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See the Artificer 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 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 by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items. Cunning Inventors Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are 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 mechancial 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. 1

2 The Artificer Level Proficiency Bonus Invention Points Features Cantrip Inventions Wonderous Invention Maximum Spell Level 1st +2 3 Wonderous Invention, Magic Item Analysis 2 1 2nd +2 7 Field of Research 2 1 3rd +2 12 Spontaneous Innovation (1/rest) 2 2 4th +2 14 Ability Score Improvement 2 2 5th +3 16 Prodigious Craftwork, Spontaneous Innovation improvement 3 3 6th +3 18 Field of Research feature 3 3 7th +3 20 Spontaneous Innovation (2/rest) 3 4 8th +3 24 Ability Score Improvement 3 4 9th +4 26 Spontaneous Innovation improvement 3 5 10th +4 30 Field of Research feature 3 5 11th +4 34 Prodigious Craftwork improvement 4 6 12th +4 40 Ability Score Improvement 4 6 13th +5 46 Spontaneous Innovation improvement 4 7 14th +5 50 Field of Research feature 4 7 15th +5 56 - 4 8 16th +5 60 Ability Score Improvement 4 8 17th +6 65 Spontaneous Innovation (3/rest) 4 8 18th +6 70 Prodigious Craftwork improvement 4 9 19th +6 75 Ability Score Improvement 4 9 20th +6 80 Pinnacle of Artifice 4 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, Religioin, and Slight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon (if proficient) 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 theive's tools, and a dungeoneer's pack Wonderous Invention As an Artificer, you have learned to bind magic into your creations called Wonderous Inventions. These devices are used to cast spells. Wonderous inventions come in three levels of quality: Cantrip, Advanced and Prototype. Cantrip inventions can be used an unlimited number of times. Each advanced wonderous invention can be used once before a short or long rest. Each prototype wonderous invention can be used once per long rest. What is a Wonderous Invention? A wonderous invention could be anything that could produce the effect of a spell - be creative! A few examples of the wonderous inventions that an Artificer might create 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.

a diadem that sends a message Finish the job. Advanced wonderous inventions are significantly more resource effective than prototype wonderous inventions.

3 Creating a Wonderous Invention Creating a wonderous invention requires allocating Invention Points. The number of Invention Points for a wonderous invention of a particular spell level is described in the Wonderous Invention Cost table. Invention Points Invention Points represent your capacity for creativity and dedication to your work. You have 3 invention points at Level 1, and you gain more as you reach higher levels, as shown in the Invention Points column of the Artificer table. Invention points are spent when you level up to create new wonderous inventions, or access Artificer class features. Wonderous Invention Cost Spell Level Invention Points (Advanced) Invention Points (Prototype) 1 3 2 2 5 3 3 7 5 4 9 6 5 11 8 6 13 9 7 16 11 8 18 12 9 20 14 Allocating Invention Points. When you level up, you can allocate Invention Points to build new wonderous inventions or access class features. Additionally, you can allocated Invention Points to create wonderous inventions and access class features if you spend 2 hours and 20 gp per Invention Point allocated. Reclaiming Invention Points. When you level up, you can remove up to one wonderous invention to reclaim the points allocated to it. If you spend 1 hour per Invention Point of a wonderous invention or class feature to dismantle it, you can reclaim its 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 spell of your choice from the artificer spell list. You create additional artificer cantrip inventions at higher levels, as shown in the Cantrip Inventions column of the Artificer table. Cantrip inventions cost no Invention Points. Spell Invention of 1st Level and Higher At 1st level, you can create wonderous inventions of 1st level spells. At higher levels, the maximum level of the spell inventions you create is shown in the Wonderous Invention Level column of the Artificer Table. If you create a wonderous invention of a spell that can be cast at a higher level, you choose what spell level when you create the invention, and allocate the appropriate number of Invention Points for a spell of that level. The Artificer Spell List has no 8th or 9th level spells, but the artificer can create wonderous inventions of spells cast as 8th and 9th level spells. Using a Wonderous Invention Wonderous invetions require the same Verbal, Somantic, and Material components as their spell counterparts. The material components are provided in the creation of the invention, or if valuable, on usage of the invention. The somantic component is completed in the operation of the invetion. The verbal component is produced by the magic of the invention, which hums, whirs, buzzes or produces an ethereal drone. Others may use your wonderous invention. The spell is still cast as if you cast it, using your spellsave DC and spell attack modifier. Your inventions require specific maintenance from the Artificer during rests to be able to work again. If the Artificer is not present, the wonderous inventions can only be used once regardless of rests. Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence whenever you active a wonderous invention that refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wonderous 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 Magic Item Analysis At 1st level, your understanding of magic items allows you to analyze and understand their secrets. You may cast detect magic and identify as rituals. You don’t need to provide a material component when casting identify with this class feature. If you allocate 1 Invention Point, you can create an Aether Spanner, a magically infused diagnostic tool that allows you to cast either detect magic or identify as an action once per long rest. Allocating Invention Points? Let's consider an example of a level 2 Artificer with 7 Invention Points. At level 2, only first level spells are available to you. You could allocate 3 Invention Points to create an advanced wonderous invention of Burning Hands, and another 3 Invention Points to a Thunderwave advanced wonderous invention. Each of these could be used once per short rest. Your remaining 1 Invention Point could build an Aether Spannner with the Magic Item Analysis feature. Alternatively, you could allocate 3 Invention Points to an advanced wonderous invention and also create 2 prototype inventions for 2 Invention Points each. The prototype inventions could be used once per long rest, sacrificing re-usability for access to more effects. See page 10 for an example of cards you could use to track inventions.

