You are on page 1of 20

Artificer

T
he stone portal ahead slid closed, cutting off When one considers their specialization, it comes as no
the sliver of light that marked the only visible surprise that, in many ways, artificers keep magical societies
means of escape. For the exhausted heroes, running. Their expertise with manipulating the flow of magic
their resources almost completely depleted, it through items – from small magical toys to massive engines
seemed that this was finally the end of the of war – places them on the leading edge of technological
journey. Luckily, Thondred thought, an artificer progress.
always has a contingency plan. The dwarf
pulled a wand from a holder on his hip and unleashed the Ultimate Magical Dabblers
magic that he had caged within it. —Keith Baker, Eberron
Campaign Setting In Eberron, magic is almost technology. Magic, and reliance
A gnome grins ruefully as she hastily assembles a upon magic, shapes and defines the societies of Eberron. For
contraption on the floor of a besieged cabin. As her thousands of years, wizards, sorcerers, clerics, artificers,
teammates hold the door shut against the mass of zombies adepts, and magewrights have used their magical talents to
trying to break it down, the gnome picks up her invention, a solve the problems life poses. Spellcasters specialize in
wand-like mishmash of parts with a glowing ember at one certain forms of that technoarcanology, while artificers tinker
end. It isn’t pretty, but it might just save their lives. with its fundamental workings. Artificers understand magic
Glancing at his archaeology notebook, a rugged dwarf in on a different level from spellcasters, and do not cast spells
stained adventurer’s gear arranges the runes on an ancient as wizards and clerics do, yet have an amazing facility with
vault door with great care, having used a trick of magical magic items and constructs.
wiring to disable the arcane trap in the ceiling above him. He Magic doesn’t only reside in humanoids, nature, and the
found the bones of many tomb robbers, and has no intention gods, but also in objects. Magical wands, powerful scrolls,
of joining them. potent potions, and commanding staffs are the most common
As his squad stops to prepare their weapons and storm the examples of magic, wrapped up in otherwise mundane items.
hobgoblin bunker, a moderately armored human pulls out a The artificer sees this magic only as the most obvious form
number of small gadgets with arcane sigils and attaches of their specialty. They study the crafting of everyday items as
them to the weapons of his fellow soldiers. Within moments, something magical, and infuse parts of themselves into those
their blades and arrows are crackling with elemental energy. crafted objects to create magical objects.
He nods to their sergeant and they kick in the door.

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

Where a wizard or cleric will cause an effect in the open, To an artificer, even more than to the other arcane classes,
an artificer temporarily brings out an items capability. For an magic is life. They understand that without magic there
artificer, a tunic is a suit of armor, a cloak is a sturdy shield, would be no existence. Most artificers dedicate their lives to
and gloves provide the strength of an ogre. understanding the way magic weaves itself into the universe.
Artificers learn to recognize the patterns of magic in Artificers are perhaps the ultimate magical dabblers. They
crafted goods and even raw materials, and to use their own can use just about any spell from a wand or scroll, empower
magic to pull it out of them in fantastic ways. The greatest ordinary items with temporary magical power, repair
artificers are known to create magical items with amazing damaged constructs, and craft magic items, constructs, and
effects and to master various rituals. To an artificer, there is dragonshard items. They have a limited list of their own spell-
no difference between the magic of a druid, wizard, cleric, or like infusions that they can apply to objects, and they can also
any other caster. They see magic as something purer than its work with any of the spells on other classes’ spell lists. Their
petty divisions. magic is neither arcane nor divine, and they are not bound by
that classification: Their trade is magic in its most abstract
Magical Experimentation (they might say purest) form.
In magically advanced lands there are those magewrights
who have an understanding of magic rituals and can Creating an Artificer
occasionally bring forth the magic of objects, but they are An artificer is a magical engineer. They are deeply interested
limited to their specialties. in how magic works. What drives your artificer to study and
A true artificer masters all specialties and forms of artifice experiment? Is it to better the world? For the sake of
through experimenting and constant inquiry. Constantly knowledge alone? Is it for financial gain, or is it to solve a
inventing and questioning, an artificer's latest infusion or specific problem, like stopping death, or making tools to help
creation is not his best; there is always a grander discovery to the disabled? Think about whether your artificer is more
be made. Experimentation is key to the success of an artificer. focused on magical trinkets or instruments of war. Maybe
Without their constant attempts to master the magical they are most interested in ancient monoliths radiating
secrets of the universe and discover the underpinnings of mystical energies.
how magic works, an artificer would be nothing.

CLASSES | ARTIFICER
2
Are you an inventor and innovator? Do you like problem Cantrips
solving or discovering the secret to building new items? Do At 1st level, you know three cantrips of your choice from the
you prefer combat and being a military engineer? Is artificer infusion list. You learn additional artificer cantrips of
equipment augmentation your bread and butter? Are you your choice at higher levels, as shown in the Cantrips Known
more of an alchemist focusing on potions, poisons and column of the Artificer table.
explosives? Or do you specialize in combating and supporting
constructs? Book of Infusions and Schema
You have a book of infusions and schema, which are magical
Quick Build blueprints related to linking magic to objects. At 1st level, you
You can make an artificer quickly by following these have a book of infusions and schema containing six 1st level
suggestions. First, Intelligence should be your highest ability artificer infusions of your choice.
score, followed by Dexterity or Constitution. Second, choose
the guild artisan or tinkerer background. Third, choose the Preparing and Casting Infusions
mending, and emergency repairs cantrips, along with the The Artificer table shows how many infusion slots you have
following 1st-level infusions for your book of infusions and to cast your infusions of 1st level and higher. To cast one of
schema: detect magic, elemental weapon augmentation, these infusions, you must expend a slot of the infusions level
identify, repair damage, shield, and thunderwave. or higher. You regain all expended infusion slots when you
finish a long rest.
Class Features You prepare the list of artificer infusions that are available
for you to cast. To do so, choose a number of artificer
As an artificer, you gain the following class features. infusions from your book of infusions and schema equal to
your Intelligence modifier + your artificer level (minimum of
Hit Points one infusion). The infusions must be of a level for which you
Hit Dice: 1d8 per artificer level have infusion slots.
Hit Points at 1st Level: 8 + your Constitution modifier For example, if you're a 3rd-level artificer, you have four 1st-
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution level and two 2nd-level infusion slots. With an lntelligence of
modifier per artificer level after 1st 16, your list of prepared infusions can include six infusions of
1st or 2nd level, in any combination, chosen from your book
Proficiencies of infusions and schema. If you prepare the 1st-level infusion
Armor: Light armor
repair damage, you can cast it using a 1st-level or a 2nd-level
Weapons: Simple weapons, hand crossbow
infusion slot. Casting the infusion doesn't remove it from your
Tools: Two types of artisan's tools or one type of artisan's
list of prepared infusions.
tools and thieves tools
You can change your list of prepared infusions when you
Saving Throws: Intelligence, Wisdom finish a long rest. Preparing a new list of artificer infusions
Skills: Choose three from Arcana, History, Insight, requires time spent tinkering with components and jury-
Investigation, Medicine, Nature, and Sleight of Hand rigging together the infusion’s basic form: at least 1 minute
per infusion level for each infusion on your list.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
Learning Infusions of 1st level or higher
Each time you gain an artificer level, you can add two
(a) a light crossbow and 20 bolts or (b) any simple weapon infusions of your choice to your book of infusions and
(a) one type of artisan’s tools, or (b) thieves’ tools schema. Each of these infusions much be of a level for which
A component pouch and a book of infusions and schema you have infusion slots, as shown in the Artificer table. On
A trinket that you have been working on your adventures, you might find other infusions that you can
(a) a dungeoneer’s pack or (b) a scholar’s pack add to your book of infusions and schema (see the "Your
leather armor Book of Infusions and Schema" sidebar).

