Alchemist Among artificers, alchemists may be the most common specialists, and no two alchemists are quite the same. Their experiments bear deadly poisons, miraculous medicines, and unique magical potions. No matter their specialty, the alchemist always has new tricks up their sleeves. Alchemist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Alchemist Spells Artificer Level Spell 3rd fog cloud, purify food and water 5th acid arrow, web 9th create food and water, stinking cloud 13th vitriolic sphere, wall of fire 17th cloudkill, immolation When you choose this study at 3rd level, you gain proficiency in alchemist's supplies and your choice of either the herbalism kit or the poisoner's kit. You gain a set of alchemist's supplies for free, as a result of your tinkering. Potion Infusion When you choose this subclass at 3rd level, you gain access to an additional Artificer Infusion specific to the Alchemist: Concoct Potion. You may add Concoct Potion (listed at the end of this subclass) to the list of Artificer Infusions that you can learn. When you gain this feature at 3rd level, you may replace as many of your known infusions as you like with this infusion. Alchemical Tinkering Also at 3rd level, when you touch a nonmagical vial or bottle, you can use your alchemist's supplies to imbue certain effects via your Magical Tinkering ability. In additional to the usual properties you can imbue with this feature, you gain the following magical properties to choose from: The item is filled (up to 8 ounces) with your choice of any liquid that can be produced by an Alchemy Jug.

The item is filled (up to 8 ounces) with Alchemist's fire.

The item is filled (up to 8 ounces) with a medicinal tonic. Drinking this tonic takes an action, and grants a number of temporary hit points equal to your Intelligence modifier that last for 8 hours. Potent Chemicals At 6th level, your alchemical expertise allows you to brew especially effective solutions. Whenever you deal acid, fire, or poison damage as a result of a spell you cast or potion you created, you may add your Intelligence modifier to the damage done. Additionally, whenever a creature recovers hit points as a result of a spell you cast or a potion you created, you may add your Intelligence modifier to the hit points recovered. Hazardous Chemicals At 14th level, you have experimented enough to discover volatile chemicals that affect even the most impervious foes. Whenever you deal acid, fire, or poison damage as a result of a spell you cast or potion you created, that damage ignores immunity and resistances. Chemical Savant Also at 14th level, you have been exposed to chemicals enough to build up a superhuman tolerance for them. You are now resistant to acid, fire, and poison damage, and you are immune to the poisoned condition.

Concoct Potion Item: a vial, flask, or bottle Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the "Potion Formulae" tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table. Potion Formulae Magic Item Oil of slipperiness Potion of agility * Potion of animal friendship Potion of climbing Potion of healing Potion of poison Potion of resistance * Potion of slumber * Potion of water breathing Potion Formulae(8th Level Artificer) Magic Item Elixir of health Potion of diminution Potion of gaseous form Potion of greater healing Potion of growth Potion of heroism Potion of invulnerability Potion of mind reading Potion of mutation * Serpent venom Truth serum Potion Formulae(16th-Level Artificer) Magic Item Midnight tears (poison) Oil of sharpness Potion of dragon's breath * Potion of fire giant strength Potion of flying Potion of invisibility Potion of necromancy * Potion of speed Potion of superior healing Potion of vitality Wyvern poison New Potions Most of the items mentioned in the Concoct Potion list are written in the Basic Rules or the Dungeon Master's Guide. Otherwise, any items marked with an asterisk are listed below. Potion Formulae Notes: Potion of Agility A creature who drinks this potion gains the effect of a longstrider spell. Potion of Dragon's Breath A creature who drinks this potion gains the effect of a dragon's breath spell (no concentration required) at 2nd level. You choose the spell's damage type upon crafting the potion. Potion of Mutation A creature who drinks this potion gains the effect of an alter self spell (no concentration required). You choose the desired effect upon crafting the potion. Potion of Necromancy A creature who has the potion poured onto their body receives the effect of a raise dead spell. Potion of Resistance You choose the resisted damage type upon crafting the potion. Potion of Slumber A creature who drinks this potion is affected as if a sleep spell were cast on them at 1st level.

