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See the Artificer Version 3.2 here Artificer A gnome creeps along the outside of the town gate, as a small glowing purple crystal projects the image of a charging owlbear. The city guard runs forward to meet the illusory owlbear, and the gnome sneaks into town undetected. A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee. An elf scrambles up the castle's wall, Baron von Hendriks' men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in thick, black glue as she makes her escape. Makers of magic-infused objects, artificers are defined their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items. Cunning Inventors Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are physicists, who master light, sound, space and magic to change the world around them. Other artificers are engineers, students of invention and warfare who craft deadly firearms and mechancial beings that they can augment with magic. Alchemists use their knowledge of magic and various exotic ingredients to create potions and draughts to aid them on their adventures. Alchemy, physics and engineering are the three most common areas of study for artificers, but others do exist. All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation. Intense Rivalries The artificers' drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they care keen to own. Evil ones have no problem committing crimes to claim what they want. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.

The Artificer Level Proficiency Bonus Invention Points Features Cantrip Inventions Wondrous Invention Maximum Spell Level 1st +2 3 Wondrous Invention, Magic Item Analysis 2 1 2nd +2 7 Artifice Specialization 2 1 3rd +2 12 Spontaneous Innovation (1/rest) 2 2 4th +2 14 Ability Score Improvement 2 2 5th +3 16 Prodigious Craftwork, Spontaneous Innovation improvement 3 3 6th +3 18 Artifice Specialization feature 3 3 7th +3 20 Spontaneous Innovation (2/rest) 3 4 8th +3 24 Ability Score Improvement 3 4 9th +4 26 Spontaneous Innovation improvement 3 5 10th +4 30 Artifice Specialization feature 3 5 11th +4 34 Prodigious Craftwork improvement 4 6 12th +4 40 Ability Score Improvement 4 6 13th +5 46 — 4 7 14th +5 50 Artifice Specialization feature 4 7 15th +5 56 Spontaneous Innovation improvement 4 8 16th +5 60 Ability Score Improvement 4 8 17th +6 65 Spontaneous Innovation (3/rest) 4 8 18th +6 70 Prodigious Craftwork improvement 4 9 19th +6 75 Ability Score Improvement 4 9 20th +6 80 Pinnacle of Artifice 4 11 Class Features As an artificer, you gain the following class features Hit Points Hit Dice: 1d8 per artificer level

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

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

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

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

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

a light crossbow and 20 bolts

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

one set of any artisan's tools or theive's tools, and a dungeoneer's pack Wondrous Invention As an Artificer, you have learned to bind magic into your creations called Wondrous Inventions. These devices cast a particular spell at a particular spell level. Wondrous inventions come in two levels of quality: Advanced and Prototype. An advanced wondrous invention can be expended once before a short or long rest and a prototype wondrous invention can be expended once per long rest. You also create cantrip inventions which can be used an unlimited number of times. What is a Wondrous Invention? A wondrous invention could be anything that could produce the effect of a spell - be creative! A few examples of the wondrous inventions that an Artificer might create are: a tube filled with lightning that releases a thunderwave when opened.

a lens which can see invisibility.

a salve which when applied allows you to disguise self.