Multiclassing Spellcasting Ability


Artificer Requires: Intelligence 13 Intelligence is your spellcasting ability for your artificer
Proficiencies Gained: Light armor, one skill of your infusions and schema, since your magic draws upon your
choice, and one set of artisan’s tools or theives tools technical knowledge and skill. You use your Intelligence
whenever an infusion or schema refers to your spellcasting
Infusion Casting ability. In addition, you use your Intelligence modifier when
Drawing on your knowledge and study of magic, you can use setting the saving throw DC for an artificer infusion or
infusions to enchant items and replicate spell effects. See schema you cast and when making an attack roll with one.
chapter 10 of the PHB for the general rules of spellcasting
and the sheet on artificer infusions for the list of infusions.
You have a book of infusions and schema containing the Spellsave DC = 8 + your proficiency bonus + your
infusions and schema that you have learned in your career as Intelligence modifier
any artificer. Spell attack modifier = your proficiency bonus + your
Intelligence modifier

CLASSES | ARTIFICER
3
You spend 10 minutes focusing your magic and tinkering
Spells, Infusions, Schema, Oh My! with the object to recieve the infusion or schema; you cannot
You can think of the artificer as a class that, instead be otherwise performing a task. You must supply any
of casting traditional spells, uses magical components the infusion requires, which are worked into the
knowledge to craft temporary magical items. device. The device could be a construct, in place of an object.
Artificer spells are called infusions as the magic is These devices remain until used or until you next long rest,
infused into objects and not cast int he same way whichever comes first. Any DC or spell attack modifier is
as a spell caster. Spells that an artificer collects based on yours at the time that the item is crafted. If the
from other classes are referred to as Schema. original infusion requires concentration, the creature
Schema are like blueprints for consturcting a activating the arcane device is the one that will be
temporary magic item that has the effect of the maintaining concentration on the magic.
spell. You can craft a number of arcane devices equal to half your
Infusions. In game terms, infusions operate for artificer level plus your Intelligence modifier; creating an
artificers the same way spells work for spell casters.
additional devices causes the oldest currently active one to
There is no material difference between the effects
of the two. Infusions are cast using spell slots. immediately lose its magic.
Unless otherwise specified, infusions cast by an
artificer can only be cast into an object or a Infuse Potions
construct. Bull’s Strength cannot be cast on a Starting at 2nd level, you can produce magic potions. You
Human, though it can be cast on that Human’s spend 10 minutes focusing your magic on a vial of mundane
belt, granting him/her the benefit of Bull’s Strength
water and expend a infusion slot to transform it into a potion.
as long as the Infusion lasts and the item is worn
Schema. Schema are spells of other classes that Once you have expended an infusion slot to create a potion,
an artificer has studied and "reverse engineered" so you cannot regain that slot until the potion is consumed or
he can infuse the magical effects of the spell into a after 1 week, at which time the potion loses its effectiveness.
temporary magical device. Schema are more You can create up to three potions at a time; creating a fourth
difficult to work with for an artificer as they are potion causes the oldest currently active one to immediately
spells of a different spell casting class. The artificer lose its potency. If that potion has been consumed, its effects
must spend more time, as well as the prerequisite immediately end.
spell slots, to create an object that can use schema
magic. Potion type
Spell Slot (see the Dungeon Master’s Guide)
1st Climbing, or healing
2nd Greater healing, growth or mind reading
Ritual Casting 3rd Fire breath, invisibility, or water breathing
You can cast an artificer infusion as a ritual onto an object if 4th Resistance or superior healing
that infusion has the ritual tag and you have the infusion in
your book of infusions and schema. You don't need to have
the infusion prepared. From a cosmetic perspective, the Spellcrafting Schema
artificer isn’t actually performing a ritual – your reverse- You specialize in the practice of artifice and magic, dabbling
engineering the infusion and hacking it to produce the same and exloring the magic of other disciplines. While they
magical effect. But the effect is the same as if he’s performing cannot become true casters of other schools and disciplines
a ritual. they can learn the inner workings of the magic involved.
When they do this they create a schema of the spell. With this
Object Dependence schema they will be able to create temporary magical items
When you cast an artificer infusion, artificer cantrip, or ritual that replicate the effects of these spells.
from a book of schema, that infusion requires an object or
construct to function. You can provide these infusions Schema
somatic and material components while touching this object Artificers can learn spells from other classes spell lists.
or construct. Artificers in their magical studies learn to reverse engineer
If the infusion has a duration longer than instantaneous, the spells, creating what are called schema. Artificers then
targets of the infusion must hold or wear the object to benefit can put the schema in thier book of infusions and schema.
from the infusion, maintaining any requisite concentration. Schema cannot be used as normal spells but can only be
Infusions that target constructs may use their body for this used through the Craft Arcane Device ability.
object. This object functions as a spell casting focus. Your studies have focused on the magic of a particular
discipline. At 2nd level, you can choose one spell casting list
Craft Arcane Device other than artificer. You are able to reverse engineer the
spells from this list and add the schema to your book of
If you have artisan’s tools with which you’re proficient and a
infusions and schema. Every even level you are able to select
component pouch available, you can craft an arcane device
one spell from this spell list to add as a schema to your book
which acts like a spell scroll of any infusion or schema you
of infusions and schema.
have in your book of infusions and schema. However the
You may choose the spell list of another class at 6th level
device can be passed to another creature for them to activate.
and another one at 10th level.

