The Artificer — Spell Slots per Spell Level — Level Proficiency

Bonus Artificial

Augments Features 1st 2nd 3rd 4th 5th 1st +2 — Portable Forge, Magical Analysis — — — — — 2nd +2 1 Spellcasting, Artificer Specialization 2 — — — — 3rd +2 1 Tool Expertise, Wondrous Invention 3 — — — — 4th +2 2 Ability Score Improvement 3 — — — — 5th +3 2 Specialization feature, Magic Crafting 4 2 — — — 6th +3 3 Artificer's Affinity, Wondrous Invention 4 2 — — — 7th +3 3 Specialization feature 4 3 — — — 8th +3 4 Ability Score Improvement 4 3 — — — 9th +4 4 — 4 3 2 — — 10th +4 5 Analytical Mind, Specialization feature 4 3 2 — — 11th +4 5 Wondrous Invention 4 3 3 — — 12th +4 5 Ability Score Improvement 4 3 3 — — 13th +5 6 — 4 3 3 1 — 14th +5 6 Specialization feature 4 3 3 1 — 15th +5 6 Wondrous Invention 4 3 3 2 — 16th +5 7 Ability Score Improvement 4 3 3 2 — 17th +6 7 Animated Artifice 4 3 3 3 1 18th +6 7 Specialization feature 4 3 3 3 1 19th +6 8 Ability Score Improvement 4 3 3 3 2 20th +6 8 Wondrous Invention, Soul of Artifice 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 or 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: Club, dagger, handaxe, light hammer, quarterstaff, light crossbow, dart, blowgun, hand crossbow

Tools: Tinker's Tools, plus one 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. 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, and are primarily concerned with modifying creatures and objects or creating items. 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 of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 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.

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 the nature of the multiverse. In addition, you can add spells to the tome as you gain levels, and you might find other artificer spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying Spells into the Codex. When you find an artificer spell of 1st level or higher, you can add it to your codex if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your codex involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the spellcaster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your codex using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Codex. You can copy augments and spells from your own codex into another book — for example, if you want to make a backup copy. This is just like copying a new spell into your codex, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. Copying augment schemata depends on your specialization, and is explained in each specialization's description. If you lose your codex, you can use the same procedure to transcribe the augments and spells that you have prepared into a new one. Filling out the remainder of your codex requires you to find new spells to do so, as normal. For this reason, many artificers keep backup codices in a safe place. The Codex’s Appearance. Your codex is a unique compilation of spells, with its own flourishes and margin notes. 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.

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. 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. 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 (see the "Your Codex" sidebar). Artificer Specialization At 2nd level, you choose a specialization on which you intend to focus your magical craft: Alchemist, Runewright, 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. You record all of your known augments in your codex. 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 item. By replicating a lost item, the original lost item is destroyed. 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; rope of climbing 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!

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.

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. 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 are 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. Your unseen servant may assist you in crafting non-magical items during a short rest. You can command your 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. Also at 6th level, you can attune to up to four magic items. Analytical Mind At 10th level, you have become a natural in analyzing magic. You can now cast detect magic or identify as an action, with-out expending a spell slot or requiring material components. Animated Artifice At 17th level, you learn a special, artificer's animate objects spell. You can cast the spell once per long rest, with the following modifications: the transformations last for 1 hour (or until dispelled, or until the transformations drop to 0 HP), and you do not need to maintain concentration. Also at 17th level, you can attune to up to five magic items. 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 and runewrights. 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 Proficiency 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. Alchemical Augments Through your research, you have discovered a means by which you can convert mundane materials into new alchemical concoctions. At 2nd level, you determine which concoction you have first discovered through your studies, and the alchemical formula is added to your codex. Your concoction options are detailed at the end of the class description. Whenever you gain a level in this class, you can add the formula of another concoction to your codex if you can spare the time to make the notations. The concoction must be of a level that you could learn at the time that you learn it. The process takes 1 hour and costs 25 gp multiplied by the prerequisite level of the concoction (minimum of 1 hour and 25 gp). The cost represents material components you expend as you experiment with the formula. Additionally, when you gain certain artificer levels, the number of concoctions that you can prepare increases, as shown in the Artificial Augments column of the Artificer table, and you can add an additional formula to your codex immediately and for no gold cost, as long as you meet the prerequisite level for the concoction. Catalysts Concoctions are made possible by means of a catalyst, a crystal or similar object in which you imbue arcane energy, transmuting a mixture of water and simple ingredients into unique concoctions. The ingredients needed for your concoctions can be found in any component pouch. You prepare your concoctions at the end of a long rest, and you can only have one of each concoction prepared at a time, unless its description indicates otherwise. Once used, a concoction must be remade during a short rest in order to use it again. You can only craft one concoction, and you still benefit from a short rest. If you have an unseen servant, you may command it to craft another concoction as well. Though many concoctions 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). Potency Also at 5th level, when applying a poison (including the venin concoction) to a melee weapon, that weapon deals an additional poison damage die to each strike. When applying poison to ammunition, you can choose to apply the additional poison damage die to each piece, or coat twice as many pieces with one dose. If the poison does not normally deal damage, it now deals an additional 1d4 poison damage. Caduceus Starting at 7th level, you have finished constructing a unique, simple weapon with which you are proficient: a caduceus (rare), 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 any weapon damage of your choice. 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 absorbs 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. The caduceus applies the damage of the poison to every strike until you finish a short or long rest. Any other effects of the poison are only applied to the first strike. Healing. After applying a potion of healing, you may touch up to two creatures with the caduceus; the full effects of the potion are administered to both. Inner Panacaea The fumes that waft from your

work with potions and poisons

have slowly seeped into

your own body and

transformed you.

