Artificer Hunched over a bench in a cluttered workshop, a human busily carves magical runes into the hilt of a blade with a miniscule hammer and chisel. When she senses her work is finished, she lifts the end product of her hard work with a gleam of joy in her eye—a sword that was once ordinary, now enchanted with a powerful spell. A gang of orcs marches to war, unaware of the elf perched on a distant cliff. Tightly gripping the strange metal tube she holds in her hands, the elf pulls the trigger, unleashing a metal bullet that screams towards the orcs and engulfs them in a ball of flame. Cackling with glee, a gnome withdraws a small stone from his sleeve and throws it to the ground before the city guardsmen facing him down can react, detonating it with a loud pop and a bright flash of light. When the guards have recovered from their stinging eyes and ringing ears, their quarry is nowhere to be found. Artificers are magical inventors, capable of creating wondrous items infused with powerful magic. Although usually considered more of a workman’s trade than a magical discipline, the ranks of artificers include some of the world’s most powerful spellcasters. Rejecting the ephemerality of traditional spells, artificers follow field-tested magical recipes and alchemical formulae to craft magical items that prove useful both in battle and in everyday life. Magic and Science Artificers are practitioners and scholars of magic, interested in the ways the world works and the methods of controlling the magic that suffuses it. However, the academic approach to magic undertaken by wizards is of little interest to the typical artificer. As their proclivity for using magic to create lasting and useful objects would suggest, artificers are more concerned with the practical aspects of magic--how it can be best harnessed and utilized. Different artificers apply different scientific disciplines to their studies of magic. Some artificers are engineers, using their magic to augment their scientific devices and machines. Others are alchemists who blend magical recipes with chemical formulas, using a combination of science and magic to wondrous effect. Innovation and Adventure The craft practiced by artificers is constantly changing and evolving, as new magical discoveries make new things possible all the time. Artificers value innovation, and always seek to produce items more wondrous than those of their contemporaries. They may gather in guilds to share inspiration, or they may work reclusively and never reveal their secrets. Artificers gain the adulation of other practitioners of their craft by developing fantastical new things. This constant drive to innovate and produce pushes many artificers into a life of adventure. Any given lost temple or forgotten dungeon might hold the perfect components for a never-before-seen magical device, or the secrets of an ancient variety of enchantment once thought lost to time. Creating an Artificer When creating an artificer, think about what motivated your character to take up the craft. Perhaps they came from a family with a long and proud tradition of manufacturing magic items. Perhaps they encountered a magic item at some point in their past, and were inspired to replicate or outdo its greatness. Or perhaps they simply delight in the act of creation, and were content to make small and simple objects until a defining event of some sort sert them on the path to adventuring. Does your character have a rival--a fellow artificer whom they constantly seek to outdo? Do they have a mentor who taught them the basics of their craft? If so, what kind of relationship does your character have with their mentor? Consult with your DM about the role played by artificers in the campaign. Are you part of a large association or guild? Do you have a select few associates and colleagues? Or are you perhaps a lone eccentric--the first to take up this form of magic centuries after it was forgotten? 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. (Some artificers who take up the Gunsmith specialty make Dexterity higher than Intelligence.) Second, choose the guild artisan background.

The Artificer Level Proficiency Bonus Crafting Points Features Spells Known 1st 2nd 3rd 4th 5th Maximum Daily Crafting 1st +2 — Artificer Specialty, Dedicated Crafter — — — — — — 5 gp 2nd +2 2 Magical Crafting, Spellcasting 3 2 — — — - 10 gp 3rd +2 3 Craft Magic Item (Common) 4 3 — — — — 15 gp 4th +2 4 Ability Score improvement 4 3 — — — — 20 gp 5th +3 5 Artificer Specialty feature 5 4 2 — — — 25 gp 6th +3 6 Heightened Attunement 5 4 2 — — — 30 gp 7th +3 7 Craft Magic Item (Uncommon) 6 4 3 — — — 35 gp 8th +3 8 Ability Score Improvement 6 4 3 — — — 40 gp 9th +4 9 Artificer Specialty feature 7 4 3 2 — — 45 gp 10th +4 10 Heightened Attunement improvement 7 4 3 2 — — 50 gp 11th +4 11 Craft Magic Item (Rare) 8 4 3 3 — — 55 gp 12th +4 12 Ability Score Improvement 8 4 3 3 — — 60 gp 13th +5 13 Artificer Specialty feature 9 4 3 3 1 — 65 gp 14th +5 14 Heightened Attunement improvement 9 4 3 3 1 — 70 gp 15th +5 15 Craft Magic Item (Very Rare) 10 4 3 3 2 — 75 gp 16th +5 16 Ability Score Improvement 10 4 3 3 2 — 80 gp 17th +6 17 Artificer Specialty feature 11 4 3 3 3 1 85 gp 18th +6 18 Soul of Artifice 11 4 3 3 3 1 90 gp 19th +6 19 Ability Score Improvement 12 4 3 3 3 2 95 gp 20th +6 20 Craft Magic Item (Legendary) 12 4 3 3 3 2 100 gp Class Features 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 and medium armor

