The Artificer Redux

A gnome sits hunched over a workbench, carefully using needle and thread to wave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extra-dimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding.

A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee.

An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape.

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. You can find everything you need to play one of these inventors in the next few sections.

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.

Artificers in Many Worlds

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.

Cunning Inventors

Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches.

By Kai Goodger & Day Decker

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The Artificer
Level Proficiency Bonus Features Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Artificer Specialist, Magical Tinkering, Spellcasting 2 2
2nd +2 Infuse Item 2 2 2
3rd +2 Magic Analysis, Artificer Specialist Feature 2 2 3
4th +2 Ability Score Improvement 2 2 3
5th +3 Artificer Specialist Feature 2 2 4 2
6th +3 Tool Expertise 3 2 4 2
7th +3 Quick Thinking 3 2 4 3
8th +3 Ability Score Improvement 3 2 4 3
9th +4 Artificer Specialist Feature 3 2 4 3 2
10th +4 Magic Item Adept 4 3 4 3 2
11th +4 Spell-Storing Item 4 3 4 3 3
12th +4 Ability Score Improvement 4 3 4 3 3
13th +5 4 3 4 3 3 1
14th +5 Magic Item Savant 5 4 4 3 3 1
15th +5 Artificer Specialist Feature 5 4 4 3 3 2
16th +5 Ability Score Improvement 5 4 4 3 3 2
17th +6 5 4 4 3 3 3 1
18th +6 Magic Item Master 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 4 3 3 3 2
20th +6 Soul of Artifice 6 4 4 3 3 3 2

Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist.

All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

Creating an Artificer

To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the "Artificer Features" section.


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.

Class Features

As an Artificer you gain the following features.

Hit Points

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

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: Thieves' tools
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three skills from Acrobatics, Athletics, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Sleight of Hand

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The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Equipment

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

  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • your choice of studded leather armor or scale mail
  • thieves' tools and a dungeoneer's pack

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

Multiclassing and the Artificer

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose artificer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.

Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools.

Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Artificer Specialist

1st-level artificer feature

Choose the type of specialist you are: Alchemist, Artillerist, or Gunsmith, each of which is detailed after the class's description. Your choice grants you features at 1st level and again at 3rd, 5th, 9th, and 15th level.

Magical Tinkering

1st-level artificer feature

You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can 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

1st-level artificer feature

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.

The Magic of Artifice

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool. For example, if you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. The effect of the spell is the same either way.

Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your creativity is a fun way to distinguish yourself from other spellcasters.

Tools Required

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 (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

Cantrips

You know two cantrips of your choice from the artificer spell list in addition to the mending cantrip. This cantrip does not count against your total number of cantrips known. 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.

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Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item

2nd-level artificer feature

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 two artificer infusions, choosing from the "Artificer Infusions" section at the end of the class description. You gain additional infusions of your choice when you reach certain Artificer levels, as shown in the Infused Items column of the Artificer table.

Whenever you gain a level in this class, you can choose one of the infusions you know and replace it with another infusion that you could learn at that level.

Infusing an Item

When you reach 2nd level, 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, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of infused objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion 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.

Magic Analysis

3rd-level artificer feature

Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.

Ability Score

4th-level artificer feature

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.

Tool Expertise

6th-level artficer feature

Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Quick Thinking

7th-level artificer feature

You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to half your Proficiency bonus (rounded down). You regain all expended uses when you finish a long rest.

Magic Item Adept

10th-level artificer feature

You've achieved a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

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Spell-Storing Item

11th-level artificer feature

You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant

14th-level artificer feature

Your skill with magic items deepens:

  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Magic Item Master

18th-level artificer feature

You can now attune to up to six magic items at once.

Soul of Artifice

20th-level artificer feature

You have developed a mystical connection to your magic items, which you can draw on for protection:

  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 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.

Artificer Specialists

Artificers pursue a variety disciplines. Here are specialist options you can choose from at 1st-level.

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.

Alchemy Expert

1st-level Alchemist feature

You gain proficiency with alchemist's supplies and poisoner's kit. If you are already proficient with these tools, you gain proficiency with one other type of artisan's tools of your choice.