Starting at 10th

level, you gain

resistance to

poison damage,

and you are im-

mune 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. Runewright Some artificers have become masters in the art of weaving the fabric of magic into the physical world of the multiverse. A weaver of magic of this type is called a Runewright. Bonus Proficiency When you choose this specialization at 2nd level, you gain proficiency with calligrapher's tools. If you already have this proficiency, you can choose another artisan's tool. Runic Words When you choose this specialization at 2nd level, you learn an exotic language (deep speech, celestial, abyssal, etc.). You use this language to inscribe your runic magic. Scripted Augments Through your studies, you have unlocked the secret power of words, allowing you to imbue objects with runic inscriptions. At 2nd level, you determine which rune you have first discovered through your studies, and the runic inscription is added to your codex. Your rune options are detailed at the end of the class description.

Whenever you gain a level in this class, you can add the inscription of another rune to your codex if you can spare the time to make the notations. The rune must be of a level that you could learn at the time that you learn it. The process takes 1 hour and costs 25 gp multiplied by the prerequisite level of the rune (minimum of 1 hour and 25 gp). The cost represents the fine inks used to experiment with the rune's design and other features. Additionally, when you gain certain artificer levels, the number of runes that you can have active at a time increases, as shown in the Artificial Augments column of the Artificer table, and you can add an additional inscription to your codex immediately and for no gold cost, as long as you meet the prerequisite level for the rune. Inks and Etches Runes are inscribed by one of two methods. One method is by using calligrapher's tools to apply the rune using ink to an object. Inscribing a rune in this way takes 10 minutes per prerequisite level of the rune (minimum 10 minutes). The other way to inscribe a rune is to etch it into an object permanently. The process of etching a rune takes 1 hour per prerequisite level of the rune (minimum 1 hour), and does not require the use of ink. Magical objects, and objects made of mithril, adamantine, or other strong materials can't be etched. You can only have one of each rune active at a time. If a rune is inscribed on an object, it will disappear if it is applied to another object. If a rune is etched onto an item, that item must be destroyed, or the rune must be otherwise removed from the object, for the rune to be usable again. If a creature is affected by the spell dispel magic or a similar effect, any inscribed object that is being worn or carried by the creature loses its inscription, and the rune disappears. Etched objects are unaffected. Alu Runes You have mastered the complex alu runes, three intertwining inscriptions that imbue elemental magic into a focus. When you reach 5th level, you may apply the alu runes to an arcane focus of your choice immediately. You can now cast the runic bolt cantrip while you possess and can access the focus. Runic Bolt Evocation cantrip Casting Time: 1 action

1 action Range: 120 ft

120 ft Components: V, S, M (the alu runes, inscribed on a focus.)

V, S, M (the alu runes, inscribed on a focus.) Duration: Instantaneous You hurl a mote of elemental magic at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire, cold, or lightning damage (your choice). This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). The alu runes can only be applied to one focus at any time. Inscribing the runes onto another focus takes 1 hour for each rune, for a total of 3 hours. If you inscribe the alu runes onto a focus with additional magical properties (such as a wand or rod), the focus retains all of its existing enchantments. Expert Scrivener At 5th level, you have learned a myriad of esoteric secrets. You may now apply the benefits of the portable forge feature to your scroll 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 inscribe a scroll of that rarity. Emet Rune At 7th level, you have discovered through your studies the emet rune, an ancient inscription that gives life to non-living material. You can etch this rune onto an amount of malleable material, like clay, that fits within a 5-foot cube. With 8 hours of work, you etch the emet rune and animate the material, forming an obedient construct called a claywight. You can only have one of these constructs at a time. You can etch this rune onto another amount of material to form a new claywight, or etch it again onto the old form if it has been slain. When formed , the claywight takes on the statistics found in the Claywight table (at the end of this specialization description). However, the construct may take any form of Medium size that you choose. It obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, etc. If you are incapacitated or absent, it acts only to defend itself or continue acting on any ongoing commands. The claywight uses your proficiency bonus. In addition, it adds this bonus to its AC and attack rolls, and all saving throws. It also gains proficiency in two skills of your choice. The number of the claywight's hit dice is equivalent to yours, and it increases its hit points accordingly. In addition, the claywight gains one Ability Score Improvement, and whenever you gain an Ability Score Improvement class feature, its abilities also improve, though Intelligence and Charisma scores can't be improved. Finally, you can etch into the body of the claywight any rune that you know, and it acts as a tattoo for the claywight. These etched inscriptions do not count against your number of inscriptions used. You can etch onto the claywight a number of runes equal to your Intelligence modifier. If you wish to change the claywight's shape or form, you must spend one workday (8 hours) to reshape the claywight and etch the emet rune again. Reshaping the claywight in this way removes all other etched runes on its form. Fleshwright At 10th level, you have discovered another method of applying your inscriptions. Now you can use your calligrapher's tools to tattoo the rune onto a creature. The process of tattooing a rune onto a creature takes one workday (8 hours) multiplied by the rune's prerequisite level, as well as 50 gp in fine inks (minimum of 1 workday and 50 gp). The effects of a tattoo are permanent. You can tattoo

a number of runes equal to twice your Intelligence

modifier, but no creature can have more

tattoos than your Intelligence modifier. Once a rune has been applied twice in

this way, you may no longer apply it in any

way, unless the body, or part of the body, of a

creature with this tattoo is destroyed.

