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(Thank you Wizards UA! Your playtest artificer is looking great! Here is a tweaked version we are using in my campaign setting.)

Skilled at the art of infusing magic into everyday objects, artificers are supreme inventors. They see magic, not as mystic elements or a fundamental force, but as a craftsman views his tools. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents. More than a coincidental number of dragon powder weapons are made by artificers.

Nearly all artificers originate in Findle, and are most commonly humans, half elves, rock gnomes, or hill dwarves.

Lore

Arcane Science

In the world of Ord, mortal sciences have been developed alongside arcane magic. Some attempt to study the two and invent new and interesting devices. Most artificers start life with sorcerer's potential or as apprentice wizards, particularly transmuters, but for one of any number of reasons, do not maintain a focus on the arcane. They could be wizard college washouts, tinkers with a sorcerer's ability, or simply a factotum who makes up for a lack of arcane power with clever devices.

Seekers of New Lore

Nothing excites an artificer quite like uncovering a new material or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else’s work. This drive for novelty sometimes pushes artificers to become adventurers. The requirement for an artificer's craft rarely exists outside the largest metropolises in Ord, thus, artificers rarely leave the streets of Redguard or Findle.

Engineer's of Warfare

Ord's history is pocked with warfare and skirmishes between powerful countries. Artificers took a primary role in the 5th age during the war between Findle and Danasia. The Findle Alchemerium churned out hundreds of alchemists to produce dragon powder for the war. Firearms, cannons and grenades formed the backbone of the Findellian army and after the war, many surviving artificers became adventurers or mercenaries, often practicing their craft for the Thessan military.

Notable Artificers

Class Features

As an artificer, you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, hand crossbows, heavy crossbows, blunderbuss, dragon, musket, pistol

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

Equipment You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons
  • (a) a heavy crossbow and 20 bolts (b) dragon, 1 pouch of shot (10 uses), powder horn
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment. 

The Artificer 

The Artificer Spell Slots Per Spell Level
Level Proficiency

Bonus

Features Infusions

Known

Infused

Items

Cantrips

Known

1st 2nd 3rd 4th 5th
1st 2 Magical Tinkering, Spellcasting - - 2 2 - - - -
2nd 2 Infuse Item 3 2 2 2 - - - -
3rd 2 Artificer Specialist, Tool Expertise 3 2 2 3 - - - -
4th 2 Ability Score Improvement 4 2 2 3 - - - -
5th 3 Arcane Armament 4 2 2 4 2 - - -
6th 3 Artificer Specialist feature 4 3 2 4 2 - - -
7th 3 - 5 3 2 4 3 - - -
8th 3 Ability Score Improvement 5 3 2 4 3 - - -
9th 4 - 5 3 2 4 3 2 - -
10th 4 The Right Cantrip for the Job 5 3 3 4 3 2 - -
11th 4 - 6 4 3 4 3 3 - -
12th 4 Ability Score Improvement 6 4 3 4 3 3 - -
13th 5 - 6 4 3 4 3 3 1 -
14th 5 Artificer Specialist feature 6 4 4 4 3 3 1 -
15th 5 - 7 4 4 4 3 3 2 -
16th 5 Ability Score Improvement 7 5 4 4 3 3 2 -
17th 6 - 7 5 4 4 3 3 3 1
18th 6 Spell-Storing Item 7 5 4 4 3 3 3 1
19th 6 Ability Score Improvement 8 5 4 4 3 3 3 2
20th 6 Soul of Artifice 8 5 4 4 3 3 3 2

Class Abilities

Magical Tinkering

At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. The effects last indefinitely, but you can end the effect as an action by touching the item. Each item can only hold a single effect. You can maintain a number of effects equal to your INT modifier, minimum 1. 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.

Infuse Item

(See Artificer Infusions)

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known

When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Artificer2

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Artificer Specialist

At 3rd level, you choose the type of specialist you are: Alchemist Savant, Artillerist, Effigy Master or Renegade Mastermaker, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Tool Expertise

Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Ability Score Improvement

When you reach 4th, 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.

Arcane Armament

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, or a weapon containing one of your infusions, the magic of which you use to propel the attack.

The Right Cantrip for the Job

At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Spell-Storing Item

When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.

Soul of Artifice

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Artificer Spellcasting

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items. For example, you might open a bottle to produce a Poison Spray or throw a brick to create a Wall of Stone.

Tools Required

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. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools. 

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. Cantrips At 1st level, you know two cantrips of your choice from the artificer spell list below. 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 cantrips 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 cure 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 in 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 an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Artificer Spell List

Alchemist Savant

AlchemistSavant
At level 3, you may choose the path of the Alchemist Savant. An Alchemist Savant is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies.

You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you don’t already have them. You also gain alchemist’s supplies and an herbalism kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting.

If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Alchemist Savant Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer

Level

Spell
3rd purify food and drink, ray of sickness
5th Melf’s acid arrow, web
9th create food and water, stinking cloud
13th blight, death ward
17th cloudkill, raise dead

Alchemical Homunculus

At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.

Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.

The homunculus is friendly to you and your companions, and it obeys your commands. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies 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 homunculus returns to life with all its hit points restored.

Alchemical Mastery

At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When 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 or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).

Chemical Savant

By 14th level, you have been exposed to so many chemicals and unlocked their secrets 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 now immune to the poisoned condition.

In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.

Artillerist

Artillerist
At level 3, you may choose the path of the Artillerist. An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands— that can be used on the battlefield.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies

You gain proficiency with smith’s tools and woodcarver’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you’ve carved in your spare time.

