The Artificer — Spell Slots — Level Proficiency

Bonus Active

Augments Features Spells

Known 1st 2nd 3rd 4th 5th 1st +2 — Portable Forge, Magical Analysis — — — — — — 2nd +2 1 Spellcasting, Artificer Specialization 3 2 — — — — 3rd +2 1 Tool Expertise, Wondrous Invention (1st-level) 4 3 — — — — 4th +2 2 Ability Score Improvement 4 3 — — — — 5th +3 2 Infuse Magic, Magic Crafting, Specialization feature 5 4 2 — — — 6th +3 3 Artificer's Affinity, Wondrous Invention (2nd-level) 5 4 2 — — — 7th +3 3 Specialitization feature 6 4 3 — — — 8th +3 4 Ability Score Improvement 6 4 3 — — — 9th +4 4 Superior Attunement 7 4 3 2 — — 10th +4 5 Animated Servant, Specialization feature 7 4 3 2 — — 11th +4 5 Wondrous Invention (3rd-level) 8 4 3 3 — — 12th +4 5 Ability Score Improvement 8 4 3 3 — — 13th +5 6 — 9 4 3 3 1 — 14th +5 6 Specialization feature 9 4 3 3 1 — 15th +5 6 Wondrous Invention (4th-level) 10 4 3 3 2 — 16th +5 7 Ability Score Improvement 10 4 3 3 2 — 17th +6 7 — 11 4 3 3 3 1 18th +6 7 Specialization feature 11 4 3 3 3 1 19th +6 8 Ability Score Improvement 12 4 3 3 3 2 20th +6 8 Wondrous Invention (5th-level), Soul of Artifice 12 4 3 3 3 2 Quick Build You can make an artificer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity and Constitution. Second, choose the guild artisan or sage background.

Class Features As an artificer, you have the following class features. Hit Points Hit Dice: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

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

Weapons: Clubs, daggers, handaxes, light hammers, quarterstaffs, light crossbows, darts, blowguns, hand crossbows

Tools: Tinker's Tools, plus one artisan's tool of your choice

Saving Throws: Constitution, Intelligence

Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand Equipment You start with the

following equipment, in

addition to the equipment

granted by your background: (a) a light hammer or (b) any simple weapon

(a) a light crossbow and 20 bolts, or (b) 20 darts

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

Any two tools of your choice

Leather armor, a component pouch, and a dagger Portable Forge Part of the reason that you have become an artificer is because you are a prodigy with craft; you've learned how to construct items on-the-go. At 1st level, you can craft non-magical items twice as quickly, and can use rests during adventuring time to make progress in crafting an item. To craft an item while adventuring, you can spend a short rest working on the item. You will not benefit from a short rest (using Hit Dice, etc.) if you use this feature.

During an adventure, two short rests spent using this feature count as one day of downtime. Therefore, a nonmagical item that costs 100 gp can be completed in one workweek, or ten short rests, rather than 2 workweeks of downtime. Other individuals can't help you if you attempt to craft an item using this feature. This feature assumes the adoption of the rules specified in the section Crafting an Item in XGtE (p.128), which is also found in Appendix B: Crafting Rules. However, your DM may have different rules for crafting non-magical items in your campaign. Discuss crafting for your game with your DM to amend this feature as appropriate to your campaign. Magical Analysis Starting at 1st level, you know the cantrip mending, and can cast it as a bonus action. Also starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, but you can only cast them as rituals. You don’t need to provide a material component when casting identify with this feature. In addition, when you perform an identify ritual with a magical item equal to or less than your level of crafting, you may also attempt to glean the formula included in the making of the item. Upon finishing the identify ritual, make an Arcana check; the DC for a common magical item is 15, and the DC increases by 2 for every increase in rarity. On a success, you learn the formula (including components and spells) required for crafting that sort of item. If the check fails, you may make another attempt at understanding the item after a long rest. Artificer Specialization At 2nd level, you choose a specialization on which you intend to focus your magical craft: Alchemist, Machinist, or Leadsmith, all of which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 7th, 10th, 14th, and 18th. Artificial Augments Through your esoteric studies, you have learned to further your specialization with artificial augments. Each specializa-tion includes a description of how its augments function. In addition, you gain a tome, called a codex (sidebar), within which you record all of your known augments. 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. 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 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. 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 spell must be of a level for which you have spell slots. 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 an artificer spell refers to your spellcasting ability.

Your Codex The augments that you add to your codex as you gain certain levels reflect the esoteric research you conduct on your own, as well as intellectual breakthroughs you have had about your inventions. Copying Augments into the Codex. At a certain level in each specialization — 2nd level for the Alchemist, and 4th level for the Machinist and Leadsmith — you begin adding augments to your codex. You can add an additional augment to your codex every level after this initial level, as long as you meet its prerequisite, and can spare the time to record it. Recording an augment into your codex involves calculations and measurements, as well as time tinkering with expendable materials. The process of recording an augment takes 1 hour and 25 gp multiplied by the augment's prerequisite level (minimum of 1 hour and 25 gp). Once you have spent this time and gold, you can use the augment according to the rules of your specialization. Replacing the Codex. You can copy augments from your own codex into another book — for example, if you want to make a backup copy. This is similar to recording new augments, but faster and easier; you need spend only 1 hour and 10 gp for each level of the copied augment. If you lose your codex, you can use the same procedure to transcribe the augments that you have prepared into a new one. Filling out the remainder of your codex requires you to record augments as if you have leveled up, but with time and resources, you can regain all of your previously known augments. For this reason, many artificers keep backup codices in a safe place. The Codex’s Appearance. Your codex is a unique collection of notes, with its own sketches and diagrams. It might be an ironclad volume with a dozen latches and locks, stolen from a rival; your own plain, functional leather book; or even a loose collection of singed pages scrounged together after you lost your previous codex in a mishap.

In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast any artificer spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use an arcane focus (chapter 5 in the PHB) as a spellcasting focus for your artificer spells. Wondrous Invention At 3rd level, you gain the use of a magic item that you have crafted. Crafting an item is a difficult task. Whenever you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design. This unique item is able to copy the effects of a spell. Choose a 1st level spell from the Wizard spell list. If the spell requires a material component with a gold cost, you must provide that component when you complete work on the item, and the component becomes a part of the item. If the spell consumes its material components, you must also provide those components every time you use it. The item can look however you like, as long as its form is appropriate for the effects of the spell. If the spell conjures a creature, the creature is considered a construct. You can cast the spell from the item once per long rest. Only you can use the item in this way. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 6th, 11th, 15th, and 20th level. You must be able to cast a spell of equal level in order to craft any wondrous invention. If one of your Wondrous Inventions is lost or destroyed, you can build a duplicate at the end of a long rest.

