Artificer

The stone portal ahead slid closed, cutting off the sliver of light that marked the only visible means of escape. For the exhausted heroes, their resources almost completely depleted, it seemed that this was finally the end of the journey. Luckily, Thondred thought, an artificer always has a contingency plan. The dwarf pulled a wand from a holder on his hip and unleashed the magic that he had caged within it. —Keith Baker, Eberron Campaign Setting

A gnome grins ruefully as she hastily assembles a contraption on the floor of a besieged cabin. As her teammates hold the door shut against the mass of zombies trying to break it down, the gnome picks up her invention, a wand-like mishmash of parts with a glowing ember at one end. It isn’t pretty, but it might just save their lives.

Glancing at his archaeology notebook, a rugged dwarf in stained adventurer’s gear arranges the runes on an ancient vault door with great care, having used a trick of magical wiring to disable the arcane trap in the ceiling above him. He found the bones of many tomb robbers, and has no intention of joining them.

As his squad stops to prepare their weapons and storm the hobgoblin bunker, a moderately armored human pulls out a number of small gadgets with arcane sigils and attaches them to the weapons of his fellow soldiers. Within moments, their blades and arrows are crackling with elemental energy. He nods to their sergeant and they kick in the door.

When one considers their specialization, it comes as no surprise that, in many ways, artificers keep magical societies running. Their expertise with manipulating the flow of magic through items – from small magical toys to massive engines of war – places them on the leading edge of technological progress.

Ultimate Magical Dabblers

In Eberron, magic is almost technology. Magic, and reliance upon magic, shapes and defines the societies of Eberron. For thousands of years, wizards, sorcerers, clerics, artificers, adepts, and magewrights have used their magical talents to solve the problems life poses. Spellcasters specialize in certain forms of that technoarcanology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do, yet have an amazing facility with magic items and constructs.

Magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic, wrapped up in otherwise mundane items.

The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects.

CLASSES | ARTIFICER

The Artificer

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Infusion Casting, Craft Arcane Device 3 2
2nd +2 Infuse Potions, Spellcrafting Schema 3 3
3rd +2 Artifice Tradition, Salvage Essence (Common) 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Salvage Essence (Uncommon) 4 4 3 2
6th +3 Artifice Tradition ability 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Expertise 5 4 3 3 3 2
11th +4 Salvage Essence (Rare) 5 4 3 3 3 2 1
12th +4 Artifice Tradition ability , Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Reliable Talent 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Salvage Essence (Very Rare) 5 4 3 3 3 2 1 1 1 1
18th +6 Artifice Tradition ability 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Infusion Mastery 5 4 3 3 3 3 2 2 1 1

Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer, a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.

Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer, there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.

Magical Experimentation

In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties.

A true artificer masters all specialties and forms of artifice through experimenting and constant inquiry. Constantly inventing and questioning, an artificer's latest infusion or creation is not his best; there is always a grander discovery to be made. Experimentation is key to the success of an artificer. Without their constant attempts to master the magical secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing.

To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.

Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with temporary magical power, repair damaged constructs, and craft magic items, constructs, and dragonshard items. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes’ spell lists. Their magic is neither arcane nor divine, and they are not bound by that classification: Their trade is magic in its most abstract (they might say purest) form.

Creating an Artificer

An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.

CLASSES | ARTIFICER

Are you an inventor and innovator? Do you like problem solving or discovering the secret to building new items? Do you prefer combat and being a military engineer? Is equipment augmentation your bread and butter? Are you more of an alchemist focusing on potions, poisons and explosives? Or do you specialize in combating and supporting constructs?

Quick Build

You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the guild artisan or tinkerer background. Third, choose the mending, and emergency repairs cantrips, along with the following 1st-level infusions for your book of infusions and schema: detect magic, elemental weapon augmentation, identify, repair damage, shield, and thunderwave.

Class Features

As an artificer, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbow
  • Tools: Two types of artisan's tools or one type of artisan's tools and thieves tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) one type of artisan’s tools, or (b) thieves’ tools
  • A component pouch and a book of infusions and schema
  • A trinket that you have been working on
  • (a) a dungeoneer’s pack or (b) a scholar’s pack
  • leather armor

Multiclassing

  • Artificer Requires: Intelligence 13
  • Proficiencies Gained: Light armor, one skill of your choice, and one set of artisan’s tools or theives tools

Infusion Casting

Drawing on your knowledge and study of magic, you can use infusions to enchant items and replicate spell effects. See chapter 10 of the PHB for the general rules of spellcasting and the sheet on artificer infusions for the list of infusions. You have a book of infusions and schema containing the infusions and schema that you have learned in your career as any artificer.


Cantrips

At 1st level, you know three cantrips of your choice from the artificer infusion list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artificer table.

Book of Infusions and Schema

You have a book of infusions and schema, which are magical blueprints related to linking magic to objects. At 1st level, you have a book of infusions and schema containing six 1st level artificer infusions of your choice.

Preparing and Casting Infusions

The Artificer table shows how many infusion slots you have to cast your infusions of 1st level and higher. To cast one of these infusions, you must expend a slot of the infusions level or higher. You regain all expended infusion slots when you finish a long rest.

You prepare the list of artificer infusions that are available for you to cast. To do so, choose a number of artificer infusions from your book of infusions and schema equal to your Intelligence modifier + your artificer level (minimum of one infusion). The infusions must be of a level for which you have infusion slots.

For example, if you're a 3rd-level artificer, you have four 1st-level and two 2nd-level infusion slots. With an lntelligence of 16, your list of prepared infusions can include six infusions of 1st or 2nd level, in any combination, chosen from your book of infusions and schema. If you prepare the 1st-level infusion repair damage, you can cast it using a 1st-level or a 2nd-level infusion slot. Casting the infusion doesn't remove it from your list of prepared infusions.

