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Expanding Classes:

The Artificer

Introduction: Makers of magic-infused objects, artificers are defined by


their inventive nature. They see magic as a complex system waiting to be
decoded and controlled. Instead of ephemeral spells, they seek to craft
durable, useful, marvelous magical items.

by ROBERT L. RATH

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You must have an Intelligence score of 13 or
higher in order to multiclass in or out of this class.
THE ARTIFICER
THE ARTIFICER
As an artificer, you gain the following class features.

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

PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of
artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation,
Medicine, Nature, Perception, Sleight of Hand
Masters of invention, artificers use ingenuity
and magic to unlock extraordinary capabilities in EQUIPMENT
objects. They see magic as a complex system waiting You start with the following equipment, in addition to
to be decoded and then harnessed in their spells and the equipment granted by your background:
inventions. You can find everything you need to play
 any two simple weapons
one of these inventors in the next few sections.
 a light crossbow and 20 bolts
Artificers use a variety of tools to channel their
 (a) studded leather armor or (b) scale mail
arcane power. To cast a spell, an artificer might use
alchemist's supplies to create a potent elixir,  thieves’ tools and a dungeoneer’s pack
calligrapher's supplies to inscribe a sigil of power, or
tinker's tools to craft a temporary charm. The magic of
artificers is tied to their tools and their talents, and few
other characters can produce the right tool for a job as
well as an artificer.

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INVENTIONS PER
THE ARTIFICER INVENTOR LEVEL
Proficiency Infusions Infused
Level Features 1st 2nd 3rd 4th 5th
Bonus Known Items

1st +2 Magical Tinkering, Infuse Item 4 2 - - - - -


2nd +2 Inventor 4 2 2 - - - -
3rd +2 Artificer Specialist, Mind or Metal 4 2 3 - - - -
4th +2 Ability Score Improvement 4 2 3 - - - -
5th +3 Artificer Specialist feature 4 2 4 2 - - -
6th +3 Mind or Metal 6 3 4 2 - - -
7th +3 Mind or Metal 6 3 4 3 - - -
8th +3 Ability Score Improvement 6 3 4 3 - - -
9th +4 Artificer Specialist feature 6 3 4 3 2 - -
10th +4 Mind or Metal 8 4 4 3 2 - -
11th +4 Spell Storing Item 8 4 4 3 3 - -
12th +4 Ability Score Improvement 8 4 4 3 3 - -
13th +5 Mind or Metal 8 4 4 3 3 1 -
14th +5 Mind or Metal 10 4 4 3 3 1 -
15th +5 Artificer Specialist feature 10 4 4 3 3 2 -
16th +5 Ability Score Improvement 10 4 4 3 3 2 -
17th +6 Mind or Metal 10 4 4 3 3 3 1

18th +6 Mind or Metal 12 4 4 3 3 3 1

19th +6 Ability Score Improvement 12 4 4 3 3 3 2

20th +6 Soul of Artifice 12 4 4 3 3 3 2

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INFUSE ITEM
MAGICAL TINKERING
You've gained the ability to imbue mundane items with
At 1st level, you've learned how to invest a spark of
certain magical infusions, turning those objects into
magic into mundane objects. To use this ability, you
magic items.
must have thieves' tools or artisan's tools in hand. You
then touch a Tiny nonmagical object as an action and INFUSIONS KNOWN
give it one of the following magical properties of your When you gain this feature, pick four artificer infusions
choice: (See Tasha’s Cauldron of Everything™) to learn. You
 The object sheds bright light in a 5-foot radius and learn additional infusions of your choice when you reach
dim light for an additional 5 feet. certain levels in this class, as shown in the Infusions
 Whenever tapped by a creature, the object emits a Known column of the Artificer table.
recorded message that can be heard up to 10 feet Whenever you gain a level in this class, you can replace
away. You utter the message when you bestow this one of the artificer infusions you learned with a new one.
property on the object, and the recording can be no
more than 6 seconds long. INFUSING AN ITEM
 The object continuously emits your choice of an Whenever you finish a long rest, you can touch a
odor or a nonverbal sound (wind, waves, chirping, nonmagical object and imbue it with one of your
or the like). The chosen phenomenon is perceivable artificer infusions, turning it into a magic item. An
up to 10 feet away. infusion works on only certain kinds of objects, as
 A static visual effect appears on one of the object's specified in the infusion's description. If the item
surfaces. This effect can be a picture, up to 25 requires attunement, you can attune yourself to it the
words of text, lines and shapes, or a mixture of instant you infuse the item. If you decide to attune to the
these elements, as you like. item later, you must do so using the normal process for
attunement (see the attunement rules in the Dungeon
The chosen property lasts indefinitely. As an action, you
Master's Guide).
can touch the object and end the property early.
Your infusion remains in an item indefinitely, but when
You can bestow magic on multiple objects, touching one
you die, the infusion vanishes after a number of days
object each time you use this feature, though a single
equal to your Intelligence modifier (minimum of 1 day).
object can only bear one property at a time. The
The infusion also vanishes if you replace your
maximum number of objects you can affect with this
knowledge of the infusion.
feature at one time is equal to your Intelligence modifier
(minimum of one object). If you try to exceed your You can infuse more than one nonmagical object at the
maximum, the oldest property immediately ends, and end of a long rest; the maximum number of objects
then the new property applies. appears in the Infused Items column of the Artificer
table. You must touch each of the objects, and each of
your infusions can be in only one object at a time.
Moreover, no object can bear more than one of your
infusions at a time. If you try to exceed your maximum