Your Own Wondrous Inventions Let's say you wish to invent something that mimics the ice knife spell. While an alchemist may brew an exploding vial of fluid that replicates the desired spell, a leadsmith may develop a special form of ammunition that does the same. Talk with your DM about inventive ways to construct your wondrous inventions. So long as you both agree, it should work just fine. Tool Expertise Starting at 3rd level, choose two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, when you make a check with any tool with which you have proficiency, you may use your Intelligence modifier in place of another ability. Abiliy 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. Infuse Magic Starting at 5th level, 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 while holding a nonmagical item throughout the casting, you expend the spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. This item is considered magical while it is infused with a spell. Thereafter, any creature (with an Intelligence score of at least 6) that is holding the item can use an action to activate the item and cast the spell. The spell is cast using your spellcasting ability. The creature that activated the item controls the spell's targets and other effects. However, if the spell has an area of effect, it is centered on the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell. When you infuse a spell in this way, the magic lasts for 8 hours. You can have a limited number of infused onjects at any time, equal to your Intelligence modifier. Magical Crafting Your inventive knowledge allows you to create magic items more quickly. Starting at 5th level, you can now craft magical items using the portable forge feature. Only wondrous items may be crafted in this way, and you must still provide the appropriate formula and requisite materials to craft the item. The rules for crafting magic items is included in Appendix B, XGtE (pp.128-129), or the DMG (pp. 128-129). Your artificer level determines the rarity of an item you are able to craft. Refer to the Magic Item Ingredients table in Appendix B or XGtE (p. 129) to determine whether you are able to craft a magical item. Artificer's Affinity At 6th level, you learn a special, artificer's unseen servant spell. You can cast this spell without expending a spell slot, and you do not need to provide material components. During a short rest, you can command your unseen servant to craft a non-magical item instead of you. The servant makes progress toward crafting the item, and you still benefit from a short rest.

Superior Attunement Over time, you have learned how to manage a greater number of magical objects. At 9th level, you can attune to up to four magical items, instead of three. At 17th level, you can attune to up to five magical items. Animated Servant At 10th level, you learn the spell tiny servant if you don't know it already, and it doesn't count toward your total known spells (XGtE pp.168-169 for the spell and creature stat block). You can now cast this spell once per long rest without expending a spell slot. Soul of Artifice At 20th level, your understanding of magical items is unmatched, allowing you to mingle your soul with items linked to you. You gain a +1 bonus to all saving throws for every magical item to which you are currently attuned.

Artificer Specializations Artificers pursue myriad specializations, each driven by insatiable curiosity. The most common — if any artificer can be described as common — are alchemists. Even less common are the artificers that fuse metal with magic, the machinists and the leadsmiths. Alchemist To be an Alchemist is to be innovative and cunning above all else. These artificers pry into the elements of the world, theorizing formulae and concocting all sorts of elixirs and deadly poisons, which they use to guide the forces of the world to their whim. Bonus Proficiencies When you choose this specialization at 2nd level, you gain proficiency with alchemist's supplies, as well as herbalism and poisoner's kits. If you already have proficiency with any of these tools, choose another artisan's tool of your choice. Alchemist's Affinity When you choose this specialization at 2nd level, you learn either the poison spray or acid splash cantrip. In addition, you can drink or administer a potion as a bonus action, rather than as an action. Concoctions At 2nd level, you add two alchemical augments to your codex. Whenever you finish a long rest, you can concoct a number of these augments indicated by the Active Augments column of the Artificer table. All augments last until used or until you finish a long rest. Additionally, whenever the number in the Active Augments column increases, you add an augment to your codex for no cost, as long as you meet its prerequisite. The Artificer table shows how many augments you can prepare from your codex at the end of a long rest. For example, an Alchemist at 6th level may have six augments recorded in their codex, but can only have three of those augments active at a time. Once used, an augment must be remade in order to use it again. You can remake one augment during a short rest. If you have an unseen servant, you may command it to remake another augment as well. Though many alchemical augments mimic the effects of spells, all effects are centered on the potion's application, and none require concentration to maintain their effects. Potion Prodigy At 5th level, you have learned alchemical shortcuts in brewing potions and poisons alike. You may now apply the benefits of the portable forge feature to your potion and poison crafting. Refer to the Magic Item Ingredients table in Appendix B, or XGtE (p. 129) — your artificer level must be greater than the lowest CR Range to craft a potion of that rarity. For potions of healing, refer to the Potion of Healing Creation table, also in Appendix B, or in XGtE (p.130). Caduceus Starting at 7th level, you have finished constructing a unique, simple weapon with which you are proficient: a caduceus, a magical (+0) rod, sceptre, or cane, inlaid with malleable metals, and often crafted in the shape of a serpent, or including serpentine motifs. You can craft it to deal bludgeoning, piercing, or slashing damage, and it has the following statistics: Damage Weight Size Properties 1d4 any weapon type 3 lb. 3-5 ft length Finesse, light In addition, the caduceus can absorb any injury poison or healing potion applied to it. If multiple poisons or potions are applied, only the most recent application takes effect. You can spend a full workweek and 250gp of raw materials, as well as a club or quarterstaff, to craft a new caduceus. If a magical club or quarterstaff is used in this process, the finished caduceus retains the bonus to attack and damage rolls, but any other effects are lost. Poison. You can apply the effects of any injury poison (including uses of the Venin augments) to the first two strikes made with the caduceus. Healing. When you apply a potion of healing to the caduceus, roll the potion's dice. The caduceus now has that many points of healing. You may expend any number of these healing points to a creature you touch with the caduceus. These points last until you finish a short or long rest. Inner Panacaea The fumes that waft from your work have slowly seeped into your own body and transformed you. Starting at 10th level, you gain resistance to poison damage, and you are immune to disease and the poisoned condition. Master Brewer At 10th level, and again at 18th level, you may craft an additional concoction during a short rest.