Weapons: Simple weapons

Tools: Choose one type of artisan’s tools

Saving Throws: Constitution, Intelligence

Skills: Choose four from Arcana, Deception, History, Insight, Investigation, Medicine, Perception, Persuasion, Nature, Religion, and Sleight of Hand

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) leather armor or (b) scale mail

(a) a light crossbow and 20 bolts or (b) any simple weapon

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

any two simple weapons and a set of artisan’s tools (one of your choice) Alternatively, you can ignore the equipment here and in your background, and buy 5d4 x 10 gp worth of equipment from chapter 5 in the Player's Handbook. Artificer Specialty At 1st level, you choose your Artificer Specialty, which shapes how you develop your skills as an artificer: Magesmith, Alchemist, or Gunsmith, detailed at the end of the class description. Your choice grants you features at 1st level and again at 5th, 9th, 13th, and 17th levels.

Dedicated Crafter Also starting at 1st level, your dedication to your work allows you to craft items more efficiently. The maximum value in gp of the items you can craft per day of downtime, as well as the progress you can make when crafting more elaborate items during downtime, increases as you gain levels in this class, as shown in the Maximum Daily Crafting column of the Artificer table. The basic rules for crafting during downtime are described in chapter 8 of the the Player's Handbook. Spellcasting Starting at 2nd level, your knowledge of artificer’s magic allows you to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting, and this document for the artificer spell list. Spell Slots The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell bolster and have a 1st-level and a 2nd-level spell slot available, you can cast bolster using either slot. Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the artificer spell list. The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells, since you learn your spells through repeated practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting You can cast any artificer spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use a set of artisan’s tools (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your artificer spells. Magical Crafting Also at 2nd level, you become an expert in crafting magical objects and devices. Your knowledge in this field is represented by a number of crafting points. Your artificer level determines the number of points you have, as shown in the Crafting Points column of the Artificer trable. You can spend these points to fuel various crafting features. You start knowing two such features: Arcane Production and Spell Consumption. You learn more crafting features as you gain levels in this class. You regain expended crafting points when you finish a long rest. If you expend crafting points during that long rest, those points are not regained until the end of your next long res.t. Arcane Production When you spend your downtime crafting an item, you may expend 1 crafting point in place of any gp you would spend on that day of crafting. When you do so, you cannot regain the expended crafting point until after the item is completed. Spell Consumption As a bonus action on your turn, you can expend one artificer spell slot and gain a number of crafting points equal to the slot's level. Spell Renewal As a bonus action on your turn, you can expend between 2 and 6 crafting points to regain one expended spell slot. The level of the spell slot is equal to the number of crafting points you expended to use this feature - 1. Craft Magic Item At 3rd level, you begin to develop the signature ability of the artificer class: the crafting of magic items. When you use your downtime to craft, you can create magic items. The total cost of the raw materials needed to craft a magic item increases based on the item’s rarity, as shown in the Crafting Costs table. When you gain this feature at 3rd level, you can only craft magic items with a rarity of common. The maximum rarity of the magic items you can craft increases to uncommon at 7th level, rare at 11th level, very rare at 15th level, and legendary at 20th level. Magic items are listed and described in chapter 7 of the Dungeon Master's Guide. Crafting Costs Magic Item Rarity Raw Materials Cost Common 50 gp Uncommon 150 gp Rare 1,500 gp Very Rare 15,000 gp Legendary 75,000 gp

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 you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Heightened Attunement At 6th level, your understanding of artificer’s magic allows you to master the use of multiple magic items at a time. You can now attune up to four, rather than three, magic items at one time. This limit increases to five magic items at 10th level and six magic items at 14th level. Soul of Artifice By 18th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You gain a +1 bonus to all saving throws for each magic item to which you are currently attuned. Artificer Specialties Artificers tend to specialize in a single discipline, focusing their intellects on one craft rather than spreading their talents thin. These crafts can generally be categorized into one of four specialties: magesmithing, alchemy, gunsmithing, or wargrafting. Magesmith Magesmiths specialize in the creation of magic weapons, sometimes to the exclusion of all other types of items. They are well-practiced in both the enchantment of weaponry and the practical use of it, wielding their magical armaments with the power and finesse of a master swordsman. Bonus Proficiencies At 1st level, you gain proficiency with martial weapons. You also gain proficiency with one type of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make using this type of artisan's tools. Smith's Enchantment Also at 1st level, you can use artificer's magic to augment your weaponry, improving its effectiveness. On your turn, you can use a bonus action and expend one artificer spell slot to enchant one nonmagical melee weapon you are currently holding. The enchantment grants the following benefits to the weapon: The enchanted weapon becomes magical.

You gain a bonus to attack and damage rolls made with the enchanted weapon. The bonus is equal to the level of the spell slot expended.

You can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls you make with the enchanted weapon.