You can change your list of prepared infusions when you finish a long rest. Preparing a new list of artificer infusions requires time spent tinkering with components and jury-rigging together the infusion’s basic form: at least 1 minute per infusion level for each infusion on your list.

Learning Infusions of 1st level or higher

Each time you gain an artificer level, you can add two infusions of your choice to your book of infusions and schema. Each of these infusions much be of a level for which you have infusion slots, as shown in the Artificer table. On your adventures, you might find other infusions that you can add to your book of infusions and schema (see the "Your Book of Infusions and Schema" sidebar).

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer infusions and schema, since your magic draws upon your technical knowledge and skill. You use your Intelligence whenever an infusion or schema refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer infusion or schema you cast and when making an attack roll with one.

Spellsave DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

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Spells, Infusions, Schema, Oh My!

You can think of the artificer as a class that, instead of casting traditional spells, uses magical knowledge to craft temporary magical items. Artificer spells are called infusions as the magic is infused into objects and not cast int he same way as a spell caster. Spells that an artificer collects from other classes are referred to as Schema. Schema are like blueprints for consturcting a temporary magic item that has the effect of the spell.

Infusions. In game terms, infusions operate for artificers the same way spells work for spell casters. There is no material difference between the effects of the two. Infusions are cast using spell slots. Unless otherwise specified, infusions cast by an artificer can only be cast into an object or a construct. Bull’s Strength cannot be cast on a Human, though it can be cast on that Human’s belt, granting him/her the benefit of Bull’s Strength as long as the Infusion lasts and the item is worn

Schema. Schema are spells of other classes that an artificer has studied and "reverse engineered" so he can infuse the magical effects of the spell into a temporary magical device. Schema are more difficult to work with for an artificer as they are spells of a different spell casting class. The artificer must spend more time, as well as the prerequisite spell slots, to create an object that can use schema magic.

Ritual Casting

You can cast an artificer infusion as a ritual onto an object if that infusion has the ritual tag and you have the infusion in your book of infusions and schema. You don't need to have the infusion prepared. From a cosmetic perspective, the artificer isn’t actually performing a ritual – your reverse-engineering the infusion and hacking it to produce the same magical effect. But the effect is the same as if he’s performing a ritual.

Object Dependence

When you cast an artificer infusion, artificer cantrip, or ritual from a book of schema, that infusion requires an object or construct to function. You can provide these infusions somatic and material components while touching this object or construct.

If the infusion has a duration longer than instantaneous, targets of the infusion must hold or wear the object to benefit from the infusion, maintaining any requisite concentration. Infusions that target constructs may use their body for this object. This object functions as a spell casting focus.

Craft Arcane Device

If you have artisan’s tools with which you’re proficient and a component pouch available, you can craft an arcane device which acts like a spell scroll of any infusion or schema you have in your book of infusions and schema. However the device can be passed to another creature for them to activate.

You spend 10 minutes focusing your magic and tinkering with the object to recieve the infusion or schema; you cannot be otherwise performing a task. You must supply any components the infusion requires, which are worked into the device. The device could be a construct, in place of an object.

These devices remain until used or until you next long rest, whichever comes first. Any DC or spell attack modifier is based on yours at the time that the item is crafted. If the original infusion requires concentration, the creature activating the arcane device is the one that will be maintaining concentration on the magic.

You can craft a number of arcane devices equal to half your artificer level plus your Intelligence modifier; creating an additional devices causes the oldest currently active one to immediately lose its magic.

Infuse Potions

Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a infusion slot to transform it into a potion. Once you have expended an infusion slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.

Spell Slot Potion type
(see the Dungeon Master’s Guide)
1st Climbing, or healing
2nd Greater healing, growth or mind reading
3rd Fire breath, invisibility, or water breathing
4th Resistance or superior healing

Spellcrafting Schema

You specialize in the practice of artifice and magic, dabbling and exloring the magic of other disciplines. While they cannot become true casters of other schools and disciplines they can learn the inner workings of the magic involved. When they do this they create a schema of the spell. With this schema they will be able to create temporary magical items that replicate the effects of these spells.

Schema

Artificers can learn spells from other classes spell lists. Artificers in their magical studies learn to reverse engineer the spells, creating what are called schema. Artificers then can put the schema in thier book of infusions and schema. Schema cannot be used as normal spells but can only be used through the Craft Arcane Device ability.

Your studies have focused on the magic of a particular discipline. At 2nd level, you can choose one spell casting list other than artificer. You are able to reverse engineer the spells from this list and add the schema to your book of infusions and schema. Every even level you are able to select one spell from this spell list to add as a schema to your book of infusions and schema.

You may choose the spell list of another class at 6th level and another one at 10th level.

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Acquiring Schema of 1st-Level or Higher

Every even artificer level, you add one new schema of at least 1st-level from any classes list you have chosen to study to your book of infusions and schema.

You can also add a spell you find to your book of infusions and schema (see the "Your Book of Infusions and Schema" sidebar). Schema employ a different formulation than spells in spellbooks or ritual books, so a spellbook cannot supply a schema and vice versa; however, other schema, spell scrolls, and certain other magical writings can supply the appropriate information. You cannot learn a spell schema of any level for which you don’t have infusion slots.

Your Book of Infusions and Schema

The spells that you add to your schema book as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the technical aspects of the magic involved. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. The way magic is inscribed in a spell book, you are unable to transfer a spell from a wizard's spell book.

Copying a Schema into the Book. When you find a spell of 1st level or higher, you can add it to your schema book if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your schema book involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice and study the technical aspects of the spell until you understand what is required, then transcribe it into your schema book using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the schema to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can use the schema.

