The Artificer v1.0.0 A gnome sits hunched over a workbench, carefully using needle and thread to weave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding. A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee. An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape. Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items. Cunning Inventors Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are tinkers, students of invention and warfare who craft deadly arms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Another variant is the golemwright, creators of mechanical creatures capable of thought and action. Alchemy, tinkering, and golemwright are the three most common areas of study for artificers, but others do exist. All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation. Intense Rivalries The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals. Creating an Artificer When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to. Quick Build You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the guild artisan background and the Tinker Mastercraft. Class Features As an artificer, you gain the following class features: Hit Points Hit Dice: 1d8 per level

1d8 per 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 level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple weapons, crossbows, nets

Simple weapons, crossbows, nets Tools: One set of Artisan's Tools, two other tools of your choice. Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a handaxe and a light hammer or (b) any

two simple weapons

two simple weapons (a) a light crossbow and 20 bolts

(a) scale mail or (b) studded leather armor

(a) one set of tools and a dungeoneer's pack

The Artificer Level Proficiency Bonus Features Inventions Spells Known 1st 2nd 3rd 4th 5th 1st +2 Mastercraft, Magic Item Analysis — — — — — — — 2nd +2 Inventions, Spellcasting 2 3 2 — — — — 3rd +2 Tools Expertise, Infuse Magic 2 3 3 — — — — 4th +2 Ability Score Improvement 2 4 3 — — — — 5th +3 Superior Attunement, Mastercraft Progress 3 4 4 2 — — — 6th +3 Crafting Mastery 3 4 4 2 — — — 7th +3 Magical Item Proficiency 4 5 4 3 — — — 8th +3 Ability Score Improvement 4 6 4 3 — — — 9th +4 — 5 6 4 3 2 — — 10th +4 Mastercraft Progress 5 7 4 3 2 — — 11th +4 Magical Item Recharge 5 8 4 3 3 — — 12th +4 Ability Score Improvement 6 8 4 3 3 — — 13th +5 — 6 9 4 3 3 1 — 14th +5 Superior Attunement 6 10 4 3 3 1 — 15th +5 — 7 10 4 3 3 2 — 16th +5 Ability Score Improvement 7 11 4 3 3 2 — 17th +6 — 7 11 4 3 3 3 1 18th +6 Ability Score Improvement 8 11 4 3 3 3 1 19th +6 — 8 12 4 3 3 3 2 20th +6 Soul of Artiface, Mastercraft Completion 8 13 4 3 3 3 2 Mastercraft At 1st level, you choose the type of mastercraft you study: Tinker, Alchemist or Golemwright, which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 5th, 10th, and 20th levels. Magic Item Analysis Starting at 1st level, your understanding of magic items allows you to analyze and dissect their secrets. You know the spells identify and detect magic and can cast them as rituals. You don't need a material component to use Identify with this class feature. Inventions By observing magic as a force with principles and not a mystic entity, you've developed inventions in your mastercraft works. At 2nd level, you know two inventions of your choice. Your inventions options are detailed at the end of the class description. When you gain certain artificer levels, you gain additional inventions of your choice, as shown in the Inventions column of the Artificer table. Additionally, when you gain a level in this class, you can choose one of the inventions you know and replace it with another invention that you could learn at that level. Spellcasting As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. 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 slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.

Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table. Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. 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 Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your artificer spells. Ritual Casting You can cast an artificer spell as a ritual if that spell has the ritual tag and you know the spell. You don’t need to have the spell prepared to use this feature. At 3rd level, choose two tools proficiencies. You gain proficiency with those tools. If you are already proficient, your procifiency bonus is doubled for any ability check you make that uses the chosen proficiency. Infuse Magic Starting at 3rd level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item with a charge of 1 for later use if the item doesn’t already contain a spell from this feature. Any creature with an Intelligence score of at least 6 holding the item thereafter can use an action to spend a charge to activate the spell. 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 the 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. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th,and 18th 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. Superior Attunement At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 14th level, this limit increases to five magic items. Crafting Mastery Starting at 6th level, you halve the time and resources needed to craft items using tools for which you have proficiency (see the Standard Magic Item Crafting Tim and Cost table for the time and resources it would take without this ability). Additonally, if you spend time with a magical item, you can deduce a formula to make it. It takes you a week of downtime per item rarity category to discover a formula to create the item. Standard Magic Item Crafting Time and Cost Item Rarity Workweeks* Cost* Recipe Research Common 1 50 gp 1 Uncommon 2 200 gp 2 Rare 10 2,000 gp 3 Very Rare 25 20,000 gp 4 Legendary 50 100,000 gp 8 *Halved for a consumable item like a potion or scroll Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for a standard character doing so are summarized on the Potion of Healing Creation table. Potion of Healing Creation Type Time Cost Healing 1 day 25 gp Greater healing 1 workweek 100 gp Superior healing 3 workweeks 1,000 gp Supreme healing 4 workweeks 10,000 gp Crafting Magic Items An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water.

The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to. Magic Item Ingredients Item Rarity CR Range Common 1-3 Uncommon 4-8 Rare 9-12 Very Rare 13-18 Legendary 19+ Magical Item Proficiency At 7th level your skill and study allows you to ignore class requirements for the use of magical items. Magical Item Recharge By 11th level, once per long rest you may apply your understanding of magical items to re-energize an item. If an item is capable, you may activate its ability to regain charges one additional time. Soul of Artifice At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. Mastercraft Artificers choose a craft that they pursue throughout their careers. The craft you choose reflects the focus and efforts of your training and study. Tinkers Tinkers love exploring magical items as puzzles to be solved. They constantly try to enhance and improve objects around them, optimizing and experimenting to create unique devices by taking something existing and expanding upon it. Shield Proficiency At level 1, Tinkers gain proficiency with shields. Quick Repairs You learn the mending cantrip at level 1. Tinker's Craft At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you finish work on a weapon or suit of armor. Until the end of your next long rest or until you die, the object becomes a magic item if it wasn't already, granting an additional +1 bonus to AC if it's armor or an additional +1 bonus to attack and damage rolls if it's a weapon. You may not increase the bonus of an item beyond +3 with this feature, and any item with a bonus of +2 or higher requires attunement. Once you use this feature, you can't use it again until after you finish a long rest. Overclock Equipment At 5th level, you know how to expend your own power to push an item to its limits. You may spend spell slots when making an attack with a magical weapon or as a reaction when attacked while wearing magical armor. You are limited by the max spell level you are able to cast, as described in the "Spellcasting" section above. When making an attack with a magical weapon, you gain a bonus to hit equal to twice the spell level spent. When using your reaction while wearing magical armor, you may decrease the damage taken by five times the spell level spent until the start of your next turn. Expanded Craft At 10th level, you gain two uses of Tinker's Craft per long rest. You may apply the bonuses cumulatively to the same item. Any item with a bonus of +2 or higher requires attunement. Perfect Craft At 20th level, you gain three uses of Tinker's Craft per long rest. You may apply the bonuses cumulatively to the same item. Any item with a bonus of +2 or higher requires attunement. Alchemist Alchemists explore the basic structure and composition of magical items. They produce many consumable items with powerful effects. An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down. Alchemist's Satchel At 1st level, you possess an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents function similarly to a wizard's component pouch, with the assumption that you gather reagents and ingredients in your downtime. If you lose this satchel, you can create a new one over the course of a long rest by expending 25 gp worth of leather, glass, and other raw materials.

Basic Formula Your satchel starts being able to reliably produce two potions. Alchemical Fire. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6). Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. Make a spell attack to deal 1d6 acid damage. An object automatically that takes that damage has the damage maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6). Enhance Consumables At 1st level, you may spend a minute using your alchemist's satchel to enhance a consumable item. Choose among the following: If the consumable would cause a die roll, add 1d4 to the roll. This bonus increases by 1d4 at 5th, 11th, and 17th level.

If the consumable requires a DC, increase the DC by 1.