CLASSES | ARTIFICER
4
Acquiring Schema of 1st-Level or Higher For example, at 2nd-level you choose Cleric spell list. You
Every even artificer level, you add one new schema of at least would select a 1st-level cleric schema (spell) to add to your
1st-level from any classes list you have chosen to study to book of infusions and schema at 2nd-level and 4-th level.
your book of infusions and schema. Later you find a scroll of Hunter's Mark, but cannot copy it to
You can also add a spell you find to your book of infusions your book since you have not studied ranger spells. At 6th-
and schema (see the "Your Book of Infusions and Schema" level you add the Ranger spell list to your schema studies.
sidebar). Schema employ a different formulation than spells Now you are able to copy the scroll of Hunter's Mark to your
in spellbooks or ritual books, so a spellbook cannot supply a book of infusions and schema.
schema and vice versa; however, other schema, spell scrolls,
and certain other magical writings can supply the appropriate Artifice Tradition
information. You cannot learn a spell schema of any level for When you reach 3rd level, you choose an artifice tradition,
which you don’t have infusion slots. shaping your study of magic through one of four artifice
school traditions: alchemist, battlesmith, constructs or
techno-arcanist, all detailed at the end of the class
description.
Your Book of Infusions and Schema Your choice grants you features at 3rd level and again at
The spells that you add to your schema book as 6th, 12th, and 18th level.
you gain levels reflect the arcane research you
conduct on your own, as well as intellectual
breakthroughs you have had about the technical
aspects of the magic involved. You might find
other spells during your adventures. You could
discover a spell recorded on a scroll in an evil
wizard's chest, for example, or in a dusty tome in
an ancient library. The way magic is inscribed in a
spell book, you are unable to transfer a spell from a
wizard's spell book.
Copying a Schema into the Book. When you find a
spell of 1st level or higher, you can add it to your
schema book if it is of a level for which you have
spell slots and if you can spare the time to
decipher and copy it.
Copying a spell into your schema book involves Salvage Essence
reproducing the basic form of the spell, then
deciphering the unique system of notation used by At 3rd level, you can spend time disassembling the magic
the caster who wrote it. You must practice and infused in a single identified magic item in your possession.
study the technical aspects of the spell until you You take time deconstructing the item as per the table below.
understand what is required, then transcribe it into When you are done the item is completely mundane, but you
your schema book using your own notation. also learn the formula to create that item, writting the
For each level of the spell, the process takes 2 forumla in your book of infusions and schema.
hours and costs 50 gp. The cost represents When deconstructing an item, the time need not be spent
material components you expend as you consecutively. For example, a 3rd level artificer could spend
experiment with the schema to master it, as well as one hour one day, two the next and one more the third to
the fine inks you need to record it. Once you have deconstruct the formula for a potion of healing.
spent this time and money, you can use the The complexity of a magic item is linked to its rarity, and
schema. you must be a minimum level before you can disassemble an
Replacing the Book. You can copy a spell from
item successfully as shown in the Artificer table. Legendary
your own schema book into another book - for
example, if you want to make a backup copy of items, artifacts, cursed items, and sentient items cannot be
your schema book. This is just like copying a new deconstructed.
spell into your schema book, but faster and easier, Rarity Time needed
since you understand your own notation and
already know how to cast the spell. You need spend Common 4 hours
only 1 hour and 10 gp for each level of the copied Uncommon 8 hours
spell.
The Book's Appearance. Your schema book is a Rare 16 hours
unique compilation of schema and formulas, with Very Rare 24 hours
its own decorative flourishes and margin notes. It
might be a plain, functional leather volume that you
received as a gift from your master, a finely bound Ability Score Improvement
gilt-edged tome you found in an ancient library, a When you reach 4th level, and again at 8th, 12th, 16th, and
spellshard , or even a loose collection of notes 19th level, you can increase one ability score of your choice
scrounged together after you lost your previous
by 2 or two ability scores of your choice by 1. As normal, you
schema book in a mishap.
can’t increase any score above 20 with this feature.

CLASSES | ARTIFICER
5
Expertise Alchemist Infused Bombs
Saving
At 10th level, choose two of your skill proficiencies, or one of Bomb Throw Material Effect
your skill proficiencies and one of your tools. Your proficiency
Poison Con Vail of 2d6 poison damage plus
bonus is doubled for any ability check you make that uses poison poisoned condition
either of the chosen proficiencies.
Acid Dex Flask of 3d6 acid damage
acid
Reliable Talent
Fire Dex Alchemist 1d6 fire damage plus 1d6 per
By 14th level, you have refined your chosen skills until they fire round till put out
approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a d20 Radiant Wis Holy 3d6 radiant damage
roll of 9 or lower as a 10. water
Shrapnel Dex Ball 2d4 piercing damage
Infusion Master bearings
At 20th level, you are a master of working with artifice When you infuse a bomb using a spell slot of 2nd-level or
infusion spells. You can cast a number of infusions equal to higher, the damage die increases by one for each slot above
your constitution modifier while keeping concentration. If you 1st-level. Spells slots can be recovered after the bomb is used,
receive damage and fail the saving throw all the infusions in or after one week passes, at which time the bomb loses its
effect end. effectiveness. However the base ingredient can be infused
again to create a new bomb. Bombs that aren’t held, explode
Artificer Traditions if they take any damage.
At the DM's discretion other items can be infused to make
Artificers study magic in many of the same common ways, a bomb.
including working with constructs, understanding the deeper
workings of artifice, perfecting their skills, and studying
magical items. Artificers do tend to focus their studies on
certain aspects of artifice. As such those with similar
interests gather together and study together to aid each other
in the mastering of a particular aspect of artifice as well as
general artifce.

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

Increased Potion Infusions


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

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

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

Alchemist Infused Bombs


CLASSES | ARTIFICER
6
Makeshift Bombs Battlesmith Tradition
At 6th level, you learn to use your bombs to damage and
destroy structures. You now make your bombs to accept fuses Those of the Battlesmith tradition are military engineers who
of various lengths. As an action, you can set a bomb and light focus on personal weapon and equipment upgrades as well
its fuse, which has a duration of your choice between 1 round as direct combat skill. Battlesmith's combine a careful study
and 5 minutes. Upon detonation, this bomb deals its damage of the working of magic, particularly the destructive side of
as normal, but also deals double damage to any nonmagical magic, with a martial mastery that excels that of other
object within 5 feet of it that isn't being worn or carried and artificers. The name was originally a nickname for many
also ignores its damage immunities. For rules on objects and dwarf artificers, but due to their exploits in the Last War, the
their hit points, see pages 246 and 247 of the Dungeon name became official.
Master's Guide.
Bonus Proficiency
When you join the guild at 3rd level, you become proficient
Blast Powder with martial weapons, medium armor and shields.
At 12th level, you have unlocked alchemical secrets of making
your bombs more deadly. You add your intelligence modifier
to all damage your bombs do. Augmentation Savant
Also at 3rd level, when you cast any weapon augmentation
infusion (an infusion with weapon augmentation in its name)
Master Alchemist the weapon will deal bonus damage. The weapon deals
At 18th level, you have achieved the peak of intellectual
studies and have perfected all forms of alchemy. You can bonus damage of the chosen type of infusion at 3rd level
increase the damage die of your bombs by one step. For (1d4), 7th level (2d4), 11th level (3d4) and 17th level (4d6). If
example, acid bombs would now do 3d8 acid damage. The the damage of the infusion is not specified, that Battlesmith
splash range of your bombs, increases to 15 feet from impact can choose either force or lightning.
site. Additionally, the potenancy of your bombs allows them to
ignore resistance for any damage type that the bombs cause. Extra Attack
Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Alternatively, you may attack once, and use your second
attack to activate any magic item you carry (such as a wand).

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

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

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

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

Homunculus
At 3rd level, you can spend one week of downtime creating a
homunculus to aid you. You can only have one homunculus at
a time, but if it is destroyed, you can construct another.
Add your proficiency bonus to the Homunculus' AC, attack
rolls, and damage rolls, as well as to any saving throws and
skills it is proficient in. Increase the Homunculus' hit point
maximum to equal three times your Artificer level.

CLASSES | ARTIFICER
7
Your homunculus acts independently of you, but it always
obeys your commands. Commanding the homunculus is a
bonus action. In combat, it takes its turn on your initiative.
Your homunculus can deliver artificer touch spells for you
as if it were a familiar (see find familiar, Player’s Handbook
p.240). If it is within 100 feet and is holding an arcane device
or prototype you created, you can activate the item on the
homunculus’ behalf as an action (in addition to the bonus
action needed to command the homunculus).
When you spend Hit Dice to recover hit points during a
short rest, you can redirect any hit points you would recover
to the homunculus instead. If you do, it also regains hit points
equal to your Intelligence modifier.