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

Creating a Wondrous Invention Creating a wondrous invention requires allocating Invention Points. The number of Invention Points required depends on the level of the wondrous invention, described in the Wondrous Invention Cost table. Invention Points Invention Points represent your capacity for creativity and dedication to your work. You have 3 Invention Points at Level 1, and you gain more each level, as shown in the Invention Points column of the Artificer table. Invention Points are allocated when you level up to create new wondrous inventions or access Artificer class features. Wondrous Invention Cost Spell Level Invention Points (Advanced) Invention Points (Prototype) 1 3 2 2 5 3 3 7 5 4 9 6 5 11 8 6 13 9 7 16 11 8 18 12 9 20 14 Allocating Invention Points. When you level up, you can allocate Invention Points to build new wondrous inventions or access class features. To allocate Invention Points at any other time, you spend 2 hours and 20 gp per Invention Point allocated. Reclaiming Invention Points. When you level up, you can dismantle up to one wondrous invention to reclaim the points allocated to it. Additionally, you can spend 1 hour per Invention Point of a wondrous invention or class feature to dismantle it and reclaim its Invention Points. Cantrip Inventions You have created a number of magic trinkets to accomplish basic tasks. At 1st level, you have created two cantrip inventions which can cast a cantrip of your choice from the artificer spell list. You create additional cantrip inventions at higher levels, as shown in the Cantrip Inventions column of the Artificer table. Cantrip inventions have no Invention Point cost and can be used any number of times. Spell Invention of 1st Level and Higher At 1st level, you can create wondrous inventions of 1st level spells. At higher levels, the maximum level of the spell inventions you create is shown in the Wondrous Invention Level column of the Artificer Table. If you create a wondrous invention of a spell that can be cast at a higher level, such as thunderwave, you choose the spell level when you create the invention and allocate the appropriate number of Invention Points for a spell of that level. The wondrous invention will always cast the spell at that level. The Artificer Spell List has no 8th or 9th level spells. However, the artificer can create wondrous inventions of spells cast as 8th and 9th level spells, such as an invention that casts thunderwave as a 9th level spell. Using a Wondrous Invention A wondrous invention casts it's spell when it is expended. An expended wondrous invention cannot be used again until a short or long rest depending on if the invention is an advanced or protype invention, respectively. Wondrous invetions require the same Verbal, Somatic, and Material components as their spell counterparts. The material components are provided in the creation of the invention, or if valuable, on usage of the invention. The somatic component is completed in the operation of the invetion. The verbal component is produced by the magic of the invention, which hums, whirs, buzzes or produces an ethereal drone. Others may use your wondrous inventions. The spell is still cast using your spellsave DC and spell attack modifier. Your inventions require specific maintenance during rests to be able to work again that only you can provide. If you are not present, the wondrous inventions can only be used once regardless of rests. Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence whenever you cast a spell with a wondrous invention that refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wondrous invention and when making an attack roll with one. Spellsave DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Magic Item Analysis At 1st level, your understanding of magic items allows you to analyze and understand their secrets. You may cast detect magic and identify as rituals. You don’t need to provide a material component when casting identify with this class feature. If you allocate 1 Invention Point, you can create an Aether Spanner, a magically infused diagnostic tool that allows you to cast either detect magic or identify as an action once per short rest. Allocating Invention Points? Let's consider an example of a level 3 Artificer with 12 Invention Points. At level 3, first adn second level spells are available to you. You could allocate 5 Invention Points to an advanced level 2 wondrous invention of burning hands, 3 Invention Points to a thunderwave advanced level 1 wondrous invention, another 2 Invention Points to a prototype level 1 jump, and your last 2 Invention Points to a prototype level 1 fog cloud. Alternatively, you could allocate 5 Invention Points to an advanced level 2 wondrous invention, and 3 Invention Points each to two level 1 advanced wondrous inventions, leaving 1 Invention Point to build an Aether Spannner with the Magic Item Analysis feature. See page 11 for an example of cards you could use to track inventions.

<img src='https://227rsi2stdr53e3wto2skssd7xe-wpengine.netdna-ssl.com/wp-content/uploads/2014/01/sydri-680x280.png'/ style='position:absolute; top:0px; left:-220px; width:950px; transform:scaleX(-1); filter:contrast(150%);'> Artifice Specialization At 2nd level, you focus your work on a particular specialization: Choose Research & Development, Engineering, Rune Smithing, Questing or Alchemy, which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Spontaneous Innovation At 3rd level, you can swiftly create the perfect device for whatever situation you are dealing with. As an action, you choose one skill based on Strength or Dexterity, or a tool, and you instantly invent a new device to assist at the task at hand. For the next 3 ability checks over a minute, you may use your Intelligence modifier for the ability check instead of whatever ability the skill or tool would normally use. Once you use this feature, you must finish a long rest before you can use it again. Begining at 7th level, you can use Spontaneous Invention twice between rests, and beginning at 17th level, you can use it three times between rests. Spontaneous Innovation Improvement At 5th, 9th, and 13th level, you can permanently improve your spontaneous innovation feature. Choose one of the following options that you have not yet choosen: You gain advantage on the first ability check you make of the chosen skill or tool.

