Artificer 2.0

Masters of Mechanics

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in ob­jects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, callig­rapher's supplies to inscribe a sigil of power, or tin­ker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations. In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragon­lance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, var­ious nations employ artificers to keep airships and other wondrous devices operational. Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi's home world, Eberron, magic is harnessed as a form of science and de­ployed throughout society, largely as a result of the wondrous ingenuity of artificers.

The Artificer
Level Proficiency Bonus Features Infusions Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Magical Tinkering 2 2
2nd +2 Infuse Item 4 3 2 2
3rd +2 Artificer Specialist, The Right Tool For The Job 5 3 2 3
4th +2 Ability Score Improvement 6 5 2 3
5th +3 Artificer Specialist Feature 7 5 3 4 2
6th +3 Intellectual Expertise, Magic item Master 8 6 3 4 2
7th +3 Flash of Genius 9 7 3 4 3
8th +3 Ability Score Improvement 10 8 3 4 3
9th +4 Artificer Specialist Feature 11 9 4 4 3 2
10th +4 Calculated Attack 12 10 4 4 3 2
11th +4 Spell-storing Item 13 11 4 4 3 3
12th +4 Ability Score Improvement 14 12 4 4 3 3
13th +5 15 13 5 4 3 3 1
14th +5 Analytical Strike 16 14 5 4 3 3 1
15th +5 Artificer Specialist Feature 17 15 5 4 3 3 2
16th +5 Ability Score Improvement 18 16 5 4 3 3 2
17th +6 19 17 6 4 3 3 3 1
18th +6 Artificer Specialist Feature 20 18 6 4 3 3 3 1
19th +6 Ability Score Improvement 21 19 6 4 3 3 3 2
20th +6 Soul of Artifice 22 20 6 4 3 3 3 2

Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

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

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) a hand crossbow and 30 bolts

• (a) a spear or (b) an scimitar

• (a) studded leather or (b) scale mail

• Thieve's tools, blacksmith's tools, and an explorer's pack

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, longswords, shortswords, scimitars, longbows, hand crossbows

Tools: Thieves' tools, tinker's tools, blacksmith’s tools, one type of arti­san's tools of your choice

Saving Throws: Constitution, Intelligence

Skills: Choose three from Arcana, History, In­vestigation, Medicine, Nature, Perception, and Sleight of Hand

Features

Magical Tinkering

Starting at 1st level, 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 15-foot radius and dim light for an additional 10 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 30 seconds long.

The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceiv­able up to 10 feet away.

A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 50 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. 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.

Spellcasting

Beginning at 1st level, you've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifi­cally thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See the equipment section for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infu­sions as a spellcasting focus.

Cantrips: You know two cantrips of your choice from the arti­ficer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can re­place one of the artificer cantrips you know with another cantrip from the artificer spell list.

Spells of 1st level and higher: The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must ex­pend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list, presented at the end of the class description. When you do so, choose a number of arti­ficer spells equal to your Intelligence modifier + half your artificer level, rounded up (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artifi­cer spells requires time spent tinkering with your focuses: at least 1 minute per spell level for each spell on your list.

Intelligence is your spellcasting ability for your arti­ficer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. See the end of the class description for the Artificer spell list

Infuse Item

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those ob­jects into magic items. When you gain this feature, pick four artificer in­fusions to learn, choosing from the "Artificer Infu­sions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can re­place one of the artificer infusions you learned with a new one.

Infusing an Item: Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item re­quires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal pro­cess for attunement (see the attunement rules in the Dungeon Master's Guide). Your infusion remains in an item indefinitely, The infusion vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than two of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infu­sion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Specialist

At 3rd level, choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed after the class's description. Your choice grants you features again at 5th, 9th, 15th, and 18th levels.