Ouroboros Starting at 14th level, you have extensively studied many alchemical secrets. Add your Intelligence modifier + half your artificer level to all poisons, or other concoctions that cause damage, and hit points restored by potions of healing. The Philosopher's Stone You have unlocked the deepest secrets of alchemical science, and discovered how to create the legendary philosopher's stone. At 18th level, you gain the use of your own stone, which you complete when you level up. As an action, you may use this arcane stone to manifest one of the following effects. Once the stone has been used a total of ten times, you must roll a d100 after every subsequent use of the stone. On a

1 through 5, the stone transmutes into lead and becomes permanently inert. If this occurs, or the stone has been otherwise lost or destroyed, you may craft a new stone after two workweeks (8 hours each day) and 15,000 gp of alchemical oils, powders of precious metals, and a gemstone worth at least 1,000 gp. Life. You touch the stone to a willing creature, and all poisons and diseases are removed. The creature also regains all of its hit points. The stone becomes inert until you finish a long rest. Wealth. Touch the stone to any non-magical item that is

10 lb or lighter (20 lb if the item is made of lead). The item is permanently transmuted into pure gold. After the effect has been applied, the stone becomes inert for 1d4-1 days. Youth. You touch the stone to any willing creature, and that creature's age is reduced by 3d10 years, or less if you choose. This effect can extend the creature's lifespan. After using the stone in this way, the stone becomes inert for 1d6-1 days, and you must immediately roll a d100 to see if the stone trans-mutes into lead and becomes permanently inert. Alchemical Augments Unless otherwise specified, you must have alchemical supplies and a component pouch in order to make a concoction. Using a concoction takes an action, and all concoctions are either consumed, thrown (up to 60 feet away), or used as a ranged attack (with a range of 20/60). You can concoct more than one of any of the augments listed. Alchemist's Acid. Make a ranged attack against a single creature, or throw the concoction. If throwing this concoc-tion, any creature in a 5-foot radius of the target area must succeed on a Dexterity saving throw. If the concoction hits, or a creature fails its save, the target takes 1d8 acid damage. This augment's damage increases by 1d8 at 5th, 7th, 10th, 14th, and 18th levels. Alchemist's Fire. Make a ranged attack against a creature. On a hit, the creature takes 1d6 fire damage. On its next turn, the creature must succeed on a Dexterity saving throw or take an additional 1d6 fire damage. Both the initial and additional damages increase by 1d6 at 5th, 7th, 10th, 14th, and 18th levels. Alkahest. Prerequisite: 16th level. Pour the concoction onto any object or material and affect it as if by the spell disintegrate. If an object is Medium or smaller, it is disinte-grated entirely; if it is Large or larger, a 5-foot deep, 5-foot diameter hole is created. You can also throw this concoction at a creature, which must make a Dexterity saving throw or be affected as if by the disintegrate spell. Chrysopoeia. Prerequisite: 16th level. Pour the concoction on a single non-magical item that fits within a 5-foot cube and is no heavier than 10 pounds. That object is turned into gold or lead (your choice). You can also throw the concoction at a creature, forcing it to make a Constitution saving throw. On a failure, the creature is affected as if by the flesh to stone spell. Draught of Healing. Herbalism kit. You or another creature can drink it, and be affected as if by the cure wounds spell cast at 1st level. This augment's healing power increases by 1d8 at 7th, 14th, and 18th levels. Flash Point. You can throw this concoction at any solid surface within range. It explodes on impact, mimicking the blindness/deafness spell. You choose which effect when the concoction is made. Icicle. You can freeze liquid as if by the shape water cantrip (this does not consume the concoction). You can also crush it into powder over a willing creature, affecting the creature as if by the armor of agathys spell. If you are a 6th-level artificer or higher, you can also throw it at a creature, affecting it as if by the hold person spell (the target makes a Dexterity saving throw instead). Panacaea. Prerequisite: 8th level. When consumed by a creature, this concoction mimics the spell lesser restoration. If this conoction is made at 12th level or highter, it can also be used to cure all diseases affecting a creature. Constructs and undead are unaffected by this concoction. Quickening Draught. Prerequisite: 8th level. You or another creature can drink this concoction and gain the benefits of the Mobile feat (PHB p.168) for 1 minute. Smoke Stick. Throwing this concoction within range mimics the fog cloud spell. Tanglefoot Tar. Prerequisite: 6th level. Throw this concoction at any solid surface within range. It shatters on impact, mimicking the entangle spell. However, instead of plants, the concoction creates an area of sticky black tar, and the area persists for 10 minutes. Thunderstone. You can throw this concoction at a point within range. It shatters on impact, mimicking the thunderwave spell. The damage of this concoction increases by 1d8 at 5th, 7th, 10th, 14th, and 18th levels. Toughening Draft. Prerequisite: 6th level. When this potion is consumed, your current and maximum hit points increase by a number of points equal to your artificer level. This increase lasts until you finish a long rest. This concoc-tion can only be made once per long rest, and only you can benefit from it. True Elixir. Prerequisite: 16th level, herbalism kit. This concoction restores hit points to a creature equal to twice your Intelligence score. In addition, the drinker is affected as if by the goodberry spell. You may also pour this concoction into the mouth of a creature that has been deceased for no longer than ten days. Roll a d20 and add your Intelligence modifier. On an 16 or higher, the creature is affected as if by the raise dead spell. On a 15 or lower, nothing happens and the concoction is wasted. The drinker of this concoction cannot benefit from its effects again for 1d8-1 days. Venin (Simple). Poisoner's kit. When the concoction is made, choose its application: by contact, ingested, inhaled, or injury (Appendix B or DMG p.257). When a creature is exposed to this concoction's effect, it takes 1d4 poison damage, and must make a Constitution saving throw or be poisoned until the end of your next turn. The poison's damage increases by 1d6 at 5th, 7th, 10th, 14th, and 18th levels.

Venin (Delayed). Prerequisite: 6th level, poisoner's kit. When the concoction is made, choose its application: by contact, ingested, inhaled, or injury. When a creature is exposed to this venin, it deals 1d4 poison damage after a period of time of up to 2d4-1 hours. The poison's damage increases by 1d6 at 5th, 7th, 10th, 14th, and 18th levels. Venin (Dire). Prerequisite: 6th level, poisoner's kit. When the concoction is made, choose its application: by contact, ingested, inhaled, or injury. When a creature is exposed to this venin, it must succeed on a Constitution saving throw at the start of its turn, every round for 1 minute. Until the creature succeeds this save three times, the creature suffers 1d4 poison damage. The poison's damage increases by 1d4 at 5th, 7th, 10th, 14th, and 18th levels. Venin (Disease). Prerequisite: 6th level, poisoner's kit. When the concoction is made, choose its application: by contact, ingested, inhaled, or injury. This venin mimics the effects of a disease of which you have knowledge. The condition is not considered a disease, nor is it cured by attempts at curing disease. This effect lasts for up to 8 hours. An antitoxin also removes this poison's effect, and the creature suffers no lasting effects from the mimicked disease. Venin (Retching). Prerequisite: 6th level, poisoner's kit. When the concoction is made, choose its application: by contact, ingested, inhaled, or injury. When a creature is exposed to this venin's effect, it is affected as if by a stinking cloud spell, and makes saving throws accordingly. Venin (Sleep). Prerequisite: 6th level, poisoner's kit. When the concoction is made, choose its application: by contact, ingested, inhaled, or injury. When a creature is exposed to this venin's effect, it must succeed on a Constitution saving throw or immediately fall asleep. The effect lasts for one hour, or until it is awoken by another creature or a loud noise.

