— Unfired Arcana —

The Book of Blinding Artifice


Dynavolt Tower by Titus Lunter

background image

 

 

Dela d’Cannith,
Eberron Artificer

Matthew Riley

— Unfired Arcana —

the book of

Blinding Artifice

Class Features

This section provides an additional Artificer class features you can use at your table.

Style of Artifice

1st-level Artificer feature

Like all artisans you have your own personal flare, which expresses itself in one of the following styles of your choice.

Gadgeteer.
You favor utilitarian contraptions. Whenever you finish a long rest, you can create two Tiny magical contraptions and imbue each one with a different cantrip of your choice from any spell list. A creature holding one of the contraptions can cast the cantrip inside, without providing material components and using your spellcasting ability modifier in place of their own. The contraptions vanish in a flare of sparks if you die, or when you use this feature again.
Weaponsmith.
You have proficiency with martial weapons, you can use your Intelligence modifier, instead of Strength or Dexterity, for attack and damage rolls you make with simple or martial weapons.

Arcane Advancement

5th-level Artificer feature, replaces Subclass Feature

You gain one of the following benefits of your choice.

Empowered Spells.
When you cast one of your Artificer spells you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll, and the bonus equals your Intelligence modifier.
Extra Attack.
You can attack twice, instead of once, when you take the Attack action on your turn.

Flash of Brilliance

7th-level Artificer feature, replaces Flash of Genius

Your clever insights make you a fierce ally. As a bonus action on your turn you can share that insight with one or more willing creatures who can hear you within 60 feet, up to a maximum of your Intelligence modifier, which can include yourself.

For the next minute, each target gains one of the following benefits of your choice.

Life Hack.
Choose one skill or tool you are proficient with. For the duration, any time a target makes an ability check using that skill or tool, they can roll 1d4 and add the result to that check.
Identify Weakness.
Choose one creature you can see within 60 feet. For the duration, any time a target makes an attack against that creature or another that shares that creature’s stat block, they can roll 1d4 and add the result to that attack roll.
Protective Measures.
Choose one ability score. For the duration, any time a target makes a saving throw using that ability score, they can roll 1d4 and add the result to that saving throw.

You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.

All-Nighter

13th-level Artificer feature

As part of a long rest, you can attempt to rush the crafting of a magic item, completing it in a single night. The item must have a rarity of common, uncommon or rare, and it must be one you know from the replicate magic item infusion, or for which you possess a Magic Item Formula (see the Magic Item Formula rules in the

 

 

Dungeon Master’s Guide). Producing the item also requires raw materials, as listed in All-Nighter table below, the cost of which cannot be reduced in any way.

All-Nighter
Rarity Cost
common 50 gp
uncommon 200 gp
rare 2,000 gp

At the end of the long rest make a DC 25 Intelligence check using tools appropriate to to the item (such as leatherworker’s tools for a bag of holding). On a success you craft the magic item, consuming raw materials as normal, and gain 1 level of exhaustion

Once you successfully craft a magic item with this feature, you must finish 1d4+1 long rests before you can use this feature again.

Alchemist Features

This section provides an additional Alchemist subclass features you can use at your table.

Alchemist Infusions

3rd-level Alchemist feature

Additional magic items are available to you through the Replicate Magic Item infusion, as shown in the Alchemist Infusions table.

Alchemist Infusions
Artificer Level Magic Items
3rd eversmoking bottle, Keoghtom’s ointment
6th dust of dryness, oil of slipperiness
10th potion of hill giant’s strength, potion of speed
14th Nolzur’s marvelous pigments, oil of sharpness

Potions & Poisons

Setiawan Fajareka

 

 

Infused Reagents

3rd-level Alchemist feature, replaces Experimental Elixirs

You have learned to craft alcheimical items from special supplies called Infused Reagents.

Infused Reagents. You have a number of infused reagents equal to your Intelligence modifier, which are stored as part of your Alchemist’s Supplies. As an action while you have your supplies on you, you can expend one of those reagents to produce an alchemical item from among the options you have know.

You regain all expened reagents when you finish a long rest. You can also expend a spell slot as an action to regain a number of reagents equal to the slot’s level.

Alchemical Items. You know how to craft six alchemical items, each of which is either an Alchemical Bomb or Experimental Elixir of your choice, selected from the options below. An item lasts until used, or until the next time you complete a long rest.

You learn to craft two additional items at 5th, 9th and 15th levels in this class. Whenever you gain a level in this class, you can replace one alchemical item you know with another from the same list.

Alchemical Bomb

Alchemical bombs are special weapons that designed to explode upon impact. When a creature takes the Attack action, they can use one of their attacks to throw a bomb they are carrying up to 30 feet, producing the listed effect. You can also throw the bomb as part of the same action you use to produce it. If a bomb requires a saving throw it uses your spell save DC.

Alchemist’s Fire. One creature within range must succeed a Dexterity saving throw or take 4d4 fire damage, plus an additional 2d4 fire damage at the start of each of its turns for the next minute, or until it uses its action to extinguish the flames.

Sunrod. Each creature within 10 feet of the point within range must succeed a Constitution saving throw or be blinded until the end of its next turn.

Smokestick. Dense smoke fills a 20-foot-radius sphere centered on a point within range. The area is heavily obscured for the next minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Tanglefoot Bag. Viscous goo covers the ground in a 10-foot-radius sphere centered on a point within range. For the next minute, the area is difficult terrain and a creature who ends its turn inside it must succeed a Strength saving throw or be restrained until the start of its next turn.

