Artificer (Revised 1.3) A gnome sits hunched over a workbench in room cluttered with every sort of tool, carefully drawing the final lines to an intricate rune. With a crackling hum of arcane energy, the completed rune flares with power, and she watches with a smile of pride as the golem comes to life and stands. A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thundering boom, a gout of energy erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee. With a thunderous crash of energy a figure lands in the middle of the battlefield. As the smoke clears, a towering presence stands amidst the war-torn battlefield clad in glowing mechanical platemail. The glowing visor swivels to inspect the wreckage. It raises a gauntlet, and lightning crackles forth. Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvellous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items. Cunning Inventors Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Artificers are arcane engineers, students of invention and warfare who craft deadly firearms, Mechplate, and mechancial beings that they can augment with magic. All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation. Intense Rivalries The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals. 1

The Artificer Level Proficiency

Bonus Features Spells

Known 1st 2nd 3rd 4th 5th Upgrades 1st +2 Artificer Specialization, Magic Item Analysis — — — — — — — 2nd +2 Spellcasting, Tool Expertise 3 2 — — — — — 3rd +2 Artificer Specialist Feature, Specialization Upgrade 4 3 — — — — 1 4th +2 Ability Score Improvement 4 3 — — — — 1 5th +3 Artificer Specialist Feature 5 4 2 — — — 2 6th +3 Superior Attunement 5 4 2 — — — 2 7th +3 Wondrous Item Proficiency 6 4 3 — — — 3 8th +3 Ability Score Improvement 6 4 3 — — — 3 9th +4 ─ 7 4 3 2 — — 4 10th +4 Improved Magical Crafting, Wondrous Item Recharge 7 4 3 2 — — 4 11th +4 Study of Magic 8 4 3 3 — — 5 12th +4 Ability Score Improvement 8 4 3 3 — — 5 13th +5 ─ 9 4 3 3 1 — 6 14th +5 Artificer Specialist Feature 9 4 3 3 1 — 6 15th +5 ─ 10 4 3 3 2 — 7 16th +5 Ability Score Improvement 10 4 3 3 2 — 7 17th +6 ─ 11 4 3 3 3 1 8 18th +6 Wondrous Items Mastery 11 4 3 3 3 1 8 19th +6 Ability Score Improvement 12 4 3 3 3 2 9 20th +6 Soul of Artifice 12 4 3 3 3 2 9 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 drove your character down the path of being an artificer? Is it about curiousity and invention, or about the power the item brings?Did you character learn from another artificer, or recieve a vision or flash of inspiration to learn their craft? Quick Build You can make an artificer quickly by following these suggestions. If you plan to choose Gadgetsmith or Cannonsmith, put Dexterity as your highest attribute, otherwise, make Intelligence your highest attribute. Place the other value as your second highest. Second, choose the guild artisan background. Class Features Hit Dice: 1d8 per artificer level

1d8 per artificer level Hit Points at 1st: Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st Proficiencies Armor: Light and medium armor

Light and medium armor Weapons: Simple weapons, hand crossbows, heavy crossbows.

Simple weapons, hand crossbows, heavy crossbows. Tools: Thieves’ tools, one other tools of your choice Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a handaxe and a light hammer or (b) any two simple weapons.

(a) scale mail or (b) leather armor

thieves’ tools and a dungeoneer’s pack Artificer Specialist At 1st level, you focus your craft on a particular specialization: Cannonsmith, Gadgetsmith, Runesmith, Warsmith, or Wandsmith each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, and 14th level. 2

Magic Item Analysis Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. Tool Expertise Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. Spellcasting As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. Spell Slots The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table. 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. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options. Specialization Upgrade Your expert craftsmanship allows you to improve your Specialization's Wondrous Item with new attributes. Starting at 3rd level, choose an upgrade from the list at the end of your specialization. The features and properties of your Specialization's Wondrous Item permanently improves in that way. You apply an additional upgrade to your Specialization's Wondrous Item at 5th, 7th , 9th , 11th, 13th, 15th, 17th and 19th level. You cannot apply an upgrade more than once, unless the upgrade's description says otherwise. Upgrades cannot be replaced or changed, besides as described in the specialization. In any case that Specialization allows the upgrade to be swapped out, Upgrades must always be selected as if the Artificer is the level they were when they got that Upgrade slot. For example, if you replace your Thundercannon and reselect all your upgrades at as a 5-th level Artificer, you could selecte one 3rd level upgrade and one 5th level upgrade, you would not be able to select two upgrades that both had a prerequisite of 5th level artificer. Customizing Artificer Upgrades The upgrades for each Artificer Specialization is presented in a list at the end of the Specialization, but invariably there will always be ideas for upgrades not included in that list. At the heart of an Artifier beats an unrelenting drive for creativity, after all! It is recommended that if there is Upgrade not included in your class list, you consult your DM to add it. An custom upgrade should aim be balanced against the existing non-level restricted upgrades, as the level restricted upgrades are balanced around the limited number of upgrades that can be applied to them. 3