The Right Tool For The Job

At 3rd level, you've learned how to produce or create exactly the tool you need: with blacksmith’s tools in hand, you can magically create one +1 weapon of a kind that you are proficient with, a +1 suit of armor of a kind that you are proficient with, a +1 wand of the war mage, a +1 all-purpose tool, or a +1 amulet of the devout in an unoccupied space within 5 feet of you. This cre­ation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. You have an amount of creations with this feature in existence equal to your Intelligence modifier(minimum of 1). If you create a new item with this feature when you are already at your maximum, the oldest item you have created with this feature loses its magical properties.

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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Intellectual Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make with any of your intellectual ability scores (Intelligence, Wisdom, and Charisma)

using a skill that you are proficient in. If you are proficient in Perception, this bonus also applies to your passive perception. Additionally, if your proficiency bonus does not apply to an ability check with one of your intellectual ability scores, you gain a bonus to the check equal to your proficiency bonus. Finally, you gain proficiency in Wisdom and Charisma saving throws.

Magic Item Master

Also at 6th level, you have gained mastery over magic items, which manifests in the following bonuses: You can now attune to up to six 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. Additionally, you ignore all class, race, spell, and level require­ments on attuning to or using a magic item.

Inspiring Genius

At 7th level, you've gained the ability to inspire other people into emulating your genius. When you or a friendly creature you can see within 30 feet of you makes an Intelligence, Wisdom, or Charisma check or saving throw, they have advantage on that roll.

Calculated Attack

At 10th level, your analytical skills have allowed you to instantly calculate the best way to get past your opponent’s defenses. When you make an attack roll, you have advantage on that roll if you have previously made an attack roll against the target of your attack. If you already had advantage on that roll, you may roll an additional d20 when determining the outcome of the roll. Additionally, you gain a bonus to the damage roll of that attack equal to your proficiency bonus.

Spell-storing Item

Beginning at 11th level, you can 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 spell from the artificer spell list that requires 1 action to cast and that is of a level that you have access to (you needn't have it prepared). The object has a number of charges equal to your artificer level when you create the item. While holding the object, a creature can take an action to expend a charge and produce the spell's effect from it, using your spellcasting ability modifier or their spellcasting ability modifier(If applicable), their choice. If the spell normally re­quires concentration, the creature need not concentrate. You may store a maximum of five spells in any one object; and if you attempt to store a sixth spell the oldest spell in the object ceases to be stored. The spell(s) stay in the object indefinitely.

Analytical Strike

Beginning at 14th level, your calculation of your opponent’s weaknesses has become swifter and more accurate. When you make an attack that your Calculated Attack feature applies to, you score a critical hit on rolls of 19-20 on the d20 and the target of your attack has disadvantage on all ability checks and saving throws until the end of your next turn.

Soul of Artifice

At 20th level, 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, as well as a bonus equal to half that bonus to your AC. Additionally, if you're reduced to 0 hit points but not killed out­right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0, and gain temporary hit points equal to your hit point maximum, as well as gaining advantage on all attack rolls for the next minute, or, if you already had advantage on the attack roll, you may roll an additional d20 when determining the outcome of the roll. Additionally, if this feature is triggered, you score a critical hit on rolls of 18-20 on the d20 for the duration.

Specialties

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Bonus Proficiencies

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. Additionally, you gain proficiency in the Arcana and History skills If you already proficient in either of those skills, you gain one skill proficiency of your choice.

Alchemist Spells:

You always have certain spells prepared after you unlock certain spell levels, as shown in the table below. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Spell Level Spells
1st Faerie Fire, Healing Word
2nd Hold Person, Dragon's Breath
3rd Tidal Wave, Mass Healing Word
4th Greater Invisibility, Elemental Bane
5th Enervation, Dawn
Experimental Elixir

After spending up to ten minutes experimenting with your Alchemists’ supplies, you can magi­cally produce an amount of experimental elixirs equal to your Intelligence modifier in empty flasks you touch. Choose an effect on the table below, or roll a d6 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 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. Each elixir requires its own flask.

