Additional Artificer Specializations While the Alchemist and Artillerist do fill some important artificer niches, there are still more options a potential artifer should be able to take. For example, what about the player that wants to create a cyborg, adding improvements to their own being as they progress? What about the player that wants a more biology centric artifcer that could use its knowledge to commune with nature? And what about the edgy player that wants a voodoo themed artificer? These additional specialization options should help fill the gaps. Enhancer Enhancers use their magical knowledge to artificially enhance their own bodies. They are valued as military specialists and renowned as innovative scholars, if not feared for their unnatural appearance. By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. Proficiencies: You gain proficeincy with the smith's tools and tinkerer's tools Crafting: If you craft a magic item in the ??? category, it takes you a quarter of the normal time and half of the usual gold Enhancer Spells Starting at 3rd level, you have certain spells prepared after you reach particular levels as shown in the Enhancer Spells table. These spells count as artificer spells for you but they don't count against the number of artificer spells you can prepare. Enhancer Spells Artificer Level Spells 3rd mage armor, Tenser's floating disk 5th alter self, darkvision 9th aura of vitality, gaseous form 13th Evard's black tentacles, stoneskin 17th animate objects, legend lore Arcane Implant At 3rd Level, you discover ways of imbuing your body with powerful arcane implants. When you finsish a long rest and you have your artificer supplies you may expend 50 gp of materials to choose one of the following permanant improvement options. You may only gain a maximum of two permanant improvements from this feature unless otherwise noted. Permanant Improvements Enhancement Effect Mercury Eye You eplace one of your eyes with a magical eye crafted from liquid mercury inbued with magic. Usage of this eye grants darkvision out to 120 feet which can penetrate magical darkness Mythril Claws You insert mythril daggers between the bones of your hand. By simply twitching the smallest of muscles these claws penetrate your skin and increase the damage of your unarmed strikes to 1d6+your dexterity modifier Tightened Tendons You carefully adjust your tendons, making your legs go farther with less effort. Your movement speed increases by 10 feet Force Cannon You install a powerful energy source somewhere on your body, perhaps on your chest or your palm, which you can utilize to create a damaging blast. You gain the eldritch blast cantrip and you may add your intelligence modifier to your damage rolls when you use this cantrip. Note: Casting eldritch blast in this manner does not stack with the Agonizing Blast invocation. Magnetic Palm You surgically implant a powerful electromagnet into your palm. As an action, you may summon any object that must contain iron and be within 30ft of your hand. If a creature is holding the object it may make a strength saving throw against your spell save DC. Leathery Flesh At Level 6, eperimenting on yourself has yielded interesting results, including making your flesh tough and leathery. Your hitpoints increase by 1 for each artificer level and you gain resistance to fire damage

Crowning Upgrade At level 14, you discover more arcane implant options, bringing your being closer to what you consider to be perfection in flesh. You may choose two more enhancements from the permanant improvement table, or you may choose one option from the following permanant upgrade table. Each enhancement you choose from the previous table must be crafted over a long rest when you have your artificer supplies and 50 gp of material, which the crafting consumes. The enhancement you choose from this table must be crafted over a long rest when you have your aftificer supplies with you and 150 gp of material which the crafting consumes. Permanant Upgrades Upgrade Effect Runic Tattoos You tattoo your body with ancient runes that can hold magical power. If you stumble upon the written form of a spell you may spend a long rest tattooing it onto your flesh, adding it to your spells known list. The cost of transcribing a spell in this manner is 30gp times the spell’s level to pay for the magical ink Ironclad Limb You completely envelop one of your arms with molten iron. When it cools, your leaden arm is extremely useful for defending against hostile weapons, increasing your AC by 4. Unfortunately, you lose the use of this limb for any other purpose. Adamantine Claws Requires Mythril Claws You coat your mythril daggers with adamantium, which increases your unarmed strike damage from 1d6 plus your dexterity modifier to 1d10 plus your dexterity modifier. Additionally, these new claws seem to cut through armor as well as flesh. On a critical hit against an armored creature if you are attacking with these claws you decrease the creatures AC by 1d4 points. Unrivaled Eye Requires Mercury Eye You further finetune your artificial eye, granting you an ability to see beyond what any other being should be able to see. You gain the ability to cast hunter's mark and detect magic at will. Naturalist Naturalists serve nature with their studies. They emulate animals to focus their connection to them, which they beilieve is the path to personal enlightenment. By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. Proficiencies: You gain proficeincy with the cartographer's tools and woodcarver's tools Crafting: If you craft a magic item that contains wood, it takes you a quarter of the normal time and half of the usual gold Naturalist Spells Starting at 3rd level, you have certain spells prepared after you reach particular levels as shown in the Naturalist Spells table. These spells count as artificer spells for you but they don't count against the number of artificer spells you can prepare. Naruralist Spells Artificer Level Spells 3rd find familiar, ray of sickness 5th animal messenger, beast sense 9th conjure animals, create food and water 13th conjure woodland beings, polymorph 17th contagion, insect plague Organic Magic By 3rd level your preparation for this specialization has led you to an intrinsic connection to nature that rivals that of a druid. Whenever your spellcasting feature allows you to choose a spell or cantrip from the artificer list you may choose one from the druid list instead. These druid spells count as artificer spells for you and count against your list of spells known as regular artificer spells would. Animal Affinity At 3rd level you choose an animal to emulate to steengthen your bond with nature. You may choose one of the following animals to gain a benefit. Animals to Emulate Animal Benefit Snake By emulating the snake, your tongue becomes forked and cunning. You gain double proficiency in the deception and sleight of hand skills Mole By emulating the mole, your hands sharpen into mole-like paws. You gain a burrow speed equal to half of your movement speed. Burrowing in this fashion is limited to loose terrain such as sand, dirt, and snow. Monkey By emulating the monkey, your eyes gleam with mischief. You gain the mage hand and presitidigitation cantrips. Crane By emulating the crane, your arms appear to weigh no more than a feather. You may spend your action to gain a flying speed equal to your movement speed for 1 minute. You may use this feature once per long rest. Animal Friendship At 6th level your understanding of your chosen animal increases, and you can Based upon the animal you chose to emulate you gain an additional option for your find familiar spell. Improved Familiars Emulated Animal Familiar Option Snake Swarm of Poisonous Snakes Mole Rhinoceros Monkey Gorilla Crane Giant Eagle