Artificer Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 1st +2 Artificer Specialist Feature, Magic Item Analysis — — — — — 2nd +2 Tool Expertise, Wondrous Invention — — — — — 3rd +2 Spellcasting, Infuse Magic 3 2 — — — 4th +2 Ability Score Improvement, Superior Attunement 4 3 — — — 5th +3 Artificer Specialist Feature, Wondrous Invention 4 3 — — — 6th +3 Magic Item Harmony, Magic Item Specialist 4 3 — — — 7th +3 - 5 4 2 — — 8th +3 Ability Score Improvement 6 4 2 — — 9th +4 Artificer Specialist Feature 6 4 2 — — 10th +4 Wondrous Invention 7 4 3 — — 11th +4 Divest Magic 8 4 3 — — 12th +4 Ability Score Improvement 8 4 3 — — 13th +5 - 9 4 3 2 — 14th +5 Artificer Specialist Feature 10 4 3 2 — 15th +5 Superior Attunement, Wondrous Invention 10 4 3 2 — 16th +5 Ability Score Improvement 11 4 3 3 — 17th +6 Artificer Specialist Feature 11 4 3 3 — 18th +6 Ability Score Improvement 11 4 3 3 — 19th +6 - 12 4 3 3 1 20th +6 Soul of Artifice, Superior Attunement, Wondrous Invention 13 4 3 3 1 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, Hand Crossbow

Simple Weapons, Hand Crossbow Tools: Thieves' tools, two other tools of your choice

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 light hammer and handaxe or (b) any simple weapon

a light crossbow and 20 bolts

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

thieves' tools and a dungeoneer's pack

(a) a set of tinker's tools, (b) a set of alchemist's tools, or (c) a set of smith's tools. Alternatively, you may start with 5d4x10gp worth of equipment from items found in Chapter 5 of the Player's Handboodk. Artificer Specialist At 1st level, you choose the type of Artificer Specialist you are: Alchemist, Tinkerer, or Mechanist, all of which are detailed at the end of the class description. Your choice grants you features at 1st, 5th, 9th, 14, and 17th level. 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 material components when casting identify with this class feature. 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.

Wondrous Invention At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Designing and crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, engineering, and experimentation that allowed you to finally complete this item. You are assumed to work on this item in your leisure time, and to finish it when you level up. If this item is lost or destroyed, you may use your existing notes and schematics to create another one through 24 hours of cumulative work, and expending 500gp of materials. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or lower. These magic items are detailed in the Dungeon Master's Guide. 2nd level Bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones 5th level Alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, saddle of the cavalier, rope of climbing, wand of magic detection, wand of secrets 10th level Gloves of thievery, immovable rod, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack 15th level Boots of striding and springing, braces of archery, broach of shielding, broom of flying, hat of disguise, slippers of spider climbing 20th level Eyes of the eagle, medallion of thoughts, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying Spellcasting As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. Cantrips You learn the mending and magic stone cantrips. Spell Slots The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know 3 1st-level spells of your choice from the artificer spell list. The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be a level for which you have spell slots on the Artificer table. Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence modifier whenever an artificer 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 + your proficiency modifier + your Intelligence modifier. Spell Attack Modifier = Your proficiency bonus + your Intelligence modifier. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment" in the Player's Handbook for various arcane focus components. Infuse Magic Starting at 3rd 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 the 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 with an Intelligence of 6 or higher that is holding the item thereafter can use an action to activate the spell. The spell is cast using your spellcasting ability, targeting the creature that activated the item. If the spell targets more than 1 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 activated the item. When you infuse a spell this way, it must be used within 8 hours. After that time, the magic fades away and is wasted. You can have a limited number of infused spells at the same time. The number of infused spells you may have at the same time must be less than or equal to your Intelligence modifier.

Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase 1 ability score of your choice by 2, or you can increase 2 ability scores of you choice by 1 each. 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 4 magic items at the same time. At 15th level, this limit increases to 5 magic items. At 20th level, this limit increases to 6 magic items. Magic Item Harmony At 6th level, you become more adept at wielding magic items. You may attune to or unattune from a magic item through 1 minute of concentration. Magic Item Specialist At 6th level, you better harness power within magic items. You may read and cast a Spell Scroll from any spell list, and have advantage on the ability check to cast. Addidionally, when rolling a die to recharge a magic item you may choose to reroll and take the 2nd result. Divest Magic At 11th, your greater understanding of imbued magic allows you to siphon power from magic items. Through a minute of concentration, you may draw from a magic item to recover expended spell slots. The spell slots can have a combined level that is equal to or less than the potency of the item used (refer below). You may only recover a limited number of spell slots from this feature per day, equal to or less than half of your Artificer level (rounded up). If the item has charges, it must have at least half of its maximum charges remaining to be used. The item can then not be attuned to nor used until the next dawn. If the item is consumed from use, this counts as 1 use. Uncommon: 1 slot

Rare: 2 slots

Very Rare: 3 slots

Legendary: 4 slots 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 gain a +1 bonus to all saving throws per magic item you are currently attuned to. Artificer Specialists Artificers pursue a variety of specializations. At 1st level, you choose which specialization will define your unique blend of combat and craftsmanship through your adventure: Tinkerer, Alchemist, or Mechanist. Tinkerer A master of improving weaponry and equipment. Master Tinkerer You gain proficiency with tinker's tools. Signature Weapon Your specialization in engineering expirmentation allows you to construct your own personalized weapon. You build a signature weapon around any weapon, may apply 2 modifications to it, and when making an attack with your signature weapon you may use your Intelligence modifier for the attack and damage rolls. You must use the same modifier for each roll. Only you are proficient with this weapon. Attacks with this weapon count as magical. Modifications can be replaced by working through an hour with access to tinker's tools, expending 5gp per modification. These modifications do not require daily repairs and do not count towards the number of modifications you may apply to other weapons and equipment. If lost or destroyed, a signature weapon can be remade by working through 8 hours with a base weapon and access to tinker's tools, expending 100gp in materials. You may change the base weapon through an hour of work with access to tinker's tools, expending 25gp in materials. At 9th and 17th level in this class, you may apply an additional modification to your signature weapon. Gear Modifications Your skill with improving designs allows you to apply 2 modifications to weaponry and equipment. At 9th and 17th level in this class, you may apply 2 additional modifications. You must spend an hour each day to maintain your modifications. An item may only benefit from 1 modification at a time. Through 8 hours of work, with access to tinker's tools, you may replace any of your modifications, expending 5gp in materials per modification. Your modification options are detailed at the end of this subclass description. The modifications you apply must be on the list for your artificer level or lower. Primed Infusion At 5th level, your skill at imbuing magic allows you to infuse spells already primed to activate. You learn the Artificer spells Absorb Elements EE, Feather Fall, and Shield. You may infuse these spells into nonmagical items as from the Infuse Magic feature. However, the spell cannot be activated as an action, and instead is activated the first time the spell's casting condition is met on the creature holding the item, as described by the spell. Hasty Adjustment At 9th level, you may quickly replace your modifications. At the end of a short rest with access to tinker's tools, you may replace a number of modifications up to ½ of your Intelligence modifier (minimum 1, rounded up), expending 5gp of materials per modification. Once you use this feature, you may not do so again until the end of a long rest.

Contingent Infusion At 14th level, you master control of your infused spells. When infusing a spell, you may increase the casting time to 10 minutes. When doing so, the infused spell only takes effect when a certain circumstance occurs; you describe that circumstance during your infusion. The infused spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and targets only the creature holding the item, even if it can normally target others. You may only have up to 2 infused spells benefit from this feature at a time. Improvised Engineering At 17th level, you may quickly adapt your modifications. With a minute of work and access to tinker's tools, you may replace any modification on an item. Once you use this feature, you may not do so again until the end of a short or long rest. Modifications 1st level Can allow a weapon with the Heavy property to be used without disadvantage by Small creatures.

