# Artificer
A gnome sits hunched by the campfire, carefully using needle and thread to darn a ranger's cloak. As he works, he incorporates tiny runes into the stitch pattern, symbols which emit an ever-brightening glow. Finally the light fades, as the energies channeled by his needle flow into the finished cloth. He grins, and experimentally waves a handful of nothing in the air. He hopes she likes her brand new invisibility cloak.

A troll growls in hunger as it looms over a dwarf. The short girl smiles. One eyelid flickers. She whips a wand from some hidden sheathe, and with a thunderous roar blasts the beast with a gout of arcane, twisting flame. The troll’s growls turn into shrieks of panic as it turns to flee, and she blows smoke from the tip of her blasting rod.

The half-orc magician sprints down the corridor, panting breathlessly as he flees a scuttling thing with far too many teeth. It screeches as he rounds a corner, certain that it has him pinned. Then a fist of fire-hardened clay smashes into its carapaced head, and it goes reeling as a golem steps forth.

Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and abstract for their tastes. Instead, they seek to craft potent items.

## Cunning Inventors 
Every artificer is defined by a specific craft or science, which they use as a foundation for their arcane practices. Some artificers are engineers, who develop mechanisms that work in conjunction with magical sigils and patterns. Others are alchemists, focused on the creation of potions and ointments with mystical ingredients. Still others are tailors, sculptors, woodworkers, gemcutters, and even chefs.

To an artificer, magic is not something beyond comprehension, but an ancient and ever-evolving art which should be explored for any number of reasons. Novelty, discovery, power, wealth, and the simple joy of creation all drive artificers onwards.

## Intense Rivalries
The artificers’ need to invent and expand their knowledge creates an intense drive to uncover new magic discoveries.  Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.

Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.

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<div class='footnote'>INTRO | ARTIFICER</div>

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<div class='classTable wide'>
##### The Artificer
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level |
|:---:|:---:|:---|:---:|:---:|:---:|
| 1st | +2 | Artificer Specialty, Spell Formulae, Tool Expert | 2 | 2 | 1 | 1st |
| 2nd | +2 | Infuse Magic, Wrightlore | 2 | 3 | 2 | 1st | 
| 3rd | +2 | Specialty feature, Wondrous Panoply | 2 | 3 | 2 | 2nd |
| 4th | +2 | Ability Score Improvement | 3 | 4 | 2 | 2nd |
| 5th | +3 | Delicate Infusion, Potent Wonder (1) | 3 | 4 | 2 | 3rd |
| 6th | +3 | Talismonger | 3 | 5 | 2 | 3rd |
| 7th | +3 | Minor Wonder (3) | 3 | 5 | 2 | 4th |
| 8th | +3 | Ability Score Improvement | 3 | 6 | 2 | 4th |
| 9th | +4 | Potent Wonder (2) | 3 | 6 | 2 | 5th |
| 10th | +4 | Specialty feature | 4 | 7 | 2 | 5th |
| 11th | +4 | Master of Craft, Greater Wonder (1) | 4 | 7 | 3 | 5th |
| 12th | +4 | Ability Score Improvement | 4 | 8 | 3 | 5th |
| 13th | +5 | Magnificent Creation, Potent Wonder (3) | 4 | 8 | 3 | 5th |
| 14th | +5 | Speciality feature | 4 | 8 | 3 | 5th |
| 15th | +5 | Infusion Surge, Greater Wonder (2) | 4 | 9 | 3 | 5th |
| 16th | +5 | Ability Score Improvement | 4 | 9 | 3 | 5th |
| 17th | +6 | Specialty feature | 4 | 9 | 4 | 5th |
| 18th | +6 | ─ | 4 | 10 | 4 | 5th |
| 19th | +6 | Ability Score Improvement | 4 | 10 | 4 | 5th |
| 20th | +6 | Spirit of the Muse, Greater Wonder (3) | 4 | 10 | 4 | 5th |
</div>


### Creating an Artificer
As you build your artificer character, think about their specialty. What drew them to this craft, and what was the first thing they made? Who was their teacher, and what was their relationship? Do they have a rival, or favor  lone research?

What sort of role do artificers play in the setting of your game? Are they isolated geniuses performing dangerous magical research, or the cornerstone of a mighty industry?