Ability Score Improvement When you reach 4th, 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. Superior Attunement At 6th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. Wondrous Items Proficiency At 7th level, your familiarity with the workings of magical items means that you can ignore class based restrictions on attuning to magical items. Improved Magical Crafting At 10th level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take. Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest. Wondrous Item Recharge Starting at 10th level, you can recharge a magic item that has has charges, as long as those charges can only be used to cast spells. To restore charges, you perform a ritual that takes one minute and expends a spell slot of equal or higher level then a spell slot level of a spell cast by the item. The number of charges restored to the item is equal to the number of charges required to cast that spell using the item once. Study of Magic At 11th level, your proficieny the workings of magic has become so great you can cast detect magic and identify at will. Additionally, you have advantage on all Arcana checks to understand the workings of magical traps, effects, or runes. Artificers and Level of Magic It is important to keep in mind that the balance of an Artificer is keenly tied to the availability of magic items in the world, either that can be forged by Artificer or found in the world. Features like Superior Attunement and the Wondrous Item Mastery represent a significant elements of the Artificers "power budget". While the Artificer can be an accomplished adventurer with no additional magic items, when setting out in low magic setting with an Artificer, consult with your DM if some adjustments may be needed to the features! In a lower magic setting, consider allowing the Artificer to create some items that they will be able to apply their class features to, and might still be thematic to their character concept and the world setting in general. Wondrous Items Mastery Starting at 18th level, a magic item that would take an action to activate instead takes a bonus action. Soul of Artifice At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to one additional magic item. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. Artificer Specializations Cannonsmith A Cannonsmith is an Artificer who has crafted a spectacular and terrible device. A Thunder Cannon. A weapon of unmatched destruction, an Artificer's reason for forging such a thing is varied. Some seek the power, some seek the discovery. For some it is but a tool to accomplish their goal, for others it is the culmination of the work, for which all the pesky details of adventuring are dedicated to. Given the destructive potential of a Thunder Cannon, many monsters and men may seek to seize the power for themselves upon witnessing its potential, but even if were to succeed they would soon find that using one of these deadly tools is an art of equal mastery to forging one, something only the one who forged the device will ever truly master, for each Thunder Cannon is unique work, suited only to its creator. Cannonsmith's Proficiency When you choose this specialization at 1st level, you gain proficiency with tinker’s tools and smith's tools. You gain the knowledge to forge rounds for your Thunder Cannon, and can create them with the proper tools during a Long Rest. You can create up to 50 rounds of ammunition during a long rest, with materials costing 1 gold piece per 10 rounds. Thunder Cannon At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 60 feet, and its maximum range is 120 feet. Once fired, it must be reloaded as a bonus action. Thunder Cannon Wondrous Item, Magical Firearm, Attunement (creator only) Damage 2d6 piercing Reload 1 Weight 15 lb. Properties Two-handed, Loud, Reload(1) Range 60/120 4

If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 200 gp worth of metal and other raw materials. If you create a new Thunder Cannon, you can apply number of Upgrades equal to the value on the class table, applying each at the level you get it on the class table; these do not have to be the same ones originally selected. Loud. Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack. Thundermonger At 3rd level, you've developed the arcane engineering skill to upgrade your Thundercannon to deliver its shots with greater force. Once per turn, you can deal an extra 1d6 thunder damage to one creature you hit with an Attack using Thunder Cannon. After discharging this bonus damage, the you cannot deal this bonus damage again until the start of your next turn. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). Devastating Blasts Beginning at 5th level, when you miss an attack with your Thunder Cannon, the target still takes half of the bonus damage from Thundermonger. Elemental Swapping Starting at the 14th level, when you take the attack action with your Thunder Cannon you can adjust the firing chamber, causing any bonus damage granted by Thundermonger to deal Fire, Cold, Acid, or Lightning damage instead of Thunder damage. Alternatively, you can consume a Vial of Holy Water to cause your next Thundermonger bonus damage to deal Radiant Damage. You can use this feature a number of times equal to your Intelligence Modifier, regaining all uses on a long rest. Cannonsmith Upgrades Blast Shells. Prerequisite: 15th level Artificer. You can choose to fire a blast shell when firing your Thunder Cannon. When firiing a Blast Shell, pick a target area within normal range of your Thunder Cannon. Make an attack roll as normal, and apply that attack roll to all targets within a 5 foot radius of your target point. The first target (your choice if multiple creatures are hit) takes damage from Thundermonger. Targets after the first take bonus damage equal to half of the bonus damage dealt by Thundermonger in addition to the weapon attack damage. Cannon Improvement. Prerequisite: 5th level Artificer You fine tune your Thunder Cannon's firing mechanism. The Thunder Cannon gains a +1 bonus to Attack and Damage Rolls made with it. You can apply this upgrade up to 3 times. After the first time you take this upgrade, the piercing damage dealt by your Thunder Cannon is considered magical. Echoing Boom. Incompatible with Silencer. You pack extra power into your Thundermonger, increasing the damage it deals by 1d6. Extended Barrel Incompatible with Hand Cannon. You extend the length of your Thunder Cannon’s barrel and add rifling. The normal and maximum weapon range of your Thunder Cannon increases by 50 feet. You can apply this upgrade up to 2 times. After applying this twice, if you have the Lightning Charged Bayonet upgrade, the Bayonet gains the Reach property. Extended Magazine Requires Integrated Magazine, Your Thunder Cannon holds 4 rounds, allowing you to attack four times before a bonus action reload is required. Hand Cannon Incompatible with Extended Barrel. You modify your Thunder Cannon with lightweight components and a shorter barrel. Its weight becomes 7 lbs. Your Thunder Cannon becomes a one handed ranged weapon. It deals 1d8 damage piercing damage (instead of 2d6) and its normal range becomes 20 feet and its maximum range 40 feet. Variant Upgrade: Arm Cannon A variant upgrade of Hand Cannon that your DM might allow you take is the Arm Cannon. When taking this upgrade, you can replace a lost or removed arm with your Thunder Cannon; in this case, the damage and range stay the same but Thunder Cannon becomes a one handed ranged weapon; you permenantly lose the use of the arm you replace with it for any use beyond firing the cannon. The arm can only be restored by removing the cannon and the effect of Regenerate or similiar effect to replace it. 5

