See updated version (4.1) here. Artificer A gnome creeps along the outside of the town gate, as a small glowing purple crystal projects the image of a charging owlbear. The city guard runs forward to meet the illusory owlbear, and the gnome sneaks into town undetected. 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 thick, black glue as she makes her escape. Makers of magic-infused objects, artificers are defined 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 physicists, who master light, sound, space and magic to change the world around them. Other artificers are engineers, students of invention and warfare who craft deadly firearms and mechanical beings that they can augment with magic. Alchemists use their knowledge of magic and various exotic ingredients to create potions and draughts to aid them on their adventures. Alchemy, physics and engineering 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 care 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.

The Artificer Level Proficiency

Bonus Invention

Points Features Cantrip Inventions Maximum

Invention Level 1st +2 3 Wondrous Invention, Aether Spanner 3 1 2nd +2 7 Artifice Vocation 3 1 3rd +2 12 Spontaneous Innovation 3 2 4th +2 14 Ability Score Improvement 4 2 5th +3 16 Spontaneous Innovation improvement 4 3 6th +3 18 Artifice Vocation feature 4 3 7th +3 21 Prodigious Craftwork 4 4 8th +3 24 Ability Score Improvement 4 4 9th +4 27 Spontaneous Innovation improvement 4 5 10th +4 30 Artifice Vocation feature 5 5 11th +4 35 — 5 6 12th +4 40 Ability Score Improvement 5 6 13th +5 45 Spontaneous Innovation improvement 5 7 14th +5 50 Artifice Vocation feature 5 7 15th +5 55 Prodigious Craftwork improvement 5 8 16th +5 60 Ability Score Improvement 5 8 17th +6 65 Spontaneous Innovation improvement 5 8 18th +6 70 — 5 9 19th +6 75 Ability Score Improvement 5 9 20th +6 80 Pinnacle of Artifice 5 11 Class Features As an artificer, you gain the following class features Hit Points Hit Dice: 1d8 per artificer level

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

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

Light armor, medium armor Weapons: Simple weapons, hand crossbow

Simple weapons, hand crossbow Tools: Three tools of your choice Saving Throws: Constitution, Intelligence

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

a light crossbow and 20 bolts

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

one set of any artisan's tools or thieve's tools, and a dungeoneer's pack Wondrous Invention You have learned to bind arcane power into devices called Wondrous Inventions, which are used to cast spells. Each wondrous invention has an invention level and a specific spell. When expended, it casts that spell as if using a spell slot equal to its invention level. Wondrous inventions also come in two types; advanced and prototype. An advanced wondrous invention can be expended once between each short or long rest, while a prototype wondrous invention can be expended only once per long rest. For example, a 3rd-level advanced wondrous invention of burning hands can cast burning hands as if using a 3rd-level spell slot once between each short or long rest. You also create cantrip inventions which cast cantrips and can be used an unlimited number of times. What is a Wondrous Invention? A wondrous invention is anything that could produce the effect of a spell - be creative! A few examples are: a tube filled with lightning that releases a thunderwave when opened.

a lens which can see invisibility.

a salve which when applied allows you to disguise self.

