Artificer A half-elf reviews his paperwork over the last long year, a thesis come to fruition, founded in the transmutation of arcane energies into alchemical proteins, a cure for his sister and possibly countless others. A dwarf strikes his forge with powerful arms, the echoes ringing throughout the halls. His works are the finest in the land because he puts more into it than the average dwarf. He won't just stop at masterwork orders, no, instead he'll infuse arcane energies into his smithworks, making them more powerful, enchanted with eldritch secrets. A gnome puts together a Construct able to harness the arcane energies of old. These embodiments of life are some of his closest friends, and were a path for his life as he built artificial limbs for others who lost in bygone wars and battles. 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. Instead, they seek to craft durable, useful items. They seek to bring the extraordinary to the ordinary. 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 engineers, students of invention and warfare who craft deadly firearms and mechanical beings that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist. All artificers are untied 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 seak a life of adventure. A hidden ruin might hild 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 Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Arcane Formulas, Artificer's Weapon, Magic Item Analysis 2 2 - — — — — — — — 2nd +2 Scientific Study 2 3 - — — — — — — — 3rd +2 Arcane Empowerment, Energy Transference 2 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 4 3 - — — — — — — 5th +3 Study Feature, Transitive Properties 3 4 3 2 - — — — — — 6th +3 Infuse Magic 3 4 3 3 - — — — — — 7th +3 Scientific Study Feature, Transitive Properties 3 4 3 3 1 - — — — — 8th +3 Ability Score Improvement 3 4 3 3 2 - — — — — 9th +4 - 3 4 3 3 3 1 - — — — 10th +4 Scientific Study Feature 4 4 3 3 3 2 - — — — 11th +4 - 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — — 13th +5 Transitive Properties 4 4 3 3 3 2 1 1 — — 14th +5 - 4 4 3 3 3 2 1 1 — — 15th +5 - 4 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 — 17th +6 Scientific Study Feature 4 4 3 3 3 2 1 1 1 1 18th +6 Transitive Properties 4 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1 20th +6 Mind of the Artificer 4 4 3 3 3 3 2 2 1 1 Creating an Artificer When creating an artificer character, think about your character's background and drive for adventure. Does the character have a rival? What is the character's relationship with the artisan or artificer who taught them the basics of the craft? Talk to your DM about the role played by artificers in their 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, make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose the guild artisan background. 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 and medium armor

Light and medium armor Weapons: Simple weapons

Simple weapons Tools: Thieves' tools, one other tool of your choice

Thieves' tools, one other tool of your choice Saving Throws: Constitution, Intelligence