Harpoon Reel Prerequisite: 5th level Artificer You install a secondary firemode that launches a Harpoon attached to a tightly coiled cord. This attack has a normal range of 30 feet and an maximum range of 60 feet, and it deals only 1d6 piecing damage. This attack can target a surface, object, or creature. A creature struck by this attack is impaled by the Harpoon unless it removes the Harpoon as an action. Removing the Harpoon requires a DC 14 Strength check. While the Harpoon is stuck in the target, you are connected to the target by an 60 ft cord. While connected in this manner, you can use your bonus action to activate the Reel action, pulling yourself to the location if the target if the target is Medium or larger. A Small or smaller creature is pulled back to you. Alternatively, you can opt to disconnect the cord. This attack cannot be used again until the Reel action is taken. Integrated Magazine Your Thunder Cannon holds 2 rounds at a time, allowing you to attack twice before a bonus action reload is required. Lightning Burst You upgrade your Thunder Cannon to discharge its power in within a 5-feet wide and 60-feet long line. Each creature must make a Dexterity saving throw or take damage equal to the bonus damage of Thundermonger as lightning damage on a failed save, half as much on a successful save. Using this shot counts as applying Thundermonger damage for the turn. Firing in this method does not consume ammo. Lightning Charged Bayonet. You affix a short blade to the barrel of your Thunder Cannon, allowing you to make a melee weapon attack with it. The blade is a finesse weapon melee weapon that you are proficient with, and deals 1d6 Piercing damage. The blade can be used to apply Thundermonger bonus damage. When Thundermonger bonus damage is dealt with a bayonet attack, the damage type is lightning. Dealing damage this way counts as applying Thundermonger damage for the turn. Divinition Scope. Prerequisite: 5th level Artificer You add a scope to your Thunder Cannon and enchant the lenses with Divination magic. The Scope has 3 Charges. As a bonus action you can use 1 charge to cast Hunter's Mark. As an action you can use 2 charges to cast See Invisibility or 3 charges to cast Clairvoyance. The scope regains all charges after a long rest. Silencer. Incompatible with Echoing Booms. You upgrade your Thunder Cannon with a sound dampening module. Your Thunder Cannon loses the Loud property. Snap Fire. Prerequisite: 9th level Artificer You upgrade your Thunder Cannon for quick shots. You can use your reaction to take a opportunity attack with your Thunder Cannon if an enemy comes within 10 ft of you. You have disadvantage on this attack. This attack only deals Thundermonger bonus damage if you have not dealt the bonus damage since the start of your last turn. Shock Harpoon Prerequisite: 9th level Artificer Prerequisite: Harpoon Reel After hitting a creature with the Harpoon fire mode, you can use a bonus action to deliver a shock. If you have not used it since the start of your turn, you can apply Thundermonger damage as lightning damage. Additionally, the target must make a Constitution saving throw against your spell save DC or be stunned until the end of its next turn. Once used, the Harpoon must be reeled in before this can be used again. Storm Blast. Prerequisite: 5th level Artificer You upgrade your Thunder Cannon to discharge its power in 30-foot cone from the gun. Each creature must make a Strength saving throw, or take half the bonus damage of Thundermonger and be knocked prone. Using this shot counts as applying Thundermonger damage for the turn. Firing in this way does not consume ammo. Synaptic Feedback Prerequisite: 9th level You install feedback loop into your cannon, allowing you to siphon some energy from your Thunder Cannon to empower your reflexes. Whenever you deal lightning damage with your Thunder Cannon your walking speed increases by 10ft and you can take the Dash or Disengage actions as a bonus action. This boost lasts until the start of your next turn. Firearms In a Campaign Setting A lot of campaign settings do not feature firearms, and in some of these the Cannonsmith varient of Artificer might not be the right choice, but consider that the Artificer is fundamentally someone that tinkers and explores magic. A Thunder Cannon need not be a gunpowder powered device, and in most cases is more a marvel of magic than technology. Inversely, in a setting where firearms are more widespread and magic is more limited, feel free to move the slider the other direction, considering the Cannon primarily a technological marvel with just as much magic is appropriate. 6

Gadgetsmith A Gadgetsmith is an Artificer whose curiousity and inventive genius have run rampant. While other Artificers may spend their whole career perfecting a single-minded pursuit, a Gadgetsmith believes that quantity is at least as good as quality. Quick witted and quicker footed, a Gadgetsmith is never caught without another trick in their sleeve, their minds are always jumping ahead to how to solve the problem with a clever gadget. A Gadgetsmith can come from any walk of life, but usually explemify a curiousity and distaste for the supression of knowledge or technology, usually favoring freedom to experiment, tending toward Chaotic behaviors. Gadgetsmith's Proficiency When you choose this specialization at 1st level, you gain proficiency with hand crossbows, whips and tinker's tools. At 1st level, you've mastered the creation of the essential reusable tools of surviving the battlefield as a Gadgeeter. You have the following items: Grappling Hook. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Grapple check to pull it to you and Grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, this does not grapple it. Smoke Bomb. As an action, you can use this to instantly cast Fog Cloud on yourself.

As an action, you can use this to instantly cast Fog Cloud on yourself. Shock Generator. As an action, you can use this to cast Shocking Grasp. Additional Upgrade At 3rd level, you've mastered the essential tools begun to tinker with ways to expand your arsenal. The number of upgrades you have for your class level is increased by one. The number of additional upgrades you get increases to two more than the class table at 5th level. Recycle Gadgets Starting at the 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade its place. You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 7th level, you can only have one upgrade that has a prerequisite of 7th level). Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials with 20 gold pieces. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Combat Gadgets Beginning at the 14th level, when you take the attack action, you can replace an attack with using any gadget that requries an action to use. Additionally, any weapon gadgets you have created gain a +2 to their attack and damage rolls. Gadgetsmith Upgrades Boomerang of Hitting. You create a magical boomerang. You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 1d4 damage. Special: When this weapon is Thrown, you can make target up three seperate targets within 10 feet of each other, making a seperate attack roll against each target. This weapon returns to your hand after you make an attack with it using the Thrown properity. Belt of Adjusting Size. You create a belt with a creature size dial on it. Wheil you are wearing this belt, you can use an action to cast Enlarge/Reduce on yourself. Once you use this gadget, you cannot use it again until you complete a short or long rest. Binding Rope. You create a rope that is capable of animating and binding a target. As an action, target a creature within 30 feet. The target must make a Dexterity Saving throw against your Spell Save or become restrained until the end of your next turn. If you are currently grappling the target, it makes the Dexterity saving throw with disadvantage. The rope can only restrain one target a time. Bracers of Empowerment. Prerequisite: 11th level. You create bracers that can empower you. You can use this to cast Tensor's Transformation without expending a Spell Slot. Once you use this ability, you cannot use it again until you complete a long rest. 7