Thunderstone. Each creature within 10 feet of a point the within chooses must succeed a Constitution saving throw or take 3d8 thunder damage, and be deafened for one minute. A creature who succeeds its saving throw takes half damage and is not deafened.

Experimental Elixirs

Experimental elixirs are hastily brewed potions that taste only slightly like medical malpractice. A creature can use a bonus action to drink an elixir, producing the listed effect, or it can use an action to administer it to an incapacitated creature. Alternatively, you can drink the elixir as part of the action you use to produce it.

Antitoxin Elixir. The drinker is cured of the poisoned condtion.

Boldness Elixir. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

Darkvision Elixir. The drinker gains darkvision out to a range of 60 feet for 1 hour.

Flight Elixir. The drinker gains a flying speed of 10 feet for 10 minutes, and for the duration they can hover.

Jumping Elixir. The drinker’s jumping distance is tripled for the next 1 hour.

Healing Elixir. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.

Resilience Elixir. The drinker gains a +1 bonus to AC for 1 hour.

Swiftness Elixir. The drinker’s walking speed increases by 10 feet for 1 hour.

Transformation Elixir The drinker gains the benefits of the alter self spell for 10 minutes.

Explosive Reagents

9th-level Alchemist feature

Your alchemical bombs have become especially potent. Whenever one of your alchemical bombs targets an area, the radius of that bomb increases by 5 feet.

Additionally, whenever you make a damage roll for one of your alchemical bombs, you can roll one of the damage dice a second time and add the result to the total.

Armorer Features

This section provides an additional Armorer subclass features you can use at your table.

Armorer Infusions

3rd-level Armorer feature

Additional magic items are available to you through the Replicate Magic Item infusion, as shown in the Armorer Infusions table.

Armorer Infusions
Artificer Level Magic Items
3rd mariner’s armor, ring of warmth
6th belt of dwarvenkind, arrow-catching shield
10th cloak of displacement, ring of x-ray vision
14th dwarven plate, Daern’s instant fortress

 

 

Power Armor

3rd-level Armorer feature, replaces Arcane Armor and Armor Model

Your metallurgical pursuits have led to you making armor a conduit for your magic. As part of a short or long rest you can configure a suit of armor into Arcane Armor, provided you have Smith’s Tools in hand.

You gain the following benefits while wearing this armor:

Dampening Field.
If the armor normally grants disadvantage on Dexterity (Stealth) checks, the arcane armor lacks this property for you.
Magical Strength.
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
Prosthetic Armor.
The armor replaces any missing limbs, functioning identically to a limb it replaces.
Quick Doff.
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.
Snug Fit.
The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action.
Spellcasting Focus.
You can use the arcane armor as a spellcasting focus for your artificer spells.

Additionally, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor’s model whenever you finish a short or long rest, provided you have Smith’s Tools in hand.

Guardian Model

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

Thunder Gauntlets.
Each of the armor’s gauntlets counts as a simple melee with the light property. On a hit they deal 1d8 thunder damage, and if the target is no more than one size larger than you it is knocked prone. You can hold a shield in one of these gauntlets and still make an attack with it.
Defensive Field.
As a bonus action, you can redirect your armor’s defensive fields to coat each creature of your choice within 30 feet in a suit of ethereal armor. For the next 10 minutes or until you die, each target can use your Armor Class in place of their own. You can use this bonus action a number of times equal to your Intelligence bonus, and you regain all expended uses when you finish a long rest.
Powered Exoskeleton.
You have advantage on Strength (Athletics) checks.

Infiltrator Model

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

Lightning Launcher.
Each of the armor’s gauntlets counts as a simple ranged weapon with a normal range of 90 feet a long range of 300 feet, with the light property. On a hit they deal 1d6 lightning damage, and if the target is no more than one size larger than you it is pushed 10 feet directly away from you.
Powered Steps.
As a bonus action, you can jump a number of feet equal to five times your Intelligence bonus, without provoking opportunity attacks. You can use this bonus action a number of times equal to your Intelligence bonus, and you regain all expended uses when you finish a long rest.
Active Camouflage.
You have advantage on Dexterity (Stealth) checks.

Frenzied Geistblaster

David Auden Nash

 

 

Artillerist Features

This section provides an additional Artillerist subclass features you can use at your table.

Artillerist Infusions

3rd-level Artillerist feature

Additional magic items are available to you through the Replicate Magic Item infusion, as shown in the Artillerist Infusions table.

Artillerist Infusions
Artificer Level Magic Items
3rd circlet of blasting, wind fan
6th immovable rod, wand of wonder
10th elemental gem (ruby), wand of magic missiles
14th rod of rulership, wand of paralysis

Battle Smith Features

This section provides an additional Battle Smith subclass features you can use at your table.

Battle Smith Infusions

3rd-level Battle Smith feature

Additional magic items are available to you through the Replicate Magic Item infusion, as shown in the Battle Smith Infusions table.

Battle Smith Infusions
Artificer Level Magic Items
3rd mithril armor, sentinel shield
6th elixir of health, mace of smiting
10th figurine of wonderous power (bronze griffon), javelin of lightning
14th animated shield, flametongue

Izzet Guildgate,

Kirsten Zirngibl

 

 

Fighting Style

3rd-level Battle Smith feature

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Arcane Warrior

You learn two cantrips of your choice from the wizard spell list. They count as artificer spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Armed And Armored

Svetlin Velinov

 

 

Compulsive Research

Sara Winters

Artificer Subclass

The Archivist

What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in the very fabric of the weave itself.

