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Artificer Specialties

   


At 3rd level, an artificer gains the artificer specialty feature. Upon reaching 3rd level, your experiments with flight have
The following options are available to an artificer, in addition paid off. At the end of a long rest, as long as you have access
to the options offered in Tasha's Cauldron of Everything; the to your woodcarver's tools, you can construct a personal
Aeronaut, Archivist, Composer, Dungeoneer, and Forgewright flying machine. You determine its appearance, and it can be
used as a spellcasting focus for your artificer spells. You
 cannot operate your flying machine while wearing heavy
armor or while you have a shield or heavy weapon equipped.
One of the most dangerous obsessions an artificer can You must use your woodcarver's tools to maintain your flying
pursue has always been mechanical flight. Many strive for machine as part of each long rest or it ceases to function.
this lofty goal, and all but the most dedicated, and often the As a bonus action on your turn, you can activate your flying
most foolhardy, artificers fail in their pursuits. Experiments machine to gain a temporary flying speed equal to your
that end in disastrous explosions, catastrophic falls from the remaining movement speed. This flight lasts until the end of
sky, and deadly malfunctions are not out of the norm for an your current turn, at which point you fall to the ground unless
Aeronaut perfecting their mechanical flying machine. you have a way to remain airborne. While using your flying
You constantly strive to achieve the lofty goal of every speed, opportunity attacks against you have disadvantage.
Aeronaut, the creation of an arcane flying machine.
 
Aeronaut Features Your flying machine allows you to attack from unorthodox
Artificer Level Spell positions to inflict more damage. Starting at 5th level, when
Tools of the Trade, Aeronaut Spells you are using your flying speed and are at least 5 feet off the
3rd
Flying Machine ground, your attacks deal an additional 1d8 damage.
At 15th level this bonus damage increases to 2d8.
5th Airborne Assault
9th Aerial Maneuvers  
Beginning at 9th level, improvements to your flying machine
15th Master Aeronaut have made it more reliable. When you activate your flying
machine, you gain a flying speed equal to your movement
    speed and you can hover in place while midair. Your flying
When you adopt this specialization at 3rd level, you gain machine stays active in this way for one minute, unless you
proficiency with woodcarver's tools. If you are already fall unconscious or deactivate it as a bonus action.
proficient with woodcarver's tools you instead gain In addition, while you have your flying machine equipped,
proficiency with one type of artisan's tools of your choice. you gain a bonus to Dexterity ability checks and saving
throws equal to your Intelligence modifier (minimum of 1)
Aeronaut Spells
Artificer Level Spell  
Upon reaching 15th level you have reached the peak of
3rd feather fall, zephyr strike
Aeronautical expertise. While your flying machine is
5th dust devil, warding wind equipped you have a permanent flying speed of 60 feet.
9th fly, wind wall Additionally, if you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half
13th death ward, summon elemental (air) damage while your flying machine is equipped, you instead
17th control winds, steel wind strike take no damage if you succeed on the saving throw, and only
half damage if you fail.

For centuries chroniclers and librarians have sought the best
way to store vast troves of information. While most were
satisfied with scrolls, tomes, and books, the first archivists
strove for something greater, storing libraries worth of
information in one solitary object, and created the first
artificial minds. As an archivist, you are on the cutting edge of
arcane advancement. Like all new breakthroughs, you must
be careful with who you allow to witness this ability. How will
you use your fringe ability to create artificial intelligence?
Archivist Features
Artificer Level Spell
Tools of the Trade, Artificial Mind,
3rd
Archivist Spells
5th Acute Overload
9th Improved Consciousness
15th Master Archivist

   


When you adopt this specialization at 3rd level, you gain
proficiency with calligrapher's supplies. If you already have
proficiency with calligrapher's supplies you gain proficiency
with another type of artisan's tools of your choice.
 