4 <img src='https://227rsi2stdr53e3wto2skssd7xe-wpengine.netdna-ssl.com/wp-content/uploads/2014/01/sydri-680x280.png'/ style='position:absolute; top:0px; left:-220px; width:950px; transform:scaleX(-1); filter:contrast(150%);'> Field of Research At 2nd level, you focus your studies on a particular field of research: Choose Physics, Alchemy, or Runic Forging, 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 a tool, and you invent a new device to assist at the task at hand. For the next 3 ability checks you have proficiency with the chosen skill or tool. If you are already proficient, double it. Once you use this feature, you must finish a long rest before you can use it again. Begining at 7th level, you can use Spontaneous Invention twice between rests, and beginning at 17th level, you can use it three times between rests. Spontaneous Innovation Improvement At 5th, 9th, and 13th level, you can improve your spontaneous innovation. Choose one of the following options that you have not yet choosen: You gain advantage on the first ability check you make of the chosen skill or tool.

You may use your Intelligence modifier for the ability check instead of whatever ability the skill or tool would normally use.

You may use Spontaneous Innovation as a bonus action. 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 5th level, your inventive knowledge allows you to create wonderous inventions and magic items more quickly. When allocating Invention Points to create a wonderous invention or class feature, the time and gold cost per Invention Point are reduced to 1½ hours and 15 gp. At 11th level, the cost is reduced to 1 hour and 10 gp. At 18th level, the cost is reduced to ½ hour and 5 gp. Additionally, at 5th level, when crafting a magic item, you can spend twice the amount of gold per day toward the item's creation that you could normally. 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. As you gain levels in this class, your production improves. At 11th level you can spend three times the amount of gold. At 18th level you can spend four times the amount of gold. 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 wonderous inventions is unmatched. Your spells can now go up to spell level 11. Wonderous Invention Cost Spell Level Invention Points (Advanced) Invention Points (Prototype) 10 22 15 11 24 16 Fields of Research Artificers pursue a variety of specializations, honing their crafting inventions to solve new problems and lead to new discoveries. The three most fields of research, Alchemy, Physics, and Engineering, are presented here. Physics Research Physics is about understanding how the world works through inventing devices to probe reality. The physicist specializes in controling light, sound and space. Expanded Spell List The physicist's mastery of light, sound, and space gives you access to additional spells to create wonderous inventions. See Physics Field of Research - Additional Spells. Prolific Invention At 2nd level, your Invention Point maximum increases by 2, and it increases by an additional 1 every time you gain a level. Additionally, you gain one additional Cantrip Invention. Wonderous Upgrades Beginning at the 6th level, your understanding of how to harness the Weave allows you to upgrade your inventions at the cost of Invention Points. The Wonderous Upgrade Cost table shows the cost in Invention Points for each upgrade. You may choose from a number of upgrades and can have any number of upgraded wonderous inventions, however a particular wonderous invention may only have one such upgrade. The invention points are allocated when you create the wonderous inventions.