Why did you set out adventuring? You might be fleeing a disastrous experiment, in need of funding, searching for an ancient artefact to study, or eager to discover new ingredients and materials for your creations.

How do you relate to your party? Do they value your magical insight and tinkering, or do you meddle to the point of perfectionism? Do you subject your friends to endless minutiae, or closely guard your secrets?

#### 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. Third, choose the *mending* and *prestidigitation* cantrips, along with the 1st level spells *cure wounds* and *thunderous smite*.

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### Class Features
As an artificer, you gain the following class features.

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

#### Proficiencies
___
- **Armor**: Light and medium armor
- **Weapons**: Simple weapons
- **Tools**: Three tools of your choice
- **Saving Throws**: Constitution, Intelligence
- **Skills**: Choose two skills from Arcana, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

#### Equipment
You start with the following equipment:
* *(a)* a handaxe and a light hammer or *(b)* any two simple weapons
* a light crossbow and 20 bolts
* (a) scale mail or (b) studded leather armor
* thieves’ tools and a dungeoneer’s pack


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<div class='footnote'>CHARACTER CREATION | SLAYER</div>

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### Artificer Specialty
At 1st level, you choose your Specialty as a crafter of amazing items. You can choose from Apothecary, Bladesmith, Golemancer, or Wandslinger, all of which are detailed at the end of the class description. 

Your choice grants you features at 1st level and again at 3rd, 10th, 14th, and 17th level.

#### Specialty Tools
Every specialty grants proficiency with a specific set of tools useful to its secret arts. If you are already proficient with these tools, the DM should allow you to choose another.



### Spell Formulae
You are versed in the estoreric magic of an artificer.

#### Cantrips
You know two cantrips of your choice from the artificer spell list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artificer table.

#### Spell Slots

The Artificer table shows how many spell slots you have, and what level those slots are; all of your spell slots are the same level. To cast an artificer spell of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. 

#### Spells Known of 1st Level and Higher
At 2nd level, you know three 1st-level spells of your choice from the artificer spell list. 

The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

When you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list for which you have spell slots.

Spells learned through other artificer features do not count toward your Spells Known, and cannot be swapped.

#### Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells. 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

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### Tool Expert
Also at 1st level, choose two of your tool proficiencies. You double your proficiency bonus for any ability check you make that uses these tool proficiencies.

Beginning at 11th level, this feature applies to all of your tool proficiencies.


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### Infuse Magic
Starting at 2nd level, you gain a pool of infusion charges which you can use to create temporary magic items. This pool starts empty, but you can expend a Spell Formulae spell slot to gain charges equal to the slot's level.

All your infusion charges are lost at the end of a short or long rest, whether they are in an item or your pool.


#### Infusing Items
You can choose one artificer spell you know of 1st level or higher, and spend 1 minute infusing it into an inanimate object you are touching. Once this process is complete, you transfer any number of infusion charges to the item.

An item can hold a number of charges up to your Intelligence modifier (minimum one) at once. You cannot infuse the same spell into multiple items, or infuse multiple spells into the same item.

#### Using Infused Items
A creature with Intelligence 6 or more holding or wearing an infused item can cast its spell with a range of self (or touch, if it targets the infused object), by spending a number of the item's charges equal to the spell's level.

For example, expending a 3rd level Spell Formulae slot offers 3 infusion charges. Infusing these into a cloak with *absorb elements* allows the wearer to cast that spell three times at 1st level, or once each at 2nd and 1st level.

The spell uses your spellcasting ability, and does not require concentration. The bearer can cast it even if they could not normally cast spells, and the infused item acts as a spellcasting focus for its spell. An infused spell ends early if the bearer casts another infused spell.

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### Wrightlore
Also at 2nd level, your understanding of magical craftwork allows you to analyze the secrets of magic items. You learn the spells *detect magic* and *identify*, which don't count toward your number of spells known and are artificer spells for you. 

You can cast these spells at will, without expending a spell slot or providing any material components.


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<div class='footnote'>CLASS FEATURES | ARTIFICER</div>

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### Wondrous Panoply
At 3rd level, you complete two minor wonders, magical items that only you can use. 

Wonders each contain a spell, chosen from the table below, which you can cast without expending spell slots or material components. These spells are cast at their lowest level, and end immediately if they are cast again. If a spell targets one or more creatures, its range becomes self.