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number of infusions, the oldest infusion ends, and then PREPARING AND CASTING SPELLS
the new infusion applies. The Artificer table shows how many spell slots you have
If an infusion ends on an item that contains other things, to cast your artificer spells. To cast one of your artificer
like a bag of holding, its contents harmlessly appear in spells of 1st level or higher, you must expend a slot of
and around its space. the spell's level or higher. You regain all expended spell
Artificer infusions are extraordinary processes that slots when you finish a long rest.
rapidly turn a nonmagical object into a magic item. The You prepare the list of artificer spells that are available
description of each of the following infusions details the for you to cast, choosing from the artificer spell list.
type of object that can receive it, along with whether the When you do so, choose a number of artificer spells
resulting magic item requires attunement. equal to your Intelligence modifier + half your artificer
Some infusions specify a minimum artificer level. You level, rounded down (minimum of one spell). The spells
can't learn such an infusion until you are at least that must be of a level for which you have spell slots.
level. For example, if you are a 5th-level artificer, you have
Unless an infusion's description says otherwise, you four 1st-level and two 2nd-level spell slots. With an
can't learn an infusion more than once. Intelligence of 14, your list of prepared spells can
include four spells of 1st or 2nd level, in any
INVENTOR combination. If you prepare the 1st-level spell Cure
At 2nd level, you've studied the workings of magic and Wounds, you can cast it using a lst-level or a 2nd-level
how to cast spells, channeling the magic through objects. slot. Casting the spell doesn't remove it from your list of
To observers, you don't appear to be casting spells in a prepared spells.
conventional way; you appear to produce wonders from You can change your list of prepared spells when you
mundane items and outlandish inventions. finish a long rest. Preparing a new list of artificer spells
requires time spent tinkering with your spellcasting
TOOLS REQUIRED focuses: at least 1 minute per spell level for each spell
You produce your artificer spell effects through your on your list.
tools. You must have a spellcasting focus-specifically
thieves' tools or some kind of artisan's tool-in hand SPELLCASTING ABILITY
when you cast any spell with this Spellcasting feature. Intelligence is your spellcasting ability for your artificer
You must be proficient with the tool to use it in this way. spells; your understanding of the theory behind magic
You ignore all verbal components to spells, but must use allows you to wield these spells with superior skill. You
a somatic component, whether that be pointing to a use your Intelligence whenever an artificer spell refers
location, drawing the object from your person, or pulling to your spellcasting ability. In addition, you use your
a trigger to activate the spell. You also ignore any Intelligence modifier when setting the saving throw DC
material components of spells since you use your tools for an artificer spell you cast and when making an attack
to cast them. roll with one.
In addition, you can also use any item bearing one of Spell save DC = 8 + your proficiency bonus + your
your infusions as a spellcasting focus. Intelligence modifier

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Spell attack modifier = your proficiency bonus + your ALCHEMICAL CONCOCTIONS
Intelligence modifier You have proficiency with alchemist tools. Whenever
you make a check using alchemist tools you use double
RITUAL CASTING
your proficiency bonus. In addition, you've unlocked
You can cast an artificer spell as a ritual if that spell has special concoctions which you can create. You know
the ritual tag and you have the spell prepared. two such concoctions from the list below.

