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

The Artificer Level Proficiency Bonus Features Cantrips 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 Improvement 5 4 3 3 3 2 1 — — — 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, an artificer temporarily brings out an items capability. For an artificer, a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre. Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer, there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions. Magical Experimentation In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice through experimenting and constant inquiry. Constantly inventing and questioning, an artificer's latest infusion or creation is not his best; there is always a grander discovery to be made. Experimentation is key to the success of an artificer. Without their constant attempts to master the magical secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe. Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with temporary magical power, repair damaged constructs, and craft magic items, constructs, and dragonshard items. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes’ spell lists. Their magic is neither arcane nor divine, and they are not bound by that classification: Their trade is magic in its most abstract (they might say purest) form. Creating an Artificer An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.

Are you an inventor and innovator? Do you like problem solving or discovering the secret to building new items? Do you prefer combat and being a military engineer? Is equipment augmentation your bread and butter? Are you more of an alchemist focusing on potions, poisons and explosives? Or do you specialize in combating and supporting constructs? Quick Build You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the guild artisan or tinkerer background. Third, choose the mending, and emergency repairs cantrips, along with the following 1st-level infusions for your book of infusions and schema: detect magic, elemental weapon augmentation, identify, repair damage, shield, and thunderwave. Class Features As an artificer, you gain the following class features. Hit Points Hit Dice: 1d8 per artificer level

1d8 per artificer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, hand crossbow

Simple weapons, hand crossbow Tools: Two types of artisan's tools or one type of artisan's tools and thieves tools Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, and Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) one type of artisan’s tools, or (b) thieves’ tools

A component pouch and a book of infusions and schema

A trinket that you have been working on

(a) a dungeoneer’s pack or (b) a scholar’s pack

leather armor Multiclassing Artificer Requires: Intelligence 13

Intelligence 13 Proficiencies Gained: Light armor, one skill of your choice, and one set of artisan’s tools or theives tools Infusion Casting Drawing on your knowledge and study of magic, you can use infusions to enchant items and replicate spell effects. See 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 infusions and schema that you have learned in your career as any artificer. Cantrips At 1st level, you know three cantrips of your choice from the artificer infusion list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artificer table. Book of Infusions and Schema You have a book of infusions and schema, which are magical blueprints related to linking magic to objects. At 1st level, you have a book of infusions and schema containing six 1st level artificer infusions of your choice. Preparing and Casting Infusions The Artificer table shows how many infusion slots you have to cast your infusions of 1st level and higher. To cast one of these infusions, you must expend a slot of the infusions level or higher. You regain all expended infusion slots when you finish a long rest. You prepare the list of artificer infusions that are available for you to cast. To do so, choose a number of artificer infusions from your book of infusions and schema equal to your Intelligence modifier + your artificer level (minimum of one infusion). The infusions must be of a level for which you have infusion slots. For example, if you're a 3rd-level artificer, you have four 1st-level and two 2nd-level infusion slots. With an lntelligence of 16, your list of prepared infusions can include six infusions of 1st or 2nd level, in any combination, chosen from your book of infusions and schema. If you prepare the 1st-level infusion repair damage, you can cast it using a 1st-level or a 2nd-level infusion slot. Casting the infusion doesn't remove it from your list of prepared infusions. You can change your list of prepared infusions when you finish a long rest. Preparing a new list of artificer infusions requires time spent tinkering with components and jury-rigging together the infusion’s basic form: at least 1 minute per infusion level for each infusion on your list. Learning Infusions of 1st level or higher Each time you gain an artificer level, you can add two infusions of your choice to your book of infusions and schema. Each of these infusions much be of a level for which you have infusion slots, as shown in the Artificer table. On your adventures, you might find other infusions that you can add to your book of infusions and schema (see the "Your Book of Infusions and Schema" sidebar). Spellcasting Ability Intelligence is your spellcasting ability for your artificer infusions and schema, since your magic draws upon your technical knowledge and skill. You use your Intelligence whenever an infusion or schema refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer infusion or schema you cast and when making an attack roll with one. Spellsave DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spells, Infusions, Schema, Oh My! You can think of the artificer as a class that, instead of casting traditional spells, uses magical knowledge to craft temporary magical items. Artificer spells are called infusions as the magic is infused into objects and not cast int he same way as a spell caster. Spells that an artificer collects from other classes are referred to as Schema. Schema are like blueprints for consturcting a temporary magic item that has the effect of the spell. Infusions. In game terms, infusions operate for artificers the same way spells work for spell casters. There is no material difference between the effects of the two. Infusions are cast using spell slots. Unless otherwise specified, infusions cast by an artificer can only be cast into an object or a construct. Bull’s Strength cannot be cast on a Human, though it can be cast on that Human’s belt, granting him/her the benefit of Bull’s Strength as long as the Infusion lasts and the item is worn Schema. Schema are spells of other classes that an artificer has studied and "reverse engineered" so he can infuse the magical effects of the spell into a temporary magical device. Schema are more difficult to work with for an artificer as they are spells of a different spell casting class. The artificer must spend more time, as well as the prerequisite spell slots, to create an object that can use schema magic. Ritual Casting You can cast an artificer infusion as a ritual onto an object if 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 artificer isn’t actually performing a ritual – your reverse-engineering the infusion and hacking it to produce the same magical effect. But the effect is the same as if he’s performing a ritual. Object Dependence When you cast an artificer infusion, artificer cantrip, or ritual from a book of schema, that infusion requires an object or construct to function. You can provide these infusions somatic and material components while touching this object or construct. If the infusion has a duration longer than instantaneous, targets of the infusion must hold or wear the object to benefit from the infusion, maintaining any requisite concentration. Infusions that target constructs may use their body for this object. This object functions as a spell casting focus. Craft Arcane Device If you have artisan’s tools with which you’re proficient and a component pouch available, you can craft an arcane device which acts like a spell scroll of any infusion or schema you have in your book of infusions and schema. However the device can be passed to another creature for them to activate. You spend 10 minutes focusing your magic and tinkering with the object to recieve the infusion or schema; you cannot be otherwise performing a task. You must supply any components the infusion requires, which are worked into the device. The device could be a construct, in place of an object. These devices remain until used or until you next long rest, whichever comes first. Any DC or spell attack modifier is based on yours at the time that the item is crafted. If the original infusion requires concentration, the creature activating the arcane device is the one that will be maintaining concentration on the magic. You can craft a number of arcane devices equal to half your artificer level plus your Intelligence modifier; creating an additional devices causes the oldest currently active one to immediately lose its magic. Infuse Potions Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a infusion slot to transform it into a potion. Once you have expended an infusion slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. Spell Slot Potion type

