Artificer The stone portal ahead slid closed, cutting off the sliver of light that marked the only visible means of escape. For the exhausted heroes, their resources almost completely depleted, it seemed that this was finally the end of the journey. Luckily, Thondred thought, an artificer always has a contingency plan. The dwarf pulled a wand from a holder on his hip and unleashed the magic that he had caged within it. A gnome sits hunched over a workbench, carefully using needle and thread to wave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensional space springs to being in the bag's interior. She beams with pride at her newly crafted bag of holding. 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 a thick, black glue as she makes her escape. Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Cunning Inventors Every artificer is defined by a specific craft. Articers see mastering the basic methods of a craft as the first step to true, progress, the invention of new methods and approaches. 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 enchancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation. Intense Rivalries The artificer's 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 are keen to own. Evil ones have no problem committing crimes to claim what they want. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals. 1

The Artificier Level Proficiency Bonus Features Cantrips Known Infusion Points Infusion Level 1st +2 Infusion Casting, Artificer Tradition 2 4 1st 2nd +2 Expertise, Magic Item Analysis 2 6 1st 3rd +2 Salvage Essence 2 9 2nd 4th +2 Ability Score Improvement 3 12 2nd 5th +3 ─ 3 17 3rd 6th +3 Artificer Tradition Feature 3 22 3rd 7th +3 — 3 28 4th 8th +3 Ability Score Improvement 3 34 4th 9th +4 Expertise 3 41 5th 10th +4 Artificer Tradition Feature 4 48 5th 11th +4 — 4 57 6th 12th +4 Ability Score Improvement 4 57 6th 13th +5 — 4 67 7th 14th +5 Artificer Tradition Feature 4 67 7th 15th +5 — 4 78 8th 16th +5 Ability Score Improvement 4 78 8th 17th +6 — 4 91 9th 18th +6 Soul of the Artificer 4 91 9th 19th +6 Ability Score Improvement 4 91 9th 20th +6 Master of Infusion 4 91 9th Creating an Artificer Artificers are fairly rare within the world and the archaic tradition is only known by few. When creating an artificer character, think about how your character has come upon the knowledge of artificing. Was the craft passed down through the generations? Perhaps you sought out a mentor of great renown? What is the character's relationship with the artisan or artificer who taught him the craft? What drew you from your studies? Did you hear about some rare artifact or forbidden knowledge? Maybe you were sent on a task by your mentor. Think about the reason that your artificer is out adventuring. 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. Quick Build You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background. Multiclassing Artificer Requires: Intelligence 13

Intelligence 13 Proficiencies Gained: One set of artisan's tools 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 Highter Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: Two types of artisan's tools Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a dungeoneer's pack or (b) a scholar's pack

(a) a melee simple weapon or (b) a light crossbow and a case of 20 bolts

A component pouch and a book of designs

Leather armor and a set of artisan's tools 2

Infusion Casting Drawing on your knowledge and study of magic, you can use infusion to enchant items and replicate spell effects. Cantrips You know two cantrips of your choice from the artificer spell list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artificer table. Infusion Points No matter how many infusions you know, there is a limit to the number of infusions you can implement. You gain a pool of 4 infusion points that you can use to cast spells. When you wish to cast a sepll you expend a number of infusion points to create a spell slot of a given level as indicated on the infusion point cost chart, and then use that slot to cast a spell. You can't reduce your infusion point total to less than 0, and you regain all spent infusion points when you finish a long rest. The number of infusion points you have to spend increases as you gain levels in this class, as shown in the Infusion Points column on the artificer class table. Your artificer level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so. Casting Infusions Infusions have a casting time of 10 minutes per spell level and must target a nonmagical item, object or construct. When doing so, none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain an infusion spell. When casting an infusion, the infusion points used is no longer available for casting other infusions, and it remains unavailable until that infusion becomes inert. Releasing an infusion from an item, object, or construct requires 10 minutes of uninterrupted concentration or if the item, object, or construct moves further than 1,000 feet from you. Casting Infusions of 6th Level or Higher Spells of 6th level and higher are particularly taxing to cast. You can use infusion points to create one slot of each level of 6th level or higher. You can't create another slot of the same level until you finish a long rest. Using Infusions Any creature holding an item imbued by an infusion can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item. Additionally, an artificer can activate an infusion within sight. Learning Infusions of 1st level or higher You know six-level spells of your choice from the artificer spell list. Each time you gain an artificer level, you can add two artificer spells of your choice to your spellboook. Each of these spells must be of a level which you can cast using infusion points. Spellcasting Ability Intelligence is the ability you use to activate inventions. You use your Intelligence whenever an effect refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an invention 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 Infusion Point Cost Spell Level Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Spell Level Point Cost 6th 9 7th 10 8th 11 9th 13 3