Arcanist The arcanist has spent years studying the raw energy of magic, and how to physically harness its potential. Their inventions focus on the manipulation of magic itself. Their signature wands allow them to store arcane energy and even artificially replicate spell effects. Arcanist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arcanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Arcanist Spells Artificer Level Spell 3rd chromatic orb, identify 5th arcanist's magic aura, misty step 9th counterspell, dispel magic 13th polymorph, banishment 17th arcane hand, telekinesis Wandcrafting Proficiencies At 3rd level, you become proficient in woodcarver's tools as well as the Arcana skill if you are not proficient already. Prototype Wand At 3rd level, you have learned to craft unique spellcasting wands designed to your needs. Whenever you finish a long rest, you may craft a personal wand. This wand cannot be activated by anyone other than you, and it requires no attunement. The wand has a number of charges equal to your Intelligence modifier. When you craft the wand, choose one artificer spell of a level you can cast that takes an Action to cast (this spell does not have to be prepared). That spell is stored within the wand, and can be cast by spending a number of the wand's charges equal to the spell's level. The wand loses any stored spells and remaining charges when you finish a long rest. Additionally, the wand counts as a spellcasting focus for you. While wielding the wand, you may add your Intelligence modifer to the damage done by any artificer cantrip you cast. Arcane Infusion When you choose this subclass at 3rd level, you gain access to an additional Artificer Infusion specific to the Arcanist: Single-Spell Trinket. You may add Single-Spell Trinket (listed at the end of this subclass) to the list of Artificer Infusions that you can learn. Magic Mimicry At 6th level, you gain the ability to replicate spells that you have witnessed, using the power of your wand. As an action, you can attempt to mimic the effects of a spell that you have seen in the last minute. To do so, you make an Arcana check. The DC for this check is equal to 10 + twice the spell's level. If your wand does not have enough charges to cast the spell, you fail this check automatically. On a success, you spend a number of the wand's charges equal to the spell's level, and successfully cast the spell. On a failure, the spell fizzles out and short circuits the wand. Upon doing so, you cannot attempt to use this feature again until you complete a short or long rest. Refined Wand Also at 6th level, when you craft a wand at the end of a long rest, you can now choose two spells to store within it. Arcane Reservoir At 14th level, you can convert your wand's stored energy into fuel for further spellcasting. As an action, you can spend your wand's charges to recover expended spell slots. Choose a target within 30 feet of you that you can see (you can also target yourself). When you do so, spend a number of the wand's charges equal to twice the combined level of the spell slots being recovered. For example, if you restore one 1st level spell slot and one 2nd level spell slot, you must spend 6 charges to do so. Perfected Wand Also at 14th level, when you craft a wand at the end of a long rest, you can now choose three spells to store within it. Additionally, your wand now has a number of charges equal to twice your Intelligence modifier. Single-Spell Trinket Prerequisite: 8th level Artificer Item: A gadget or trinket Using this infusion, you give an item the ability to store Artificer spells. While holding an item that has been infused in this way and casting an Artificer spell with a casting time of 1 action, you can increase the casting time to 1 minute. If you do so, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into the item for later use. Any creature holding the item thereafter can use an action to activate this spell if the creature has an Intelligence score of 6 or higher. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item. Any spell stored in the item fades immediately after being used once, it the spell is not used within 8 hours of being stored, or if the item is no longer infused. This item can only contain one spell at a time, and the first spell is replaced if another spell is stored.