Somatic Runes At 14th level, when you cast a spell with a somatic component, you can use your bonus action to trace a runic symbol in the air. This rune augments the spell in one of three ways. You must finish a short or long rest in order to use this feature again. Ansuz Rune. You can increase this spell's level by 1 without expending a higher spell slot. Laguz Rune. You can choose to succeed on concentration checks for this spell for a number of rounds equal to your Intelligence modifier. Uruz Rune. You can increase the DC of this spell for one round by an amount equal to your Intelligence modifier. Signature Inscription At 18th level, you have achieved such mastery over your runic arts that you can inscribe your favorite rune at will. Choose any rune that does not have a prerequisite that you have recorded in your codex. You can inscribe, etch, or tattoo this rune freely, without it counting toward your total number of augments. The time and any costs of the rune still apply.

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 Proficiency 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. Reinvigoration When you choose this specialization 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 (described below) — your construct instead regains Hit Points equal to half the lightning damage (minimum of 1 HP). You may only use shocking grasp in this way if the construct is at 0 HP. 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 finish a long rest and level up, 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 provide aid via your shocking grasp spell to power the marvel's magical 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 initiative 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 are 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; casting shocking grasp on the marvel will allow it to operate again. 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) and 1,000 gp of materials. You may also choose to build a new marvel, by engaging in a full workweek (8 hours each day), and 2,000 gp of materials. Mechanical Augments The creation of the mechanical marvel counts as your first augment. When you gain certain artificer levels, you gain additional augments of your choice, as shown in the Artificial 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 the augment's schema-tics to your codex immediately and for no gold cost. 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 specialization description). Your construct's chassis determines its form and skills, but it can look however you like, as long as its form reflects its chassis and build. Cogs in the Machine Starting at 5th level, and whenever you level up, you can replace one of your marvel's augments with another augment for which you meet the prerequisite. You add the chosen augment's schematics to your codex whenever you can spare the time — the process takes 1 hour and costs 25 gp multiplied by the prerequisite level of the schematic (minimum of 1 hour and 25 gp). The cost represents the materials used to tinker with the schematic's

construction. In addition, 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) and

50 gp per prerequisite level of the augment

(minimum 2).

Magic-Imbued Strikes Starting at 7th level, your mechanical 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 14th level, and again at 18th level. If the marvel already has use of magical weapons, as by the deadly weaponry upgrade, it uses those weapon's statistics, even if the weapon provides no to-hit bonus. Animated Servant At 10th level, you learn a special, artificer's tiny servant spell.(XGtE pp.168-169 for the spell and stat block.) You can cast this spell once per long rest. The construct animated from this casting lasts until its HP drops to 0, it is subjected to a dispel magic spell, or you cast this spell again on a different object. In addition, casting this spell dispels any unseen servant, and casting unseen servant dispels the animated servant. Deus ex Machina At 14th level, if you are attacked and the attacker is within 5 feet of your mechanical marvel, the marvel can either impose disadvantage on the attack, or move to intercept the attack and receive the damage itself. 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. Claywight & Marvel Forms When you finish your construct, choose its form and use the statistics provided in the "Claywight & Mechanical Marvel" table. The construct's build, augments, and class features may overwrite these statistics. Hit points at first level and higher are calculated as in typical classes, and the marvel's spell save DC is your spell save DC. The construct can look however you choose. Claywight & Marvel Builds The manner in which you form your construct is just as important as its components and design. The build deter-mines your construct's strengths, and the it adds its proficiency bonus to saving throws for both the abilities improved by your chosen build. Strong Build The construct gains the following statistics. A Strength score of 16

A Dexterity, Constitution, or Wisdom score of 14

This construct can make a single melee attack that deals 1d8 bludgeoning, piercing, or slashing damage Flexible Build The construct gains the following statistics. A Dexterity score of 16

A Strength, Constitution, or Wisdom score of 14

This construct can make a single attack that deals 1d6 piercing damage; when the marvel is built, you decide if the attack is melee or ranged (ammunition, 20/60) Sturdy Build The construct gains the following statistics. A Constitution score of 16

A Strength, Dexterity, or Wisdom score of 14

This construct can make a single melee attack that deals 1d10 bludgeoning, piercing, or slashing damage Intricate Build The construct gains the following statistics. A Wisdom score of 16

A Strength, Dexterity, or Constitution score of 14

This construct can make a single ranged attack that deals 1d8 piercing damage (ammunition, 20/60)

Claywight & Mechanical Marvel Construct, unaligned Armor Class 13 + its proficiency bonus + its Dexterity modifier Forms Monstruculus Homunculus Animunculus Size large medium small Skills athletics,

+2 more athletics, acrobatics,

+2 more acrobatics, stealth,

+2 more Speed 40 ft. 30 ft. 25 ft. Hit Die d10 d8 d6 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 exhaustion, charmed, poisoned, frightened, sleep