d6 Effect
1 Healing: The drinker regains a number of hit points equal to 2d6 + your Intelligence modifier. This healing increases to 4d6 at 5th level, 6d6 at 9th level, 8d6 at 15th level, and 10d6 at 18th level.
2 Swiftness: The drinker's walking speed increases by 20 feet for 1 hour. Additionally, they may take two bonus actions on their turn for the duration, as well as an unlimited amount of reactions per round, although they may still only take one reaction per turn.
3 Resilience: The drinker gains a +1 bonus to AC for 10 minutes. This increases to a +2 bonus at 9th level, and a +3 bonus at 18th level.
4 Boldness: The drinker can roll a d4 and add the number rolled to every attack roll, ability check, damage roll, and saving throw they make for the next minute. This becomes a d6 at 9th level, a d8 at 15th level, and a d10 at 18th level
5 Flight: The drinker gains a flying speed of 20 feet for 10 minutes. This becomes a speed of 30 feet at 5th level, 40 feet at 9th level, 50 feet at 15th level, and 60 feet at 18th level.
6 Transformation: The drinker's body is transformed as if by the polymorph spell, except that they retain their intellectual ability scores. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
Alchemical Savant

At 5th level, you've developed a masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, cold, thunder, fire, lightning, necrotic, radiant, or poison damage, and the bonus equals your Intelligence modifier plus your proficiency bonus (mini­mum of +2).

Restorative Reagents

At 9th level, you can incorporate restorative reagents into some of your works Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 3d12 + your Intelligence modifier (minimum of 1 temporary hit point). This becomes 4d12 temporary hit points at 15th level, 5d12 at 18th level, and 6d12 at 20th level. Additionally, you can cast lesser restoration, mass healing word, and mass cure wounds without expending a spell slot and without preparing the spells, provided you use alchemist's supplies as the spell­casting focus. You can cast each spell in this way an amount of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

At 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments. You gain immunity to acid damage and poison damage, and you are immune to the poisoned condition.

Additionally, you can cast greater restoration and heal without expending a spell slot, without preparing the spells, 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 short or long rest.

Alchemical Destroyer

At 18th level, you have learned how to cause great harm with your chemicals in addition to your protective abilities. You gain a bonus to all spell damage rolls equal to twice your intelligence modifier, and you may use your action to expend one spell slot of 4th level or higher to create a potent destructive mixture in one empty flask you touch. Yu may then use your bonus action to throw the flask to any point within 80 feet of you, where it shatters in a massive explosion. Everyone within a 30-foot radius of the explosion must make a Dexterity saving throw against your artificer spell save DC or take 5d6 of each of four of the following damage types (determined at random), which ignores resistance and treats immunity as resistance, and be stunned for 1 minute. You may not have more than one of these mixtures at a time.

d8 Damage Type
1 Fire
2 Lightning
3 Cold
4 Acid
5 Force
6 Poison
7 Thunder
8 Necrotic

Armorer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becom­ing one with it even as they experiment with it and refine its magical capabilities.

Tools Of The Trade

At 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice. You also gain proficiency in the Stealth and Intimidation skills.

Armorer Spells

You always have certain spells prepared after you unlock certain spell levels, as shown in the table below. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Spell Level Spells
1st Thunderwave, Shield
2nd Hold Person, Mirror Image
3rd Hypnotic Pattern, Haste
4th Greater Invisibility, Fire Shield
5th Wall of Force, Steel Wind Strike
Arcane Armor

At 3rd level 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 benefits 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 at will(no action required). The armor replaces any missing limbs, functioning 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.

Armor Model

Also at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models, Guardian or Infiltrator. 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 and you gain a bonus to that weapon’s damage rolls equal to your proficiency bonus. Additionally, at 5th level, the weapons gain a +1 bonus to hit and damage, which increases to +2 at 9th level, and +3 at 15th level. You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian Model: You design your armor to be in the front line of conflict. It has the following features:

Force Glaive: When you roll initiative, you may cause a glaive made out of pure magical force to appear in your armor’s gauntlets. This glaive counts as a martial melee weapon that you are proficient with, that has the finesse, two-handed, and reach properties, and it deals 2d6 force damage on a hit. Additionally, it triggers the great weapon fighting and interception fighting styles, as well as the polearm master and great weapon master feats. A creature hit by the glaive 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 2d12 plus your level in this class, stacking with 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 short or long rest.