4 Artificer Tradition At 1st level, you choose an artificer tradition, shaping your study of magic through one of three artifice school traditions: Rune Knight or Tinkerer. The artificer tradition you choose grants you features at 1st, 6th, 10th and 14th level. Expertise At 2nd 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. At 9th level, you can choose another two skill proficiencies to gain this benefit. Magic Item Analysis Starting at 2nd level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature. Salvage Essence At 3rd level, you can spend time disassembling the magic infused in a single identified magic item in your possession. You take time deconstructing the item as per the table below. When you are done the item is completely mundane, but you also learn the formula to create that item, writing the formula in your book of design. When deconstructing an item, the time need not be spent consecutively. The complexity of a magic item is linked to its rarity. Legendary items, artifacts, cursed items, and sentient items cannot be deconstructed. Salvage Essence Rarity Time needed Common 4 hours Uncommon 8 hours Rare 16 hours Very Rare 24 hours 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. Soul of the Artificer Starting at 18th level, your superior understanding of magic items allows you to master their use. You can now attune to up to five magic items. Master of Infusion At 20th level, you can keep concentration on a number of infusions equal to your Intelligence modifier at one time. If you receive damage and fail the saving throw, all infusions in effect end. Artificer Traditions Artificers study magic in many of the same common ways, including working with constructs, understanding the deeper workings of artifice, perfecting their skills, and studying magical items. Artificers do tend to focus their studies on certain aspects of artifice. As cuh those with similar interests gather together and study together to aid each other in the mastering of a particular aspect of artifice as well as general artifice. Rune Knight Originally, Rune Knight was the name given to dwarven artificers who employed unique methods on the field of battle. Carving symbols on their equipment, Rune Knights were given extraordinary abilities. Their martial prowess and careful study of magic allow them to dominate any battlefield.

Bonus Proficiency When you join this tradition at 1st level, you become proficient with martial weapons, medium armor and shields. Rites of Battle At 1st level, you learn to infuse your preferred weapon or shield with magical power. You can use this feature a number of times equal to your Intelligence modifier. You regain any expended uses when you finish a long rest. Rune-Imbued Weapon. You can use a bonus action to imbue your weapon with runic energy. For the next minute, your weapon is considered magical and adds a +1 bonus to attacks and damage rolls. If the weapon is already magical, use the bonus provided by rune-imbued weapon or by the magic weapon, whichever is higher. A weapon can only benefit from this feature once. These bonuses to hit and damage increases to +2 when you reach 9th level and +3 when you reach 13th level. Shield of Arcane Energy. You can use a bonus action to imbue your shield or armor with runic energy. For the next minute, you gain a +1 bonus to AC. If that creature is wearing magical armor use this bonus or the bonus provided by the armor, whichever is higher. This bonus increases to +2 when you reach 9th level and increases to +3 when you reach 13th level. Infused Strikes At 6th level, when you activate an infusion, the residual energy empowers your next strike. Your next weapon attack deals an additional 1d8 force damage. The damage increases by 1d8 at 10th level and 14th level. Potent Infusion Starting at 10th level, you add your Intelligence modifier to damage you deal with any artificer cantrip or infusion. Battle Magic Beginning at 14th level, when you use your action to activate an infusion, you can make one weapon attack as a bonus action. 5 Tinkerer The ancient artform of tinkering is amongst the most difficult of artificer traditions. Tinkering focuses on the study of creating moving creatures out of inanimate objects. Tracing its lineage to ancient gnomish societies; gnomes engaged in tinkering as a way to defend themselves from danger by creating guardians of inanimate material. Those who have the talent for such things are highly sought after by gnomish communities. Bonus Proficiency When you join this tradition at 1st level, you gain proficiency with the Tinkerer's Tools. Mechanical Companion At 1st level, you gain a companion that accompanies you on your adventures and is trained to fight alongside you. Choose a creature from among the following creatures: Gear Arbalist, Gear Helper, Gear Warrior, and Gear Hound. Add your proficiency bonus to the construct's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. The construct obeys your commands as best as it can. It rolls initiative like any other creature, though it doesn't take an action unless you command it to. On your turn, you can verbally command your avatar (no action required by you). Your avatar will follow your command until it is slain or given a new command. Your companion also gains the following modifications: It understands the languages you can speak when you create it, but it can't speak.