ARTIFICER SPECIALIST You must spend 1 hour gathering supplies and preparing
concoctions creating a number of such items equal to
At 3rd level, you choose the type of specialist you are.
half your Artificer level (round down). The concoctions
Your choice grants you features at 5th level and again at
you create can be carried by you or given to someone
9th and 15th level.
for their use. After 24 hours, any concoctions that are
not used lose their potency. It takes a bonus action to
SPECIALITY SOURCE
drink one of these concoctions.
Tasha's Cauldron of Everything
Alchemist
Eberron: Rising from the Last War This feature can be taken multiple times, each time you
select two different concoctions from below.
Apothecary Homebrew (See End of Class Features)
Anti-Venom. A poultice which can be applied to a
Armorer Tasha's Cauldron of Everything poisoned wound draws the poison out and heals any
damage the poison has caused.
Tasha's Cauldron of Everything
Artillerist
Eberron: Rising from the Last War
Athlete's Boon. You create a poultice that can loosen
Tasha's Cauldron of Everything
joints and muscles. Once ingested, the creature increases
Battle Smith
Eberron: Rising from the Last War their speed by 10 feet until the end of their next short
rest.
Inventor Homebrew (See End of Class Features)
Berserker's Cider. You create a cider-colored potion
Machinist Homebrew (See End of Class Features) which increases the target’s power. After a creature
drinks this potion, increase their damage dealt by half
Mutant Homebrew (See End of Class Features) your proficiency bonus on a successful hit for the next
hour.
MIND OR METAL Eagle Eye Ointment. You create a thick, acidic gel
which can be rubbed in a creature’s eyes. Once applied,
Starting at 3rd level, you get to decide if you want to use
the creature has advantage on Wisdom (Perception) and
your magical infusion ability to improve your
Intelligence (Investigate) checks for the next hour.
mechanical capability or your mental capacity. Each
time you gain this feature, choose a feature from below. Herbal Refresher. Burned into a powder and then boiled,
this herb produces a cloud of vapour that removes a
Some options specify a minimum artificer level. You
level of exhaustion from a creature.
can't learn such a feature until you are at least that level.
Invigorating Cake. Dried and ground into a fine powder,
Unless a feature's description says otherwise, you can't
you use this herb to bake into sweet cakes. These cakes
learn a feature more than once.
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invigorate and revivify, allowing a single person to gain already and use twice your proficiency bonus on
the advantages of a short rest after ingesting it. Intelligence (Arcana) checks. Finally, whenever you
Longbreath Chew. You create a thick brown-tinted make Intelligence (Arcana) checks, you add 1d4 to the
tobacco-like substance. When placed in the mouth, a check.
creature that can hold their breath twice as long as
COMBAT FORESIGHT
normal. The effects of Longbreath last for 1 hour.
Your mind works so fast that you’re steps ahead of
Nightvision Powder. You mix plant materials to make a
others. You use your Intelligence modifier, instead of
fine grey powder. Whenever the powder is applied to a
your Dexterity modifier to determine your bonus to
creature’s eyes, they have Darkvision for 1 hour.
Initiative checks.
Poison Bane Potion. You create a milky potion which
gives a creature protection from poisons. Whenever a DEBATE GENIUS
creature drinks this potion, they have immunity to the You are well versed in the art of debate and are able to
poisoned condition and poison damage for 1 hour. make a point and turn others to yours. At the start of an
Polar Bear Cream. You create a dull white cream which social interaction, you can make a Wisdom (Insight)
can provide protection against cold. Once applied, the check against a DC of 15 + the target’s Wisdom
target has resistance to cold damage for 1 hour. modifier. If you are successful in the check, at any point
Power Aide. You create a strong potion which increases in the conversation you can make any one skill check at
a target’s toughness. The creature who imbibes this Advantage until the end of the social interaction.
drink gains 1d10 + your Artificer level worth of
FLASH OF GENIUS
temporary hit points which lasts for 1 hour.
You've gained the ability to come up with solutions
Regen Rub. You create a green sticky substance which
under pressure. When you or another creature you can
can slowly heal a target. Once applied, the target regains
see within 30 feet of you makes an ability check or a
1 hit point per round at the beginning of their turn
saving throw, you can use your reaction to add your
(assuming they are not at 0 hit points), for 10 minutes.
Intelligence modifier to the roll.
Reflex Ointment. You create a white cream which
You can use this feature a number of times equal to your
improves your reaction time. You have advantage on
Intelligence modifier (minimum of once). You regain all
Dexterity saving throws and Initiative checks for the
expended uses when you finish a long rest.
next hour.
You can take this feature more than once, each time you
Stay Awake Leaf. Dried, powdered and inhaled, this
select it, you can use it an additional time before
alchemical substance allows a person to stay awake and
needing a long rest to recharge all uses.
aware for three days without the need for sleep. After
that, you gain two levels of exhaustion.
GRAND THESIS

ARCANA GENIUS Prerequisite. Level 18 Artificer, Thinker


You are a master of study in the arcane field. You gain Your ability to read and predict a future situation is
proficiency in the Arcana skill if you do not have it uncanny. Whenever confronted with a scenario, you can
dream up a story about past actions you could have
7|Expanding Classes – The Artificer
taken in order to prepare you for this situation by In addition, you can choose to use your Inspiration point
spending your Inspiration. (if you have one) to uncover a piece of completely
Should you do this, it counts as if you cast the Foresight hidden lore or knowledge about your chosen subject.
spell. You can use this feature once, but require a long You can use this feature once, then require a long rest
rest before it can be used again. before it can be used again.

HISTORICAL GENIUS MAGIC ITEM ADEPT


You are a master of study in the historical field. You Prerequisite. Level 10 Artificer
gain proficiency in the History skill if you do not have it You achieve a profound understanding of how to use
already and use twice your proficiency bonus on and make magic items:
Intelligence (History) checks. Finally, whenever you You can attune to up to four magic items at once.

make Intelligence (History) checks, you add 1d4 to the


 If you craft a magic item with a rarity of common
check.
or uncommon, it takes you a quarter of the normal
INSIGHTFUL STRIKE time, and it costs you half as much of the usual gold.