These temporary hit points increase to 3d12 plus your artificer level at 5th level, 4d12 plus your artificer level at 9th level, 5d12 plus your artificer level at 15th level, and 6d12 plus your artificer level at 18th level. While you have these temporary hit points, you may use your bonus action to make an additional attack with your Force Glaive

Infiltrator Model: You customize your armor for subtle undertakings. It has the following features:

Force Blaster: A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a martial ranged weapon that you are proficient with, with a normal range of 200 feet and a long range of 400 feet, and it deals 2d6 force damage on a hit. Once on each of your turns when you hit a crea­ture with it, you may use your bonus action to attack with this weapon. Additionally, this weapon triggers the archery fighting style and the sharpshooter feat.

Powered Steps: Your walking speed increases by 15 feet.

Dampening Field: You have advantage on Dexterity (Stealth) checks, regardless of whether your armor would normally impose disadvantage on such checks.

Extra Attack

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. This becomes three attacks at 9th level, and four at 18th.

Armor Modifications

At 9th level, 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 2, but those extra items must be part of your Arcane Armor. Finally, you gain one of the following features based on whether your armor is Guardian or Infiltrator model:

Stunning Attacks(Guardian): When you hit a creature with your Force Glaive, you can channel a powerful wave of magic down the weapon. If you do so, the creature must make a Wisdom saving throw or take 4d10 psychic damage and be stunned until the end of your next turn. You may do this an amount of times equal to twice your proficiency bonus between short or long rests. Additionally, your attacks with you force glaive now deal an additional 1d8 force damage.

Undetectable Movement(Infiltrator): You may cast Invisibility without expending a spell slot an amount of times between long rests equal to your proficiency bonus. When you cast Invisibility in this way, your movement makes no sound, and you need not concentrate on the spell. Additionally, while you are invisible in this way, all of your attacks deal an additional 1d8 psychic damage.

Armor Improvements

At 15th level, you have learned how to improve your armor to the point that it has nearly become more real to you than your own skin. You gain the following features based on your armor model:

Personal Protection(Both models): You gain a +3 bonus to your AC as long as you are wearing your arcane armor.

Protective Aura(Guardian feature): You gain a protective aura for a 30-foot radius around yourself. While in the aura, your allies gain your personal protection AC bonus as well as a bonus to their damage rolls equal to your proficiency bonus. Additionally, if a hostile creature is within your aura, enters it for the firt time on a turn, or starts its turn there, they must immediately make a Wisdom saving throw or take a -1 penalty to their AC(this penalty may not be incurred more than once) and take 4d8 force damage. They take this damage again at the beginning of each of their turns as long as they are in the aura

Shadow Strike(Infiltrator feature): When you have advantage on an attack roll due to being invisible and you are attacking with your Force Blaster, you may make an additional attack as part of the attack action, if you forgo advantage on one of your attacks.

Perfected Armor

At 18th level your Arcane Armor gains additional benefits based on its model, as shown below.

Both: Your Arcane Armor’s special weapon now scores a critical hit on rolls of 17-20, and, when you have advantage on an attack roll with your special weapon, you may roll two extra d20s when determining the outcome of the roll.

Guardian: When a creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Dexterity saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space, as well as paralyzing it until the end of your next turn on a failure. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it, with advantage, as part of this reaction. If that attack hits, you do an extra 8d10 force damage. You can use this reaction a number of times equal to twice your proficiency bonus, and you regain all ex­pended uses of it when you finish a short or long rest.

Infiltrator: Any creature that takes dam­age from your Force Blaster 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, as the light jolts it if it acts aggressively. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 4d8 force damage.

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.

Bonus Proficiencies

At 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. You also gain proficiency in the Arcana and History skills.