Crafting

If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Artillerist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer

Level

Spell
3rd shield, thunderwave
5th scorching ray, shatter
9th fireball, wind wall
13th ice storm, wall of fire
17th cone of cold, wall of force

Arcane Turret

At 3rd level, you learn how to create a magical turret. With your smith’s tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.

When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.

You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears.

As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.

Wand Prototype

By 6th level, you now regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest and your woodcarver’s tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice—even one you don’t know—that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand’s magic). The wand loses this magic when you finish your next long rest.

Any damage roll you make for a cantrip in the wand gains a bonus equal to your Intelligence modifier (minimum of +1).

When you reach 14th level in this class, you can invest the wand with two cantrips at the end of a long rest.

Fortified Position

Starting at 14th level, you’re a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of a turret you create with Arcane Turret, as a result of a shimmering field of magical protection that the turret emits.

You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn’t disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets.

Effigy Master

EffigyMaster
(See Effigy Creature)

At level 3, you may choose the path of the Effigy Master. Fascinated by the animating force of life itself, the effigy master is an expert in the imitation of true life. Through long study and experimentation, he learns to infuse his creations with a pseudolife to create powerful constructs.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies.

You gain proficiency with the Smith's Tools and the Potter's Tools, assuming you don’t already have them. You also gain Smith's Tools and the Potter's Tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting.

If you craft a magic wondrous item, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Effigy Master Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer

Level

Spell
3rd earth tremor, unseen servant
5th spike growth, warding bond
9th erupting earth, slow
13th banishment, death ward
17th awaken, transmute rock

Construct Effigy

At 3rd level, you learn to create a clockwork creature that mimics the form and function of an animal or humanoid, called an Effigy. This effigy is a powerful assistant and body guard who serves you loyally.

Whenever you finish a long rest and your smith's tools are with you, you can form an effigy in an unoccupied space within 5 feet of you. You may create a number of animal or humanoid effigy's equal to 1/3 of your Artificer level, with a total combined challenge rating 1/3 of your artificer level or lower.

The effigy takes no actions if left alone, and it obeys your commands only. In combat, the effigy shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action.

If the mending spell is cast on it, 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 effigy returns to life with all its hit points restored.

Effigy Link

At 6th level an effigy master can create a supernatural bond between himself and one of his effigies. This requires a 1-hour ritual. Afterward, the effigy master can see and hear what the effigy sees and hears, and may verbally communicate through the effigy as long as you and it are within 1 mile of eachother.

Furthermore, your bonded effigy may add your proficiency bonus to all saving throws.

Improved Effigy

By 14th level, you skills have advanced enough to create more exotic effigies. You can now create giant, dragon, magical beast or monstrosity effigies.

Renegade Mastermaker

Mastermaker
(Racial Requirement - Living Humanoid)

At level 3, you may choose the path of the Renegade Mastermaker. A renegade mastermaker applies the secrets of construct creation methods to his own body, slowly replacing parts of his body with mechanical augmentations. He uses state of the art procedures to enhance his body, slowly becoming more and more like the constructs, which he regards as the pinnacle of craftsmanship. This craft steps over the line into an area many believe to be profane.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies

You gain proficiency with smith’s tools and Leatherworker’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting

If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Renegade Mastermaker Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer

Level

Spell
3rd cause fear, disguise self
5th warding bond, alter self
9th vampiric touch, lightning arrow
13th banishment, blight
17th enervation, modify memory

Arm Component

You have used your skill and ingenuity to create a mechanical arm. The arm component resembles a gauntlet with articulated fingers. Through a grueling and painful ordeal requiring a full day of construction and surgery, you permanently attach the component to your arm, replacing your hand in the process. Your arm component functions like your hand formerly did, and it does not inconvenience you in the least. Your arm component offers you +1 AC while wearing light or no armor. This armor bonus stacks with additonal components.

You are considered proficient with your arm component, and you can make a melee attack with it that deals 1d6 points of bludgeoning damage plus your Strength modifier. You can also use spells or infusions on your arm component as if it were a manufactured weapon.

Embed Component

By 6th level, your experiments with augmented components allow you to replace or add an additional functional component of your choice;

  • Arm Component. You gain an additional arm component, replacing a natural arm. Your slam attack increases to 1d8 points of bludgeoning damage plus your Strength modifier. This component offers you +1 AC while wearing light or no armor. This armor bonus stacks with other existing components.
  • Leg Components. You replace your natural legs with mechanical components. You movement speed by 10 ft. This component offers you +2 AC while wearing light or no armor. This armor bonus stacks with other existing components.
  • Wing Components You add a set of mechanical wings onto your torso. The wings grant you a flying speed of 30 feet while wearing light or no armor.
  • Appendage Component You create an articulated limb similar to a tail, attached to your body. This armor bonus stacks with other existing components. This component can be one of three types:
    • Claw The appendage ends with a simple claw, granting you the ability to hold a magic item, shield or weapon. As a standard action, you can activate a magic item or attack with a weapon held by this appendage. The appendage grants you advantage on Strength checks.
    • Blade The appendage ends in a sharp blade, granting you an additional melee attack which deals 1d6 points of slashing damage plus your Strength modifier.
    • Projectile The appendage ends in a short cylinder, granting you an additional ranged attack which deals 1d6 points of force damage plus your Dexterity modifier.

When you reach 14th level in this class, you choose to add an additional component if you have the appropriate limb to replace.

Construct Exemplar

At 14th level, you have reached your version of perfection and become a living construct. You replace the remainder of your natural body with constructed material gaining the following traits.

  • -2 Charisma.
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.