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Description
  • Artificer
    +

    An Alchemist 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 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.

    Alchemist Spells

    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. See this creature’s game statistics in the Alchemical Homunculus stat block. 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.

    No creature found with that name.

    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.

  • Artificer
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    What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.

    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 calligrapher’s supplies and the forgery kit, assuming you don’t already have them. You also gain calligrapher’s supplies and a forgery 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 scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

    Archivist Spells

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

    Archivist Spells

    Artificer Level Spell
    3rd comprehend languages, dissonant whispers
    5th detect thoughts, locate object
    9th hypnotic pattern, tongues
    13th locate creature, phantasmal killer
    17th legend lore, modify memory

    Artificial Mind - Telepathic Advisor

    At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

    The magic item has the following properties.

    Main Material Skill Proficiencies Suggested Appearance
    Animal {parchment, leather, bone} Animal Handling, Insight, Medicine, Perception, Survival A beast or a humanoid visage with antlers
    Mineral {glass, stone, metal} Deception, Intimidation, Performance, Persuasion A robotic or golem-like face
    Plant {paper, wood} Arcana, History, Investigation, Nature, Religion A bespectacled visage or a treant

    Artificial Mind - Telepathic Advisor Proficiencies

    The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item’s main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind’s knowledge.

    Artificial Mind - Manifest Mind

    As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object’s main material.

    While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (as if concentrating on a spell).

    As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.

    When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.

    Artificial Mind - Information Overload

    As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.

    Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than first.

    Mind Network

    At 6th level, you’ve learned how to use your artifices to access minds, both to communicate and to harm.

    Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.

    Psychic Damage. When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).

    Pure Information

    At 14th level, your Artificial Mind is able to receive and transmit more information than ever before.

    Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.

    Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.

    You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.

  • Artificer
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    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. Artillerists were valued by all the armies of the Last War.

    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, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

    Artillerist Spells

    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.

    The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.

    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.

    Arcane Turrets

    Turret Activation
    Flamethrower The turret 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 1d8 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 Ballista Make a ranged spell attack, originating from the turret, 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 turret.
    Defender The turret 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).

    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.

  • Artificer
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    Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.

    Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles.

    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 leatherworker’s tools and smith’s tools, assuming you don’t already have them. You also gain leatherworker’s tools and smith’s 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.

    Battle Smith Spells

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

    Battle Smith Spells

    ARTIFICER LEVEL SPELL
    3rd heroism, searing smite
    5th branding smite, warding bond
    9th aura of vitality, blinding smite
    13th aura of purity, staggering smite
    17th banishing smite, mass cure wounds

    Battle Ready

    When you reach 3rd level, your combat training and your experiments with magic and have paid off in two 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, for the attack and damage rolls.

    Iron Defender

    By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the iron defender stat block.

    In combat, the iron defender 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 one of the actions in its stat block or 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 iron defender returns to life after 1 minute with all its hit points restored.

    At the end of a long rest, you can create a new iron defender if you have your smith’s tools with you. If you already have an iron defender from this feature, the first one immediately perishes.

    Medium Construct, Neutral

    Armor Class 17 (Natural Armor)
    Hit Points 30 (4d8 + 12)
    Speed 40 ft.,

    STR
    16 (+3)
    DEX
    14 (+2)
    CON
    16 (+3)
    INT
    8 (-1)
    WIS
    11 (0)
    CHA
    7 (-2)

    Skills Perception +3, Stealth +4,
    Damage Immunities Poison,
    Condition Immunities Exhaustion, Poisoned,
    Senses Passive Perception 13
    Languages Understands the languages of its creator but can't speak
    Challenge 1 (200 XP)

    Keen Senses. The defender has advantage on Wisdom (Perception) checks.

    Telepathic Bond. While the defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or take an extra 3 (1d6) piercing damage and be grappled (escape DC 13). The defender can have only one creature grappled in this way at a time.

    Arcane Jolt

    At 6th level, you learn new ways to channel arcane energy through your weapon attacks and your iron defender.

    First, your iron defender’s bite attack is now considered magical for the purposes of bypassing resistances and immunities, thanks to enhancements you’ve made to the creature in your free time.

    Second, when you or your iron defender hits a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:

    • The target takes an extra 2d4 force damage.
    • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d4 hit points to it.

    You can channel this magical 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 of this feature when you finish a long rest.

    Improved Defender

    At 14th level, your Arcane Jolt and iron defender become more powerful:

    • The extra damage and the healing of your Arcane Jolt both increase to 4d4.
    • Whenever your iron defender uses its Defensive Pounce, the attacker takes force damage equal to 1d4 + your Intelligence modifier.