Of course, the question of storing knowledge was never merely a matter of convenience. Books on demonolgy, forgotten gods, and even mundane evils have long presented a great danger to society. Many of the Artificers who followed the path of the Archivist did so either to contain this knowledge, or to claim it for themselves.

Archivist Infusions

3rd-level Archivist feature

The following magic items are available to you through the Replicate Magic Item infusion.

Archivist Infusions
Artificer Level Magic Items
3rd driftglobe, eyes of minute seeing
6th helm of comprehending languages, figurine of wonderous power (silver raven)
10th censer of controlling air elementals, scroll of protection from aberrations
14th Ioun stone (reserve), robe of eyes

Archivist Spells

3rd-level Archivist feature

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

Archivist Spells
Artificer Level Spells
3rd comprehend languages, dissonant whispers
5th locate object, phantasmal force
9th hunger of hadar, hypnotic pattern
13th locate creature, phantasmal killer
17th legend lore, modify memory

Extradimensional Archive

3rd-level Archivist feature

You’ve learned to secure knowledge in the structure of the weave itself, creating an extradimensional archive of your own design. Your archive begins with a wide collection of non-magical texts. As part of a short or long rest you can upload a book, scroll, or other written document in your possession to the archive, where it is secured in a pocket dimension. As an action at a later time you can produce the book you stored or a transcribed copy of the text, provided you have your Calligrapher’s Supplies on hand. A transcribed copy lacks any magical properties of the original and vanishes when you die or if you use this feature again.

Additionally, as part of a Short or Long rest, you can use the records stored in your extradimensional archive to study one of the subjects below.

Crafting.
You gain proficiency with the Arcana skill and two tools of your choice. Your Proficiency Bonus is doubled for any ability check you make with them.
Lore.
You gain proficiency with the History skill. Your Proficiency Bonus is doubled for any ability check you make with it. You also gain training in three languages of your choice.
Healing.
You gain proficiency in the Medicine and Religion skills. Your Proficiency Bonus is doubled for any ability check you make with them.
Biology.
You gain proficiency in the Nature and Survival skills. Your Proficiency Bonus is doubled for any ability check you make with them.

You retain the benefits of this study until you finish a Short or Long Rest.

 

 

Infohazard

3rd-level Archivist feature

Your unrestricted access to forbidden knowledge has exposed you all manner of dark magic. While you have Calligrapher’s Supplies in one hand, you can use a Bonus Action to expose a creature to words or images that assualt the senses and harm the mind. Choose one creature who can see or hear you within 60 feet. The target must succeed an Intelligence saving throw or take 1d8 Psychic damage and have Disadvantage on the next attack roll they make before the end their next turn.

The damage dealt by this Bonus Action increases when you reach 5th level (2d8), 11th level (3d8), an 17th level (4d8).

Tools of the Trade

3rd-level Archivist feature

You gain proficiency in Calligrapher’s Supplies. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Dark Weave

5th-level Archivist feature

You’ve gained a greater understanding of the lore you’ve accumulated in your archive, granting you the following benefits.

Arcane Lore. If your archive contains the written form of a spell, such as from a wizard’s spellbook, you can prepare that spell as if it were an artificer spell at the end of a long rest.

Cognitohazard. When you use your Infohazard you can target up to three creatures, instead of one.

Remote Access

9th-level Archivist feature

You’ve learned to expand your access to the weave beyond just your own archives, allowing you to telapathically communicate with any creature holding an item bearing one of your infusions. This communication can happen across any distance and even across planar bounaries. The target need not share a language with you to understand you, but it must be able to understand at least one language.

Additionally you take the Activate a Magic Item action on your turn, you can use any magic item you can see within 60 feet, and you don’t need to be attuned to the item to use it this way.

One With Information

15th-level Archivist feature

You’ve tapped the full potential of the weave, granting you the following benefits:

Mind Bleach.
Whenever one or more creatures fail a saving throw against your Infohazard you can choose give them the stunned condition until the end of your next turn. You can use this a number of times equal to your Intelligence modifier. You regain any expended uses when you complete a long rest.
Weave Surfer.
Immediately after you cast a spell of 1st level or higher you can teleport to an unoccupied space you can see within 5 feet of a book, scroll, or magic item.
Lorehold Apprentice

Manuel Castañón

 

 

Gorgon Mask

Wayne Reynolds

Clouds n’ Plains

Eli Ring

Artificer Subclass

The Totemist

Artificer. In much of the multiverse, the name given to those who craft magic items evokes images of gears and clockwork, arcane formulae and mystic runes. However, not all with the spark of genius are born into the luxuries of modern magical technology. For every Artificer born into privilege, a half-dozen Totemists are born into the Talenta plains or the jungles of Chult.

No less brilliant than their industrial cousins, Totemists have learned to draw on ancient traditions to coax the primal spirits of basilisk and behir to inhabit ritual totems empowered by their craft. Though the dangers of the wilderness can silence many a brilliant mind, those who emerge tinker with powers most other Artificers could never even dream of.

Spirit Totem

3rd-level Totemist feature

Using bits of fur, chitin and teeth taken from monstrous foes, you have learned to craft a magical totem that allows you to channel the might of primal spirits called a Spirit Totem. You can create one such totem at the end of a long rest, and can only have one at a time. If you create a second totem, the first one becomes nonmagical, and you cannot use its properties.