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

passive Perception 10, darkvision 30 ft. Languages Creator's languages, but cannot speak

Leadsmith Artificers whose expertise extends beyond enchantment and 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 proficiency 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 cantrips 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. 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. Iron Augments The creation of the thundergun counts as your first artificial augment. When you gain certain artificer levels, you gain additional augments of your choice, as shown in the Artificial 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 the augment's blue-prints to your codex immediately and for no gold cost. 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 leaden rounds. To craft additional ammunition, you must spend 1 hour to attempt to forge the individual bullets. You may also spend up to 1 hour of a long rest to craft ammunition, and you still gain the benefits of that long rest. During a crafting session, you must have 2 gp of lead and smith's tools available. To craft, roll a check with your smith's tools; you are able to craft a number of bullets equal to half the value of the check that you rolled, rounded up. Gears of War Starting at 5th level, and whenever you level up, you can replace one of your thundergun augments with another augment for which you meet the prerequisite. You add the chosen augment's blueprints to your codex whenever you can spare the time — the process takes 1 hour and costs 25 gp multiplied by the prerequisite level of the blueprint (minimum of 1 hour and 25 gp). The cost represents the materials used to tinker with the blueprint's construction. In addition, 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) and 50 gp per prerequisite level of the augment (minimum 2). Lord of War Starting 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 reattach the following mods to any of your thunderguns: aiming brace, bayonet, eagle's eye, hawk's eye, or owl's eye. Magic Bullets Starting at 7th level, 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 14th level, and again at 18th level. 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 the following spells: Aganazzar's Scorcher, Chaos Bolt, Fireball, Ice Knife, Lightning Arrow, Lightning Bolt. 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. 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 opportunity, you may use your thundergun to make this attack within melee range (channeled spells may not be used in this way, unless allowed by another feat, such as Warcaster).

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.

Artificial Augments Alchemical Augments If a concoction has prerequisites, you must meet them to learn it. You can learn the concoction at the same time that you meet its prerequisites. Unless otherwise specified, you must have alchemical supplies in order to make a concoction. A concoction is consumed, thrown (up to 60 feet away), or used as a ranged attack (with a range of 20/60). Alkahest Prerequisite: 15th level This milky, opaque fluid is contained within a sealed leaden flask with a lead cap. As an action, you can unseal the flask and pour the concoction onto any object or material; this concoction will proceed to affect the material as if by the disintegration spell. If an object is Medium or smaller, it is disintegrated entirely; if it is Large or larger, a 5-foot deep, 5-foot diameter hole is created. You can also throw the concoction at a creature. The creature must make a Dexterity saving throw. On a failure, the creature is affected as if by the disintegrate spell. Chrysopoeia Prerequisite: 15th level This concoction appears to be water, with small flecks of gold, and is contained within a glass flask. As an action, pour the contents of this flask on a single non-magical item that fits within a 5-foot cube and is no heavier than 10 pounds. Only materials listed in the table below can be transmuted. The table below to determines the effect. Material Effect Wood, soil, or organic material Stone Crystal Gemstone Lead Gold Gold Lead You can also throw the concoction at a creature. The creature must 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 This concoction appears to be water and is usually contained in a small flask. As an action, you or another creature can drink it, and be affected as if by the cure wounds spell cast at 1st level. The concoction's healing power increases by 1d8 whenever you gain a feature through this specialization. You can concoct multiple uses of this concoction. Elemental Oil This concoction appears to be glistening oil, contained in a small flask. As an action, throw the flask at a creature, or splash it on two creatures within 5 feet of each other, and within 5 feet of you. In either case, make a ranged attack. On a hit, the creature takes 1d6 of either fire, cold, or acid damage (you choose when the concoction is made). On its next turn, the creature must make a Dexterity saving throw (if the damage is fire or acid), or a Constitution saving throw (if the damage is cold), or take an additional 1d6 damage of the chosen type. Both the initial and additional damages increase by 1d6 whenever you gain a feature through this specialization. You can concoct multiple uses of this concoction. Flash Point This white powder ignites when exposed to air and is contained within a large clay bead. As an action, you can throw this bead at any solid surface within range. The bead explodes on impact, mimicking the blindness/deafness spell. You choose which effect when the concoction is made. You can concoct multiple uses of this concoction. Icicle Prerequisite: 6th level This concoction, when catalyzed, solidifies into a form like an icicle. As an action, you can use the concoction in one of the following ways. Frozen. Freeze liquid as if by the shape water cantrip (does not consume the concoction) Chilly Shield. Crush it into powder over a willing creature, affecting the creature as if by the armor of agathys spell Encased in Ice. 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 This watery amber-colored fluid is contained within a small, stoppered glass flask. As an action, you or another creature can drink it and be affected as if by the lesser restoration spell. Constructs and undead are unaffected by this concoction. If this concoction is made at 12th level or higher, the drinker is cured of blindness, deafness, poison, and all diseases currently affecting it. Quickening Draught Prerequisite: 8th level This pale violet liquid is contained in a small glass vial. As an action, you or another creature can drink this concoction and gain the benefits of the Mobile feat (PHB p.168) for 1 minute. Smoke Stick A dark grey substance is thickly applied to a small stick like incense; the concoction activates when touched. As an action, you can touch the stick and throw it within range. This concoction mimics the fog cloud spell. You can concoct multiple uses of this concoction.