Can give a melee weapon the Thrown property, if it is not Heavy. (range: 20/60)

Can allow a weapon to be drawn or stowed as part of drawing or stowing another item.

Can allow a weapon to be considered as having half of its normal weight in regards to carrying capacity.

Can allow a weapon to grant advantage on Saving Throws and Ability Checks against attempts to drop it.

Can allow a weapon to grant advantage on Ability Checks made to hide it, or keep it out of sight.

Can halve the don and doff time of a set of armor. 3rd level Can remove the Loaded property from a ranged weapon.

Can silver a weapon or 10 pieces of ammunition.

Can allow improvised melee attacks with a ranged weapon to be considered as an attack from a Simple melee weapon. (Dagger or Club)

Can give a melee weapon the Light property, if it is not Two-Handed or Heavy.

Can remove stealth penalty from a set of light or medium armor.

Can allow a shield to be donned or doffed as a bonus action. 7th level Can allow a ranged weapon to attack a target within 5 feet without disadvantage.

Can allow a melee attack with a weapon to reroll the weapon's damage die once per turn on a result of a 1.

Can allow a set of armor to be considered as having half of its normal weight in regards to carrying capacity. 10th level Can allow an attack with a weapon to deal an additional die of damage on a critical hit.

Can increase a set of medium armor's maximum Dexterity bonus to AC (max 3).

Can remove the stealth penalty from a set of heavy armor. 13th level Can extend a weapon's long range a number of feet equal to its normal range.

Can allow a melee attack with a weapon to ignore the AC bonus from a shield.

Can allow a set of medium armor to be worn by a creature with light armor proficiency as if proficient. 16th level Can allow a ranged attack from a weapon to reach up to the weapon's maximum range without disadvantage.

Can allow a melee attack with a weapon to score a critical hit on a roll of 19 or 20.

Can allow a set of heavy armor to be worn by a creature with medium armor proficiency as if proficient. 19th level Can allow a weapon to deal an additional 1d4 bonus damage.

Can allow a set of armor worn by a creature with apt proficiency to absorb 3 points of Slashing, Bludgeoning, and Piercing damage from nonmagical attacks. Alchemist An alchemist is an expert of elixirs and concoctions. Master Alchemist You gain proficiency with alchemist's tools. Alchemical Satchel You craft your Alchemical Satchel, a bag of components you use to prepare various concoctions. The bag and its contents are magical, allowing you to store and create the components for your Alchemical Formula. After you use your formula, the bag reclaims the components. If you lose this satchel, you may create a new one through 8 hours of work with access to alchemist's tools, expending 100gp worth of materials. Alchemical Formula You may prepare 4 Alchemical Formula that are available for you to use. At 9th and 17th level in this class, you may prepare an additional formula. Through 8 hours of work, with access to alchemist's tools, you may replace any of your prepared formula, expending 5gp in materials per formula. If an alchemical formula option requires a saving throw or ability check, the DC is 8 + your proficiency bonus + your Intelligence modifier. The list of formula are described at the end of this subclass description. Infused Solution At 5th level, you may infuse spells to create magical solutions. When infusing a spell, you may increase the casting to 10 minutes to transfer the spell into a nonmagical liquid. This liquid may then be drunk as a bonus action to activate.