Creating a Wondrous Invention Creating a wondrous invention requires allocating your Invention Points, which represent your creativity and dedication to your craft. Invention Points You have 3 Invention Points and you gain more as you reach higher levels, as shown in the Invention Points column of the Artificer table. Wondrous inventions are built by allocating Invention Points. The number of Invention Points required to create a wondrous invention depends on the type and level of the invention, described in the Wondrous Invention Cost table. Your Invention Point total is the only limit on the number of inventions you may create. Allocating Invention Points. When you level up, you may instantly allocate any unallocated Invention Points to build new wondrous inventions or access class features. To allocate Invention Points at any other time, you spend 2 hours and 10 gp per Invention Point allocated. Reclaiming Invention Points. When you level up, you can also dismantle up to one wondrous invention to reclaim the points allocated to it. At any other time, you can also spend a half hour per Invention Point reclaimed. Special Case. You can raise the invention level of a wondrous invention by allocating the difference in Invention Points between invention levels. Wondrous Invention Cost Invention Level Invention Points Advanced Invention Points Prototype 1 3 2 2 5 3 3 7 4 4 9 5 5 11 7 6 13 8 7 16 10 8 18 12 9 20 13 Spell Invention of 1st Level and Higher At 1st level, you can create 1st-level wondrous inventions to cast 1st-level spells from the artificer spell list, which you choose when you build the invention. At higher levels, the maximum level of the inventions you create is shown in the Maximum Invention Level column of the Artificer table. The Artificer Spell List has no 8th-level or 9th-level spells. However, the artificer can create wondrous inventions which cast spells as if using an 8th-level or 9th-level spell slot. For example, you could build a prototype 9th-level invention that casts burning hands as if using a 9th-level spell slot, and it would require you to allocate 13 Invention Points. Cantrip Inventions You have created a number of magic trinkets to accomplish basic tasks. At 1st level, you have created two cantrip inventions which can cast a cantrip of your choice from the artificer spell list. You create additional cantrip inventions at higher levels, as shown in the Cantrip Inventions column of the Artificer table. Cantrip inventions have no Invention Point cost and can be used any number of times. You can dismantle and rebuild a cantrip invention by spending time and gold as if you were allocating 3 Invetion Points, selecting a new cantrip from the artificer spell list. Using a Wondrous Invention A wondrous invention has the same casting time, range, components, duration, and concentration requirements as the spell it casts. The material components are provided in the creation of the invention or, if valuable, when the invention is expended. The somatic component is completed in the operation of the invention. The verbal component is produced by the magic of the invention, which hums, whirs, buzzes or produces an ethereal drone. Once expended, a wondrous invention requires your attention during a rest to be able to be used again. Advanced inventions recharge on short or long rests, and prototype inventions recharge only on a long rest. Only you can use your wondrous inventions. Either due to their complicated nature, or magic attunement, or some other explanation, they will not work for other creatures. Spellcasting Ability Intelligence is your spellcasting ability for spells cast by your wondrous inventions. 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 a wondrous invention and when making an attack roll with one. Spellsave DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Aether Spanner An artificer is nothing without their trusty aether spanner. Starting at 1st level, you can allocate 1 Invention Point to create a special advanced wondrous invention called an aether spanner. This device casts either detect magic or identify as an action once per short rest, or as a ritual without expending the wondrous invention. Casting identify this way requires no material component. Allocating Invention Points? Let's consider an example of a 3rd level Artificer with 12 Invention Points. You could allocate 5 Invention Points to an advanced 2nd-level invention of burning hands, 3 Invention Points to an advanced 1st-level invention of thunderwave, another 2 Invention Points to a prototype level 1 jump, and your last 2 Invention Points to a prototype level 1 fog cloud. Alternatively, you could allocate 5 Invention Points to an advanced level 2 wondrous invention, and 3 Invention Points each to two level 1 advanced wondrous inventions, leaving 1 Invention Point to build an Aether Spanner with the Aether Spanner feature. Another alternative, you could allocate 3 each Invention Points to four prototype level 2 wondrous inventions.

Artifice Vocation At 2nd level, you focus your work on a particular vocation: Choose Research & Development, Engineering, Rune Smithing, Questing or Alchemy, which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Spontaneous Innovation At 3rd level, you can swiftly create the perfect device for whatever situation you are dealing with. As an action, you choose one skill based on Strength or Dexterity, or any tool. You instantly invent a new device to assist in the task at hand. For the next minute, you may use your Intelligence modifier for any ability check for that skill or tool instead of the ability modifier the check would normally use. Once you use this feature, you must finish a long rest before you can use it again. Spontaneous Innovation Improvement At 5th, 9th, 13th, and 17th level, you can permanently improve your spontaneous innovation feature. Choose one of the following options that you have not yet chosen: You gain advantage on the first ability check you make of the chosen skill or tool.

You may use Spontaneous Innovation as a bonus action.

You may use Spontaneous Innovation an additional time between long rests. (You may choose this option multiple times.) 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. Prodigious Craftwork At 7th level, your inventive knowledge allows you to create wondrous inventions and magic items more efficiently and quickly. When allocating Invention Points, the gold cost per Invention Point is reduced to 5 gp. At 15th level, the time cost per Invention Point is reduced to 1 hour. Additionally, at 7th level, when crafting a magic item, you can work exceptionally swiftly, spending twice the amount of gold per day toward the item's creation that you could normally. At 15th level you can spend three times the amount of gold. You can only create one item a day using this feature, and can only work towards the completion of one magic item at a time. The rules for magic item creation are detailed in the Dungeon Master’s Guide (pg 128-129). Pinnacle of Artifice At 20th level, your ability to create wondrous inventions is unmatched. Your inventions can now go up to 10th-level or 11th-level. For example, a 11th-level invention casts burning hands as if using an 11th-level spell slot. Wondrous Invention Cost Spell Level Invention Points (Advanced) Invention Points (Prototype) 10 22 14 11 24 15 Artifice Vocations Artificers pursue a variety of vocations, honing their craft to solve new problems and lead to new inventions. Five vocations are presented here: Research & Development, Engineering, Rune Smithing, Questing and Alchemy. Research & Development You push the field of magic artifice in new directions, specializing in a field of research and developing new and improved inventions to master that field. You push the boundaries of science, magic and invention. Just creating wondrous inventions isn't enough. You customize your inventions to suit your needs, rewriting the rules of magic itself. Prolific Invention Beginning at 2nd level, your Invention Point maximum is increased by your proficiency bonus. Field of Research You focus on a particular field of research for which you can create specialized wondrous inventions. At 2nd, 3rd, 5th, 7th, and 9th level your spell list expands based on your field of research. Choose that field of research—biology, geoscience, or physics—and consult the associated list of spells. You can create wondrous inventions of the spells in this list. You also create an additional cantrip invention based on your choice. If you already have that cantrip, you may choose to create a different one from the Artificer spell list. The cantrip invention doesn't count against your number of cantrip inventions.