Prerequisite: 6th level This thick, tar-like substance is contained in a small glass flask. As an action, you can throw the flask at any solid surface within range. The flask 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 This concoction, when catalyzed, solidifies into an opaque crystalline shard. As an action, you can throw the shard at a point within range. The shard shatters on impact, mimicking the thunderwave spell. The damage of this concoction increases by 1d8 whenever you gain a feature through this specialization. You can concoct multiple uses of this concoction. True Elixir Prerequisite: 15th level, herbalism kit This bright red fluid glows softly in its stoppered glass flask. This concoction restores all hit points to whomever drinks it. In addition, the drinker is affected as if by the goodberry spell for 1d4 days. 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. On an 11 or higher, the creature is affected as if by the raise dead spell. On a 10 or lower, nothing happens. The drinker of this concoction cannot benefit from its effects again for 1d8-1 days. The drinker makes the roll. Venin Poisoner's kit This concoction appears to be a simple poison. 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 damage of this concoction increases by 1d4 whenever you gain a feature through this specialization. Starting at 6th level, you may replace the poison damage of this concoction with one of the following effects. At 10th level, you may apply an additional effect, or apply one effect and retain the concoction's poison damage. You can concoct multiple uses of this concoction and may apply different effects to each use. Delayed. The concoction deals 1d4 poison damage after a period of time of up to 2d4-1 hours. Dire. The creature must succeed on a Constitution saving throw at the start of its turn, every round for 1 minute. Until the creature succeeds its save, the creature suffers 1d4 poison damage. Diseased. The concoction 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. Retching. The creature is affected as if by a stinking cloud spell, and makes saving throws accordingly. Sleepy. The creature must succeed on a Constitution saving throw or it immediately falls asleep. The effect lasts for one hour, or until it is awoken by another creature or loud noise. Any damaging effects applied by the venin take effect before the creature falls asleep. Scripted Augments All runes are inscribed using calligrapher's tools. If an inscription has prerequisites, you must meet them to learn it. You can learn the inscriptions at the same time that you meet its prerequisites. A rune will indicate onto what sort of item the rune can be inscribed or etched: a suit of armor, a weapon, an amulet, an article of clothing, or as a tattoo. Rune of Adventuring Any worn item, tattoo. You gain 10 feet to your speed, and non-magical difficult terrain doesn't hinder your movement. At 10th level, whenever you would take one level of exhaustion, you can instead roll a DC 15 Constitution saving throw. On a success, you avoid the effects of exhaustion. You must make this saving throw again every 4 hours until you take a long rest, and the DC increases by 5 for every subsequent saving throw. Rune of Armors Prerequisite: 8th level Armor. You gain +1 to AC while wearing this armor, and the armor is considered magical. This rune can't affect armor that already provides a bonus to AC. At 10th level, you gain +2 to AC while wearing this armor. At 19th level, you gain +3 to your AC. Tattoo. When you are not wearing armor, your AC is 13 + your Dexterity modifier. Rune of Arrows Prerequisite: 6th level Weapon (ranged). This weapon manifests incorporeal ammunition for each strike, and you are no longer required to provide ammunition for this weapon. In addition, all of your attacks with this weapon deal your choice of piercing or bludgeoning damage. At 10th level, attacks made with this weapon can now deal force damage, instead of piercing or bludgeoning damage. Rune of the Battle Master Prerequisite: 8th level Any item, tattoo. Any creature in possession of this inscribed object gains a fighting style of its choice. Rune of Breath Any worn item, tattoo. You gain one of the following features. Air. You gain the Second Wind feature from the Fighter class (PHB p.72). Sea. You gain the ability to breathe underwater. Rune of Combat Prerequisite: 6th level Weapon, tattoo. You gain an extra attack whenever you take the attack action. At 19th level, you gain a third attack whenever you take the attack action.

Rune of the Elements Prerequisite: 6th level Weapon. This weapon deals an additional 1d4 of either fire, cold, or lightning damage. You must choose the type of damage at the end of a long rest. At 12th level and again at 19th level, the damage the rune provides increases by 1d4. Tattoo. Your unarmed attacks gain this additional damage. Rune of Feats Prerequisite: 13th level Any item, tattoo. You gain any feat of your choosing