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

a light crossbow and 20 bolts

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

thieves' tools and a dungeoneer's pack

As a scientist extraordinaire, you can manufacture and distill arcane energy into formulas that you contain within your formula book. See chapter 10 of the Players Handbook for the general rules of spellcasting, and the end of the pdf for the artificer spell list. Crafting a formula is treated similarly to casting a spell in all aspects including casting time in order to fully draw out the mystical energies of your formulas. When using a formula in battle, the action requirement is still valid to use, however the formula does not require the verbal or somatic components. Arcane Formulas Cantrips At 1st level, 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. Cantrips are not considered formulas for the sake of effects found later within the artificer class. Formula Book At 1st level, you have a formula book containing 2 1st-level artificer spells of your choice. Crafting Formulas You craft several formula at the start of your day. How many formula you craft is based on the Spell Slots columns as seen in the Artificer Table. To craft one of these formula, you must expend a slot of the formula's level or higher. You can prepare more formula during a long rest. Crafting a formula expends the material components required of the equivalent spell. For example an artificer at level three will craft after their long rest four 1st-level formulas and two 2nd-level formulas. At the end of a short rest, you can transform your formulas into a different formula you have in your formula book of an equal level. Doing so does require expending new material components into the formula. Unlike spells, using a formula requires no verbal or somatic components other than being able to throw the formula as an action. The material components are expended when crafting the formula. Learning Spells Known of 1st Level and Higher Each time you gain an artificer level, you can add two artificer formulas of your choice to your formula book. Each of these formulas must be of a level for which you have spell slots, as shown on the Artificer table. On your adventures, you might find other formulas that you can add to your formula book (see the “Your Formula Book" sidebar). Spellcasting Ability Intelligence is your spellcasting ability for your artificer formulas, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer formula you use 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 Your Formula book The formulas that you add to your formula book as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the very world itself. You might find other formulas during your adventures. You could discover a formula recorded on a scroll in an evil scientists's chalkboard, for example, or in a dusty tome in an ancient library. It's also possible to work with a caster who has access to a spell you can learn in order to decipher how it's done. Copying a Formula into the Book. When you find a artificer formula of 1st level or higher or someone who can cast a spell in the artificer spell list, you can add it to your formula book if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a formula into your formula book involves reproducing the basic form of the formula, then deciphering the unique system of notation used by the artificer or scientist who wrote it. You must practice the formula until you understand the exact balance of ingredients and chemicals it requires, then transcribe it into your formula book using your own notation. For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulas. Replacing the Book. You can copy a formula from your own formula book into another book—for example, if you want to make a backup copy of your formula book. This is just like copying a new formula into your formula book, but faster and easier, since you understand your own notation and already know how to craft the formula. You need spend only 1 hour and 10 gp for each level of the copied formula. If you lose your formula book, you can use the same procedure to transcribe the formulas that you have prepared into a new formula book. Filling out the remainder of your formula book requires you to find new formulas to do so, as normal. For this reason, many artificers keep backup formula books in a safe place. The Book’s Appearance. Your formula book is a unique compilation of arcane formulas distilled from spells, with its own scribbled drawings and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous formula book in a mishap.

Artificer's Weapon At first level you get the Artificer's Weapon cantrip. This does not count against the number of cantrips you can have. When making a weapon attack using Artificer's Weapon cantrip, you can use Intelligence as the ability modifier for the attack and damage bonus. 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. Scientific Study At 2nd level, you decide to focus your efforts towards a specific scientific endeavor. Choose one scientific study to hone your mind towards; Constructs, Medicine, or Warsmithing. Each scientific study is detailed at the end of the class description, and each one provides more detail about what types of creations they make. Your choice grants you scientific formulae and other features when you choose it at 2nd level. It also grants you additional benefits and features at 5th, 7th, 10th, and 17th level. Arcane Empowerment At 3rd level, your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day with the ability to empower a magic item, and you regain the ability to use arcane empowerment after a short rest. You must spend a 10 minutes uninterrupted with an item in order to empower it. You can empower an item in two ways. Impart Energy: You recharge the power of a magic item that has a single use per long rest. An item can be recharged only once per day in this way. Augment Energy: You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next long rest or until it is expended. The wielder of the implement or the weapon can use a free action before making an attack roll to expend the reservoir of energy to gain advantage to the next attack roll made with this weapon. An implement or a weapon can be augmented only once per day in this way. Energy Transference At 3rd level, once a day, after a short rest you can breakdown higher level formulas into lower level formulas. You can never exceed the amount of formulas you should have prepared for that level. You can never exceed breaking down a spell into anything higher than a 5th level and you can only return a number of formulas equal to your Intelligence modifier at most (minimum 1). For example a 9th level artificer with an 18 (+4) Intelligence can break down their 5th level formula in order to return three 1st-level formulas and 1 2nd-level formula, but only if they've expended three 1st-level formulas and a 2nd-level formula. 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.

