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Artificer

Cackling with glee as her eyes light up with arcane power, disgarding her now empty vial, a Breton witch unleashes a friery inferno from her fingertips with seemingly impossible intensity. Reducing the imperial squad infront of her to ashes and charred remains, before readying her next elixir.   Steam hissing and screaming from a suit of bronze-gold armour. A knight of unknown origin stands unnaturally tall, encased in an armour that seems to move mechanically. Whith guantlets that glow and crackle with energy before unleashing an arc of lightning into the mob of skulking Falmer, illuminating the ruinious halls of the once great Dwemer city.   A Bosmer male, crouches high up in the foilage of a tree, clutching tightly to thier bow, thier target, armoured and on horseback, flanked by their ranks of warriors, rides below. The Bosmer smirks at the seemingly impossible odds though, as they coat the tip of thier arrow in an ozing foul substance. One scrape is all it will take. And the contract will be his.   Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
hit dice: 1d8 per artificer level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
armor proficiencies: Light armour, shields
weapon proficiencies: All simple weapons
tools: Thieves’ tools, tinker's tools, one type of artisan's tools of your choice
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
starting equipment:
You start with the following equipment, in addition
to the equipment granted by your background:
any two simple weapons of your choice
• a light crossbow and 20 bolts
• your choice of fur armour or hide armour
• thieves' tools and a dungeoneer's pack
spellcasting:
1st-level artificer feature
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. After you gain the Enchant Item feature at 2nd level, you can also use any item bearing one of yourArtificer Enchantments as a spellcasting focus.   Cantrips
You know two cantrips of your choice from the Artificer Spell List. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer Table. When you gain a level in this class, you can replace one of the artificer can trips you know with another cantrip from the artificer spell list.   Preparing and Casting Spells
The Artificer Table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the Artificer Spell List. When you do so, choose a number of artificer 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.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Close Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.   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 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 bonus + your
Intelligence modifier   Spell attack modifier = your proficiency bonus + your
Intelligence modifier
  Ritual Casting
You can cast a spell from the artificer column of the Ritual Spell List, so long as you have the spell prepared.   Learn Enchantment
You can replicate a particular magic items enchantment by destroying it. Enchantments learned in this fashion will count as one of your "Enchaments Known" in the Artificer Table. You can forget the enchantment if you choose, but on doing so you must destroy another of the item to learn it again. Choose a magic item that you have from the Replicable Items tables. A table's title tells you the level you must be in the class to learn the enchantment on the item from the table, along with the level of filled soul gem you will need to replicate it. You will need its level of filled soul gem and a unenchanted base item if. You can also do so using the magic items from among the common magic items in the game, not including potions or scrolls. In the tables, an item's entry tells you whether the item requires attunement. See the item's description for more information about it, including the type of object required for its making.
class features:
Magical Tinkering
1st-level artificer feature
You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:   • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.   The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.   Enchant Item
2nd-level artificer feature
You've gained the ability to imbue mundane items with certain magical enchantments, turning those objects into magic items.   Enchantments Known:
When you gain this feature, pick four artificer enchantments to learn, choosing from the Artificer Enchantmentssection at the end of the class's description. You learn additional enchantments of your choice when you reach certain levels in this class, as shown in the Enchantments Known column of the Artificer Table.
Whenever you gain a level in this class, you can replace one of the artificer enchantments you learned with a new one.   Enchanting an Item:
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer enchantments, turning it into a magic item. An enchantment works on only certain kinds of objects, as specified in the enchantment's description. If the item requires attunement, you can attune yourself to it the instant you enchant the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Your enchantment remains in an item indefinitely, but when you die, the enchantment vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The enchantment also vanishes if you replace your knowledge of the enchantment.
You can enchant more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Enchanted Items column of the Artificer Table. You must touch each of the objects, and each of your enchantments can be in only one object at a time. Moreover, no object can bear more than one of your enchantments at a time. If you try to exceed your maximum number of enchantments, the oldest enchantment ends, and then the new enchantment applies.
If an enchantment ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.   Artificer Specialist
3rd-level artificer feature
Choose the type of specialist you are: Alchemist, Arcane Armourer, Soul Weaver, or Dwemer Smith, each of which is detailed after the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.   The Right Tool for the Job
3rd-level artificer feature
You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.  
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.   Tool Expertise
6th-level artificer feature
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.   Flash of Genius
7th-level artificer feature
You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.   Magic Item Adept
10th-level artificer feature
You've achieved a profound understanding of how to use and make magic items:
• You can attune to up to four magic items at once.
• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and using 1 tier lower than the usual soul gem level.   Spell-Storing Enchantment
11th-level artificer feature
You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.   If a filled soul gem is used when creating this enchantment, you must use a soul gem corresponding to the spell level; common-cantrip, greater-1st, grand-2nd. By this method the object becomes permanently enchanted and can be used by creatures other than you, governed by the rules listed. However when the item has been depleted it can be recharged with another soul gem of the same type or multiple soul gems of a lower tier (costing x2 soul gems per lower tier). Recharging requires an action and can be done regardless of rest.   Magic Item Savant
14th-level artificer feature
Your skill with magic items deepens:
• You can attune to up to five magic items at once.
• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.   Magic Item Master
18th-level artificer feature
You can now attune to up to six magic items at once.   Soul of Artiface
20th-level artificer feature
You have developed a mystical connection to your magic items, which you can draw on for protection:
• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
• If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer enchantments, causing you to drop to 1 hit point instead of 0 (not including enchanments made using soul gems).
subclass options:

Artificer Specalists: Alchemist

3rd-level artificer feature
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the most widespread of artificer traditions, and its versatility has long been valued during times of war and peace.   Tool Proficiency
3rd-level Alchemist feature
You gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Alchemist Spells
3rd-level Alchemist feature
You always have certain spells prepared after you reach particular levels in this class, as shown. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.   3rd: Healing Elixir, Ray of Sickness
5th: Dragon's Breath, Acid Arrow
9th: Gaseous Form, Mass Healing Word
13th: Blight, Death Ward
17th: Cloudkill, Raise Dead   Experimentalist
3rd-level Alchemist feature
The time taken to learn the recipies of potions and poisons through experimentation is halved for you and the time taken to learn a recipe through study of a written recipe is also halved again for you. Additonally when creating a potion or poison with a rarity of common, you can do so by combining only two of the ingredients listed and when creating a potion or poison with a rarity of uncommon, you can do so by combining only three.   Experimental Elixir
5th-level Alchemist feature
Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.   Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.  

Experimental Elixir Table

Roll the Dice
d6Effect
1Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number roll led to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
  Alchemical Savant
5th-level Alchemist feature
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).   Restorative Reagents
9th-level Alchemist feature
You can incorporate restorative reagents into some of your works:
• Whenever a creature drinks an experimental elixr you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
• You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.   Chemical Mastery
15th-level Alchemist feature
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
• You can cast Greater Restoration and Heal Other without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
 

Artificer Specialist: Arcane Armourer

3rd-level artificer feature
An artificer who specializes as an Armourer modifies armour to function almost like a second skin. The armour is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armour, becoming one with it even as they experiment with it and refine its magical capabilities.   Tools of the Trade
3rd-level Arcane Armourer feature
You gain proficiency with heavy armour. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Armourer Spells
3rd-level Arcane Armourer feature
You always have certain spells prepared after you reach particular levels in this class, as shown. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.   3rd: Magic Missile, Thunderwave
5th: Mirror Image, Shatter
9th: Hypnotic Pattern, Lightning Arrow
13th: Elemental Cloak, Greater Invisibility
17th: Passwall, Wall of Force   Arcane Armour
3rd-level Arcane Armourer feature
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armour you are wearing into Arcane Armour, provided you have smith's tools in hand. You gain the following benefits while wearing this armor:

• If the armour normally has a Strength requirement, the arcane armor lacks this requirement for you.
• You can use the arcane armour as a spellcasting focus for your artificer spells.
• The armour attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armour replaces any missing limbs, functioning identically to a limb it replaces.
• You can doff or don the armour as an action. The armour continues to be Arcane Armour until you don another suit of armour or you die.   You can modify your armour to include special benefits while you wear it, including a special weapon. When you attack with this weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. Choose two of the following options:   Self Repair: As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   or   Muffled: You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. Additionally your walking speed increases by 5 feet.   or   Pugilist Gauntlets: Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 bludgening damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.   or   Inbuilt Crossbow: A small crossbow appears on one of your armored wrists. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 piercing damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 piercing damage to that target or another target directly behind them.  
Extra Attack
5th-level Arcane Armourer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.   Armour Modifications
9th-level Arcane Armourer feature
You learn how to use your artificer enchantments to specially modify your Arcane Armor. That armour now counts as separate items for the purposes of your Enchant Items feature: curiass, boots, helmet, and gauntlets. In addition, the maximum number of items you can enchant at once increases by 2, but those extra items must be part of your Arcane Armor. The individual Arcane Armour pieces (apart from the curiass) cannot be enchanted using soul gems.
Daedric Armourer
15th-level Armourer feature
You are now able to work with Ebony and Deadra hearts to create Deadric armour, or can use deadric armour you find in your exploration and modify it to include special benefits while you wear it, including special weapons. When you attack with these weapons, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. Choose two of the following options, which replace any picks from your Arcane Armour feature:   Clawed Gauntlets (replaces pugilist): Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 slashing damage on a hit and also deals an additonal (unmodified) 1d8 fire damage. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn.   or   Defensive Field (replaces self repair): As a bonus action, you can gain temporary hit points equal to your level in this class + your Intelligence modifier, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   or   Flaming Strike: A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 2d6 fire damage on a hit. Once on each of your turns when you hit a creature with it, you deal an extra (unmodified) 1d6 fire damage to that target and any other target within 5 feet of them.   or   Eldritch Suit: The eldritch nature of your armour gives you advantage on any strength checks and saving throws while you are wearing it. Your walking speed also increases by 5 feet.   In addition choose one of the following options (does not replace):   Predator: When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.   or   Inferno: Any creature that takes fire damage from your Flame Strike flickers with eldritch flame until the start of your next turn. The creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the flame jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra ld6 fire damage.
 