Deployable Wings. Prerequisite: Artificer level 9. You build a set of deployable artificial wings. You can deploy this as a bonus action, or as a reaction to falling. When deployed, these give you a flying speed of 30 feet. Disintegration Ray. Preqrequisite: 15th level Artificer. You create a Disintegratation Ray. You can use this to cast Distintegrate without expending a Spell Slot. Once you use this ability, you cannot use it again until you complete a long rest. Gripping Gloves. Prerequisite: 11th level Artificer. You create a set of gloves with a powerful assisted grip. Your Strength score and maximum Strength score increases by 2 while wearing these gloves. You gain advantage on Strength (Athletics) checks involving manipulating things with your hands while wearing these gloves. Enhanced Grappling Hook. You enhance your grappling hook, increasing its range to 40 feet. Fire Spitter. You create a gadget that creates a quick blast of fire. As an action, you can cast Aganazzar's Scorcher with this gadget, but the gadget cannot be used again until you complete a short or long rest. Flashbang. You create a high luminary discharge device. You can target a point within 30 feet. Any creature within 20 feet of the targeted point must make a dexterity saving throw or be blinded until the end of its next turn. Once you use this gadget, you cannot use it again until you complete a short or long rest. Impact Gauntlets. You create weapon capable of amplifying the impact of your blows. You have proficiency in this weapon, and it has the Finesse, Light and Special properities. It deals 1d6 bludgeoning damage. Special: When you make an attack roll, you can choose to forgo adding your Proficiency modifier to the attack roll. If the attack hits, you can add double your Proficiency modifier to the damage roll. Lightning Baton. You combine incorporate elements of your shock generator design into a baton, creating a new weapon. You have proficiency in this weapon, and it has the Finesse and Light properties. It deals 1d4 bludgeoning damage and 1d4 lightning damage on hit. If you score a critical strike with this weapon, the target must succeed a Constitution saving throw against your Spell Save or become stunned until the start of your next turn. Mechanical Familiar. You can create the blue print for a small mechanical creature. At the end of a long rest, you can choose animate it, and cast Find Familiar with the following modifications. The creatures type is Construct, and you cannot select a creature with a flying speed. This construct stays active until you deactive it or is destroyed. In either case, you can choose to reactivate it at the end of a long rest. Nimble Gloves. Prerequisite: 11th level Artificer. You create magical gloves the increase your dexterity. Your Dexterity score and maximum Dexterity score increases by 2 while wearing these gloves. You gain advantage on Dexterity (Slight of Hand) checks involving manipulating things with your hands while wearing these gloves. Phase Trinket. Prerequisite: 9th level Artificer. Incompatible with other Trinkets. You create a magical stopwatch that manipulates ethereal magic. As an action, you can cast Blink or Dimension Door using the Stopwatch without expending a Spell Slot. Once you use this ability, you cannot use it again until you complete a long rest. Jumping Boots. You modify your boots with arcane bosters. While wearing these boots, you are under the effects of the Jump spell. Repeating Hand Crossbow. You build an improved hand crossbow. You have proficiency in this weapon, and it has the Ammunition (range 30/120), Light, and Special properties and deals 1d6 piercing damage. Special: This weapon does not require a free-hand to load, as it has a built in loader. Bee Swarm Rockets. Prerequisite: 15th level Artificer. You design a type of tiny firecracker like device, that can be released in large number. You have a maximum number of rockets equal to your Artificer level. You can release between one and the number you have remaining as an action. Each rocket targets a point you can see within 40 feet. Creatures winth 10 feet of a target point must make a dexterity saving throw. Creatures that fail take 2d6 fire damage, or half as much on a successful one. You rebuild your stock to your maximum during a long rest. Shocking Hook. You can integrate your Shock Generator and your Grappling Hook. If the target of your Grappling Hook is a creature, you can cast Shocking Grasp on that creature as a bonus action when pulling it to you or being pulled to it. Sight Lenses. You create a set of leneses you can integrate into a set of goggles, glasses, or other vision assistance that allow you to see through obscurment. You can see throw Fog, Mist, Smoke, Clouds, and non-Magical Darkness as normal sight up to 15 feet. Smoke Cloak. Create a cloak that causes you to blend in with smoke. When you start your turn lightly or heavily obscured by smoke, you are invisible until your turn ends, you cast a spell, make an attack, or damage an enemy. Stinking Gas. Prerequisite: 9th level Artificer. You make a more potent compound for your Smoke Bomb. When use a Smoke Bomb, you can choose to cast Stinking Cloud rather than Fog Cloud. Striding Boots. You modify your boots with amplified striding speed. While earing these boots, you are under the effects of Longstrider spell. Stopwatch Trinket. Prerequisite: 9th level Artificer. Incompatible with other Trinkets. You create a magical stopwatch that manipulates time magic. As an action, you can cast Haste or Slow using the Stopwatch without expending a Spell Slot. Once you use this ability, you cannot use it again until you complete a long rest. Truesight Lenses. Prerequisite: Sight Lenses. You upgrade and fine tune your sight lenses, granting you Truesight up to 15 feet. 8

Runesmith A Runesmith is an Artificer that has delved into the power and mystery of Runes that forge the the basis of many of the greatest feats of magic ever wrought. They pursue ancient knowledge and uncover new secrets never known to the world. They build on structured systematic magic to bend the laws of the world to their will. A typical Runsemith is a voracious mind that seeks to unlock the very secrets of life and magic. By drawing and infusing their Runes, they can work powerful magic. Runesmith's Proficiency At 1st level, you gain proficiency with smith's tools and jeweler's tools, and can select two more languages that you can read and write (but not speak). Your knowledge of runic magic gives you a natural affinity for scribing spell scrolls. Creating a magic spell scroll only takes you half the time and material cost it would normally take. Runecraft At 1st level, you gain the ability to Runecraft items. At the end of a Long Rest, you can place up to two runes on nonmagical items. The number of items increases to 3 runes at 5th level Artificer, 4 runes at 9th, 5 runes at 13th, and 6 runes at 17th. These runed items grant the following benefits only to you. A weapon or piece of armor can have multiple Runes active on it, a piece of jewelry can only have a single Rune active on it at a given time. Rune of Flame. A melee weapon inscribed with this Rune deals 1d6 bonus fire damage. This spell's damage increases by 1d6 when you reach 5th level Artificer (2d6), 11th level (3d6), and 17th level (4d6).