You can use the enchanted weapon as a spellcasting focus for your artificer spells. The weapon remains enchanted for 1 hour or until you are disarmed of it. When you use this feature, you can choose to expend crafting points instead of an artificer spell slot. When you do so, you must expend a number of crafting points equal to twice the bonus you wish to apply to your weapon's attack and damage rolls. The bonus you can apply by expending crafting points cannot be higher than the highest level of artificer spell slot you possess. You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Artificer's Shield Beginning at 9th level, your artificer's magic can protect you in combat. When a creature makes a weapon attack against you while you are wielding a weapon that is under the effects of your Smith's Enchantment, you can use your reaction to gain a bonus to your AC against that attack. The AC bonus is equal to the bonus to the weapon's attack and damage rolls provided by your Smith's Enchantment. Permanent Artifice Beginning at 13th level, creating magic weapons comes easily to you. When you use your Smith's Enchantment to enchant a weapon you are holding, you can expend a number of additional uses of Smith's Enchantment equal to the level of the spell slot expended to make the effect permanent.

If you expended crafting points instead of a spell slot to enchant the weapon, you must expend a number of additional uses of Smith's Enchantment equal to half the crafting points expended. You regain these expended crafting points after finishing your next long rest. Prolific Enchanter Beginning at 17th level, when you roll initiative and have no uses of Smith's Enchantment remaining, you regain one use. Alchemist Alchemists specialize in the creation of alchemical devices, using a blend of chemical science and artificer's magic to craft bombs and brew potions that sow chaos on the battlefield. Bonus Proficiencies At 1st level, you gain proficiency with improvised weapons. You also gain proficiency with alchemist’s supplies, if you were not already proficient with them. Your proficiency bonus is doubled for any ability check you make using your alchemist’s supplies. Alchemical Knowledge Also at 1st level, you learn how to craft a variety of alchemical devices that can be used as tools or weapons in combat. Alchemical Devices. You learn three alchemical devices of your choice, which are detailed under “Alchemical Devices” below. You learn one additional device of your choice at 5th, 9th, and 13th levels. Each time you learn an alchemical device, you can also replace one alchemical device you know with a different one. Crafting Devices. You can craft alchemical devices as part of a short or long rest. When you do so, choose which types of devices you know that you wish to craft. You can produce multiple types of alchemical devices during the same rest, producing them in sets of 5. Doing so requires you to use your alchemist’s supplies. It takes 10 minutes of work to complete a set of 5 alchemical devices, and doing so costs 5 gp. You regain all crafting points you spent to craft alchemical devices at the end of your next long rest. If you expend crafting points during that rest to craft additional alchemical devices, they do not become available until you finish an additional long rest. Saving Throws. Some of your alchemical devices require your target to make a saving throw to resist the device’s effects. The saving throw DC is calculated as follows:

Alchemical device save DC = 8 + your proficiency bonus + your Intelligence modifier

Selective Alchemy Starting at 5th level, you can protect your allies from the harming effects of your alchemical devices. When you use an alchemical device that has an area of effect, you can choose a number of creatures within that area of effect equal to your Intelligence modifier (minimum of 1). The chosen creatures automatically succeed on their saving throws against the alchemical device, and they take no damage if they would normally take half damage on a successful save. If an alchemical device has a lingering area of effect that forces a saving throw, a protected creature loses its protection against its effects when it starts its turn completely outside the alchemical device's area. If it reenters the area, it must remake the saving throw, suffering the device's normal effects on a failure or success. Infusion Crystal At 9th level, your alchemical magic allows you to craft a unique device called an infusion crystal. An infusion crystal takes 4 hours to complete, and requires you to expend 2 crafting points to create it. Once the infusion crystal has been completed, you or another willing creature can expend one spell slot of 5th level or below to infuse the crystal with a spell you know or have prepared. The level of the infused spell must be equal to the level of the expended spell slot. Once the crystal has been infused, any creature that holds it can cast the infused spell once at its infused level without expending a spell slot, using their Intelligence score to determine the spell’s saving throw DC and attack modifier. After the spell is cast, the crystal breaks and is lost. If you create a new infusion crystal, the previous one breaks, and the spell infused into it (if any) is lost. Calculated Trajectory By 13th level, you develop unerring accuracy with your thrown alchemical devices. Once on each of your turns, when you make an attack roll with an alchemical device, you can gain a bonus to the attack roll equal to your Intelligence modifier (minimum of 1). You can use this feature before or after you make the attack roll, but before any effects of the roll are applied. Counterinfusion Starting at 17th level, you can use your infusion crystal to absorb magical energy. When a creature casts a spell that targets only you, you can use your reaction to present your infusion crystal, if you have it on your person. If you do so, the spell has no effect, and your infusion crystal absorbs the spell. The infusion crystal’s previously infused spell (if any) is overwritten with the spell that it has absorbed. You can then use the infusion crystal as normal to cast the absorbed spell. An infusion crystal that is used in this way is overloaded with magical energy. After 8 hours of not being used, the infusion crystal breaks and is lost. Once you use this feature, you can’t do so again until you finish a long rest. Alchemical Devices The devices are presented in alphabetical order. Acid Flask. As an action, you can throw this small vial of acid up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the acid flask as an improvised weapon. On a hit, the target takes 2d6 acid damage. The damage increases to 4d6 at 5th level, 6d6 at 9th level, and 9d6 at 17th level. Concussive Bomb. As an action, you can throw this small explosive device up to 30 feet, detonating it on impact. Make a ranged attack against a creature or object, treating the concussive bomb as an improvised weapon. On a hit, the creature takes 2d4 thunder damage, and must succeed on a Constitution saving throw or be stunned until the start of your