Machinist A Machinist is first and foremost a tinkerer, one who has unlocked the secrets that merge magic with the very physics of the universe. They use their knowledge to construct clockwork marvels to carry out their far-reaching plans. Bonus Proficiencies When you choose this specialization at 2nd level, you gain proficiency with smith's tools. If you already have this proficiency, choose another artisan's tool of your choice. In addition, you also gain proficiency with shields. Mechanical Marvel When you choose this specialization at 2nd level, it is assumed that, up to this point, you have been spending time during rests and downtime tinkering with your materials to complete a mysterious contraption. When you reach this level and finish a long rest, you have finished your contraption: your Mechanical Marvel. Though magic played a part in its creation, the marvel is not considered magical itself. The marvel's proficiency bonus matches your own, and for every increase in class level, the marvel increases in level and gains an additional hit die. Additionally, whenever you gain an ability score increase from this class, the marvel gains one as well, though it can't improve its Intelligence or Charisma. During a short rest, you may decide to spend the marvel's hit dice to heal the marvel, though you must be present to aid the repair process. Long rests for the marvel follow the same rules as players. The marvel obeys your orders to the best of its ability. In combat, it rolls its own initiave and acts on its own. When your marvel makes an attack action, it can attack only once, unless an upgrade specifies otherwise. The marvel's attack and damage type is determined by the marvel's build (detailed at the end of the machinist description). If the construct's HP drops to 0, it will cease to function, but will automatically stabilize. However, the marvel may be destroyed in one of the following ways: the instant death rule (PHB p.197), or by sustaining total damage up to half its maximum HP while unconscious. If your marvel is lost or destroyed, you may reproduce the construct exactly as it was, with three days of work (8 hours each day). You may also choose to build a new marvel, by engaging in a full workweek (8 hours each day). If you don't have access to the marvel's body, you must spend 1,000 gp in materials to reproduce the marvel. In any case, if you rebuild your marvel, any existing marvel of yours is destroyed. Reinvigoration Also at 2nd level, you learn the shocking grasp cantrip if you don't know it already. In addition, you can use this cantrip as a healing spell for your mechanical marvel — your construct instead regains hit points equal to half the lightning damage dealt (minimum of 1 hit point). You may only use shocking grasp in this way if the construct has less than half of its total hit points. Chassis and Build When you finish building the marvel, you determine its chassis type, and select a build option (detailed at the end of the machinist description). Your construct's chassis determines its features and skills, but it can look however you like, as long as its form reflects its chassis and build. Upgrades The creation of the mechanical marvel counts as your first augment. Starting at 4th level, you gain additional mechanical augments of your choice, as shown in the Active Augments column of the Artificer table. You must meet the prerequisite of the augment in order to learn it. When you gain an augment in this way, you add its schematics to your codex for no gold cost, and immediately add the augment to your marvel. Cogs in the Machine Starting at 5th level, you can spend downtime to

replace any one augment installed to your marvel

with another that you already know and have

recorded into your codex. To do this, you must

spend a number of workdays (8 hours per day) per prerequisite level of the

augment (minimum 2).

Power Glove At 7th level, you you have fashioned a glove or gauntlet that allows you to temporarily boost your marvel's capabilities. While you have the power glove equipped, you can use a bonus action to touch your marvel and provide it one of the following benefits. Surge. Your marvel can use its reaction to make an attack. Bolster. Your marvel gains temporary hit points equal to 1d8 + your Intelligence modifier. These hit points last until the start of your next turn. Agility. Your marvel is affected as if by the jump spell, and gains proficiency in the Acrobatics and Athletics skills. This effect lasts until the start of your next turn. Deus ex Machina At 10th level, if you are attacked and the attacker is within 5 feet of your mechanical marvel, the marvel can use its reaction to either impose disadvantage on the attack, or move to intercept the attack and receive the damage itself. Improved Power Glove At 14th level, you have added a component to your power glove that provides a connection to your marvel at all times. While you have your power glove equipped, you can use your Reinvigoration and Power Glove features if your marvel is within 30 feet of you, and you don't have to see the marvel to use these features. In addition, you now add your Intelligence modifier to damage dealt with shocking grasp. Scrap Metal At 18th level, you have become supremely familiar with your mechanical marvel's construction. Whenever you finish a long rest, you may choose any single augment equipped to your marvel, and replace it with any other augment that you already know and have recorded in your codex. Mechanical Marvel Chassis When you finish your construct, choose its chassis and use the statistics provided in the Mechanical Marvel table. Unless otherwise specified, all marvels have a d8 Hit Die, and their hit points are calculated accordingly. The construct's build, augments, and class features may overwrite these statistics. The construct can look however you choose. Mechanical Marvel Builds The build determines your construct's strengths, and it adds its proficiency bonus to saving throws for both of the abilities improved by your chosen build. Strong Build The construct gains the following statistics. A Strength score equal to your Intelligence score

A Dexterity, Constitution, or Wisdom score of 14

This construct counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Flexible Build The construct gains the following statistics. A Dexterity score equal to your Intelligence score

A Strength, Constitution, or Wisdom score of 14

Iron Strike uses the construct's Dexterity modifier, and deals piercing or slashing damage

This construct counts as one size smaller when moving or fitting through tight spaces Sturdy Build The construct gains the following statistics. A Constitution score equal to your Intelligence score

A Strength, Dexterity, or Wisdom score of 14

Iron Strike uses a d10 for its damage roll

This construct has advantage against being forced prone Intricate Build The construct gains the following statistics. A Wisdom score equal to your Intelligence score