Replacing the Book. You can copy a spell from your own schema book into another book - for example, if you want to make a backup copy of your schema book. This is just like copying a new spell into your schema book, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

The Book's Appearance. Your schema book is a unique compilation of schema and formulas, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, a spellshard , or even a loose collection of notes scrounged together after you lost your previous schema book in a mishap.

For example, at 2nd-level you choose Cleric spell list. You would select a 1st-level cleric schema (spell) to add to your book of infusions and schema at 2nd-level and 4-th level. Later you find a scroll of Hunter's Mark, but cannot copy it to your book since you have not studied ranger spells. At 6th-level you add the Ranger spell list to your schema studies. Now you are able to copy the scroll of Hunter's Mark to your book of infusions and schema.

Artifice Tradition

When you reach 3rd level, you choose an artifice tradition, shaping your study of magic through one of four artifice school traditions: alchemist, battlesmith, constructs or techno-arcanist, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 12th, and 18th level.

Salvage Essence

At 3rd level, you can spend time disassembling the magic infused in a single identified magic item in your possession. You take time deconstructing the item as per the table below. When you are done the item is completely mundane, but you also learn the formula to create that item, writting the forumla in your book of infusions and schema.

When deconstructing an item, the time need not be spent consecutively. For example, a 3rd level artificer could spend one hour one day, two the next and one more the third to deconstruct the formula for a potion of healing.

The complexity of a magic item is linked to its rarity, and you must be a minimum level before you can disassemble an item successfully as shown in the Artificer table. Legendary items, artifacts, cursed items, and sentient items cannot be deconstructed.

Rarity Time needed
Common 4 hours
Uncommon 8 hours
Rare 16 hours
Very Rare 24 hours

Ability Score Improvement

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

CLASSES | ARTIFICER

Expertise

At 10th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Reliable Talent

By 14th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Infusion Master

At 20th level, you are a master of working with artifice infusion spells. You can cast a number of infusions equal to your constitution modifier while keeping concentration. If you receive damage and fail the saving throw all the infusions in effect end.

Artificer Traditions

Artificers study magic in many of the same common ways, including working with constructs, understanding the deeper workings of artifice, perfecting their skills, and studying magical items. Artificers do tend to focus their studies on certain aspects of artifice. As such those with similar interests gather together and study together to aid each other in the mastering of a particular aspect of artifice as well as general artifce.

Alchemist Tradition

One of the first things an alchemist learns is how to mix chemicals that react explosively with each other. Alchemists are makers of powerful and potent destructive explosive potions. Bombs are primarily used to fend off enemies, but many may find more practical uses for explosives, such as demolishing obstacles. This traditions members are primarily human, whose short lifespan and natural ambition lead them to adapt well to the risks of alchemy.

Increased Potion Infusions

As a master alchemist, artificers that pursue this tradition at 3rd level can double the number of potions they are able to create at one time.

Bonus Proficiences

At 3rd level, you become proficient with alchemist’s supplies, brewers supplies or poisoner’s kits.

Infuse Bombs

At 3rd level, you can use your Infuse Potions ability to make a bomb. The type of bomb, saving throw, and effect are laid out in the chart below. Different bombs will require a different base ingrediant as well as a spell slot of 1st-level or higher. Your bombs can be thrown at any point within 20 feet or up to 60 feet with disadvantage. Every creature within 5 feet of the bomb's impact site must make a save against your spellcasting DC. Creatures take full damage on a failed save, or half as much on a successful one, with no additional effects.

Alchemist Infused Bombs
Bomb Saving Throw Material Effect
Poison Con Vail of poison 2d6 poison damage plus poisoned condition
Acid Dex Flask of acid 3d6 acid damage
Fire Dex Alchemist fire 1d6 fire damage plus 1d6 per round till put out
Radiant Wis Holy water 3d6 radiant damage
Shrapnel Dex Ball bearings 2d4 piercing damage

When you infuse a bomb using a spell slot of 2nd-level or higher, the damage die increases by one for each slot above 1st-level. Spells slots can be recovered after the bomb is used, or after one week passes, at which time the bomb loses its effectiveness. However the base ingredient can be infused again to create a new bomb. Bombs that aren’t held, explode if they take any damage.

At the DM's discretion other items can be infused to make a bomb.

CLASSES | ARTIFICER

Makeshift Bombs

At 6th level, you learn to use your bombs to damage and destroy structures. You now make your bombs to accept fuses of various lengths. As an action, you can set a bomb and light its fuse, which has a duration of your choice between 1 round and 5 minutes. Upon detonation, this bomb deals its damage as normal, but also deals double damage to any nonmagical object within 5 feet of it that isn't being worn or carried and also ignores its damage immunities. For rules on objects and their hit points, see pages 246 and 247 of the Dungeon Master's Guide.

Blast Powder

At 12th level, you have unlocked alchemical secrets of making your bombs more deadly. You add your intelligence modifier to all damage your bombs do.

Master Alchemist

At 18th level, you have achieved the peak of intellectual studies and have perfected all forms of alchemy. You can increase the damage die of your bombs by one step. For example, acid bombs would now do 3d8 acid damage. The splash range of your bombs, increases to 15 feet from impact site. Additionally, the potenancy of your bombs allows them to ignore resistance for any damage type that the bombs cause.


Battlesmith Tradition

Those of the Battlesmith tradition are military engineers who focus on personal weapon and equipment upgrades as well as direct combat skill. Battlesmith's combine a careful study of the working of magic, particularly the destructive side of magic, with a martial mastery that excels that of other artificers. The name was originally a nickname for many dwarf artificers, but due to their exploits in the Last War, the name became official.

Bonus Proficiency

When you join the guild at 3rd level, you become proficient with martial weapons, medium armor and shields.