If the consumable has a duration, double the duration. You may also enhance a mundane vial of liquid to turn it into a potion that grants 1d4 temporary hit points. This increases by 1d4 at 5th, 11th, and 17th level. This potion may not be enhanced further. You may use this feature a number of times equal to your Intelligence modifier per short rest. Infuse Potion Starting at 5th level, you can produce magic potions. You spend 10 minutes focusing your magic with your Alchemist's Stachel on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell 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. The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions. Infuse Potions Spell Slot Potion Rarity Created 1st Common 2nd Uncommon 3rd Rare 4th Very Rare 5th Legendary Empowered Alchemy Starting at 10th level, when you deal damage or restore health with a consumable, you can add your Intelligence modifer to the damage dealt or health restored. Unbound Principles By 20th level, your command of alchemy is fearsome. Once per long rest, when you use Infuse Potions to create a Legendary potion, you may instead make a potion of any spell with a target of Self. Golemwright Golemwrights combine magic and artifice to create new life. No two golemwrights agree on the perfect form or function of their golem, giving rise to a large variety of creations. Mechanical Servant Exhibition of mastery of your craft produces a mechanical servant born from a fusion of magic and engineering. This servant obeys your commands and functions to assist you in all that you do. It can take whatever appearance you want, as long as it aligns with its statistics. The servant acts on your initiative. It follows your orders to the best of its ability. As a magical construct, the servant responds to magical healing as any other creature. If the servant is destroyed, you may repair it over the course of a long rest if you have access to its body. If it is lost, you may reconstruct it over a long rest and 25gp worth of materials. Assume Direct Control You may use the Help action on your mechanical servant if it is within 60ft of you. Arcane Core All golemwrights start with an arcane core, the matrix that will power their golem and holds its mental cortex. You construct your core at first level. Its statistics are described in the "Arcane Core" template. Mechanical Servant Improvement At levels 5, 10, and 20, you get a bonus invention that has a prerequisate of the golemwright subclass.

Arcane Core Tiny construct, unaligned Armor Class 13 (natural)

13 (natural) Hit Points 8, +5 (1d8) per artificer level after 1st level

8, +5 (1d8) per artificer level after 1st level Speed fly 30ft (hover) STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 10 (0) 8 (-1) 8 (-1) 8 (-1) Damage Immunities poison

poison Condition Immunities charm, poison

charm, poison Senses passive Perception 9, darkvision 60 ft

passive Perception 9, darkvision 60 ft Languages Those of its creator Residuum Shell. The arcane core has resistance against non-magical damage. Actions Mage Hand. : Your arcane core can project a force similar to the mage hand cantrip, but limited to within 5ft of the core. Arcane Charge. Ranged spell attack: +3 + your proficiency bonus to hit, range 30ft, one target. Hit: 6 (2d4) force damage. Arcane Charge increases by 2d4 at 5th level, 11th level, and 17th level. Inventions If an invention has Prerequisites, you must meet them to learn it. You can discover the invention at the same time that you meet its Prerequisites. A level prerequisite refers to your level in this class. Your inventions must be maintained, which you may do naturally as part of a short or long rest. If you do not tend to your inventions for more than a week, they break and become unusable until you spend a short rest repairing them. Alchemical Formula Prerequisite: Alchemist subclass. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. This invention may be chosen multiple times. A new formula must be chosen each time. Gas Cloud. As an action, you can reach into your Alchemist’s Satchel and pull out a glass bead containing dark miasma. As an action, you may smash it on the ground within 30 ft of you to unleash a poisonous cloud of 10ft radius. Any creature that starts its turn or passes through the cloud must make a Constitution saving throw or be poisoned until the start of their next turn. The gas disperses at the start of your next turn.

As an action, you can reach into your Alchemist’s Satchel and pull out a glass bead containing dark miasma. As an action, you may smash it on the ground within 30 ft of you to unleash a poisonous cloud of 10ft radius. Any creature that starts its turn or passes through the cloud must make a Constitution saving throw or be poisoned until the start of their next turn. The gas disperses at the start of your next turn. Healing Draught. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). Knock-out Powder. As an action, you can reach into your Alchemist’s Satchel and pull out a handful of fine dust and hurl it at a creature within 5 feet of you (the dust loses potency if you don’t hurl it by the end of the current turn). The creature must make a Constitution saving throw or be knocked unconscious. They may repeat this saving throw at the end of each of their turns and with advantage whenever they take damage.