next turn. The damage increases to 4d4 at 5th level, 6d4 at 9th level, and 9d4 at 17th level. Fear Gas. As an action, you can throw this hunk of dark purple powder up to 60 feet. On impact, it releases a 20-foot radius sphere of invisible gas that spreads around corners. When a creature enters this sphere for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn. Creatures that hold their breath before entering the sphere are unaffected, as are creatures that don’t need to breathe. Fire Flask. As an action, you can throw this vessel of burning liquid up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the fire flask as an improvised weapon. On a hit, the target takes 1d6 fire damage, and takes an additional 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity saving throw, dousing the flames on a success. The damage increases to 2d6 at 5th level, 3d6 at 9th level, and 5d6 at 17th level. Flash Pellet. As an action, you can throw this small stone-like pellet up to 60 feet. On impact, it releases a burst of light and noise. Any creature within 10 feet of where the pellet landed must make a Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Fortifying Draught. As an action, you can drink this potion, or administer it to another creature. After drinking the potion, a creature gains a +2 bonus to AC for 1 minute. This bonus increases to +3 at 5th level, +4 at 9th level, and +6 at 17th level. Healing Draught. As an action, you can drink this potion, or administer it to another creature. After drinking the potion, a creature regains hit points equal to 1d6 + your Intelligence modifier + your artificer level. Ice Vial. As an action, you can throw this small vial of freezing liquid up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the ice vial as an improvised weapon. On a hit, the target takes 2d4 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The damage increases to 3d4 at 5th level, 4d4 at 9th level, and 6d4 at 17th level. Knockout Gas. As an action, you can throw this hunk of dark purple powder up to 60 feet. On impact, it releases a 10-foot radius sphere of invisible gas that spreads around corners. When a creature enters this sphere for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or fall unconscious until the start of your next turn or until it takes any damage. Creatures that hold their breath before entering the sphere are unaffected, as are creatures that don’t need to breathe. Land Mine. As an action, you can plant this weight-sensitive explosive in an unoccupied space within 5 feet of you. When a creature enters this space, the mine explodes, dealing 3d6 piercing damage. The damage increases to 6d6 at 5th level, 9d6 at 9th level, and 15d6 at 17th level. Lightning Spike. As an action, you can plant this electrified spike in an unoccupied space within 5 feet of you. The spike is active for 1 minute, during which time it deals 1d6 lightning damage to any hostile creature that passes within 5 feet of it. The damage increases to 2d6 at 5th level, 3d6 at 9th level, and 5d6 at 17th level. Poison Gas. As an action, you can throw this hunk of greenish powder up to 60 feet. On impact, it releases a 20-foot radius sphere of thin, green gas. The sphere spreads around corners, and its area is lightly obscured. When a creature enters this sphere for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. Creatures that hold their breath before entering the sphere are unaffected, as are creatures that don’t need to breathe. The damage increases to 4d6 at 5th level, 6d6 at 9th level, and 9d6 at 17th level. Shatterstone. As an action, you can throw this metallic shell-like device to a point you can see within 30 feet of you, shattering it on impact. Any creature within 10 feet of where the compound landed must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much damage on a successful one. The damage increases to 6d6 at 5th level, 9d6 at 9th level, and 15d6 at 17th level. Smoke Stick. As an action, you can throw this smoldering stick up to 60 feet. On impact, it releases a 10-foot-radius sphere of thick, black smoke. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The radius of the sphere increases to 15 feet at 5th level, 20 feet at 9th level, and 30 feet at 17th level. Swiftness Draught. As an action, you can drink this potion, or administer it to another creature. After drinking the potion, a creature’s speed increases by 10 feet for 1 minute. The speed bonus increases to 15 feet at 5th level, 20 feet at 9th level, and 30 feet at 17th level. Tanglefoot Tar. As an action, you can throw this bag of sticky tar up to 60 feet, bursting it on impact. Any creature within 10 feet of where the compound landed becomes restrained for 1 minute. A creature can escape from the tar by using its action to make a Strength saving throw, freeing itself from the tar on a success.

Gunsmith Gunsmiths specialize in the creation of Arcane Firearms--one-of-a-kind weapons powered by both science and magic. Masters of marksmanship as well as engineering, they can use their unique weaponry to great effect in combat. Bonus Proficiencies At 1st level, you gain proficiency in one of the following skills of your choice: Insight, Investigation, or Perception. You also gain proficiency with smith’s tools, if you are not already proficient with them. Your proficiency bonus is doubled for any ability check you make while using your smith’s tools. Arcane Firearm Also at 1st level, you have used your artificer skills to forge a deadly ranged weapon—a powerful firearm, fueled by a combination of magic and science. You start with one of the following weapons of your choice: Arcane Flintlock. The arcane flintlock is a one-handed martial ranged weapon with the light and loading properties that deals 1d8 damage on a hit. Its normal range is 40 feet, and its maximum range is 120 feet. It weighs 2 pounds and has a value of 120 gp.