(PHB p.165-170). The feat gained by this rune can't be changed. You can learn this rune again at 19th level to gain the benefits of additional feat. Rune of Glamour Armor, clothing. While wearing this armor, you can use a bonus action to cause the armor or clothing to assume the appearance of a different set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor or clothing doesn't physically change. The illusory appearance last until you use this property again or remove the armor or clothing. Amulet, tattoo. At 8th level, you gain the ability to cast disguise self without expending a spell slot. Rune of Guidance Amulet, tattoo. You gain the guidance cantrip, and can cast the cantrip a number of times equal to your Intelligence modifier. You regain all uses of this spell after you finish a long rest. Rune of Might Prerequisite: 6th level Any worn item, tattoo. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. At 10th level, when you take damage, you can use your reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You must finish a short or long rest to use this feature again. Rune of Night Amulet, clothing, tattoo. You gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Rune of Proficiency Prerequisite: 6th level Armor, weapon. You are considered proficient with this armor or weapon. Tattoo. You gain all of the benefits of the Tavern Brawler feat (PHB p.170) except for the Ability Score improvement. Rune of Regeneration Prerequisite: 10th level Amulet, clothing, tattoo. While conscious, in combat, and your health is under half, you regain hit points equal to your Constitution modifier every round. At 16th level, you can add your proficiency modifier to any hit points you gain during a short rest. Rune of Resilience Prerequisite: 10th level Armor, amulet, tattoo. You gain +1 to all saving throws. At 19th level, the benefit of this rune increases to +2 . Rune of Resistance Prerequisite: 13th level Armor, clothing, tattoo. You have resistance to all non-magical piercing, slashing, and bludgeoning damage. Rune of Skill Prerequisite: 6th level Amulet, clothing, tattoo. You gain proficiency with two additional skills. At 13th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You may choose proficiencies already granted by this rune. At 19th level, you can choose another two skill proficiencies to gain this benefit. Rune of Talent Prerequisite: 8th level Any worn item, tattoo. You gain +1 to any two ability scores of your choice. You can choose which ability scores gain this bonus every time this rune is inscribed. Rune of Weal Amulet, tattoo. If you start your turn with 0 hit points, you can choose one of the following actions. Safety. You stabilize. Risk. Roll a d20 + your proficiency modifier. On a 16 or higher, you can regain consciousness and 1 hit point, and take your turn as normal. On a 15 or lower, you fail two death saving throws. Rune of Weapons Prerequisite: 6th level Weapon. You gain +1 to attack and damage rolls while wielding this weapon, and the weapon is considered magical. This rune can't affect a weapon that is already magical. At 10th level, you gain +2 to attack and damage rolls. At 19th level, you gain +3 to these rolls. Tattoo. Your unarmed strikes are considered magical and gain this bonus to attack and

damage rolls.

Rune of the Wizard Prerequisite: 4th level Amulet, tattoo. Choose a cantrip from the Wizard's spell list. You can now cast that cantrip. Intelligence is your spellcasting modifier for this cantrip. If you wish to change the cantrip, you must inscribe the rune again. Rune of Woe Prerequisite: 8th level Weapon. Your attacks made with this weapon score a critical hit on a roll of 19 or 20. At 16th level, your attacks made with this weapon score a critical hit on a roll of 18-20. Tattoo. Your unarmed attacks gain this benefit.

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. Advanced Materials Prerequisite: 8th level Chassis. You layer the armor plating of the marvel's chassis with refined metals. The marvel becomes resistant to all non-magical weapon attacks. Arcane Optics Helm. You install magical crystal lenses. The marvel has darkvision up to 60 feet, and in non-magical darkness or dim light, any object or creature in line of sight is outlined as if affected by the faerie fire spell (observable only by the marvel, and no other effects of the spell occur). Arcane Shielding Prerequisite: 16th level Engine. You install a device which generates an arcane shield. As an action, the marvel can activate the shield and gain advantage on all saving throws against magic, and resistance to all spell attack damage for 1 minute. The marvel must maintain concentration on the shield. The marvel must finish a long rest to recharge the shield. Arcane Sight Helm. You designed a special pair of goggles or spectacles which allows you to see through the marvel's optics. Other creatures must attune to these goggles in order to use them. This upgrade can be used with other helm upgrades. Armor Plating Prerequisite: 8th level Chassis. You add steel plating to the iron and tin of the marvel's chassis. The marvel's AC is now 16 + its proficiency bonus. It also has disadvantage on stealth checks. Channeling Cannon Prerequisite: 13th level Weapon System. You attach an arcane focus to the marvel.

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 magical energy is wasted. It uses its Wisdom as its spellcasting modifier for these spells. Spells channeled through the marvel follow standard spellcasting rules: you must expend a spell slot of the appropriate level for the spell being channeled, and you may up-cast any spell for which you have available spell slots. Chassis Upgrade Prerequisite: 8th level Chassis. You discover how to adjust the chassis size of the marvel. The size of the marvel is increased or reduced by one, and its Hit Dice and hit points are recalculated accordingly. It retains all of its other statistics. Refer to the "Mechanical Marvel" table to calculate Hit Dice and hit points. At 13th level, you can upgrade a Large marvel to a Huge size. If you choose this option, it has the following statistics. Size / Hit Die Hit Points at 1st Level Hit Points after 1st Huge / d12 12 + Constitution

modifier 7 + Constitution

modifier This upgrade can be used with other chassis upgrades. Cloaking Device Prerequisite: 8th level Engine. You install a device that allows the marvel the ability to cast the spell invisibility on itself once per day. If this is installed as an 16th level upgrade, the marvel can also cast the spell greater invisibility on itself once per day. Cockpit Chassis. You include a harness space within the chassis of the marvel. While using your marvel as a mount, you are considered proficient in vehicles (land), and you gain advantage on any check you make to remain mounted. You can benefit from this upgrade only if the marvel is at least one size larger than you. This upgrade can be used with other chassis upgrades. Deadly Weaponry 1 two-handed or 2 one-handed weapons Limbs. You add weaponry to the marvel. The marvel's melee attack uses the weapon's damage die/dice. If two weapons are attached through this upgrade, two-weapon fighting rules apply, and the weapons do not have to have the light property. You may also upgrade the marvel with magical weapons (i.e. flame tongue) through this feature. This upgrade can be used with other limb upgrades. Longer Reach Limbs. You elongate the limbs of the marvel. The marvel's attacks can reach up to 10 feet.