A Strength, Dexterity, or Constitution score of 14

Iron Strike can be ranged (20/60) and deals piercing damage

This construct has proficiency with one tool of your choice, and the tool is integrated into its body; skill checks made with the tool can use the marvel's Wisdom modifier

Mechanical Marvel Construct, unaligned Armor Class 13 + its Dexterity modifier

+ its proficiency bonus Chassis Monstruculus Homunculus Animunculus Size large medium small Speed 25 ft. 30 ft. 35 ft. Skills athletics acrobatics stealth Feature Hit Die d10 +2 skills Nimbleness (PHB p.28) STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 3 (-4) 9 (-1) 1 (-5) Damage Immunities poison, psychic

poison, psychic Condition Immunities charmed, diseased, exhaustion, frightened, poisoned, sleep

charmed, diseased, exhaustion, frightened, poisoned, sleep Senses passive Perception 10, darkvision 30 ft.

passive Perception 10, darkvision 30 ft. Languages Creator's languages, but can't speak Actions Iron Strike. Melee Weapon Attack: + its proficiency bonus + its STR to hit, reach 5ft., one target.

Hit 1d8 + STR (bludgeoning, piercing, or slashing)

Mechanical Augments If an upgrade has prerequisites, you must meet them to build and use it. It is assumed that you have finished an upgrade and can use it at the same time that you meet its prerequisite. Unless otherwise stated, only one upgrade may be applied to each region of the marvel: the weapon system, the limbs, the chassis, the internal engine, and the helm. These augments are presented in alphabetical order. Advanced Materials (Chassis). Prerequisite: 12th level. The marvel is resistant to all non-magical weapon attacks. Arachnoid Attachments (Limbs). The marvel gains a climbing speed equal to its movement speed, and it can climb vertically or upside down. This upgrade can be used with other limbs upgrades. Arcane Shielding (Engine). Prerequisite: 16th level. As an action, the marvel can gain advantage on all saving throws against magic, and resistance to all spell attack damage for

1 minute. The marvel must maintain concentration on this shield as if concentrating on a spell. The marvel must finish a long rest to recharge the shield. Arcane Sight (Helm). You have designed a special pair of goggles or spectacles which allows you to see through the marvel's optics. This upgrade can be used with other helm upgrades. Armor Plating (Chassis). Prerequisite: 8th level. The marvel's AC is now 16 + its proficiency bonus. It also has disadvantage on stealth checks. Channeling Cannon (Weapons). Prerequisite: 13th level By touching the marvel and expending a spell slot of the appropriate level, you may imbue the marvel with the ability to cast one of the following spells: Aganazzar's Scorcher, Chaos Bolt, Ice Knife, Lightning Bolt. The marvel must cast the spell within 1 minute, or the spell slot is wasted. It uses its Wisdom as its spellcasting modifier for these spells. Spells channeled through the marvel follow standard spellcasting rules, and you can expend a higher level spell slot to up-cast a channeled spell. Chassis Upgrade (Chassis). Prerequisite: 8th level. The size of the marvel is increased or reduced by one, and its Hit Dice and hit points are recalculated accordingly. Its other features, like speed and skills, are changed according to its size as well. At 13th level, you can upgrade a Large marvel to a Huge size. If you choose this option, its Hit Die becomes a d12, but otherwise uses the Large marvel's features. This upgrade can be used with other chassis upgrades. Cloaking Device (Engine). Prerequisite: 8th level. The marvel can cast the spell invisibility on itself once per day. When you reach 16th level, the marvel can cast the spell greater invisibility on itself once per day. Cockpit (Chassis). While using your marvel as a mount, you are considered proficient in land vehicles, and you gain advantage on any check you make to remain mounted. This upgrade can be used with other chassis upgrades. Deadly Weaponry (Weapons). 1 two-handed or 2 one-handed weapons. You add weaponry to the marvel, and the marvel is considered proficient with the weapon. The marvel's Iron Strike uses the weapon's damage die/dice. If two weapons are attached through this upgrade, two-weapon fighting rules apply. You may also upgrade the marvel with magical weapons (i.e. flame tongue) through this feature. This upgrade can be used with other weapon upgrades. Fine Tuning (Helm). Prerequisite: 8th level. The marvel can now Disengage as a bonus action. Improved Iron Strike (Weapons). Prerequisite: 6th level. Your marvel's attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. At 10th level, attacks made by your marvel gain a +1 bonus to attack and damage rolls. The marvel's attacks and damage rolls gain an additional +1 bonus at 18th level. This upgrade can't be used with the Deadly Weaponry upgrade. High Tension Springs (Limbs). Prerequisite: 8th level. The marvel gains the Rogue's Evasion feat (PHB p.96).This upgrade can be used with other limbs upgrades. Icarus (Limbs). Prerequisite: 13th level. The marvel gains a flying speed equal to its movement speed if it is Medium size or smaller. If the marvel is Large or larger, it gains a flying speed equal to half its movement speed. This upgrade can be used with other limbs upgrades. Longer Reach (Limbs). The marvel's attacks can reach up to 10 feet. Magical Cannon (Weapons). The marvel can cast firebolt and shocking grasp at will, using its Wisdom as its spell-casting modifier to cast these cantrips. The damage die for these cantrips increases by 1 when you reach 5th level, and again at 11th and 17th level. This upgrade can be used with other weapon upgrades. Marvelous Armor (Chassis and Engine). Prerequisite: 13th level. As an action, you can enter the marvel and use it as a suit of specialized armor. You can only do this if the marvel is at least one size larger than you. While using your marvel in this way, the marvel can't act on its own. When in the marvel, your AC, Strength, and Dexterity scores change to those of your marvel; your hit points and your other ability scores stay the same. In addition, you gain the Iron Strike action, and any of the marvel's features and upgrades. If your marvel takes any physical damage, you are unaffected. If the marvel is hit with a targeted spell effect, you suffer half of the damage received, but if the marvel is affected by a spell with an area effect, as with fireball, you receive the damage as well. If you drop to 0 hit points while in the marvel, you make death saving throws normally, but remain in the marvel. The marvel will then proceed to defend itself from attacks, but otherwise take no actions. Mechanical Pirate (Limbs). The marvel gains the Rogue's Fancy Footwork feature (XGtE p.47). Mobility Adaptation (Limbs). The marvel's movement increases by 10 feet. This upgrade can be used with other limbs upgrades. Overload (Weapons). Prerequisite: 10th level. As an action, the marvel can release a blast of energy. All creatures within 10-feet of the marvel must make a Dexterity saving throw against the marvel's save DC. On a failed save, a creature takes 5d10 lightning damage, or half as much on a successful save. If you are within or adjacent to the marvel's space, you are unaffected. Once the marvel uses this ability, it must finish a long rest to regain the use of this ability. Spark of Life (Helm). The marvel gains an Intelligence score of 6, allowing it to make use of complex objects, like traps and wondrous items. In addition, the marvel gains the ability to speak one language that you know. Finally, you can choose a personality trait and a flaw for the marvel. This trait and flaw can be from any background, from the Beast Master's Companion feature, or one of your own making. This upgrade can be used with other helm upgrades.

