Artificer Level Proficiency Bonus Features Spell Slots Slot Level Inventions Known Craft Points 1st +2 Artificer's Craft, Inventions, Magic Item Analysis ─ ─ 1 2 2nd +2 Infusion Magic, Tool Expertise 2 1st 1 2 3rd +2 Specialization 3 1st 2 2 4th +2 Ability Score Improvement 3 1st 2 2 5th +3 Craft Improvement 4 2nd 3 2 6th +3 Superior Attunement 4 2nd 3 3 7th +3 Specialization Feature 5 2nd 4 3 8th +3 Ability Score Improvement 5 2nd 4 3 9th +4 ─ 5 3rd 5 3 10th +4 Specialization Feature 5 3rd 5 4 11th +4 Craft Improvement 6 3rd 5 4 12th +4 Ability Score Improvement 6 3rd 6 4 13th +5 ─ 6 4th 6 4 14th +5 Specialization Feature 6 4th 6 5 15th +5 Superior Attunement 7 4th 7 5 16th +5 Ability Score Improvement 7 4th 7 5 17th +6 Craft Improvement 8 5th 7 5 18th +6 ─ 8 5th 8 6 19th +6 Ability Score Improvement 9 5th 8 6 20th +6 Soul of Artifice 9 5th 9 6 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 and medium armor

Light and medium armor Weapons: Simple Weapons

Simple Weapons Tools: Thieves' tools, two other tools of your choice Saving Throws: Constitution, Intelligence

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

a light crossbow and 20 bolts

(a) Scale Mail or (b) studded leather armor

Thieves' tools and a dungeoneer's pack Inventions At 1st level, and at certain levels hereafter as detailed in the class table, you create an invention of your choice. Your invention options are detailed at the end of the class description. Creating an invention is a difficult task. When you complete an invention from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to have worked on this item in your leisure time and to finish it when you level up. Additionally, at certain levels you may repurpose your resources in order to switch your choice of inventions. However, due to the time that this process takes, you can only do this when you reach levels where you would not otherwise gain an additional invention. Artificer's Craft At 1st level, you choose a craft to specialize in. Your chosen craft will give you access to more options when creating inventions. Additionally, you have a number of Craft Points determined by your Artificer level. The use of these craft points is determined by your craft. Your craft improves at 5th, 11th, and 17th level.

Choose between Alchemy, Armory and Automation. Alchemy You are an expert at infusing magic into alchemical solutions. Upon choosing this craft you learn the following two alchemical formulae: Alchemists Acid As an action, you can hurl a vial of acid at a creature or object within 30 feet of you. The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d12 + your intelligence modifier in Acid damage. You have advantage if the target is wearing metal armor. If you target an object with this formula, the damage is maximized. This formula's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 18th level (4d12). Alchemists Fire As an action, you can hurl a vial filled with a volatile solution at a creature, object, or surface within 30 feet of you. On impact, the bomb detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take fire damage equal to 1d8 + your int modifier in Fire damage. This formula's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 18th level (4d8). In addition to learning these formulae, you may expend craft points during a long or short rest to create potions. The number of points required to brew a potion is determined by its rarity, as indicated by the table below. Rarity Craft Points Common 1 Uncommon 2 Rare 4 Very Rare 5 Legendary 6 The magic in these potions last until your next long rest, after which they go inert, at which point you regain all craft points you have spent back to your maximum. Armory You have learned to increase the potency of weapons and armor by infusing them with magical energy. Upon choosing this craft you gain the following benefits. When you take a long rest, you may spend some of your downtime magically enhancing nonmagical weapons and armor. If you select a weapon, the weapon becomes a magic weapon and provides a bonus to attack and damage rolls equal to the number of craft points spent on it this way. If you select armor, the wearer of the armor will receive a bonus to AC equal to the number of craft points spent. The maximum number of craft points you may spend on a single item is equal to half your proficiency bonus, rounded down. Once you have enhanced a weapon or suit of armor in this way, you cannot regain the craft points spent on it until you choose to break the enchantment. Beginning at 5th level, while you are wielding a weapon without the heavy property, you can use your bonus action to magically charge that weapon with either the Shocking Grasp, Ray of frost, or Firebolt cantrip. This charge lasts until you resolve an attack, or at the end of your turn, whichever comes first. When you successfully attack a creature using the charged weapon, the creature is affected as though they were hit by the chosen cantrip in addition to suffering the attacks normal effects. The damage of the cantrip is determined by your Artificer level, instead of your character level. Automation Your reaserch and mastery of your craft has allowed you to create autonomous mechanical companion. As an action, you may expend a craft point to activate and deploy a mechanical companion with 5 ft of you. You may only have one mechanical companion deployed at a time. The mechanical companion takes its turn on your initiative, though it cannot take the attack action unless you use your action to command it to do so. While you are within 5 ft of the mechanical companion, you can use spend a craft point and an action to repair it to full health and grant it a number of temporary hit points equal to your level. Select a beast which is no larger than Medium and that has a challenge rating of 1/2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: You may add your proficiency bonus to it's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.