You have proficiency with the chosen skill or tool. If you are already proficient, double it.

You may use Spontaneous Innovation as a bonus action. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Prodigious Craftwork At 5th level, your inventive knowledge allows you to create wondrous inventions and magic items more quickly. When allocating Invention Points to create a wondrous invention or class feature, the time and gold cost per Invention Point are reduced to 1½ hours and 15 gp. At 11th level, the cost is reduced to 1 hour and 10 gp. At 18th level, the cost is reduced to ½ hour and 5 gp. Additionally, at 5th level, when crafting a magic item, you can spend twice the amount of gold per day toward the item's creation that you could normally. You can only create one item a day using this feature, and can only work towards the completion of one magic item at a time. As you gain levels in this class, your production improves. At 11th level you can spend three times the amount of gold. At 18th level you can spend four times the amount of gold. The rules for magic item creation are detailed in the Dungeon Master’s Guide (pg 128-129). Pinnacle of Artifice At 20th level, your ability to create wondrous inventions is unmatched. Your spells can now go up to spell level 11. For example, you could cast burning hands as a level 11 spell. Wondrous Invention Cost Spell Level Invention Points (Advanced) Invention Points (Prototype) 10 22 15 11 24 16 Artifice Specializations Artificers pursue a variety of specializations, honing their craft to solve new problems and lead to new inventions. Five specializations are presented here: Research & Development, Engineering, Rune Smithing, Questing and Alchemy. Research & Development You push the field of magic artifice in new directions, specializing in a field of research and developing new and improved inventions to master that field. You push the boundaries of science, magic and invention. Just creating wondrous inventions isn't enough. You customize your inventions to suit your needs, rewriting the rules of magic itself. Prolific Invention Beginning at 2nd level, your Invention Point maximum is increased by your proficiency bonus. Field of Research You focus on a particular field of research for which you can create specialized wondrous inventions. At 2nd, 3rd, 5th, 7th, and 9th level your spell list expands based on your field of research. Choose that field of research—biology, geoscience, or physics—and consult the associated list of spells. You can create wondrous inventions of the spells in this list. You also create an additional cantrip invention based on your choice. If you already have that cantrip, you may choose to create a different one from the Artificer spell list. The cantrip invention doesn't count against your number of cantrip inventions.