Biology You create a poison spray cantrip invention and gain access to new spells at the following levels: Artificer Level Vocation Spells 2nd ray of sickness 3rd enlarge/reduce 5th plant growth 7th giant insect 9th cloudkill Geoscience You create a thunderclap cantrip invention and gain access to new spells at the following levels: Artificer Level Vocation Spells 2nd earth tremor 3rd gust of wind 5th call lightning 7th ice storm 9th control winds Physics You create a minor illusion cantrip invention and gain access to new spells at the following levels: Artificer Level Vocation Spells 2nd color spray 3rd mirror image 5th blink 7th hallucinatory terrain 9th mislead Wondrous Development Beginning at 6th level, you have learned to modify your wondrous inventions to push them to their limit. You can now improve your inventions with upgrades which are detailed in the list that follows. Some upgrades have an Invention Point cost, noted in the description. Choose three upgrades from the list and add them to your inventions. You can choose an additional upgrade at 10th level and another at 14th level. You may have at most one of each upgrade, and each wondrous invention can have only one upgrade. You may move one upgrade from an invention to another one or change to a different upgrade over a long rest. Augmentation Upgrade. As an action, you can change one of the damage types of an augmented invention. Choose acid, cold, fire, lightning, or thunder damage. For the next hour, if this wondrous invention would do one damage type in that list, it does the chosen damage type instead. If the invention would do multiple damage types, choose which type is being replaced when you use the action. Charging Upgrade. Costs 1 Invention Point. As an action, you can charge this wondrous invention. You can use the charged invention as a bonus action. As an action, you can deactivate the charge without using the invention. If the invention is charged for 30 seconds, it backfires, expending the invention. Each creature within 5 feet of the invention must make a Dexterity saving throw, taking 1d6 force damage per invention level on a failed save, or half as much damage on a successful one. Efficiency Upgrade. If you would use an efficient invention to cast a spell with the ritual tag, you may increase the cast time of the spell by 10 minutes. If you do so, the wondrous invention is not expended. Empowered Upgrade. Costs 1 Invention Point. You may use an empowered invention as if using a spell slot one level higher than its invention level. When used in this way, it has a 10% chance to overload and instead cast the spell as if using a spell slot two levels higher, but you take 1d8 force damage plus an additional 1d8 force damage if the invention level is greater than level 5. Flexible Upgrade. When you upgrade to a flexible invention, choose a second spell of equal or lower level than the invention level, and third spell if all three share a school of magic. When you use this invention, you may cast any one of the spells, expending the use of the invention as normal. You may choose this upgrade multiple times. Precision Upgrade. A precision upgrade improves the range and accuracy of the invention. Double the range of the invention if it isn't touch. If the invention would force creatures to make a saving throw, choose any number of those creatures to automatically succeed. If the invention casts a spell attack, it criticals on a roll of 19 or 20. Reliability Upgrade. Costs 1 Invention Point. When you use a reliable invention and roll for damage, you must reroll any 1s, 2s, and max die rolls (e.g. a 6 on a d6), and use the new roll. Stability Upgrade. Costs 1 Invention Point. When you use a stable invention to cast a spell with concentration and you lose concentration due to taking damage, you can keep the effect of the spell until the end of your next turn. Leading Researcher Starting at 10th level, you're approaching mastery in your field of research. You gain proficiency in a new skill based on the field you selected for Field of Research. If you already have proficiency in the skill, choose any other skill on the artificer skill list that you do not know. Biology. You gain proficiency in the Medicine skill, and get advantage on checks to stabilize dying creatures. Geoscience. You gain proficiency in the Nature skill, and get advantage on checks to understand weather patterns and geologic events. Physics. You gain proficiency in the Arcana skill, and gain advantage on checks to identify the school of magic of an effect you have seen.