Artillerist The artillerist is dedicated to the production of a specialized magical weapon, known as an "arcane turret." These war machines utilize a wide array of destructive spells at the artillerist's command, and their upgraded models provide extra utility as well. In the rare times that an artillerist is found without their turret, they can still rely on their array of evocation spells to deal severe damage. Artillerist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Artillerist Spells Artificer Level Spell 3rd burning hands, thunderwave 5th scorching ray, shatter 9th fire ball, lightning bolt 13th ice storm, vitriolic sphere 17th cone of cold, synaptic static Arcane Turret At 3rd level, you have successfully finished your newest invention: the Arcane Turret. At the end of a short or long rest, you can spend 10 minutes building an Arcane Turret, whose stats are detailed below. After creating a turret, you cannot do so again until the end of your next short or long rest. If you create a second turret, the first disappears. Upon creation, the turret is dormant. In this state, it cannot move or take actions. As an action, you may touch the turret and expend a spell slot of 1st level or higher. When you do so, the turret becomes active, and can perform actions as normal. Once charged, you must maintain concentration on the turret, as you would a spell. The turret remains active for 10 minutes, or until you lose concentration, after which it runs out of magical energy and becomes dormant again. As a bonus action, you may command the turret as long as it is within 100 feet of you. When you do so, you may command it to move and take one action of your choice. It cannot take any actions that are not listed in its stat block (such as the Help or Dash actions, for example). When the turret casts a spell, it uses your level, your spell save DC, and your spell attack modifier when necessary. Arcane Turret Small construct, neutral Armor Class 18

18 Hit Points (5 times your Artificer level)

(5 times your Artificer level) Speed 15ft., climb 15ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Damage Immunities Poison, Psychic

Poison, Psychic Condition Immunities All conditions

All conditions Languages None Self-Destruct. When this creature is reduced to 0 hit points, all creatures within 5 feet must make a Dexterity saving throw, taking 3d8 force damage on a failed save, or half as much on a successful one. Afterwards, this creature is permanently destroyed. Actions Arcane Weaponry. This creature reproduces the effects of one of the following cantrips: acid splash, fire bolt, lightning lure, produce flame, ray of frost, sword burst, thunderclap Spellfire. Using your spell slots, this creature casts one of the spells listed in the "Artillerist Spells" list. If the spell's area is a sphere (such as the shatter or fire ball spells), its point is always centered on the turret. Detonate. This creature willfully activates its Self-Destruct feature.

Supercharge Starting at 6th level, when you spend a spell slot to charge your Arcane Turret, it stays charged and active for up to 1 hour before it becomes dormant again. Arcane Upgrades Also starting at 6th level, your turret can transform into alternate configurations known as "modes." The turret starts in its Default Mode, which is listed in the Arcane Turret stat block. As an action, you command your turret to transform, which allows it to switch to a different mode of your choice. While transformed, the turret retains its stats and features unless otherwise specified. However, it cannot cast any spells via its Arcane Weaponry or Spellfire actions outside of its Default Mode. You learn how to reconfigure your turret into two new modes: Assault Mode and Guardian Mode. Assault Mode The turret's speed becomes 30 ft.

The turret increases in size, becoming a medium construct.

The turret gains two appendages, which can be used to grapple or shove as an action. For the purpose of these actions, treat the turret as if it has a Strength modifier equal to your Intelligence modifier.

The turret gains an additional action: Bionic Weapon. This creature makes a melee attack with a range of 5 feet. On a hit, the attack deals damage equal to 1d10 + your Intelligence modifier. The damage type is either bludgeoning, piercing, or slashing, decided by you when you command the turret to shift into Assault Mode. The damage dealt by this attack is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Guardian Mode The turret's AC becomes 20.

The turret increases in size, becoming a medium construct.

The turret's height increases. As a result, a creature hiding behind the turret gains the benefits of full cover.

The turret gains an additional action: Barrier Field. All creatures within a 10 foot radius gain temporary hit points equal to 1d8 + your Intelligence modifier. Stable Connection Starting at 14th level, you have advantage on Constitution saving throws made to maintain concentration on your Arcane Turret. Additional Upgrades Also at 14th level, you learn two additional modes for your turret: Transport Mode and Recon Mode. Transport Mode The turret increases in size, becoming a large construct.