A melee weapon inscribed with this Rune deals 1d6 bonus fire damage. This spell's damage increases by 1d6 when you reach 5th level Artificer (2d6), 11th level (3d6), and 17th level (4d6). Rune of Force. A weapon inscribed with this Rune deals all damage dealt with it as Force damage.

A weapon inscribed with this Rune deals all damage dealt with it as Force damage. Rune of Protection . A piece of jewellery or armor with this Rune grants +1 to armor class. At 5th level Artificer it grants +1 to all Saving Throws as well.

. A piece of jewellery or armor with this Rune grants +1 to armor class. At 5th level Artificer it grants +1 to all Saving Throws as well. Rune of Regeneration. A piece of jewellery or armor with this Rune allows you to recover health equal to your Artificer level when you take a short rest. Rune of Recovery . A piece of jewellery with this Rune allows you to recover Spell Slots equal to or less than quarter your Artificer level (rounded up) during a short rest. For example, you can recover a 1st level spell slot if you're 1st level artificer, and two 1st level spells slots or a 2nd level at level if you're a 5th-level artificer.

. A piece of jewellery with this Rune allows you to recover Spell Slots equal to or less than quarter your Artificer level (rounded up) during a short rest. For example, you can recover a 1st level spell slot if you're 1st level artificer, and two 1st level spells slots or a 2nd level at level if you're a 5th-level artificer. Rune of Skill . A weapon inscribed with this Rune gain a +1 bonus to attack rolls. The bonus increases to +2 at 9th level, and increases to +3 at 17th level.

. A weapon inscribed with this Rune gain a +1 bonus to attack rolls. The bonus increases to +2 at 9th level, and increases to +3 at 17th level. Rune of Talent. A piece of jewellery or armor with this Rune grants grants a +1 to an Ability Score of your choice, as well as the maximum for that score while it is active. These effects fade at the end of your next long rest. You can be effected by only a single instance of any given rune. Warforged Golem At 3rd level, you have attained the forging skill, arcane knowledge, and mastery of rune magic to create a Warforged Golem. This golem is controlled by a magic Runed Pendant: Runed Pendant Wondrous Item, Attunement (creator only). While attuned to this gem, you have control of your Mechanical Servant. Your Mechanical Servant acts on your Initiative. The Warforged Golem obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the construct where to move (no action required by you) and take the Help or Attack action. It has Proficiency in Simple Weapons. Your Warforged Golem's Proficiency increases when yours does. Additionally, it gains 5 hit points for every level in Artificer you gain. If the golem is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can reproduce the construct exactly as it was, with four days of work (eight hours each day) and 1,000 gp of raw materials. 9

Warforged Golem Medium Construct, unaligned Armor Class 14 (Natural Armor)

14 (Natural Armor) Hit Points 10 + (5 per Artificer Level)

10 + (5 per Artificer Level) Speed 25ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (-3) 5 (-3) 1 (-5) Damage Immunities poison, psychic

poison, psychic Condition Immunities exhaustion, charmed, poisoned

exhaustion, charmed, poisoned Senses passive perception 7

passive perception 7 Languages Understands creator’s languages, but cannot speak Actions Attack Protocol. Slam: +4 to hit, reach 5ft., one target. Hit 1d4 + 2 __ Infuse Magic Starting at 5th level, you gain the ability to channel your artificer spells into runic symbols for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centred on the item. If the spell’s range is self, it targets the creature that activates the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. Instant Runes At 14th level, when you cast a spell with somatic component, you can use your bonus sction to trace an runic symbol, choosing from one of three effects. Rune of Power: You can increase the spell level of the effect by one (if applicable).

You can increase the spell level of the effect by one (if applicable). Rune of Dominion: You can increase the DC of the saving throw by an amount equal to your Intelligence modifier.

You can increase the DC of the saving throw by an amount equal to your Intelligence modifier. Rune of Persistence: You can make the Rune persist, maintaining concentration on the spell for you. This last a number of rounds equal to your Intelligence Modifier. You must then finish a long rest to use this feature again. Runesmith Upgrades Arcane Barrage Armament. Prerequiste 9th level. This is incompatable with any other armaments. You install a shoulder mounted armament to your golem, charged with arcane power. This armament has 3 charges. As an action, the golem can expend 1 charge to cast Magic Missile as a 3rd level spell. When cast this way, it has no Verbal or Somatic component. The charges are regained after a long rest. Environmental Adaptation. Prerequisite: 5th level. You add integrated climbing hooks, deployable fins, insulated seals to your Golem. Your Warforged Golem gains a climbing and swimming speed equal to its walking speed. Additionally, it gains resistence to Cold and Fire damage. Expanded. Prerequisite: 9th level. You enlarge your Warforged Golem, increasing its size category by one. It has advantage on Strength checks and Strength saving throws. Evasive Maneuvers Incompatible with Heavy Armor. Warforged Golem may add its Dexterity Modifier to its AC. Additionally, it gains the ability to take the Dash, Disengage and Dodge actions. Flamethrower Armament. Prerequiste 9th level. This is incompatable with any other armaments. You install a shoulder mounted armament to your golem, heavily enchanted with flame spells. This armament has 3 charges. As an action, the golem can expend 1 charge to cast Burning Hands as a 3rd level spell. The DC of the spell is 15. When cast this way, it has no Verbal or Somatic component. The charges are regained after a long rest. Powerful Grappler. You increase the power of the golem’s grip, your Warforged Golem gains proficiency in the Athletics skill and has advantage on attacks against creatures that it is grappling. Heavy Armor Plating Prerequisite: 5th level Artificer. Warforged Golem Strength Score of 15 or higher. You can incorporate a suit of Heavy Armor into your Warforged Golem. Your Warforged Golem's AC becomes the AC granted by the incorporated armor. While incorporated with your Warforged Golem in this way, the Warforged Golem has Proficiency with that armor. While equipped with Heavy Armor, your Warforged Golem has disadvantage on Dexterity (Stealth) checks. Improve Dexterity. You tune the servos in your Warforged Golem. Your Warforged Golem's Dexterity score increases by 2. You may apply this upgrade multiple times. A Warforged Golem's maximum Dexterity score is 18. Improve Strength. You reinforce the power of your golem’s core and limbs. Your Warforged Golem's Strength score increases by 2. You may apply this upgrade multiple times. A Warforged Golem's maximum Strength score is 18. Integrated Shields. Your Warforged Golem gains Proficiency with shields, allowing it to equip a shield without penalty. 10