Starting at 3rd level, you can awaken artificial minds. At the Archivist Spells
end of each long rest, you can touch a Tiny nonmagical object
with calligrapher's supplies, awakening a mind within. While Artificer Level Spell
the mind is inside it, the object is a magic item that requires 3rd comprehend languages, dissonant whispers
attunement, and you can use it as a spellcasting focus. If you
rouse an artificial mind while you already have one from this 5th detect thoughts, mind spike
feature, the mind transfers to the new object. While attuned 9th hypnotic pattern, tongues
to the mind, you gain the following features:
Information Overload. Your artificial mind can overload 13th locate creature, phantasmal killer
the minds of your enemies with information. As an action, 17th modify memory, synaptic static
you can force a creature that you can see within 30 feet to
make an Intelligence saving throw. On a failed save, it takes  
1d8 psychic damage and disadvantage on the next attack roll Starting at 5th level, when you deal psychic damage to a
it makes before the start of your next turn. The damage of creature you gain a bonus to the damage roll equal to your
this feature increases as you gain levels in this class: to 2d8 Intelligence modifier (minimum of +1).
at 5th level, 3d8 at 11th, and 4d8 at 17th level. In addition, you can expend a spell slot to increase the
Magical Telephony. You can communicate telepathically psychic damage dealt by your Information Overload feature.
with any creature carrying one of your infused items within a The damage increases by 2d8 for a 1st-level spell slot, and an
1-mile radius. The creature can respond telepathically. additional 1d8 for each spell level higher than 1st-level.
Skill Proficiencies. You gain proficiency in two skills from
the respective column on the table below. The material of the  
object that houses your artificial mind determines the skills The cognitive abilities of the artificial mind have grown and it
you choose from, as its nature affects its innate knowledge. can aid you in spellcasting. Starting at 9th level, when you are
Material Examples Skill Proficiencies forced to make a Constitution saving throw to maintain
concentration on a spell, you gain a bonus to the saving throw
Animal
parchment, Animal Handling, Insight equal to your Intelligence modifier (minimum of +1).
leather, bone Perception, Survival
gems, glass, Deception, Intimidation  
Mineral
metal, stone Performance, Persuasion Upon reaching 15th level you have attained the peak of
archival expertise. As an action on your turn, you can turn
Plant paper, wood
Arcana, History into pure information and teleport to an unoccupied space
Nature, Religion within 60 feet that you can see, or to an unoccupied space
within 5 feet of an object bearing one of your infusions.
 
Starting at 3rd level, you construct a completely unique
musical instrument of your own design. You are proficient
and with this instrument and it can be used as a spellcasting
focus by you. Whenever you make skill check with this
apparatus you can add double your proficiency bonus to the
roll. If it is destroyed, you can construct a new musical
apparatus with your smith's tools at the end of a long rest.
You can only maintain one musical apparatus at a time,
and if you create a new one, your previous musical apparatus
falls into disrepair and becomes unusable.
Your musical apparatus can also be weaponized depending
on its design. At the end of each long rest, you can choose
one of the following options for your musical apparatus:
Raucous Blast. Your apparatus can assault creatures with
a blast of painful sound. As an action, make a spell attack
against a creature within 60 feet that can hear you. On hit the
creature takes 1d8thunder damage and is deafened until the
start of your next turn. The damage increases by 1d8 at 5th-
level (2d8), and again at 11th-level (3d8), and 17th-level (4d8).
Ringing Strike. Your apparatus is a simple weapon with
the versatile property, and it deals 1d8 (1d10) bludgeoning
 damage on hit. You are considered proficient with it, and you
can use your Intelligence, in place of Strength, for attack and
Behind every great musician, every standing ovation, every damage rolls. In addition, you can cast the booming blade
sold out concert, there is someone who put quill to spell as long as your apparatus is the material component.
parchment and penned the notes. These great minds are
known as composers. Unlike other bards and entertainers,  
composers take a more mathematical and cerebral approach Starting at 5th level, when you deal thunder damage to a
to music and song. They are masters of patterns that go creature you gain a bonus to the damage roll equal to your
unnoticed, and when they apply their analytical minds to a Intelligence modifier (minimum of 1).
problem it is only a matter of time before they find a solution. In addition, when you attack with your musical apparatus,
Composer Features
you can expend a spell slot to knock the target back. The
creature is knocked back 10 feet for a 1st-level spell slot, and
Artificer Level Spell an additional 10 feet for each spell level higher than 1st.
Tools of the Trade, Composer Spells
3rd
Musical Apparatus  
Beginning at 9th level, as an action you can play a note at a
5th Thunderous Note pitch that causes a creature of your choice within 10 feet to
9th Resonant Frequency resonate with undetectable vibrations for 1 hour. The next
time that creature is hit with a melee attack, the attacker
15th Master Composer
must make a Constitution saving throw. On a failed save, they
take 2d8 thunder damage and cannot take reactions until the
    beginning of their next turn. On a successful save they take
When you adopt the composer specialty at 3rd level, you gain half damage and can use their reaction as normal.
proficiency with smith's tools and one instrument of your You may use this feature a number of times equal to your
choice. If you already proficient with smith's tools, you gain Intelligence modifier (minimum of 1), and you regain all
proficiency with another set of artisan's tools of your choice. expended uses when you finish a long rest.
At the end of a long rest, you can switch the instrument
proficiency you gained from this feature with another  
instrument, provided you have the new instrument available. You have mastered both the theory and applications of sound
and used this knowledge to improve the effectiveness of your
Composer Spells musical apparatus and your composer techniques. Upon
Artificer Level Spell reaching 15th level, you gain the following features:
3rd charm person, thunderwave You are immune to thunder damage and the deafened
5th shatter, silence condition.
You can change the weaponized effect of your musical
9th beacon of hope, fear apparatus at the end of a short or long rest.
13th charm monster, dominate beast When you use your Thunderous Note feature Large or
smaller are knocked prone.
17th destructive wave, dominate person The damage of Resonant Frequency becomes to 4d8.

While most focus on singular inventions, dungeoneers use
their know-how to weaponize mundane objects. Trusted to
safeguard untold riches and powerful artifacts, dungeoneers
use basic adventuring gear to construct defensive traps,
puzzles, and structures that can repel all but the most hardy
adventurers. Did you learn your craft in the service of a
powerful creature, or under the tutilage of a master?
Dungeoneer Features
Artificer Level Spell
Tools of the Trade, Dungeoneer Spells
3rd
Dungeoncraft, Resourceful Fighting
5th Extra Attack
9th Arcane Improvisation
15th Master Dungeoneer

   


When you adopt the dungeoneer specialty at 3rd level, you
gain proficiency with carpenter's tools and mason's tools.
If you already proficient with either of these tools, you gain
proficiency with another set of artisan's tools of your choice.
Dungeoneer Spells
Artificer Level Spell
3rd alarm, unseen servant
5th arcane lock, knock 
9th glyph of warding, tiny hut 
You have become a master Dungeoneer. Upon reaching 15th
13th guardian of faith, resilient sphere level, when a creature makes a saving throw against one of
17th passwall, wall of stone your Dungeoncraft Objects or Dungeoneer Spells, they have
disadvantage on their saving throw.
 In addition you can cast the passwall and wall of stone
Starting at 3rd level, when you finish a long rest, you can spells as rituals. Their casting time becomes 1 hour, they
create a number of objects from the Dungeoncraft Table don't consume spell slots, and the structure is permanent.
equal to your proficiency bonus. If an object forces a creature  
to make a saving throw they use your artificer spell save DC.
When you use your Dungeoncraft feature to create objects,
  select an object from the list below. Objects created with this
Beginning at 3rd level, you can arm yourself with whatever is feature appear as mundane versions of the objects, but turn
around you, turning mundane objects into weapons. You gain to ash the following dawn after they are created.
proficiency with improvised weapons, and when you attack Permanent objects can be created using the appropriate
with an improvised weapon you can use your Intelligence, in materials and tools as determined by your Dungeon Master.
place of Strength or Dexterity, for attack and damage rolls.
acid (1 vial) hunting trap
 
Starting at 5th level, you can attack twice, rather than once, alchemist's fire (1 vial) lock and key
whenever you take the Attack action on your turn. ball bearings (1,000) manacles and key
  block and tackle oil (1 vial)
Starting at 9th level, when you cast a Dungeoneer Spell that caltrops (200) portable ram
has a material component, you can cast the spell without
providing the material component. Once you use this feature candles (10) rope (50 feet)
you must finish a long rest before you can do so again. chain (25 feet) sledge hammer
In addition, your improvised weapons and Dungeoncraft
objects are considered magic for the purpose of overcoming crowbar shovel
resistances and immunities. grappling hook torches (5)

While most artificers are primarily inventors that take up a Forgewright Spells
life of adventure to further their research or test experiments Artificer Level Spell
in the field, those known as forgewrights seek out battle for 3rd compelled duel, zephyr strike
its own sake. Reveling in the thrill of combat, they combine
their innovative spirit with their skill as a warrior to forge the 5th cloud of daggers, misty step
signature weapon of a forgewright, an arcane armament. 9th blinding smite, conjure barrage
Forgewright Features 13th fire shield, staggering smite
Artificer Level Spell 17th conjure volley, steel wind strike
Tools of the Trade, Arcane Armament,
3rd
Forgewright Spells  
5th Extra Attack You wield your arcane armament as an extension of yourself.
Starting at 5th level, you can attack twice, rather than once,
9th Arcane Smite whenever you take the Attack action on your turn.
15th Master Forgewrigth
 
   
Your connection with your arcane armament has grown,
allowing you to enhance your strikes. Beginning at 9th level,
When you adopt the forgewright specialty at 3rd level, you when you hit a target with a magic weapon attack you can
gain proficiency with smith's tools and martial weapons. If channel magical energy through your arcane armament to
you are already proficient with smith's tools, you gain create one of the following effects:
proficiency in another set of artisan's tools of your choice.
The target takes an extra 2d6 force damage. You can
  expend a spell slot to increase this damage. The damage
Your intimate knowledge of warfare and arcane magic allows increases by 1d6 per level of the spell slot you expend.
you to combine both with ease. Starting at 3rd level, you learn You gain temporary hit points equal to your artificer level.
to forge an arcane armament. At the end of each long rest, You can force the target to make a Strength saving throw.
you touch one melee weapon and turn it into your arcane On a failed save they are knocked prone.
armament, granting it the following properties:
The weapon you is considered magic if it was not already. You can use this ability a number of times equal to your
You can use your Intelligence, in place of Strength or Intelligence modifier (minimum of once), and you regain all
Dexterity, for the attack and damage rolls. expended uses when you finish a long rest.
You gain a +1 bonus to your attack and damage rolls with  
it, unless the base weapon granted a higher bonus. This You have become a master among forgewright artificers.
bonus increases to +2 at 9th-level and +3 at 15th-level. Upon reaching 15th level, you can extend the power of your
It can bear one of your infusions, unless it was already a arcane armament to your allies. As an action, choose a
magic item before becoming your arcane armament. number of weapons equal to your Intelligence modifier
Bonuses granted by infusions to attack and damage rolls (minimum of 1) within 30 feet. For the next minute these
do not stack with the base bonuses of your arcane weapons deal an additional 1d6 force damage on hit.
armament. You must choose one to use upon infusion. You can use this feature once per long rest, unless you
Your arcane armament is usable only by you. Enchanting a spend a spell slot of 3rd-level or higher to use it again.
second weapon causes the magic in the first to end.
 
Listed here are new infusions available to
artificers. If an infusion has prerequisites,
like your artificer level, you can learn the
infusion at the same time that you meet
the prerequisites.
 
Item: A rod or wand
This magic object is infused with a cantrip
from the artificer spell list (your choice upon
infusion). The user can use their action to
produce the cantrip from the object, using
your Intelligence as the spellcasting ability.
 
Item: A glove or gauntlet
This tiny magical launcher can be loaded
with a Tiny object, including but not limited
to; ball bearings, caltrops, a vial of acid, holy
water, or oil. As a bonus action the wearer can
activate the launcher and make a ranged attack
at a target within 20 feet. The launcher requires  
an action to reload with another Tiny object. 
Prerequisite: 6th-level artificer
  Item: A ring (requires attunement)
Item: A belt or cloak (requires attunement) The wearer of this ring gains proficiency with one skill or
When worn, this magic belt reduces the user to one-tenth of tool, or they learn one language (your choice upon infusion).
their normal weight. Starting at 9th-level it reduces the
wearer to one-hundredth of their normal weight.  
Prerequisite: 6th-level artificer
  Item: a cloak, vest, or harness
Item: A weapon with the heavy property This magic harness automatically sizes to fit the wearer, and
This magic weapon grants a +1 bonus to attack and damage can be worn over clothing or light armor. It has wing-like fins
rolls made with it, and it no longer has the heavy property. between your limbs that can slow your fall or allow you to
glide. When you fall, and aren't incapacitated, you subtract up
   to 100 feet from your fall when calculating falling damage,
Item: A pair of goggles or glasses and can move 2 feet horizontally every 1 foot you fall.
While wearing these goggles, the wearer can see through
lightly obscured areas without disadvantage on Wisdom  
(Perception) checks. In addition, the wearer no longer suffers Prerequisite: 6th-level artificer
the negative effects from the Sunlight Sensativity trait. Item: A pair of boots (requires attunement)
When the user is standing on a flat surface, they can use an
  action to activate the boots, magically fixing the user in place.
Item: A ranged or thrown weapon Until you use an action to deactivate the boots, you do not
The wielder of this magic weapon ignores the disadvantage move, even if you are defying gravity.
imposed when attacking at the weapon's long range. A creature can use an action to make a DC 30 Strength
check, separating your boots from the surface on a success.
 