Biology You create a poison spray cantrip invention and gain access to new spells at the following levels: Artificer Level Specialization Spells 2nd ray of sickness, charm person 3rd alter self, enlarge/reduce 5th plant growth, stinking cloud 7th giant insect, polymorph 9th cloudkill, insect plague Geoscience You create a thunderclap cantrip invention and gain access to new spells at the following levels: Artificer Level Specialization Spells 2nd earth tremor, fog cloud 3rd gust of wind, spike growth 5th call lightning, sleet storm 7th ice storm, watery sphere 9th control winds, maelstrom Physics You create a minor illusion cantrip invention and gain access to new spells at the following levels: Artificer Level Specialization Spells 2nd color spray, silent image 3rd mirror image, shatter 5th blink, hypnotic pattern 7th dimension door, hallucinatory terrain 9th mislead, seeming Wondrous Upgrades Beginning at the 6th level, you have learned to modify your wondrous inventions to push them to their limit. You can now improve your inventions with upgrades which are detailed in the list that follows. Some upgrades have an Invention Point cost, noted in the description. You can upgrade three of your wondrous inventions. You can upgrade an additional invention at 10th and 14th level. Each time you upgrade an invention, you can also change a previous upgrade. You may have at most one of each upgrade, and each wondrous invention can have only one upgrade. Augmentation Upgrade. As an action, you can change one of the damage types of an augmented invention. Choose acid, cold, fire, lightning, or thunder damage. For the next hour, if this wondrous invention would do one damage type in that list, it does the chosen damage type instead. If the invention would do multiple damage types, choose which type is being replaced when you use the action. Charging Upgrade. As an action, you can charge this wonderous invention. You can use the charged invention as a bonus action. As an action, you can also deactivate the charge without using the invention. If a wondrous invention is charged for 30 seconds, it backfires and creatures within 5 feet of the invention take 1d6 damage per spell level, expending use of the invention. This upgrade costs 1 Invention Point. Efficiency Upgrade. If you would use an efficient invention to cast a spell with the ritual tag, you may increase the cast time of the spell by 10 minutes. If you do so, the wondrous invention is not expended when casting the spell. Empowered Upgrade. You may use an empowered invention at one spell level higher than it's actual level. When you use the empowered invention in this way, it has a 10% chance to overload and do damage to you equal to 1d6 per spell level of the spell cast. This upgrade costs 1 Invention Point. Flexible Upgrade. When you create a flexible invention, choose a second spell for this invention, or a second and third spell if they all share a school of magic. When you use this invention, you may use any one of the spells. The additional spells must be of equal or lower level than the spell of the wondrous invention. The wondrous invention can still only be used once. Precision Upgrade. A precision upgrade improves the range and accuracy of a wondrous invention. If a precise invention has a range of 5 feet or greater, double the range of the spell. Additionally, if the spell would force other creatures to make a saving throw, choose a number of those creatures up to your Intelligence modifier (minimum of one creature) to automatically succeeds on its saving throw against the spell. Reliability Upgrade. When you use a reliable invention and roll for damage or healing, you must reroll any 1s, 2s or max die rolls (e.g. a 6 on a d6), and use the new roll. This upgrade costs 1 Invention Point. Need More Power! At 10th level, you have invented a way to harness and store power from the Weave. You have a created a storage device which can be used once per long rest to use a wondrous invention of spell level 3 or lower which you have already used. Scientific Expert Starting at 10th level, you're approaching mastery in your field of research. You gain double proficiency in a skill based on the field you selected for Field of Research. Biology. You've developed a deep understanding of how bodies work. Your proficiency with Medicine is doubled. Geoscience. You know the ins and outs of weather, rock formations, river meandering, and more. Your proficiency with Nature is doubled. Physics. You've figured some of the rules underpinning how magic interacts with space, light and time. Your proficiency with Arcana is doubled. <img src='https://drive.google.com/uc?export=download&id=1tSBoFHdOq8UrYhD18eph5ylr0_kWvaGU'/ style ='position:absolute; bottom:20px; right:0px; width:400px; transform: rotate(0deg)scaleX(-1)scaleY(0.95); filter:brightness(140%)contrast(100%);'>