Breadth and Depth At 14th level, your extensive repertoire of inventions gives you special insight to the relationship between magic and your inventions. Depending on the nature of your inventions, you can have a deep knowledge in one school of magic (depth), experience with all of them (breadth), or both. You gain access to up to two new upgrades, in addition to the upgrades from wondrous development, as long as you meet the certain requirements listed below. You can achieve both breadth and depth if you meet all the requirements. Cantrip inventions do not count towards achieving breadth or depth. Breadth. If you have five wondrous inventions which are each a different level and different school of magic, you have a breadth of knowledge across multiple schools of magic. You gain access to the Regenerative Upgrade. Depth. If you have five wondrous inventions of different levels which all share a school of magic, you have a depth of knowledge in that particular school of magic. You gain access to the Resonant Upgrade. Regenerative Upgrade. Requires breadth and costs 2 Invention Points. A regenerative invention can absorb excess magic energy from other powerful inventions which do not share a school of magic. On any turn you use an invention that is at least 4 levels higher and in a different school of magic than the regenerative invention, you can use a bonus action to regain use of the regenerative invention as if you have taken a short rest. Resonant Upgrade. Requires depth and costs 2 Invention Points. When you upgrade to a resonant invention, choose a 1st level artificer spell with a casting time of 1 action. That spell and the invention must both be in the school of magic in which you have depth. You may cast that spell as a bonus action when you use this invention. Engineering You create artificial life by merging metal and magic. Specializing in engineering allows you to use bring mechanical creations to life, power those creations with your own inventions, and gives you a mastery over metal. Expanded Spell List The study of engineering gives you access to spells which create artificial constructs and mechanical creations. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Engineering Spells table. Engineering Spells Artificer Level Vocation Spells 2nd find familiar 3rd cloud of daggers 5th conjure animals 7th Otiluke's resilient sphere 9th conjure elemental Bonus Cantrip Invention At 2nd level, you create an additional cantrip invention. Choose either lightning lure or shocking grasp. You create a cantrip invention of that spell. Artificial Lifecrafter Beginning at 2nd level, if you would use a wondrous invention to summon a creature, that creature is a construct instead of its other types. When you use find familiar, your familiar can take the form of a Modron monodrone, except it retains its construct type, can attack, but does not have truesight. It gains additional hit points equal to twice your Artificer level. At 6th level, you can instead find a duodrone. At 10th level, you can find a tridrone. At 14th level, you can find a quadrone. See the monster manual for Modron statistic block. Primed for Battle Beginning at 6th level, you can inspect and maintain the party's weapons and armor to keep them ready for battle. At the end of any short or long rest, choose weapons or armor for a number of creatures equal to your Intelligence modifier. Creatures for which you choose weapons get +2 to attack and damage rolls until after the next time they deal damage with a weapon attack. Creatures for which you choose armor get +1 to AC until after the next time they take damage from an attack against AC. These bonuses increase to +3 for weapons and +2 for armor at the 14th level.

Power Transfer At 6th level, you can energize your constructs with the power from your wondrous inventions. As an action, you can expend an invention to charge a construct within 30 feet of you with the magical energy in the device. The target gains temporary hit points equal to four times the level of the wondrous invention. The target may use its reaction to move up to its movement speed and make an attack. If the attack hits, it does extra lightning damage equal to 1d6 plus 1d6 per level of the invention. Power Conduit Beginning at 10th level, as an action, you can destroy a number of constructs you control of total CR less than your artificer level to distribute their remaining hit points to any number of other constructs you control. All creatures must be within 60 feet of each other and you. Induced Magnetism Beginning at 14th level, if you deal lightning damage to a creature, constructs under your control gain advantage on attacks against that creature until your next turn. Also, when you use power transfer, the construct gets advantage on its next attack this turn. Questing The questing artificer searches out artifacts in the wild, eager to discover and master new treasures. Where other artificers look to create their own inventions, the artificer discovers wondrous inventions that have been lost or buried deep in forgotten dungeons. Wondrous Discovery You have discovered various damaged magic items in your journeys. Starting at 2nd level, you can repair these broken items by allocating Invention Points. As you level up, you can repair more powerful items. You choose an item from the Wondrous Discoveries table at 2nd, 6th, 10th and 14th level. Once you have chosen an item, you can allocate Invention Points to repair the chosen item at any time. The item must be on the list for your current artificer level or a lower level. The items and Invention Point cost are listed in the Wondrous Discoveries table. Wondrous discoveries do not count against your maximum number of attuned magic items. The magic items are detailed in the Dungeon Master’s Guide. Wondrous Discoveries Artificer Level Wondrous Discovery Invention Points 2nd bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones 1 6th alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets 2 10th bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack 4 14th boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing 5 Dungeon Delver At 2nd level, your dungeon delving experience gives you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and Spells. To gain this benefit, you cannot be Blinded, Deafened, or Incapacitated. You also gain proficiency with shields and martial weapons. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Exceptional Innovation At 6th level, you gain an additional Spontaneous Innovation improvement. Creative Deployment At 10th level, you can deploy a wondrous invention as a trap. If you spend a minute, you can set up a wondrous invention to trigger given particular circumstances. Follow the rules for triggering from the glyph of warding spell. The invention must have a cast time of 1 action or less. You can only have one invention set up this way at a time. Improvisational Invention At 14th level, you can modify your inventions on the fly to get out of a tight spot. Once per long rest, you can use a wondrous invention in one of two unconventional ways. You may instead use an invention to cast any spell in the Artificer spell list that shares a school of magic with the invention's spell and is at least 1 spell level lower than the invention's level. Alternatively, you can use one invention to power up another. Choose two of your inventions. Use one of them to cast its spell as if using a spell slot equal to the combined invention levels. Both are expended. If the inventions combined level is higher than your current Max Invention Level (as shown in the Artificer table) the spell is cast as if using a spell slot equal to your current Max Invention Level.