Augmentation Savant

Also at 3rd level, when you cast any weapon augmentation infusion (an infusion with weapon augmentation in its name) the weapon will deal bonus damage. The weapon deals bonus damage of the chosen type of infusion at 3rd level (1d4), 7th level (2d4), 11th level (3d4) and 17th level (4d6). If the damage of the infusion is not specified, that Battlesmith can choose either force or lightning.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).

Potent Infusions

Starting at 12th level, you add your Intelligence modifier to damage you deal with any artificer cantrip.

Battle Magic

At 18th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast an infusion, you can make a weapon attack as a bonus action.

Constructs Tradition

Those of the constructs tradition are specialists in combating and supporting constructs, especially their assistant homunculi. This tradition tends to be very focused on the workings of all types of constructs, particularly warforged. This tradition has seen a marked increase in popularity since the rise of the warforged, both as subjects of research and as members themselves.

Bonus Proficiency

When you join this tradition at 3rd level, you gain proficiency with the warforged repair kit.

Homunculus

At 3rd level, you can spend one week of downtime creating a homunculus to aid you. You can only have one homunculus at a time, but if it is destroyed, you can construct another.

Add your proficiency bonus to the Homunculus' AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Increase the Homunculus' hit point maximum to equal three times your Artificer level.

CLASSES | ARTIFICER

Your homunculus acts independently of you, but it always obeys your commands. Commanding the homunculus is a bonus action. In combat, it takes its turn on your initiative.

Your homunculus can deliver artificer touch spells for you as if it were a familiar (see find familiar, Player’s Handbook p.240). If it is within 100 feet and is holding an arcane device or prototype you created, you can activate the item on the homunculus’ behalf as an action (in addition to the bonus action needed to command the homunculus).

When you spend Hit Dice to recover hit points during a short rest, you can redirect any hit points you would recover to the homunculus instead. If you do, it also regains hit points equal to your Intelligence modifier.

Combat Construction

At 6th level, you can cast emergency repairs, repair damage or inflict damage as a bonus action or as an action. Additionally, you can add an extra die to your repair damage, inflict damage, mending wave, and disable construct spell effects.

Advanced Homunculus

At 12th level, choose one of the advanced models of homunculus. Given a week of downtime, you can change the homunculus from one model to another.

Construct Dominance

At 18th level, as an action, you can make a melee spell attack against a construct and spend a 1st-level spell slot to force the construct to regard you as its master for 1 minute. Independent constructs behave as if charmed instead. As an action, a dominated construct’s original master can attempt a Charisma saving throw against your spell save DC to regain control of the construct.

Techno-arcanist Tradition

Innovators and inventors who specialize in solving problems or discovering the secrets of magic. Members of this tradition are often nicknamed “tinkerers” due to how they are always tinkering with everything. But teasing or not, it was often the TEchno-arcanist's that created the airships and the warforged.

Arcane Recovery

When you join this tradition at 3rd level, you have learned to regain some of your magical energy by studying your book of infusions and schema. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your artificer level (rounded up), and none of the slots can be 6th-level or higher.

For example, if you're a 4th level artificer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Skilled Tinkerer

At 3rd level, you gain proficiency with two skills or tools of your choice.


Infused Magecrafting

At 6th level, techno-arcanists can infuse their tools with magic, causing them to behave perfectly for any task at hand. You can spend a 2nd-level spell slot to add double your proficiency bonus with all ability checks you make with a specific tool you are proficient with for a specific task of up to one hour.

Alternately, you can spend a 3rd-level spell slot to gain proficiency with a specific tool set for a specific task of up to one hour.

Salvage Savant

By 12th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Flash of Genius

At 18th level, after activating any crafted arcane device or magical item, that would expend it's charge, you can choose to retain the charge. This could keep a magical item that would be destroyed when reaching 0 charges from being destroyed. Once this feature is used, the artificer must have a long rest before using it again.

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Artificer Infusion

Notes

Bold and italic text indicates new spells, described below.

(C) indicates a spell that requires concentration.

(R) indicates a spell that can be cast as a ritual.

(EE) indicates spells from the Elemental Evil Player’s Companion.

(SCAG) indicates spells from the Sword Coast Adventure's Guide

Cantrips (0 Level)

Arcane Mark

Blade Ward

Elemental Ward

Emergency Repairs

Guidance (C)

Infuse Weapon

Light

Lightning Lure (SCAG)

Makeshift Wand

Magic Stone (EE)

Mending

Resistance (C)

Shocking Grasp

Static Shock

Sword Burst (SCAG)

Thunder Armor

Thunderclap (EE)

1st Level

Absorb Elements (EE)

Alarm (R)

Armor Augmentation (C)

Catapult (EE)

Chromatic Orb

Detect Magic (R)

Elemental Weapon Augmentation (C)

Grease

Identify (R)

Inflict Damage

Magecraft

Mending Pulse

Prototype

Reinforce Construct

Repair Damage

Restorative Formula

Searing Weapons Augmentation (C)

Shield

Shield of Faith (C)

Tenser’s Floating Disk (R)

Thunderwave

2nd Level

Arcane Lock

Branding Smite (C)

Cloud of Daggers (C)

Cordon of Arrows

Earthbind (EE)

Enhance Ability (C)

Find Traps

Flaming Sphere (C)

Heat Metal (C)

Knock

Lucky Blade (C)

Lucky Cape (C)

Magic Armor Augmentation (C)

Magic Weapon (C)

Metaline Weapons Augmentation (C)

Pyrotechnics (EE)

Shatter

3rd Level

Blast Rod

Conjure Barrage

Dancing Weapon (C)

Dispel Magic

Elemental Weapon (C)

Flame Arrows (C)(EE)

Glyph of Warding

Jumpstart

Lift Curse

Lightning Arrow

Lightning Sphere

Mending Wave

Melf's Minute Meteors (C)(EE)