Breadth vs. Depth At the 14th level, your extensive repertoire of inventions gives you special insight to the relationship between magic and your inventions. Depending on the nature of your inventions, you gain access to additional class features. You can achieve both breadth and depth with enough inventions. Cantrip inventions do not count towards achieving breadth or depth. Breadth If you have five wondrous inventions which are each a different level and different school of magic, you have a breadth of knowledge across multiple schools of magic. This knowledge grants you resistance against the damage from spells. Additionally, you gain access to the Regenerative Upgrade and can upgrade an additional invention. Regenerative Upgrade. A regenerative invention can absorb excess magic energy from other powerful inventions which do not share a school of magic. On any turn you use an invention that is at least 4 levels higher than the regenerative invention and does not share a school of magic, you can use a bonus action to regain use of the regenerative invention as if you have had taken a short rest. This upgrade costs 2 Invention Points. Depth If you have five wondrous inventions of different levels which all share share a school of magic, you have a depth of knowledge in that particular school of magic. You gain advantage on saving throws against spells in that school of magic. Additionally, you gain access to the Resonant Upgrade and can upgrade an additional invention. Resonant Upgrade. When you create a resonant invention, choose a 1st level artificer spell with a casting time of 1 action in the same school as the invention's spell. You may cast that spell as a bonus action when you use this invention. This upgrade costs 2 Invention Points. Engineering You create artificial life by merging metal and magic. The study of engineering allows you to use bring mechanical creations to life, and gives you a mastery over metal. Expanded Spell List The study of engineering gives you access to spells which create artificial constructs and mechanical creations. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Engineering Spells table. Engineering Spells Artificer Level Specialization Spells 2nd find familiar, shield 3rd cloud of daggers, cordon of arrows 5th conjure animals, conjure barrage 7th conjure minor elementals, Otiluke's resilient sphere 9th conjure elemental, conjure volley Artificial Lifecrafter Beginning at 2nd level, if you would use a wondrous invention to summon a creature, that creature is a construct instead of it's other types. When you use find familiar, your familiar can take the form of a Modron monodrone, except it retains it's construct type, can attack, but does not have truesight. It gains additional hit points equal to twice your Artificer level. At 6th level, you can instead find a duodrone. At 10th level, you can find a tridrone. At 14th level, you can find a quadrone. See the monster manual for Modron statistic block. Primed for Battle Beginning at 6th level, you can inspect and maintain the party's weapons and armor to keep them ready for battle. At the end of any short or long rest, choose weapons or armor for a number of creatures equal to your intelligence modifier. Creatures for which you choose weapons get +2 to attack and damage rolls until the next time they deal damage with a weapon attack. Creatures for which you choose armor get +1 to AC until the next time they take damage from an attack against AC. These bonuses increase to +3 for weapons and +2 for armor at the 14th level. <img src='https://drive.google.com/uc?export=download&id=1hL4sD6dwwZSMj5txWx3I5FuV-5TsFwLQ'/ style ='position:absolute; bottom:-195px; right:28px; width:800px; transform: rotate(20deg); filter:contrast(120%);'>

Power Transfer At 6th level, if you would use a wondrous invention, you can instead expend that invention to charge a construct within 30 feet of you with the magical energy in the device. The target gains temporary hit points equal to four times the level of the wondrous invention. The target may use it's reaction to move up to it's movement speed and make an attack. If the attack hits, it does an additional 1d6 lightning damage per level of the wondrous invention. Power Conduit Beginning at 10th level, as an action, you can destroy a number of constructs you control of total CR less than your artificer level to distribute their remaining hit points to any number of other construct you control. All creatures must be within 60 feet of each other and you. Shocking Invention At 10th level, when you deal lightning damage with a wondrous invention or power transfer, add your Intelligence modifier to the damage roll. Induced Magnetism Beginning at 14th level, if you deal lightning damage to a creature, constructs under your control gain advantage on attacks against that creature until your next turn. Also, when you use power transfer, the construct gets advantage on it's next attack this turn. Questing The questing artificer searches out artifacts in the wild, eager to discover and master new treasures. Where other artificers look to create their own inventions, the artificer discovers wondrous inventions that have been lost or buried deep in forgotten dunegons. Wondrous Discovery At 2nd level, you have discovered various damaged magic items in your journeys. You can repair the damaged items by allocating Invention Points. As you level up, you can repair more powerful items. You choose an item from the Wondrous Discoveries table at 2nd, 6th, 10th and 14th level. You can allocate Invention Points to repair the chosen item. The item must be on the list for your current artificer level or a lower level. The items and Invention Point cost are listed in the Wondrous Discoveries table. Wondrous discoveries do not count against your maximum number of attuned magic items. The magic items are detailed in the Dungeon Master’s Guide. Wondrous Discoveries Artificer Level Invention Points Wondrous Discovery 2nd 1 bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones 6th 2 alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets 10th 4 bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack 14th 5 boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing Danger Sense At 2nd level, your dungeon delving experience gives you an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and Spells. To gain this benefit, you cannot be Blinded, Deafened, or Incapac-itated. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Exceptional Innovation At 6th level, you can use Spontaneous Innovation an additional time between each long rest. At 14th level, you can use Spontaneous Innovation two additional times each long rest. Improvisational Deployment At 10th level, you can deploy an invention as a trap. If you spend a minute, you can set up a wondrous invention to trigger give particular circumstances. Follow the triggering rules from the glyph of warding spell. The invention must have a cast time of 1 action or less. You can only one invention set up this way at a time. Forgotten Treasure At 14th level, you have discovered a lost magical treasure. The magic item is bonded to you, so if it is lost, stolen or destroyed, you can spend 1 hour to summon it back to you in working condition. Choose one of the following magic items: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying.