Artificer Specialist: Soul Weaver

3rd-level artificer feature
An Artificer of this subclass specialises in using soul gems to create, more powerful, permenant enchantments to create magical objects of great value. Thier talents are valued on a par with the great magical schools and can often be found among in the company of colleges of magical learning. When you take this subclass the enchatments found in the "Artificer Enchantments" section at the end of the class's description can be made permanent, no longer counting against your maximum number of enchantments, if you use filled grand soul gem when you use them to Enchant an item. These enchantments will never vanish, even if you die. However it is still the case, at this level, that no object can bear more than one of your enchantments at a time.   Tool Proficiency
3rd-level Soul Weaver feature
You gain proficiency with enchanter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Soul Weaver Spells
3rd-level Soul Weaver feature
You always have certain spells prepared after you reach particular levels in this class, as shown. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.   3rd: Lesser Ward, Thunderwave
5th: Soul Trap, Shatter
9th: Flame Arrows, Steadfast Ward
13th: Frost Arrows, Greater Soul Trap
17th: Animate Objects, Wall of Force
Grand Staff
3rd-level Soul Weaver feature
You've learned how to create a grand enchanted staff of magical power, using a staff you have or one you create using woodcarver's tools or smith's tools, along with a filled grand soul gem. Once you create a grand staff, you can't do so again until you expend another grand soul gem to create one. You can have only one grand staff at a time. The staff can be used as a spellcasting focus for your spells while in your hand and as an action can also be planted into the ground, allowing you to to use its special ability while being up to 60ft away from it.   While planted, the grand staff has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+O). If the mending spell is cast on it, only while in the casters hand, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points. As an action you can cause the planted staff to fly back to your hand, so long as you are within 60ft and there is an unobstructed route (it will avoid obstacles). If it is picked up by another creature, your grand staff remains under your control while you are within 60ft, allowing you to still use its special ability. If you will it, that creature must make a strength check against your spell save DC to pick it up. If you recall the staff while another creature has picked it up, that creature must make another strength check against your spell save DC to keep it in thier hand.  
The staff has a number of special ability uses equal to your proficiency bonus or your Intelligence modifier, whichever is highest. The staff's uses reset after a long rest or if recharged using a (filled) grand soul gem or equivilent number of lower tier (filled) soul gems. On each of your turns, you can take a bonus action to cause the grand staff to activate if you are within 60 feet of it. Choosing one of the following special abilites:   Flamethrower: The staff exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.   or   Force: Make a ranged spell attack, originating from the staff, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is knocked prone.   or   Protector: The staff emits a burst of positive energy that grants itself and each creature (max 6) of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).  
Arcane Runes
5th-level Soul Weaver feature
As an action, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod including your grand staff, or inscribe them onto the ground as an action. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use any item bearing these runes as a spellcasting focus for your artificer spells, so long as it is within 60ft of you. At 9th-level this distance increases to 120ft of you.   Grand Weapon
9th-level Soul Weaver feature
Instead of using a grand staff, you can enchant any melee weapon into a grand weapon, which will have the same abilites and rules as a grand staff, the grand weapon can also bear your arcane runes. In addition the grand weapons special ability damage and temporary hit points will increase by 1d8. The grand weapons number of special ability uses now equal your proficiency bonus + your Intelligence modifier. Your ability to use and recall the grand weapon will also increase to 120ft in all regards.   The grand weapon can be thrown using an action, counting as a simple thrown weapon with a short and long range of 60/120, with a hit counting as a single melee attack with the weapon. The thrown attack is magical in nature, with the grand weapon flying towards the target, dodging any obstacles, making the ranged attack unaffected by cover. If you choose to continue using a staff as your grand weapon, it will count as a quaterstaff for this purpose. In addition if you choose, as an action or as a reaction if the grand weapon leaves a range of 120ft from you, you can cause it to detonate. Doing so destroys the grand weapon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 8d8 force damage on a failed save or half as much damage on a successful one.   Soul Scribe
11th-level Soul Weaver feature
When using the Spell-Storing Enchantment feature, enchanted items made can be made and recharged using filled soul gems with now lesser-cantrip, common-1st, greater-2nd and now also grand-3rd. Additonally when using this feature, the items you can enchant are no longer limited to weapons and spellcasting focuses and if the item you are enchanting is a roll of partchment, instead of a single reusable enchanted item you create 2d4 single use scrolls of that spell.   Master Enchanter
15th-level Soul Weaver feature
You can now enchant items twice rather than once, this applies to the "Artificer Enchantments" listed at the end of the class description, Spell-Storing enchantments and your grand weapon. This also applies to items permanently enchanted using soul gems. With the exception of scrolls, which are always single-use single-enchantment. Using a permanent soul gem enchantment with this feature, will still require another (filled) soul gem to create as normal. However to recharge it (if using a spell storing enchantment) will only reqiure filled soul gems corresponding to the highest spell level on that item. Additionally with this feature, for the purpose of recharging only, you can use a (filled) soul gem of a tier 1 lower. Greater-3rd, common-2nd, lesser-1st and petty-cantrip.
 