Prerequisite. Combat Foresight


MAGIC ITEM SAVANT
You always seem to be 10 steps ahead. When fighting, Prerequisite. Level 14 Artificer, Magic Item Adept
your first round of attacks in every combat encounter are
Your skill with magic items deepens more:
at Advantage.
 You can attune to up to five magic items at once.
INTELLIGENT DEFENSE  You ignore all class, race, spell and level
Your Armor Class when not wearing armor or using a requirements on attuning to or using a magic item.
shield is equal to 10 + your Dexterity Modifier + your
Intelligence modifier. MAGIC ITEM MASTER
Prerequisite. Level 18 Artificer, Magic Item Savant
LINGUIST You can attune up to six magic items at once.
You know a little of many languages. You can hold a
simple conversation in any of the tongues of the realms, MEDICAL STUDY
and know a few common phrases in the tongues of the You are a master of study in the medical field. You gain
other peoples-enough to offer a greeting, shout a proficiency in the Medicine skill if you do not have it
warning, or insult someone. already and use twice your proficiency bonus on
Wisdom (Medicine) checks. Finally, whenever you
LORE BEYOND LORE make Wisdom (Medicine) checks, you add 1d4 to the
Prerequisite. Level 14 Artificer check.
You know things that no one else could possibly know
with little or no effort. Whenever you use a skill based MENTAL BASTION
upon Intelligence or Wisdom, you automatically succeed You have a stronger mental toughness then others. You
at the check and do not require a roll. have resistance to Psychic damage.

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MINOR INVENTION SELF-REFLECTION
You create a minor invention, using your magical Your learning is such that you know there are few who
abilities to replicate your artificer magic. You choose can understand your concerns and worries, and so you
two cantrips from the Artificer spell list. Intelligence is must look to yourself for wise counsel. You may spend
your spellcasting ability for these spells. Inspiration to gain another use of a feature that typically
This feature can be taken multiple times, each time you requires a long rest before you can use it again. You can
select two additional artificer cantrips of your choice. use this feature once, then you require a long rest before
it can be used again.
PLAN
Prerequisite. Level 6 Artificer, Combat Foresight THINKER

You've read a lot about different strategies and can use Prerequisite. Level 10 Artificer, Plan
your intellect to lay a plan to give you and your allies an You are always thinking. Whenever you develop a Plan,
advantage in battle. Prior to an encounter you can each creature included in the plan gains two of the listed
develop a plan of action to handle the situation. Using benefits, however each benefit must be activated
this feature requires preparation; you can’t use this separately and cannot be used in the same turn.
feature when surprised or otherwise unprepared for a
TOOL EXPERTISE
particular situation. Creating a plan requires 1 minute
and you choose up to six creatures (including yourself) Your proficiency bonus is now doubled for any ability
to include in the plan. For each creature involved, check you make that uses your proficiency with a tool.
choose one of the following: attack rolls, saving throws,
or ability checks. In the next minute, each creature can
ABILITY SCORE IMPROVEMENT
activate their benefit once to gain an advantage on the When you reach 4th level, 8th, 12th, 16th, and 19th
chosen rolls for one round. level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your
After you use this feature, you must complete a short or
choice by 1. As normal, you can't increase an ability
long rest before it can be used again.
score above 20 using this feature.
RIGHT TOOL FOR THE JOB
You've learned how to produce exactly the tool you
SPELL-STORING ITEM
need: with thieves' tools or artisan's tools in hand, you At 11th level, you can now store a spell in an object.
can magically create one set of artisan's tools in an Whenever you finish a long rest, you can touch one
unoccupied space within 5 feet of you. This creation simple or martial weapon or one item that you can use
requires 1 hour of uninterrupted work, which can as a spellcasting focus, and you store a spell in it,
coincide with a short or long rest. Though the product of choosing a lst- or 2nd-level spell from the artificer spell
magic, the tools are nonmagical, and they vanish when list that requires 1 action to cast (you needn't have it
you use this feature again. prepared).
While holding the object, a creature can take an action
to produce the spell's effect from it, using your

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spellcasting ability modifier. If the spell requires
THE APOTHECARY
concentration, the creature must concentrate. The spell
stays in the object until it's been used a number of times
equal to twice your Intelligence modifier (minimum of
twice) or until you use this feature again to store a spell
in an object.

SOUL OF THE ARTIFICE


At 20th level, you develop a mystical connection to your
magic items, which you can draw on for protection:
 You gain a +1 bonus to all saving throws per magic
item you are currently attuned to.
 If you're reduced to 0 hit points but not killed out-
right, you can use your reaction to end one of your
artificer infusions, causing you to drop to 1 hit point
instead of 0.