Rune Smithing The rune smith's wondrous inventions are runes, which seal magic into objects built for combat. They wield spell infused weapons and wear rune covered armor. Bonus Proficiency When you choose this specialization at 2nd level, you gain proficiency with the maul and heavy armor. Rune Forging When you begin this specialization at level 2, you learn to bind magic into combat runes, which are a special type of wondrous invention that have some additional benefits and restrictions. Combat runes function just like a normal wondrous inventions, however the spell for combat runes must have a cast time of 1 action or 1 bonus action. The rune may be either an advanced or prototype invention. A rune costs additional Invention Points, based on the invention level, as specified in the Combat Rune Cost table. There are two types of combat runes: defensive and offensive. Each gives access to certain class features. Defensive runes are forged onto armor and offensive runes are forged onto melee weapons. There is no limit to the number of runes on a particular weapon or peice of armor. Combat Rune Cost Combat Rune Level Additional Invention Points 1st and 2nd Level +0 Invention Points 3rd to 5th Level +2 Invention Points 6th to 9th Level +4 Invention Points Runic Rebuke Beginning at level 2, you can activate a defensive rune when attacked. After you take damage from a melee attack, you can use your reaction to expend one of your unused defensive runes, casting the rune's spell. If the spell has targets, you or the attacking creature must be one of the targets. Aether Discharge At 6th level, when you strike a foe with a weapon with offensive runes, you can expend the rune's spell to cause a special magic effect instead of the spell. The magic effect depends on the expended spell's school of magic. The DC for a saving throw from this effect is your spellsave DC. Abjuration. The target takes an extra 1d8 force damage per invention level, and you gain temporary hit points equal to twice the invention level plus your Intelligence modifier. Conjuration. The target takes an extra 1d8 thunder damage per invention level, and you teleport a number of feet equal to 5 times the spell level. Divination. The target takes an extra 1d6 psychic damage per invention level, and you see a brief vision of the future. Until you take a short rest, you gain a fortelling roll of 10 plus the invention level. You can replace any attack roll with that roll once. A new foretelling role replaces an unused foretelling roll. Enchantment. The target takes an extra 1d8 psychic damage per invention level and must succeed at a Wisdom saving throw or be paralyzed until the end of their next turn. Evocation. The target takes an extra 1d12 fire damage per invention level, and must succeed at a Strength saving throw or be pushed up to 5 feet per spell level. Illusion. The target takes an extra 1d6 psychic damage per invention level, and your target sees illusionary duplicates overlapping you. It must succeed at a Wisdom saving throw or until the end of your next turn, it has disadvantage on attacks against you, and you have advantage on attacks against it. Necromancy. The target takes an extra 1d10 poison damage per invention level, and must succeed at a Constitution saving throw or be poisoned until your next turn. Transmutation. The target takes 1d10 damage per invention level, and you transform your weapon. Until the end of your next turn, it deals either piercing, bludgeoning, or slashing damage, and has a melee range of 15 feet. Improved Runic Rebuke Starting at level 10, when you use a defensive rune with the Runic Rebuke feature, you may instead expend the rune as if using the Aether Discharge feature. <img src='https://drive.google.com/uc?export=download&id=14OcBZtg6KiDL6rogPASsiQEFMOH3q15z'/ style='position:absolute; bottom:-25px; right:-50px; width:460px; transform:scaleX(-1); filter:contrast(150%);'>

