Spell Slots. Add half your levels (rounded down) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, tinker's tools.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class.

If your group uses the optional rule on multiclassing in the Player's Handbook (p. 163), here is what you need to know if you choose artificer as one of your classes.

The creation and operation of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your DM uses the rules on firearms in the Dungeon Master's Guide (p. 267) and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

You start with the following items, in addition to the equipment granted by your background:

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Ingelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

When creating an artificer character, think about your character's background and drive for adventure. Does the character have a rival? What is the character's relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.

This drive for novelty pushes artificers to become adventurers, spreading out away from civilization in hopes of making the new discovery in arcane research.

Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else's work.

The power of this arcane science can have two sides, good and evil. Many lives can be saved through the inventions of brave artificers, but also countless lives lost because of the mass destruction of the artificers' war machines.

Through proper study and craft, arcane magic can be harnessed as a form of science and deployed for use in society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, give rise to grand magical technologies that can create empires.

Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power on an ally's armor, or tinker's tools to craft a temporary charm. The power of artificers is tied to their tools and their talents.

You can give the magic of this feature to multiple objects, touching one object each time you use this feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends and the newest property applies.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

At 7th level, you can choose two of your tool proficiencies, or one of your skill proficiencies and one of your tool proficiency, to gain this benefit.

Starting at 1st level, choose two of your tool proficiencies, or one of your skill proficiencies and one of your tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Intelligence is your spellcasting ability for your artificer cantrips; your understanding of the theory behind magic allows you to wield these cantrips with superior skill. You use your Intelligence whenever a cantrip refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer cantrip you cast and when making an attack roll with one.

You can change your list of prepared cantrips when you finish a long rest. Preparing a new list of artificer cantrips requires time spent tinkering with your spellcasting focuses: at least 1 minute for each cantrip on your list.

At 1st level, can prepare two artificer cantrips of your choice from the artificer spell list at the end of this document. At higher levels, you can prepare additional artificer cantrips of your choice, as shown in the Cantrips Prepared column of the Artificer table.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Magic Items Infused column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master’s Guide).

In the table, an item's entry tells you whether or not the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

Additionally, when you gain a level in this class, you can choose one of the magic items you have infused and replace it with another magic item from the Infused Magic Items list. If a table has a level in its title, you must be of at least that level in this class to choose an item from this table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

When you gain this feature, pick four artificer infusions to learn, choosing from the Infused Magic Items table below. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Magic Items Known column of the Artificer table.

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level splot. Casting the spell doesn't remove it from your list of prepared spells.

You prepare a list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

By 2nd level, you have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To an observer, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders through various items.

At 20h level, you develop a mystical connection to your magic items, which you can draw on for protection:

Additionally, if you craft a magic item with a rarity of rare, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Starting at 18th level, you can attune to up to six magic items at once.

Additionally, you ignore all class, race, spell, and level requirements on attuning to or using a magic item.

At 14th level, you deepen your skill with magic items. You can attune to up to five magic items at once.

Additionally, if you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

When you reach 11th level, you achieve a profound understanding of how to use and make agic items. You can attune to up to four magic items at once.

Once you use this feature, you must finish a short or long rest before you can use it again.

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

For example, if you're a 5th-level artificer, you can recover up to three levels worth of spell slots. You can recover either a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots.

At 5th level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your artificer level (rounded up), and none of the slots can be 6th level or higher.

Starting at 5th level, you have mastered the art of weaving spellcasting and combat use into a single harmonious act. When you use your action to cast an artificer cantrip, you can make one weapon attack as a bonus action, propelled by the magic of the spell.

When you reach 4th, 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.

At 3rd level, you learn how to produce exactly the tool you need: with tinker’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, Armiger, Fleshweaver, and Sigilist, each of which is detailed at the end of the class's description. Your choice grants you features at 3rd level and again at 6th, 10th, and 15th level.

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

At 10th level, you can incorporate restorative reagents into some of your works:

At 6th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.

When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.

At 15th level, you are a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of an artillery you created with Eldritch Artillery, as a result of a shimmering field of magic protection the artillery emits.

Starting at 10th level, your mastery over artillery allows you to operate multiple of these weapons simultaneously. You can now have two artillery at the same time. You can expend two uses of your Eldritch Artilliery create two with the same action, and you can activate both of them with the same action or bonus action. You determine whether the artillery are identical to each other or different. You can't create a third artillery while you have two.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

By 6th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use this feature to create an artillery three times. You regain all expended uses when you finish a long rest.

Artillery can be wielded and used in one hand. As a bonus action on your turn, you can use the artillery. The artillery disappears after 10 minutes, or if you summon a second artillery.

At 3rd level, you learn how to create magical artillery. Using your woodcarver's tools, you can take an action to magically create an eldritch artillery, choosing from the options below:

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

An Artilerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms–especially wands–that can be used on the battlefield. Artillerists are highly valued by armies for their tide-turning capabilities.