Artificer Specialist: Dwemer Smith

3rd level Artificer feature
A blacksmith who delves into the lost knowledge of the once great Dwemer civilisation, a Dwemer Smith goes beyond simply creating basic weapons and armour from reclaimed Dwemer metals. Instead they seek to recreate the great works of those lost peoples, refining Dwemer armour into powered suits like the Dwemer warriors of old once wore. Recreating and reconfiguring the powerful constructs that still roam the Dwemer ruins to serve thier own ends. Mastering the powers of magic, metal and steam.   Dwemer Scholar
3rd-level Dwemer Smith feature
Your research and your experiments with dwemer technology have paid off in the following ways:
• You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
• You can speak, read and write the dwemer language.
• You gain proficiency with heavy armour.
• You do not need to meet the strength requirement to use Dwemer armour.   Dwemer Smith Spells
3rd-level Dwemer Smith feature
You always have certain spells prepared after you reach particular levels in this class, as shown. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.   3rd: Sparks, Grease
5th: Cloud of Daggers, Heat Metal
9th: Lightning Arrow, Conjure Barrage
13th: Fabricate, Elemental Bane
17th: Conjure Volley, Animate Objects   Dwemer Spider
3rd-level Dwemer Smith feature
With smith's tools, dwemer scrap metal, 4 Dwarven Oil and a (filled) lesser soul gem, you can now create a companion, the Dwemer Spider, it is friendly to you and your companions and it obeys your commands. In combat, the dwemer spider shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the dwemer spider can take any action of its choice, not just Dodge.   The dwemer spider regains 2d6 hit points if the mending spell is cast on it. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The dwemer spider returns to life after 1 minute with all its hit points restored.   At the end of a long rest, you can create a new dwemer spider if you have the nessasary components with you. If you already have a dwemer spider from this feature, the first one immediately perishes. The dwemer spider also perishes if you die.
by Adam Adamowicz
Dwemer Armourer
3rd-level Dwemer Smith feature
You learn dwemer smithing, you can now craft superior weapons and armour that use dwemer ingots. If your armour is Dwemer in origin, whether it's armour you find in your explorations or craft yourself from Dwemer scrap metals, you can modify it to include special benefits while you wear it, including special weapons. When you attack with these weapons, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. Choose one of the following options:   Thunder Gauntlets: Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.   or   Defensive Field: As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   or   Lightning Launcher: A gemlike node appears on one of your armored fists or on the chest (your choice). Or as a seperate weapon that can be used independently of the armour. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target or another target within 5 feet of them.   or   Powered Suit: Gain advantage on strength checks and strength saving throws. Additonally your walking speed increases by 5 feet, however the mechanical nature of the armour renders you incapable of Stealth while you are wearing it (if you have an enchantment that would normally impose adavantage, the incapablity becomes a disadvantage).  
Extra Attack
5th-level Dwemer Smith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.  
Dwemer Sphere
5th-level Dwemer Smith feature
Instead of dwemer spider, using smith's tools, dwemer scrap metal, 4 Dwarven Oil and a (filled) common soul gem you can now construct a Dwemer Sphere, It's friendly to you and your companions, and it obeys your commands. In combat, the dwemer sphere shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the dewmer sphere can take any action of its choice, not just Dodge. If the mending spell is cast on the dwemer sphere, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The dwemer sphere returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new dwemer sphere if you have the nessasary components with you. If you already have a construct from this, or the dwemer spider feature, the first one immediately perishes. The sphere also perishes if you die.


Arcane Jolt
9th-level Dwemer Smith feature
You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with your lightning launchers/thunder guantlets attack or your dwemer construct hits a target, you can channel magical energy through the strike to create one of the following effects:
• The target takes an extra 2d6 force damage.
• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it. You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.   Improved Construction
15th-level Dwemer Smith feature
At this level you are able to construct and sustain both the Dwemer Spider and the Dwemer Sphere simultainiously. Additionally your Dwemer Sphere and your Arcane jolt have become more powerful:
• The extra damage and the healing of your Arcane Jolt both increase to 4d6.
• Your dwemer sphere gains a +2 bonus to Armor Class.
• Whenever your dwemer sphere uses its Retract, any attacker that hits within 5ft of it takes force damage equal to 1d4 + your Intelligence modifier.  

Artificer Enchantments

  Dwemer Propulsion Armour
Prerequisite: 14th-level artificer
Item: A suit of dwemer armour (requires attunement)
The wearer of this armor gains these benefits:
• The wearer's walking speed increases by 5 feet.
• The armour includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
• The armor can't be removed against the wearer's will.
• If the wearer is missing any limbs, the armor replaces those limbs-hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.  
Armour of Magical Strength
Item: A suit of armour (requires attunement)
This armour has 6 charges. The wearer can expend the armour's charges in the following ways:
• When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier. If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.   Boots of the Winding Path
Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.   Enhanced Arcane Focus
Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.   Enhanced Defence
Item: A suit of armor or a shield
A creature gains a+ 1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.   Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.   Helm of Awareness
Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.   Mind Sharpener
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains ld4 expended charges daily at dawn.  
Radiant Weapon
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to take 1d4 radiance damage and be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.  