The turret can be mounted by any medium or smaller creature.

The turret's speed increases to 60 ft.

The turret's climb speed increases to 30 ft.

The turret gains an additional action: Overdrive. This creature takes the Dash action. Recon Mode The turret decreases in size, becoming a tiny construct.

The turret's speed increases to 30 ft.

The turret's climb speed increases to 30 ft.

The turret's Stealth skill modifier becomes +5.

The turret gains an additional action: Visual Relay. This creature transmits its vision to you, allowing you to perceive its visual senses.

Augmentor Through mishap or madness, certain misforunate artificers face amputation in their studies. For these artificers, the next logical step is to delve into the art of the augmentor. These cybernetic scientists specialize in upgrading their prosthetic limbs in the pursuit of bionic perfection. Augmentor Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmentor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Augmentor Spells Artificer Level Spell 3rd chaos bolt, magic missile 5th Aganazzar's scorcher, gust of wind 9th lightning bolt, vampiric touch 13th elemental bane, fire shield 17th antilife shell, arcane hand Magitech Arm At 3rd level, you develop an advanced magical prosthetic, known as a Magitech Arm. This mechanical arm permanently replaces one of your own arms. For the purposes of physical manipulation, your mechanical arm functions as a free hand normally would. The arm is considered magical; it can be sensed by spells such as detect magic and your unarmed strikes using this arm are considered magical for the purpose of ignoring immunity and resistances to nonmagical weapon attacks. The arm is also extremely resilient, and minor damages can be repaired via the mending cantrip or by repairing it during a rest. At the end of a long rest, you can craft additional spare arms, spending 50gp of materials for each arm you create. You can only have a number of magitech arms equal to your Intelligence modifier at one time. If you exceed this limit, the first arm created instantly disappears. While you have multiple magitech arms in your possession, you may swap your currently equipped arm for another one in your possession as a bonus action. Bionic Infusions When you choose this subclass at 3rd level, you gain access to the following additional Artificer Infusions specific to the Cannoneer: Arcane Buster

Energy Bracer

Grapple Beam

Gunpowder Cannon

Iron Knuckle

Motorized Weapon

Remote Glove

Sonic Pulse You may add these infusions (listed at the end of this subclass) to the list of Artificer Infusions that you can learn. When you reach 8th level in this class, you can create enhanced versions of these infusions when you infuse them. These upgrades are described in each infusion's description, labeled "Upgraded Infusion." Arcane Engine Starting at 6th level, when you cast the arcane weapon spell, you choose your magitech arm as the spell's target. When you do so, you can apply the arcane weapon's effects to any unarmed strikes and cantrip damage you deal using your magitech arm. Magitech Fuel At 14th level, you can harness and repurpose the magical energy within your magitech arms. As an action, you can destroy one magitech arm in your possession. When you do so, it dissolves into a stream of magical energy that flows into you. As part of the same action, you can then immediately cast any one spell that you have prepared without expending a spell slot. The spell must have a casting time of one action, and the spell is cast at its lowest level.