Sentry (Helm). The marvel gains a +5 bonus to its passive Wisdom (Perception) score. It can also spend 8 hours of light activity, such as standing watch, and still gain the benefits of a long rest. Specialized Attack: Charger (Weapons). Prerequisite: 8th level. The marvel gains the Charger feat (PHB p.165). Specialized Attack: Grappler (Weapons). Prerequisite: 8th level. The marvel gains the Grappler feat (PHB p.167). Submarine (Limbs). The marvel gains a swimming speed equal to its movement speed. This upgrade can be used with other limbs upgrades. War Machine (Helm). Prerequisite: 6th level. Once per turn, the marvel can add its Wisdom modifier to one attack roll it makes. In addition, if it has magical cannon, it can add its Wisdom modifier to all damage rolls for its cantrips. Leadsmith Artificers whose expertise extends beyond enchantment, into engineering the very gears of war, are spoken of in awe and fear as the humble and deadly Leadsmiths. Bonus Proficiency When you choose this specialization at 2nd level, you gain proficiency with smith's tools. If you already have procifiency with smith's tools, you can choose another artisan's tool of your choice. Kickback When you choose this specialization at 2nd level, you learn either the thunderclap or the gust cantrip, if you don't know the cantrip already. Thundergun When you choose this specialization at 2nd level, it is assumed that, up to this point, you have been spending time during rests and downtime tinkering with your materials to the completion of a secret weapon. When you finish a long rest and level up, you finish the weapon: your thundergun. The thundergun is a unique weapon made of heavy wood and iron, with which only you are proficient. You can use this weapon as an arcane focus for all of your artifier spells. This weapon uses the following statistics. You choose which type when you reach this level. All thunderguns have the loading property, and you must have a free hand to reload. Finally, all attacks with a thundergun can be heard up to 200 feet away. Type Damage Weight Properties Pistol 1d8 piercing 5 lb. range 30/120, light Musket 2d4 piercing 12 lb. range 80/320, two-handed Long gun 2d6 piercing 20 lb. range 100/400, heavy, two-handed If your thundergun is lost or destroyed, you may reproduce the weapon, exactly as it was, with three days of work (8 hours each day) and 500 gp of raw materials, plus any gold and materials needed to reproduce its mods. Leaden Ammunition In addition to your weapon, you know the method of crafting the ammunition needed to use your thundergun. You begin this specialization with 20 pieces of ammunition. To craft more ammunition, you must spend 1 hour to forge additional rounds. You can forge ammunition during a short rest, or at the end of a long rest. During a crafting session, you must have 1 gp of lead and smith's tools available, and at the end of 1 hour, you craft 10 pieces of ammunition. You may also attempt a tool check to craft more pieces of ammunition. In this case, roll a tool check with your smith's tools; you are able to craft a number of rounds equal to the value of the roll. Modifications The creation of the thundergun counts as your first iron augment. Starting at 4th level, you gain additional iron augments of your choice, as shown in the Active Augments column of the Artificer table. You must meet the prerequisite of the augment in order to learn it. When you gain an augment in this way, you add its blueprints to your codex for no gold cost, and immediately add the augment to your thundergun. Gears of War Starting at 5th level, you can spend downtime to replace any one augment with another that you already know and have recorded into your codex. To do this, you must spend a number of workdays (8 hours per day) per prerequisite level of the augment (minimum 2). Lord of War At 5th level, and whenever you level up, you may also choose to forge an additional thundergun, of any type described in the thundergun feature. You must provide 500 gp of raw materials in order to forge this weapon. In addition, you may swap certain mods between your thunderguns. Whenever you finish a long rest, you can swap the following mods to any of your thunderguns: ammunition belt, bayonet, eagle's eye, hawk's eye, or owl's eye. Aiming Brace At 7th level, you have constructed an aiming brace for your thundergun. On your turn, by spending no movement, attacks made with the thundergun at long range are made without disadvantage. However, attacks made against you have advantage until your next turn. Arm of Fire At 10th level, you have learned to channel your spellcasting through your thundergun. While wielding your thundergun, you may cast one of these spells: Aganazzar's Scorcher, Chaos Bolt, Dragon's Breath, Ice Knife, Lightning Arrow, Lightning Bolt. In the case of Dragon's Breath, the spell is cast on the weapon, and the cone exudes from the weapon. Spells cast through the thundergun follow standard spell-casting rules: you must expend a spell slot of the appropriate level for the spell being channeled, and you may cast any spell at a higher level for which you have available spell slots. <img src='https://i.imgur.com/ifmdVmD.png?1' style='position:absolute;bottom:80px;right:30px;width:48%;transform:rotate(-20deg);mix-blend-mode:darken;'/>