Quickened Preparation At 9th level, you may quickly replace your prepared formula. At the end of a short rest with access to alchemist's tools, you may replace a number of formula up to ½ of your Intelligence modifier (minimum 1, rounded up), expending 5gp of materials per formula. Once you use this feature, you may not do so again until the end of a long rest. Lasting Solution At 14th level, you may preserve your infused solutions. While infusing a spell into a solution, you may increase the casting time to 1 hour. When you do so, you increase the duration of the infusion to last 3 days. You may only have up to 2 infused spells benefit from this feature at a time. Spontaneous Alchemy At 17th level, you may produce concoctions on the fly. You may use a formula that is not currently prepared. Once you use this feature, you may not do so again until the end of a short or long rest. Alchemical Formula Alchemical Fire As an action, you can reach into your Alchemist's Satchel, pull out a vial of a volatile liquid, and hurl it at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. The liquid ignites flammable objects in the area that are not being worn or carried. The vial and its contents disintegrate if not used before the end of the current round. The damage of this formula increases when you reach certain levels in this class: 3rd level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), 19th level (7d6) Alchemical Acid As an action, you can reach into your Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you. The vial shatters on impact. A creature must succeed Dexterity saving throw or take 1d8 acid damage. An object automatically takes that damage, and the damage is maximized. The vial and its contents disintegrate if not used before the end of the current round. The damage of this formula increases when you reach certain levels in this class: 3rd level (2d8), 7th level (3d8), 10th level (4d8), 13th level (5d8), 16th level (6d8), 19th level (7d8) Healing Drought As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d10 hit points, the vial then disintegrates. Once a creature has benefited from this formula, it may not do so again until it finishes a long rest. You may only have 1 vial readied at a time. If not used, the vial and its contents disintegrate after 1 hour. The healing of this formula increases when you reach certain levels in this class: 3rd level (2d10), 7th level (3d10), 10th level (4d10), 13th level (5d10), 16th level (6d10), 19th level (7d10) Thunderstone As an action, you can reach into your Alchemist's Satchel, pull out a crystalline shard, and hurl it at your feet. The shard shatters on impact with a blast of concussive energy, centered outward from you. Each creature within 10 feet of you must succeed on a Constitution saving throw. On a fail, it takes 1d4 thunder damage and, if it is Large or smaller, is knocked prone and pushed 10 feet away from you. On a success, they take half damage and are neither pushed back nor knocked prone. The shard disintegrates if not used by the end of the current round. The damage of this formula increases when you reach certain levels in this class: 3rd level (2d4), 7th level (3d4), 10th level (4d4), 13th level (5d4), 16th level (6d4), 19th level (7d4) Smoke Stick As a bonus action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 60 feet away as an action. The area in a 10-foot radius around the stick is filled with a thick smoke that heavily obscures the area. The stick and smoke persist for 1 minute and then disintegrate. The smoke may be temporarily dispelled by a moderate wind. Once you use this formula, you may not do so again for 1 hour. The radius of this formula increases when you reach certain levels in this class: 3rd level (15-foot radius), 7th level (20-foot radius), 10th level (25-foot radius), 13th level (30-foot radius), 16th level (35-foot radius), 19th level (40-foot radius) Charged Gem As an action, you can reach into your Alchemist's Satchel, pull out a luminous blue gem, and press it against a target within 5 feet of you. The target must succeed on a Constitution saving throw, if the target is wearing metal armor it has disadvantage on the roll. On a fail, the target takes 1d10 lightning damage, or half as much on a success. The gem disintegrates if not used by the end of the current round. The damage of this formula increases when you reach certain levels in this class: 3rd level (2d10), 7th level (3d10), 10th level (4d10), 13th level (5d10), 16th level (6d10), 19th level (7d10)