Magical Cannon Weapon System. You attach a focusing wand to the marvel. The marvel can now cast firebolt and shocking grasp at will, using its Wisdom as its spellcasting 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 Prerequisite: 13th level Chassis and Engine. You build a control mechanism within the interior of the marvel. 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 in this armor, the marvel drops from the initiative order. While in the marvel, your AC, Strength, and Dexterity scores change to those of your marvel; your hit points, as well as your Constitution, Intelligence, Wisdom, and Charisma scores stay the same. In addition, you gain any features and other upgrades from which the marvel benefits. If your marvel takes any physical damage, you also lose hit points equal to half the total damage taken by the marvel. If the marvel is hit with a targeted spell effect, you are un-affected, but if the marvel is affected by a spell with an area effect, as with fireball, you are affected 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. It acts at the end of your turn. Mechanical Pirate Limbs. You fine tune the marvel's ability to react. It gains the Swashbuckler's Fancy Footwork feature (XGtE p.47). Mobility Adaptation Prerequisite: 8th level Limbs. The marvel's speed increases by 10 feet, and you install one of the following upgrades: High Tension Springs: the marvel gains the Rogue's Evasion feat (see PHB p.96) Submarine: swimming speed equals walking speed Arachnoid Attachments: climbing speed equals walking speed, and the marvel can climb vertically or upside down Wings: flying speed is equal to walking speed if the marvel is Small or Medium; flying speed is equal to half walking speed if the marvel is Large or larger This upgrade can be used with other limbs upgrades. Overdrive Prerequisite: 6th Level Engine. You have fine-tuned the marvel's inner workings. The marvel gains the Action Surge feature (PHB p.72). At 10th level, the marvel can also make two attacks whenever it takes the attack action. Overload Prerequisite: 10th level Weapon System. You install a special arcane focus into the marvel. As an action, the marvel can release a blast of lightning from its body. Each creature within a 10-foot radius of the marvel must make a Dexterity saving throw against the marvel's save DC. A creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful save. Once the marvel uses this ability, it must finish a long rest to regain the use of this ability. At Higher Levels. This damage increases to 6d10 at 14th level, and to 7d10 at 18th level. Relentless Engine. The marvel gains the Half-Orc's Relentless Endurance feature (PHB p.41). This upgrade can be used with other engine upgrades. Reserve Power Prerequisite: 6th level Any. You add a crystalline node which conducts invigorating magic. As an action, touch the construct and expend a 1st level spell slot to cast a 2nd level cure wounds on the marvel. At Higher Levels. When you expend a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st. Sentry Prerequisite: 4th level Helm. You reinforce the marvel's ocular nodes and inner workings. The marvel gains the Alert feat (PHB p.165) This upgrade can be used with other helm upgrades. Spark of Life Prerequisite: 6th level Helm. You install a finely tuned clockwork mechanism. 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. Specialized Attack Prerequisite: 8th level Weapon Systems. The marvel gains one of the following features, based on its chassis type: Monstrous: the Charger feat (PHB p.165) Humanoid: the Grappler feat (PHB p.167) Tiny Beasty: Sneak Attack (see the Rogue class table, PHB p.95; use sneak attack dice equal to half your level) Upgraded Build Prerequisite: 10th level Engine. You have discovered how to improve the marvel. The marvel's primary ability score increases by 2, and the ability's max increases by the same amount. In addition, one of it's secondary ability scores of your choice increases by 1. This upgrade can be used with other engine upgrades.

War Machine Prerequisite: 6th level Helm. You've fine-tuned the marvel's ocular nodes for battle. Once per turn, the marvel can add its Wisdom modifier to one attack roll it makes. In addition, if it has the magical cannon augment, it can add its Wisdom modifier to all damage rolls for cantrips that it casts. This upgrade can be used with other helm upgrades.

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 weapon 2 30/120 short bow 3 80/320 light crossbow Grade Ranges Typical Weapon 4 100/400 heavy crossbow 5 150/600 longbow 6 200/800 — Aiming Brace Frame. You have attached a brace to the frame of the weapon. On your turn, by spending no movement and lying prone, attacks made with the thundergun at normal range are made with advantage, and attacks made at long range are made without disadvantage. This mod can be used with other frame mods. Bayonet A light hammer, handaxe, or dagger Frame. You have attached a bayonet to the thundergun. You can make a melee attack at a target within 5 feet using the thundergun, and the attack deals 1d6 of the appropriate damage. If the thundergun is counted as a magical weapon, the bayonet is also considered magical. You may also attach magical weapons to your weapon in this way. This mod can be used with other frame mods. Blunderbuss Barrel. You have converted the barrel of the thundergun to magically shatter ammunition as it leaves the barrel, firing shrapnel from the weapon instead of a single round. 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 Prerequisite: 6th level Barrel. You have affixed an additional barrel to the thunder-gun. You ignore the loading property of the weapon, and 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 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 Prerequisite: 10th level Frame. You have attached a series of magical focusing lens to the thundergun. While wielding the thundergun, you benefit from the Sharpshooter feat (PHB p.170). Flintlock Prerequisite: 8th level Chamber and Barrel. You have replaced the firing mechanism of the weapon with a flintlock system. The damage dice from your thundergun is now multipled by four, 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 an entire round to reload. If you take damage while reloading, you must make a Wisdom saving throw (as if maintaining concentration for a spell), or be forced to restart. Hawk's Eye Frame. You have added a magical vision-enhancing lends to the weapon. You benefit from the archery fighting style when attacking with this weapon. Long Barrel Prerequisite: 6th level Barrel. You have attached a longer barrel to the thunder-gun. 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. Owl's Eye Prerequisite: 6th level Frame. You have added a magical vision-enhancing lens to the thundergun. Looking through the lens grants you darkvision up to 60 feet; if you already have darkvision, this lens does not extend that ability. In addition, in non-magical darkness or dim light, any creature or object seen through the lens is outlined as if affected by faerie fire (no other effects of the spell occur). Quick Mag Prerequisite: 6th level Chamber. You have tinkered a reloading mechanism to the thundergun and improved it in one of two ways. Rapid Reload. Unless otherwise specified by another augment, you can reload your thundergun as a free object interaction, instead of using your bonus action. Ammunition Belt. You do not need a free hand to reload your thundergun. You can use another augment slot to install this augment multiple times.