The companion loses its Multiattack action, if it has one.

Your companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain, your construct gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise. Over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (8 hours each day) and 1,000 gp of raw materials. Advanced Mechanics Starting at 6th level, you can choose three minor upgrades from the list below to incorporate into your construct. Additionally, your construct's attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Peak Efficiency At 10th level, you can choose two major upgrades from the list below to incorporate into your construct. Final Form At 14th level, choose one ultimate upgrade from the list below to incorporate into your construct.

Upgrades Upgrades are meant to be interchangable. Ask your DM if your artificer is able to change upgrades after you have chosen them. DM may decide that time and cost may be associated with doing so. Minor Upgrades Amphibious Your construct gains a swimming speed equal to its walking speed. Defender If you are the target of a melee attack and your construct is within 5 feet of you, it can use its reaction to impose disadvantage on the attack roll. Flame Thrower Your construct can cast burning hands. Your construct must complete a short or long rest before using this feature again. Frost Shard Your construct can cast ice knife. The construct must complete a short or long rest before using this feature again. Intimidating Presence Your construct has advantage on Intimidation skill checks. Lights As a bonus action, your construct can shed bright light in a 30-foot radius and dim light for an additional 30 feet. Mobile Your construct gains quick reflexes, increasing its movement speed by 10 feet. This upgrade can be taken multiple times. Protector If you are the target of a melee attack and companion is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make an attack against the attacker. Siege Your construct deals double damage to objects and structures. Skilled Your construct gains proficiency in one skill of your choice. This upgrade can be selected multiple times. Slippery Your construct has advantage on ability checks and saving throws made to escape being grappled or restrained. Smoke Screen As an action, your construct releases a cloud of thick smoke. Your construct creates a 30-foot-radius sphere of thick smoke. The cloud spreads around corners, and its area is heavily obscured. When the construct releases the smoke, you can use your reaction to move up to your movement speed. Your construct must complete a short or long rest before using this feature again. Spiked Chain As an action, your construct can propel a spiked chain towards an enemy within 15 feet. On hit, the target takes 1d8 piercing damage + Strength modifier or Dexterity modifier and the target must succeed on a Strength saving throw contested by your construct's Strength (Athletics) or be pulled up to 10 feet in a straight line towards your construct. Your construct can make the grapple action against a creature within 15 feet of it instead of 5 feet. The construct has advantage on ability checks and saving throws against being moved or knocked prone. Swift Your construct can take the disengage action as a bonus action on its turn. Major Upgrades Adaptive Armor Choose one type of damage: acid, cold, fire, lighting, poison, or thunder. Your construct has resistance to this type of damage. At the end of a long rest, you can change the damage type that your construct is resistant to. 6

Climbing Gear Your construct can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Enhanced Strength Your construct counts as one size larger when determining carrying capacity and the weight it can push, drag or lift. In addition, its jump height and distance is doubled. Hardened Armor Your construct gains resistance from bludgeoning, piercing, and slashing damage from nonmagical weapons. Lightning Beam Your construct can cast lightning bolt. You can spend 2 innovation points to cast the spell one level higher. You can do so a number of times equal to half your Proficiency Bonus (rounded up). Your construct must complete a long rest before using this feature again. Oiled Armor Your construct has advantage on Dexterity (Stealth) checks. Overdrive Your construct can cast Haste targeting itself. Your construct cannot perform actions for 1 minute after the spell ends. Your construct must complete a long rest before using this feature again. Upgraded Systems Your construct increases one ability score of your choice by 2, or increase two ability scores of your choice by 1. As normal, your construct cannot increase an ability score above 20. This upgrade can be selected more than once. Ultimate Upgrades Reflective Plates Your construct becomes invisible when it does not move for 1 minute. Your construct becomes visible if it moves or attacks. Flight Your construct gains a flying speed of 60 feet or increases its flying speed by 60 feet. Magic Resistance Your construct has advantage on all saving throws against spells and other magical effects that would target it. Mind-Meld You can cast beast sense at will, without expending any infusion points choosing your construct as the target. For the purposes of the spell, your construct is treated as a beast. Self-Repair Your construct regains hit points equal to its constitution modifier (minimum of 1) at the start of each of its turns. War Machine When you drop to 0 hit points as a result of taking damage from a creature, your construct gains the following benefits: Your construct attacks twice, instead of once, whenever it takes the Attack action.