Quickening Drought As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it and increase their walking speed by 10 feet for 1 minute. The vial then disintegrates After using this formula, you may not do so again for 1 hour. If not used, the vial and its contents disintegrate after 1 hour. The walking speed bonus of this formula increases when you reach certain levels in this class: 3rd level (15 feet), 7th level (20 feet), 10th level (25 feet), 13th level (30 feet), 16th level (35 feet), 19th level (40 feet) Slippery Vial As a bonus action, you reach into your Alchemist's Satchel and pull out a vial of a light, teal-colored liquid. As an action, you may coat a willing creature within 5 feet of you with the liquid to grant the creature advantage on ability checks to resist or escape grapples, and allow it to expend 5 feet of movement to escape from nonmagical restraints for the next minute. The vial then disintegrates Once you use this formula, you may not do so again for 1 hour. If not used, the vial and its contents disintegrate after 1 hour. Viscous Tar As an action, you can reach into your Alchemist's Satchel and pull out a bag of thick, condensed tar and throw it to a point up to 60 feet away. The bag bursts and the area in a 10-foot radius is coated by tar to become difficult terrain. The tar remains for 1 minute and then disintegrates. Once you use this formula, you may not do so again for 1 hour. The radius of this formula increases when you reach certain levels in this class: 3rd level (15-foot radius), 7th level (20-foot radius), 10th level (25-foot radius), 13th level (30-foot radius), 16th level (35-foot radius), 19th level (40-foot radius) Brightstone As a bonus action, you reach into your Alchemist's Satchel and pull out a clear topaz crystal. This crystal emits bright light in a 15 foot radius, and dim light for an additional 15 feet. Completely covering the crystal with something opaque blocks the light. As an action, you may cause the crystal to emit a blinding flash of light in a 10-foot cone. Each creature in the area has disadvantage on Perception checks relying on sight for the next round, and must make a Constitution saving throw. On a failure, it also suffers disadvantage on any attack rolls for the duration. A creature immune to the Blinded condition automatically succeeds this saving throw. Once you use this flash, the crystal disintegrates and can not be drawn again for 1 minute. The cone range of this formula increases when you reach certain levels in this class: 3rd level (15-foot cone), 7th level (20-foot cone), 10th level (25-foot cone), 13th level (30-foot cone), 16th level (35-foot cone), 19th level (40-foot cone) Stench Spray As an action, you pull out a bottle and spray a noxious gas in a 15-foot cone in front of you. Each creature in the area exudes a horrible stench for 1 hour, granting advantage on Perception checks to track. A creature may remove the stench by taking a bath in water, alcohol, or vinegar. Additionally, each creature must make a Constitution saving throw, on a fail they become poisoned for the duration. A creature may repeat this save at the end of each turn, ending the poisoned condition on a success. Once you use this formula, you may not do so again for 1 minute. The duration of this formula increases when you reach certain levels in this class: 3rd level (2 hours), 7th level (4 hours), 10th level (8 hours), 13th level (12 hours), 16th level (18 hours), 19th level (24 hours) Caffè As a bonus action, you reach into your Alchemist's Satchel and draw a vial filled with a warm, dark liquid. A creature can drink it as an action to gain immunity from magical sleep and 1d4 temporary hit points for 1 hour. The vial then disintegrates. Once a creature has benefited from this formula, it may not do so again until it finishes a long rest. You may only have 1 vial readied at a time. If not used, the vial and its contents disintegrate after 1 hour. The temporary hit points of this formula increase when you reach certain levels in this class: 3rd level (2d4), 7th level (3d4), 10th level (4d4), 13th level (5d4), 16th level (6d4), 19th level (7d4) Artificial Spinneret As an action, you reach into your Alchemist's Satchel, pull out a spinneret, and fire a web at a target within 30 feet. The target must make a Dexterity saving throw. On a fail, if it is Large or smaller, it is restrained. A creature may escape by making an Athletics check, or if the web is destroyed. The web has AC 10, 10 hit points, and resistance to bludgeoning damage. The web disintegrates after 1 minute. Once you use this formula, you may not do so again for 1 minute. The hit points of this formula increase when you reach certain levels in this class: 3rd level (15hp), 7th level (20hp), 10th level (25hp), 13th level (30hp), 16th level (35hp), 19th level (40hp) Water Jet As an action, you reach into your Alchemist's Satchel, pull out a bottle of ever-expanding water, and fire it in a line in front of you. The line is 60 feet long and 5 feet wide. Each creature in the area must make a Dexterity saving throw, taking 1d8 bludgeoning damage and, if it is Large or smaller, is pushed up to 20 feet away and knocked prone. On a success, target takes half damage and is neither knocked prone nor pushed back. Any exposed flames in the line are doused. Once you use this formula, you may not do so again for 1 minute. The damage of this formula increases when you reach certain levels in this class: 3rd level (2d8), 7th level (3d8), 10th level (4d8), 13th level (5d8), 16th level (6d8), 19th level (7d8)