Rune Smithing The rune smith's wondrous inventions are runes, which seal magic into objects built for combat. They wield spell infused weapons and wear rune covered armor. Bonus Proficiency When you choose this vocation at 2nd level, you gain proficiency with the maul and heavy armor. Rune Forging When you begin this vocation at 2nd level, you learn to bind magic into combat runes, which are a special type of wondrous invention that have some additional benefits and restrictions. Combat runes function just like a normal wondrous inventions, however the spell for combat runes must have a cast time of 1 action or 1 bonus action. The rune may be either an advanced or prototype invention. Some runes cost additional Invention Points, based on the invention level, as specified in the Combat Rune Cost table. There are two types of combat runes: defensive and offensive. Each gives access to certain class features. Defensive runes are forged onto armor and offensive runes are forged onto melee weapons. There is no limit to the number of runes on a particular weapon or piece of armor. Runes can be forged onto other creature's weapons and armor. Others cannot use the spell associated with the rune, but you can activate runes on creatures that you can see. The spell uses that creature as the origin. Combat Rune Cost Combat Rune Level Additional Invention Points 1st and 2nd level +0 Invention Points 3rd to 5th level +2 Invention Points 6th level and higher +4 Invention Points Runic Rebuke Beginning at 2nd level, you can activate a defensive rune when you or others are attacked. After a creature with one of your unused defensive runes takes damage from a weapon attack, you can use your reaction to expend one of those unused defensive runes, casting the rune's spell. If the spell has targets, the attacked creature or the attacking creature must be one of the targets. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) between long rests. Aether Discharge At 6th level, when you strike a foe with a weapon with offensive runes, you can expend the rune to cause a special magic effect instead of casting the rune's spell. The magic effect depends on the expended rune's school of magic. The DC for a saving throw from this effect is equal to 10 plus the invention level. You can use this feature once per turn. Abjuration. The target takes an extra 1d8 force damage per invention level, and you gain temporary hit points equal to twice the invention level plus your Intelligence modifier. Conjuration. The target takes an extra 1d8 thunder damage per invention level, and you teleport a number of feet equal to 10 times the spell level. Divination. The target takes an extra 1d6 psychic damage per invention level. You see a brief vision of future dangers and gain a foretelling roll of 10 plus the invention level. It lasts until it is used or you take a short rest. You can replace a saving throw roll you make with that foretelling roll. A new foretelling role replaces an unused roll. Enchantment. The target takes an extra 1d8 psychic damage per invention level and must succeed at a Wisdom saving throw or be paralyzed for a turn. Evocation. The target takes an extra 1d12 fire damage per invention level, and must succeed at a Strength saving throw or be pushed up to 5 feet per spell level. Illusion. The target takes an extra 1d6 psychic damage per invention level, and it sees illusionary duplicates of you. It must succeed at a Wisdom saving throw or until the end of your next turn, it has disadvantage on attacks against you, and you have advantage on attacks against it. Necromancy. The target takes an extra 1d10 poison damage per invention level, and must succeed at a Constitution saving throw or be poisoned for three turns. Transmutation. The target takes 1d10 damage per invention level, and you transform your weapon. Until the end of your next turn, it deals either piercing, bludgeoning, or slashing damage, and has an additional melee range of 5 feet per invntion level.

Rune Powered Strikes At 10th level, you can attack twice whenever you take the Attack action on your turn while you weild a weapon with an unexpended rune. Additionally, damage dealt by any weapon with an unexpended combat runes counts as magical. Improved Runic Rebuke At 10th level, when you use runic rebuke to active a rune, you can use aether discharge instead of the rune's spell with the attacking creature as the target. If a defensive rune on another creature is activated in this way, they count as "you" for the purposes of the aether discharge. Combat Rune Mastery Beginning at level 14, when you hit with a melee attack, you may use an unexpended offensive combat rune on the weapon as a bonus action. You cannot use the Aether Discharge feature and this feature in the same turn. Alchemy Tapping into the forgotten craft called alchemy, you create wondrous inventions which bind magical effects into potions, elixirs and salves. These magical draughts are easy to give to allies, who can use them directly, and the alchemist can mix powerful reagents into their own draughts to empower the effects. Expanded Spell List Your mastery of alchemy gives you access to additional spells to create wondrous inventions. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spell listed for that level in the Alchemist Spells table. Alchemist Spells Artificer Level Vocation Spells 2nd cure wounds 3rd enhance ability 5th haste 7th stoneskin 9th greater restoration Wondrous Distribution Starting at 2nd level, you have learned to craft your wondrous inventions in a way that's easy to share with others - potions, elixirs and salves! Other creatures may use your wondrous inventions. When expended in this way, the the wondrous invention still uses your spellsave DC and spell attack modifier. Potent Reagents Starting at 2nd level, you have learned to use special ingredients to make your wondrous inventions extra potent. As you use an invention, you may apply potent reagents to do one of the following: Reroll one of the damage or healing dice and use the new roll.