Transitive Properties At 5th level, you have begun to tap into the arcane algorithms found throughout nature and learned how to temper it into your scientific experiments. They manipulate the very fabric of the arcane. You infuse your nonmagical armor or weapons with your own arcane energy. When you select a transitive property you must select a piece of nonmagical armor or weapon to be modified. If a transitive property has a prerequisite, you must match it in order to take the transitive property and use it. Your equipment can be modified in one of the following ways: Camouflaged: Prerequisite: 13th level Artificer; You can cast invisibility at-will on yourself. Commanding: Prerequisite: 12th level, Construct subclass; You can cast the command spell at-will against constructs. Constructive Feedback Prerequisite: Construct subclass; Your constructs can speak in limited fashion with you in tones and speech that only you understand. Forceful: When you hit a creature with Artificer's Weapon cantrip, you can push the creature 5 ft away in any direction away. Frictionless: Prerequisite: Boots; Increase your movement speed by 5ft while wearing these. Linked: As a bonus action, you can summon your piece of equipment to you as long as you are within 100ft of it and have line of sight. Power Armor: Prerequisite: 10th level, Warsmithing subclass, Armor piece; Gain an additional +1 power bonus to AC. Ranged Sight: Prerequisite: Ranged weapon, glasses or helmet; Weapon attacks made with this weapon double in range and long range. For example a longbow goes from a range of 150/600 to 300/1200 Reactionary: Prerequisite: Any type of weapon; Your artificer's weapon cantrip can be used during opportunity attacks when using this weapon. Room Reader: Prerequisite: Ranged weapon, glasses or helmet; While wearing, you are considered proficient in Insight checks. Sensory Overload: You can cast the prestidigitation cantrip at will while the affected piece of equipment is worn. Surplus Healing: Prerequisite: Medicine subclass, must be gloves; Excess healing you do with an Arcane Formula or that occurs when using the Patience is a Virtue feature can be transferred to an ally that is adjacent to the recipient of the original healing. Translation Suite: Prerequisite: Must be glasses or a helmet; You can read all writing.

At higher levels you can infuse multiple transitive properties into your equipment, you gain additional transitive properties at 7th, 13th level, and 18th level. Upon leveling up, you can change the transitive properties on your equipment during a long rest. If a piece of equipment that has a modification on it is destroyed, the Artificer can spend 8 hours and 200 GP per transitive property in order to recreate the same type of equipment. Transitive Properties can only be unleashed by the artificer who integrated them. If another user attempts to wield one of their items, the property will not be usable. You can not stack multiple transitive properties. Infuse Magic Starting at 6th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. Any creature holding the item thereafter 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. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. Carry the Remainder At 20th level, your knowledge of the arcane algorithms and leylines that connect everything has grown more vast than anyone known before. When you complete a long rest and have formulas leftover from the previous day, you can keep a number of them available to you in the next day. These formulas can have a combined level that is equal to or less than double your Intelligence Modifier (minimum 1) and none of them can be 6th level or higher. These formulas do not count against your daily limit. You must select the formulas appropriately ahead of time as you would when preparing formulas but unlike normal formulas, can not be changed during a short rest. If you do not use your Carry the Remainder feature formulas before your next long rest, they disappear. Scientific Studies Artificers pursue a variety of specializations, honing their crafting skills to specific applications. The three most common ones, alchemy, warsmithing, and engineering, are presented here. Study of Constructs The artificer who studies Constructs is a master of innovation and technology. They are able to bring their arcane distillations to life, forging it into a construct, a new best friend for them. Innovative Master When you choose this specialization at 2nd level, you gain proficiency with tinker's tools. If you already have proficiency with tinker's tools, you now have expertise in it.