5 <img src='https://drive.google.com/uc?export=download&id=1hL4sD6dwwZSMj5txWx3I5FuV-5TsFwLQ'/ style='position:absolute; top:750px; right:28px; width:800px; transform: rotate(20deg); filter:contrast(120%);'> Wonderous Upgrade Cost Upgrade Advanced Prototype Augmented 2 1 Careful 2 1 Distant 2 1 Empowered 2 1 Extended 2 1 Flexible 2 1 Heightened 8 4 Quickened 6 3 Ritual -1 -X* Subtle 2 1 Augmented Invention. When you create an augmented invention that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type). The spell does that damage type instead. Careful Invention. When a careful wonderous invention forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Invention. If a distant wonderous invention has a range of 5 feet or greater, double the range of the spell. If it has a range of touch, make the range 30 feet. Empowered Invention. When you roll damage for an empowered wonderous invention, reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. Extended Invention. If an extended wonderous invention would have a duration of 1 minute or longer, double its duration, to a maximum duration of 24 hours. Flexible Invention. When you create a flexible invention, choose a second spell for this wonderous invention, or three spells if they all share a school of magic. The additional spells must be of equal or lower level than the spell of the wonderous invention. When you use this wonderous invention, you may use any of the spells, but only one. Heightened Invention. When a heightened wonderous invention forces a creature to make a saving throw to resist its effects, give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Invention. A quickened wonderous invention that would have a casting time of 1 action, change the casting time to 1 bonus action. Subtle Invention When you use this wonderous invention, it requires neither the somantic or verbal components, meaning it is silent discrete in it's form. Ritual Invention This upgrade reduces the cost of a wonderous invention by 1 for an advanced invention, and by the spell level for a prototype invention. If the spell cast by this wonderous invention has a casting time of less than 10 minutes, the casting time becomes 10 minutes. This upgrade can be selected for spells with casting time longer than 10 minutes, but has no effect except reducing the Invention Point cost. Need More Power! At 10th level, you have invented a way to harness and store power from the Weave. You have a created a storage device which can be used once per long rest to do one of the following: Choose two of the following upgrades: distant, empowered, extended, heightened or quickened. Use a wonderous invention as if it had those upgrades in addition to the upgrades it currently has.

Use a wonderous invention of spell level 4 or lower which you have already used. Breadth vs. Depth At the 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 gain access to additional class features. Count only Wonderous Inventions, not Cantrip Inventions, when determing requirements for this feature. Note that you can achieve both Breadth and Depth.

6 Breadth. If you have five wonderous inventions which span five different schools of magic and five different spell levels, you have a breadth of knowledge across multiple schools of magic, and you gain access to the Regenerative upgrade. Additionally, if you have breadth, your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. Depth. If you have five wonderous inventions which share a school of magic, and span five different spell levels, you have a depth of knowledge in that particular school, and gain access to the Resonant upgrade. Additionally, if you have depth, you can have up to two upgrades per invention instead of one upgrade for an invention in the school of magic in which you have depth. However, you cannot apply the same upgrade twice to the same invention. Breadth vs. Depth Upgrade Cost Upgrade Advanced Prototype Regenerative 6 2 Resonant 6 2 Regenerative Invention. (Requires Breadth) When you use a regenerative invention, choose one of your wonderous inventions of a different school of magic to which you have allocated at most 6 Invention Points. That wonderous invention is now ready as if you have had a long rest. Resonant Invention. (Requires Depth) When you create a resonant invention, choose a 1st level spell with a casting time of 1 action in the same school as the invention's spell. You may cast that spell as a bonus action when you use this invention. Alchemy Research You are facinated by the interactions between magic, biology and chemistry. The study of alchemy allows you to create wonderous inventions that change biology or the natural world, chemical concoctions which can help allies or harm foes. Expanded Spell List The alchemist's mastery of chemistry, biology, and the natural world gives you access to additional spells to create wonderous inventions. See Alchemy Field of Research - Additional Spells Potion Master When you choose this specialization at 2nd level, you gain proficiency with alchemist’s supplies and herbalism kit, if you didn't already have them. You can drink or administer a potion as a bonus action, and when crafting a potion, you make progress twice as fast as usual. Potent Reagents Starting at 2nd level, your study of alchemy allows you to make your wonderous inventions extra potent. When you use potent reagents, choose one of the following: When you use a wonderous invention that requires the target to make a saving throw, you may impose disadvantage on the saving throw for one of the targets.

When you use a wonderous invention that requires you to make a spell attack roll, you can reroll any 1s or 2s. Use this after the dice are rolled.

When you use a wonderous invention that would heal, you may reroll any 1s or 2s and use the new roll. Use this after the dice are rolled.