As an action, you can reach into your Alchemist’s Satchel and pull out a handful of fine dust and hurl it at a creature within 5 feet of you (the dust loses potency if you don’t hurl it by the end of the current turn). The creature must make a Constitution saving throw or be knocked unconscious. They may repeat this saving throw at the end of each of their turns and with advantage whenever they take damage. Smoke Stick. As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.

As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. Swift Step Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull outa vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.

As a bonus action, you can reach into your Alchemist’s Satchel and pull outa vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. Tanglefoot Bag. As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.

As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. Thunderstone. As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

Truth Serum. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of tasteless, odorless clear liquid. Any creature that ingests it must make a Wisdom saving throw or be forced to only speak the truth for an hour. They are not compelled to speak, but they cannot tell a lie. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.

As an action, you can reach into your Alchemist’s Satchel and pull out a vial of tasteless, odorless clear liquid. Any creature that ingests it must make a Wisdom saving throw or be forced to only speak the truth for an hour. They are not compelled to speak, but they cannot tell a lie. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. Wax of Forgetfulness. As an action, you can reach into your Alchemist’s Satchel and pull out a wad of yellowed wax. Any creature that has the wax applied to its eyes must make a Wisdom saving throw or lose all memory of the previous and next minute. A creature may only be affected in this way once per day. If not used, the wax disappeasr after 1 hour. While the wax exists, you can’t use this formula. You must succeed in a melee spell attack to apply this against an unwilling and aware creature. Arcane Core Improvement Prerequisite: Golemwright subclass This invention may be chosen multiple times. Except where noted, an improvement may only be chosen once. Cortex Enhancement Your core gains proficiency in three skills or tools of your choice.

Your core gains proficiency in three skills or tools of your choice. Data Library Your arcane core's base Intelligence increases by 4 and gains proficiency in a Intelligence-based skill of your choice. This invention may be chosen up to three times.

Your arcane core's base Intelligence increases by 4 and gains proficiency in a Intelligence-based skill of your choice. This invention may be chosen up to three times. Intuition Module Your arcane core's base Wisdom increases by 4 and gains proficiency in a Wisdom-based skill of your choice. This invention may be chosen up to three times. Empathy Executable Your arcane core's base Charisma increases by 4 and gains proficiency in a Charisma-based skill of your choice. This invention may be chosen up to three times.

Your arcane core's base Charisma increases by 4 and gains proficiency in a Charisma-based skill of your choice. This invention may be chosen up to three times. Rapid Reflexes Add your proficiency bonus to your mechanical servant's Dexterity saving throws

Add your proficiency bonus to your mechanical servant's Dexterity saving throws Thought Shield Add your proficiency bonus to your mechanical servant's Intelligence saving throws.

Add your proficiency bonus to your mechanical servant's Intelligence saving throws. Iron Will Add your proficiency bonus to your mechanical servant's Wisdom saving throws.

Add your proficiency bonus to your mechanical servant's Wisdom saving throws. Spatial-binding Add your proficiency bonus to your mechanical servant's Charisma saving throws.

Add your proficiency bonus to your mechanical servant's Charisma saving throws. Core Swarm (Prerequisite: Level 5) You gain another Arcane Core that functions as a duplicate of your first core. It becomes incapacitated and has a movement speed of 0 if it is more than 30 feet from another Arcane Core. Each core may take a move action as normal, but if you spend your action to control the swarm, all cores in the swarm must take the same action. You may choose this improvement again at level 10, 15, and 20. May not be used in combination with the Core Powered Golem invention. Absorption Protocol (Prerequisite: Level 3) If an arcane core is within 5ft of you or an ally that would take damage, you may use your reaction and expend a spell slot to have the core use its reaction to give that person the benefits of an absorb elements spell. Shielding Protocol (Prerequisite: Level 3) If an arcane core is within 5ft of you or an ally that would be hit by an attack, you may use your reaction and expend a spell slot to have the core use its reaction to give that person the benefits of a shield spell. Mental Uplink As an action, you may see through your Arcane Core's senses. During this time, you are incapacitated but may take an action to resume normal operation. Cantrip Trinket When you choose this invention, choose a cantrip from any class. You create a trinket that is capable of casting that cantrip as an action. If you have the golemwright mastercraft, this trinket may be implanted into your mechanical servant to be usable by it as an action. This invention may be taken multiple times, each time choosing a new cantrip. Core-Powered Golem Prerequisite: Golemwright subclass, level 3 You've built a structure to house your core. As an action, you may command the arcane core to exit or enter the golem; if it does, the core becomes incapacitated. While the core is outside the golem, the golem's body is unpowered and lifeless. The Intelligence, Wisdom, and Charisma ability scores as well as the proficiencies of your golem are replaced by those of your arcane core. It can look however you like, as long as its form is appropriate for its statistics.