As a bonus acton while you are holding your totem, can channel primal energy to cloak yourself in the ghostly spirit of a monstrous creature of your choice, which manifests as either Armor or a Weapon (see the “Armor” and “Weapons” sections below). You retain this form for 1 hour, until you die, or until you end it volunarily (no action required).

You can enter your spirit form once, and you regain all expended uses when you finish a short or long rest. You choose both the type and the effect granted by your spirit form when you create the totem.

Armor

You manifest the natural armor of your totem creature, which counts as light armor. It grants you a base AC of 13 + your Intelligence modifier. Additionally, choose one of the following totem creatures for your armor.

Displacer Beast.
When a creature attacks you, you can grant that attack disadvantage as a reaction. If the attack misses, you can immediately teleport up to 5 feet away.
Mimic.
When a creature within 5 feet hits you with a melee attack, it becomes grappled by you, and you don’t need a free hand to maintain this grapple.
Remorhaz.
When a creature within 5 feet of you hits you with a melee attack, it takes fire damage equal to your Intelligence modifier.
Rust Monster.
As a reaction when a creature hits you with a melee or thrown weapon you can cause the weapon to corrode. A corroded weapon grants disadvantage on any attack roll made with it until a creature spends 10 minues sharpening it to remove the rust.

Weapons

You manifest the natural weapons of your totem creature, which count as simple melee weapons, and are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. You can use your Intelligence modifier for attack and damage rolls with these weapons. Additionally, chose one of the following totem creatures for your weapon.

Dragon
Your manifest fangs, which do 1d10 piercing damage on a hit. Additionally as a bonus action you can breathe one of the following damage types in a 15 foot cone: acid, cold, fire, lightning or poison. Each creature in the area must succeed a Dexterity saving throw or take 2d8 damage of the type you chose.

 

 

Girallon
You manifest a pair of clawed arms, each of which do 1d6 slashing damage on a hit and have the light property. Additionally, when you make an attack with one of them as part of the Attack action on your turn, you can make one additional attack using the other.
Gorgon
You manifest horns, which do 1d8 piercing damage on a hit and have the heavy property. Additionally as a bonus action you can breathe petrifying gas in a 15 foot cone. Each creature in the area must succeed a Constitution saving throw or have their speed halved until the start of your next turn.
Otyugh.
You manifest a pair of tendrils each of which do 1d8 bludgeoning damage on a hit and have the reach property. Additionally as a bonus action you can attempt to grapple a creature with them. You can initiate and maintain this grapple as long as the target is within your reach with these tendrils.

Tools of the Trade

3rd-level Totemist feature

You gain proficiency with Leatherworker’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Totemist Infusions

3rd-level Alchemist feature

Additional magic items are available to you through the Replicate Magic Item infusion, as shown in the Totemist Infusions table.

Totemist Infusions
Artificer Level Magic Items
3rd periapt of health, saddle of the cavalier
6th berserker axe, dagger of venom
10th bag of tricks (tan), cloak of displacement
14th wings of flying, dragon scale mail (white)

Totemist Spells

3rd-level Totemist feature

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

Totemist Spells
Artificer Level Spells
3rd animal friendship, speak with animals
5th mirror image, spider climb
9th conjure animals, meld into stone
13th dominate beast, polymorph
17th awaken, cloudkill

Extra Attack

5th-level Totemist feature

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

Spirit Meld

9th-level Totemist feature

Your connection to the spirit world has strengthened, granting you the following benefits.

Additional Totems.
You can create three spirit totems when you finish a long rest, instead of one. When you enter your spirit form, you choose which totem’s weapon or armor to manifest.
Infused Totem.
Whenever you create a totem you can imbue one of infusion you know into the totem’s weapon or armor. An infusion created this way does not require attunement, and does not count against the number of infusions you can have at one time.

Primal Awakening

15th-level Totemist feature

You have become a true vessel for the primal spirits you channel, When you assume your spirit form, you can grant yourself the following benefits.

Twin Totems.
You gain the benefits of two your spirit totems, not just one of them.
Sprit’s Vitality.
You gain temporary hit points equal to your Artificer level at the start of each of your turns.

Once you use this feature, you cannot do so again until the end of your next long rest.

Totem Ranger

Eric Polak

 

 

Title Unknown

Franz Vohwinkle

Artificer Subclass

The Trapsmith

Traps; the scourge of thieves and adventurers across the multiverse. Originally invented to catch dinner and lunch, it should come as no surprise that it was Artificers who first turned these devices to the purpose of protecting bank vaults and tombs.

Every adventuring artificer has at least some sense for traps, but most turn that knack to disarming them, as a good Trapsmith rarely has to put themselves in harm’s way to make a great fortune. It takes a truly mad or desperate Trapsmith to take up a life of life of adventuring – or just a kobold, for some reason they just tend to do that.

Booby Trap

3rd-level Trapsmith feature

You’ve learned to deploy elaborate traps when nobody is looking. As a bonus action while you have Thieves’ Tools in hand you can plant undetectable traps in a 20-foot cube that can be located up to 60 feet away from you. Thereafter, whenever a creature inside the area moves, casts a spell, draws a weapon, or interacts with object that is not being worn or carried by another creature, you can use your reaction to spring a trap on the creatures inside.

The area remains booby-trapped for 1 hour, until you die, until you disarm it as a bonus action, or until you use this feature again. Once a trap has been triggered, it can’t be triggered a second time unless otherwise stated. A trap’s damage is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. If a trap requires a saving throw or ability check, the DC of the check or saving throw equals your spell save DC.