Flame Weapon
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it ignite with flames which shed dim light in a 30-foot radius. The wielder can extinguish the flames as a bonus action. The weapon has 4 charges. On a hit with the weapon while ignited, a charge is expended and the target takes 1d8 fire damage. Once all charges are expended the weapon will no longer ignite. The weapon regains 1d4 expended charges daily at dawn.   Frost Weapon
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it. The weapon is icy cold to the touch and frost vapor emenates from it. The weapon has 4 charges. On a hit with the weapon, you can choose to expend a charge and the target takes 1d6 frost damage and, unless the target succeeds on a Constitution saving throw against your spell save DC, the target is slowed to half thier movement speed until the end of their next turn. The weapon regains 1d4 expended charges daily at dawn.   Lightning Weapon
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it. The weapon gives a static shock to the touch and dim blue light emenates from it in a 10-foot radius. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to take 1d6 lightning damage and, unless the attacker succeeds on a Constitution saving throw against your spell save DC, lose concentration on any spell they are concentrating on. The weapon regains 1d4 expended charges daily at dawn.   Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.   Repulsion Shield
Prerequisite: 6th-level artificer
Item: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains ld4 expended charges daily at dawn.   Resistant Armour
Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.   Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.   Spell-Refueling Weapon
Prerequisite: 6th-level artificer
Item: A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.   Replicable Items
These items count as one of your "Enchantments Known" as shown in the Enchantments Known column of the Artificer Table. Creating them takes an mundane item matching the magic items description. If a filled soul gem of the type listed is used, the item replicated will not count as one of your "Enchanted Items" as shown in the Enchantments Items column of the Artificer Table:   Replicable Items (2nd-level Artificer)
Magic Item Soul Gem Attunement
Alchemy Jug Common No
Bag of Holding Greater No
Cap of Water Breathing Lesser No
Goggles of Night Common No
Rope of Climbing Greater No
Sending Stones Lesser No
Wand of Magic Detection Common No
Wand of Secrets Greater No
Replicable Items (6th-level Artificer)
Magic Item Soul Gem Attunement
Boots of Elvenkind Greater No
Cloak of Elvenkind Grand Yes
Cloak of the Manta Ray Common No
Eyes of Charming Grand Yes
Gloves of Thievery Common No
Lantern of Revealing Common No
Pipes of Haunting Grand No
Ring of Water Walking Greater No
Replicable Items (10th-level Artificer)
Magic Item Soul Gem Attunement
Boots of Striding and Springing Common Yes
Boots of the Winterlands Common Yes
Bracers of Archery Common Yes
Brooch of Shielding Greater Yes
Cloak of Protection Common Yes
Eyes of the Eagle Common Yes
Gauntlets of Ogre Power Greater Yes
Gloves of Missile Snaring Greater Yes
Gloves of Swimming and Climbing Greater Yes
Hat of Disguise Grand Yes
Headband of Intellect Grand Yes
Helm of Telepathy Grand Yes
Medallion of Thoughts Greater Yes
Necklace of Adaptation Common Yes
Periapt of Wound Closure Grand Yes
Pipes of the Sewers Greater Yes
Quiver of Ehlonna Common No
Ring of Jumping Common Yes
Ring of Mind Shielding Grand Yes
Slippers of Spider Climbing Greater Yes
Winged Boots Grand Yes
Replicable Items (14th-level Artificer)
Magic Item Soul Gem Attunement
Amulet of Health Grand Yes
Belt of Hill Giant Strength Grand Yes
Boots of Levitation Greater Yes
Boots of Speed Common Yes
Bracers of Defence Common Yes
Cloak of the Bat Grand Yes
Dimensional Shackles Greater No
Gem of Seeing Grand Yes
Horn of Blasting Grand No
Ring of Free Action Greater Yes
Ring of Protection Common Yes
Ring of the Ram Grand Yes
LevelProficiency BonusClass FeaturesEnchantments KnownEnchanted ItemsCantrips KnownSpell Slots per Spell Level - 1st2nd3rd4th5th
1st+2Magical Tinkering, Spellcasting--22----
2nd+2Enchant Item4222----
3rd+2Alchemist / Arcane Armourer/Soul Weaver/Dwemer Smith, The Right Tool for the Job4223----
4th+2Ability Score Improvement4223----
5th+3Alchemical Savant/Extra Attack/Arcane Runes/Dwemer Sphere42242---
6th+3Tool Expertise63242---
7th+3Flash of Genius63243---
8th+3Ability Score Improvement63243---
9th+4Restorative Reagents/Armour Modifications/Grand Weapon/Arcane Jolt632432--
10th+4Magic Item Adept843432--
11th+4Spell-Storing Enchantment843433--
12th+4Ability Score Improvement843433--
13th+5-8434331-
14th+5Magic Item Savant10544331-
15th+5Chemical Mastery/Daedric Armourer/Master Enchanter/Improved Construction10544332-
16th+5Ability Score Improvement10544332-
17th+6-105443331
18th+6Magic Item Master126443331
19th+6Ability Score Improvement126443332
20th+6Soul of Artiface126443332

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ShireLord.

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