Alchemist Spells

1st-level Alchemist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Alchemist Spells
Spell Level Spells
1st healing word, ray of sickness
2nd flaming sphere, Melf's acid arrow
3rd gaseous form, mass healing word
4th blight, death ward
5th cloudkill, raise dead

Alchemical Formula

1st-level Alchemist feature

You learn a number of Alchemical Formulas to help your allies and hinder your enemies. After a short rest, you can produce a number of formulas equal to half your Intelligence modifier (rounded up), and you can have a number of formulas active at the same time equal to your Proficiency bonus + 2. If you try to exceed your maximum number of formulas, the oldest formula becomes inert, and then the new formula ny may be used.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

The Alchemical Formula options are as follows:

Alchemical Fire. As an action, you can hurl a vial of volatile liquid at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. On a successful save, the target takes half damage. This formula's damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).

Acid Flask. As an action, you can hurl a flask of caustic acid at a creature or object within 30 feet of you. The flask shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula's damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

Healing Draught. As an action, a creature can imbibe a vial of amber healing liquid. The creature regains 1d8 hit points. This formula's healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).

Tanglefoot Bag. As an action, you can hurl a bag filled with writhing, sticky black tar at a point on the ground within 30 feet of you. The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on

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the ground in that area has its speed halved for that turn. This formula's effects increase in a variety of ways when you reach certain levels in this class:

At 5th level, creatures caught within the difficult terrain need to make a Strength saving throw or become grappled, at 9th level, creatures caught within the difficult terrain need to make a Strength saving throw or become restrained, and at 15th level, creatures caught within the difficult terrain need to make a Strength saving throw or become paralyzed. A creature can repeat the saving throw at the beginning of its next turn.

Homunculus Servant

3rd-level Alchemist feature

You learn intricate methods for magically creating a special homunculus that serves you. Choose an item such as a small gem, pocket watch, or vial of blood, to serve as the creature's heart, around which the homunculus'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, 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 take a bonus action on your turn to command it to take another action. 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.

If your homunculus is ever destroyed, it can be revived by spending a long rest concentrating on the homunculus's heart. At the end of your long rest, the homunculus will reform around its heart and reappear in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature and attempt to create a second one, then the first homunculus immediately perishes.


Homunculus Servant

Tiny construct


  • Armor Class 13 (natural armor)
  • Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Dex +2 plus PB
  • Skills Perception +0 plus (PB x 2), Stealth +2 plus PB
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Flyby. The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target. Hit: (1d4 + your spell attack modifier) force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 5 feet of the target and within 120 feet of you when you cast the spell.

Alchemical Savant

5th-level Alchemist feature

You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you use an Alchemical formula or cast a spell through your spellcasting focus, you gain a bonus to the roll equal to your Intelligence modifier (minimum of 1). That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage.

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Chemical Mastery

9th-level Alchemist feature

You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid and poison damage, and you are immune to the poisoned condition.
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use your spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Experimental Elixir

15th-level Alchemist feature

You have reached the pinnacle of your craft and as such can produce a volatile, experimental elixir with terrific or catastrophic effects. Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when you either throw it, drink it, or administer it to an incapacitated creature as an action.

If you try to create a second experimental elixir, the first elixir becomes inert and is replaced by the new one.

Experimental Elixir
1d6 Effect
1 Caustic Finale. You can hurl the elixir at a point within 30 feet of you. Upon impact, creatures within a 15 foot radius must make a Constitution saving throw. On a failure, a creature suffers 14d6 acid damage and is considered blinded. On a success, the target takes half damage and is not blinded. Blinded creatures may repeat their saving throw at the start of each of their turns.
2 Ambrosia. You can drink this elixir as an action and immediately regain 70 hit points and for the next minute, you regain 5 hit points at the start of each of your turns. Alternatively, you can administer the elixir to an incapacitated creature and the creature regains the hit points instead.
3 Quickling Stride. You drink the elixir and gain the benefits of the haste spell for the next minute, however, you are not stunned when this effect ends.
4 Beholder Essence. You can hurl the elixir at a creature or object within 30 feet. Make a ranged spell attack roll against the target. On a hit, the target suffers 5d10 psychic and 5d10 force damage and the creature must make a Constitution saving throw. On a failure, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
5 Emboldening Tincture. You can hurl the elixir 30 feet and upon impact, allies of your choice within a 15 foot radius of that point may roll a d6 and add the number rolled to every attack roll and saving throw they make for the next minute.
6 Mountainous Fortitude. You drink the elixir and gain resistance to all damage types for the next minute.

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.