The arcane flintlock is a one-handed martial ranged weapon with the light and loading properties that deals 1d8 damage on a hit. Its normal range is 40 feet, and its maximum range is 120 feet. It weighs 2 pounds and has a value of 120 gp. Arcane Rifle. The arcane rifle is a two-handed martial ranged weapon with the loading property that deals 1d10 damage on a hit. Its normal range is 80 feet, and its maximum range is 240 feet. It weighs 10 pounds and has a value of 300 gp.

The arcane rifle is a two-handed martial ranged weapon with the loading property that deals 1d10 damage on a hit. Its normal range is 80 feet, and its maximum range is 240 feet. It weighs 10 pounds and has a value of 300 gp. Arcane Cannon. The arcane cannon is a two-handed martial ranged weapon with the heavy and loading properties that deals 2d6 damage on a hit. Its normal range is 150 feet, and its maximum range is 450 feet. It weighs 22 pounds and has a value of 650 gp.

You are proficient with your Arcane Firearm while you wield it. Other creatures that attempt to wield your Arcane Firearm have disadvantage on all attack rolls they make with it. In addition, you can use your Arcane Firearm as a spellcasting focus for your artificer spells. You can craft additional Arcane Firearms of any type, following the normal crafting rules for your artificer level. Arcane Ammunition Also at 1st level, you know how to craft the special ammunition that your Arcane Firearm uses. Crafting Ammunition. You can craft arcane ammunition as part of a short or long rest. When you do so, choose which types of ammunition you wish to craft. The possible types are detailed under "Arcane Ammunition Options" below. You can produce multiple types of arcane ammunition during the same rest, producing them in sets of 10 bullets. Doing so requires you to use your smith’s tools. It takes 10 minutes of work to complete a set of 10 arcane bullets, and doing so costs 5 gp. You may also expend 1 crafting point to craft 10 arcane bullets, instead of expending any gp. You regain all crafting points you spent to craft arcane bullets at the end of your next long rest. If you expend crafting points during that rest to craft additional arcane bullets, they do not become available until you finish an additional long rest. Saving Throws. Some of your gunsmith features require your target to make a saving throw to resist the effects of your arcane bullets. The saving throw DC is calculated as follows: Arcane bullet save DC = 8 + your proficiency bonus + your Dexterity modifier

Enchanted Shot Starting at 5th level, you can empower your shots with magic to deal extra damage. When you make an attack roll with your Arcane Firearm, you can use a bonus action to enchant the arcane bullet you fire. The bullet becomes magical, and it deals one extra die of its damage if the attack hits. The extra damage increases to two additional dice at 9th level, three additional dice at 13th level, and four additional dice at 17th level.

Higher Firepower The gunsmith subclass is intended for campaign settings in which firearms are rare or nonexistent. As a result, its abilities are not compatible with firearms other than those listed under the description of the subclass's Arcane Firearm feature. A DM running a campaign in a setting where firearms are more prevalent can choose to amend or waive this limitation at their own discretion. Keep in mind, however, that a gunsmith with access to firearms stronger than those granted by their Arcane Firearm feature could potentially become stronger in combat than you might like.

Buckshot Blast Starting at 9th level, you can channel arcane power into your Arcane Firearm to break up a single piece of ammunition into a wave of deadly projectiles. As an action, you can make a special attack with your Arcane Firearm. When you do so, you don’t make an attack roll for the attack. Instead, you unleash a blast of tiny metal shards in a 15-foot cone. Each creature in that area takes your Arcane Firearm’s normal damage, of the same type as the Arcane Ammunition type you used to make the attack. This damage is considered magical for the purposes of ignoring resistance and immunity to nonmagical attacks and damage. In addition, the additional effect of the ammunition type you used is applied to all creatures affected. Once you use this feature, you must finish a short or long rest before you can do so again. Arcane Bolt Starting at 13th level, you can fire a penetrating bolt of magical energy from your Arcane Firearm. As an action, you can make a special attack with your Arcane Firearm. When you do so, you don’t make an attack roll for the attack. Instead, you unleash a bolt of energy that is the length of your Arcane Firearm’s normal range and is 5 feet wide. Each creature in that area takes your Arcane Firearm’s normal damage, plus one additional damage die. This damage is of the same type as the Arcane Ammunition type you used to make the attack, and is considered magical for the purposes of ignoring resistance and immunity to nonmagical attacks and damage. In addition, the additional effect of the ammunition type you used is applied to all creatures affected. Once you use this feature, you must finish a short or long rest before you can do so again. Explosive Shell Starting at 17th level, you can cause your Arcane Firearm shots to explode on impact. As an action, you can make a special attack with your Arcane Firearm. When you do so, you don’t make an attack roll for the attack. Instead, you fire the round to a point you can see within your Arcane Firearm’s normal range. The round detonates on impact in a 30-foot-radius sphere. Each creature in that area takes your Arcane Firearm’s normal damage, of the same type as the Arcane Ammunition type you used to make the attack. After taking this damage, a creature must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a successful one. Both of these damage types are considered magical for the purposes of ignoring resistance and immunity to nonmagical attacks and damage. In addition, the additional effect of the ammunition type you used is applied to all creatures affected. Once you use this feature, you must finish a short or long rest before you can do so again. Arcane Ammunition Options The types of arcane ammunition are presented in alphabetical order. Each type of arcane ammunition deals a different damage type, and has an additional effect that it may apply when you use that ammunition type to fuel one of your gunsmith abilities. Buster Rounds. These rounds can punch through enemy armor with ease, dealing piercing damage. In addition, when you use a Buster Round to fuel one of your gunsmith abilities, all affected creatures receive a -2 penalty to AC until the start of your next turn. The penalty increases to -4 at 13th level and -6 at 17th level. Hammerhead Rounds. These rounds impact with massive force, dealing bludgeoning damage. In addition, when you use a Hammerhead Round to fuel one of your gunsmith abilities, all affected creatures must succeed on a Strength saving throw or be knocked prone. Slicer Rounds. These rounds cut through enemy flesh, dealing slashing damage. In addition, when you use a Slicer Round to fuel one of your gunsmith abilities, the ability deals 1d8 extra slashing damage. This damage increases to 2d8 at 13th level and 3d8 at 17th level.