When you use a wonderous invention that requires concentration, your concentration can't be broken as a result of taking damage for the duration of that spell. At the 2nd level, you can use potent reagents once per long rest. At the 6th level, you can do this a limited number of times equal to your intelligence modifier between each long rest, but only once per turn. Signature Recipe At the 6th level, you are always able to scrape together the materials for your signature recipe. Choose any Artificer spell. You may use a Wonderous Invention to cast that spell at the level of the Wonderous Invention instead of whatever spell the Wonderous Invention was designed to cast. You may change your signature recipe whenever you level up. If you choose a spell above level 1 for your signature recipe, you cannot use lower level spells to use your signature recipe. True Alchemy At the 10th level, you have cracked the fundamentals of alchemy. If you have an alchemist's kit, 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 gold or non-magical item in the process. You can only do this once before finishing a long rest. Philosopher's Stone At the 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 use the potent reagents feature on your signature recipe without counting towards your total number of uses per long rest.

You have resistance to poison damage, and can remove the poisoned condition from yourself or a creature within touch range as a free action.

If you would fail your last death saving throw, instead you are stabilized and the philosopher's stone is destroyed. Additionally, 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.

7 Runic Forging Research The rune forger's wonderous inventions are runes, which seal magic into objects built for combat. They wield spell infused weapons and wear rune covered armor. Rune Forging When you begin this field of research at level 2, you can bind magic into combat runes, which can be used to cast spells just like wonderous inventions, and have some additional benefits. At level 2, you can forge defensive runes. Begining at level 6, you can also forge offensive runes. Defensive runes can be placed on armor or the body, and offensive runes can be placed on weapons. These runes cost Invention Points in addition to the normal amount for wonderous invention, as specified in the Combat Rune Cost table. Combat runes function just like a normal wonderous inventions, however the spell for combat runes must have a cast time of 1 action. It may be either an advanced or prototype invention. There is no limit to the number of runes on a particular weapon or peice of armor. Combat Rune Cost Defensive Rune Forging First Defensive Rune None Additional Runes +2 Invention Points Offensive Rune Forging First Offensive Rune None Additional Runes +2 Invention Points Rune Armored Response Beginning at level 2, when you are hit by a melee attack, you can use your reaction to cast one of your unused defensive runes. If the spell has targets, you or the attacking creature must be one of the targets. This feature won't let you use a defensive rune you have already used. Aether Discharge At 6th level, when you strike a foe with a weapon with offensive runes, you can expend the rune's spell to cause a magic effect. The magic effect depends on the school of magic of the spell used. The DC for any saving throw from this effect is 10 plus the spell level. Additionally, when you use the Rune Armored Response feature, you may expend a spell from one of your unused defensive runes in this way instead. Abjuration. The target takes an extra 1d8 force damage per spell level, and you gain temporary hit points equal to twice the spell level plus your Intelligence modifier. Conjuration. The target takes an extra 1d8 thunder damage per spell level, and you teleport a number of feet equal to 5 times the spell level. Divination. The target takes an extra 1d6 psychic damage per spell level, and you see a brief vision of the future. Until you take a short rest, you gain a fortelling roll of 10 plus the spell level. You can replace any attack roll, ability check or saving throw with that roll once. Enchantment. The target takes an extra 1d8 psychic damage and must succeed at a Wisdom saving throw or be paralyzed until the end of their next turn. Evocation. The target takes an extra 1d12 fire damage per spell 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 spell level, and your target sees illusionary duplicates overlappiing you. It must succeed at a Wisdom saving throw or until the end of your next turn, it gains disadvantage on attacks against you, and you gain advantage on attacks against it. Necromancy. The target takes an extra 1d10 poison damage per spell level, and must succeed at a Constitution saving throw or be poisoned until your next turn. Transmutation. The target takes 1d10 damage per spell level, and you transform your weapon. Until the end of your next turn, it deals either piercing, bludgeoning, or slashing damage, and has a melee range of 15 feet. Improved Aether Discharge When you use the Aether Discharge feature, you may have creatures within 5 feet of the target take damage equal to half of the extra damage. <img src='https://drive.google.com/uc?export=download&id=14OcBZtg6KiDL6rogPASsiQEFMOH3q15z'/ style='position:absolute; bottom:-25px; right:-50px; width:460px; transform:scaleX(-1); filter:contrast(150%);'>

9 Rune Powered Strike Begining at level 14, when you hit with a melee attack, you may use one of the spells for the wonderous weapon invention as a bonus action. You cannot use the Ather Discharge feature when you use this feature, and this feature won't let you use a wonderous invention that you have already used.