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

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

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

Techno-arcanist Tradition Infused Magecrafting


At 6th level, techno-arcanists can infuse their tools with
Innovators and inventors who specialize in solving problems magic, causing them to behave perfectly for any task at hand.
or discovering the secrets of magic. Members of this tradition You can spend a 2nd-level spell slot to add double your
are often nicknamed “tinkerers” due to how they are always proficiency bonus with all ability checks you make with a
tinkering with everything. But teasing or not, it was often the specific tool you are proficient with for a specific task of up to
TEchno-arcanist's that created the airships and the one hour.
warforged. Alternately, you can spend a 3rd-level spell slot to gain
proficiency with a specific tool set for a specific task of up to
Arcane Recovery one hour.
When you join this tradition at 3rd level, you have learned to
regain some of your magical energy by studying your book of Salvage Savant
infusions and schema. Once per day when you finish a short By 12th level, you have learned enough about the workings of
rest, you can choose expended spell slots to recover. The magic that you can improvise the use of items even when they
spell slots can have a combined level that is equal to or less are not intended for you. You ignore all class, race, and level
than half your artificer level (rounded up), and none of the requirements on the use of magic items.
slots can be 6th-level or higher.
For example, if you're a 4th level artificer, you can recover Flash of Genius
up to two levels worth of spell slots. You can recover either a At 18th level, after activating any crafted arcane device or
2nd-level spell slot or two 1st-level spell slots. magical item, that would expend it's charge, you can choose
to retain the charge. This could keep a magical item that
Skilled Tinkerer would be destroyed when reaching 0 charges from being
At 3rd level, you gain proficiency with two skills or tools of destroyed. Once this feature is used, the artificer must have a
your choice. long rest before using it again.

CLASSES | ARTIFICER
8
Knock
Artificer Infusion Lucky Blade (C)
Notes Lucky Cape (C)
Bold and italic text indicates new spells, described below. Magic Armor Augmentation (C)
(C) indicates a spell that requires concentration. Magic Weapon (C)
(R) indicates a spell that can be cast as a ritual. Metaline Weapons Augmentation (C)
(EE) indicates spells from the Elemental Evil Player’s Pyrotechnics (EE)
Companion. Shatter
(SCAG) indicates spells from the Sword Coast Adventure's
Guide 3rd Level
Blast Rod
Cantrips (0 Level) Conjure Barrage
Arcane Mark Dancing Weapon (C)
Blade Ward Dispel Magic
Elemental Ward Elemental Weapon (C)
Emergency Repairs Flame Arrows (C)(EE)
Guidance (C) Glyph of Warding
Infuse Weapon Jumpstart
Light Lift Curse
Lightning Lure (SCAG) Lightning Arrow
Makeshift Wand Lightning Sphere
Magic Stone (EE) Mending Wave
Mending Melf's Minute Meteors (C)(EE)
Resistance (C) Protection from Energy (C)
Shocking Grasp Synchronize (C)
Static Shock Thunderous Weapon Augmentation (C)
Sword Burst (SCAG)
Thunder Armor 4th Level
Thunderclap (EE) Censure Elementals (C)
Elemental Bane (C)(EE)
1st Level Fabricate
Absorb Elements (EE) Fire Shield
Alarm (R) Harden Construction (C)
Armor Augmentation (C) Rusting Grasp
Catapult (EE) Stone Shape
Chromatic Orb Stone Skin (C)
Detect Magic (R) Storm Sphere (C)(EE)
Elemental Weapon Augmentation (C) Suppress Requirement
Grease Vitriolic Sphere (C)(EE)
Identify (R) Watery Sphere (C)(EE)
Inflict Damage
Magecraft 5th Level
Mending Pulse Animate Objects (C)
Prototype Bigby's Hand (C)
Reinforce Construct Conjure Volley
Repair Damage Creation
Restorative Formula Object Reading
Searing Weapons Augmentation (C) Reconstruction
Shield Swift Quiver (C)
Shield of Faith (C) Wall of Force (C)
Tenser’s Floating Disk (R) Wall of Stone (C)
Thunderwave
6th Level
2nd Level Blade Barrier (C)
Arcane Lock Disable Construct
Branding Smite (C) Globe on Invulnerability (C)
Cloud of Daggers (C) Investiture of Stone (C)(EE)
Cordon of Arrows Move Earth (C)
Earthbind (EE) Total Repair
Enhance Ability (C) Vorpal Weapon Augmentation
Find Traps
Flaming Sphere (C)
Heat Metal (C)

CLASSES | ARTIFICER
9
7th Level Blast Rod
Forcecage 3rd-level evocation
Mordenkainen’s Sword (C) Casting Time: 1 action
Prismatic Spray Range: Touch (60 feet)
Symbol Components: S, M (a bit of steel wool and the rod to be
infused)
8th Level Duration: 1 hour
Antimagic Field (C)
You store energy within a rod, then unleash it in rays of
Earthquake (C)
destructive electrical power. The blast rod can deal a total of
Incendiary Cloud (C)
10d6 in lightning damage, either focused into a single blast,
Unstable Infusion
or divided up into multiple blasts. You designate how many
dice of damage you wish to release in a blast, and then made
9th Level a ranged spell attack for each target you wish to hit.
Gate (C)
Regardless of whether the attack hits or not, the damage
Imprisonment (C)
dice you specified are subtracted from the total stored in the
Prismatic Wall
rod. Only one blast may be released each round.
At Higher Levels. When you cast this spell using a spell
Infusion Descriptions slot of 4th level or higher, the damage increases by 2d6 for
each slot above 3rd.
The spells are presented in alphabetical order.
Censure Elementals
Arcane Mark 4th-level abjuration
Transmutation cantrip
Casting Time: 1 action
Casting Time: 1 action
Range: Self
Range: Touch
Components: V, S, M
Components: V, S
Duration: 1 hour
Duration: Instantaneous
When artificers began construction of some of the first
You inscribe your personal rune or mark on an object,
great elemental vessels, they wanted a way to keep
creature, or surface. The mark can be visible or invisible. If
elementals from wreaking havoc prior to being bound. This
an invisible mark is made, a detect magic spell causes it to
infusion was developed as a means of conditioning the
glow and be visible. An arcane mark can be removed by the
elementals through negative reinforcement.
caster at any time by spending an action.
Typically cast into a pole or rod, this infusion creates a field
If an arcane mark is placed on a living being, it must be
that can harm elemental creatures. When held aloft the
willing or incapacitated. A target receives a Wisdom saving
infused item deals 4d6 of force damage to any elemental
throw to resist the mark. Normal wear causes the mark to
within a 20 foot radius and pushes them back 5 feet. This
fade in about a month.
damage can be repeated as a bonus action as long as
concentration is maintained and the infused item in held
aloft. A successful Charisma saving throw halves the damage
and negates the push effect. The caster can designate up to
four elementals to exclude from this effect.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d4 for
each slot above 4th.

Dancing Weapon
3rd-level transmutation
Armor Augmentation
1st-level transmutation Casting Time: 1 Action
Range: Touch
Casting Time: 1 action Components: V, M
Range: Touch Duration: Concentration, up to 10 minutes
Components: S, M (artisan’s tools)
Duration: Concentration, up to 1 minute You touch a melee weapon, and imbue it with the
semblance of life. It animates, gaining a fly speed of 40 ft. and
The touched suit of armor or shield is magically as bonus action you may command it to move and attack. The
transmuted to protect its bearer. The touched item becomes weapon attacks as if you were wielding it. It can be attacked,
magical and grants its wearer resistance to one damage type. and has the physical statistics of a Flying Sword using your
When you touch a suit of armor, choose bludgeoning, spell attack modifier to hit. The end of the spell, the weapon
piercing, or slashing damage; magical weapons ignore this drops to the floor wherever it is. You may enhance this
resistance. weapon with your artificer spells and abilities if able.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, this spell can affect an additional
suit of armor or shield in range for each slot above 1st.