Wargrafter Wargrafters specialize in the creation of mechanical body parts, which they can magically graft to their own bodies or those of their fellow adventurers to fix lingering injuries or improve their combat prowess. Bonus Proficiencies At 1st level, you gain proficiency with heavy armor. You also gain proficiency with one type of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make using this type of artisan's tools. War Grafts Also at 1st level, you have permanently replaced a part of your body with a prosthetic replacement, articulated and animated by artificer's magic. These prosthetic parts are called war grafts. Choose your war graft from the following list. Artificer's Eye The Artificer's Eye is a prosthetic eye made from metal, glass, or the eye of a donor. It allows its bearer to see normally despite having only one natural eye, and is also enchanted with artificer's magic that provides numerous enhancements. A creature that has been grafted with an Artificer's Eye gains the following benefits: The creature's Intelligence or Wisdom score increases by 1, to a maximum of 20. You choose which score to increase.

The creature gains darkvision out to a range of 60 feet. If the creature already has darkvision, the range of its darkvision increases by 60 feet.

The creature has advantage on saving throws against being blinded. A creature can have as many Artificer's Eye grafts as it naturally has eyes. Battlefist The Battlefist is a prosthetic arm made from flesh, metal, or stone. It can be used to take any action or complete any task that an unaugmented humanoid hand and arm could accomplish, and also possesses increased strength that grants its bearer increased prowess in combat. A creature that has been grafted with a Battlefist gains the following benefits: The creature's Strength or Dexterity score increases by 1, to a maximum of 20. You choose which score to increase.

The creature has advantage on Strength (Athletics) checks made to grapple other creatures, as well as on Strength saving throws made to avoid being disarmed.

The creature gains proficiency with its unarmed strikes, which deal bludgeoning damage on a hit equal to 1d6 + the creature's Strength modifier. A creature can have as many Battlefist grafts as it naturally has arms. Strider's Boon The Strider's Boon is a prosthetic leg made from flesh, metal, or stone. It allows a humanoid that has lost a leg to regain the mobility it once possessed with two. It also possesses enchantments that grant its bearer increased movement ability. A creature that has been grafted with a Strider's Boon gains the following benefits: The creature's walking speed increases by 5 feet.

When the creature makes a running jump, the distance it can cover increases by a number of feet equal to its Constitution modifier (minimum of 1).

The creature can move more easily in difficult terrain. It expends 1 extra foot of movement for every 2 feet it moves in difficult terrain, instead of every 1 foot. A creature can have as many Strider's Boon grafts as it naturally has legs. You can craft additional war grafts of any of the types listed above, following the normal crafting rules for your artificer level. Crafting a Battlefist requires raw materials, such as metal, stone, or flesh, the material cost of which can be found in the War Grafts table below. You must use appropriate artisan's tools, such as mason's tools or smith's tools, to craft a war graft. Once you have completed a war graft, you can graft it onto a willing creature, either by replacing an appropriate missing body part, or by attaching the graft to the creature's natural eye or limb. Grafting a Battlefist onto a creature takes a number of consecutive hours of work specified in the War Grafts table below. The grafting procedure requires the use of the same artisan's tools you used to craft the war graft. The creature receives the benefits of the war graft once the grafting procedure is complete. War Grafts Name Procedure Duration Material Cost Artificer's Eye 2 hours 100 gp Battlefist 4 hours 250 gp Strider's Boon 4 hours 250 gp