ADDITIONAL ARTIFICER
SPECIALIST OPTIONS
Below are additional artificer specialist options for your
adventures. You’ve spent your time studying the science behind
medical discoveries. With this, you’ve learned about life
and death and how to make “miracles” happen even in
the midst of battle. Medical advancements set you apart
from others and your understanding of medicine and its
abilities makes you a coveted member of any party.

TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you
gain proficiency with a herbalism kit. If you already
have this proficiency, you gain proficiency with one
other type of artisan's tools of your choice.

APOTHECARY SPELLS
Starting at 3rd level, you always have certain spells
prepared after you reach particular levels in this class, as

10 | E x p a n d i n g C l a s s e s – T h e A r t i f i c e r
shown in the Apothecary Spells table. These spells INJECTIONS
count as artificer spells for you, but they don’t count
Also at 5th level, you can prepare injections to enhance
against the number of artificer spells you prepare.
yourself and your allies. You can prepare a number of
ARTIFICER injections equal to 1 + your Intelligence modifier
APOTHECARY SPELLS
LEVEL (minimum 1) per long rest period. You must pick
3rd Detect Disease and Poison, Cure Wounds specific injections from below during a long rest period
5th Lesser Restoration, Protection from Poison to prepare. All injections have a duration of 1 minute
9th Mass Healing Word, Revivify
and become inert if not used during the long rest period
13th Confusion, Phantasmal Killer
they were created. After the duration of the injection is
over, the target receives one level of exhaustion. Choose
17th Contagion, Greater Restoration
from the options below:

HANDS OF THE HEALER Adrenaline Shot. The target is treated as if the haste
spell was cast upon them.
Also at 3rd Level, you know how to treat wounds and
illness and poison. You have a pool of healing tricks and Feline Vision. The target has darkvision and also has
techniques that replenishes when you take a short rest. Advantage on Perception checks.
You have one Healing Die (1d8) per level in the Mental Boost. The target gains Advantage on all
Artificer class. If you can touch a creature, you may Intelligence, Wisdom, and Charisma checks.
expend one Healing Die per action, instantly granting Physical Boost. The target gains Advantage on all
them hit points equal to 1d8 plus your Intelligence Strength, Dexterity and Constitution checks.
modifier, up to their maximum. Alternatively, you can Regenerative Serum. The target regains 2 hit points at
spend a Healing Die to cure one disease, neutralize one the beginning of each of their turns.
poison, or remove one condition affecting a single target.
Conditions are removed instantly, but poisons and
At 15th level, this feature improves. The injections now
diseases require the creature to take a long rest before
do the following in addition to their previous benefits:
they are removed. The types of conditions you can cure
are limited when you first gain this feature. You can
remove the Frightened, Paralyzed, Stunned, or Adrenaline Shot. The target can use a bonus action to
Unconscious conditions. make an additional melee attack.
Feline Vision. The target can use twice their proficiency
HOW TO SAVE A LIFE bonus on Perception checks.
Starting at 5th level, you’ve discovered a means of Mental Boost. The target automatically succeeds on
saving someone in peril. You learn the Spare the Dying Intelligence, Wisdom, and Charisma saving throws.
cantrip and can use it without spell components as long Physical Boost. The target automatically succeeds on
as you have a bandage of some sort. In addition, Strength, Dexterity and Constitution saving throws.
whenever you use cantrip to stabilize a creature you also
Regenerative Serum. The target regains 4 hit points
give the target of the spell 1 hit point.
(instead of 2) at the beginning of each of their turns.

11 | E x p a n d i n g C l a s s e s – T h e A r t i f i c e r
MINOR MEDICAL MIRACLE There are those artificers that are just simply well ahead
of their time. They travel the worlds seeking more and
At 9th level, you have the chops as a surgeon to bring
more knowledge that they can soak up like a sponge.
someone back that has died within the last minute. By
These artificers specialize in lore, knowledge, and
using your healer’s kit, and making a Wisdom (Medicine)
unlocking the secrets of life. They are also masters at
Check (DC 15) you reset the target’s Death Saving
developing plans to trap or trick the enemy, always
Throws, allowing them a second chance at life.
thinking several steps ahead.

TRUE MEDICAL MIRACLE


KNOWLEDGE
At 15th level, you become a master of medical miracles.
At 3rd level when you select this subclass, you gain
You can cast the raise dead spell without requiring any
proficiency in the Arcana, History, Nature, and Religion
spell components so long as you have a healer’s kit. The
skills if you are not proficient already.
target of the spell must not have been dead longer than 5
minutes before you begin the 1 hour process. You can GENIUS SPELLS
use this feature once, then you require a long rest before
Starting at 3rd level, you always have certain spells
it can be used again.
prepared after you reach particular levels in this class, as

THE GENIUS shown in the Genius Spells table. These spells count as
artificer spells for you, but they don’t count against the
number of artificer spells you prepare.