Increase the area of any area of effect by increasing the radius of a sphere or cylinder or the length of a cone or cube by 50%, rounded up.

Gain advantage on the first Constitution saving throw to maintain concentration on the spell.

Impose disadvantage for one target on the second saving throw caused by the spell. Potent reagents can only be used once per turn, and are used before the invention is expended (ie. you do not see the results before choosing to use them). You can use potent reagents a number of times equal to your Intell-igence modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest. Signature Recipe At 6th level, you are always able to scrape together the materials for your signature recipe. Choose any Artificer spell as your signature recipe. You may use any wondrous invention to cast your signature recipe spell instead of the spell associated with the wondrous invention. The signature recipe spell is cast as if using a spell slot equal to the invention's level, and the invention level must be greater than or equal to the signature recipe spell level. You may change your signature recipe whenever you level up. True Alchemy At 10th level, you have cracked the fundamentals of alchemy. Once per long rest, over the course of an hour, you can transmute gold into any non-magical item, or any non-magical item into gold. You can transmute up to 50gp of value, consuming the transmuted material. Exceptional Potency At 10th level, you've learned to make exceptionally potent reagents. When you use potent reagents, you can apply up to two potent reagents effects per each use. (If a potent reagent effect is selected twice, effects that say first or second should be treated as if they say first and second, or second and third). Philosopher's Stone At 14th level, your mastery of alchemy allows you to create a philosopher's stone. The stone requires 8 hours of work to create, and 200gp of materials. As long as you possess the stone, you gain the following benefits: You may apply one use of potent reagents on your signature recipe without counting towards your total number of uses.

You have immunity to poison damage, and can remove the poisoned condition from yourself or a creature you can touch as an action.

If you would fail your last death saving throw, instead you are stabilized and regain 1 hit point, but the philosopher's stone is destroyed.

Once every five years, you can use this stone to perform a day long ritual which reverses 1d10 years of age from yourself. This process heals the body of damage, restoring lost body parts and curing all diseases.

Artificer Spell List Artificer Spells Cantrips (0 Level) Acid Splash Blade Ward Dancing Lights Fire Bolt Light Mage Hand Mending Message Minor Illusion Poison Spray Produce Flame Ray of Frost Resistance Shocking Grasp

1st Level Alarm Absorb Elements Burning Hands Catapult Chromatic Orb Comprehend Languages Create or Destroy Water Detect Magic Expeditious Retreat Feather Fall Fog Cloud Grease Identify Illusory Script Jump Longstrider Mage Armor Purify Food and Drink Sleep Shield Snare Tenser's Floating Disk Thunderwave 2nd Level Arcane Lock Blindness/Deafness Continual Flame Darkvision Dust Devil Flame Blade Flaming Sphere Gust of Wind Heat Metal Invisibility Knock Levitate Magic Mouth Magic Weapon Melf's Acid Arrow Nystul's Magic Aura Rope Trick Scorching Ray See Invisibility Shatter Silence Spider Climb 3rd Level Clairvoyance Counterspell Daylight Dispel Magic Elemental Weapon Fireball Flame Arrows Fly Glyph of Warding Leomund's Tiny Hut Lightning Bolt Protection From Energy Revivify Sending Stinking Cloud Thunder Step Tongues Water Breathing Water Walk 4th Level Control Water Conjure Minor Elementals Dimension Door Fabricate Fire Shield Freedom of Movement Leomund's Secret Chest Mordenkainen's Private Sanctum Sickening Radiance Wall of Fire 5th Level Cone of Cold Creation Rary's Telepathic Bond Scrying Synaptic Static Teleportation Circle Telekenesis Wall of Force 6th Level Arcane Gate Contingency Globe of Invulnerability Guards and Wards Move Earth Programmed Illusion True Seeing 7th Level Etherealness Force Cage Plane Shift Reverse Gravity Sequester Symbol Teleport Multi-Classing To multi-class as an Artificer, you must have an Intelligence score of at least 13. You gain proficiency in light armor, simple weapons, and one tool of your choice. For the purposes of spell-casting, the Artificer does not count towards multiclass spellcasting spellslots.

Wondrous Invention Cards Download here: https://drive.google.com/uc?export=download&id=1g9XKmfk7bbT68IQUU1XH3Rxa1Erxx_t2 Here is an example of an advanced wondrous invention of burning hands, cast as a level 1 spell: If instead you wanted to cast burning hands as a 3rd level spell, it would look like this: Here is the same wondrous invention but upgraded using the Physicist's Wondrous Upgrade feature:

Change Log (Version 3) Version 3.5 Overall Reworked spell list. R&D Flexible Upgrade can now be selected multiple times. Version 3.4 Overall Cantrip inventions can now be re-created. It takes time and gold as if you are allocating 3 Invention Points.