You choose the trap’s effect when it is triggered, from one of the following options.

Hanging Nets.
Fishing nets render the area difficult terrain, and every creature in the area when the trap is triggered must succeed a Dexterity saving throw or become restrained for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Killer Pendulum.
Logs and blades scythe through the area. Each creature of your choice within the area when the trap triggers must succeed a Dexterity saving throw or take 2d6 damage and be pushed 10 feet horizontally in a direction of your choice. A creature who succeeds takes half as much damage and is not pushed. You choose the trap’s damage type from bludgeoning, slashing or piercing. For the duration, you can trigger this trap again once on each of your turns as an action.
Laser Mesh.
Invisible lasers fill the area for the duration. A creature moving through the area takes 1d6 radiant damage for every 5 feet they move.
Spike Pit.
A 10-foot pit opens beneath the trapped area. Every creature standing in the area when the trap is triggered must make succeed a Dexterity saving throw or fall q0 feet to the bottom. A creature who succeeds is shunted to the nearest unoccupied space. A creature who falls into the pit also takes 2d4 piercing damage. It takes this damage again whenever it fails a Strength (Athletics) check attempting to climb out.

You can trigger a number of traps of times equal to your Intelligence modifier, after which you cannot trigger a trap again until you expend a spell slot of 1st level or higher. You regain all expended traps when you finish a long rest.

 

 

Tools of the Trade

3rd-level Trapsmith feature

You gain proficiency with Poisoner’s Kits. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Trapsmith Infusions

3rd-level Trapsmith feature

Additional magic items are available to you through the Replicate Magic Item infusion, as shown in the Trapsmith Infusions table.

Trapsmith Infusions
Artificer Level Magic Items
3rd dust of choking and sneezing, eyes of minute seeing
6th dust of disappearance, oil of slipperiness
10th arrow-catching shield, periapt of proof against poison
14th iron bands of Bilarro, wand of web

Trapsmith Spells

3rd-level Trapsmith feature

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

Trapsmith Spells
Artificer Level Spells
3rd alarm, ensnaring strike
5th pass without trace, spike growth
9th glyph of warding, major image
13th hallucinatory terrain, Mordenkainen’s faithful hound
17th hallow, mislead

Dirty Tricks

5th-level Trapsmith feature

You’ve learned to add a little extra bite to your magic. Once per turn when you deal damage to one or more creatures with one of your artificer spells, you can deal an additional 2d4 poison damage, or 4d4 if the spell’s effect was produced using your reaction.

Trap Enhancements

9th-level Trapsmith feature

You’ve learned a number of ways to improve your traps.

Poisoner.
Whenever one of your traps or spells or an item bearing one of your infusions deals piercing or slashing damage to a creature, the target must succeed a Constitution saving throw against your spell save DC or be poisoned until the end its next turn.
Magical Wards.
Whenever you trigger one of your traps, you can cast a spell you have prepared in place of the trap’s normal effects, provided you have not cast spell of 1st level or higher since the start of your last turn. The spell must be one with a casting time of one action, and it must target a creature or point within the trap’s area.

Master Trapper

15th-level Trapsmith feature

You’ve become a trap-making virtuoso.

Master Poisoner.
The duration of poisoned condition caused by your Poisoner feature increases to 1 minute. A target can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Master Warden.
You can use your Magical Wards feature even if you have cast a spell of 1st level or higher since the start of your last turn.

Title Unknown

Dan Scott

 

 

Infusions

This section provides an additional artificer infusions you can use at your table.

Armor-Piercing Weapon

Prerequisite:
None
Item:
A simple or martial weapon (requires Attunement)

When a creature makes an attack using this weapon, they can force a creature to make a Dexterity saving throw against a DC of 8 + the creature’s bonus to hit with the weapon, instead of making an attack roll. On a failure, the target takes the same damage they would have from a normal attack with this weapon.

When you reach 10th level in this class, the DC of the attack becomes 9 + plus the creature’s bonus to hit with the weapon.

Alchemical 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. This weapon has 7 charges. While holding it, the wielder can expend a charge bonus action to cause the weapon to coat itself in alchemical substances. For the next minute, attacks made with this weapon deal an additional 1d4 damage of one of the following damage types of the wielder’s choice: acid, cold, fire, lightning, necrotic, or poison.

The weapon regains 1d6+1 charges daily at dawn.

Armor of Warding

Prerequisite:
10th-level Artificer
Item:
A suit of armor (requires Attunement)

A creature gains a +1 bonus to Armor Class while wearing this armor. The armor has 6 charges. While holding it, the wielder can use a reaction immediately after taking damage to expend 1 charge and reduce that damage by half. The armor regains 1d4 expended charges daily at dawn.

Bracer of Mastery

Prerequisite:
None
Item:
A metal bracer (requires Attunement)

When you learn this infusion, choose one feat availalable to 1st-level characters that lacks a prerequisite. A creature wearing this bracer gains the benefit of that feat.

If the feat offers additional choices, you chose them when you you learn this infusion. If the feat grants benefts that can be used a limited number of times before requiring a long rest, it regains all of those uses at dawn. If the number of uses is based on a creature’s level, proficiency bonus, or ability scores, that number is instead based upon yours.

Heavy Artillery Staff

Prerequisite:
10th-level Artificer
Item:
a greatclub (requires Attunement by a spellcaster)

This magic greatclub can be used as an arcane or druidic focus. When a creature holding this staff casts a spell with a casting time of 1 Action, they gain a 1d8 bonus to one damage roll of the spell.