Inventive Measures You can gain mending as a cantrip that does not count against the number of cantrips you have. The Mending cantrip can be used to heal your loyal construct but requires 1 GP for every 1 HP. Additionally, any spells you have that would target specifically and work with specifically a beast work with constructs instead (such as Beast Bond and Beast Sense). Your Artificer's Weapon cantrip, gains the following additional effect: Once on each of your turns when you hit a creature with your artificer's weapon cantrip, each ally adjacent to you gains a +1 bonus to their next attack roll. Loyal Construct You have built a construct which follows your commands. You have linked your own life force with it in order to breath sentience into it. Select a Medium creature and that has a challenge rating of 1/4 or lower and your construct can mimic its stats. How your construct looks should resemble the beast to some degree (such as if you selected a wolf, the construct should be a quadruped). You can have only one loyal construct at a time. If your loyal construct is ever destroyed, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare metals and materials, you craft a new construct mimicing the old one. You can return an construct companion to life in this manner even if you do not possess any part of its old construction. No, You can only sustain a single construct companion at a time, so if you take 8 hours to build a new one, the old construct companion collapses in a heap and is no longer functional Construct's Programming Your loyal construct gains a variety of benefits as your charge. The loyal construct loses its Multiattack action, if it has one. The construct obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your construct acts on its own. When using your Infuse Object feature, you can use your construct as an infusion subject. Keeping Track of Proficiency When you gain your loyal construct at 2nd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your construct’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls. Your loyal construct has abilities and game statistics determined in part by your level. Your construct uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a loyal construct also adds its proficiency bonus to its AC and to its damage rolls. Your loyal construct has abilities and game statistics determined in part by your level. Your construct uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a loyal construct also adds its proficiency bonus to its AC and to its damage rolls. Your loyal construct gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your construct companion gains an additional hit die and increases its hit points accordingly. Your construct is also immune to psychic damage. Spells you cast that can affect beasts, can affect your loyal construct. Whenever you gain the Ability Score Improvement class feature, your construct’s abilities also improve. Your construct 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 construct can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your construct shares your alignment, and has a personality trait and a flaw that you can decide as appropriate. Your companion shares your ideal, and its bond is always, “The artificer who created me is my beloved master for whom I would gladly give my life.” Your loyal construct can gain the benefits of your Transitive Properties feature at 5th level if it is equipped with gear you've done this with. Expanded Spell List The Study of Constructs lets you choose from an expanded list of formulas when you learn a new artificer formula. The following formulas are added to the artificer formula list for you. Study of Constructs Expanded Formulas Artificer Level Formulas 1st Beast Bond, Speak with Animals, Zephyr Strike 3rd Beast Sense, Shatter 5th Sending, Tiny Servant 7th Conjure Minor Elementals, Locate Creature 9th Animate Objects, Conjure Elemental, Transmute Rock

Reactionary Syntax Beginning at 5th level, you have improved upon your loyal construct's reaction times and ability to read your own moves, forming a more potent fighting team. When you use the Artificer's Weapon cantrip on your turn, if your companion can see you, it can use its reaction to make a melee attack. Construct's Coating At 7th level, you coat the materials your loyal construct is made of in a specific material infused with lost arcane energies. Your construct gains resistance in one of the following elements: Acid, Cold, Fire, Lightning, or Thunder. Every long rest you can spend time with your construct to change the coating type to one of the others, however it loses its previous coating and therefore resistance, when you do so. Construct Mode Change At 10th level, your knowledge of how other people tend to battle, has informed how you've rewritten your construct's command logic. Your loyal construct can use its bonus action up to a number of times in the day equal to your Constitution Modifier to enter a state that provides it with specific commands. The mode change lasts for 1 minute. How often it can change modes resets after a long rest. Attack Mode: The construct takes on aggressive positioning that is reckless. It now attacks with advantage using all of its might, however all attacks against the construct are also made with advantage. Defense Mode: When the construct hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures within 5 feet of the construct provoke opportunity attacks, even if they take the Disengage action before leaving it's reach. Additionally, when a creature within 5 feet of the construct makes an attack against a target other than it, it can use it's reaction to make a melee attack against the attacking creature. Support Mode: The construct can take the first aid action as a bonus action in order to stabilize a dying creature. That creature also regainst 1 hit point. If you are within line of sight of your construct companion, you also gain advantage on Medicine Ability checks. At 18th level, a mode lasts until you select a new one or a long rest. Construct's Armored Defense At 17th level, you've built your construct to take a more significant beating. It now has resistance to bludgeoning, piercing, and slashing damage. Study of Medicine An artificer who specializes in anatomy, and alchemy. The artificer who studies medicine understands the purpose of a Cleric but disagrees with their methods, trying to bring true healing in a space where more people can receive it, and real pain to those who deserve it. Healing Master When you choose this specialization at 2nd level, you gain proficiency with alchemist’s supplies. If you already have proficiency with alchemist's supplies, you now have expertise in it. Field Medic At 2nd level, you can drink or administer a potion as a bonus action. You also have advantage on Ability (Medicine) checks to stabilize allies or study ailments afflicting creatures. Your Artificer's Weapon cantrip, gains the following additional effect: Once on each of your turns when you hit a creature with your artificer's weapon, each ally adjacent to you gains a +1 bonus to their AC against the first attack made against them until the start of your next turn. Expanded Spell List The Study of Medicine lets you choose from an expanded list of formulas when you learn a new artificer formula. The following formulas are added to the artificer formula list for you. Study of Medicine Expanded Formulas Artificer Level Formulas 1st Healing Word, Inflict Wounds 3rd Aid, Gentle Repose, Lesser Restoration 5th Fear, Revivify, Mass Healing Word 7th Death Ward, Polymorph 9th Contagion, Greater Restoration Adrenaline Shot At 5th level, as an action when you use a support formula on an friendly creature that heals, removes a condition, or bolsters them in some way, the friendly creature can instead take a +1 to their AC and temporary hit points equal to half the artificer's level + the artificer's Intelligence modifier (minimum 1), rounded down. The creature can expend the boost as a bonus action to activate the actual effect of the formula. This booster will last for 1 minute. If the time passes and the formula is not activated, the adrenaline shot will wear off and the effects of the formula lost. You may use Adrenaline Shot an amount of times equal to your Constitution modifier. Patience is a virtue At 7th level, you can take 1 minute when administering a potion or using a healing formula on creatures including yourself. When you do so, healing is maximized with no need to roll.