Protection from Energy (C)

Synchronize (C)

Thunderous Weapon Augmentation (C)

4th Level

Censure Elementals (C)

Elemental Bane (C)(EE)

Fabricate

Fire Shield

Harden Construction (C)

Rusting Grasp

Stone Shape

Stone Skin (C)

Storm Sphere (C)(EE)

Suppress Requirement

Vitriolic Sphere (C)(EE)

Watery Sphere (C)(EE)

5th Level

Animate Objects (C)

Bigby's Hand (C)

Conjure Volley

Creation

Object Reading

Reconstruction

Swift Quiver (C)

Wall of Force (C)

Wall of Stone (C)

6th Level

Blade Barrier (C)

Disable Construct

Globe on Invulnerability (C)

Investiture of Stone (C)(EE)

Move Earth (C)

Total Repair

Vorpal Weapon Augmentation

CLASSES | ARTIFICER

7th Level

Forcecage

Mordenkainen’s Sword (C)

Prismatic Spray

Symbol

8th Level

Antimagic Field (C)

Earthquake (C)

Incendiary Cloud (C)

Unstable Infusion

9th Level

Gate (C)

Imprisonment (C)

Prismatic Wall

Infusion Descriptions

The spells are presented in alphabetical order.

Arcane Mark

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You inscribe your personal rune or mark on an object, creature, or surface. The mark can be visible or invisible. If an invisible mark is made, a detect magic spell causes it to glow and be visible. An arcane mark can be removed by the caster at any time by spending an action.

If an arcane mark is placed on a living being, it must be willing or incapacitated. A target receives a Wisdom saving throw to resist the mark. Normal wear causes the mark to fade in about a month.

Armor Augmentation

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (artisan’s tools)
  • Duration: Concentration, up to 1 minute

The touched suit of armor or shield is magically transmuted to protect its bearer. The touched item becomes magical and grants its wearer resistance to one damage type. When you touch a suit of armor, choose bludgeoning, piercing, or slashing damage; magical weapons ignore this resistance.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell can affect an additional suit of armor or shield in range for each slot above 1st.

Blast Rod

3rd-level evocation


  • Casting Time: 1 action
  • Range: Touch (60 feet)
  • Components: S, M (a bit of steel wool and the rod to be infused)
  • Duration: 1 hour

You store energy within a rod, then unleash it in rays of destructive electrical power. The blast rod can deal a total of 10d6 in lightning damage, either focused into a single blast, or divided up into multiple blasts. You designate how many dice of damage you wish to release in a blast, and then made a ranged spell attack for each target you wish to hit.

Regardless of whether the attack hits or not, the damage dice you specified are subtracted from the total stored in the rod. Only one blast may be released each round.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot above 3rd.

Censure Elementals

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: 1 hour

When artificers began construction of some of the first great elemental vessels, they wanted a way to keep elementals from wreaking havoc prior to being bound. This infusion was developed as a means of conditioning the elementals through negative reinforcement.

Typically cast into a pole or rod, this infusion creates a field that can harm elemental creatures. When held aloft the infused item deals 4d6 of force damage to any elemental within a 20 foot radius and pushes them back 5 feet. This damage can be repeated as a bonus action as long as concentration is maintained and the infused item in held aloft. A successful Charisma saving throw halves the damage and negates the push effect. The caster can designate up to four elementals to exclude from this effect.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot above 4th.

Dancing Weapon

3rd-level transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M
  • Duration: Concentration, up to 10 minutes

You touch a melee weapon, and imbue it with the semblance of life. It animates, gaining a fly speed of 40 ft. and as bonus action you may command it to move and attack. The weapon attacks as if you were wielding it. It can be attacked, and has the physical statistics of a Flying Sword using your spell attack modifier to hit. The end of the spell, the weapon drops to the floor wherever it is. You may enhance this weapon with your artificer spells and abilities if able.

CLASSES | ARTIFICER

Disable Construct

6th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (artisan’s tools)
  • Duration: Instantaneous

You cause a cascading failure in a construct that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 force damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced by an amount equal to the force damage it took. Any effect that removes a curse allows a construct’s hit point maximum to return to normal.

Elemental Ward

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You trace a sigil of warding across your chest. Until the end of your next turn, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Elemental Weapon Augmentation

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Concentration, up to 1 minute

You infuse a melee weapon with elemental energy. Alternatively, you can infuse a quiver, and any ammunition present within gains the benefit instead. Choose acid, cold, fire, lightning, or thunder damage. The weapon is now a magic weapon which deals damage of that type in place of one of its normal damage types.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can effect an additional weapon in range for each slot level above 1st.

Emergency Repairs

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Instantaneous

You touch a dying construct that has 0 hit points. The construct becomes stable. This spell has no effect on undead or living creatures.

Harden Construct

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a diamond worth 100gp, which is consumed when the spell ends)
  • Duration: Concentration, up to 1 hour

This spell hardens the substance of a willing construct or object you touch of Large size or smaller. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage if it is a construct, or a damage threshold of 20 (Dungeon Master’s Guide p.247) if it is an object.

Inflict Damage

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Instantaneous

Make a melee spell attack against a construct or object you can reach. On a hit, the target takes 3d10 force damage. This spell has no effect on living creatures or undead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Infuse Weapon

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (steel wool and a weapon)
  • Duration: 1 minute

CLASSES | ARTIFICER

The weapon you are holding is infused with your power and it becomes natural to wield. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of attacks using that weapon. The spell ends if you cast it again or if you let go of the weapon.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect a construct or object up to one size larger per slot level above 4th.

Jumpstart

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (diamonds worth 300 gp, which the spell consumes, and artisan’s tools)
  • Duration: Instantaneous

This prevents animative energy from fading from a dying construct or magic item. When you cast this spell, choose emergency repairs or an emergency recharge.