Others cannot use your wondrous inventions. Only you can use them. The Alchemist breaks this rule.

Prototype Invention level 3+ IP cost reduced by 1. Prototype inventions are intended to be cost-ineffective, but not THAT cost ineffective.

Added some spells that used to be on sub-class specific lists to the main list.

Aether Spanner changed slightly. There is no automatic benefit, you have to make the device. Previously, you could cast detect magic yourself, which I decided was unnecessary and the ONLY thing that allowed you to directly cast spells. All subclasses Any subclass with a spell list only gets 1 spell per level instead of two. Check the spell lists R&D Added Stability Upgrade

Precision now double crit range for attack spells.

Change scientific expert to Leading Researcher - relatively weaker since it no longer gives expertise. This feature isn't the focus of the class anyway. Rune Smithing Others are no longer able to activate your runes (due to changes to the class overall). HOWEVER, you can still place runes on other creatures and activate them if they are within your sight.

Runic Rebuke now has a set number of uses equal to Intelligence mod each long rest.

DC for inventions changed back to 10+Invention level. This is reward the player for using a higher level rune.

Enchantment Aether Discharge (AD) changed to one turn of paralysis.

Necromancy AD changed to poison until save.

Conjuration AD teleport changed to 10x spell level

Rune Powered Strikes clarified - allowing you to attack twice if you have an unexpended rune on a weapon. Additionally, ANY weapon (not just your own) with an unexpended rune counts as magical.

Added Improved Runic Rebuke, which lets you use AD with runic rebuke, and clarifies that the "you" in AD is the creature with the rune.

I do not like Combat Rune Mastery...thinking about alternatives. Alchemy New ability - Wondrous Distribution. Others may use your wondrous inventions.

Removed Potion Master, which gave benefits to creating and using potions, which I thought could be confusing with the framing of Wondrous Inventions as potions.

Reworked Exceptional Potency, which now causes your uses of Potent Reagents to be doubled.

Clarified Signature Recipe, non-functional Version 3.3 Overall I decided to tackle the problem of higher level spells (what's stopping the Artificer from having 4 superpowered level-9 disintegrate ray guns). Basically, I removed all damaging spells from the list above level 5. The idea was that the Artificer's power comes from scaling up inventions, not necessariliy higher level damaging invention.

I also added spells from XGTA

Addressed multiclassing Research & Development Empowered upgrade now casts the spell as if using a slot two levels higher when it overloads, and the self damage was changed to 1d8 for spells lower than level 5 and 2d8 damage otherwise. Rune Smithing Combined Improved Runic Rebuke into Aether Discharge.

Rune Powered Strikes now gives an extra attack. This improves the chances of using Aether Discharge

Aether Discharge is limited to once per turn due to the extra attack buff on Rune Powered Strikes. Alchemy Potent Reagents changed to a short-rest ability. Effects have been toned down to compensate.

Reagent Pouch changed to Exceptional Potency. Doubles uses of potent reagents and allows you to put two uses on one spell.

Philo Stone now allows you use apply one use of Potent Reagents to your signature spell for free. Questing Now gain proficiency with shields and martial weapons at level 2. Version 3.2 Overall Change how IP allocation works. Now takes 10gp and 2 hours per Invention Point. Reclaiming is 1/2 hours per invention point.

Clarified language around inventions, spell levels, spell slots.

Changed Spontaneous Innovation. Now improves at levels 5, 9, 13, 17. No longer automatically gives additional uses. An additional use is now one of the improvement options.

Changed Prodigious Craftwork. Now reduces gold cost for inventions at level 7 and time cost at level 15. Research & Development Wondrous Upgrades is now Wondrous Development. Clarified when upgrades are applied.

Removed Need More Power!

Reduced Breadth and Depth to only give access to two additional upgrades. Removed the passive benefits. Engineering Removed "Shocking Invention"

Added Bonus Cantrip Invention at level 2 to give PCs a bonus lightning cantrip.

Clarified Power Transfer. Non-functional change

Questing Improvisational Deployment renamed to Creative Deployment.

Forgotten Treasure removed. New 14th level feature is Improvisational Invention, which allows you to use two invetions as one, or one in an alternate way once per long rest. Version 3.1 Overall Minor phrasing and clarity changes. No functional changes to main class. Cantrip Inventions are now clearly NOT wondrous inventions. Wonrous inventions have a level themselves, in addition to the level of the spell. This cleans up having to use the "level of the invention's spell" terminology. Research & Development Name changed to 'Research & Development' from 'Research'

Prolific Invention was changed to bonus IP equal to proficiency bonus from bonus IP equal to Artificer level. This still gives a boost early on, but drops off at later levels.

