Artificer

Subclasses:

A Magical Crafter and an Inventor of Wonders

Core Artificer Traits

Primary Ability

Intelligence

Hit Point Die

D8 per Artificer level

Saving Throw Proficiencies

Constitution and Intelligence

Skill Proficiencies

Choose 2: Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand

Weapon Proficiencies

Simple weapons

Tool Proficiencies

Thieves' Tools, Tinker's Tools, and one type of Artisan's Tools of your choice

Armor Training

Light and Medium armor and Shields

Starting Equipment

Choose A or B: (A) Studded Leather Armor, Dagger, Thieves' Tools, Tinker's Tools, Dungeoneer's Pack and 16GP; or (B) 100GP

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.

Becoming an Artificer ...

As a Level 1 Character

As a Multiclass Character

Artificer
Level Proficiency Bonus Features Plans Known Magic Items Max Prepared Spells Cantrips --Spell Slots per Spell Level--
1st 2nd 3rd 4th 5th
1 +2 Tinker's Magic, Spellcasting 2 2 2 0 0 0 0
2 +2 Replicate Magic Item, The Right Tool for the Job 4 2 3 2 2 0 0 0 0
3 +2 The Right Cantrip for the Job 4 2 4 2 3 0 0 0 0
4 +2 Ability Score Improvement, Cunning Artisan 4 2 5 2 3 0 0 0 0
5 +3 Combat Gadgets 5 2 6 2 4 2 0 0 0
6 +3 Ameliorate, Magic Item Tinker 5 3 6 2 4 2 0 0 0
7 +3 Flash of Genius 5 3 7 2 4 3 0 0 0
8 +3 Ability Score Improvement, Tinkermancy 5 3 7 2 4 3 0 0 0
9 +4 5 3 9 2 4 3 2 0 0
10 +4 Magic Item Adept 6 4 9 3 4 3 2 0 0
11 +4 Spell-Storing Item 6 4 10 3 4 3 3 0 0
12 +4 Ability Score Improvement 6 4 10 3 4 3 3 0 0
13 +5 Widgetcraft 6 4 11 3 4 3 3 1 0
14 +5 Magic Item Savant 7 5 11 4 4 3 3 1 0
15 +5 7 5 12 4 4 3 3 2 0
16 +5 Ability Score Improvement 7 5 12 4 4 3 3 2 0
17 +6 Energy Efficiency 7 5 14 4 4 3 3 3 1
18 +6 Magic Item Master 8 6 14 4 4 3 3 3 1
19 +6 Ability Score Improvement 8 6 15 4 4 3 3 3 2
20 +6 Soul of Artifice 8 6 15 4 4 3 3 3 2

Class Features

Level 1: Tinker's Magic

You know the Mending cantrip.

As a Magic action while holding Tinker's Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:

Ball Bearings

Crowbar

Pouch

Basket

Flask

Rope

Bedroll

Jug

Sack

Bell

Lamp

Shovel

Blanket

Net

String

Block and Tackle

Oil

Tinderbox

Bucket

Paper

Torch

Caltrops

Parchment

Vial

Candle

Pole

The item lasts until you finish a Long Rest, at which point it vanishes.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 1: Spellcasting

You have learned how to channel magical energy through objects. See the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer spell list later in the class's description.

Tools Required. You produce your Artificer spells through tools. You can use Thieves' Tools, Tinker's Tools, or another kind of Artisan's Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an "M" component when you cast it).

Cantrips. You know two Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended.

Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.

When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.

Spell Slots. The Artificer Features table shows thow many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Grease are recommended.

The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Artificer, your list of prepared spells can include six Artificer spells of level 1 and 2 in any combination.

If another Artificer feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.

Level 2: Replicate Magic Item

You have learned arcane plans that you use to make magic items.

Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table. Bag of Holding, Cap of Water Breating, Sending Stones, and Wand of the War Mage +1 are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a plan for which you qualify.

You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer features table.

Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker's Tools in hand. Each item is based on one of the plans you know for this feature.

If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement.

When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know.

If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and the new item appears.

Duration. A magic item created by this feature functions exactly like the normal magic item, except its magic isn't permanent. When you die, the magic item vanishes after 1d4 of days.

If an item, that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.