Emergency Repairs. If you touch a construct that has died within the last minute, that construct is reactivated with 1 hit point per Hit Die it possesses. This spell can’t restore any missing body parts.

Emergency Recharge. If you spend the last charge from a magic item, as a bonus action you can cast this spell on it. Doing so restores one charge to the item. If the item has an effect that happens when its last charge is spent, that effect doesn’t happen (for instance, jumpstarted wands have no chance of becoming nonmagical).

Lift Curse

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

At your touch, all curses affecting one construct or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Lightning Sphere

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120'
  • Components: V, S, M (splinters of quartz and a marble)
  • Duration: Instantaneous

You hurl an empowered marble, which erupts in a 10' radius sphere, centered on the spot you designate within range, of lightning energy. Each creature in the radius must make a Dexterity saving throw. A creature takes 5d6 lightning damage and is stunned till the end of your next turn on a fialed save, or half as much damage with no stun on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Lucky Blade

2nd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M
  • Duration: 1 hour

A weapon imbued with this infusion allows the bearer to draw upon the luck stored within it, gaining advantage on any attack roll made with the weapon. The decision to use this ability can be made after the die has been rolled by before the DM determines the result. The magic of the infusion only functions once.

Lucky Cape

2nd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M
  • Duration: 1 hour

A cape imbued with this infusion allows the bearer to draw upon the luck stored within it, gaining advantage on any saving throw made while wearing the cape. The decision to use this ability can be made after the die has been rolled by before the DM determines the result. The magic of the infusion only functions once.

Magecraft

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (artisan’s tools)
  • Duration: 1 day

You gain double your proficiency bonus on one craft check using the artisan’s tools that were used as the focus when this spell was cast. If you already possess expertise in the tool, this spell will not increase that. If you cast this spell every day for a week, you can make one craft check based on the weeks worth of work and still have double your proficiency bonus on the check.

Magic Armor Augmentation

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Concentration, up to 1 hour

You touch a nonmagical suit of armor. Until the spell ends, that armor becomes a suit of magic armor with a +1 bonus to Armor Class. You cannot target a shield with this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Makeshift Wand

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: S (see text)
  • Duration: Instantaneous

CLASSES | ARTIFICER


You employ any small object as a temporary wand, channeling a blast of energy. The target must succeed on a Dexterity saving throw or take 1d8 damage. The spell can inflict acid, fire, cold, lightning or thunder damage; choose two damage types when you pick this spell, and you can choose which one to use when you cast the spell.

You can prepare any handheld object to serve as a channel for this spell; this requires one action (inscribing a few runes on it). So it has no SPECIFIC components, but you must have some sort of focus object.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At each of these levels, you may also select an additional damage type to add to your repertoire.

Mending Pulse

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, M (artisan’s tools)
  • Duration: Instantaneous

A pulse of arcane energy echoes out from your position, causing one construct of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or living creatures.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Mending Wave

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, M (artisan’s tools)
  • Duration: Instantaneous

A pulse of arcane energy echoes out from your position, causing up to six constructs of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or living creatures.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Metaline Weapons Augmentation

2nd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Concentration, up to 1 hour

This infusion temporarily alters the substance of one weapon or alternately one quiver with the ammunition therein. The weapon is transformed into either adamantine, byeshk, flametouched iron, or silver. Only weapons made of metal can benefit from this infusion.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can effect one additional weapon or quiver in range for each slot level above 3rd.

CLASSES | ARTIFICER

Object Reading

5th-level divination


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and a jeweler’s loupe worth 200gp)
  • Duration: Instantaneous

This spell targets an object or construct you touch. The spell brings to your mind a brief summary of the significant history of the target. This might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you already have about the target, the more precise and detailed the information you receive is, while the less renowned the target is, the hazier and less-detailed the information you receive is.

Prototype

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (artisan’s tools, any material components and a schema you’ve written of the chosen spell)
  • Duration: 1 hour or until used

You infuse a small object with magic, following the 1st-level spell schema used as a component. At any point during the duration, you can use the item to cast the schema’s spell. The item takes the place of any components (including verbal and somatic components), but loses its magic after afterwards. Using the item after it has been created with Protoype takes your action, or the chosen spell’s casting time, whichever is longer.

Using the item carries a risk of failure. When you use the item, you must succeed on an Intelligence (Arcana) check (DC 12 + twice the spell slot level) to cast the spell. If you fail the check, a mishap occurs instead; by default, this deals 2d6 force damage to you, but alternative mishaps are possible at the DM's discretion (see Dungeon Master’s Guide p.140 for a partial list of ideas).

Attempting to cast a spell that interacts with a magic item’s charges (such as jumpstart or power surge) on a prototype instantly causes a mishap, after which the prototype becomes nonmagical.

At Higher Levels. If you cast this spell from a higher-level spell slot, the schema can be of any spell up to that level. Treat the spell as if it were cast in a slot of that level.

Reconstruction

5th-level conjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 500gp, which the spell consumes, and artisan’s tools)
  • Duration: Instantaneous

You return a dead construct to life, no matter how long it has been dead. The construct returns to life with 1 hit point, and can spend one or more Hit Dice to regain additional hit points during the process.

This spell can’t return a living creature or undead to life, and can’t remove any lingering conditions or curses on constructs it repairs. It repairs superficial damage, but doesn’t restore missing body parts. If the construct would be unable to survive without its missing body parts, the spell automatically fails. Similarly, although this spell can restore constructs whether or not they have souls, if a construct with a soul is not both willing and at liberty to return to life, the spell fails.

Reactivating a construct from death is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the construct finishes a long rest, the penalty is reduced by 1 until it disappears.