By 15th level, you can extend the duration of of the magic in your weapons. When you hit a creature with a weapon attack, you inflict one of the following effects of your choice:

At 10th level, you can imbue your armor with protective properties, allowing you to deflect blows in combat. When an attacker that you can see hits you with an attack while you are wearing magic armor, you can use your reaction to halve the attack's damage against you.

Starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

You can use this feature three times. You regain all expended uses when you finish a long rest.

At 3rd level, you learn to channel magic into your strikes, granting you potency and unpredictability on the battlefield. As a bonus action, you can expend a use of your Creation: Imbued Weapon feature to enhance a weapon you are holding. The weapon gains one of the following properties for 1 minute or if your turn ends while it is not in your hand, you fall unconscious, or you use this feature again:

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

An Armiger specializes in the creation of magical weapons and armor, by use of arcane coat of arms. Among artificers, they boast the most refined technique in close quarters combat, and mastery of weapons.

By 15th level, you learn to channel magic into corpses, granting them a false life of servitude to you. You can cast create undead once without expending a spell slot and without providing material components, provided you use weaver's tools as the spellcasting focus. You regain the ability to do so when you finish a long rest.

By 10th level, your exposure to the undead has inured you to the horrors of the dead. You gain resistance to necrotic damage and psychic damage, and you are now immune to the frightened condition.

At 6th level, you learn to reinvigorate undead flesh and bone. You can cast false life without expending a spell slot, provided you use weaver's tools as the spellcasting focus. When you cast the spell this way, it gains a reach of touch, and can be cast on a creature other than you, provided the target is undead. You can do so a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

You can use this feature three times. You regain all expended uses when you finish a long rest.

At 3rd level, you learn bend flesh and bone to your will, imparting it with magical properties. As an action, or as a bonus action when you use your action to cast an artificer cantrip or spell, you can use one of the following magical effects:

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.

When you adopt this specialization at 3rd level, you gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

A Fleshweaver works with creatures both living and dead, imbuing them with magic. Among artificers, they are the most taboo, shunned by many for their ghastly practices.

In addition, you can cast contingency once without expending a spell slot and without providing material components, provided you use calligrapher's supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.

At 15th level, you can cast glyph of warding without expending a spell slot, provided you use calligrapher's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

By 10th level, the magic of your sigils interferes with that of opposing spells. You and friendly creatures within 30 feet of a sigil created by you feature have resistance to damage from spells.

When you reach 15th level in this class, you can create two of these scrolls the end of a long rest.

Any damage roll made for a cantrip or spell cast from the scroll gains a bonus equal to your Intelligence modifier (minimum of +1).

At 6th level, your knowledge of scrolls allows you to amplify the power of the spells stored within them. Whenever you finish a long rest and your calligrapher's supplies are with you, you can touch a nonmagical, sheet of parchment or paper and turn it into a magic item. When you do so, you invest it with one artificer cantrip or spell of your choice–even one you don't have prepared–that has a casting time of 1 action, expending a spell slot as if you were casting the spell. The scroll functions as a normal spell scroll, and can be used by creatures other than you, but loses its magic when you finish your next long rest.

You can use this feature three times. You regain all expended uses when you finish a long rest.

At 3rd level, you can paint sigils imparted with arcane power, turning the tide of battle. As an action, or as a bonus action when you use your action to cast an artificer cantrip or spell, you can create a sigil centered at a point on a horizontal surface within 5 feet of you, choosing from the options below. The sigil disappears after 10 minutes, or if you summon a second sigil.

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.

When you adopt this specialization at 3rd level, you gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

A Sigilist is an expert scribe, able to create magic scrolls and paintings. Among artificers, they serve as recordkeepers and teachers, passing down discoveries to future generations.

In addition, you can cast Drawjim's instant summons once without expending a spell slot and without providing material components, provided you use jeweler's tools as the spellcasting focus. When the spell is cast this way, it has a duration of 24 hours. You regain the ability to do so when you finish a long rest.

At 14th level, you can a spell that requires a gemstone or gemstone powder (such as chromatic orb or stoneskin) without providing material components, provided you use jeweler's tools as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

By 10th level, you develop the ability to absorb elemental energy into your body, reducing the harm done to you and storing the power for later. As a reaction when you take acid, cold, fire, lightning, poison, or thunder damage, you can reduce the damage you take by 1d10 + your Intelligence modifier. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d10 damage of the triggering type.

At 6th level, your mastery of arcane gemstones enhances the power within them. When you cast a spell using a gemstone or your jeweler's tools as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must be a damage roll that deals acid, cold, fire, lightning, poison, or thunder damage, and the bonus equals your Intelligence modifier (minimum of +1).

You can use this feature three times. You regain all expended uses when you finish a long rest.

At 3rd level, you learn methods of creating gemstones and imbuing them with arcane power. As an action, or as a bonus action when you use your action to cast an artificer cantrip or spell, you can use one of the following magical effects:

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.