Core-Powered Golem (Base) medium construct, unaligned Armor Class 13 (natural) + Dex modifier

13 (natural) + Dex modifier Hit Points 5 (1d8) + Con modifier per artificer level

5 (1d8) + Con modifier per artificer level Speed 30ft STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) — — — Condition Immunities charm, poison, exhausted

charm, poison, exhausted Damage Immunities poison

poison Senses passive Perception 9, darkvision 60 ft

passive Perception 9, darkvision 60 ft Languages Those of its creator Escape Pod. When reduced to 0 hit points, the golem's arcane core is ejected unharmed. Actions Attack Protocol. Melee slam attack: Strength mod + creator's proficiency bonus to hit, reach 5ft., one target. Hit: 1d8 + Strength mod bludgeoning Reactions Defense Protocol. : If you are the target of a melee attack and the golem is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. Craft Wand Prerequisite: Level 5 Through application of arcane principle and skill, you've learned how to craft a wand that acts as the computation engine for complex magic. Upon creating this invention, choose a spell of an level you can cast from any class. Using the wand, you may expend spell slots to cast the spell as an artificer spell. The wand requires attunement and can only be attuned by its creator. This invention may be taken multiple times, each time choosing a new spell and creating a new wand. Elemental Infusion When you choose this invention, choose a weapon and an damage type from fire, cold, thunder, lightning, poison or acid. As a bonus action, its wielder may activate all the elemental infusions on a weapon. The next time that weapon does damage this turn, it does an extra 1d6 of the damage type for each infusion it has. This invention may be chosen multiple times. A weapon may benefit from multiple infusions, even of the same type. Note: golemwrights may apply elemental infusions to their mechanical servant's attacks. Golem Chassis Prerequisite: Core-Powered Golem, golemwright subclass. This invention may be chosen multiple times. Except where noted, a chassis may only be chosen once. Aerial Boosters (Prerequisite: Level 10) Your golem has a flying speed equal to its walking speed. It can fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If it is flying when the duration expires, it descends at a rate of 30 feet per round until it lands. The golem regains 2 hours of flying capability for every 12 hours they aren't in use. Amphibious Design Golem gains a swim speed equal to its walking speed.

Golem gains a swim speed equal to its walking speed. Aerodynamic Boost Golem increases its movement speed by 20ft.

Golem increases its movement speed by 20ft. Expanded Chassis Golem becomes Large, increases Attack Protocol to 2d6 base damage, and gets +1 HP/artificer level.

Golem becomes Large, increases Attack Protocol to 2d6 base damage, and gets +1 HP/artificer level. Steel-weave Muscles Your golems's base Strength increases by 4 and gains proficiency in a Strength-based skill of your choice. This invention may be chosen up to two times.

Your golems's base Strength increases by 4 and gains proficiency in a Strength-based skill of your choice. This invention may be chosen up to two times. Coordination Complex Your golems's base Dexterity increases by 4 and gains proficiency in a Dexterity-based skill of your choice. This invention may be chosen up to two times.

Your golems's base Dexterity increases by 4 and gains proficiency in a Dexterity-based skill of your choice. This invention may be chosen up to two times. Enhanced Engine Your arcane core's base Constitution increases by 4 and gains advantage on Constitution checks. This invention may be chosen up to two times.