Reinforce Construct

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny strip of adamantite)
  • Duration: 8 hours

Your spell bolsters your construct allies with toughness and resolve. Choose up to three constructs within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Repair Damage

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A construct you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on living creatures or undead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the repair increases by 1d8 for each slot level above 1st.

Restorative Formula

1st-level abjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

Target gains 1d4 temporary hit points. As long as these are in place, they also enjoy a +1 bonus to AC.

At Higher Levels. When you use a spell slot higher than 1st, this spell grants and additional 1d6 more temporary hit points per slot level above 1st.

Searing Weapon Augmentation

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

CLASSES | ARTIFICER

You infuse a melee weapon or a quiver of ammunition with white hot intensity. The next time you hit a creature with the infused weapon attack during the spell's duration, the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. You can choose to expend the energy of this infusion once per round for the duration.

If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can effect an additional weapon in range for each slot level above 2nd.

Static Shock

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Target must make a dexterity saving throw or suffer 1d6 lightning damage and disadvantage on the next attack roll it makes before the end of its turn.

At Higher Levels. The damage is increased by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Suppress Requirement

4th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (powered gems worth 500gp)
  • Duration: 8 hours

You alter a magic item that requires a certain requirement for attunement to function, so that is no longer carries that requirement for the duration of the spell.

Synchronize

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (powdered gemstones worth 50gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You attune to an unattuned magic item you hold or wear. You are considered to meet the item’s special requirements for attunement and use (including optional requirements), if any. This item does not count against the normal limit of three simultaneously-attuned magic items, and when the spell ends, the item is no longer attuned to you.

Using this spell on a cursed item causes it to attune to you normally, including counting towards the attunement limit and imparting the curse to you. If you already had three items attuned when you used this spell on a cursed item, one of them, chosen at random, is no longer attuned.

At Higher Levels. If you cast this spell from a 4th level slot, it can attune another creature to a magic item they hold or wear for each slot above 3rd.

Thunder Armor

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 Round

You summon a field of protective force around the target, granting them a +1 bonus to their AC until the end of your next turn. Each creature other than you within 5 feet must make a Constitution save, or suffer 1d4 force damage and be pushed 5' away from them.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Thunderous Weapon Augmentation

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Concentration, up to 1 minute

You infuse a melee weapon or quiver of ammunition with crackling thunderous intensity. When released, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. Success avoids these additional effects. You can choose to expend the energy of this infusion once per round for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can effect an additional weapon in range for each slot level above 2nd.

Total Repair

6th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (artisan’s tools)
  • Duration: Instantaneous

A surge of arcane energy washes through a construct you can see within range, causing it to regain 70 hit points. This spell also reduces the target’s exhaustion by one level and ends blindness, deafness, paralysis, petrification, stunning, and any curses affecting the target. This spell has no effect on living creatures 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 and the exhaustion reduction increases by one level for each slot level above 6th.

CLASSES | ARTIFICER

Unstable Infusion

8th-level evocation


  • Casting Time: 1 Action
  • Range: Self (25-foot cone)
  • Components: V, S, M (one of your artificer infusions or base mixtures)
  • Duration: Instantaneous

You destabilize a nascent infusion, and project the chaotic blast of energy out towards your foes. All creatures in the area suffer 3d6 acid, 3d6 cold, 3d6 fire, 3d6 lightning, 3d6 poison and 3d6 thunder damage; half if they make a Dexterity saving throw.

At Higher Levels. If you cast this spell with a 9th level spell slot, it inflicts 4d6 of each damage type instead.

Vorpal Weapon Augmentation

6th-level transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (artisan’s tools)
  • Duration: 1 minute

You touch a melee weapon, and enchant it so that it has a much higher chance than normal of striking an enemies vital areas. Whilst so enchanted, the weapon scores a critical hit on a natural 18, 19 or 20.


Artificer Homunculus


Homunculus

Tiny construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft., fly 40ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Description

Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond.

Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.

CLASSES | ARTIFICER

Artificer Advanced Homunculus


Dedicated Wright

Tiny construct, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 11 (+0) 10 (0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Crafter. A dedicated wright homunculus uses its masters proficiencies with artisans tools to craft. The wright can be instructed to craft for it’s master, both alone or with it's master. If the homunculus is left alone without instruction it will craft random objects obsessively using whatever materials it can find. It can also assist its master on the crafting of an item, increasing the items quality as well as helping to complete the item faster. If it helps from start to finish with an item it will provide advantage on the skill check.

Actions

Hammer. Melee Weapon Attack: +2 to hit, reach 5 ft. , one creature. Hit: 1 bludgeoning damage.

Description

The dedicated wright is a humanoid homunculus molded from clay. It is rough-shaped, and squat, like a dwarf. The dedicated wright is designed for the explicit purpose to aide its creator in the creation of other items. The dedicated wright is not designed for combat, and will hide itself should it be exposed to combat. Instead, the dedicated wright is designed to stay at home and craft magical weapons, armor, and equipment.



Expeditious Messenger

Tiny construct, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 11 (+0) 8 (-2) 12 (+1) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 11
  • Languages all languages known by its creator
  • Challenge 0 (10 XP)

Message. An expeditious messenger’s master can converse with a creature up to 1 mile away through the homunculus. It can carry out a continuous conversation.

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft. , one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Description

The expeditious messenger resembles a cross between a winged lemur and a diminutive dragon. This homunculus is one of the few that can pass as an organic creature, though it is crafted from clay, hair, scales, and feathers. The expeditious messenger is only 9 inches from its nose to its barbed tail. This homunculus is designed for one purpose: to quickly ferry messages to and from its creator. It is designed to move fast, and will avoid combat at all costs to continue to ferry its message.

