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 studded leather armor or scale mail
• 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: Fast Healing, Ray of Sickness
5th: Dragon's Breath, Acid Arrow
9th: Gaseous Form, Mass Healing Word
13th: Blight, Death Ward
17th: Cloudkill, Raise Dead
Adept Concocter
3rd-level Alchemist feature
Gain the Poison Spray and Acid Splash cantrips, these will not count against the number of cantrips you learn on the Artificer Table. Additionally you learn the ability to store spells you know as concoctions, with alchemists tools in hand you can expend the nessasary spell slot and gain the spell as a concoction. If the effect is beneficial or comes from the caster, meaning centers or emerges from in a line, concoctions are drank using an action as normal. If the effect is harmful and does not come from the caster, instead concoctions can be thrown a range of 30 feet using an action or coated on a weapon, depending on what is most reasonable for the Spell. You can have up to three concoctions active at the same time, though they need not be drank or administered by you, if you have three concoctions active and choose to make another, choose one of the existing three to lose its potency.
Experimentalist
3rd-level Alchemist feature
The time taken to learn the recipies of potions and poisons through experimentation is halved for you.
Experimental Elixir
3rd-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.
d6 |
Effect |
1 |
Healing. 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
elixir 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 armor 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.
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.
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.
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.
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.
Clawed 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 slashing
damage on a hit and also deals an additonal 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.
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.
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 1d8 fire damage on a hit.
Once on each of your turns when you hit a creature with it, you deal an extra 1d6 fire
damage to that target and any other target within 5 feet of them.
Eldritch Suit. The eldritch nature of your armour gives you advantage on any strength checks while you are wearing it. Your walking speed also increases by 5 feet.
In addition you may choose one extra feature which can be ehtier:
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 and can't create one while your grand staff is present. The staff can be used as a spellcasting focus for your spells while it is in your hand and can also be planted into the ground, allowing you cast spells from, and 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, 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 within 60ft and there is a 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.
On each of your turns, you can take a bonus action to cause grand 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.
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 pushed up to 5
feet away from the staff.
Protector. The staff emits a burst of positive energy that grants itself and each creature
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. When you cast an artificer spell through the item, roll a d8, and you
gain a bonus to one of the spell's damage rolls equal
to the number rolled.
Grand Weapon
9th-level Soul Weaver feature
At this level 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. In addition though, the grand weapons special ability damage will increase by 1d8. Your ability to use and recall the grand weapon will also increase to 120ft in all regards and the grand weapon will be able to be thrown using an action, counting as a simple ranged 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. Any attacks with the grand weapon count as magical. 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 3d8 force
damage on a failed save or half as much damage
on a successful one.
Soul Scribe
11th-level Soul Weaver feature
In this subclass 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
With this feature you can now enchant items twice rather than once, this is the case for both the "Artificer Enchantments" listed at the end of the class description and Spell-Storing enchantments. This feature also applies to your grand weapon, allowing you to enchant it 1 additonal time. This feature also applies to items permanently enchanted using soul gems. With the exception of scrolls, which are always single-use single-enchantment. To enchant an already enchanted item an additional time with a permanent soul gem enchantment, 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 enchanted items only, you can use a single 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.
Tool Proficency
3rd-level Dwemer Smith feature
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.
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
Battle Ready
3rd-level Dwemer Smith feature
Your combat training and your experiments with
magic have paid off in three ways:
• You gain proficiency with martial weapons.
• When you attack with a magic weapon, you
can use your Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and
damage rolls.
• You do not need to meet the strength requirement to use Dwemer armour.
Dwemer Spider
3rd-level Dwemer Smith feature
Your tinkering has borne you a companion, the Dwemer Spider, it is friendly to you and your companions and it obeys your commands. See this
creature's game statistics in the Dwemer Spider stat block, which uses your proficiency bonus (PB) in several places.
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 smith's tools 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. You are also proficent wearing all kinds of dwemer armour. 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.
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.
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.
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 ld6 lightning damage on a hit.
Once on each of your turns when you hit a creature with it, you can deal an extra ld6 lightning
damage to that target or another target within 5 feet of them.
Powered Suit. 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 you can now construct a dwemer sphere, It's friendly to you and your companions,
and it obeys your commands. See its game statistics in the Dwemer Sphere stat block, which uses
your proficiency bonus (PB) in several places.
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 smith's tools with you. If
you already have a centurion from this 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 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 Deflect Attack, the attacker takes force damage equal to ld4
+ 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 armor 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
ld8 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 ld6 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 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 ld4
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 (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 |