You treat spells you can cast using your wonders as artificer spells you know for the purposes of infusion.

If a wonder is stolen or lost, you can remake it during a short or long rest with 1 hour of work and 25gp of materials.

You complete an additional minor wonder at 7th level. At 5th level, you create a potent wonder, and another at 9th and 13th level. You complete a greater wonder at 11th level, and another at 15th and 20th level.

If you wish, your wonder can contain a spell associated with a lower level of item (e.g. a Potent Wonder can contain *jump*). When you gain an artificer level, you can choose one of your wonders and remake it into another of the same level.

##### Wonders Table
| Level | Spells |
|:----:|:-------------|
| Minor | *alarm*, *comprehend languages*, *continual flame*, *darkvision*, *detect poison and disease*, *disguise self*, *enthrall*, *grease*, *jump*, *illusory script*, *mage armor*, *magic mouth*, *nystul's magic aura*, *purify food and drink*, *silent image*, *speak with animals*, *unseen servant*, *water breathing* |
| Potent |  *any cantrip*, *alter self*, *animal friendship*, *arcane lock*, *feather fall*, *feign death*, *fog cloud*, *levitate*, *meld into stone*, *phantom steed*, *spider climb*, *speak with dead*, *speak with plants*, *tenser's floating disk*, *tongues*, *water walk* |
| Greater | *barkskin*, *detect evil and good*, *detect thoughts*, *enhance ability (one effect)*, *expeditious retreat*, *fly*, *gust of wind*, *invisibility*, *longstrider*, *nondetection*, *see invisibility*, *stinking cloud* |

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### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two scores  by 1. You can’t increase an ability score above 20 using this feature.

### Delicate Infusion
Starting at 5th level, when you create an infused item, you can describe a circumstance under which the spell triggers. 

The first time that circumstance occurs while the item is held or worn by a valid creature, the infused spell is cast without an action. This consumes charges normally.

For example, you might specify that an item infused with *darkvision* casts that spell when its wearer is plunged into darkness, consuming two charges.

If you wish, you can instead use an action to set this trigger on one of your wonders.

You must complete a short or long rest before you set another trigger.


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>#### Knick Knacks & Widgets
>You decide the specific form your wonders take, as appropriate to your Artificer Specialty. They could be rune-carved amulets, mechanical contraptions, a belt of potions, or something even stranger. For inspiration, check the list of trinkets on page 160 of the **Player's Handbook**.
>
>You do not need a separate action to ready a wonder. This is represented by its casting time.

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### Talismonger
Beginning at 6th level, you can spend 10 minutes working on an object to end all curses affecting it. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement so it can be removed. 

You can also end any spells affecting the object, a process which occupies a number of additional minutes equal to the total combined spell levels of each removed spell.

### Master of Craft
Starting at 11th level, you learn *fabricate*, which does not count toward your number of spells known and is an artificer spell for you. If you are proficient with appropriate tools (e.g. carpenter's tools for wood) you can cast that spell without expending spell slots.

In addition, you now ignore all class, race, and level requirements for the use of magic items.

### Magnificent Creation
Beginning at 13th level, when you complete a long rest you can choose one of the following spells: *arcane gate*, *forcecage*, *globe of invulnerability*, *mordenkainen's magnificent mansion*, *mordenkainen's magnificent sword*, *move earth*, *simulacrum*, or *symbol*.

Once before the end of your next long rest, you can cast this spell as an artificer spell, without expending a spell slot.

### Infusion Surge
Starting at 15th level, you gain infusion charges equal to your Intelligence modifier (minimum one) when you complete a short or long rest. 

Additionally, you can use a bonus action to supply any number of infusion charges from your infusion pool to an item you have already infused within 60 feet. You must complete a short or long rest before you do so again.

### Spirit of the Muse
At 20th level, you can spend 1 minute to reflect on your designs and ideas. If you do so, you regain all your expended spell slots from your Spell Formulae feature.

Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


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<div class='footnote'>CLASS FEATURES | ARTIFICER</div>


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## Artificer Specialties

Artificers pursue a variety of specialties, ranging from methods to materials to goals. The wide-ranging hunter who works the bones and hides of his prey into mystical gear is just as much an artificer as the proud architect who reshapes the land to match his geomantic designs.