Your construct doubles its walking speed.

Your construct has advantage on all atttack rolls against the creature, which knocked you unconscious. This feature lasts for 1 minute or until the creature drops to 0 hit points or falls unconscious. <img 7

Artificer Spell List Cantrips Acid Splash

Blade Ward

Booming Blade

Control Flames

Create Bonfire

Dancing Lights

Green-Flame Blade

Light

Lightning Lure

Magic Stone

Mending

Mold Earth

Poison Spray

Shillelagh

Shocking Grasp

Thunderclap 1st Level Absorb Elements

Alarm (R)

Armor of Agathys

Catapult

Chromatic Orb

Cure Wounds

Detect Magic (R)

Earth Tremor

Expedious Retreat (C)

False Life

Feather Fall

Fog Cloud (C)

Grease

Identify (R)

Jump

Longstrider

Mage Armor

Sanctuary

Searing Smite (C)

Shield

Shield of Faith (C)

Sleep

Tenser's Floating Disk (R)

Thunderous Smite (C)

Thunderwave

Witch Bolt (C) 2nd Level Aid

Alter Self (C)

Arcane Lock

Barkskin (C)

Blur

Cloud of Daggers (C)

Continual Flame

Cordon of Arrows

Darkvision

Earthbind

Enhance Ability (C)

Enlarge/Reduce (C)

Find Traps

Flame Blade (C)

Flaming Sphere (C)

Heat Metal (C)

Hold Person (C)

Invisibility (C)

Knock

Lesser Restoration

Levitate

Locate Object

Magic Weapon (C)

Maximilian's Earthen Grasp (C)

Melf's Acid Arrow

Protection from Poison

Pyrotechnics

Rope Trick

See Invisibility

Shatter

Spider Climb

Web (C) 3rd Level Blink

Conjure Barrage

Daylight

Dispel Magic

Elemental Weapon (C)

Erupting Earth

Flame Arrows (C)

Fly

Gaseous Form

Glyph of Warding

Haste

Lightning Arrow

Melf's Minute Meteors (C)

Nondetection

Protection from Energy (C)

Revivify

Slow

Stinking Cloud

Water Breathing

Water Walk (R) 4th Level Arcane Eye

Death Ward

Elemental Bane (C)

Fabricate

Fire Shield

Freedom of Movement

Greater Invisibility (C)

Leomund's Secret Chest

Mordenkainen's Private Sanctum

Otiluke's Resilient Sphere

Stone Shape

Stone Skin (C)

Storm Sphere (C)

Vitriolic Sphere (C)

Watery Sphere (C) 5th Level Animate Objects

Cloudkill

Conjure Volley

Creation

Greater Restoration

Hold Monster (C)

Immolation (C)

Legend Lore (C)

Mass Cure Wounds (C)

Passwall

Swift Quiver (C)

Teleportation Circle

Transmute Rock

Wall of Force (C)

Wall of Stone (C) 6th Level Blade Barrier (C)

Disintegrate

Flesh to Stone

Globe of Invulnerability (C)

Heal

Investiture of Stone (C)

Move Earth (C)

Otiluke's Freezing Sphere

Primordial Ward (C) 7th Level Forcecage

Mordenkainen's Magnificent Mansion

Mordenkainen's Sword (C)

Prismatic Spray

Regenerate

Reverse Gravity (C)

Sequester

Symbol 8th Level Antimagic Field (C)

Demiplane

Earthquake (C)

Incendiary Cloud (C) 9th Level Imprisonment (C)

Mass Heal

Prismatic Wall

Shapechange (C) 8