel their flight, Aeronauts who survive their field of study go on to become deadly forces to be reckoned with on the battle field. Aviation is the newest field of study for artificery and as such did not see much use in battle until the end of the last war. However should the fighting ever start again, Aeronauts will be ready to fill the skies and prove their worth against the other artificer traditions.*

### Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Vehicles (Air). Additionally 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.

### Aeronaut Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aeronaut 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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### Flying Contraption

At 3rd level you finish the process of creating your magnum opus, a flying machine. This contraption can take any form you like, a pair of clockwork wings, a backpack sporting a few jet engines, or a board that hovers with arcane magic are all valid options. You can activate this machine as an action to gain its effects and end it as a bonus action. This machine consumes magic as a fuel and can stay active a number of hours equal to half your artificer level. The machine regains its expended hours at the end of a long rest.

Your familiarity with aviation has allowed you to master its intricacies and gain some acrobatic maneuvers to aid you in combat. While the flying machine is active you gain the following features:

***Gift of Flight:*** You have a flying speed of 30ft

***Inventor's Flyby:*** Your movement using your flying speed does not provoke opportunity attacks if you have used an aerobatic maneuver on that turn.

***Aerobatic Maneuvers:*** You learn the 3 following options to use while you fly.

#### Aerobatic Maneuever Options

***Evasive Flight:*** When a creature targets you with an attack you can use your reaction to impose disadvantage on the attack roll. Alternatively if you succeed on a dexterity saving throw for an effect that would allow you to take half-damage. You can use this maneuver as a reaction to take none instead.

***Reckless Propulsion:*** As a bonus action on your turn you can use this maneuver to double your flying speed.

***Updraft Takeoff:*** As a bonus action you propel yourself upwards in a rush of wind. You immediately fly up to half your movement speed vertically. Any creature within 10ft of you when you start this movement must succeed on a strength saving throw against your spell save dc or be knocked prone.

You can use your maneuvers an amount of times equal to your Intelligence modifier (minimum of 1) and recover all uses of this ability upon completing a long rest or until you spend a spell slot to regain uses of this ability equal to the level of the spell slot expended (no more then 5).

### Propelled Blast

At 5th level You have learned to harness the kinetic energy of your movement and fuel it into your spells. When you move at least 20ft in a single direction then cast a spell using your artificer’s tools as the focus you can roll a d8 and add it to one of the damage rolls of the spell.

### Mach 1 Upgrade

At 9th level you have tinkered with your flying machine to withstand the high strain of super sonic flight, increasing your contraption’s speed and causing your maneuvers to make shock waves as you fly.

* Your flying speed increases to 60 feet.
* Your uses of aerobatic maneuvers now recharge after completing a short rest.
* When you use an acrobatic maneuver on your turn you can choose to make it supersonic. If you do then all creatures within 30ft of you must immediatly make a constitution saving throw against your spell save dc. On a failed save they take 2d10 thunder damage and are deafened for 1 minute. On a successful save they take half damage and are not deafened. Creatures can repeat this save at the end of their turn ending the condition on a success.

### Ace Pilot

At 15th level your experience in the air has made you an expert in aerial combat and flight. Finalizing your contraption's design you gain the following benefits:

* The die from your supersonic shockwave increases to 3d10.
* While you are not incapacitated and flying you are always under the effects of a freedom of movement spell.

### Additional Infusions

#### Aviator Goggles

*Prerequisites: Subclass: Aeronaut*

*Item: A pair of goggles or glasses.*

While you wear these goggles you can see through gas, clouds, fog, and other natural phenomena like it was clear whether.

#### Cloud Walker Boots

*Prerequisites: Level 6, subclass: Aeronaut*

*Item: A pair of boots.*

While you wear these boots you can use their activation word as a bonus action or reaction. While active they grant you immunity to fall damage and will allow you to walk on surfaces as if under the water walking spell for 10 minutes. After they have been used in this way the boots become inert and regain their magic at the beginning of the next dawn.

#### Directional Control Enhancers

*Prerequisites: Level 10, Subclass: Aeronaut*

*Item: A flying contraption*

Your flying contraption gain more speed and stability while having this infusion equipped. Your Flying speed increases by 30ft and is granted the "Hover" trait for as long as this infusion is active.