Some specialties are self-taught, but others are literal schools or guilds, complete with all the support and obligations such an organization offers.

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### Apothecary
In a world where the gods will heal their chosen followers of all that ails them, the study of herbs and minerals for restorative properties is sometimes regarded as backwards or even heretical. The apothecary brews regardless, seeking a cure for what ails them.

#### Specialty Tools
When you choose this specialty at 1st level, you gain proficiency with alchemist's supplies or brewer's supplies.

#### Bolstering Draught
Also at 1st level, you learn to temporarily reinforce the vitality of others with a stiffening concoction. You can use your action and touch a creature to grant them temporary hit points equal to 1d6 + your Intelligence modifier. These temporary hit points last for 1 hour.

You can choose to catalyze this brew upon applying it. It provides extra temporary hit points equal to your artificer level, but only lasts one round.

#### Potent Curatives
Beginning at 3rd level, if one of your infused spells is used to restore a creature's hit points, grant it temporary hit points, or remove a condition, it regains 4 hit points in addition to any supplied by the spell.

If you know an artificer spell which can restore a creature's hit points, grant it temporary hit points, or remove a condition, you can infuse it into multiple  objects at once.

#### Hardened Stomach
Starting at 10th level, long experience with various chemicals grants you immunity to disease, poison damage, and the poisoned condition.

In addition, you learn the *mass cure wounds* spell, which is an artificer spell for you and does not count toward your spells known.

#### Devil's Bargain Brew
Beginning at 14th level, when you complete a short or long rest you can administer a special brew to a willing creature within 30 feet. One of the creature's ability scores of your choice increases by +2, as does its potential maximum in that score. However, it suffers disadvantage on all rolls made with one other ability, also of your choice. 

The brew's effects last until you finish a short or long rest.

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#### Transcendent Alchemy
Starting at 17th level, you can use an action to heal a creature you are touching, magically infusing their internal chemistry. That creature immediately regains all its lost hit points, and you can end one disease or condition afflicting it.

You cannot do so again until you complete a long rest.

### Bladesmith
Hammering away at their forge, the bladesmith labours in pursuit of legends: awesome weapons of incredible power, born from steel and skill. Such artificers often join parties of mighty warriors, for how better to learn a blade's needs?

#### Specialty Tools
When you choose this specialty at 1st level, you gain proficiency with smith's tools.

You also gain proficiency with shields, heavy armor, and martial melee weapons.

#### Forge Arts
Also at 1st level, you learn to channel the heat of the forge. You learn *green-flame blade*, which is an artificer cantrip for you and does not count toward your cantrips known.

#### Master of the Hammer
Starting at 3rd level, if you know an artificer spell that enhances a melee attack or improves a weapon's qualities (e.g. *magic weapon*), you can infuse it into multiple separate melee weapons at once.

In addition, you can use a bonus action to reforge a metal weapon you are holding, with the following effects:

* You can change the spell infused into that weapon.
* You can add any number of infusion charges to the item directly from your pool. 
* You can transform the weapon into another type of metal weapon (e.g. a shortsword into a greataxe). Magic items revert back into their original form after 1 minute.

#### Master of the Anvil
Also at 3rd level, you have +1 AC while wearing metal armor. This does not stack with the Defense Fighting Style.

#### Stoke the Forge
At 10th level, you gain resistance to fire damage. You also learn the *heat metal* spell. This is an artificer spell for you, and does not count toward your spells known.

#### Sage of Steel
Also at 10th level, if you cast a cantrip on your turn, you can use a bonus action to reforge your weapon and then make a single melee weapon attack with the altered weapon.

#### Font of Blades
At 14th level, you can cast *blade barrier* without expending a spell slot. You must finish a long rest before you do so again.

#### Forge Lord
Beginning at 17th level, you have resistance to non-magical bludgeoning, piercing, and slashing damage while wearing armor made of metal.


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### Golemancer
While the creation of life is an ambition for many artificers, most abandon it in favor of more practical pursuits. The golemancer has not, and seeks to perfect the art of crafting a servant with an inexhaustible body and unthinking mind.