Its hit point maximum equals its normal maximum or four times your artificer level, whichever is higher

It is a construct instead of a beast.

It can’t be charmed.

It is immune to poison damage and the poisoned condition.

It gains darkvision with a range of 60 feet if it doesn’thave it already.

It understands the languages you can speak when you create it, but it can’t speak. Beginning at 5th level, your mechanical companions can take the attack action without you commanding them to do so, and you can model them off of beasts of large size as well. At 11th level, you are able to have two active companions at once, both of which can act independently on your turn. At 17th level, whenever your companion would take the Attack action, it may make two attacks, or it can take the Multi-attack action if it has that action.

Magic Item Analysis Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets.You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature. Infusion Magic Through practice and effort in honing your craft you have learned to cast spells and infuse their magic into physical objects. Due to the nature of this type of magical study, the minimum time it takes for you to cast a spell is one minute, however once a spell has been infused the magic can be quickly released from the object containing it. Spell Slots The Artificer table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Artificer Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a Long Rest. For example, when you are 5th level, you have Four 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells known of first level and Higher You know a number of paladin 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. Spellcasting Ability Intelligence is your Spellcasting ability for your warlock Spells, so you use your Intelligence Modifier 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. Spell save DC = 8 + Proficiency bonus + Int modifier Spell Attack modifier = Proficiency bonus + Int modifier Infusing Spells As an Artificer, you are unable to expend a spell slot in less than a minute, so any spell with a casting time of less than 1 minute must either be cast over the course of a minute or infused into an object of your choice. To infuse a spell into an object you must perform a ritual which takes one minute or the casting time of the spell, whichever is longer, to complete. During this ritual you must expend the spell slot for the spell you are infusing as well as using any material components required to cast the spell, and you must remain within 5 feet of the object you are infusing throughout the ritual. Once the ritual is complete the magic remains in the object until a creature activates it or until you have completed a short rest. If the full magic of the spell remains in the infused object, you may choose to perform a similar minute long ritual to remove the magic and regain the spell slot, as well as salvaging the material components of the spell. Casting Infused Spells Once a spell has been infused into an item or object, it can be activated to cast the spell. When casting a spell in this way, any spell which originally had a casting time of an action may now be quickened and cast as a bonus action. Additionally, using a single hand for physical contact with the item acts as a substitute for the somatic and material components required for casting the spell. You and any other creatures you choose are capable of casting spells in this way, and If another character is activating a spell you have infused, they use your Spell Save DC and Attack Modifier as determined by your stats. The creature that casts the spell, however, is responsible for concentrating on the spell. Additionally a few special rules apply to spells cast from an infusion: If the spell infused targets a certain number of creatures, the caster can choose to split the spell into an equal number of charges when casting the spell. The caster chooses how many targets they would like to effect as part of casting the spell, and expends an equal number of charges. The target can cast the spell like this until they are out of charges. If casting a spell allows you to use an action on subsequent turns during the duration of the spell to activate an effect, you may choose to use a bonus action to activate the effects on each of those turns instead. Tool Expertise Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. Specialization Starting at 3rd level, you have developed a specialization.This specialization reflects your personal philosophy as an artificer. Your choice grants you features at the 3rd, 7th, 10th, and 14th levels. 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. Superior Attunement At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. Soul of Artifice At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Inventions If an Invention has Prerequisites, you must meet them to create it. You can create the invocation at the same time that you meet its Prerequisites. A level prerequisite refers to your level in this class. Analyst's Lenses You may use this item to cast Detect Magic or Identify at will, without expending a spell slot or material components. Arcane Mending You learn to cast the mending cantrip, however it's casting time is reduced to an action. Additionally, if a magic item has been rendered inert due to being broken you can spend a long rest restoring its magical properties. Targeting Aid You can activate this item to cast the True Strike cantrip. Additionally, you are able to cast True Strike as a bonus action. When you cast it in this way you can choose to gain advantage on the same turn you cast it in. You may use this ability a number of times equal to your intelligence modifier, and regain all uses on a short or long rest. Ritual Orb Once you have crafted this you can learn a number of additional spells equal to your intelligence modifier that you may cast as rituals. You can choose any spells from the Artificer Spell list that has the ritual tag and is of a spell level you can already cast. In Addition, when you cast a ritual with a duration of 1 hour or longer, you can use this invention to change the ritual's duration to last until dispelled or you use a bonus action to dismiss it. You are unable to use this invention again until the extended spell has been dismissed. Wondorous Invention (Level 1) Choose an Item from the following list: Bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones. If the item you created is one that is worn, you may choose a different worn item as the physical form that it takes. You may select this invention from the list as many times as you would like, choosing a different item each time. Alchemical Formula: Smoke Stick Prerequiste: The Alchemy craft As an action, you can produce a stick that emenates a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. Prerequiste: The Alchemy craft As an action, you can hurl a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you. The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult rerrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. You may only have one tanglefoot bag active at a time. Alchemical Formula: Thunderstone Prerequiste: The Alchemy craft As an action, you can hurl a crystalline shard at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. Ferrokineses Prerequisites: The Armory Craft You gain the following benefits: You can cast mage hand targeting only metal objects. No hand is visible when it is cast this way. You can use a bonus action to cause any weapon within 30 feet of you to fly directly to your hand, provided it is not being wielded by anyone else. If a creature is wearing metal armor, you can use your action to shove or grapple them from up to 30 ft away. When you do so, You use an arcana check inatead of an athletics check. additionally, when grappling a creature in this way you must concentrate to maintain the effect, you can not drag or otherwise move them, and the effect ends if you are no longer within 30 feet of them. Artificer's Armor Prerequisite: The Armory craft You have fashioned yourself a set of light armor specially crafted for your body. This armor always counts towards the number of items you can designate as Enhanced Gear, and while you wear it your AC becomes equal to 10 + your dexterity modifier + your intelligence modifer. Construct Fortification Prerequisite: The Automation Craft You may improve your constructs strength or dexterity ability score by 2 to a maximum of 20. You may select this invention from the list as many times as you would like. Remote Imaging Prerequisite: The Automation Craft You can use your action to see through your Construct Companion's eyes and hear what it hears. You can use your action to return to your normal senses. While perceiving through your construct you are blinded and deafened to your own surroundings.