Shootin' from the Hip At 14th level, you have learned how to wield your thundergun with frightening mastery. You are no longer at disadvantage while making a ranged attack with the thundergun at a creature within 5 feet of you. The benefits of this feature are extended to include the use of channeled spells. In addition, if provided an attack of oppportunity, you may use your thundergun to make this attack within melee range (channeled spells can't be used in this way, unless allowed by another feature, such as War Caster). War Never Changes At 18th level, your thundergun has become an extension of your arm... a very malleable one. Whenever you finish a long rest, you may choose any single augment equipped to your thundergun, and replace it with any other augment that you already know and have recorded in your codex. Iron Augments If a thundergun modification has prerequisites, you must meet them to build and use it. It is assumed that you have finished a mod and can use it at the same time that you meet its prerequisites. Unless otherwise stated, only one mod can be attached to each part of the thundergun: the barrel, the frame, and the chamber. In addition, some mods modify the range of the weapon. Weapon Range Grades Grade Ranges Typical Weapon 1 20/60 thrown dagger 2 30/120 short bow 3 80/320 light crossbow Grade Ranges Typical Weapon 4 100/400 heavy crossbow 5 150/600 longbow These augments are presented in alphabetical order. Ammunition Belt (Chamber). Prerequisite: 6th level. You no longer need a free hand to reload your thundergun. Bayonet (Frame). A light hammer, handaxe, or dagger. You can make a melee attack at a target within 5 feet using the thundergun, and the attack deals 1d6 of the melee weapon's damage type. You may also attach magical weapons to your weapon in this way. This mod can be used with other frame mods. Blunderbuss (Barrel). Prerequisite: 8th level. As an action, you can make a single attack in a 15-foot cone. If a creature is within the cone and within 5 feet of you, it takes double damage. All creatures in the cone of effect can make a Dexterity saving throw to halve the damage. A weapon with this mod installed is unaffected by other range grade modifications. Double Barrel (Barrel). Prerequisite: 6th level. You have affixed an additional barrel to the thundergun. You can now make an additional ranged attack whenever you take the attack action. You must use your bonus action at the end of your turn in order to reload your weapon. At 16th level, you can use another augment slot to install this mod again and add a third barrel to your weapon, and so gain a third attack whenever you take the attack action. Eagle's Eye (Frame). Prerequisite: 8th level. Once during your turn, you can make a single attack with advantage. Flintlock (Chamber and Barrel). Prerequisite: 8th level. The damage dice from your thundergun is now tripled, and its range is reduced by one range grade. In addition, the weapon produces smoke which lightly obscures a 5-foot cube in front of you. Finally, the weapon takes a full round to reload — you can't take any actions during your next turn. If you take damage while reloading, you must make a Wisdon saving throw, or be forced to try again on your next turn. Grenadier (Frame). Prerequisite: 12th level. As an action, you can launch a single round imbued with magical energy at a point within 60 feet, which explodes in a 15-foot radius sphere. Each creature in the area must make a Dexterity saving throw against your spell save DC, or take fire, cold, or lightning damage equal to your weapon's damage dice. If you choose fire, all targets that fail their save catch fire. If you choose cold, all targets that fail their save lose 10 feet of their movement until the start of your next turn. If you choose lightning, all targets that fail their save lose their reaction until the start of your next turn. Hawk's Eye (Frame). You benefit from the archery fighting style when attacking with this weapon. Long Barrel (Barrel). Prerequisite: 6th level. The weapon's range increases by one range grade. This mod can be used with other barrel mods, and applies to all barrels of the weapon. Magic Bullets (Chamber). Attacks made with your thundergun count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. At 10th level, attacks made with this weapon gain a +1 bonus to attack and damage rolls. Attacks and damage with this weapon gain an additional +1 bonus at 18th level. This mod can be used with other chamber mods. Owl's Eye (Frame). Aiming with the thundergun allows you to see as if you had darkvision up to 120 feet. Quick Mag (Chamber). The thundergun no longer has the loading property. In addition, if the weapon has more than one barrel, reloading the weapon takes a free object interaction, rather than a bonus action. Revolver (Chamber). Prerequisite: 12th level. You have replaced the firing chamber with a revolving six-chamber mechanism. You can now make an additional attack with this weapon using a bonus action, and you add your attack modifier to the damage roll. You only have to reload after all chambers are empty, though reloading now takes a full action. In addition, if this mod is installed on a pistol, you gain an extra attack with that weapon if you take the attack action during the first round of combat. Shadowshot (Barrel). Prerequisite: 12th level. Any hit you score against a creature that is surprised is a critical hit. In addition, the crack of every attack from the thundergun can be heard up to 50 feet away. Finally, the weapon's range is reduced by one range grade. Snubnose (Barrel). All attacks add +2 to damage rolls, and the weapon's range is reduced by one range grade. This mod can be used with other barrel mods, and applies to all barrels of the weapon. Uberkugel (Chamber). Prerequisite: 12th level. Attacks deal additional 1d8 thunder damage, and attacks from the thundergun can be heard up to 400 feet away. At 18th level, this additional thunder damage increases to 2d8. This mod can be used with other chamber mods.

Appendix A: Multiclassing Multiclassing When you advance in level, and at your DM's discretion, you may take the option to multiclass into an Artificer. You must meet the following prerequisites to qualify for an Artificer. Multiclassing Prerequisites Ability Score Mimimum Intelligence 13 Proficiences When you first multiclass into Artificer, you gain only some of the class's starting proficiences as shown below. Multiclassing Proficiencies Proficiences Gained Light armor, hand crossbows, one skill from the class's skill list, Tinker's tools



Spellcasting Spell Slots. You determine your available spell slots by adding half (rounded down) of your artificer levels to the levels of your other classes (PHB p.164). Use this total to determine your spell slots by consulting the Multiclass Spellcaster table (PHB p.165). Alternate Starting Equipment When you create an artificer, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces and spend them on items (Chapter 5 of the PHB). Starting Wealth for Artificers Funds 5d4 x 10 gp





Appendix B: Spell List 1st Level Absorb Elements x

Alarm

Catapult x

Detect Poison and Disease

Expeditious Retreat

False Life

Jump

Longstrider

Mage Armor

Purify Food and Drink

Ray of Sickness

Sanctuary

Shield

Sleep

Snare x

Tenser's Floating Disc

Zephyr Strike x 2nd Level Alter Self

Arcane Lock

Barkskin

Blur

Continual Flame

Darkvision

Enhance Ability

Find Traps

Flaming Sphere

Gust of Wind

Heat Metal

Invisibility

Knock

Locate Object

Magic Mouth

Magic Weapon

Protection from Poison

Pyrotechnics x

Rope Trick

Shatter

Spider Climb

Warding Bond 3rd Level Catnap x

Counterspell

Dispel Magic

Elemental Weapon

Flame Arrows x

Glyph of Warding

Haste

Meld into Stone

Nondetection

Protection from Energy

Sending

Slow

Tiny Servant x

Water Breathing

Water Walk 4th Level Arcane Eye

Elemental Bane x

Fabricate

Freedom of Movement

Greater Invisibility

Leomund's Secret Chest

Mordenkainen's Faithful Hound

Mordenkainen's Private Sanctum

Otiluke's Resilient Sphere

Polymorph

Sickening Radiance x

Stone Shape

Stoneskin 5th Level Animate Objects

Antilife Shell

Contagion

Creation

Legend Lore

Passwall

Skill Empowerment x

Telekinesis

Transmute Rock

Spell List References The spells listed with x are taken from Chapter 3 of Xanathar's Guide to Everything. All other spells can be found in Part 3, Chapter 11 of the Player's Handbook.