ARTIFICER
GENIUS SPELLS
LEVEL
3rd Comprehend Language, Identify

5th Locate Object, Detect Thoughts

9th Intellect Fortress, Tongues

13th Locate Creature, Summon Construct

17th Legend Lore, Modify Memory

OUTWIT
Also at 3rd level, you are smart and you know it. You
have Advantage on all Intelligence checks and
Intelligence saving throws. In addition, you have
resistance to all psychic damage.

EXPLOIT WEAKNESS
Starting at 5th level, you can use a bonus action to
assess a creature's weaknesses. You use your

12 | E x p a n d i n g C l a s s e s – T h e A r t i f i c e r
Intelligence modifier instead of Strength or Dexterity to
THE INVENTOR
attack rolls and damage rolls against the creature for 1
minute as you spot weaknesses in its physiology or
fighting style. You can use this feature once, then
require a short or long rest before it can be used again.

CONTEMPLATIVE COMBAT
Also at 5th level, your studies of the anatomy of various
creatures and beings have granted you an intimate
knowledge of their weaknesses. If you spend a bonus
action studying a target, you gain a Precision die that
may be applied to a single attack that hits the creature
during that same turn. This die is a d8, and increases to
a d10 at 9th, and a d12 at 15th level.
In addition, you use your Intelligence modifier, instead
of your Dexterity modifier to determine your bonus to
Attack rolls (but not damage rolls).

STEEL TRAP MIND


At 9th level, if you roll a 9 or less on an Intelligence
based skill check, you are treated as if you rolled a 10
instead. You’ve studied all the objects of this world and have
decided that you can do better. Ideas for strange things
META-MIND pulse within your mind, which allows you to create
these unique and objects through the use of science,
At 15th level, your mind is beyond most mortals. Your
instead of the natural arts of magic.
Intelligence score now has a maximum of 22 instead of
20. At 19th level, your Intelligence score now has a
TOOL PROFICIENCY
maximum of 24 instead of 22.
When you adopt this specialization at 3rd level, you
gain proficiency with smith’s tools. If you already have
this proficiency, you gain proficiency with one other
type of artisan’s tools of your choice.

INVENTOR SPELLS
Starting at 3rd level, you always have certain spells
prepared after you reach particular levels in this class, as
shown in the Inventor Spells table. These spells count as

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artificer spells for you, but they don’t count against the GIZMOS
number of artificer spells you prepare.
At 5th level, you seem to always have just the item for
ARTIFICER the job. Whenever you encounter a situation in which
INVENTOR SPELLS
LEVEL you may need a specific item, you may pull forth from
3rd Grease, Snare your pack an item that you could have been carrying
5th Continual Flame, Magic Weapon within reason. The item is undefined until you reveal it
9th Elemental Weapon, Tiny Servant
and it does not enter play until you reveal it, therefore it
13th Fabricate, Summon Construct
cannot be lost or stolen. The gizmo must be small
enough to fit into a pocket or backpack. You can use
17th Animate Object, Creation
this feature once, then require a long rest before it can

GADGETEER be used again.


Starting at 9th level, you can use this feature twice
Finally at 3rd level, you have studied objects and know
before needing a long rest to regain all uses.
the inner-workings of things allowing you to invent
gadgets. Choose two-1st level spells from any spell-list,
UNLOCKED SECRET
you are able to replicate those spells through the use of a
At 9th level, you unlock a magical secret that aids you.
gadget. You can use these gadgets at will.
You can select any two spells of your choice from any
In addition, you can use scraps and other materials you
spell-list so long as they are of 3rd level or lower. Your
find to create makeshift inventions which replicate
spellcasting ability for these two spells is Intelligence
magical items. Based on your level, you’ll receive
and each spell can be cast once then requires a long rest
magical items as follows:
before it can be cast again.
ARTIFICER
LEVEL
MAGIC ITEM REPLICATION MASTER INVENTION
3rd Common At 15th level, you are able to create and attune to
5th Uncommon yourself a single Legendary Item by using your Gadget
9th Rare feature. This Legendary Item doesn't count toward the
15th Very Rare
number of gadgets you can have in play at one time.

You can only create one such gadget at a time and it


takes 1 week to successfully compile and create this
gadget. The level indicates the rarity of the item you can
create. You can give this item to a companion or use it
yourself, but you are limited to a number of items equal
to your Intelligence modifier worth of such items at one
time. Any creations you make beyond that forces you to
cannibalize one of your previous gadgets.

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THE MACHINIST as artificer spells for you, but they don’t count against
the number of artificer spells you prepare.