## 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.*

### 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.

 5th
 9th
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 17th

### 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.

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.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, 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.

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 6

### Alchemical Savant

At 5th level, you develop 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 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.*

### Tool Proficiency

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.

 5th
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 17th

### Power Armor

Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith’s tools in hand. You gain the following benefits while wearing the power armor:

* If the armor normally has a Strength requirement, the power armor lacks this requirement for you.
* You can use the power armor as a spellcasting focus for your artificer spells.
* The power armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.

The armor continues to be power armor until you doff it, you don another suit of armor, or you die.

### Armor Model

Beginning at 3rd level, you can customize your power 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, youcan use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can change your power 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 frontline of conflict. It has the following features:

Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each 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 reature attacks someone else.

Defensive Field. You gain a bonus action that you can use on each of your turns to 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.

#### 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.

**Second Skin.** The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn’t.

### 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 the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.

### Perfected Armor

At 15th level, Your power armor gains additional benefits based on its model, as shown below.

**Guardian.** Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to 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 Intelligence modifier (minimum of once). 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 light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.

## Artillerist

*An Artillerist specializes in using magic to hurl energy, projectiles ,and explosions on the battlefield.*

### 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 Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 5th
 9th
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### Eldritch Cannon

At 3rd level, you learn 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 of 1st level or higher. 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, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's 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 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.

 Force Ballista
 Protector

### 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 woodcarvers' 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 bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.

### 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 material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation.*

### Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's supplies. 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.

 5th
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### 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 is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. 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 Steel Defender shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

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 torevive 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 steel defender from this feature, the first one immediately perishes.

#### Iron Defender Attributes

*Tiny construct, neutral*

**Armor Class:** 15 (natural armor)

**Hit Points:** equal to steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class

**Speed:** 40 ft.

**Strength:** 14 (+2)

**Dexterity:** 12 (+1)

**Constitution:** 14 (+2)

**Intelligence:** 4 (-4)

**Wisdom:** 10 (+0)

**Charisma:** 6 (-2)

**Saving Throws:** Dexterity +3, Constitution +4

**Skills:** Athletics +4, Perception +4

**Damage Immunities:** Poison

**Condition Immunities:** Charmed, Exhaustion, Poisoned

**Senses:** Darkvision 60 ft., Passive Perception 10

**Languages:** understands the languages you speak

#### Alchemical Homunculus Actions & Traits

***Might of the Master.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).

***Vigilant.*** The steel defender can’t be surprised.

***Force-Empowered Rend.*** Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 1d8 + 2 force damage.

***Repair (3/Day).*** The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it.

***Deflect Attack (Reaction).*** The defender iposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

### 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 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.

## Bladesmith

(Homebrew by king-starman on r/DnDHomebrew)

### Bladesmith Spells

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

 5th
 9th
 13th
 17th

### Forge Mastery

At 3rd level, you gain proficiency in martial weapons and Smiths Tools. If you already have this proficiency, you gain proficiency in one artisan's tools of your choice. Additionally, the cost of forging weapons is halved for you.

### My Second Hand

Additionally, at 3rd level, your skill lies not only with the craftsmanship of blades, but wielding them as well. At the end of each long rest, you can designate 1 melee magic weapon or shield to be your second hand. This weapon gains the following benefits:

* You choose 2 melee weapon types or a shield other than the base weapon's type. As a bonus action, you can have your second hand transform into one of these weapon types. Magic weapons only have their abilities while in their original state (eg. a magic sword will onl yhave its effect while it is a sword).
* You can use this weapon as a spellcasting focus for casting your Artificer spells.
* You cna use your Intelligence modifider in place of your Strength or Dexterity modifier for attack and damage rolls with this weapon.

### Extra Attack

At 5th level, you can attack twice instead of once, whenever you take the attack action on your turn. Additionally, you can use your reaction to swap your Second Hand's weapon type between attacks.

### Weapon Modifications

At 9th level, you learn how to use your artificer infusions to specially modify your Second Hand. Each of your Second Hand's forms now counts as separate items for the purposes of your Infuse Items feature. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by two, but those extra items must be part of your Second Hand.

### Masterwork Wielder

At 15th level, you have become extremely proficient at wielding your creations. When you swap your Second Hand's weapon type as a bonus action, you can make one melee attack against a creature within range.