#### Specialty Tools
When you choose this specialty at 1st level, you gain proficiency with potter's tools.

#### Construct Servant
Also at 1st level, you create a servant golem from clay and precious stones. This loyal companion uses the traits of an **ape** with the following modifications:

* It is a construct instead of a beast.
* It loses the Multiattack action.
* It is immune to being *charmed*, *frightened*, or *exhausted*.
* It is immune to being *poisoned*, as well as poison damage, and does not need to eat or breathe.
* It has proficiency in all saving throws, and adds its proficiency bonus to its AC and damage rolls.

Your golem can understand your languages, and obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions. If you are incapacitated or absent, it acts on its own.

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>### Better, Stronger, Faster
>If you cast *mending* on your golem, it can spend Hit Dice to regain hit points, just as though it had completed a short rest. 
>
>If you actually complete a short rest, your golem regains all of its hit points, as you engage in more mundane yet thorough repairs.
>
>If your golem dies, you can rebuild it during a long rest. This occupies four hours of work, and consumes raw materials based on its size: tiny (5gp), small (10gp), medium (25gp), large (100gp), huge (200gp). 
>
>You can spend 1 minute using your potter's tools to harvest valuable reagants from your destroyed golem (DC 20). If you succeed, this cost is eliminated.
>
>You can also remodel a living golem in a new size. This works the same as rebuilding a golem of the new size, but has half the material cost.


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#### Advanced Servitor
You continuously work to improve your golem's capabilities. 

* It uses your proficiency bonus instead of its own.
* It has a number of hit dice equal to your own, and adjusts its maximum hit points accordingly. 
* Whenever you gain the Ability Score Improvement class feature, your golem can increase one ability score of your choice by 2, or two ability scores of your choice by 1, up to the normal maximum of 20.

You can rebuild your golem (see the **Better, Faster, Stronger** sidebar) to be tiny, small, or medium-sized. This adjusts its hit dice, carrying capacity, and so on as normal.

Starting at 5th level, you can build a large golem, and at 11th level you become able to build a huge golem.

#### Golem Programming
Starting at 3rd level, you can use a bonus action to use your golem's senses while it is within 100 feet. While you do so, you can communicate telepathically with your golem.

On your turn, you can use your action to give your golem one of the following commands. It can use its reaction to receive the relevant benefit until the start of your next turn:
* *Accelerated Reposition*. Your golem immediately moves up to its full speed.
* *Guardian Protocols*. One creature of your choice benefits from the Dodge action while within 5 feet of your golem.
* *Priority Target*. Your golem gains advantage on its attack rolls against one creature of your choice.

Alternatively, you can use your action and spend a Spell Formulae spell slot to overclock your golem. It can use its reaction to immediately take an action, in addition to any action it takes or took on its own turn this round.

#### Wondrous Automaton
Starting at 10th level, your golem incorporates a copy of each of your wonders into its body, and can use them in the same manner as yourself. It also counts as a single inanimate object for the purposes of infusion charges.

#### Hack Construct
Beginning at 14th level, you can cast *command* at will, as an artificer spell, without expending a spell slot or material components. This spell can only be used to target constructs.

Additionally, you can spend a Spell Formulae spell slot to cast the *animate objects* spell, as an artificer spell. You must complete a long rest before you do so again.

#### Magical Materials
Beginning at 17th level, your golem gains resistance to all damage while you are within 30 feet of it.


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<div class='footnote'>SPECIALTIES | ARTIFICER</div>

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### Wandslinger
All artificers invest themselves in their creations, but the wandslingers are those who obsess over a single tool of destruction, pouring their soul into every minor adjustment. The wandslingers are legendary as wandering warriors, ever-ready to test their blasting rods against a new foe.

#### Specialty Tools
When you choose this specialty at 1st level, you gain proficiency with woodcarver's tools.

#### Blasting Rod
Also at 1st level, you create a blasting rod, a special wand imbued with destructive magic. You learn the *firebolt* cantrip, which is an artificer cantrip for you and does not count toward your number of cantrips known.

If you cast *firebolt* through your blasting rod, it inflicts your choice of acid, cold, fire, lightning, or thunder damage, and deals additional damage equal to your artificer level.

You can only have a single blasting rod at a time. If your rod is lost or destroyed, you can make a new one during a long rest with 50 gp of materials and 4 hours of work.

#### Focus Blast
Starting at 3rd level, if you cast *firebolt* through your blasting rod and miss, you can use a bonus action to cast it again at the same target.