Artillerist Spells

You always have certain spells prepared after you unlock certain spell levels, as shown in the table below. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Spell Level Spells
1st Healing Word, Magic Missile
2nd Aganazzar’s Scorcher, Shatter
3rd Fireball, Mass Healing Word
4th Wall of Fire, Fire Shield
5th Wall of Force, Immolation
Eldritch Cannon

Also at 3rd level, 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 an unoccupied space on a hori­zontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one can­non at a time and can't create one while your current can­non is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level, plus one. 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 12 (+1). If the mending spell is cast on it, it regains 2d6 hit points. It disap­pears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also de­cide which type it is, choosing from the options on the table on the next page. On each of your turns, you may cause the cannon to activate if you are within 60 feet of it, using your bonus action to do so. As part of the activation, you can direct the cannon to walk or climb up to 25 feet to an unoccupied space, provided it has legs.

Cannon Effect
Flamethrower The cannon exhales fire in an adjacent 30-foot cone that you designate. Each creature in that area must make a Dexter­ity saving throw against your spell save DC, taking 2d10 fire damage on a failed save or half as much damage on a suc­cess. The fire ignites any flammable objects in the area that aren't being worn or carried. This damage increases to 3d10 at 5th level, 4d10 at 9th level, 5d10 at 15th, and 6d10 at 18th level.
Force Ballista 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 2d12 force damage, and if the target is a creature, it must make a Strength saving throw or be knocked prone. This damage increases to 3d12 at 5th level, 4d12 at 9th level, 5d12 at 15th level, and 6d12 at 18th level.
Cannon Effect
Protector The cannon emits a burst of positive energy that heals itself and each creature of your choice within 30 feet of for a num­ber of hit points equal to 2d8 + your Intelligence modifier (minimum of 1). If the healing would increase their HP past their maximum or they were already at their HP maximum, they receive the healing as temporary hit points. Additionally, the amount of hit points granted increases to 3d8 at 5th level, 4d8 at 9th level, 5d8 at 15th level, and 6d8 at 18th level.
Arcane Firearm

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use 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 1d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. This bonus becomes 2d8 at 9th level, 3d8 at 18th level, and 4d8 at 20th level.

Empowered Cannon

At 9th level, every eldritch cannon you create is now more powerful. You may now apply half your arcane firearm’s damage increase to your cannon’s damage and healing rolls. Additionally, 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 40 feet of it to make a Dexterity saving throw against your spell save DC, taking 10d8 force damage on a failed save or half as much damage on a successful one. If you do this, you cannot create another cannon for 1 hour.

Fortified Position

At 15th level, you have become a master at forming well-defended emplace­ments using your Eldritch Cannon. You and your allies have half cover while within 60 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. This increases to three cannons at 18th level. You can create them with the same action (but not the same spell slot), and you can activate all of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two, or(once you reach 18th level) a fourth cannon while you have three.

Heavy Artillery

Beginning at 18th level, every cannon you make can now function as heavy artillery. You may use your action to expend a 4th level or higher Artificer spell slot to activate your cannons’ heavy artillery function for 1 minute. When you do so, their range triples and you may add your Intelligence score to the damage or healing given out.

Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective com­panion of their own creation. Many soldiers tell sto­ries of nearly dying before being saved by a Battle Smith and a steel defender. In the world of Eberron, Battle Smiths played a key role in House Cannith's work on battle con­structs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.

Bonus Proficiencies

At 3rd level, you gain proficiency with heavy armor, martial weapons, and smith's tools, as well as proficiency in the Medicine, Perception, and Animal Handling skills. If you al­ready have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice(for smith’s tools), and one skill of your choice(for the armor, weapons, and skills).