ARTIFICER
MACHINIST SPELLS
LEVEL
3rd Shield, Unseen Servant

5th Earthbind, Immovable Object

9th Haste, Tiny Servant

13th Galder’s Speedy Courier, Summon Construct

17th Animate Object, Creation

CONSTRUCT COMPANION
Starting at 3rd level when you select this specialization,
you’ve discovered how to bring certain objects to a
semblance of life. Select any Construct with a Challenge
Rating of 1/2 or less. The creature gains the following
features in addition to any it might normally have:
 It cannot be charmed
 It is immune to poison damage and the poisoned
Through your scientific study, you’ve discovered the
condition
process of creating and manipulating objects to bring
them to a semblance of life. Your first masterpiece is  It gains darkvision with a range of 60 feet
creating a bodyguard in which you take with you to  It understands all the languages you can speak
assist in you all things, but from there, you continue to  If you are the target of a melee attack and the
manipulate and advance your bodyguard, making it construct is within 5-ft of the attacker, you can use
dangerous to anyone who may oppose you. your reaction to command the construct to respond,
using its own reaction to make a melee attack
TOOL PROFICIENCY against the attacker.
When you adopt this specialization at 3rd level, you Your construct obeys your orders to the best of its
gain proficiency with smith’s tools. If you already have ability. In combat it rolls its own initiative and acts on
this proficiency, you gain proficiency with one other its own.
type of artisan’s tools of your choice.
CONSTRUCT REPAIR
MACHINIST SPELLS Also, at 3rd level, you have a knack for repair constructs.
Starting at 3rd level, you always have certain spells You gain a pool of technology which allows you to
prepared after you reach particular levels in this class, as “heal” your construct during a short or long rest. This
shown in the Machinst Spells table. These spells count “healing” pool is equal to your artificer level x 5. During

15 | E x p a n d i n g C l a s s e s – T h e A r t i f i c e r
a short or long rest, you can draw upon this pool to heal
THE MUTANT
your construct of damage, up to the constructs
maximum hit point value. If your construct is killed, it
can be returned after you repair it. As long as you have
access to the constructs body, over the course of a long
rest, you can repair a slain construct, returning it to 1 hit
point at the end of the rest. Should the body be beyond
recovery, building a new one will cost you 1,000 gp and
1 week of work.

ADVANCED CONSTRUCT
At 5th level, you’ve discovered a method of upgrading
your construct to bigger and better things. You can now
select a construct with a Challenge Rating equal to your
level divided by 3 (round down). You replace your You've learned to create infusions that give you special
original construct with this new one, following the power, but at great personal cost. Altering your
additional features from the Construct Companion appearance is one thing, but also completely changing
Feature. your intellect for better or worse can cause drastic
changes in your personality while in these
ENHANCED CONSTRUCT transformations. The mutagens you take are what has
At 9th level, you’ve learned to really pump your intellect made you, but also your greatest weakness as you rely
and skill into your construct making it better at combat. on them for power.
Your construct adds your proficiency bonus to its AC,
attack rolls, and damage rolls, as well as any saving
TOOL PROFICIENCY
throw it might be proficient in. Also, its hit point When you adopt this specialization at 3rd level, you
maximum equals four times your Artificer level or its gain proficiency with alchemist’s tools. If you already
normal hit point maximum, whichever is higher. have this proficiency, you gain proficiency with one
other type of artisan’s tools of your choice.
MASTER CONSTRUCT
At 15th level, you replace your typical construct with a MUTANT SPELLS
shield guardian that now aids you. You also follow the Starting at 3rd level, you always have certain spells
additional features from the Construct Companion prepared after you reach particular levels in this class, as
Feature. shown in the Mutant Spells table. These spells count as
artificer spells for you, but they don’t count against the
number of artificer spells you prepare.

16 | E x p a n d i n g C l a s s e s – T h e A r t i f i c e r
previous mutagen immediately end. The effects of your
ARTIFICER
MUTANT SPELLS mutagen last for 1 hour.
LEVEL
3rd Absorb Elements, Tasha’s Caustic Brew
ENHANCE MUTAGEN
5th Darkvision, Enhance Ability
Also at 3rd level, you can enhance your mutagens,
9th Haste, Stinking Cloud
making them more potent and you more powerful.
13th Freedom of Movement, Stoneskin
Choose a mutagen option from below. You gain an
17th Skill Empowerment, Synaptic Static
additional choice from the list below when you reach
level 5, level 9 and level 15 to apply to a single mutagen.
CRAFT MUTAGEN
At 3rd level, you've discovered how to create mutagens BITTER BLOOD
that you can imbibe in order to heighten your physical You become bitter in flavor. Any creature that bits you
prowess at the cost of your personality. It takes 1 hour for the duration of your mutagen must make a
to brew a dose of mutagen, as well as an alchemist kit Constitution saving throw (DC 8 + your proficiency
(which are now proficient if you weren't already) and bonus + your Intelligence modifier) or have the
once brewed, it remains potent until used. You can only Poisoned condition until the end of your next turn. Any
maintain one dose of mutagen at a time— if you brew a creature that swallows you whole must also make this
second dose, any existing mutagen becomes inert. saving throw and if they fail, they immediately vomit
When you brew a mutagen, you select one physical you back up into an adjacent square.
ability score—either Strength, Dexterity, or Constitution.
CHAMELEON MUTAGEN
That ability score is treated as if you had cast the
Enhance Ability spell upon yourself. It’s a standard You can shift the colors of your skin and equipment to
action to drink a mutagen. Upon being imbibed, the blend into your surroundings for the duration of your
mutagen causes you to grow bulkier and more bestial, mutagen. This grants you advantage on all Stealth
granting you the benefit of a natural armor. You Armor checks during that period.
Class in this state cannot be less than 12 + your You can take this a second time, if you do, the bonus
Constitution modifier. increases to +10 instead of advantage.
In addition, while the mutagen is in effect, you have
COGNATOGEN
disadvantage on Intelligence, Wisdom, and Charisma
You can reverse the ability of a mutagen, increase your
saving throws while in your mutagen induced state.
mental prowess instead of your physical ones. This still
A character other than you who drinks a mutagen must
costs you appearance, as your brain literally grows,
make a Constitution saving throw (DC 8 + your
expanding your head size and making you unnaturally
proficiency bonus + your Intelligence modifier) or
ugly.
become Poisoned (per the condition) for 1 hour. Another
This treats either your Intelligence, Wisdom or
character can never gain the benefit of a mutagen.
Charisma score as if you'd cast the Enhance Ability
Whenever you drink a mutagen, the effects of any
upon yourself, but you suffer disadvantage to all