Iron Fortress. Prerequisite: Stabilisation You increase the size and durability of your golem’s frame. Your Warforged Golem now counts as full cover for those adjacent to it and it cannot be moved against its will while in contact with a floor. Multiattack Protocol. Prerequisite: 11th level Artificer. Your Warforged Golem gains multiattack. When your Mechanical Servant uses the Attack action, it can attack twice. Martial Weapons Protocols. Prerequisite: 5th level Artificer. Your Mechanical Servant gains Proficiency with Martial Weapons. Rune Golem. Prerequisite: 5th level. You've leaned to draw runes in such a way that the golem can benefit from the effect if the Rune is drawn on the golem. You can apply runes from Runecraft to your golem, each rune applied to the golem counts toward the maximum runes drawn, and the golem gains the benefits of the rune instead of you. Mark of Life. Prerequisite: 9th level Artificer. You have attained the understanding of magic and craft a Mark of Life on the forehead of your Warforged Golem, turning it into a Warforged Companion. It gains and Intelligence score of 8 and a Charisma score of 6. This allows it to use Infused Magic you create, as well as follow more complex commands without direct input, speak, and remember things. Roleplaying a Warforged Companion If you choose the Mark of Life upgrade, your Warforged golem becomes sentient companion, capable of learning, thinking, and having opinions. Consider how this may impact your interactions. Precision Movements. Your Warforged Golem gains Proficiency the Stealth skill and with Thieves' Tools. Additionally, it gains an integrated set of Thieve's Tools that are always available (unless removed). Redundant Systems. You have reinforced your Warforged Golem with layers of protection and redundant systems. It gains additional hitpoints equal to twice your Artificer level. Additionally, it gains advantage on death saving throws. Runic Wings. Prerequisite: 11th level Artificer. Incompatible with Expanded. You add rune engraved wings to your Warforged Golem, granting it a flying speed of 20 feet. Warfare Routines. Your Warforged Golem gains one Fighting Style choosing from Duelling, Great Weapon Fighting, Defence, or Archery. Cloaking Device. Prerequisite 15th level. You install an Arcane Cloaking device on your Warforged Golem. This device has 4 Charges. You can direct the golem to expend 1 or more charges to cast one of the following spells using its action: Invisibility (2 charges), Greater Invisiblity (4 charges). It regains all charges after a long rest. Stabilization. You increase the resilience and stablity of your Warforged Golem. It gains proficiency in Constitution Saving Throws and has advantage against saving throws to be knocked down. Warsmith A Warsmith is an Artificer that has turned their wondrous talent of invention to a singular goal: making themselves a juggernaut of war. The reasons behind this could benevolent or nefarious. Some Warsmiths seek to turn their invention into a machine of death and terror; others become the arbitrary of justice and order, and others still perhaps merely seek to refine their craft in pursuit of pure innovation. Because few individuals would pursue such a wondrous invention without a driven purpose to their endeavour, Warsmiths tend to be Lawful, usually driven to their actions by a greater purpose they seek the power to accomplish, be it righting the wrongs or the world, or bringing it to heel beneath their ironshod boot. Warsmith's Proficiency At 1st level, you gain proficiency with heavy armor and smith's tools. Mechplate Gauntlet At 1st level, can construct and use a Mechplate Gauntlet: Mechplate Gauntlet Wondrous Item, Attunement (creator only). Weight 5 lb. While wearing this gauntlet, you have proficiency in Martial Weapons, unarmed strikes using this gauntlet deal 1d6 bludgeoning damage, and you learn the Shocking Grasp cantrip and can cast it through the gauntlet. Mechplate At 3rd level, you've attained the Forging skill, arcane knowledge, and mastery of gadgeteering to create a set of Mechplate from a standard, nonmagical, set of heavy armor using resources you've gathered. This process takes 8 hours to complete, as well as place to forge and incorporates your Mechplate Gauntlet (they do not require separate attunement). If you lose your Mechplate, you can create a new suit over the course of four days of work (eight hours each day) by reforging a suit of plate armor into your Mechplate. You can only have one suit of Mechplate at a time. If you create a new set of Mechplate, you can apply number of Upgrades equal to the value on the class table, applying each at the level you get it on the class table; these do not have to be the same ones originally selected. Mechplate Wondrous Item, Plate Armor, Attunement (creator only). Armor Class (AC) 18 Strength Requirement — Stealth Disadvantage Weight 105 lb. While wearing your Power Armor your Strength score increases by 1, and your maximum Strength score increase by the same amount. Additionally, you count as one size larger when determining the weight you can push, drag, or lift. 11