Battle Smith Spells

You always have certain spells prepared after you unlock certain spell levels, as shown in the table below. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Spell Level Spells
1st Shield, Divine Favor
2nd Branding Smite, Mirror Image
3rd Blinding Smite, Aura of Vitality
4th Aura of Purity, Fire Shield
5th Banishing Smite, Mass Cure Wounds
Weapons of Battle

At 3rd level, you can prepare your weapons for battle as you prepare yourself. When you finish a long rest, you may touch a simple or martial weapon that you are proficient with and infuse it with powerful magic. When you do so, the weapon becomes a magic weapon for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, it gains a +1 bonus to attack and damage rolls, which increases to +2 at 5th level, and +3 at 9th level, as well as gaining an additional bonus to damage rolls equal to your proficiency bonus. When you attack with this weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls

Steel Defender

Also at 3rd level, your tinkering has borne you a companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statis­tics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the 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 com­mand it to take another action on your turn(no action required). That action can be 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 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have 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.


Steel Defender

Medium Construct, Shares Your Alignment

  • Armor Class 15+PB
  • Hit Points 5 + your Intelligence modifier + five times your level.
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 10 (+0) 16 (+3) 10 (+0)
  • Saving Throws Strength +(5+PB), Constitution +(5+PB) Wisdom +(3+PB)
  • Skills Athletics +(5+PB) Perception +(3+PBx2)
  • Damage Immunities Poison, Psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses Darkvision 60 ft., passive Perception 10+(3+PBx2)
  • Languages understands the languages you speak

Actions

Multiattack. The Steel Defender makes PB Force-empowered Rend attacks.

Force-empowered Rend. Melee Weapon Attack: +(5+PB) to hit, Reach 5 ft, one target. Hit: 1d12+(5+PB) Force damage

Repair. (3 times per Short or Long rest). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one creature or ob­ject within 5 feet of it. This healing increases to 3d8 at 5th level, 4d8 at 9th level, 5d8 at 15th level, 6d8 at 18th level, and 8d8 at 20th level.

Reactions

Deflect Attack: The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Extra Attack

At 5th level you can attack twice, rather than once, whenever you take the Attack action on your turn. This increases to three attacks at 9th level and four attacks at 18th level.

Arcane Jolt

At 9th level 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 4d10 force damage.

Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 4d10 hit points to it.

You can use this energy a number of times equal to twice your proficiency bonus, but you can do so no more than once on a turn. You re­gain all expended uses when you finish a short or long rest. Additionally, the damage or healing of this feature increases at the following levels: 5d10 at 15th level and 6d10 at 18th level.

Improved Defender

At 15th level, your Steel Defender has become more powerful, manifesting in the following effects: Your steel defender gains a +2 bonus to its AC. Whenever your steel defender uses its Deflect At­tack, the attacker takes force damage equal to half your arcane jolt damage. Additionally, your steel defender may now take a reaction at the end of every creature’s turn. However, it may only use this reaction to make opportunity attacks or to use its deflect attack.

Mastery of Battle

At 18th level you have gained mastery over the battlefield and are able to control it through your martial prowess and the help of your steel defender. The weapon that you have imbued with magic from your Battle Ready feature now does force damage instead of bludgeoning, piercing, or slashing damage, and its damage dice all increase by one size. If its damage die was previously a d12, it instead deals 1d4 extra damage with each attack. Additionally, your Battle Ready weapon now scores a critical hit on rolls of 18-20 and, if you are wielding that weapon, you may now take a reaction at the end of every creature's turn. You may only use this reaction to make an opportunity attack. Finally, when your steel defender hits with an attack roll on its turn, it may either make another attack or grant another creature it can see within 30 feet of it advantage on all attack rolls until the end of that creature’s next turn.

Infusions

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer

Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: The wearer's walking speed increases by 5 feet. The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d10 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then im­mediately returns to the wearer and reattaches. The armor can't be removed against the wearer's will. If the wearer is missing any limbs, the armor replaces those limbs-hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace

Armor of Magical Strength

Item: A suit of armor (requires attunement);

This armor has 6 charges. The wearer can expend the armor's charges in the following ways: When the wearer makes a Strength, Constitution, or Dexterity check or saving throw it can expend 1 charge to add a bonus to the roll equal to its proficiency bonus, or if the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains all expended charges daily at dawn.