CLASSES | ARTIFICER
10
Disable Construct This spell hardens the substance of a willing construct or
6th-level transmutation object you touch of Large size or smaller. Until the spell ends,
the target has resistance to nonmagical bludgeoning,
Casting Time: 1 action piercing, and slashing damage if it is a construct, or a damage
Range: 60 feet threshold of 20 (Dungeon Master’s Guide p.247) if it is an
Components: V, S, M (artisan’s tools) object.
Duration: Instantaneous
You cause a cascading failure in a construct that you can Inflict Damage
see within range. The target must make a Constitution saving 1st-level transmutation
throw. On a failed save, it takes 14d6 force damage, or half as Casting Time: 1 action
much damage on a successful save. The damage can’t reduce Range: Touch
the target’s hit points below 1. If the target fails the saving Components: V, S, M (artisan’s tools)
throw, its hit point maximum is reduced by an amount equal Duration: Instantaneous
to the force damage it took. Any effect that removes a curse
allows a construct’s hit point maximum to return to normal. Make a melee spell attack against a construct or object you
can reach. On a hit, the target takes 3d10 force damage. This
spell has no effect on living creatures or undead.
Elemental Ward At Higher Levels. When you cast this spell using a spell
Abjuration cantrip
slot of 2nd level or higher, the damage increases by 1d10 for
Casting Time: 1 action each slot level above 1st.
Range: Self
Components: V, S Infuse Weapon
Duration: 1 round Transmutation cantrip
You trace a sigil of warding across your chest. Until the end Casting Time: 1 bonus action
of your next turn, you have resistance to one damage type of Range: Touch
your choice: acid, cold, fire, lightning, or thunder. Components: V, S, M (steel wool and a weapon)
Duration: 1 minute
Elemental Weapon Augmentation
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (artisan’s tools)
Duration: Concentration, up to 1 minute
You infuse a melee weapon with elemental energy.
Alternatively, you can infuse a quiver, and any ammunition
present within gains the benefit instead. Choose acid, cold,
fire, lightning, or thunder damage. The weapon is now a
magic weapon which deals damage of that type in place of
one of its normal damage types.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can effect an additional
weapon in range for each slot level above 1st.

Emergency Repairs
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (artisan’s tools)
Duration: Instantaneous
You touch a dying construct that has 0 hit points. The
construct becomes stable. This spell has no effect on undead
or living creatures.

Harden Construct
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a diamond worth 100gp, which is
consumed when the spell ends)
Duration: Concentration, up to 1 hour

CLASSES | ARTIFICER
11
The weapon you are holding is infused with your power Lucky Blade
and it becomes natural to wield. For the duration, you can use 2nd-level abjuration
your spellcasting ability instead of Strength or Dexterity for
the attack and damage rolls of attacks using that weapon. Casting Time: 1 minute
The spell ends if you cast it again or if you let go of the Range: Touch
weapon. Components: S, M
At Higher Levels. When you cast this spell using a spell Duration: 1 hour
slot of 5th level or higher, you can affect a construct or object A weapon imbued with this infusion allows the bearer to
up to one size larger per slot level above 4th. draw upon the luck stored within it, gaining advantage on any
attack roll made with the weapon. The decision to use this
Jumpstart ability can be made after the die has been rolled by before the
3rd-level conjuration DM determines the result. The magic of the infusion only
Casting Time: 1 bonus action functions once.
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which the Lucky Cape
spell consumes, and artisan’s tools) 2nd-level abjuration
Duration: Instantaneous Casting Time: 1 minute
This prevents animative energy from fading from a dying Range: Touch
construct or magic item. When you cast this spell, choose Components: S, M
emergency repairs or an emergency recharge. Duration: 1 hour
Emergency Repairs. If you touch a construct that has died A cape imbued with this infusion allows the bearer to draw
within the last minute, that construct is reactivated with 1 hit upon the luck stored within it, gaining advantage on any
point per Hit Die it possesses. This spell can’t restore any saving throw made while wearing the cape. The decision to
missing body parts. use this ability can be made after the die has been rolled by
Emergency Recharge. If you spend the last charge from a before the DM determines the result. The magic of the
magic item, as a bonus action you can cast this spell on it. infusion only functions once.
Doing so restores one charge to the item. If the item has an
effect that happens when its last charge is spent, that effect Magecraft
doesn’t happen (for instance, jumpstarted wands have no 1st-level divination
chance of becoming nonmagical).
Casting Time: 1 action
Range: Self
Lift Curse Components: V, M (artisan’s tools)
3rd-level abjuration
Duration: 1 day
Casting Time: 1 action
You gain double your proficiency bonus on one craft check
Range: Touch
using the artisan’s tools that were used as the focus when this
Components: V, S
spell was cast. If you already possess expertise in the tool,
Duration: Instantaneous
this spell will not increase that. If you cast this spell every day
At your touch, all curses affecting one construct or object for a week, you can make one craft check based on the weeks
end. If the object is a cursed magic item, its curse remains, worth of work and still have double your proficiency bonus on
but the spell breaks its owner’s attunement to the object so it the check.
can be removed or discarded.
Magic Armor Augmentation
Lightning Sphere 2nd-level transmutation
3rd-level evocation
Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 120' Components: V, S, M (artisan’s tools)
Components: V, S, M (splinters of quartz and a marble) Duration: Concentration, up to 1 hour
Duration: Instantaneous
You touch a nonmagical suit of armor. Until the spell ends,
You hurl an empowered marble, which erupts in a 10' that armor becomes a suit of magic armor with a +1 bonus to
radius sphere, centered on the spot you designate within Armor Class. You cannot target a shield with this spell.
range, of lightning energy. Each creature in the radius must At Higher Levels. When you cast this spell using a spell
make a Dexterity saving throw. A creature takes 5d6 lightning slot of 4th level or higher, the bonus increases to +2. When
damage and is stunned till the end of your next turn on a you use a spell slot of 6th level or higher, the bonus increases
fialed save, or half as much damage with no stun on a to +3.
successful one.
At Higher Levels. When you cast this spell using a spell Makeshift Wand
slot of 4th level or higher, the damage increases by 1d6 for Evocation cantrip
each slot level above 3rd.
Casting Time: 1 action
Range: 60 ft
Components: S (see text)
Duration: Instantaneous
CLASSES | ARTIFICER
12
You employ any small object as a temporary wand,
channeling a blast of energy. The target must succeed on a
Dexterity saving throw or take 1d8 damage. The spell can
inflict acid, fire, cold, lightning or thunder damage; choose
two damage types when you pick this spell, and you can
choose which one to use when you cast the spell.
You can prepare any handheld object to serve as a channel
for this spell; this requires one action (inscribing a few runes
on it). So it has no SPECIFIC components, but you must have
some sort of focus object.
At Higher Levels. The spell’s damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8). At each of these levels, you may also select an
additional damage type to add to your repertoire.

Mending Pulse
3rd-level evocation
Casting Time: 1 bonus action
Range: 30 feet
Components: V, M (artisan’s tools)
Duration: Instantaneous
A pulse of arcane energy echoes out from your position,
causing one construct of your choice that you can see within
range regain hit points equal to 1d4 + your spellcasting ability
modifier. This spell has no effect on undead or living
creatures.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the healing increases by 1d4 for
each slot level above 3rd.

Mending Wave
3rd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, M (artisan’s tools)
Duration: Instantaneous
A pulse of arcane energy echoes out from your position,
causing up to six constructs of your choice that you can see
within range regain hit points equal to 1d4 + your
spellcasting ability modifier. This spell has no effect on
undead or living creatures.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the healing increases by 1d4 for
each slot level above 3rd.

