You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or 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 odour 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 bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time.
The maximum number of objects you can affect with this 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.
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 and 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 (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least one minute per spell level for each spell on your list.
Spellcasting Focus. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tools - in hand when you cast any spell with this Spellcasting feature. 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.
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 a 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
Cantrips. At 1st level, you know two cantrips of your choice from the artificer spell list. You learn one additional artificer cantrip of your choice at 10th and 14th level. Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the artificer spell list.
Ritual Casting. You can cast an artificer spell you know as a ritual if that spell has the ritual tag and you have the spell prepared.
When you gain this feature, pick four artificer infusions to learn.
You learn two additional infusions of your choice when you reach 6th, 10th, 14th, and 18th level in this class.
When you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your infusions, turning it into a magic item.
If the item requires attunement, you can attune yourself to it the instant you infuse the item.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of day equal to your Intelligence modifier (minimum of one day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest. You must touch each of the objects and each of your infusions can be in only one object at a time.
The maximum number of objects depends on your level (two at 2nd level, three at 6th level, four at 10th level, five at 14th level and six at 18th level).
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 edns, and then the new infusion applies.
You've learned how to produce exactly the tool you need.
With thieves' tools or artisan'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 one 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.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by two, or you can increase two ability score of your choice by one. As normal, you can't increase an ability score above twenty using this feature.
Instead of increasing your ability scores, you may choose to get a feat.
Additionally, you may also replace one skill proficiency with a different one offered by your class at 1st level.
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
You've gained 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.
You've achieved 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.
You can now 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 you store a spell in it, choosing a 1st- or a 2nd-level spell from the artificer spell list that requires one action to cast, which you don't need 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, the creature must concentrate.
The spell stays in the object until it's 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.
Your skill with magic items deepens:
- 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.
You can now attune to up to six magic items at once.
You have developed 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 you are currently attuned to.
- If you're reduced to zero hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to one hit point instead of zero.
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.
You always have the following spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare:
3rd level - healing word, ray of sickness
5th level - flaming sphere, Melf's acid arrow
9th level - gaseous form, mass healing word
13th level - blight, death ward
17th level - cloudkill, raise dead
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.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
Creating an experimental elixir requires you to have alchemist's 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.
1. Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2. Swiftness. The drinker's walking speed increases by 10 feet for one hour.
3. Resilience. The drinker gets a +1 bonus to AC for 10 minutes.
4. Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5. Flight. The drinker gets a flying speed of 10 feet for 10 minutes.
6. Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which lasts for 10 minutes.
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
You've developed masterful command of magical chemicals, enchancing 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, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minumum of +1)
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 one 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.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
You have been exposed to so many chemical 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 immune to the poisoned condition.
- You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, 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.
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
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.
You always have the following spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare:
3rd level - magic missile, thunderwave
5th level - mirror image, shatter
9th level - hypnotic pattern, lightning bolt
13th level - fire shield, greater invisibility
17th level - passwall, wall of force
Your metallurgical pursuits have led to you making armor a conduit for your magic.
As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand. You gain the following benefit while wearing this armor:
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, fuctioning identically to a limb it replaces.
- You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or you die.
You can customise your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
You design your armor to be in the front line of conflict. It has the following features:
Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit.
A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You customise 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.
Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
You can attack twice, rather than once, whenever you take the Attack action on your turn.
You learn how to use your artificer infusions to specially modify your Arcane Armor.
That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature.
In addition, the maximum number of items you can infuse at once increases by two, but those extra items must be part of your Arcane Armor.
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC.
On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a 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 proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn.
The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you.
In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
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.
You always have the following spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare:
3rd level - shield, thunderwave
5th level - scorching ray, shatter
9th level - fireball, wind wall
13th level - ice storm, wall of fire
17th level - cone of cold, wall of force
You've learned how to create a magical cannon.
Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon, in un unoccupied space on a horizontal surface within 5 feet of you. The appearance of the eldritch cannon is your choice and.
A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. When you create the cannon, you decide which type it is, choosing from the options available to you.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. 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 its size, the cannon has an AC of 18 and a number of hit points equal to five times your artificel level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its 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 zero hit points or after one hour. You can dismiss it early as an action.
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 action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable object in the area that aren't being worn or carried.
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
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 woodcarver's 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 a bonus to one of the spell's damage rolls equal to the number rolled.
Every eldritch cannon you create is now 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.
You're a master at forming well-defended emplacements using your 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 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.
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.
You always have the following spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare:
3rd level - heroism, shield
5th level - branding smite, warding bond
9th level - aura of vitality, conjure barrage
13th level - aura of purity, fire shield
17th level - banishing smite, mass cure wounds
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.
Your tinkering has borne you a companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. You determine the creature's appearance and whether it has two legs or four, which has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action: one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the mending spell is cast on the defender, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The defender returns to life after one minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
You can attack twice, rather than once, whenever you take the Attack action on your turn.
You've learned 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 a turn. You've regain all expended uses when you finish a long rest.
Your Arcane Jolt and steel defender have 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.
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.
You always have the following spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare:
3rd level - armor of Agathys, shield of faith
5th level - spiritual weapon, warding bond
9th level - beacon of hope, remove curse
13th level - death ward, fire shield
17th level - banishing smite, wall of force
Beginning at 3rd level, you're skilled in fighting side-by-side with your companions on the field of battle. You gain proficiency with martial weapons.
Additionally, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
At 3rd level, you learn to imbue a weapon with a fraction of your spirit. The Dhakaani daashors called this weapon the ghaal'shaarat, Goblin for mighty blade. Imbuing your ghaal'shaarat works like infusing an item, but does not count toward your maximum number of infused items.
When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon, which becomes your ghaal'shaarat.
Once imbued, your ghaal'shaarat is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.
This bonus increases when you reach certain levels in this class, increasing to a +2 at 8th level, and +3 at 13th level.
Your ghaal'shaarat benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can't benefit from your ghaal'shaarat powers, and to them, it functions as the unimbued weapon did.
You can attack twice, rather than once, whenever you take the Attack action on your turn.
At 9th level, you gain the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies.
As an action, you can activate an aura that extends from you in a 30-foot radius. The aura moves with you, centered on you, and lasts for one minute or until your concentration ends (as if you were casting a spell).
When you activate this aura, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each creature of your choice in the aura deals an extra 1d4 damage of the chosen type when it hits with a weapon attack.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest.