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CASTER

The Caster subclass has been moved to a different project. However the Caster Subclass for the Artificer is still shown
here as an option.

CASTER
A Caster crafts a particular mechanical device that fits over the artificer's arm, this device is used to replicate
powerful destructive magic and other useful spells.

CASTER FEATURES

Artificer Level Feature


1st Caster Technology
9th Recharge
14th Caster Modifications
17th Caster Quickload

CASTER TECHNOLOGY
At 1st level, you craft yourself a mechanical contraption called a Caster, the Caster fits over one of your arms of your
choice. This technological contraption replaces material components that don't have a monetary value for all of your
Artificer Spells, as well as replacing material components for the spells cast by your Caster.
When using your Caster, you can cast a 1st level spell or higher with a casting time of an action and a 1st level spell
or higher with a casting time of a bonus action, if one is an Artificer spell and the other is a spell cast through your
Caster.

CASTER
A Caster is a magical item that only you can attune to, the Caster does not count against the number of magical items
you can attune to. The Caster has a number of charges equal to half your Artificer level + your Intelligence modifier
(minimum of 1). Each spell cost a number of charges equal to their spell level, with cantrips costing 0.
Your Caster spells use your artificer spellcasting ability for their Spell save DC and Spell Attack modifier. You cast
these spells at their lowest level.

CANTRIPS
You can only prepare two Caster cantrips, and at 11th level you can prepare three Caster cantrips. You choose these
cantrips from your Caster Spell Table. You can change out your Caster cantrips when you finish a short or long rest.

PREPARING AND CASTING SPELLS


You can have a number of spells prepared equal to half your artificer level + your Intelligence modifier. You choose
these spells from your Caster Spell Table. You can change the prepared spells in your Caster when you finish a long
rest.

CASTER SPELL TABLE


Artificer Spell Level Spells
Level
1st Cantrip cut*, fire bolt, frostbite, gust, light, lightning lure, minor illusion, mold earth, produce
flame, ray of frost, shocking grasp, thunderclap
3rd 1st burning hands, cure wounds, detect magic, earth tremor, expeditious retreat, feather fall,
fog cloud, ice knife, inflict wounds, jump, longstrider, shield, shielding dome*, tenser's
floating disk, thunderwave, witch bolt
7th 2nd aganazzar's scorcher, blindness/deafness, blur, darkness, flaming sphere, gust of wind,
heat metal, hold person, infusion*, invisibility, knock, magic weapon, shatter, silence
13th 3rd counterspell, daylight, dispel magic, erupting earth, fireball, gaseous form, haste,
lightning bolt, protection from energy, slow
19th 4th blight, dimension door, flaming wave* ice storm, storm sphere, wall of fire, watery sphere

All charges expended in your Caster return after you finish a long rest.

RECHARGE
Starting at 9th level, you can choose to recover some of the charges expended from your Caster. You can recharge a
number of Caster charges equal to 1 + your Intelligence modifier. You must finish a long rest before you can use this
ability again.

CASTER MODIFICATIONS
Starting at 14th level, when you cast spells through your Caster you can expend additional charges to alter the spells
cast. You can only alter a spell once when casting a Caster spells.
Additionally, your Caster spells gain a +1 bonus to its Spell Save DC and Spell attack rolls.

Increase Damage: When you cast a Caster spell, you can expend additional charges to increase the damage dealt by
your spells, you can spend 1-3 charges, for each charge spent you deal an additional 1d10 force damage.

Increase Range: When you cast a Caster spell that has a range of 5 feet or greater, you can expend 1 additional
charge to double the range of the spell. When you cast a Caster spell that has a range of touch, you can expend 1
additional charge to make the range of the spell 30 feet.

Overwhelming Spell: When you cast a Caster spell that forces a creature to make a saving throw to resist its effects,
you can expend 3 additional charges to give one target of the spell disadvantage on its first saving throw made
against the spell.