10 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 Shocking Grasp

1st Level Alarm Burning Hands Comprehend Languages Detect Magic Feather Fall Fog Cloud Identify Illusory Script Jump Longstrider Mage Armor Tenser's Floating Disk Thunderwave Physics Research (1st) Chromatic Orb Color Spray Silent Image Alchemy Research (1st) Charm Person Create or Destroy Water Cure Wounds Disguise Self Entangle Expeditious Retreat Grease Inflict Wounds Sleep 2nd Level Darkvision Flame Blade Flaming Sphere Gust of Wind Heat Metal Levitate Magic Weapon Melf's Acid Arrow Nystul's Magic Aura Rope Trick Scorching Ray See Invisibility Spider Climb Physics Research (2nd) Blur Darkness Invisibility Mirror Image Misty Step Shatter Silence Alchemy Research (2nd) Alter Self Barkskin Enhance Ability Enlarge/Reduce Lesser Restoration Protection from Poison Web 3rd Level Clairvoyance Counterspell Daylight Dispel Magic Fireball Fly Glyph of Warding Lightning Bolt Sending Tongues Water Walk Physics Research (3rd) Blink Hypnotic Pattern Major Image Slow Alchemy Research (3rd) Haste Protection from Energy Plant Growth Stinking Cloud Water Breathing 4th Level Banishment Control Water Fabricate Fire Shield Leomund's Secret Chest Otiluke's Resilient Sphere Wall of Fire Physics Research (4th) Dimension Door Greater Invisibility Hallucinatory Terrain Alchemy Research (4th) Giant Insect Polymorph Stoneskin 5th Level Cone of Cold Creation Rary's Telepathic Bond Scrying Teleportation Circle Wall of Force Physics Research (5th) Mislead Passwall Seeming Alchemy Research (5th) Cloudkill Greater Restoration Mass Cure Wounds 6th Level Arcane Gate Chain Lightning Contingency Disintegrate Guards and Wards Move Earth Otiluke's Freezing Sphere Sunbeam True Seeing Wall of Ice Physics Research (6th) Drawmij's Instant Summons Programmed Illusion Alchemy Research (6th) Flesh to Stone Heal 7th Level Delayed Blast Fireball Etherealness Fire Storm Plane Shift Reverse Gravity Sequester Symbol Teleport Physics Research (7th) Prismatic Spray Project Image Alchemy Research (7th) Regenerate

10 Wonderous Invention Cards Download here: https://drive.google.com/uc?export=download&id=1g9XKmfk7bbT68IQUU1XH3Rxa1Erxx_t2 Here is an example of an advanced wonderous 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 wonderous invention but upgraded using the Physicist's Wonderous Upgrade feature: <img src='https://drive.google.com/uc?export=download&id=1g9XKmfk7bbT68IQUU1XH3Rxa1Erxx_t2'/ style='position:absolute; top:90px; right:265px; width:500px;'> <img src='https://drive.google.com/uc?export=download&id=1vOjPmRarF43juXSMAIdhQv3bE6zLsoKr'/ style='position:absolute; top:280px; right:265px; width:500px;'> <img src='https://drive.google.com/uc?export=download&id=1sUZisxVpjE5xgoXgdEsHFbahgA6V8jM4'/ style='position:absolute; top:470px; right:265px; width:500px;'> <img src='https://drive.google.com/uc?export=download&id=1AejiRW9fnXOSNCTU5Ov_pWXIgVGaroZr'/ style='position:absolute; top:660px; right:265px; width:500px;'>

Design Intentions This version of the Artificer tries to capture two key roles. First, the Artificer is a primarily short-rest caster. Second, the design emphasizes creativity on the part of the player. The Invention Point and Wonderous Invention quality (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've got a million ideas for subclasses, but I tried to follow a few guidelines. The level 2 feature provides a unique resource to expand their options. The level 6 feature always gives the Artificr a little more flexibility in how they can use spells (Flexible upgrade, Signature Recipe, Aether Discharge). The level 10 and 14 features are a bit more diverse (as the Artificer will have many options by then). ChangeLog This content has been updated.

See the Artificer Version 2 here 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 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 4 - Terese Neilsen "Sydri, Galvanic Genius"

Page 5 - Peter Mohrbacher "Rage Thrower"

Page 8 - William O'Connor

11 Retired Content: Cantrip Upgrades (Physicist) When you reach 10th level, you can spend invention points to upgrade your Cantrip Inventions. An invention may only be upgraded once this way. Cantrip Upgrade Cost Upgrade Cost Careful 3 Distant 3 Empowered 9 Extended 3 Heightened 9 Quickened 9 Subtle 3