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Reactive Plating Beginning at 14th level, you have resistance to bludgeoning, piercing, and slashing damage while wearing your Mechplate. In addition, you can use your reaction when hit by an attack to reduce the damage of that attack by an amount equal to your proficiency bonus. Mechplate Upgrades Accelerated Movement You reduce the weight of your Mechplate’s bulk and increase the power to joints. The Mechplates weight is reduced by 5 lbs. While wearing your Mechplate your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor. You can apply this upgrade up to 2 times. Adaptable Armor You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your Mechplate you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed. Arcane Visor. Prerequisite: 15th level. Prerequisite: Darkvision Upgrade You add a heavily enchanted visor to your Mechplate that augments your vision. The Visor has 6 Charges. Once it is integrated into your armor, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: See Invisibility (2 charges) or True Seeing (4 charges). It regains all charges on a long rest. Armor Class. Prerequisite: 5th level. You inforce the structure and materials that make up your Mechplate. Your Mechplate's Armor Class (AC) increases by 1. You can apply this upgrade up to 3 times. Darkvision Visor While wearing your Mechplate, you have darkvision to a range of 60 feet. If you already have darkvision, this upgrade increases its range by 60 feet. Collapsible. Prerequisite: 5th level. Your Mechplate can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed. Energy Surge You upgrade your Mechplate gauntlet to support delievering a energy surge. You can use a bonus action to overcharge your gauntlet, and the next Shocking Grasp or Force Blast you hit an enemy with during that turn deals an additional 1d8 lightning damage and knocks a Large or smaller target 10 feet directly away from you. Expanded. Prerequisite: Fully upgraded Powered Limbs. Incompatible with Collapsible. You enlarge your Mechplate, turning it into a piloted suit. Your size category when wearing the armor increases by one, and you have advantage on Strength checks and Strength saving throws. Flame Projector. Prerequisite: 9th level. Incompatible with other projectors. The Projector has 6 Charges. Once it is integrated into your armor, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: Burning Hands (1 charge), Fireball (3 charges), or Wall of Fire (4 charges). It regains all charges on a long rest. Flash Freeze Capacitor Prerequisite: 11th level. Incompatible with other capacitors. You install a capacitor that builds an icy chill until it unleashed in a deadly burst. As an action, you can unleash it, casting Cone of Cold, and the area effected freezes, becoming difficult terrian until the start of your next turn. Once you use this ability, you cannot use it again until you complete a long rest. Flight Prerequisite: 9th level. You integrate a magical propulsion system, integrated in into your Mechplate. While wearing your Mechplate you have a Magical flying speed of 30 feet. 12

Force Blast You upgrade your Mechplate gauntlet to allow you to make a ranged spell attack. The weapon fires blasts of arcane energy which deal 1d8 + your Intelligence modifer Force damage. The range is 30 feet. You are proficient in this weapon. When you take the attack action, you can use this ranged spell attack in place of any attack made. Grappling Reel Your Mechplate gains an integrated grappling reel set into your gauntlet. As 1 attack or 1 action, you may target a surface, object or creature within 40 feet. If the target is Large or Smaller, you can make a Grapple check to pull it to you and Grapple it. Alternatively, if the target is Large or larger, you can choose to be pulled to it, this does not grapple it. Integrated Weapon You integrate a melee weapon into your Mechplate. When you apply this upgrade you must have a weapon to integrate, and you must choose where on your armor the weapon is located. The weapon cannot have the Heavy property. You are proficient with this weapon. As a bonus action you can activate the weapon. You must treat it as though you are wielding it with one hand, but you cannot be disarmed of it. Once activated, you can use this weapon when you take the attack action, and it does not require the use of a hand or your mechplate gauntlet. You can apply this upgrade multiple times, selecting a new weapon and new location on your armor to install it. Integrated Attack. Prerequisite: 9th level. Prerequisite Integrated Weapon. When you activate your Integrated weapon, you can immediately make one attack with it. While it is active, you can make an attack with it using your bonus action. Lightning Projector. Prerequisite: 9th level. Incompatible with other projectors. The Projector has 6 Charges. Once it is integrated into your armor, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: Thunderwave (1 charge), Lightning Bolt (3 charges), or Storm Sphere (4 charges). It regains all charges on a long rest. Powered Limbs You upgrade frame and limbs of your armor. The bonus your Mechplate grants to your Strength score and maximum Strength score increases by 1 while wearing this armor. You can apply this upgrade up to 3 times. Power Slam Capacitor. Prerequisite: 11th level. Incompatible with other capacitors. You install a capacitor that builds up destructive energy. As an Action, you can leap a distance up to your movementment speed, casting Destructive Wave upon landing. Once you use this ability, you can not use it again until you complete a long rest. Recall. Prerequisite: 15th level. When not being worn you can hide your Mechplate in a pocket dimension. As an action on your turn you can magically summon the armor and don it. You can use a bonus action to return the armor to the pocket dimension. While in the pocket dimension the armor cannot be affected by other abilities and cannot be interacted with in any way. Resistance You tune your Mechplate against certain forms of damage. Choose acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. While wearing your Power Armor you have resistance to that type of damage. If you apply this upgrade more than once you must choose a different damage type. Relocation Matrix Prerequistive: 15th level. You install an arcane transmutation matrix that you can use to convert your magical power into dimensional warp. As an Action, you can cast Dimension Door using 4th level or higher spell slot. Sealed Suit. Prerequisite: 5th level. As a bonus action on your turn you can environmentally seal your Mechplate, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed. In addition to the above, you are also considered adapted to cold and hot climates while wearing your armor, and you’re also acclimated to high altitude while wearing your armor. Sentient Armor You install an artificial personality into your Mechplate, making it a sentient item. This sentience assists you in all ways. The bonus your Mechplate grants to your Intelligence score and maximum Intelligence score increases by 1 while wearing this armor. You can apply this upgrade up to 2 times. Additionally, when this is fully upgraded, you cannot be surprised while wearing your Mechplate. Virtual Wizard Prerequisite: 15th level. Prerequisite: Fully upgraded Sentient Armor. While wearing your Mechplate, your Mechplates built in intelligence assists your spell casting. Your spell save DC and spell attack bonus are each increased by 2. Warsmith Variant: Self-Forged An alternative approach for the Warsmith that your DM may allow you to take is the Self-Forged. While a traditional Warsmith is a creature wearing Mechplate, for a creature that purely values combat readiness, these upgrades can be intregrated more directly, starting by simply replacing one of your hands with the Mechplate Gauntlet, and continuing to directly applying upgrades and replacing parts of your body as appropriate. A Self-Forged can use the full Warsmith rules with the following changes. Your Mechplate Gauntlet and your Mechplate are integrated into your body.