Rune Powered Strikes At level 10, your melee attacks with weapons which have unused combat runes are magical. Combat Rune Mastery Begining at level 14, when you hit with a melee attack, you may use one of the offensive combat runes on the weapon as a bonus action. You cannot use the Ather Discharge feature when you use this feature, and this feature won't let you use a wondrous invention that you have already used. Alchemy Tapping into the forgotten craft of magical creation called alchemy, the alchemist specializes in creating wondrous inventions which bind magical effects into potions and salves. The alchemist discovers new and bizarre potions while searching for the way to create the key to immortality: the legendary philosopher's stone. The magical daughts an alchemist creates can cause unexpected effects - granting strength and wisdom, releasing poisonous clouds, even restoring life. The alchemist mix powerful reagents to empower their inventions in an instant. Expanded Spell List Your mastery of the forgot practice of alchemy gives you access to additional spells to create wondrous inventions. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Alchemist Spells table. Alchemist Spells Artificer Level Specialization Spells 2nd cure wounds, sleep 3rd enhance ability, web 5th haste, stinking cloud 7th confusion, stoneskin 9th cloudkill, greater restoration Potion Master When you choose this specialization at 2nd level, you gain proficiency with alchemist’s supplies and herbalism kit, if you didn't already have them. Additionally, you can drink or administer a potion as a bonus action, and when crafting a potion, you make progress twice as fast as usual. Potent Reagents Starting at 2nd level, your study of alchemy allows you to make your wondrous inventions extra potent. When you use potent reagents, choose one of the following: When you use an invention that requires the target to make a saving throw, you may impose disadvantage on the saving throw for one of the targets.

When you use an invention and roll for damage or healing, you can reroll any 1s or 2s and use the new roll. Use this after the dice are rolled.

When you use a wondrous invention with a radius, cube or cone, increase the length of the radius, cube or cone by 50%, rounded up.

When you use an invention that requires concentration, you have advantage on Constitution saving throws to maintain concentration for the duration of the spell. Potent Reagents can only be used once per turn. You can use this feature a limited number of times beteween long rests. The number is equal to your intelligence modifier. Signature Recipe At the 6th level, you are always able to scrape together the materials for your signature recipe. Choose any Artificer spell. You may use a wondrous invention to cast that spell instead of the spell the wondrous invention was designed to cast. If possible, the signature recipe spell is cast at the same level as the wondrous invention you used. If you choose a spell above level 1 for your signature recipe, you cannot use lower level spells to use your signature recipe. You may change your signature recipe whenever you level up. True Alchemy At the 10th level, you have cracked the fundamentals of alchemy. Once per long rest, over the course of an hour, you can transmute gold into any non-magical item, or any non-magical item into gold. You can transmute up to 50gp of value, consuming the transmuted material. Reagent Pouch At 10th level, you learn how to make a special storage device for your most powerful ingredients. By allocating 3 Invention Points, you can create a special reagent pouch. While you have this pouch, you can use the potent reagents feature an additional number of times equal to your intelligence modifier between long rests. Philosopher's Stone At the 14th level, your mastery of alchemy allows you to create a philosopher's stone. The stone requires 8 hours of work to create, and 200gp of materials. As long as you possess the stone, you gain the following benefits: You may use the potent reagents feature on your signature recipe without counting towards your total number of uses per long rest.