Graft Empowerment Beginning at 5th level, your increased mastery of artificer's magic increases the power of your war grafts. You gain the following features, which apply retroactively to preexisting war grafts. Artificer's Sight. A creature that has been grafted with an Artificer's Eye has advantage on Intelligence (Investigation) checks that rely on sight out to a range of 1 foot, or advantage on Wisdom (Perception) checks that rely on sight at a rang greater than 1,000 feet. You choose which feature to grant. Fist of Fury. When a creature that has been grafted with a Battlefist takes the Attack action on its turn, it can make one unarmed strike as a bonus action. Strider's Speed. A creature that has been grafted with a Strider's Boon can take the Dash action as a bonus action on its turn. Armor Plating Beginning at 9th level, you can expend 150 gp of wood, stone, or metal and spend 2 hours working with appropriate artificer's tools to graft plates of armor onto a willing creature. A creature that has been grafted with Armor Plating gains a permanent +1 bonus to AC. A creature can have only one Armor Plating graft. Supporting Construction Beginning at 13th level, the structure of your war grafts reinforces the organic tissue to which they are attached. Your war grafts now grant bonuses to saving throws to the creatures to which they were grafted, in addition to their other features. The bonuses granted by each type of war graft are as follows: Armor Plating grants a +2 bonus to Constitution saving throws.

An Artificer's Eye grants a +1 bonus to Intelligence or Wisdom saving throws (your choice).

A Battlefist grants a +2 bonus to Strength or Dexterity saving throws (your choice)

A Strider's Boon grants a +3 bonus to Constitution saving throws. In addition, a creature with at least one war graft has advantage on death saving throws. This feature applies retroactively to preexisting war grafts. Additionally, if a creature has multiples of the same war graft, this feature can apply multiple times. Rushed Procedure Beginning at 17th level, you can quickly apply war grafts to yourself and other creatures in times of dire need. You can use your action on your turn to attach a war graft that you have prepared to a willing creature within 5 feet of you. The magic that allows this war graft to function is temporary; after a number of minutes equal to your Intelligence score, the war graft ceases to function. For every hour that the nonfunctioning war graft remains attached, the grafted creature suffers one level of exhaustion. Levels of exhaustion gained in this way cannot be removed while the nonfunctioning war graft remains attached by any means short of a wish spell. To remove the nonfunctioning war graft, you must spend 1 hour working with appropriate artisan's tools. You can also choose to spend the war graft's usual procedure duration restoring the war graft's functionality and making it permanent.

Artificer Spells Spells listed in bold italics are spells developed specifically for the artificer class, not found on the spell lists of other classes. If you are not an artificer, any feature that would allow you learn a spell from another class's spell list will allow you to learn these spells. 1st Level Alarm

Bolster

Comprehend Languages

Cure Wounds

Detect Magic

Expeditious Retreat

Feather Fall

Healing Word

Identify

Illusory Script

Jump

Longstrider

Mage Hammer

Repair Damage

Rust

Shield

Thunderwave

Unseen Servant

2nd Level Arcane Lock

Artificer's Shield

Cloud of Daggers

Drill

Enhance Ability

Enlarge/Reduce

Find Traps

Heat Metal

Knock

Lesser Restoration

Locate Object

Magic Mouth

Magic Weapon

Obfuscate

Shatter

3rd Level Counterspell

Deflector Ward

Dispel Magic

Elemental Weapon

Glyph of Warding

Lens of Focus

Leomund's Tiny Hut

Meld into Stone

Protection from Energy

Remove Curse

Sending

Slicing Plane

Tongues

Water Breathing

Water Walk

4th Level Erosion

Fabricate

Infuse Magic

Locate Creature

Mordenkainen's Faithful Hound

Mordenkainen's Private Sanctum

Otiluke's Resilient Sphere

Stone Shape

Stoneskin

5th Level Circle of Power

Creation

Deconstruct

Greater Restoration

Legend Lore

Artificer Spell Descriptions The spells are presented in alphabetical order. Artificer's Shield 2nd-level abjuration Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute You create a shield of magical force that hovers in front of one creature you can see within range. The shield grants that creature a bonus to AC equal to your spellcasting ability modifier (minimum of 1). Until the spell ends, you can use a bonus action on each of your turns to transfer the shield up to 30 feet to protect another creature you can see. Bolster 1st-level abjuration Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 10 minutes You strengthen the defenses of a creature or object you can see within range for the duration. Choose either a creature or an object that is neither worn nor carried. It receives a +1 bonus to its AC until the spell ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the bonus applied to the target's AC increases by 1 for each slot level above 1st. Deconstruct 5th-level transmutation Casting Time: 10 minutes