Revolver Prerequisite: 12th level Chamber. You have replaced the firing chamber with a six-chamber revolving mechanism. You can now make an additional attack using a bonus action, and you add your attack modifier to the damage roll. You can reload only after all chambers are empty, though reloading now takes a full action, regardless of how many chambers are empty. In addition, if this mod is installed on a pistol, you gain an extra attack with the weapon on the first round of combat. Shadowshot Prerequisite: 12th level Barrel. You have magically enhanced the barrel of your thundergun to draw dark magic from the Shadowfell. 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 ranges of the thundergun are reduced by one range grade. Snubnose Barrel. You have sawn off the end of the barrel of the thundergun. 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 Prerequisite: 12th level Chamber. You have converted the firing chamber to imbue each round with thunderous magic. Attacks deal additional 1d8 thunder damage, and attacks from the thundergun can be heard up to 400 feet away. In addition, the weapon's range is now increased by one range grade. At 18th level, you can use another augment to install this mod again and add another 1d8 thunder damage. This mod can be used with other chamber mods.

An Augmented Mind Don't let us limit your creativity! If you wish, talk to your DM about other possible Augments — for any specialization — that you wish to create.



Inventions are only limited by your imagination...

Appendix A: Customization Options 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 Minimum Intelligence 13 Proficiencies When you first multiclass into Artificer, you gain only some of the class's starting proficiencies 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 Alternate Invention Rules 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 the item. In addition, if the level of the spell being replicated is of 2nd level or higher, and available only from the Wizard spell list, it can only be from the following schools of magic: Abjuration, Enchantment, Illusion, or Transmutation. If one of your Wondrous Inventions are lost or destroyed, you can build a new one with 1 workday (8 hours per day) per requisite artificer level, and 100 gp of raw materials per day. The new item must be a copy of the original item.

Your Own Wondrous Inventions Let's say you wish to invent something that mimics the burning hands spell. An alchemist might concoct a potion which, when drunk, allows the user to belch a gout of fire. A runewright could inscribe a new rune upon a simple trinket, and a machinist may build a gauntlet that can be used to launch the fiery cone. A leadsmith, on the other hand, may simply make a specialized pistol. Talk with your DM about inventive ways to make your wondrous inventions unique to your character. So long as you both agree, it should work just fine.

Inventive Expertise At 10th level, you have developed expertise with your wondrous inventions. During a short rest, you can prepare one of your wondrous inventions to use again.

Appendix B: Crafting Rules The relevant information regarding item crafting, from XGtE and the DMG, has been compiled into this appendix. Clarifications for the Portable Forge The artificer can make progress 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. 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.

Appendix C: Artificer 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

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 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. Credits The Artificer (Revised... Again) D&D 5e class was created/compiled by Reddit user JPGenn. It is based on the UA:Artificer released by WotC. Content Credits UA: Artificer (Revised) by forgottenduck

Artificer by Jeff "Hageshii01" Venancio

Artificer v3.2 by an unidentified HB author

v1.x: WaitLetMeGetMyEuler; Auesis; CrimsonTaylor; Zibani

WaitLetMeGetMyEuler; Auesis; CrimsonTaylor; Zibani v2.x: TheOnlyOrk; 420InTheCity, matt-sz-allen, & Astigmatic_Oracle; dikbrown, Freedomkills, & KnightAlucard; WhenWizardsWar

TheOnlyOrk; 420InTheCity, matt-sz-allen, & Astigmatic_Oracle; dikbrown, Freedomkills, & KnightAlucard; WhenWizardsWar v3.x: HazeZero; rawrgoeswild; Tykennn Artistic Credits Orc Wizard : Xiaodi-Jin (cover art)

Alternate logo and page stains : DracoExe

Magic Items : DMG

kingdoms & Bearman : artcobain

Bramblewine : Lord_AO

rune : goldentigers

Gnome trinkets : OlgaDebras

Clockwork Dragoline : 000Fesbra000

Flintlock Pistol : Nosslak

Alchemist's workshop : mischeviouslittleelf

Gunslinger : Nick Robles