Innovative Formulas At 10th level, any formula that you prepare that deals damage (not including cantrips), deals additional damage equal to your Intelligence modifier x the spell slot level. Any formula that does healing, heals additional hit points equal to your Intelligence modifier x the spell slot level. For example if you use the 5th level spell Mass Cure Wounds and have a 18 (+4) intelligence, you can heal an addition 20 HP. Coalescence Starting at 17th level, you have become an expert in using your formulas in a way that balances the respite you bring to your allies with the pain to your foes. Once per turn, when you use a formula, you can use an additional formula that has a casting time of 1 action and no higher than 5th level as a bonus action. The bonus action formula must be opposing to your action formula. If your action formula was healing or helpful to your allies, your bonus action formula must be a harming spell to foes, and vice versa. For example if you use Cure Wounds as your action, your Coalescence bonus action formula must be something harmful such as Inflict Wounds. You can use this feature a number of times a day equal to your Intelligence Modifier. Study of Warsmithing The study of warsmithing is one of mastery of weaponry and armor, understanding the fine details that go into the battlefield. They are a master tactician and weapons maker, focusing on drawing out the full potential of any weapon or armor. Smith Master When you choose this specialization at 2nd level, you gain proficiency with smith's tools. If you already have proficiency with smith's tools, you now have expertise in it. Analytical Warrior At 2nd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with heavy armor, and martial weapons. Your Artificer's Weapon cantrip, gains the following additional effect: Once on each of your turns when you hit a creature with your artificer's weapon, each ally adjacent to you gains a bonus to damage rolls equal to your Constitution modifier on their first attack made after this. Expanded Spell List Warsmithing lets you choose from an expanded list of formulas when you learn a new artificer formula. The following formulas are added to the artificer formula list for you. Warsmithing Expanded Formulas Artificer Level Formulas 1st Ensnaring Strike, Thunderous Smite, Wrathful Smite 3rd Branding Smite, Cordon of Arrows 5th Blinding Smite, Flame Arrows, Lightning Arrow 7th Staggering Smite, Mordenkainen's Faithful Hound 9th Banishing Smite, Conjure Volley Signature Weapon Beginning at 5th level, you craft a signature weapon made with your very life force. The weapon takes on the characteristics of any martial weapon you have proficiency with. In addition, it uses Intelligence for all attack and damage rolls and counts as magical to get through attacks and resistances. You can expend a 3rd level formula slot in order to make your Signature Weapon a +1 weapon for 8 hours, a 5th level formula slot to make it a +2 weapon that lasts 10 hours, or a 7th level formula slot to make it a +3 weapon that lasts until your next long rest. If your signature weapon should break or be stolen, you can take 8 hours, the cost of the base weapon, and 1 hit die to reforge the weapon. If someone else were to try to use your signature weapon, the weapon would function as a martial weapon of which it is based on. Arcane Weapon At 7th level, as a bonus action you can add an extra 1d10 elemental damage to your next attack. The type of damage your Signature Weapon does between Acid, Fire, Cold, and Lightning, which is selected at the time of the bonus action. You can use this feature a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses when you finish a long rest. Arcane Barrier At 10th level, you channel your arcane energy into you or your allies' armor, generating a protective elemental barrier. Once per short rest, as an action you can touch a creature and provide them with an elemental barrier. The barrier lasts for 1 minute. Select which type of barrier: Acid Barrier: When a creature within 5 ft of the target hits the target with a melee attack, the barrier erupts in acidic spray. The attacker takes 2d6 acid damage and must make a dexterity saving throw against your spellcasting DC. On a failure, the attacker is blinded until the end of their next turn.