Range: 120 feet

Components: V, S

Duration: Instantaneous

You convert one nonmagical object you can see within range back into its base components. For example, you can deconstruct a statue into a block of stone, a barrel into wood and metal, or a pile of coins into a chunk of solid gold. The object that you deconstruct must be Large or smaller (contained within a 10-foot cube, or eight connected 5-foot cubes). If you attempt to deconstruct a Huge or larger object, this spell deconstructs a 10-foot-cube portion of it. Living things cannot be created with this spell; you can't, for example, turn a wooden bridge into a tree. Deflector Ward 3rd-level abjuration Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous You touch a willing creature, bestowing it with an invisible ward of protective magic. The ward has hit points equal to your spellcasting ability score. Whenever a creature protected by the ward would take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the protected creature takes any remaining damage. In addition, any creature that deals damage to the ward takes force damage equal to half the damage taken by the ward, rounded up. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the ward's hit point maximum is increased by an amount equal to your Intelligence modifier for each slot level above 3rd. Drill 2nd-level evocation Casting Time: 1 action

Range: Self (60-foot line)

Components: V, S, M (a small piece of wood or stone with a hole in the center)

Duration: Instantaneous

A line of arcane force, 60 feet long and 5 feet wide, fires out from you in the direction you can choose. Each creature in that line takes 3d8 force damage. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Erosion 4th-level transmutation Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You cause one manufactured object that you can see within range to magically wear away, applying hundreds of years of weathering to it in an instant. A Large or smaller nonmagical object targeted by this spell is instantly destroyed. If the target is a Huge or larger nonmagical object, this spell destroys a 10-foot cube portion of it. If the target is a construct, it must make a Dexterity saving throw, taking 8d10 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the damage increases by 1d10 for each slot level above 4th, and the area of an object disintegrated increases by 5 feet for each slot level above 4th. Infuse Magic 4th-level enchantment (ritual) Casting Time: 1 minute

Range: Touch

Components: V, S

Duration: 8 hours

Choose a spell of 3rd level or lower that you can cast and that has a casting time of 1 action. By casting this spell, you infuse the chosen spell into one nonmagical item, which you must touch throughout the casting of the spell. You do not expend a spell slot for the infused spell, only for this one. Any creature holding the item while it is infused with the spell can use an action to cast the spell, using your spellcasting ability. The creature that activates the item chooses the spell's target or targets. If the spell's range is self, it targets the creature that activates the item. After the infused spell is used once, the infused item loses its magic, and the infused spell cannot be used again. Lens of Focus 3rd-level divination Casting Time: 1 bonus action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You provide clear vision of one creature or object you can see within range. The next weapon attack or spell attack made against the target of this spell automatically hits. Mage Hammer 1st-level evocation Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small flattened piece of metal)

Duration: Instantaneous

You strike a creature with an impact of magical force. The creature must succeed on a Constitution saving throw or take force damage equal to 2d6 + your spellcasting ability modifier. If the creature is a construct, it takes maximum damage from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d6 for each slot level above 1st. Obfuscate 2nd-level illusion (ritual) Casting Time: 1 minute

Range: Touch

Components: V, S, M (a quill and a splash of black ink)

Duration: 7 days



You choose one creature or object that you must touch throughout the casting of the spell. The target becomes shrouded in obscuring magic for the duration. The magic causes the target to become impossible to comprehend by any creature that comes into contact with it. If the target is a creature, other creatures are unable to discern its race, gender, occupation, identity, and all other identifying factors. If the target is an object, its purpose becomes incomprehensible to other creatures, even if they are familiar with other examples of such objects. In addition, creatures automatically fail Intelligence and Wisdom ability checks made to discern or recall information about the target. This spell doesn't erase information from the memories of creatures who observe the target. For example, if you cast this spell on a sword, a creature that observes the sword will not forget what swords are upon observing it. When you cast this spell, you are exempt from its effects. Repair Damage 1st-level evocation Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous An object or construct you touch regains a number of hit points equal to 1d12 + your spellcasting ability modifier. This spell has no effect on living creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the repair increases by 1d12 for each slot level above 1st. Rust 1st-level transmutation Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a pinch of sea salt)

Duration: Instantaneous Choose a nonmagical manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the metal of that object to rust and corrode. If the object is a weapon, a suit of armor, or a shield, this corrosion applies a cumulative -1 penalty to its damage rolls or to the AC it offers. When a weapon's penalty reaches -5, a suit of armor's AC drops to 0, or a shield is reduced to a +0 bonus, the item in question is destroyed. If the object is being worn or carried, the creature carrying it can make a Dexterity saving throw. On a success, the spell has no effect. At Higher Levels. When you cast this spell using a 2nd or 3rd-level spell slot, the penalty applied to the target increases to -2. When you use a 4th or 5th-level spell slot, the penalty increases to -3. When you use a 6th or 7th-level spell slot, the penalty increases to -4. Wen you use an 8th or 9th-level spell slot, the penalty increases to -5. Slicing Plane 3rd-level evocation Casting Time: 1 action

Range: 120 feet Components: V, S, M (a small piece of sharpened metal)

Duration: Concentration, up to 10 minutes You create a horizontal plane of magical force within range that lasts for the duration. The plane is up to 60 feet long, ending when it comes into contact with a solid surface. It is less than 1 inch thick and is magically suspended above the ground at a height you choose when casting the spell. When the plane appears, each creature within its area is pushed to one side of the plane (your choice for each creature). In addition, each creature must make a Dexterity saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one. Any creature that touches the plane after it first appears must make the same saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.