The staff has 4 charges. As an action a creature holding the staff can fire a blast of magic in a line 80 feet long and 5 feet wide. Each creature or object in the line must succeed a Dexterity saving throw against your spell save DC or take 8d6 force damage or half as much on a success. This saving throw ignores cover.

The staff regains 1d4 charges at dawn.

Hook of Grappling

Prerequisite:
None
Item:
A grappling hook (requires Attunement)

This grappling hook is a simple ranged weapon with the finesse and thrown properties, a normal range of 30 feet and a long range of 120 feet. It grants a +1 bonus to attack and damage rolls made with it, and deals 1d6 piercing damage on a hit, though the attacker can choose to forgo the damage when they make the attack roll. The hook returns to the attacker’s hand immediately after it hits or misses a target.

The hook has 6 charges. Immediately after hitting a target with this hook, but before it returns, the attacker can expend a charge to produce one of the following effects of their choice.

Scale.
If the target is the the attacker’s size or larger, the attacker leaps to an unoccupied space within 5 feet of the target, without provoking opportunity attacks.
Yank.
If the target is the the attacker’s size or smaller, the target must succeed a Strength saving throw or be grappled by the attacker and pulled to an unoccupied space within 5 feet of them. If the target is 10 or more feet above the attacker, it takes falling damage as normal.

The hook regains 1d6 charges at dawn.

Living Vehicle

Prerequisite:
6th-level Artificer
Item:
A cart, carriage, or wagon

You learn intricate methods for magically creating a special vehicle that serves you. The vehicle is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Living Vehicle stat block, which uses your proficiency bonus (PB) in several places.

 

 

In combat, the vehicle shares your initiative count, and it functions as a controlled mount while you drive it from the driver’s seat (as defined in the rules on mounted combat), but will not take actions unless you are driving it.

If you have the incapacitated condition, the vehicle takes its turn immediately after yours and acts independently, focusing on protecting you.

If you are within 1 mile of your vehicle you can summon to an unoccupied space within 5 feet of you as a bonus action provided there is a clear path it can travel. The vehicle arrives in up to 1 minute, ignoring the clear path and ploughing through any obstacle in its way.

The vehicle regains 2d6 hit points if the mending spell is cast on it. If you or the vehicle dies, the infusion ends and the vehicle becomes an object.

Lantern of Projection

Prerequisite:
6th-level Artificer
Item:
A bullseye lantern (requires Attunement)

While carrying this lantern, a creature can use its bonus action to project a perfect illusion of itself up to 30 feet away. This illusion counts as a creature with regards to what effects can target it. Its Armor Class, size and creature type are the same as those of the original. It vanishes if it takes damage, or at the start of the user’s next turn.

While the illusion is present, the creature can make attacks and cast spells as if it were in the illusion’s space. When the illusion vanishes, the creature can choose to teleport to its location, taking any damage the illusion would have, had it not disappeared.

Pouch of Illusions

Prerequisite:
6th-level artificer
Item:
A pair of shoes (requires Attunement)

This pouch has 4 charges. As an action a creature wearing this pouch can expend one of those charges to extract a handful of pinkish powder from the pouch and throw it to a point with 20 feet, producing the effect of the major image spell. This effect uses your spell save DC, and does not require concentration. The illusion lasts the full duration, or until the wearer dismisses the effect as a bonus action. The pouch regains 1d4 charges daily at dawn.

Shoes of the Free Runner

Prerequisite:
6th-level artificer
Item:
A pair of shoes (requires Attunement)

While wearing these shoes, a creature’s walking speed and jump distance increase by 10 feet, and they get a climbing speed equal to their walking speed.

The shoes have 4 charges. As a bonus action, the wearer can expend one of these charges to jump up to 30 feet without provoking opportunity attacks. The shoes regain 1d4 charges daily at dawn.

Spell-Sniper’s Quiver

Prerequisite:
6th-level artificer
Item:
A quiver (requires Attunement)

This quiver provides a limitless amount of magical ammunition for any weapon that has the ammunition property. This ammunition vanishes immediately after hitting or missing a target.

Additionally, this quiver has 6 charges. Whenever the wearer makes an attack with ammunition drawn from this quiver, they can imbue the ammunition with one

Living Vehicle

Large Construct


Armor Class
12 + your proficiency bonus (natural armor) + 2 (Wagon only) + 4 (Carriage only)
Hit Points
6 + your Intelligence modifier + six times your artificer level (the vehicle has a number of Hit Dice [d10s] equal to your artificer level)
Speed
60ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 0 (-5) 6 (-2) 0 (-5)

Saving Throws.
Str +5 plus PB, Dex +0 plus PB
Damage Immunities
poison, psychic
Condition Immunities
charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses
darkvision 60 ft., passive Perception 8 + PB
Languages
telepathy 1 mile (only between you and the vehicle)
Proficiency Bonus (PB)
equals your proficiency bonus

Arcane Locks (Carriage Only). The vehicle’s cargo space and driver’s seat are protected by the arcane lock spell, which uses your spell save DC

Cargo Space. The vehicle has an internal storage space that can carry up to 3000 pounds of cargo or up to 5 Medium or smaller creatures. The wagon counts as an uncontrolled mount to creatures riding inside of it.

Covered (Wagon or Carriage only). A creature riding inside the cargo space has half cover (Wagon only) or three quarters cover (Carriage only) against attacks and effects from outside, and you have half cover while mounting it in the driver’s seat.