Appendix C: Alternative Rules "Prepared" Spellcasting The Codex At 2nd level, you gain a tome, called a codex, containing four 1st-level spells of your choice. Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your spells. 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. You prepare the list of artificer spells that are available for you to cast. To do so, choose a number of artificer spells from your codex equal to your Intelligence modifier + your artificer level, halved and rounded up (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include four spells of 1st or 2nd level, in any combination, chosen from your codex. If you prepare the 1st-level spell false life, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent studying your codex and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Learning Spells of 1st Level and Higher Each time you gain an artificer level, you can add one artificer spell of your choice to your codex. Each of these spells must be of a level for which you have spell slots, as shown on the Artificer table. On your adventures, you might find other spells that you can add to your codex.

Your Codex For the purposes of spellcasting, your Codex acts the same way as a Wizard's spellbook. For copying spells into your Codex and preparing spells, refer to the "Your Spellbook" sidebar for the Wizard class (PHB p.114). There are two slight changes: whenever you gain a level, you may only add one spell to the codex, rather than two

spell to the codex, rather than two you can copy any spell from the Artificer's spell list, rather than the Wizard's Wondrous Invention At 3rd level, you gain the use of a common magic item that you have crafted. Choose an item from the list below. Crafting an item is a difficult task. Whenever you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design. The item can look however you like, as long as its form would not change the statistics or usage of the item crafted. In addition, only you can use the item - it is uniquely attuned to you, though it does not count against the number of items attuned to you. Unlike normal magical item crafting, you don't require a formula to design the item, and crafting cost is covered by your normal living expenses. It is assumed that you work on this item in your leisure time and finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 6th, 11th, 15th, and 20th level. If one of your Wondrous Inventions are lost or destroyed, you can build a new one. If the invention is common, you can rebuild it by spending 1 workday and 25 gp of materials. If the invention is uncommon, you can rebuilt it by spending 3 workdays and 100 gp of materials. If the invention is of rare quality or higher, you can rebuild it by spending 1 workday (8 hours each day) per prerequisite level of the item, and 100 gp of raw materials per day. The new item must be a copy of the original, which is destroyed when the new item is completed. The common magic items listed for 3rd level are described in XGtE (pp.136-140). The other items are found in the DMG. 3rd Level. Charlatan's die; clockwork amulet; ear horn of hearing; ersatz eye; horn of silent alarm; lock of trickery; mystery key; orb of direction or time; pipe of smoke monsters; talking doll; tankard of sobriety; veteran's cane 6th Level. Driftglobe; eyes of charming, of minute seeing, or of the eagle; goggles of night; sending stones; headband of intellect; helm of comprehend languages; lantern of revealing 11th Level. Beads of force (1d4+4); chime of opening; cube of force; dimensional shackles; folding boat; helm of teleportation; horseshoes of speed; ioun stone of awareness, protection, reserve, or sustenance; iron bands of binding 15th Level. Crystal ball; horseshoes of a zephyr; ioun stone of absorption, agility, fortitude, insight, intellect, leadership, or strength; mirror of life trapping 20th Level. Crystal ball of mind reading, telepathy, or true seeing; cubic gate; ioun stone of greater absorption, mastery, or regeneration; iron flask (empty) Alternate Invention Alternatives If you wish to invent a magic item that is not listed for the following feature, talk with your DM to see what you could invent. For example, if you are an alchemist, you may wish to brew the recipe for an eversmoking bottle. Or, if you have proficiency with jeweler's tools, you may wish to cut your very own gem of brightness. Or, invent something of your own creation! Don't let us stop you!

Appendix D: Crafting Rules The relevant information regarding item crafting, from XGtE and the DMG, has been compiled into this appendix. This information has not been changed to reflect the crafting features of the artificer class. Clarifications for the Portable Forge The artificer can make progres toward the crafting of an item during adventure time, as well as downtime. Two short rests spent crafting are the equivalent of one day of downtime. In addition, the 4th level portable forge feature allows an artificer to progress in crafting magical items twice as quickly (rounded up): an uncommon magic item can be completed in one workweek, instead of two. This feature stacks for the Alchemist, starting at 5th level: an uncommon potion or poison can be brewed in three days, instead of two workweeks. (The cost is still only halved.) The time it takes to brew a potion of healing is also halved with this feature. Crafting an Item Xanathar's Guide to Everything (p.128) A character who has the time, the money, and the requisite tools can use downtime to craft armor, weapons, clothing, or other kidns of nonmagical gear. Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. If need be, the DM will make any judgment calls regarding whether a character has the correct equipment. If all of the above requirements are met, the result of the process is an item of the desired sort. Magical Item Crafting Xanathar's Guide to Everything, (pp.128-129) Creating a magic item requires more than just time, effort, and materials. To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe: It lists the materials and steps required to make the item. In addition, your DM may determine that an item also requires an exotic material to complete it. This material should be of a type related to the sort of magical effect the item reproduces, and finding this material will likely take place as part of an adventure. The Magic Item Ingredients table suggests the CR of a creature that the characters need to face to acquire the materials for an item. In addition, the character crafting the item (namely, the Artificer) must be of a level greater than the lowest CR range of the related creature involved in acquiring the material.

Magic Item Ingredients Item Rarity CR Range Character Level Common 1-3 2nd level Uncommon 4-8 5th level Rare 9-12 10th level Very Rare 13-18 14th level Legendary 19+ 20th level Magic Item Crafting and Cost Item Rarity Workweeks* Cost* Common 1 50 gp Uncommon 2 200 gp Rare 10 2,000 gp Very Rare 25 20,000 gp Legendary 50 100,000 gp * Halved for a consumable item, like a potion/poison, or scroll To complete a magic item, a character also needs the appropriate tool proficiency, as for crafting a nonmagical object. If all of the above requirements are met, the result of the process is a magic item of the desired sort. Brewing Potions of Healing Xanathar's Guide to Everything (p.130) A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized below. Potion of Healing Creation Type Time Cost Healing (common) 1 day 25 gp Greater healing (uncommon) 1 workweek 100 gp Superior healing (rare) 3 workweeks 1,000 gp Supreme healing (very rare) 4 workweeks 10,000 gp Poisons Dungeon Master's Guide (pp.257-258) A character who has proficiency with the poisoner's kit can create poisons. Poisons can be applied in the following ways. Contact. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. Your DM might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube. Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.