Catapult Prerequisites: Level 5 You may cast Catapult as a 1st level spell at will, without expending any spell slots or material components. Energy Shield Prerequisites: Level 5 You can use an action to activate an energy shield which grants you temp hp equal to your intelligence modifier + half your Artificer level rounded down for up to an hour. While you have this temp hp you can cast absorb elements at a level equal to your highest artificer spell level without expending a spell slot or material components. Once you cast the spell in this way, you automatically lose the remainder of this temp hp. You cannot reactivate this shield until you take a short rest. Tesla Coil Prerequisites: Level 5 You may use an action to to place or remove this magical stake from the ground. Whenever a creature moves into or out of a space within 10 feet of this stake you may use your reaction to cause a bolt of electricity to strike out at the creature, dealing lightning damage equal to your intelligence modifier. Wondorous Invention (Level 2) Prerequisites: Level 5 Choose an Item from the following list: Alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of secrets. If the item you created is one that is worn, you may choose a different worn item as the physical form that it takes. You may select this inventon from the list as many times as you would like, choosing a different item each time. Infusion Improvement: Alchemy Prerequisites: Level 5, The Alchemy Craft When infusing your magic into an alchemical liquid, you can dilute the potency of the spell evenly throughout the mixture. Alchemical Arrows Prerequisites: Level 5, The Alchemy Craft As a bonus when making an attack with a ranged weapon, you may attach an alchemical vial to your ammunition. If you hit with this attack, you may also treat the target or the space the target was in as though it was hit by one of your alchemical formula. If your alchemical formula would deal damage, you cannot add your intelligence modifier to the damage roll. Scatter Bombs Prerequisites: Level 5, The Alchemy Craft You may split your formulae into smaller and more easily manageable vials. Instead of throwing one vial, you may use your attack action to throw a number of vials equal to the number of damage dice your formula would deal. Each of these vials deals only one dice of damage, and you cannot add your intelligence to the damage rolls. Infusion Improvement: Armory Prerequisites: Level 5, The Armory Craft When a creature is hit with a weapon attack made with one of your enhanced weapons, it becomes more vulnerable to any spells stored in that Enhanced Weapon. Until the end of your next turn any spell attack roll against that creature has advantage and the creature has disadvantage on any saving throws against the spell if the spell was Infused in your enhanced weapon. Artificer's Rifle Prerequisites: Level 5, The Armory Craft You may create a 2 handed ranged weapon which deals 2d6 + your intelligence modofier in your choice of piercing or thunder damage. This weapon functions as and counts towards the number of items you can designate as Enhanced Gear. Infusion Improvement: Automation Prerequisites: Level 5, The Automation Craft You may infuse spells into your construct instead of an item. You can use a bonus action on your turn to have your Construct cast the spell. Additionally, anyone you choose can cast the spell as a bonus action if they are within 10 feet of the construct. Mounted Crossbow Prerequisites: Level 5, The Automation Craft You fashion upon your construct a self-loading ranged weapon. Whenever your construct is able to make an attack, Instead of making a melee attack, it may use this ranged weapon targeting a creature within 60 feet. Charged Constructs Prerequisites: Level 5, The Automation Craft When your construct hits an enemy with an attack, it deal an additional 1d4 lightning damage.