Upgrades reworked. Upgrades are no longer just metamagic rip-offs. They are more unique and play to the idea of the inventions.

Added 10th level ability that gives a skill proficiency based on field of research.

Changed Breadth and Depth to align with changes to upgrades. Engineering Bonus health on find familiar increased to 2x Artificer level.

Temp health on Power Transfer increased to 4x spell level.

Primed for Battle now chooses between armor and weapons. Weapons bonus increased to +2 at level 6 and +3 at level 14. AC bonus reamins the same.

Added Shocking Invention which increases the lightning damage done by inventions by Int modifier.

Induced Magnetism now gives the target of power transfer advantage on it's attack. Questing Wondrous Discoveries no longer use your attunement.

Exceptional Innovation now gives an additional use of Spontaneous Innovation at the 14th level as well as the 6th.

Improvisational Deployment allows you to have 1 trap active at any time, instead of 2 per long rest.

I'm not happy with Forgotten Treasure. Open to feedback. Rune Smithing Name changed to Rune Smithing from Rune Forging

Now gives bonus proficiency in heavy armor. Trying to push the class towards high Str and high Int, not Dex.

Cleared up how Rune Forging works. Reworked the costs of runes to incentivize lower level spells. Alchemy

Potent Reagents concentration improvement changed from auto success to advantage. Version 2 Overall Changed the Physics subclass into Research subclass.

Added subclass Engineering

Added subclass Questing

2nd Spontaneous Innovation Improvement moved to level 15 from level 13.

Spontaneous Innovation now allows the user to use INT instead of whatever other ability score when making ability checks, instead of giving proficiency. Giving proficiency is now a Spontaneous Innovation Improvement. Research subclass Added three research options which give different spell lists and a free cantrip - Physics, Biology and Geoscience. Alchemist subclass Reworked spell list

Potent Reagents: Can always be used Int Mod per long rest (previously only once per long rest until level 6). Also added an option to increase AoE of a spell.

New Ability: Reagent Pouch. Level 10. Doubles uses of Potent Reagents for 3 Invention Points. Rune Forging subclass Replaced Improved Aether Discharge with Improved Runic Response.

Aether Discharge no longer used for defenseive runes until level 10.

Reworked cost of combat runes.

Design Intentions This version of the Artificer tries to capture two key roles. First, the Artificer is a flexible short-rest/long-rest caster. Second, the design emphasizes creativity on the part of the player. The Invention Point and Wondrous Invention type (Advanced/Prototype) systems were designed to let a player build their own Artificer. Unlike other builds, this is not a support caster, but a full caster. The progression was balanced against that of the wizard and the warlock, roughly estimating spell power as linear and short rest spells as worth three times a long rest spell. That said, the design of the Artificer actively encourages building towards short-rest spells because long rest spells are not efficiently costed (roughly 2/3 the cost instead of 1/3 the cost). Subclasses I tried to follow some general rules. The level 2 feature provides a unique resource to expand their options, as well as an expanded spell list for some subclasses. The level 6 feature always gives the Artificr a little more flexibility in how they can use spells (Flexible Upgrade, Signature Recipe, Aether Discharge, Power Transfer, Questing's Extra Attack is the exception). The level 10 and 14 features are a bit more diverse (as the Artificer will have many options by then). Subclasses were generally balanced around using the cost of Invention Points as a baseline. Some features require Invention Points to build, and therefore aren't a power bump as much as a flexiblity bump. Inspiration from: I drew inspiration from many of the other popular online artificers. Wizards of the Coast, Unearthed Arcana - Artificer https://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf Jeff "Hageshii01" Venancio http://homebrewery.naturalcrit.com/share/Bkclf0Mvx u/FreeWolf http://homebrewery.naturalcrit.com/print/SkZcH9_2?dialog=true G. Scary T. http://homebrewery.naturalcrit.com/share/SkXVLMTTgz u/Zetesofos https://docs.google.com/document/d/1VIPNjunj0YKdSSyaWsqbZMkYz0mjWU-MH7-aE9084fE/edit?usp=sharing I couldn't find this one's name http://homebrewery.naturalcrit.com/share/SyF1G_gPg Nor this one http://homebrewery.naturalcrit.com/share/H1fWc1avZ Or this one http://homebrewery.naturalcrit.com/share/HJWEVxrpLl Artists Credit I haven't been able to track down all the art. All of it has been taken from the other artificer brews, except noted below: Page 1 - Eytan Zana, Cliff Childs, Tyler West "Gunsmith"

Page 2 - John Avon "Izzet Boilerwork"

Page 4 - Terese Neilsen "Sydri, Galvanic Genius"

Page 5 - Jason Felix "Inventor's Googles"

Page 6 - Peter Mohrbacher "Rage Thrower"

Page 7 - Kernspalt

Page 8 - William O'Connor

Page 9 - Lindsay Look "Alchemist's Vial"