Boots of the Winding Path

Prerequisite: 6th-level artificer

Item: A pair of boots (requires attunement);

While wearing these boots, a creature can teleport up to 30 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus

Item: A rod, staff, or wand (requires attunement);

While holding this item, a creature gains a + 1 bonus to spell attack and damage rolls, as well as to their saving throw DC. In addition, the creature ignores half cover when making a spell attack. The bonuses increase to +2 when you reach 7th level in this class and then increase to +3 when you reach 13th level in this class.

Enhanced Defense

Item: A suit of armor or a shield(requires attunement);

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the in­fused item. Additionally, they are proficient with it while they are attuned to it. The bonus increases to +2 when you reach 7th level in this class and then increases to +3 when you reach 13th level in this class.

Enhanced Weapon

Item: A simple or martial weapon(requires attunement);

This magic weapon grants a +1 bonus to attack and damage rolls made with it. Additionally, a creature is proficient with it while they are attuned to it. The bonus increases to +2 when you reach 7th level in this class and then increases to +3 when you reach 13th level in this class.

Helm of Awareness

Prerequisite: 7th level artificer

Item: A helmet (requires attunement);

While wearing this helmet, a creature has advan­tage on initiative rolls. In addition, the wearer can't be surprised.

Homunculus Servant

Item: A gem or crystal worth at least 100 gp;

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, ani­mate cauldrons. The homunculus is friendly to you and your com­panions, and it obeys your commands. See this creature's game statistics in the Homunculus Ser­vant stat block on the next page, which uses your proficiency bonus (PB) in several places. In combat, the homunculus 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 com­mand it to take another action(no action required). That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge. The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.


Homunculus Servant

Tiny Construct, Shares Your Alignment


  • Armor Class 13+PB
  • Hit Points 1 + your Intelligence modifier + five times your level.
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 10 (+0)

  • Saving Throws Dexterity: +(5+PB), Wis +(3+PB)
  • Skills Stealth +(5+PB) Perception +(3+PBx2)
  • Damage Immunities Poison, Psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10+(3+PBx2)
  • Languages understands the languages you speak

Actions

Multiattack. The Homunculus makes an amount of force strike attacks equal to half your proficiency bonus.

Force Strike. Ranged Spell Attack: +(5+PB) to hit, range 30 feet., one target the Homunculus can see. Hit: 1d8+(5+PB) force damage.

Reactions

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

Mind Sharpener

Item: A suit of armor or robes;

The infused item can send a jolt to the wearer to re­focus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its re­action to expend 1 of the item's charges to succeed instead. The item regains all expended charges daily at dawn.

Radiant Weapon

Prerequisite: 6th-level artificer:

Item: A simple or martial weapon (requires attunement);

This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it does an additional 1d4 radiant damage on a hit. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 10 charges. As a reaction immedi­ately after being hit by an attack, the wielder can ex­pend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains all expended charges daily at dawn.


Repeating Shot

Item: A simple or martial weapon with the ammuni­tion property (requires attunement);

This magic weapon grants a +2 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it pro­duces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon van­ishes the instant after it hits or misses a target. Additionally, when you take the attack action and make an attack with a repeating shot, you may use a bonus action to make another attack with the same weapon.

Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in this class to choose an item from the table. Alter­natively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls. In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more informa­tion about it, including the type of object required for its making.

2nd level available Items:

Item Attunement
Alchemy Jug No
Bag of Holding No
Goggles of Night No
Sending Stones No
Wand of Magic Detection No
Wand of Secrets No
Boots of Elvenkind No
Goggles of Object Reading No
Pixie Dust(4 packets at a time) No
Boots of the Winterlands Yes

7th level available Items:

Item Attunement
Bracers of Archery Yes
Cloak of Elvenkind Yes
Lantern of Revealing No
Ring of Water Walking No
Cloak of Protection Yes
Broom of Flying No
Bracers of Defense Yes
Driftglobe No
Cloak of Displacement Yes
Elemental Gem No

10th level available Items:

Item Attunement
Dragon Slayer Yes
Bead of Force(4 at a time) No
Belt of Dwarvenkind Yes
Gauntlets of Ogre Power Yes
Headband of Intellect Yes
Periapt of Wound Closure Yes
Cloak of the Bat Yes
Animated Shield Yes
Amulet of Health Yes
Cape of the Mountebank Yes

15th level available Items:

Item Attunement
Dancing Sword Yes
Belt of Stone Giant Strength Yes
Boots of Levitation Yes
Dragon Scale Mail Yes
Wings of Flying Yes
Ring of the Ram Yes
Cube of Force No
Dearn’s Instant Fortress No
Dwarven Plate Yes
Frost Brand Yes
Repulsion Shield

Prerequisite: 6th-level artificer

Item: A shield (requires attunement);

A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away and knock it prone. The shield regains all expended charges daily at dawn.

Resistant Armor

Prerequisite: 6th-level artificer

Item: A suit of armor (requires attunement);

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You may add additional resistances when you reach certain levels in this class: 2 at 10th level, 3 at 15th level, and 4 at 20th level.

Returning Weapon

Item: A simple or martial weapon with the thrown property;

This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack. This bonus increases to +2 at 7th level and +3 at 13th level.

Spell-refueling Ring

Prerequisite: 6th-level artificer

Item: A ring (requires attunement);

This ring has 4 charges. While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. This becomes 4th level or lower at 10th level, 5th level or lower at 13th level, and 6th level or lower at 18th level. The ring regains all expended charges daily at dawn.

Cantrips (0 Level)
  • Acid Splash
  • Booming Blade
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Green-Flame Blade
  • Guidance
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Resistance
  • Shocking Grasp
  • Spare the Dying
  • Sword Burst
  • Thorn Whip
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Armor of Agathys
  • Burning Hand
  • Catapult
  • Chaos Bolt
  • Chromatic Orb
  • Color Spray
  • Cure wounds
  • Detect magic
  • Disguise self
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Feather Fall
  • Grease
  • Hellish Rebuke
  • Hex
  • Identify
  • Jump
  • Longstrider
  • Magic Missile
  • Purify Food and Drink
  • Sanctuary
  • Snare
  • Shield
  • Tasha's Caustic Brew
  • Tasha’s Hideous Laughter
  • Thunderous Smite
  • Thunderwave
  • Witch Bolt
2nd Level
  • Aid
  • Alter self
  • Arcane lock
  • Blur
  • Cloud of Daggers
  • Continual Flame
  • Darkness
  • Darkvision
  • Enhance ability
  • Enlarge/reduce
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Heat metal
  • Hold Person
  • Invisibility
  • Lesser restoration
  • Levitate
  • Magic mouth
  • Magic weapon
  • Melf’s Acid Arrow
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Protection from Poison
  • Pyrotechnics
  • Rope Trick
  • Scorching Ray
  • See invisibility
  • Shadow Blade
  • Shatter
  • Skywrite
  • Spider climb
  • Spike Growth
  • Web
  • Zone of Truth
3rd Level
  • Blink
  • Call Lightning
  • Catnap
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Flame Arrows
  • Fear
  • Fireball
  • Fly
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Leomund’s Tiny Hut
  • Lightning Bolt
  • Phantom Steed
  • Protection From Energy
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Slow
  • Spirit Guardians
  • Stinking Cloud
  • Tiny Servant
  • Vampiric Touch
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Compulsion
  • Confusion
  • Dimension Door
  • Elemental Bane
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Guardian of Faith
  • Ice Storm
  • Leomund's Secret Chest
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Summon Construct
  • Wall of Fire
5th Level
  • Animate Objects
  • Antilife Shell
  • Awaken
  • Bigby's Hand
  • Cone of Cold
  • Contact Other Plane
  • Contagion
  • Creation,
  • Destructive Wave
  • Flame Strike
  • Greater Restoration
  • Hold Monster
  • Mass Cure Wounds
  • Skill Empowerment
  • Transmute Rock
  • Wall of Force
  • Wall of Stone