Prone Deficiency. If the vehicle rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright. A creature a creature can use its action to attempt a DC 20 Strength check, flipping it upright and ending the prone condition on it on a success.

Actions

Ram. Melee Weapon Attack: your spell attack bonus to hit, reach 5ft., one target. Hit 2d6 + PB bludgeoning damage.

 

 

of the following effects. If an effect requires a saving throw, it uses your spell save DC.

Explosive Ammunition.
When this ammunition hits or misses a creature it explodes before disappearing. Each creature within 10 feet of the target must succeed a Dexterity saving throw or take 2d6 fire damage or half as much on a success.
Impact Ammunition.
When this ammunition hits a creature the target takes an additional 2d8 thunder damage and must succeed a Strength saving throw or be pushed 20 feet away from the attacker.
Lancing Ammunition.
When fired this ammunition becomes a line of force 5 feet wide and 60 feet long. Each creature within the line must succeed a Dexterity saving throw or take the 2d6 force damage plus the weapon’s normal damage. A creature gains no benefit from cover for this saving throw.
Poisoned Ammunition.
When this ammunition hits a creature the target takes an additional 2d4 poison damage and must succeed a Constitution saving throw or be poisoned for the next minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Ricochetting Ammunition.
Once per turn when this ammunition misses a target the wearer can can cause the shot to ricochet, making a second attack roll against a different target within 15 feet of the first.

This quiver regain 1d6 charges daily at dawn.

Trapmaker’s Chest

Prerequisite:
6th-level Artificer
Item:
A chest

This chest has been warded to protect the contents inside. If a creature attempts to open it without first speaking the command word, it fires a spray of arrows in a 30-foot cone and then shuts itself. Each creature within the cone must make a Dexterity saving throw against your spell save dc or take 4d8 piecing damage. A creature can also attempt to trigger the trap intentionally by opening it away from themselves as an action.

The chest can fire 6 times. It regains 1d4+2 uses daily at dawn.

Umbrella of Moil

Prerequisite:
10th-level Artificer
Item:
A parasol or umbrella (requires Attunement)

This umbrella can be opened or closed as a bonus action. While open an illusory flame dances at the tip of the umbrella, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. This light does not illuminate the 5-foot-diameter space beneath the umbrella, though it can still be illuminated by other means.

As an action while the umbrella is opened, a creature holding it can cause the umbrella to shroud the space beneath it in magical darkness. Creatures inside the darkness can see out of it, but are heavily obscured to creatures outside of it. The darkness persists for 1 minute, or until the umbrella is closed. Once this property of the lantern has been used, it can’t be used again until the next dawn.

Unflinching Attire

Prerequisite:
14th-level Artificer
Item:
An outfit (requires Attunement)

A creature wearing this outfit cannot be moved against their will, and is immune to the prone condition. Additionally, the creature has a flying speed equal to its walking speed, and can hover.

Wand of Wild Magic

Prerequisite:
6th-level Artificer
Item:
A wand (requires Attunement)

This wand has 4 charges. As an action, a creature holding the wand can expend a charge to produce a surge of wild magic, rolling on the Wild Magic Surge table to determine the effect.

If an effect requires a saving throw it uses your spell save DC. If the effect produces a spell, it uses your Intelligence, proficiency bonus and level, and is cast at the lowest level. The wand regains 1d4 charges at dawn.

Wild Magic Surge
d8 Effect
1 A Plesiosaurus appears in an unoccuped space of the DM’s choice within 80 feet. It is hostile to all creatures and spouts insults in common.
2 For the next minute, every light source within 80 feet of the user produces nonmagical darkness instead of light.
3 For the next minute any creature who starts its turn within 30 feet of the user is enlarged or reduced as by the enlarge/reduce spell, until the start of its next turn. The user decides which effect occurs.
4 For the next 10 minutes the user shimmers with dazzling colors. Any creature attempting to attack the user must succeed a Wisdom saving throw or be charmed by them until the start of its next turn.
5 An object of the user’s choice within 60 feet takes 4d8 necrotic damage and they gain temporary hit points equal to the damage rolled.
6 All bodies of water within 40 feet of the user dry up as if by dust of dryness.
7 The user casts entangle centered on itself. When cast this way, the spell does not require concentration and lasts the full minute.
8 The user casts a cleric spell of its choice whose level is no greater than half your level, rounded up, after which the wand bursts into flames and is destroyed.

 

 

New Spells
Level Spell School Concentration Ritual Classes
0 Ray of Destruction Evocation No No Artificer
0 Wristpocket Conjuration No No Artificer, Bard, Ranger, Sorcerer, Warlock, Wizard
1st Modify Weapon Transmutation No No Artificer
1st Quick Crafting Transmutation No No Artificer
2nd Immovable Object Transmutation No No Artificer, Sorcerer, Wizard
2nd Transfer Runes Transmutation No No Artificer, Bard, Cleric, Paladin, Ranger, Warlock, Wizard
2nd Weld Transmutation No No Artificer, Bard, Cleric, Sorcerer, Wizard
4th Hijack Abjuration No No Artificer
5th Awaken Construct Transmutation No No Artificer, Cleric

Expanded Spell List

The following spells are added to the Artificer spell list.