Cold Barrier: When a creature within 5 ft of the target hits the target with a melee attack, the barrier erupts in freezing snow. The attacker takes 2d6 cold damage and must make a constitution saving throw against your spellcasting DC. On a failure, the attacker is restrained until the end of their next turn. Fire Barrier: When a creature within 5 ft of the target hits the target with a melee attack, the barrier erupts in hot flames. The attacker takes 2d6 fire damage and must make a wisdom saving throw against your spellcasting DC. On a failure, the attacker is frightened until the end of their next turn. Lightning Barrier: When a creature within 5 ft of the target hits the target with a melee attack, the barrier erupts in crackling lightning. The attacker takes 2d6 lightning damage, and lightning crackles hitting any other enemy creature within 10 ft of the attacker, dealing 1d6 lightning damage. Elemental Embodiment At 17th level, you can gain resistance to the raw elements. You have resistance to acid, fire, cold, and lightning damage. Additionally, your Signature Weapon now crits on an 19-20. As a bonus action, you can select one of your resistances from this class feature and gain immunity to it for 1 minute. You must complete a long rest before you can use this bonus action again. Multiclassing Follows normal multiclassing rules. Prerequisites Multiclassing Prerequisites Class Ability Score Minimum Artificer Intelligence 13 Proficiencies Multiclassing Proficiencies Class Proficiencies Artificer Simple Weapons and one type of artisan's tools Artificer's Weapon Enchantment cantrip Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Instantaneous Your weapon is infused with arcane energy. Make a melee or range attack with a weapon against one creature. The weapon's attack is considered magical for the sake of getting passed resistances. The spell’s damage increases by 1d8 when you reach 5th level, 11th level (2d8), and 17th level (3d8), and the damage type is thunder.

Spells Cantrips (0 level)

Artificer's Weapon

Booming Blade

Chill Touch

Create Bonfire

Friends

Frostbite

Green-Flame Blade

Guidance

Light

Lightning Lure

Magic Stone

Mending

Poison Spray

Sword Burst

True Strike 1st Level

Alarm

Armor of Agathys

Cause Fear

Charm Person

Comprehend Languages

Cure Wounds

Detect Poison and Disease

Disguise Self

Entangle

Expeditious Retreat

Faerie Fire

False Life

Feather Fall

Fog Cloud

Illusory Script

Jump

Longstrider

Mage Armor

Protection from Evil and Good

Shield

Sleep

Thunderwave

Unseen Servant 2nd Level

Alter Self

Arcane Lock

Barkskin

Blindness/Deafness

Blur

Calm Emotions

Darkness

Darkvision

Earthbind

Enhance Ability

Enlarge/Reduce

Enthrall

Find Traps

Hold Person

Knock

Invisibility

Levitate

Mirror Image

Misty Step

Ray of Enfeeblement

Rope Trick

See Invisibility

Silence

Spider Climb

Suggestion

Web

Zone of Truth 3rd Level

Bestow Curse

Counterspell

Dispel Magic

Enemies Abound

Fly

Gaseous Form

Haste

Hypnotic Pattern

Life Transference

Magic Circle

Major Image

Remove Curse

Slow

Thunder Step

Tongues

Vampiric Touch

Wall of Sand

Wall of Water