Arcane Buster Item: your magitech arm While you wield this infused item, you can cast the eldritch blast cantrip. Upgraded Infusion: Starting at 8th level, when you cast eldritch blast using this item, you can alter the type of damage it deals. For each blast you fire, you can change the damage type from force damage to your choice of either cold, fire, or lightning damage. Energy Bracer Item: your magitech arm This infused item allows you to cast the absorb elements spell at 1st level while you have it equipped. You can use this item a number of times equal to your Intelligence modifier. Afterwards, you cannot use this item until you finish a long rest. Upgraded Infusion: Starting at 8th level, when you use this item to cast absorb elements, you cast it at 3rd level. Grapple Beam Item: your magitech arm While you wield this infused item, you can cast the lightning lure cantrip. When you do so, the range of the spell is increased to 30 feet, and a target you pull with the cantrip can be pulled up to 25 feet. Upgraded Infusion: Starting at 8th level, the grapple beam can pull you towards other creatures, acting as a grappling hook. When you cast lightning lure using this arm and you target a creature that is at least one size larger than you, you can choose to pull yourself up to 25 feet towards that creature if it fails its Strength saving throw. This ability can also pull you towards any object that is heavier than you and made of metal. Gunpowder Cannon Item: your magitech arm While you wield this infused item, you can launch powerful explosives using your magitech arm. As an action, you can launch an explosive cannon at a point of your choice within 60 feet. All creatures within 5 feet of the point you chose must make a Dexterity saving throw against your spell save DC. The affected creatures take 2d6 fire damage on a failed save, or half as much on a successful one. You can use this item a number of times equal to your Intelligence modifier. Afterwards, you cannot use this item until you complete a long rest. Upgraded Infusion: Starting at 8th level, the range of this attack's explosion is a 10 foot radius, and the damage increases to 4d6 fire damage on a failed save, or half as much on a successful one. Iron Knuckle Item: your magitech arm When you make an unarmed strike with this infused arm, it deals bludgeoning damage equal to 1d8 + your Strength modifier, instead of the normal damage. Upgraded Infusion: Starting at 8th level, when you take the Attack action on your turn, you can make an unarmed strike with this arm as a bonus action. Motorized Weapon Item: your magitech arm This infused arm acts as two-handed melee weapon that deals slashing damage equal to 1d12 + your Strength modifier. You are considered proficient with this weapon. Upgraded Infusion: Starting at 8th level, this weapon scores a critical hit on an attack roll of 19 or 20. Additionally, when you land a critical attack using this weapon, the attack deals an additional 1d12 slashing damage. Remote Glove Item: your magitech arm This infused arm is equipped with a detatchable hand that can be telepathically controlled. As an action, you can disconnect your hand and control it for up to 10 minutes as if you cast the mage hand cantrip. When you do so, the hand can carry up to 30 pounds, and can be controlled as long as it remains within 100 feet of you. If the hand moves out of this range, or remains disconnected from you for over 10 minutes, it deactivates and you lose any control over it until you equip it again as a bonus action. Upgraded Infusion: Starting at 8th level, the remote glove can be controlled as a bonus action. Additionally, you can intantly transport the glove back onto your arm as a bonus action, retaining any objects it may be holding. Sonic Pulse Item: your magitech arm As an action, when you have this infused arm equipped, you may release a burst of sonic energy from your palm. All creatures within a 15 foot cone in front of you must make a Strength saving throw against your spell save DC. On a failure, the creature takes 2d6 thunder damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and is not pushed. You can use this item a number of times equal to your Intelligence modifier. Afterwards, you cannot use this item until you finish a long rest. Upgraded Infusion: Starting at 8th level, this attack's range increases to a 20 foot cone and the damage increases to 4d6 thunder damage on a failed save, or half as much on a successful one.