Item: A whip or chain  
This magic weapon grants a +1 bonus to attack and damage Prerequisite: 6th-level artificer
rolls made with it, and it's damage die increases to 1d8. Item: A sword hilt or wand (requires attunement)
While grasping the item, the wielder can use a bonus action
  to cause a blade of pure radiance to spring into existence, or
Prerequisite: 6th-level artificer dissapear, from the end of the item. While the blade exists,
Item: An armored gauntlet (requires attunement) this magic item is a simple weapon with the finesse property.
You attach either a martial weapon lacking the heavy or two The luminous blade emits bright light in a 15-foot radius and
handed properties, or a shield to the gauntlet. The wearer dim light for an additional 15 feet. The light is sunlight.
gains proficiency with the attached item, and it cannot be The wielder gains a +1 bonus to attack and damage rolls
removed from the gauntlet while this infusion is active. made with this weapon, and deals 1d8 radiant damage on hit.
 
Prerequisite: 6th-level artificer
Item: A pair of gloves or gauntlets (requires attunement)
These magical gauntlets have 4 charges. When the wearer
hits a creature with an unarmed strike they can expend 1
charge and force the target to make a Strength saving throw
against your artificer spell save DC. On a failed save, the
creature is knocked back 15 feet. The gauntlets regain all
expended charges at dawn.
 
Prerequisite: 10th-level artificer
Item: a suit of armor (requires attunement)
This armor has 4 charges. While wearing this magical armor
the wearer can use an action to expend some of its charges to
cast one of the following Spells: invisibility (2 charges) or
greater invisibility (4 charges). The armor regains all
expended charges at dawn.
 
Prerequisite: 10th-level artificer
Item: A melee weapon (requires attunement)
You infuse a weapon with elemental energy. As a bonus
action the wielder can speak the weapon's command word
(chosen upon infusion) and cause elemental energy to burst
forth. The weapon deals an additional 1d4 of one of the
following damage types, which you choose when you infuse
the item: acid, cold, fire, or lightning damage.
The additional elemental damage from this infusion
increases to 1d6 when you reach 14th level in this class.
   
Prerequisite: 10th-level artificer
Item: A ring (requires attunement)
Upon infusing this magic ring you select one of the following
damage types: acid, cold, fire, poison, lightning, or thunder.
When the wearer casts a spell that deals the selected damage
type, they can choose for the spell to deal maximum damage
to one target of the spell, instead of rolling.
Once this ring is activated it cannot be used again until the
wearer completes a short or long rest.
   
Prerequisite: 10th-level artificer Prerequisite: 14th-level artificer
Item: A melee weapon (requires attunement) You have discovered the secrets to the creation of life. You
You enchant a weapon to drain life from enemies. When the learn the clone spell. It counts as an artificer spell for you, but
wielder rolls a 20 on an attack roll with this weapon the it doesn't count against your number of Spells Known. You
target takes an additional 2d6 necrotic damage, provided it can cast clone without expending a spell slot as long as you
isn't a construct or undead. The wielder gains temporary hit have the material components available.
points equal to the extra necrotic damage dealt. If you replace this infusion with another at any point during
The additional necrotic damage from this infusion the incubation period, the spell immediately fails.
increases to 4d6 when you reach 14th level in this class.  
    Prerequisite: 14th-level artificer
Prerequisite: 14th-level artificer Item: a melee weapon (requires attunement)
Item: A helm, hat, or diadem (requires attunement) This item has 4 charges. While wielding this magic weapon,
The wearer of this magic helm is resistant to psychic the user can use their action to cast steel wind strike, using
damage, immune to the charmed and frightened conditions, the infused weapon as the spellcasting focus, without
and any magic that allows another creature to read their expending a spell slot. When cast in this way, the wielder
thoughts or telepathically communicate with them. uses your Intelligence as the spellcasting ability. The weapon
regains all expended charges at the end of a long rest.
Artificer
Specialties
Master the innovations of five new specialties
and twenty new infusions for the artificer class.
Choose from the Aeronaut, Archivist, Composer,
Dungeoneer, and Forgewright!

Version 1.0.0
Created by /u/laserllama

Artist Credits:
Covers - Eric Dechamps - Weaponsmith
Page 1 - Johannes Voss - Gift of Orzhova
Page 2 - Lucas Durham - Mage Scholar
Page 3 - Chris Rallis - Harnessed Lightning
Page 4 - algenpfelger - Chasm Guide
Page 5 - Tyler Jacobson - Wyleth, Soul of Steel
Page 6 - Jason Felix - Inventor Goggles
Page 7 - Svetlin Velinov - Willbender

Additional Laserllama Homebrew content,


including classes, subclasses, and player races,
can be found for free on GM Binder.

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