Metaline Weapons Augmentation


2nd-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (artisan’s tools)
Duration: Concentration, up to 1 hour
This infusion temporarily alters the substance of one
weapon or alternately one quiver with the ammunition
therein. The weapon is transformed into either adamantine,
byeshk, flametouched iron, or silver. Only weapons made of
metal can benefit from this infusion.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, you can effect one additional
weapon or quiver in range for each slot level above 3rd.

CLASSES | ARTIFICER
13
Object Reading This spell can’t return a living creature or undead to life,
5th-level divination and can’t remove any lingering conditions or curses on
constructs it repairs. It repairs superficial damage, but
Casting Time: 10 minutes doesn’t restore missing body parts. If the construct would be
Range: Touch unable to survive without its missing body parts, the spell
Components: V, S, M (incense worth at least 250 gp, which automatically fails. Similarly, although this spell can restore
the spell consumes, and a jeweler’s loupe worth 200gp) constructs whether or not they have souls, if a construct with
Duration: Instantaneous a soul is not both willing and at liberty to return to life, the
This spell targets an object or construct you touch. The spell fails.
spell brings to your mind a brief summary of the significant Reactivating a construct from death is an ordeal. The target
history of the target. This might consist of current tales, takes a -4 penalty to all attack rolls, saving throws, and ability
forgotten stories, or even secret lore that has never been checks. Every time the construct finishes a long rest, the
widely known. The more information you already have about penalty is reduced by 1 until it disappears.
the target, the more precise and detailed the information you
receive is, while the less renowned the target is, the hazier Reinforce Construct
and less-detailed the information you receive is. 2nd-level abjuration
Casting Time: 1 action
Prototype Range: 30 feet
1st-level transmutation Components: V, S, M (a tiny strip of adamantite)
Casting Time: 1 action Duration: 8 hours
Range: Touch Your spell bolsters your construct allies with toughness and
Components: S, M (artisan’s tools, any material components resolve. Choose up to three constructs within range. Each
and a schema you’ve written of the chosen spell) target's hit point maximum and current hit points increase by
Duration: 1 hour or until used 5 for the duration.
You infuse a small object with magic, following the 1st-level At Higher Levels. When you cast this spell using a spell
spell schema used as a component. At any point during the slot of 3rd level or higher, a target's hit points increase by an
duration, you can use the item to cast the schema’s spell. The additional 5 for each slot level above 2nd.
item takes the place of any components (including verbal and
somatic components), but loses its magic after afterwards. Repair Damage
Using the item after it has been created with Protoype takes 1st-level evocation
your action, or the chosen spell’s casting time, whichever is Casting Time: 1 action
longer. Range: Touch
Using the item carries a risk of failure. When you use the Components: V, S
item, you must succeed on an Intelligence (Arcana) check Duration: Instantaneous
(DC 12 + twice the spell slot level) to cast the spell. If you fail
the check, a mishap occurs instead; by default, this deals 2d6 A construct you touch regains a number of hit points equal
force damage to you, but alternative mishaps are possible at to 1d8 + your spellcasting ability modifier. This spell has no
the DM's discretion (see Dungeon Master’s Guide p.140 for a effect on living creatures or undead.
partial list of ideas). At Higher Levels. When you cast this spell using a spell
Attempting to cast a spell that interacts with a magic item’s slot of 2nd level or higher, the repair increases by 1d8 for
charges (such as jumpstart or power surge) on a prototype each slot level above 1st.
instantly causes a mishap, after which the prototype becomes
nonmagical. Restorative Formula
At Higher Levels. If you cast this spell from a higher-level 1st-level abjuration
spell slot, the schema can be of any spell up to that level. Treat Casting Time: 1 Action
the spell as if it were cast in a slot of that level. Range: Touch
Components: V, S
Reconstruction Duration: 1 hour
5th-level conjuration
Target gains 1d4 temporary hit points. As long as these are
Casting Time: 1 hour in place, they also enjoy a +1 bonus to AC.
Range: Touch At Higher Levels. When you use a spell slot higher than
Components: V, S, M (a diamond worth at least 500gp, 1st, this spell grants and additional 1d6 more temporary hit
which the spell consumes, and artisan’s tools) points per slot level above 1st.
Duration: Instantaneous
You return a dead construct to life, no matter how long it Searing Weapon Augmentation
has been dead. The construct returns to life with 1 hit point, 1st-level evocation
and can spend one or more Hit Dice to regain additional hit Casting Time: 1 bonus action
points during the process. Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

CLASSES | ARTIFICER
14
You infuse a melee weapon or a quiver of ammunition with Thunder Armor
white hot intensity. The next time you hit a creature with the Evocation cantrip
infused weapon attack during the spell's duration, the attack
Casting Time: 1 Action
deals an extra 1d6 fire damage to the target and causes the
Range: Touch
target to ignite in flames. At the start of each of its turns until
Components: V, S
the spell ends, the target must make a Constitution saving
Duration: 1 Round
throw. On a failed save, it takes 1d6 fire damage. On a
successful save, the effect ends. You can choose to expend You summon a field of protective force around the target,
the energy of this infusion once per round for the duration. granting them a +1 bonus to their AC until the end of your
If the target or a creature within 5 feet of it uses an action next turn. Each creature other than you within 5 feet must
to put out the flames, or if some other effect douses the make a Constitution save, or suffer 1d4 force damage and be
flames (such as the target being submerged in water), the pushed 5' away from them.
effect ends. At Higher Levels. This spell's damage increases by 1d4
At Higher Levels. When you cast this spell using a spell when you reach 5th level (2d4), 11th level (3d4), and 17th
slot of 3rd level or higher, you can effect an additional weapon level (4d4).
in range for each slot level above 2nd.
Thunderous Weapon Augmentation
Static Shock 3rd-level evocation
Evocation cantrip Casting Time: 1 bonus action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S, M (artisan’s tools)
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous You infuse a melee weapon or quiver of ammunition with
Target must make a dexterity saving throw or suffer 1d6 crackling thunderous intensity. When released, your weapon
lightning damage and disadvantage on the next attack roll it rings with thunder that is audible within 300 feet of you, and
makes before the end of its turn. the attack deals an extra 2d6 thunder damage to the target.
At Higher Levels. The damage is increased by 1d6 when Additionally, if the target is a creature, it must succeed on a
you reach 5th level (2d6), 11th level (3d6) and 17th level Strength saving throw or be pushed 10 feet away from you
(4d6). and knocked prone. Success avoids these additional effects.
You can choose to expend the energy of this infusion once per
Suppress Requirement round for the duration.
4th-level transmutation At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can effect an additional weapon
Casting Time: 1 minute
in range for each slot level above 2nd.
Range: Touch
Components: V, S, M (powered gems worth 500gp)
Duration: 8 hours Total Repair
6th-level evocation
You alter a magic item that requires a certain requirement
Casting Time: 1 action
for attunement to function, so that is no longer carries that
Range: 60 feet
requirement for the duration of the spell.
Components: V, S, M (artisan’s tools)
Duration: Instantaneous
Synchronize
3rd-level transmutation A surge of arcane energy washes through a construct you
can see within range, causing it to regain 70 hit points. This
Casting Time: 1 minute
spell also reduces the target’s exhaustion by one level and
Range: Touch
ends blindness, deafness, paralysis, petrification, stunning,
Components: V, S, M (powdered gemstones worth 50gp,
and any curses affecting the target. This spell has no effect on
which the spell consumes)
living creatures or undead.
Duration: Concentration, up to 1 hour
At Higher Levels. When you cast this spell using a spell
You attune to an unattuned magic item you hold or wear. slot of 7th level or higher, the amount of healing increases by
You are considered to meet the item’s special requirements 10 and the exhaustion reduction increases by one level for
for attunement and use (including optional requirements), if each slot level above 6th.
any. This item does not count against the normal limit of
three simultaneously-attuned magic items, and when the
spell ends, the item is no longer attuned to you.
Using this spell on a cursed item causes it to attune to you
normally, including counting towards the attunement limit
and imparting the curse to you. If you already had three items
attuned when you used this spell on a cursed item, one of
them, chosen at random, is no longer attuned.
At Higher Levels. If you cast this spell from a 4th level
slot, it can attune another creature to a magic item they hold
or wear for each slot above 3rd.