Restructure Spell: When you cast a Caster spell that deals acid, cold, fire, lightning, necrotic, or thunder damage, you
can expend 1 additional charge to substitute that damage with one other type previously listed type, you can change
only one damage type per casting of a spell.

CASTER QUICKLOAD
Starting at 17th level, as a bonus action you can expend an Artificer spell slot into your Caster, your Caster regains a
number of charges equal to the Artificer spell slot level expended.

SPELLS
CUT
Evocation cantrip
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A partially invisible glass like blade shoots out towards a creature within range. Make a ranged spell attack against
the target. On a hit, the target takes 1d4 of your choice slashing or piercing damage.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

(Occultists, Sorcerer, Wizard)

ENHANCE WEAPON
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, 1 minute

Touch a nonmagical weapon. It becomes magical with a +1 to attack and damage rolls, and deals an additional 1d4
force damage, until the spell ends.
At Higher Levels. When you use a spell slot of 3rd or 4th level; the bonus increases to +2 and deals an additional
1d8 force damage. When you use a spell slot of 5th level or higher, the bonus is +3 and deals an additional 1d12 force
damage.

(Artificer, Occultist, Paladin, Ranger, Wizard)

FLAMING WAVE
4th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small lit candle)
Duration: Instantaneous

You conjure up a wave of fire that sweeps across an area within range. The area can be up to 30 feet long, up to 10
feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a
creature takes 7d6 fire damage. On a successful save, a creature takes half damage. The fire spread out in all
directions, igniting small flammable objects in the area and within 30 feet of it, and then vanishes leaving a smoke
cloud that heavily obscures the area out to the same range lasting for 1 minute.
The smoke cloud can be dispersed with a strong breeze or a spell like that of gust of wind.

(Invoker, Sorcerer, Wizard)

HEAVY
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (An iron or lead weight, weighing at least 5 lbs.)
Duration: 10 minutes

You touch a physical object, increasing the weight of the object 10 times.
If you increase the weight of a weapon or piece or ammunition, the attack has disadvantage and deals an extra 1d6
of the same damage used for the attack.

(Artificer, Bard, Occultist, Sorcerer, Wizard)

INARILEON’S DRAW
4th-level transmutation
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (A small bar magnet)
Duration: Concentration, up to 1 minute

At the start of each of your turns until the spell ends, you draw all metallic objects 5 feet closer, objects worn or
carried resist this pull, metallic objects that weighs more than 50 lbs don't move. If a metallic objects ends its
movement within 5 feet of you it stops.
Metallic constructs and creature's wearing armor must make a Strength saving throw at the start of its turn while
in range of this spell or be pulled 5 feet closer to you.

(Artificer, Bard, Occultist, Wizard)

INFUSION
2nd-level transmutation (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: Instantaneous

You imbue a nor-magical item with magical energy, making the item indestructible unless the item's magic is
dispelled or in the area of effect of an antimagic circle. Any ability that would destroy a magical item can destroy this
item.

(Artificer, Occultist, Wizard)

SHIELDING DOME
1st-level abjuration
Casting Time: 1 reaction, when you or a creature within radius of this spell at the level you are casting it are hit by
an attack or forced to make a Dexterity saving throw. Only if the attacker or the creature forcing the Dexterity saving
throw is outside the radius of this spell's effect.
Range: 5 feet
Components: V, S
Duration: 1 minute

You create a shielding barrier dome within range. This dome has an AC of 10 and 10 hit points, as well as a radius of
10 feet, this dome can take damage instead of you or another creature you are trying to protect is hit by an attack or
forced to make a Dexterity saving throw. This dome is stationary and is only partly translucent.
If you move out of the spell's area of effect, it vanishes.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the barrier gains 10 hit points and
the radius is increased by 10 feet for every level cast higher than 1st.
If damage would reduce this dome to 0 hit points, you take any remaining damage.

(Bard, Cleric, Occultist, Paladin, Sorcerer, Wizard)

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