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

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

Once every five years, you can use this stone to perform a day long ritual which reverses 1d10 years of age from yourself. This process heals the body of damage, restoring lost body parts and curing all diseases. <img src='https://drive.google.com/uc?export=download&id=1GMHeGzlrfjzDa352sjuSgPzGm0re3zQH'/ style='position:absolute; bottom:-20px; left:-80px; width:550px; transform: rotate(0deg); filter:contrast(160%)brightness(130%);'>

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

1st Level Alarm Burning Hands Chromatic Orb Comprehend Languages Create or Destroy Water Detect Magic Expeditious Retreat Feather Fall Fog Cloud Grease Identify Illusory Script Jump Longstrider Mage Armor Tenser's Floating Disk Thunderwave 2nd Level Arcane Lock Darkvision Flame Blade Flaming Sphere Gust of Wind Heat Metal Invisibility Levitate Magic Mouth Magic Weapon Melf's Acid Arrow Nystul's Magic Aura Rope Trick Scorching Ray See Invisibility Spider Climb 3rd Level Clairvoyance Counterspell Daylight Dispel Magic Fireball Fly Glyph of Warding Leomund's Tiny Hut Lightning Bolt Sending Tongues Water Breathing Water Walk 4th Level Banishment Control Water Fabricate Fire Shield Leomund's Secret Chest Otiluke's Resilient Sphere Wall of Fire 5th Level Cone of Cold Creation Rary's Telepathic Bond Scrying Teleportation Circle Wall of Force 6th Level Arcane Gate Chain Lightning Contingency Disintegrate Guards and Wards Move Earth Otiluke's Freezing Sphere Sunbeam True Seeing Wall of Ice 7th Level Delayed Blast Fireball Etherealness Fire Storm Plane Shift Reverse Gravity Sequester Symbol Teleport

Wondrous Invention Cards Download here: https://drive.google.com/uc?export=download&id=1g9XKmfk7bbT68IQUU1XH3Rxa1Erxx_t2 Here is an example of an advanced wondrous invention of burning hands, cast as a level 1 spell: If instead you wanted to cast burning hands as a 3rd level spell, it would look like this: Here is the same wondrous invention but upgraded using the Physicist's Wondrous Upgrade feature: <img src='https://drive.google.com/uc?export=download&id=1g9XKmfk7bbT68IQUU1XH3Rxa1Erxx_t2'/ style='position:absolute; top:90px; right:265px; width:500px;'> <img src='https://drive.google.com/uc?export=download&id=1vOjPmRarF43juXSMAIdhQv3bE6zLsoKr'/ style='position:absolute; top:280px; right:265px; width:500px;'> <img src='https://drive.google.com/uc?export=download&id=1sUZisxVpjE5xgoXgdEsHFbahgA6V8jM4'/ style='position:absolute; top:470px; right:265px; width:500px;'> <img src='https://drive.google.com/uc?export=download&id=1AejiRW9fnXOSNCTU5Ov_pWXIgVGaroZr'/ style='position:absolute; top:660px; right:265px; width:500px;'>

Change Log (Version 3) Version 3 Overall Minor phrasing and clarity changes. No functional changes to main class. Cantrip Inventions are now clearly NOT wondrous inventions. Wonrous inventions have a level themselves, in addition to the level of the spell. This cleans up having to use the "level of the invention's spell" terminology. Research & Development Name changed to 'Research & Development' from 'Research'

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

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

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

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

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

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

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

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

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

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

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

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

Cleared up how Rune Forging works. Reworked the costs of runes to incentivize lower level spells. Alchemy Potent Reagents concentration improvement changed from auto success to advantage. Version 2 Overall Changed the Physics subclass into Research subclass.

Added subclass Engineering

Added subclass Questing

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

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

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

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

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

Reworked cost of combat runes.

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

Page 4 - Terese Neilsen "Sydri, Galvanic Genius"

Page 5 - Jason Felix "Inventor's Googles"

Page 6 - Peter Mohrbacher "Rage Thrower"

Page 7 - Kernspalt

Page 8 - William O'Connor

Page 9 - Lindsay Look "Alchemist's Vial"