CLASSES | ARTIFICER
15
Unstable Infusion Artificer Homunculus
8th-level evocation
Casting Time: 1 Action
Range: Self (25-foot cone)
Components: V, S, M (one of your artificer infusions or base
mixtures)
Homunculus
Tiny construct, neutral
Duration: Instantaneous
You destabilize a nascent infusion, and project the chaotic Armor Class 13 (natural armor)
blast of energy out towards your foes. All creatures in the Hit Points 5 (2d4)
area suffer 3d6 acid, 3d6 cold, 3d6 fire, 3d6 lightning, 3d6 Speed 20 ft., fly 40ft.
poison and 3d6 thunder damage; half if they make a Dexterity
saving throw. STR DEX CON INT WIS CHA
At Higher Levels. If you cast this spell with a 9th level
spell slot, it inflicts 4d6 of each damage type instead. 4 (-3) 15 (+2) 11 (+0) 10 (0) 10 (+0) 7 (-2)

Vorpal Weapon Augmentation Damage Immunities poison


6th-level transmutation Condition Immunities charmed, poisoned
Senses darkvision 60ft., passive Perception 10
Casting Time: 1 Action Languages understands the languages of its creator
Range: Touch but can't speak
Components: V, M (artisan’s tools) Challenge 0 (10 XP)
Duration: 1 minute
You touch a melee weapon, and enchant it so that it has a Telepathic Bond. While the homunculus is on the
much higher chance than normal of striking an enemies vital same plane of existence as its master, it can
areas. Whilst so enchanted, the weapon scores a critical hit magically convey what it senses to its master, and
the two can communicate telepathically.
on a natural 18, 19 or 20.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. ,
one creature. Hit: 1 piercing damage, and the target
must succeed on a DC 10 Constitution saving
throw or be poisoned for 1 minute. If the saving
throw fails by 5 or more, the target is instead
poisoned for 5 (1d10) minutes and unconscious
while poisoned in this way.

Description
Shaping a mixture of clay, ash, mandrake root, and
blood, one can channel rare ritual magic to create a
faithful, squirrel-sized companion. A homunculus is
a construct that acts as an extension of its creator,
with the two sharing thoughts, senses, and
language through a mystical bond.
Shared Mind. A homunculus knows everything its
creator knows, including all the languages the
creator can speak and read. Likewise, everything the
construct senses is known to its master, even over
great distances, provided both are on the same
plane. Functioning as a spy, a scout, an emissary, or
a messenger, a homunculus is an invaluable servant
for a spellcaster engaged in secret experimentation
or adventuring.

CLASSES | ARTIFICER
16
Artificer Advanced Homunculus

Dedicated Wright Expeditious Messenger


Tiny construct, neutral Tiny construct, neutral

Armor Class 11 (natural armor) Armor Class 14 (natural armor)


Hit Points 5 (2d4) Hit Points 5 (2d4)
Speed 20 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 11 (+0) 10 (0) 10 (+0) 7 (-2) 3 (-4) 17 (+3) 11 (+0) 8 (-2) 12 (+1) 7 (-2)

Damage Immunities poison Damage Immunities poison


Condition Immunities charmed, poisoned Condition Immunities charmed, poisoned
Senses darkvision 60ft., passive Perception 10 Senses darkvision 60ft., passive Perception 11
Languages understands the languages of its creator Languages all languages known by its creator
but can't speak Challenge 0 (10 XP)
Challenge 0 (10 XP)
Message. An expeditious messenger’s master can
Telepathic Bond. While the homunculus is on the converse with a creature up to 1 mile away through
same plane of existence as its master, it can the homunculus. It can carry out a continuous
magically convey what it senses to its master, and conversation.
the two can communicate telepathically.
Telepathic Bond. While the homunculus is on the
Crafter. A dedicated wright homunculus uses its same plane of existence as its master, it can
masters proficiencies with artisans tools to craft. magically convey what it senses to its master, and
The wright can be instructed to craft for it’s master, the two can communicate telepathically.
both alone or with it's master. If the homunculus is
left alone without instruction it will craft random Actions
objects obsessively using whatever materials it can Sting. Melee Weapon Attack: +5 to hit, reach 5 ft. ,
find. It can also assist its master on the crafting of one creature. Hit: 1 piercing damage, and the target
an item, increasing the items quality as well as must succeed on a DC 10 Constitution saving
helping to complete the item faster. If it helps from throw or be poisoned for 1 minute. If the saving
start to finish with an item it will provide advantage throw fails by 5 or more, the target is instead
on the skill check. poisoned for 5 (1d10) minutes and unconscious
while poisoned in this way.
Actions
Hammer. Melee Weapon Attack: +2 to hit, reach 5
ft. , one creature. Hit: 1 bludgeoning damage.
Description
The expeditious messenger resembles a cross
between a winged lemur and a diminutive dragon.
Description This homunculus is one of the few that can pass as
The dedicated wright is a humanoid homunculus an organic creature, though it is crafted from clay,
molded from clay. It is rough-shaped, and squat, hair, scales, and feathers. The expeditious
like a dwarf. The dedicated wright is designed for messenger is only 9 inches from its nose to its
the explicit purpose to aide its creator in the barbed tail. This homunculus is designed for one
creation of other items. The dedicated wright is not purpose: to quickly ferry messages to and from its
designed for combat, and will hide itself should it creator. It is designed to move fast, and will avoid
be exposed to combat. Instead, the dedicated combat at all costs to continue to ferry its message.
wright is designed to stay at home and craft
magical weapons, armor, and equipment.

CLASSES | ARTIFICER
17
Artificer Advanced Homunculus

Furtive Filcher Iron Defender


Tiny construct, neutral Small construct, neutral

Armor Class 15 (natural armor) Armor Class 13 (natural armor)


Hit Points 5 (2d4) Hit Points 18 (4d6 + 4)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 19 (+4) 11 (+0) 12 (+1) 10 (+0) 7 (-2) 12 (+1) 15 (+2) 13 (+1) 8 (-1) 12 (+1) 7 (-2)

Skills Sleight of Hand +6, Stealth +6 Skills Perception +3


Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, poisoned Condition Immunities charmed, poisoned
Senses darkvision 60ft., passive Perception 10 Senses darkvision 60ft., passive Perception 13
Languages understands the languages of its creator Languages understands the languages of its creator
but can't speak but can't speak
Challenge 0 (10 XP) Challenge 1/4 (50 XP)

Telepathic Bond. While the homunculus is on the Keen Hearing and Smell. The iron defender has
same plane of existence as its master, it can advantage on Wisdom (Perception) checks that rely
magically convey what it senses to its master, and on hearing or smell.
the two can communicate telepathically.
Pack Tactics. The iron defender has advantage on
Cunning Action. On each of its turns, the furtive attack rolls against a creature if at least one of the
filcher can use a bonus action to take the Dash, iron defender's allies is within 5 feet of the creature
Disengage, or Hide action. and the ally isn't incapacitated.
Telepathic Bond. While the iron defender is on the
Actions same plane of existence as its master, it can
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , magically convey what it senses to its master, and
one creature. Hit: 1 piercing damage. the two can communicate telepathically.