(see the Dungeon Master’s Guide) 1st Climbing, or healing 2nd Greater healing, growth or mind reading 3rd Fire breath, invisibility, or water breathing 4th Resistance or superior healing Spellcrafting Schema You specialize in the practice of artifice and magic, dabbling and exloring the magic of other disciplines. While they cannot become true casters of other schools and disciplines they can learn the inner workings of the magic involved. When they do this they create a schema of the spell. With this schema they will be able to create temporary magical items that replicate the effects of these spells. Schema Artificers can learn spells from other classes spell lists. Artificers in their magical studies learn to reverse engineer the spells, creating what are called schema. Artificers then can put the schema in thier book of infusions and schema. Schema cannot be used as normal spells but can only be used through the Craft Arcane Device ability. Your studies have focused on the magic of a particular discipline. At 2nd level, you can choose one spell casting list other than artificer. You are able to reverse engineer the spells from this list and add the schema to your book of infusions and schema. Every even level you are able to select one spell from this spell list to add as a schema to your book of infusions and schema. You may choose the spell list of another class at 6th level and another one at 10th level.

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

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

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

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 Innovators and inventors who specialize in solving problems or discovering the secrets of magic. Members of this tradition are often nicknamed “tinkerers” due to how they are always tinkering with everything. But teasing or not, it was often the TEchno-arcanist's that created the airships and the warforged. Arcane Recovery When you join this tradition at 3rd level, you have learned to regain some of your magical energy by studying your book of infusions and schema. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your artificer level (rounded up), and none of the slots can be 6th-level or higher. For example, if you're a 4th level artificer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Skilled Tinkerer At 3rd level, you gain proficiency with two skills or tools of your choice.

Infused Magecrafting At 6th level, techno-arcanists can infuse their tools with magic, causing them to behave perfectly for any task at hand. You can spend a 2nd-level spell slot to add double your proficiency bonus with all ability checks you make with a specific tool you are proficient with for a specific task of up to one hour. Alternately, you can spend a 3rd-level spell slot to gain proficiency with a specific tool set for a specific task of up to one hour. Salvage Savant By 12th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Flash of Genius At 18th level, after activating any crafted arcane device or magical item, that would expend it's charge, you can choose to retain the charge. This could keep a magical item that would be destroyed when reaching 0 charges from being destroyed. Once this feature is used, the artificer must have a long rest before using it again.