Collector Dedicated to the discovery, research, and preservation of magic items, collectors are constantly scouring for new artifacts. Whether passionate archeologists or zealous merchants, these treasure hunters possess incredible collections of magical trinkets for every situation. Collector Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Collector Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Collector Spells Artificer Level Spell 3rd detect magic, identify 5th arcanist's magic aura, locate object 9th glyph of warding, remove curse 13th locate creature, secret chest 17th animate objects, legend lore Bonus Proficiencies At 3rd level, you become proficient in the Arcana and History skills. Chest of Wonders At 3rd level, you finish crafting a magical treasure chest that contains a variety of magical gadgets you have collected. Choose 3 items from the Wondrous Trinkets list below. These items are magically stored within the chest, and you can retrieve one item of your choice from the chest as an action. You can do so a number of times equal to your Intelligence modifier. Afterwards, you cannot summon another item from the chest until you finish a long rest. If you pull another item from the chest, the first item instantly disappears. Each time you gain a level in this class, you choose one additional item to add to the chest's contents, and you may also replace one item inside with another of your choice from the Wondrous Trinkets list. Double Infusions When you choose this subclass at 3rd level, you gain access to two additional Artificer Infusions specific to the Collector: Duplicate Magic Item and Duplicate Greater Item. You may add these infusions (listed at the end of this subclass) to the list of Artificer Infusions that you can learn. Superior Attunement Also at 6th level, your fascination with magic items has led to an increased understanding of them. You can now attune to up to four, rather than three, magic items at a time. This limit increases again at 14th level, allowing you to attune to five magic items at a time. Wondrous Trinkets List Bead of refreshment Boots of false tracks Candle of the deep Charlatan's die Cloak of many fashions Clockwork amulet Ear horn of hearing Hat of vermin Heward's handy spice pouch Horn of silent alarm Lock of trickery Mystery key Orb of direction Orb of time Pole of collapsing Rope of mending Staff of adornment Tankard of sobriety Talking doll Wand of pyrotechnics Duplicate Magic Item Prerequisite: 8th level Artificer Item: varies When you infuse this item, you touch one magic item in your possession, as well as another similar nonmagical item. When you do so, all properties of the magic item are copied to the nonmagical item, creating a perfect duplicate of the magic item. The magic item you duplicate cannot be a consumable item (such as a potion or spell scroll) and its rarity must be common or uncommon. Duplicate Greater Item Prerequisite: 16th level Artificer Item: varies When you infuse this item, you touch one magic item in your possession, as well as another similar nonmagical item. When you do so, all properties of the magic item are copied to the nonmagical item, creating a perfect duplicate of the magic item. The magic item you duplicate cannot be a consumable item (such as a potion or spell scroll) and its rarity must be common, uncommon, rare, or very rare.

Transmuter While some artificers are content firing cantrips from afar, the transmuter has developed a dynamic style that allows them to barrage their enemies with a combination of martial prowess and lightning-fast alchemy. Transmuter Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Transmuter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Transmuter Spells Artificer Level Spell 3rd earth tremor, thunderous smite 5th heat metal, Maximilian's earthen grasp 9th life transference, lightning arrows 13th fabricate, staggering smite 17th passwall, wall of stone Weaponbend When you choose this subclass at 3rd level, you gain the ability to rapidly restructure your weapon's form, giving you a versatile fighting style. Once during your turn, you may alter the form of one weapon you are holding. The weapon transforms into another weapon of your choice that you are proficient with. The weapon retains any magical properties or spell effects that were affecting it. If you let go of a weapon you have shifted in this way, it retains its new shape for 1 minute before reverting to its original form. Optional Firearms If you use your Weaponbend feature to shift your weapon into a firearm, the firearm is created without any ammunition loaded, and requires an action or bonus action to load before it can be fired. Weapon Proficiencies Also at 3rd level, you gain proficiency in three martial weapons of your choice that lack the two-handed and special properties. Defensive Bending Starting at 6th level, you can now use your Weaponbend feature to transmute a weapon you are holding into a shield, or to transmute a shield you are holding into a weapon you are proficient with. If the weapon has any magical modifiers (such as a +1 longsword), the modifiers are translated to the shield, and vice versa. As a reaction, when you are hit by an attack, you can transform one weapon you are holding into a shield. If the triggering attack does not hit your new AC, the attack instead misses. Swift Shifting Also at 6th level, you can now use your Weaponbend feature twice during your turn, rather than once. Fighting Style At 14th level, you have trained enough to adopt a fighting style. Choose one of the following options. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Dynamic Fighter Also at 14th level, your ever-changing tactics allow you to quickly adapt to shifts in combat. Whenever you use your Weaponbend feature, you can also choose to swap your current fighting style with a different option listed above.