Description Actions
The furtive filcher is a tiny, shadowy, vaguely Bite. Melee Weapon Attack: +4 to hit, reach ft., one
humanoid form. More resembling a wisp of shadow target. Hit: 5 (1d6 + 2) piercing damage. If the
than a homunculus, the furtive filcher is only 18 target is a creature, it must succeed on a DC 11
inches tall. This homunculus is quick, and is Strength saving throw or be knocked prone.
designed for the express purpose of stealing
objects on behalf of its owner. The furtive filcher is Description
created from clay and ash.
The iron defender is one of the more popular
designs for homunculi. This iron-plated dog serves
as a faithful guard, protecting its creator much like
a true canine would. The iron defender stands at
two-feet tall, and instead of teeth, the iron defender
has serrated razor-sharp blades in its mouth. The
iron defender also has spikes running along its
spine.

CLASSES | ARTIFICER
18
Artificer Advanced Homunculus

Packmate Persistent Harrier


Small construct, neutral Small construct, neutral

Armor Class 11 (natural armor) Armor Class 14 (natural armor)


Hit Points 18 (4d6 + 4) Hit Points 18 (4d6 + 4)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 12 (+1) 8 (-1) 10 (+0) 7 (-2) 12 (+1) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 7 (-2)

Damage Immunities poison Skills Acrobatics +5


Condition Immunities charmed, poisoned Damage Immunities poison
Senses darkvision 60ft., passive Perception 10 Condition Immunities charmed, poisoned
Languages understands the languages of its creator Senses darkvision 60ft., passive Perception 10
but can't speak Languages understands the languages of its creator
Challenge 0 (10 XP) but can't speak
Challenge 1/4 (50 XP)
Storage. The interior of a packmate is as large as a
small create or barrel. It can carry up to 240 pounds Nimbleness. The persistent harrier can move
. The packmate and its master can open the lid, but through the space of any creature that is of a size
anyone else doing so sees it is protected by an larger than it.
Arcane Lock.
Sneak Attack (1/Turn). The persistent harrier deals an
Retrieve Item. The packmate always knows what extra 3 (1d6) damage when it hits a target with a
item it is carrying that the master needs before the weapon attack and has advantage on the attack roll,
master ever says something. The packmate can use or when the target is within 5 feet of an ally of the
it's action to retrieve an item for it's master, while persistent harrier that is n't incapacitated and the
the master can take the item as an item interaction. persistent harrier doesn't have disadvantage on the
Telepathic Bond. While the homunculus is on the attack roll.
same plane of existence as its master, it can Telepathic Bond. While the persistent harrier is on
magically convey what it senses to its master, and the same plane of existence as its master, it can
the two can communicate telepathically. magically convey what it senses to its master, and
the two can communicate telepathically.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft. , Actions
one creature. Hit: 5 (1d4 + 3) bludgeoning damage. Spike. Melee Weapon Attack: +5 to hit, reach ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Description
The packmate resembles a chest with arms and Description
legs. In fact, that is exactly what the packmate is: a The persistent harrier is a humanoid homunculus; a
set of drawers that can walk and move along with two-feet-tall silver biped covered in spikes.
its creator. Two pincer-like arms extend from the Designed to be a melee fighter, the persistent
chest, allowing the packmate to withdraw items harrier wades into combat, scurrying between the
from one of the various compartments. Each of legs of opponents, distracting them from its
these compartments are magically locked. creator's attacks. The persistent harrier is designed
to avoid attacks, tumbling between foes.

CLASSES | ARTIFICER
19
Credits v3.2 and v3.3 Changes
Grammar and spelling corrections
This is not for sale and shouldn't be as it's Homebrew
Changed all references to spells to infusions for greater
material so don't be an asshat.
clarity.
Done by Freewolf (/u/Freewolf).
v3.1 Changes
Praise be the master for creating The Homebrewery. Changed all mentions of guild to tradition in the
archetypes.
The inspiration for this class was pulled from Laine the
Adjusted Alchemist adding a little complexity to making
Wayfarer at enworld.org it has since undergone some
bombs and removing craft reserve. Changed the Master
significant modifications.
Alchemist based on the core class changes.
http://www.enworld.org/forum/member.php?25818-Liane- Constructs Tradition removed craft reserve in features.
the-Wayfarer Techno-arcanist tradition, switched when certain abilities
http://www.enworld.org/forum/showthread.php?472018- happened. Changed the Flash of Genius to charge
Artificer-Class-Revised-Rip-Me-A-New-One reteintion. Added infused magecrafting. Removed features
around prototype.
Additional Work Used Changed the verbiage on Spells, Infusions, and Schema
Oh My!
Some custom artificer spells from Changed Infuse Arcane Device to Craft Arcane Device.
http://sefotron.blogspot.com/2014_11_01_archive.html
v3 Changes
Components Elements Removed craft reserve system and tied everything to spell
If you are looking for the latest individual elements for slots.
smaller file size, or the latest changes go to the Homebrewery Changed infusion system to be used like a wizards rather
pages. than clerics.
Removed medium armor proficiency.
Base Class Changed potion crafting to system as outlined in
Artificer Infusions Unearthed Arcana for Artificers.
Homunculous Changed Artificer Guilds to Artificer traditions.
Complete Class and Elements Removed the Magecraft class skill and reverted back to
3.5 magecraft spell.
Artwork Set a limit on the number of items that can be infused.
Art was pulled from the internet, most is classic artificer art Set limit on the spell lists that the Artificer can create
by Wizards or Paizo. There is also other artists I don’t know schema from.
the name, but not any piece of art belongs to me, and its uses Changed time for Salvage Essence to be a time block
belongs to the original artist as per usual. rather than a long rest.
Gave battlesmith proficiency with medium armor.
Dwarven Artificer crafting on Page 1 is from Scarypet at Renamed Arcanotechnition to Technoarcanist. Removed
DevianArt http://scarypet.deviantart.com/art/Dwarven- 6th-level ability with Arcane Recovery.
Artificer-257102648
Cross the Dwarf Artificer on page 7 is from Mates v1 and v2 Changes
Laurentiu at DevianArt
http://mateslaurentiu.deviantart.com/art/Cross-the- I turned the class into a full caster rather than try and fit
Artificer-174180950 the class into the half-caster template or create a 2/3
Gnome Artificer on page 17 from Shane Braithwaite at caster template.
DevianArt http://sbraithwaite.deviantart.com/art/Telza- I removed the personal weapon augmentation and made it
Gregorich-317102889 more for the battletech guild.
Steampunk Girl on page 20 is from Zoestead at DevianArt I added a number of custom spells gathered from other
http://zoestead.deviantart.com/art/Steampunk-Girl-2- sources.
301478921 I made this class more skill monkeys.
Made the potion crafting a bit less easy, increasing some
Dungeons and Dragons of the level requirements and adding a minor financial
cost to them.
Dungeons and Dragons, D&D, Wizards of the Coast and Created specific stats for the various homunculus for the
all other Wizards of the Coast product are trademarks of construct's guild.
Wizard of the Coast. General work with the Ebberron Campaign Guide to try
and get it really feeling like the original Artificer class
v3.4 Changes within the context of 5e.
Grammar and spelling corrections

CLASSES | ARTIFICER
20

You might also like