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Strength, Dexterity, and Constitution ability checks for SECOND FORMULA
the duration.
At 5th level, you develop a second mutagen formula, it
ELEMENTAL MUTAGEN follows the same criteria as your original formula, but
Choose an energy type: Acid, Cold, Fire, or Lightning you can choose different enhancements to that mutagen.
and Thunder. For the duration of your mutagen, you In addition, whenever you create your mutagen for the
gain resistance in the damage type you select. day, you can now produce two, one of each kind. This
mutagen formula gains additional enhancements just like
You can select this option multiple times, each time
your original one at 9th and 15th levels.
selecting an additional resistance to use with your
mutagen.
MODERATE MUTAGENS
FERAL MUTAGEN At 9th level, in addition to your typical mutagen
Whenever you drink your mutagen, you gain natural enhancement, you may also select one of the following
attacks for the duration. Choose one of the following enhancements to your mutagen:
options each time you imbibe a mutagen:
DEADLY EXCRETIONS
Bite. Your mouth transforms into a bestial snout or great
Your skin excretes a dead poison. For the duration of
mandibles (your choice). Your bite deals 1d8 piercing
your mutagen, any creature you grapple or that grapples
damage on a hit. Once on each of your turns when you
you or hits you with an unarmed strike or otherwise
damage a creature with your bite, you regain a number
touches you, must make a Constitution saving throw
of hit points equal to your Constitution modifier
(DC 8 + your proficiency bonus + your Intelligence
(minimum of 1 hit point).
modifier) or take poison damage equal to half your
Claws. Your hands transform into claws, which deal 1d6 Artificer level. Each successful grapple check you make
slashing damage on a hit. When you take the Attack during this time will deal this damage.
action on your turn and make an attack with your claws,
you can make one additional attack using your claws as SPLITTING MUTAGEN
part of the same action. While under the effects of your mutagen, you can use
Tail. You grow a lashing, spiny tail, which deals 1d12 your power to split yourself once as a reaction after
piercing damage on a hit and has the reach property. taking damage from a piercing or slashing weapon.
Each copy has an ooze-like complexion, most often
PRESERVE ORGANS
manifesting as a slimy sheen to his skin. You split your
You learn how to preserve and protect his vital organs, current hit points evenly between the copies. The copies
reducing the chance of a mortal wound. For the duration use the same statistics, share the same resources, and
of your mutagen, when you are hit with a critical hit or have identical equipment (except magical items, which
sneak attack, you can make a Constitution saving throw only one copy has). The two copies act independently
against the attack roll of the critical hit or sneak attack. and each one has a full set of actions.
If you win the check, the hit deals normal damage
At the end of your next turn, select one of the copies,
instead.
which loses its ooze-like complexion as it becomes your

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new form; the other copy dissolves into a fine mist and
dissipates.

WINGS
You gain bat-like, bird-like, or insect-like wings while
your mutagen is active. This treats you as if you'd cast
the Fly spell on yourself for 1 minute. Once used, you
have to use your mutagen again to gain the ability to fly
again.

GRAND MUTAGENS
At 15th level, you can add even greater powered
mutagens when you drink them along with your
standard mutagen you gain at this level. Choose an
option from below:

AWAKENED CONSTITUTION
While in your mutagen state, your Constitution score
equals 24.

AWAKENED DEXTERITY
While in your mutagen state, your Dexterity score
equals 24.

AWAKENED STRENGTH
While in your mutagen state, your Strength score equals
24.

FAST HEALING
While in your mutagen state, so long as you're not at 0
hit points, you regain 5 hit points at the beginning of
each of your turns.

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