Tools of War

1st-level Artillerist feature

You gain proficiency with woodcarver's tools and smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artillerist Spells

1st-level Artillerist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artillerist Spells
Spell Level Spells
1st shield, thunderwave
2nd scorching ray, shatter
3rd fireball, wind wall
4th ice storm, wall of fire
5th cone of cold, wall of force

Eldritch Cannon

1st-level Artillerist feature

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 cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+O). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

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Eldritch Cannons
Cannon Activation
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 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
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 1d8 force damage + your Intelligence modifier (minimum of +1), and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 15 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
Shockwave The cannon emits a shockwave of thunderous energy in a 30-foot radius. Each creature in that area must make a Strength saving throw against your spell save DC. A creature takes 1d8 thunder damage on a failed save, or have as much damage on a successful one. Additionally, each creature that fails the save is either pulled 15 feet toward the cannon or pushed 15 feet away from it, which you decide when you use this ability.

Arcane Firearm

3rd-level Artillerist feature

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, you gain a bonus to ranged spell attack and damage rolls equal to half your Proficiency bonus (rounded down).

You can also use your arcane firearm to aid your Eldritch Cannon in combat. As a reaction, you can cast the shield spell on your cannon through your arcane firearm as long as you are within 60 feet of it. You can use this ability once per long rest.

Explosive Cannon

5th-level Artillerist feature

Every Eldritch Cannon you create is now more destructive:

  • The cannon's damage rolls all increase to 2d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 2d8 force damage on a failed save or half as much damage on a successful one. This damage increases to 3d8 at 9th level.
  • As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of your Eldritch Cannon. To teleport in this way, you must be able to see the cannon.

Fortified Position

9th-level Artillerist feature

You're a master at forming well-defended emplacements using your Eldritch Cannon:

  • The cannon's damage rolls all increase to 3d8.
  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Overcharged

15th-level Artillerist feature

You can overcharge your Eldritch Cannon with arcane energy, making it more powerful and dangerous. As an action, you target one or both of your Eldritch Cannons and for 1 minute, they have the following bonuses:

  • Your cannon gains a +2 bonus to its Armor Class.
  • Your cannon's speed increases by 15 feet.
  • Whenever your Eldritch Cannon takes damage from a melee attack, the attacker takes force damage equal to 3d8 + your Intelligence modifier.
  • Your cannon has immunity to fire damage, as well as resistance to all nonmagical bludgeoning, piercing, and slashing damage.

Gunsmith

As a master of engineering and magic, you forge a firearm powered by a combination of science and magic. A focused weapon of concentrated chaos that causes the very air to react in response to the cacaphonous boom it releases.

Master Smith

1st-level Gunsmith feature

You gain proficiency with tinker's tools and smith's tools. If you are already proficient with these tools, you gain proficiency with one other type of artisan's tools of your choice.

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Gunsmith Spells

1st-level Gunsmith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Gunsmith Spells
Spell Level Spells
1st command, shield
2nd mirror image, shatter
3rd conjure barrage, hypnotic pattern
4th fire shield, greater invsibility
5th mass cure wounds, teleportation circle

Thunder Cannon

1st-level Gunsmith feature

At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.

You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 300 feet. Once fired, it must be reloaded as a bonus action.

If you lose your Thunder Cannon or if it is destroyed, you can create a new one over the course of a long rest.

Arcane Magazine

1st-level Gunsmith feature

You craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.

You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 24 rounds of ammunition with this magazine. After each short rest, you can produce 8 rounds. Your Arcane Magazine can hold up to 60 rounds of ammunition at a time.

If you lose your Arcane Magazine, you can create a new one as part of a long rest. If you run out of ammunition in a desperate situation, you can sacrifice some of your vitality to regain expended shots. As a bonus action, you spend one of your Hit Dice in order to regain 2 rounds of ammunition. You can use this ability a number of times equal to your Consitution modifier.

Thunder Monger

3rd-level Gunsmith feature

You learn to channel thunder energy into your Thunder Cannon. As part of the attack, you can deal an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 6th level (2d6), 9th level (3d6), and 12th level (4d6).


Steel Defender

3rd-level Gunsmith feature

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 take a bonus action on your turn to command it to take another action. 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.

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Steel Defender

Medium or Large construct


  • Armor Class 15
  • Hit Points 2 + your Intelligence modifier + five times your artificer level (the Defender has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Saving Throws Dex +1 plus PB, Con +2 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus (PB x 2)
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Vigilant. The defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: (1d8 + PB) force damage

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

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.

Retaliating Strike. If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can command the servant to respond, using its reaction to make a melee attack against the attacker.

Extra Attack

5th-level Gunsmith feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, you can now attack twice with your Thunder Cannon between reloads.