## 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.

## Artificer Infusions

Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each infusion tells you the type of item that can receive it. The description also tells you if 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 the infusion more than once.

### Armor of Magical Strength

*Prerequisite: 10th-level artificer*

*Item: A suit of armor (requires attunement)*

While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.

The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 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

*Prerequisite: 6th-level artificer*

*Item: A gem worth at least 100 gp or a dragonshard*

You learn intricate methords 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' 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.

In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes leaving its heart in its space.

#### Homunculus Servant Attributes

*Tiny construct, neutral*

**Armor Class:** 13 (natural armor)

**Hit Points:** equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class

**Speed:** 20 ft., fly 30 ft.

**Strength:** 4 (-3)

**Dexterity:** 15 (+2)

**Constitution:** 12 (+1)

**Intelligence:** 10 (+0)

**Wisdom:** 10 (+0)

**Charisma:** 7 (-2)

**Saving Throws:** Dexterity +1

**Skills:** Perception +4, Stealth +4

**Damage Immunities:** Poison

**Condition Immunities:** Exhaustion, Poisoned

**Senses:** Darkvision 60 ft., Passive Perception 14

**Languages:** understands the languages you speak

#### Alchemical Homunculus Actions & Traits

'***Evasion.'*** If the homunculus 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

'***Might of the Master.'*** The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its attack (below).

'***Force Strike (Bonus Action).'*** Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.

'***Channel Magic (Reaction).'*** The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

### Mind Sharpener

*Item: A suit of armor or robes (requires attunement)*

The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.

### 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 a melee 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.

### Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

**Replicable Magic Items**

 Bag of Holding
 Cap of Water Breathing
 Cloak of the Manta Ray
 Goggles of Night
 Lantern of Revealing
 Rope of Climbing
 Sending Stones
 Wand of Magic Detection
 Wand of Secrets

**Replicable Magic Items (12th Level Artificer)**

**Replicable Magic Items (12th Level Artificer)**

### 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 5 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 maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn.

## Artificer Spell List

Here’s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name.

These spells are from the Player’s Handbook. If a spell’s name is followed by an asterisk, the spell is instead from Xanathar’s Guide to Everything.

### Cantrips

● Acid Splash

● Create Bonfire\*

● Dancing Lights

● Fire Bolt

● Frostbite\*

● Guidance

● Light

● Mage Hand

● Magic Stone\*

● Mending

● Message

● Poison Spray

● Prestidigitation

● Ray of Frost

● Resistance

● Shocking Grasp

● Spare the Dying

● Thorn Whip

● Thunderclap\*

### 1st Level

● Absorb Elements\*

● Alarm (Ritual)

● Arcane Weapon

● Catapult\*

● Cure Wounds

● Detect Magic (Ritual)

● Disguise Self

● Expeditious Retreat

● Faerie Fire

● False Life

● Feather Fall

● Grease

● Identify (Ritual)

● Jump

● Longstrider

● Sanctuary

● Snare\*

### 2nd Level

● Aid

● Alter Self

● Arcane Lock

● Blur

● Continual Flame

● Darkvision

● Enhance Ability

● Enlarge/Reduce

● Heat Metal

● Invisibility

● Lesser Restoration

● Levitate

● Magic Mouth (Ritual)

● Magic Weapon

● Protection from Poison

● Pyrotechnics\*

● Rope Trick

● See Invisibility

● Skywrite\* (Ritual)

● Spider Climb

● Web

### 3rd Level

● Blink

● Catnap

● Dispel Magic

● Elemental Weapon

● Fly

● Glyph of Warding

● Haste

● Protection from Energy

● Revivify

● Water Breathing (Ritual)

● Water Walk (Ritual)

### 4th Level

● Arcane Eye

● Elemental Bane

● Fabricate

● Freedom of Movement

● Leomund's Secret Chest

● Mordenkainen's Faithful Hound

● Mordenkainen's Private Sanctum

● Otiluke's Resilient Sphere

● Stone Shape

● Stoneskin

### 5th Level

● Animate Objects

● Bigby’s Hand

● Creation

● Greater Restoration

● Skill Empowerment

● Transmute Rock

● Wall of Stone