#### Blast Essence
Beginning at 10th level, you learn to properly shape volatile energies. As an action while holding your blasting rod, you can project an area of destructive magic from yourself. 

Each creature in that area must make a saving throw at your artificer spell save DC. A creature that fails suffers magical damage as though struck by your *firebolt*, without the normal damage bonus. If they succeed, they suffer half damage. 

You choose one of the following shapes when you reach 10th level, and select another at 14th and 17th level:

* *Diffused Blast*. 15-feet cone (Strength save). A creature that fails its saving throw is pushed 10 feet away.
* *Explosive Blast*. 10-feet radius sphere (Constitution save). This shape centers on a point you can see within 120 feet.
* *Piercing Blast*. 50-feet line (Dexterity save). Creatures receive no benefit from half or three-quarters cover on their saving throw.

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#### Infused Blast
Also at 10th level, when you use the Blast Essence feature you can spend a Spell Formulae spell slot, or five infusion charges, to alter the shapes in the following ways:

* *Diffused Blast*. The size of the cone increases to 60 feet, and it inflicts an extra 2d10 damage.
* *Explosive Blast*. The radius of the sphere increases to 30 feet, and it inflicts an extra 2d10 damage.
* *Piercing Blast*. The length of the line increases to 150 feet, and it inflicts an extra 2d10 damage.

#### Swift Wand
Beginning at 14th level, when you roll initiative and are not surprised, you gain a special turn that takes place before other creatures can act. 

If more than one creature in an encounter has such a feature, they all act first in order of initiative, then the regular initiative order begins.

On this turn, you can move, ready your blasting rod, and use your rod to cast *firebolt* or project a shape. You cannot take any other actions or a bonus action.

#### Disintegration Blast
At 17th level, you can use your blasting rod to cast *disintegrate* as a 9th level spell, without expending a spell slot. You must complete a long rest before you do so again.

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>#### I Do Not Aim With My Eye
>In settings more comfortable with guns as part of their aesthetic, the Wandslinger can be replaced with the Gunsmith. This specialty works in the exact same way, except that it uses a personalized arcane firearm in place of a blasting rod. 
>
>You can assume that the verbal component of *firebolt* is replaced by the gun's loud retort.
>
>Similarly, it is possible to reflavour a Golemancer as a Roboticist: this version of the Artificer is more magical than mechanical, but play what suits you.


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<div class='footnote'>SPECIALTIES | ARTIFICER</div>

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### Artificer Spell List
**Cantrips**
___
* Acid Splash
* Blade Ward
* Light
* Mage Hand
* Mending
* Prestidigitation
* Produce Flame

**Level 1**
___
* Absorb Elements  (*Elemental Evil Player's Guide*, pg. 15)
* Armor of Agathys
* Cure Wounds
* Ensnaring Strike
* False Life
* Hail of Thorns
* Searing Smite
* Shield
* Shield of Faith
* Thunderous Smite
* Wrathful Smite

**Level 2**
___
* Blur
* Branding Smite
* Enlarge/Reduce
* Flame Blade
* Invisibility
* Lesser Restoration
* Magic Weapon
* Mirror Image
* Misty Step


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**Level 3**
___
* Blinding Smite
* Blink
* Conjure Barrage
* Elemental Weapon
* Flame Arrows  (*Elemental Evil Player's Guide*, pg. 18)
* Gaseous Form
* Glyph of Warding
* Haste
* Lightning Arrow
* Nondetection
* Protection from Energy
* Protection from Poison

**Level 4**
___
* Death Ward
* Elemental Bane (*Elemental Evil Player's Guide*, pg. 17)
* Fire Shield
* Freedom of Movement
* Otiluke's Resilient Sphere
* Polymorph
* Staggering Smite
* Stoneskin

**Level 5**
___
* Banishing Smite
* Conjure Volley
* Greater Restoration
* Swift Quiver

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<div class='footnote'>SPELL LIST | ARTIFICER</div>

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## Design Notes

This take on the Artificer class is designed to fill the niche of a support caster. It provides many of the same features as the Unearthed Arcana Artificer, but is intended to allow more flexibility and a clearer focus.

#### Cracked Magic
The Artificer uses short rest spell slots, much like the Warlock's Pact Magic, but its ability to convert slots into infusion charges allows it to use preparation and forethought to supply buffs more flexibly and efficiently.