Suspension Belt Prerequisites: Level 9 You can activate this device to cast either Levitation or Featherfall on yourself at will, without expending a spell slot or material components. Wondorous Invention (Level 3) Prerequisites: Level 9 Choose an Item from the following list: Bag of beans, chime of opening, Decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack. If the item you created is one that is worn, you may choose a different worn item as the physical form that it takes. You may select this inventon from the list as many times as you would like, choosing a different item each time. Bead of Fireball Prerequisites: Level 9, The Alchemy Craft During a long rest you may synthesize a single bead from a necklace of fireballs. If you attempt to make another bead before this one is used, then this bead goes inert. Coated Weapons Prerequisites: Level 9, The Alchemy Craft As an action you can coat either one weapon or a number of peices of ammunition equal to your intelligence modifier in poison. This poison becomes inert after one minute. The next time you hit an enemy with an attack before the poison becomes inert, the target takes poison damage equal to your intelligence modifer. At the start of its subsequent turn, the target must make a constitution saving throw or take the damage again. Once the target has made a successful save the poison no longer affects them. Channeled Blast Prerequisites: Level 9, The Armory Craft After using a bonus action on your turn to charge one of your weapons with a cantrip, rather than making an attack roll, you may use an action to unleash the energy in either a 5 feet wide, 30 feet long line, or a 15 foot cone. Any enemy caught in this wave must make a succesful dexterity saving throw or be affected as though they were hit by your cantrip. When you release the charged energy in this way, however, you must roll one fewer damage die than you would normally. Chameleon Plating Prerequisites: Level 9, The Automation Craft You may cast Invisibiliy targeting only your construct at will, without expending a spell slot or material components. Wondorous Invention (Level 4) Prerequisites: Level 15 Choose an Item from the following list: Boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing. If the item you created is one that is worn, you may choose a different worn item as the physical form that it takes. You may select this inventon from the list as many times as you would like, choosing a different item each time. Wondorous Invention (Level 5) Prerequisites: Level 19 Choose an Item from the following list: Eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jump. If the item you created is one that is worn, you may choose a different worn item as the physical form that it takes. You may select this inventon from the list as many times as you would like, choosing a different item each time.

Specializations Demolitionist Bonus Spells Demolition Plate Beginning at 3rd level you have created a Demolation Plate. You may attach this device to an object as an action. While you are within 60 feet of the device you may use your bonus action to activate it, dealing damage to the object as though the device was the center of a shatter spell cast at your highest infusion spell level. You may use this device a number of times equal to your intelligence modifier after which you must take a long rest before it regains this ability. Structural Integrity Beginning at 3rd level, you have advantage on investigation Checks to determine weakest point in an object or structure. Additionally you may treat the damage threshold of any object as though it is half its normal value. Precision Destruction Beginning at 7th level, whenever you or another creature uses one of your Artificer abilities or spells which has an area of effect, you may choose a 5ft square to remain unaffected. Evasion Beginning at 10th level, you have become used to dodging your wway out of danger. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Horn of Blasting You have created a special Horn of Blasting which, while still volatile, is capable of surviving an explosive misfire. Whenever this horn of blasting would be destroyed, it instead is only cracked, becoming inert until you repair it over a long rest. Church Inventor Consecrated Contraption Beginning at third level you have created a Consecrated Contraption. You may activate this device to cast either light or spare the dying. Additionally, you may activate the device to cast Bless at your highest infusion spell level without expending a spell slot. You cannot use this ability again until you take a short or long rest. Church Initiated Beginning at 3rd level, You gain proficiency in the knowledge (religion) skill if you did not have it already. Divine Spark Whenever you use an artificer feature or invention that would deal elemental damage, you may choose to replace the damage with radiant damage. You may do this a number of times equal to your intelligence modifer, after which you must take a short rest before using this feature again. Beacon of the Gods Beginning at 10th level you can cast Beacon of Hope at its lowest level without expending a spell slot or material components. Once you use this feature without TBD You have created