Piercing Round

9th-level Gunsmith feature

You may project a lancing shot of lightning through the end of your Thunder Cannon. As an action, you can make a special attack with it. You can make an attack roll against a target within range. On a hit, the target suffers your Thunder Cannon's damage plus an additional 4d6 lightning damage. Once this attack has resolved, the bolt and round leap from that target to as many as three additional targets, each of which must be within 30 feet of the previous target. Each attack after the first is made with disadvantage, and on a hit the target suffers your Thunder Cannon's damage and an additional 4d6 lightning damage. Once you use this feature, you cannot use it again until you finish a long or short rest.

Explosive Shot

15th-level Gunsmith Feature

You can channel the fury of the storm through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you fire a booming round from the gun at a point within range. The round detonates in a 30-foot radius sphere and each creature in that area must make a Dexterity saving throw against your Spell save DC. On a failed saving throw, a target takes 4d8 fire and 4d8 thunder damage and become blinded and deafened. On a successful save, a creature takes half damage and is not blinded or deafened.

Artificer 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.

Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer

Item: A suit of armor (requires attunement)

The wearer of the 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 ld8 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:

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  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains ld6 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 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus

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

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a +l bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Helm of Awareness

Prerequisite: 10th-level artificer

Item: A helmet (requires attunement)

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

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 ld4 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. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by 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 ld4 expended charges daily at dawn.

Repeating Shot

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

This magic weapon grants a +1 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.

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 the 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.

Replicable Items (2nd-Level Artificer)
Magic Item Attunement
Alchemy jug No
Bag of holding No
Cap of water breathing No
Goggles of night No
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Items (6th-Level Artificer)
Magic Item Attunement
Boots of elvenkind No
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking No

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Replicable Items (10th-Level Artificer)
Magic Item Attunement
Boots of striding and springing Yes
Boots of the winterlands Yes
Bracers of archery Yes
Brooch of shielding Yes
Cloak of protection Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy Yes
Medallion of thoughts Yes
Necklace of adaptation Yes
Periapt of wound closure Yes
Pipes of the sewers Yes
Quiver of Ehlonna Yes
Ring of jumping Yes
Ring of mind shielding Yes
Slippers of spider climbing Yes
Winged boots Yes
Replicable Items (14th-Level Artificer)
Magic Item Attunement
Amulet of health Yes
Belt of hill giant strength Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram 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. The shield regains ld4 expended charges daily at dawn.

Resistant Armor

Prerequisite: 6th-level artificer

Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Spell-Refueling Ring

Prerequisite: 6th-level artificer

Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

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Artificer Spell List

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

Each spell is in the Player's Handbook, unless it has one asterisk (a spell in chapter 3 of Tasha's Cauldron of Everything).

Cantrips (0 Level)
  • Acid splash
  • Booming blade *
  • Dancing lights
  • Fire bolt
  • Green-flame blade *
  • Guidance
  • Light
  • Lightning lure *
  • Mage hand
  • Mending
  • Message
  • Poison spray
  • Prestidigiation
  • Ray of frost
  • Resistance
  • Shocking grasp
  • Spare the dying
  • Sword burst *
  • Thorn whip
1st Level
  • Alarm (ritual)
  • Cure wounds
  • Detect magic (ritual)
  • Disguise self
  • Expeditious retreat
  • Faerie fire
  • False life
  • Feather fall
  • Grease
  • Identify (ritual)
  • Jump
  • Longstrider
  • Magic missile
  • Purify food and drink
  • Sanctuary
  • Tasha's caustic brew *
  • Unseen servant
2nd Level
  • Aid
  • Alter self
  • Arcane lock
  • Blur
  • Continual flame
  • Darkvision
  • Enhance ability
  • Enlarge/reduce
  • Heat metal
  • Invisibility
  • Lesser restoration
  • Levitate
  • Magic mouth (ritual)
  • Magic weapon
  • Protection from poison
  • Rope trick
  • See invisibility
  • Spider climb
  • Web
3rd Level
  • Blink
  • Create food and water
  • Dispel magic
  • Elemental weapon
  • Fly
  • Glyph of warding
  • Haste
  • Intellect Fortress *
  • Protection from energy
  • Revivify
  • Slow
  • Tongues
  • Water breathing (ritual)
  • Water walk (ritual)
4th Level
  • Arcane eye
  • Fabricate
  • Freedom of movement
  • Leomund's secret chest
  • Mordenkainen's faithful hound
  • Mordenkainen's private sanctum
  • Otiluke's resilient sphere
  • Stone shape
  • Stoneskin
  • Summon construct
5th Level
  • Animate objects
  • Bigby's hand
  • Creation
  • Greater restoration
  • Legend lore
  • Modify memory
  • Wall of stone

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