The lack of concentration on these spells means Barbarians can use them, and allows Searing Smite and similar spells to be cast without interrupting the wielder's own concentration. This is not without precedent; potions allow the same thing.

The Artificer spell list is limited to those spells which enhance the character who casts them or the object they're stored in, to let Artificers create a cloak of *invisibility* or a potion of *cure wounds*.

This class' higher level features are roughly balanced against the Warlock's Mystic Arcana spells.

#### At Willworking

The Artificer has a limited number of spell slots. Even when parceling them out into infusion charges, the Artificer will mostly be giving control of the spell to another character. This limits the agency its players can exercise.

Therefore the Artificer comes with a great range of at will spells, which it can use for out-of-combat utility without expending any resources. These include features like Wrightlore, as well as access to custom Wonders.

In combat, an Artificer is more likely to rely on their subclass (or Specialty), which supplies their turn-by-turn combat features. A Golemancer commands her golem, a Wandslinger blasts his enemies, and so on.

#### Artificial Flavour

This version of the class eschews mechanical or clockpunk flavour in favour of a "magical artisan" theme. This makes it usable in a much broader range of settings, but as noted elsewhere in this document, can easily be replaced.

The Artificer does not create literal magic items, which are dependent on the setting and campaign, hard to balance, and can be lost or consumed. Instead, it emulates them with its Wondrous Panoply and temporary infusions. 

#### The Drawing Board

So that's it: the Artificer is a short-rest caster focused on buffs, capable of creating temporary magic items with a little prep-time, festooned with magical gizmos, and specialized in a particular craft they can employ on adventures.

I'm interested in any and all feedback. Let me know what you think, and let me know if you play with this class!

**Art Credit:** Wizards of the Coast (opening image, specialty vial), Cygames (golem), Pottermore (wands). All art will be removed on request of the license holder.


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>##### Multiclassing
>Whether learning treasure-hunting skills from a rogue or focusing on  magical theory as a wizard, artificers can benefit from multiclassing as much as any adventurer. The details are as follows:
>
>##### **Artificer Multiclass Prerequisites**
> Ability Score Minimums: Intelligence 13
>
>##### **Artificer Multiclass Proficiencies**
> Light armor, medium armor, two tools
>
>##### **Artificer Multiclass Spell Formulae**
> If you gain warlock levels as a artificer (or vice versa), add together all your warlock levels and all your artificer levels, and use the Warlock table to determine your number and level of Pact Magic spell slots. You can use these interchangeably with Spell Formulae spell slots.
>
>##### **Artificer Feats**
> The Magic Initiate, Ritual Caster, and Spell Sniper feats (along with other feats that allow a character to learn spells) add the artificer spell list to those that can be chosen from. Artificer spells use Intelligence as their spellcasting ability.

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#### Custom Build
If you want to add your own material to this class, you're absolutely welcome! The most obvious areas are the spell list, the choice of Wondrous Panoply spells, and the Specialties.

***Artificer Spells.*** The only restriction on Artificer spells is that they should enhance the caster or an object in their possession. Try to imagine a magic item that has this effect.

***Wondrous Panoply.*** Spells suitable for the Wondrous Panoply cannot inflict damage or restore health, and probably shouldn't require a saving throw on the part of the victim. Always consider what would happen if a PC could cast that spell over and over, every turn.

***Artificer Specialties.*** An Artificer's Specialty should focus on what they make, how they make it, or what it's made from. 

The Specialty should also provide the Artificer with something they can do every turn in combat. The Apothecary can bolster its allies, the Bladesmith can attack with martial weapons, the Golemancer can support its golem, and the Wandslinger can blast its enemies at range.

* At **1st level**, the Artificer gets a tool proficiency, and the central focus for its turn-by-turn play.
* At **3rd level**, that central focus should be improved and refined, its gaps filled. Make this cool: it's the last Specialty feature the Artificer will receive for a while.
* As a reward for sticking around until **10th level**, the Artificer gets a hefty (and  flexible) boost to its focus. 
* **14th level** is something of a breather, offering an oddball feature that sits orthogonal to the rest of the Specialty. 
* **17th level** is equivalent to a single specific 9th level spell, cast once per long rest.

<div class='footnote'>DESIGN NOTES | ARTIFICER</div>