Hot Toddy As an action, you reach into your Alchemist's Satchel and draw an open tumbler filled with a sweet, warm liquor. A creature may use a bonus action to drink it and gain advantage on saving throws against being frightened for 1 hour. Additionally, if they are hit with a melee attack before the start of their next turn, the attacker must make a Dexterity saving throw, taking 1d8 fire damage on a failed save, or half on a success. The tumbler then disintegrates. You may only have 1 vial readied at a time. If not used, the vial and its contents disintegrate after 1 hour. The damage of this formula increase when you reach certain levels in this class: 3rd level (2d8), 7th level (3d8), 10th level (4d8), 13th level (5d8), 16th level (6d8), 19th level (7d8) Mechanist A Mechanist creates an unstoppable mechanical ally. Master Smith You gain proficiency with smith's tools. Mechanical Servant You create a mechanical companion that uses the game statistics of a Medium or smaller beast with a challenge rating of ⅛ or lower, though it may look however you like. It has the following attributes: It is a construct instead of a beast

It is immune to charmed, frightened, and poisoned conditions

It is immune to psychic and poison damage

It understands languages you speak, though it can't speak

It uses your proficiency bonus in place of its own

Its attacks are considered magical Your servant obeys your commands as best it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. At the end of a short rest, you may spend your Hit Dice to restore your servant's hit points, if it has at least 1 hit point at the start of the rest. When spending Hit Dice this way, you instead add your Intelligence modifier to the roll. If your servant is killed, it can be returned to life via normal means, such as with the revivify spell. Additionally you can spend 10 minutes to restore it to 1 hit point if you have access to smith's tools. If the servant is beyond recovery, you can build a new one with 8 hours of work and 200gp of materials * the CR of your servant (minimum 50gp). As you reach certain levels in this class, you may upgrade your servant to stronger beasts: 3rd level (CR ¼), 5th level (CR ½, Large or smaller), 7th level (CR 1), 9th level (CR 2), 14th level (CR 3, Huge or smaller), 17th level (CR 4). Servant Augments You may use your skill of metallurgy and engineering to apply 4 augments to your mechanical servant. At 9th and 17th level, you may apply an additional augment. Through 8 hours of work, with access to smith's tools, you may replace any of your current augments, expending 5gp of materials per augment. Your augment options are described at the end of this subclass description. The augments you apply to your servant must be on the list for your artificer level or lower. Infused Bond At 5th level, your infused magic resonates with your servant. When your infused spells are activated, your servant may be an additional target of the spell. Your servant must be within 30 feet of the creature that activated the infused spell, and the spell may target your servant even if it may normally target only 1 creature. If the spell's duration is longer than instantaneous, your servant must stay within 30 feet of the creature that activated the infused spell to maintain the benefit. Field Work At 9th level, you may quickly replace your applied augments. At the end of a short rest with access to smith's tools, you may replace a number of augments up to ½ of your Intelligence modifier (minimum 1, rounded up), expending 5gp of materials per augment. Once you use this feature, you may not do so again until the end of a long rest. Reinforced Bond At 14th level, your servant strengthens your infused spells. The range in which your servant may benefit from your infused spells increases to 60 feet. Whenever your servant is benefitting from an infused spell which requires concentration, the caster of the spell may add your servant's Constitution modifier as a bonus to the concentration check. Patch Job At 17th level, you may quickly affix an augment onto your servant. With a minute of work and access to smith's tools, you may haphazardly apply an augment to your servant. After 10 minutes, your servant loses any benefit of this augment. Once you use this feature, you may not do so again until the end of a short or long rest. Augments 1st level You double the carrying capacity of your servant.

You increase the walking speed of your servant by 15 feet.

You give your servant Darkvision out to 60 feet.

Your servant may make an attack of opportunity against a creature that attacks you, if it is within 5 feet of the attacker.

You give your servant proficiency in one of the following skills: Stealth, Perception, Survival, Athletics, Acrobatics. (this augment can be selected multiple times, but you must select a different skill each time)