CLASSES | ARTIFICER

Artificer Advanced Homunculus


Furtive Filcher

Tiny construct, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 19 (+4) 11 (+0) 12 (+1) 10 (+0) 7 (-2)

  • Skills Sleight of Hand +6, Stealth +6
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Cunning Action. On each of its turns, the furtive filcher can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one creature. Hit: 1 piercing damage.

Description

The furtive filcher is a tiny, shadowy, vaguely humanoid form. More resembling a wisp of shadow than a homunculus, the furtive filcher is only 18 inches tall. This homunculus is quick, and is designed for the express purpose of stealing objects on behalf of its owner. The furtive filcher is created from clay and ash.



Iron Defender

Small construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 8 (-1) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 13
  • Languages understands the languages of its creator but can't speak
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The iron defender has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The iron defender has advantage on attack rolls against a creature if at least one of the iron defender's allies is within 5 feet of the creature and the ally isn't incapacitated.

Telepathic Bond. While the iron defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Description

The iron defender is one of the more popular designs for homunculi. This iron-plated dog serves as a faithful guard, protecting its creator much like a true canine would. The iron defender stands at two-feet tall, and instead of teeth, the iron defender has serrated razor-sharp blades in its mouth. The iron defender also has spikes running along its spine.

CLASSES | ARTIFICER

Artificer Advanced Homunculus


Packmate

Small construct, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 12 (+1) 8 (-1) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

Storage. The interior of a packmate is as large as a small create or barrel. It can carry up to 240 pounds . The packmate and its master can open the lid, but anyone else doing so sees it is protected by an Arcane Lock.

Retrieve Item. The packmate always knows what item it is carrying that the master needs before the master ever says something. The packmate can use it's action to retrieve an item for it's master, while the master can take the item as an item interaction.

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft. , one creature. Hit: 5 (1d4 + 3) bludgeoning damage.

Description

The packmate resembles a chest with arms and legs. In fact, that is exactly what the packmate is: a set of drawers that can walk and move along with its creator. Two pincer-like arms extend from the chest, allowing the packmate to withdraw items from one of the various compartments. Each of these compartments are magically locked.



Persistent Harrier

Small construct, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 7 (-2)

  • Skills Acrobatics +5
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 1/4 (50 XP)

Nimbleness. The persistent harrier can move through the space of any creature that is of a size larger than it.

Sneak Attack (1/Turn). The persistent harrier deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the persistent harrier that is n't incapacitated and the persistent harrier doesn't have disadvantage on the attack roll.

Telepathic Bond. While the persistent harrier is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Spike. Melee Weapon Attack: +5 to hit, reach ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Description

The persistent harrier is a humanoid homunculus; a two-feet-tall silver biped covered in spikes. Designed to be a melee fighter, the persistent harrier wades into combat, scurrying between the legs of opponents, distracting them from its creator's attacks. The persistent harrier is designed to avoid attacks, tumbling between foes.

CLASSES | ARTIFICER

Credits

This is not for sale and shouldn't be as it's Homebrew material so don't be an asshat.


Done by Freewolf (/u/Freewolf).


Praise be the master for creating The Homebrewery.


The inspiration for this class was pulled from Laine the Wayfarer at enworld.org it has since undergone some significant modifications.

Additional Work Used


Some custom artificer spells from http://sefotron.blogspot.com/2014_11_01_archive.html

Components Elements


If you are looking for the latest individual elements for smaller file size, or the latest changes go to the Homebrewery pages.

Artwork

Art was pulled from the internet, most is classic artificer art by Wizards or Paizo. There is also other artists I don’t know the name, but not any piece of art belongs to me, and its uses belongs to the original artist as per usual.

Dungeons and Dragons

Dungeons and Dragons, D&D, Wizards of the Coast and all other Wizards of the Coast product are trademarks of Wizard of the Coast.

v3.4 Changes

  • Grammar and spelling corrections
    
    

v3.2 and v3.3 Changes

  • Grammar and spelling corrections
  • Changed all references to spells to infusions for greater clarity.

v3.1 Changes

  • Changed all mentions of guild to tradition in the archetypes.
  • Adjusted Alchemist adding a little complexity to making bombs and removing craft reserve. Changed the Master Alchemist based on the core class changes.
  • Constructs Tradition removed craft reserve in features.
  • Techno-arcanist tradition, switched when certain abilities happened. Changed the Flash of Genius to charge reteintion. Added infused magecrafting. Removed features around prototype.
  • Changed the verbiage on Spells, Infusions, and Schema Oh My!
  • Changed Infuse Arcane Device to Craft Arcane Device.

v3 Changes

  • Removed craft reserve system and tied everything to spell slots.
  • Changed infusion system to be used like a wizards rather than clerics.
  • Removed medium armor proficiency.
  • Changed potion crafting to system as outlined in Unearthed Arcana for Artificers.
  • Changed Artificer Guilds to Artificer traditions.
  • Removed the Magecraft class skill and reverted back to 3.5 magecraft spell.
  • Set a limit on the number of items that can be infused.
  • Set limit on the spell lists that the Artificer can create schema from.
  • Changed time for Salvage Essence to be a time block rather than a long rest.
  • Gave battlesmith proficiency with medium armor.
  • Renamed Arcanotechnition to Technoarcanist. Removed 6th-level ability with Arcane Recovery.

v1 and v2 Changes

  • I turned the class into a full caster rather than try and fit the class into the half-caster template or create a 2/3 caster template.
  • I removed the personal weapon augmentation and made it more for the battletech guild.
  • I added a number of custom spells gathered from other sources.
  • I made this class more skill monkeys.
  • Made the potion crafting a bit less easy, increasing some of the level requirements and adding a minor financial cost to them.
  • Created specific stats for the various homunculus for the construct's guild.
  • General work with the Ebberron Campaign Guide to try and get it really feeling like the original Artificer class within the context of 5e.

CLASSES | ARTIFICER