Your arcane core's base Constitution increases by 4 and gains advantage on Constitution checks. This invention may be chosen up to two times. Defense Matrix Golem provides 3/4 cover to allies within 5 ft and the AC of the golem increases by 2.

Golem provides 3/4 cover to allies within 5 ft and the AC of the golem increases by 2. Reinforced Frame Add your proficiency bonus to your mechanical servant's Strength saving throws

Add your proficiency bonus to your mechanical servant's Strength saving throws Structural Integrity Add your proficiency bonus to your mechanical servant's Constitution saving throws

Add your proficiency bonus to your mechanical servant's Constitution saving throws High Density Plating Golem base AC increased to 18, has disadvantage on Stealth checks, and ignores its Dexterity modifier with regards to its AC.

Golem base AC increased to 18, has disadvantage on Stealth checks, and ignores its Dexterity modifier with regards to its AC. Powered Exoskeleton (Prerequisite: Level 10) You may wear your golem as a suit of armor and enter or exit golem as an action. While in the golem, your movement speed is 0, your Strength and Dexterity ability scores are repalced with those of the golem and you are treated as having full cover against attacks. If the golem would be reduced to 0 hit points, you are forcibly ejected from the golem. Riding Harness Your golem serves you as a mount, both in Combat and out, and you have an telepathic bond with it that allows you to fight as a seamless unit. While mounted on your golem, you can make any spell you cast that targets only you also target your golem.

Targeted Enhancements Prerequisite: Tinker subclass. Tinkers develop basic enhancements to their items over the course of their careers. You may choose an enhancement from below to apply to an item. You may pick an enhancement multiple times: Advanced Combinetics: You graft two items into a seamless whole. Choose an armor and a weapon, a weapon and a shield, or two weapons. You may treat the two as a single item; when one is equipped, the other is also considered equipped at no penalty. You may not be disarmed or drop a weapon combined in this way with an shield or armor.

You graft two items into a seamless whole. Choose an armor and a weapon, a weapon and a shield, or two weapons. You may treat the two as a single item; when one is equipped, the other is also considered equipped at no penalty. You may not be disarmed or drop a weapon combined in this way with an shield or armor. Harmonic Dampening: Remove the Stealth Disadvantage property from an armor.

Remove the Stealth Disadvantage property from an armor. Tactical Thrusters: Add the Finesse property to a melee weapon.

Add the Finesse property to a melee weapon. External Stabilizers: Remove the Heavy property from a weapon, add the Light property to a weapon without the Heavy property, or remove the Strength requirement from an armor.

Remove the Heavy property from a weapon, add the Light property to a weapon without the Heavy property, or remove the Strength requirement from an armor. Auto-Feeder: Remove the Loading property from a Ranged weapon.

Remove the Loading property from a Ranged weapon. Precision Scope: Attacking at long range doesn't impose disadvantage on this weapon's ranged weapon attack rolls.

Attacking at long range doesn't impose disadvantage on this weapon's ranged weapon attack rolls. Powered Extender : You may apply the Reach property to a melee weapon.

: You may apply the Reach property to a melee weapon. In-band Accelerants: (Prerequisite: level 5) You gain the Extra Attack feature with this weapon. This does not stack with the Extra Attack feature from another class. You gain proficiency with an item you have enhanced. The enhancement you choose may be transferred to a new item over the course of a short rest. Thunder Cannon Prerequisite: Tinker subclass. You forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. You are proficient with the Thunder Cannon. When you build it, choose a form from below. You can choose this invention multiple times, each time producing a new Thunder Cannon. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 200 gp worth of metal and other raw materials. Over a short rest you are able to make 40 pieces of ammunition for your Thunder Cannon. Shoulder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage and has the Loading property. Its normal range is 150 feet, and its maximum range is 500 feet.

Hand Cannon. The firearm is a one-handed ranged weapon that deals 2d4 piercing damage and has the Loading and Light properties. Its normal range is 100 feet, and its maximum range is 300 feet. Use Scroll By studying the structure and framework of the magics inlaid into a magical scroll, you no longer consume scrolls when you use them to successfully cast a spell. If you do this, you must spend a spell slot of a level capable of casting the spell.