You cannot unequip or stow your Mechplate.

The upgrades "Expanded," "Collapsible" and "Recall" are not available.

You do not incur any recovery penalities from resting in your Mechplate. 13

Wandsmith A wandsmith is an Artificer who has mastered a technique, more than a singular invention. The technique of quickly forging powerful Wands. A wandsmith is a dangeorus opponent, quick on their feet and quicker with a magic spell from one of their wands. A wandsmith is a constant balance of extensive preperation and lightning quick reflexes and thinking. A Wandsmith can come from any walk of life, a scholar of magic or an outlaw taking arcane shortcuts for potent results. Wandsmith's Proficiency When you choose this specialization at 1st level, you gain proficiency with woodcrafter's tools and jeweler's tools. Additionally, when using wonderous item Wand that has rolls a d20 when the last charge is consumed, rolling a 1 on that roll will no longer result in that wand being destroyed. Blasting Rod At 1st level, you've mastered the arcane secrets and fine craftsmanship to forge a wand. The first wand you create is your Blasting Rod. When you craft your Blasting Rod, select one Evocation Cantrip from the Wizard spell list that does not require concentration. Thereafter, as an action, you can use the Blasting rod to cast that spell. When you deal damage with your Blasting Rod or with spell cast by a Wand, you can add your Intelligence modifier to one damage roll of that spell against one of its targets. Blasting Rod Wondrous Item, Attunement. As an action, you can use this wand to cast a Evocation Cantrip (selected from the Wizard spell list). You can only have a single blasting rod at a time. If your rod is lost or destroyed, you can make a new one during a long rest with 10 gold pieces of materials and 2 hours of work. You can use your Blasting Rod or any Wand you are holding as an arcane focus. Spellmanaul At 3rd level, you have a Spellmanaul containing three 1st-level wizard evocation Spells of your choice. Your Spellbook is the repository of any non-Artificer spell you know. You cannot prepare these spells and these spells do not count against your spells known, but when you level up, you can choose to take one the spells from your Spellbook as a spell known replacing a choice from the Artificer spell list, at which point you can cast it as normal. You can choose to scribe any Artificer spell you can cast into the Spellbook. You can create a wand that casts one of the spells recorded within your Spellbook, and can create a new one each time you gain an upgrade as shown in the upgrade column on the class table. Learning Spells of 1st Level and Higher Each time you gain a artificer level, you can add one wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Artificer table. On your adventures, you might find other Spells that you can add to your Spellbook. For each level of the spell, the process takes 2 hours and costs 50 gold pieces. Wands Akimbo Starting at 5th level, when you use your action to cast a spell using a Wand, if you are holding your Blasting Rod in your other hand, you can cast the Blasting Rod's cantrip with it as bonus action, picking either the same target or a different target. Masterwork Wands Starting at 14th level, If you use a wand you made to cast a concentration spell, as long as you continue to hold the wand you have advantage on checks to mantain concentration on that spell. Additionally, when you create a wand that causes spell damage of fire, cold, acid, thunder, or lightning damage, you can choose a different damage type for the spell when cast by that Wand. Wandsmith Upgrades New Wand. You create a new Wand that you can infuse with a Spell of 1st level or higher you have recorded in your Spellbook. This wand does not require attunment, but can only be used by you. The Spell must be of a level that you can cast. This wand has two charges. As an action, you can expend a charge to cast the selected spell at its base level. The wand regains all charges at the end of a long rest. You can select this upgrade multiple times, selecting a different spell each time you take this upgrade. 14

Articer Spell List 1st Level Alarm

Catapult

Comprehend Languages

Cure Wounds

Detect Magic

Disguise Self

Expeditious Retreat

Feather Fall

Grease

Identify

Illusory Script

False Life

Jump

Longstrider

Sanctuary

Snare

Unseen Servant

Tenser’s Floating Disk 2nd Level Aid

Alter Self

Arcane Lock

Blur

Darkvision

Earthbind

Enhance Ability

Enlarge/Reduce

Heat Metal

Hold Person

Knock

Invisibility

Locate Object

Magic Weapon

Magic Mouth

Protection from Poison

See Invisibility

Spider Climb 3rd Level Elemental Weapon

Feign Death

Gaseous Form

Glyph of Warding

Life Transference

Magic Circle

Nondetection

Protection from Energy

Sending

Tiny Servant

Wall of Sand

Water Breathing

Water Walk 4th Level Arcane Eye

Death Ward

Fabricate

Fire Shield

Freedom of Movement

Leomund’s Secret Chest

Otiluke’s Resilient Sphere

Stone Shape

Stoneskin

Sickening Radiance 5th Level Animate Objects

Creation

Hold Monster

Legend Lore

Mislead

Passwall

Skill Empowerment

Telekinesis

Teleportation Circle

Transmute Rock

Wall of Stone Additional Notes Multiclassing Should you want to multiclass into Artificer, the prerequisites and proficiencies are listed below: Prerequisite : 13 Intelligence.

: 13 Intelligence. Proficiencies gained: Arcana skill. For the purpose of multiclassing and spell slots, add half your Artificer levels rounded down when calculating your Spell Slots on the multiclassing spells slots table (like Paladin or Ranger). Credits Artificer as a class was created by Wizards of the Coast. Various features are inspired by earlier Artificer Homebrew Iterations: /u/forgottenduck's version.

/u/Hageshii01's version. All images are randomly taken from the internet: Class image credit: theDURRRRIAN on deviantart.

Gunsmith image credit: Privateer Press.

Runesmith image credit: Wizards of the Coast.

Mechplate image credit: theDURRRRIAN on deviantart. 15