Cantrips (0 Level)
  • Minor Illusion
  • Ray of DestructionNew
  • Shillelagh
  • WristpocketNew
1st Level
  • Burning Hands
  • Comprehend Languages
  • Fog Cloud
  • Guiding Bolt
  • Illusory Script
  • Magic Missile
  • Modify WeaponNew
  • Quick CraftingNew
  • Shield
  • Silent Image
2nd Level
  • Darkness
  • Immovable ObjectNew
  • Transfer RunesNew
  • WeldNew
3rd Level
  • Daylight
  • Fireball
  • Magic Circle
  • Stinking Cloud
  • Tongues
4th Level
  • Fire Shield
  • HijackNew
  • Locate Creature
  • Polymorph
5th Level
  • Awaken ConstructNew
  • Passwall
  • Seeming
  • Wall of Force

New Spells

This section provides new spells you can use at your table, all of which are available to the Artificer.

Awaken Construct

5th-Level Transmutation Spell (Artificer)

Casting Time:
8 Hours
Range:
Touch
Components:
V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
Duration:
Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge

or smaller Construct, object or vehicle. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is an Object or Vehicle, it gains the ability to move its wheels, gears, levers and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened object or vehicle, such as the statistics for the Rug of Smothering or the Animated Armor.

The awakened Construct is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Hijack

4th-Level Abjuration Spell

Casting Time:
1 Action
Range:
60 ft.
Components:
V, S, M (a key)
Duration:
Concentration, up to 1 Minute

You attempt to seize control of a Construct you can see within range. The target succeed a Wisdom saving throw or become charmed by you and your allies for the duration. This spell bypasses immunity to the charmed condition. If a different creature is controlling the target, the target has advantage on this spell’s saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

 

 

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes.

Immovable Object

2nd-Level Transmutation Spell (Artificer)

Casting Time:
1 Action
Range:
Touch
Components:
V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration:
1 hour

You touch an object that is not being worn or carried by a creature and that weighs no more than 10 pounds, and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Modify Weapon

1st-Level Transmutation Spell

Casting Time:
1 Minute
Range:
Touch
Components:
S, M (a set of Tinker’s Tools or Smith’s Tools worth at least 1sp)
Duration:
8 hours

You touch a Simple or Martial Weapon and imbue it with one of the following modifications:

Damage Type.
Choose a damage type from the following list: acid, cold, fire, lightning, poison or thunder. When a creature hits a target with the weapon, they can replace the weapon’s damage type with the type you choose.
Property.
If the weapon is a Melee Weapon you replace one of its weapon properties with another from the same list, choosing both options from the following list: Finesse, Heavy, Light, Reach, Thrown, Two-Handed. If you grant a weapon the Thrown property it gains a normal range of 20 Feet and a long range of 60 feet.
Repeating.
If the weapon has the Ammunition property it can produce and load its own ammunition. If it also has the Loading property, it ignores it while it bears this infusion. Ammunition produced this way is destroyed immediately after hitting or missing a target.
Returning.
If the weapon has the Thrown property, it returns to the wielder’s hand immediately after hitting or missing a target.

A weapon can only bear one of these modifications at a time. If this spell is cast on the weapon a second time, the oldest effect immediately ends.

At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, you can apply an additional effect for each slot level above the 1st.

Ornithopter

Howard Lyon

 

 

Quick Crafting

1st-Level Transmutation Spell

Casting Time:
10 Minutes
Range:
Touch
Components:
S, M (a set of Artisan’s Tools worth at least 1sp)
Duration:
Instantaneous

Working quickly, you produce up to six items of your choice from the Player’s Handbook whose combined cost cannot exceed 50 GP. The items you produce are crude and cannot be sold. They vanish if you cast this spell again.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum total cost of the items increases by 50 GP for each spell slot above the 1st.

Ray of Destruction

Evocation Cantrip

Casting Time:
1 Action
Range:
120 ft.
Components:
V, S, M (a ruby rod with silver caps)
Duration:
Instantaneous

You you fire a stream of antimatter at a creature within range, or a object within range that is not worn or carried. If the target is a creature, it must succeed a Dexterity saving throw or take 1d8 radiant damage. An object fails this saving throw automatically, and takes the maximum damage, instead of rolling.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Transfer Runes

2nd-Level Transmutation Spell

Casting Time:
10 Minute
Range:
Touch
Components:
S, M (wax paper coated in sigils)
Duration:
Instantaneous

You touch a magic item from the Weapon, Armor or Shield category and transfer its magical properties to a nonmagic item of the same type. The original magic item must have a rarity of Common or Uncommon, otherwise the spell fails.

Once the casting is complete, nonmagic item becomes a permanent magic item, and old magic item subsequently loses its magical properties, though it continues to function as a nonmagic item of the same type.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can transfer the magical properties of rarer magic items; Rare with a 3rd-level spell slot, Very Rare with a 4th-level spell slot, and Legendary with a 5th-level spell slot.

Relic Golem

Svetlin Velinov

 

 

Weld

2nd-Level Transmutation Spell

Casting Time:
1 Action
Range:
Touch
Components:
V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration:
Until dispelled

You touch two objects which are not being worn or carried by a creature and are no larger than Medium, and cause them to become magically fused together. You and the creatures you designate when you cast this spell can separate the two objects normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If one object is suspended in the air by the other, it can hold up to 4,000 pounds of weight. More weight causes the objects to come apart and the suspended object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can tear the two objects apart.

 

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to separate the objects increases by 5, they can carry up to 8,000 pounds of weight, and the objects can be large or larger. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, they can carry up to 20,000 pounds of weight, and the objects can be large or larger.

Wristpocket

Conjuration Cantrip

Casting Time:
1 Action
Range:
Self
Components:
S
Duration:
1 Hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

Inspired Charge

Deruchenko Alexander