When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

A Lapidarist's craft can be showy, subtle, or anything in between. A master of gemstones and crystals, these artificers produce enchanted jewelry, many of which outlive their creators and become timeless heirlooms, or sit unused among the hordes of dragons.

The vehicle lasts until it is reduced to 0 hit points, or until you spend 8 hours creating another vehicle. When you conjure a vehicle, any existing vehicle that you may have previously conjured disappears, leaving any objects or creatures in its space. If the mending spell is cast on it, it regains 2d6 hit points.

You can target the vehicle with your artificer spells as if it were a creature.

At 3rd level, you have developed methods of imbuing vehicles with arcane power. Over the course of 8 hours, you can use carpenter's tools or tinker's tools to conjure a vehicle in an unoccupied space you can see within 30 feet of you. You can choose between tinker's sailboat, tinker's steed, or tinker's wagon. When you reach 6th level in this class, you can also choose tinker's airship or tinker's glider. The vehicle's statistics are detailed below.

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.

When you adopt this specialization at 3rd level, you gain proficiency with carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Channel Magic. The servant delivers a spell you cast that has a range of touch. The servant must be within 120 feet of you.

Might of the Master. The following numbers gain a +1 bonus when you reach 5th level in this class: the homunculus’s skill and saving throw bonuses and the bonuses to hit and damage of its attack. This bonus increases to +2 at 9th level, +3 at 13th level, and +4 at 17th level.

Activate Artifact. Your servant can use your Creation features as if it were you.

You can spend 1 minute repairing the servant using your thieves' tools or artisan's tools, after which it regains 2d6 hit points. Additionally, you can use a bonus action to expend one spell slot to repair the servant, which restore 1d8 hit points per level of the spell slot expended. It disappears if it is reduced to 0 hit points or after 10 minutes, after which it cannot be summoned again until you finish a short or long rest. You can dismiss it early as an action if you are within 60 feet of it.

In combat, the servant shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.

The servant is friendly to you and your companions, and it obeys your commands. See this creature's game stats in the Arcane Servant stat block. Over the course of a short or long rest, you can alter the servant's appearance.

This mechanical servant contains a gemstone for a core. It binds itself to you upon attunement, and is stored in a pocket dimension until summoned. You can use an action to summon the servant in an unoccupied space within 5 feet of you. You choose the size of the servant when you summon it. If the servant is Tiny, it can occupy your space and be held instead.

Boots of Frigid Waters Wondrous item, uncommon These grey-leather boots are trimmed with wolf's pelt, and laced across the front with brown leather cord. Woven into the cord on each boot is a small opal. It has 4 charges, and regains all expended charges after being left in cold water for one hour. While wearing these boots, you can expend a charge as a bonus action to come under the effects of water walk until the end of your next turn. Water under your feet freezes, forming temporary sheets of ice that thaw as you step away from them. In addition, you can use your reaction to expend a charge to resist being knocked prone or pushed.

Dwarven Forge Gauntlets Wondrous item, uncommon These steel gauntlets are inset with flakes of ruby in their palms. While wearing these gloves, you can handle scalding hot items (such as white-hot metals from a forge, or objects under the effects of heat metal) without harm to your hands. As an action, you can cast heat metal at its lowest level, with a range of touch (save DC 12). Once these gauntlets have been used this way, it must be left in a roaring fire for one hour, or targeted by the heat metal spell, before it can be used again.

Nettle's Thorn Dart, uncommon This golden hairpin bears a flower motif and is topped with a stunning emerald. A seemingly innocuous ornament, the hairpin can be used as a poison dart and has been used through the ages by numerous assassins. Hidden in the center of the long straight shaft runs a concentric tube, which can deliver the venom to its victims. The hairpin's emerald shines faintly in the presence of poison. When dipped into food or drink, you can depress a thorn on the side to absorb any poisons that may be present. This simultaneously purifies the food or drink of any poisons and primes the hairpin with poison for later use. Primed. You can dipped the primed hairpin into food or drink and press the thorn to release the poison into the food or drink. Additionally, you have a +1 bonus to attack and damage rolls made with the primed dart, and can inject the poison into the target when you hit a creature with it.

Telepathic Earpiece Wondrous item, uncommon This brass earpiece is set with a small amethyst, and can be clipped to the wearer's ear. These earpieces can be found in sets of 1d4 + 1, and are magically paired with all other earpieces in the same set. While you are wearing the earpiece, you can communicate telepathically with all other creatures wearing earpieces from the same set, provided they are on the same plane of existence as you.

Many-Handed Pouch Wondrous item, uncommon This set of 1d4 + 1 infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. The pouch operates as long as it is within 100 miles of another one of the pouches the pouch is otherwise empty and won't accept any contents. If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.

Radiant Weapon Simple or martial weapon, rare (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 20-foot radius and im light for an additional 20 feet. The wielder can extinguish the light as a bonus action. As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can't be used again until the wielder finishes a short or long rest.