Magic Item Plans (Artificer Level 2+)
Magic Item PlanAttunement
Alchemy JugNo
Bag of HoldingNo
Cap of Water BreathingNo
Common magic item that isn't a Potion, a Scroll, or cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)Varies
Goggles of NightNo
Manifold ToolYes
Repeating ShotYes
Returning WeaponNo
Rope of ClimbingNo
Sending StonesNo
Shield +1No
Wand of Magic DetectionNo
Wand of SecretsNo
Wand of the War Mage +1No
Weapon +1No
Wraps of Unarmed Power +1No
Magic Item Plans (Artificer Level 6+)
Magic Item PlanAttunement
Armor +1No
Boots of ElvenkindNo
Boots of the Winding PathYes
Cloak of ElvenkindYes
Cloak of the Manta RayNo
Eyes of CharmingYes
Eyes of Minute SeeingNo
Gloves of ThieveryNo
Lantern of RevealingNo
Mind SharpenerYes
Necklace of AdaptationYes
Pipes of HauntingNo
Radiant WeaponYes
Repulsion ShieldYes
Ring of SwimmingNo
Ring of Water WalkingNo
Sentinel ShieldNo
Spell-Refueling RingYes
Wand of Magic MissilesNo
Wand of WebYes
Weapon of WarningYes
Magic Item Plans (Artificer Level 10+)
Magic Item PlanAttunement
Armor of ResistanceYes
Dagger of VenomNo
Elven ChainNo
Ring of Feather FallingYes
Ring of JumpingYes
Ring of Mind ShieldingYes
Shield +2No
Uncommon Ring or Wondrous Item that isn't cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)Varies
Wand of the War Mage +2Yes
Weapon +2No
Wraps of Unarmed Power +2No
Magic Item Plans (Artificer Level 14+)
Magic Item PlanAttunement
Armor +2No
Arrow-Catching ShieldYes
Flame TongueYes
Rare Armor, Ring, Wand, Weapon, or Wondrous Item that isn't cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)Varies
Ring of Free ActionYes
Ring of ProtectionYes
Ring of the RamYes

Level 2: The Right Tool for the Job

You can add half your Proficiency Bonus, rounded down, to any ability check you make with a tool that does not already include your Proficiency Bonus.

You also learn how to produce exactly the tool you need: with Thieves' Tools or Artisan's Tools, 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.

Level 3: The Right Cantrip for the Job

Whenever you finish a Long Rest you can make changes to your magic repertoire. You can replace one Artificer cantrip you know with another cantrip from the Artificer spell list.

Level 4: Cunning Artisan

As part of a Short Rest, you can harvest raw materials and scraps from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one item from the list of Adventuring Gear (as seen in chapter 5 of the Player's Handbook) or something similar (at your DM's discretion). To use this trait requires appropriate Artisan's Tools, but your Tinker's Tools should cover most items.

Level 5: Combat Gadgets

When you cast a cantrip with your Action, you can make a single weapon attack with a magic weapon that you are wielding as a Bonus Action.

Level 6: Ameliorate

When you use a magic item that imposes a saving throw, the DC is equal to either your Artificer spellcasting DC or the magic item's DC; whichever is higher.

Moreover, when you use a magic item that requires an attack roll, the bonus to hit is equal to your Artificer spell attack modifier or the magic item's spell attack modifier; whichever is higher.

Level 6: Magic Item Tinker

Your Replicate Magic Item feature improves as follows:

Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.

Expanded Replication. When you learn a plan for your Replicate feature, you can now also choose from the Magic Item Plans (Artificer Level 6+) table.

Level 7: Flash of Genius

When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier.

You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 8: Tinkermancy

You may add your Intelligence modifier to the damage you deal with any Artificer cantrip. Additionally you can give yourself a bonus to your Initiative rolls equal to the number of magic items you are attuned to.

Level 10: Magic Item Adept

You've achieved a profound understanding of how to use and make magic items, granting you the following benefits:

Additional Attunement. You can attune to up to four magic items at once rather than three.

Expanded Replication. When you learn a plan for your Replicate feature, you can now also choose from the Magic Item Plans (Artificer Level 10+) table.

Level 11: Spell-Storing Item

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 level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn't require a Material component that is consumed by the spell (you needn't have the spell prepared).

While holding the object, a creature can take a Magic 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 twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Level 13: Widgetcraft

When you cast an Artificer spell with a casting time of one action, you can cast a cantrip of a casting time of one action as a Bonus Action.

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.

Level 14: Magic Item Savant

Your skill with magic items deepens, granting you the following benefits:

Additional Attunement. You can attune to up to five magic items at once rather than three.

Expanded Replication. When you learn a plan for your Replicate feature, you can now also choose from the Magic Item Plans (Artificer Level 14+) table. You can have no more than three Rare items created by Replicate Magic Item at a time.

Level 17: Energy Efficiency

Whenever you would expend any charge when using a magic item, roll a d6. On a result of 4 or higher, you do not expend the charge. You roll a d6 for each charge separately.

Level 18: Magic Item Master

You can now attune to up to six magic items at once rather than three.

Level 20: Soul of Artifice

You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits:

Cheat Death. If you are reduced to 0 hit points but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, you instead drop to a number of Hit Points equal to 20 times the number of magic items disintegrated.

Tinker's Boon. You gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Subclasses

Alchemist

Craft Magic Elixirs and Potions

An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.

Level Features
3 Alchemist Spells, Alchemist's Satchel, Alchemical Formula
5 Potent Potions
9 Miscibility
15 Unparalleled Concoctions

Level 3: Alchemist Spells

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 do not count against the number of Artificer spells you prepare.

Alchemist Spells
Artificer LevelSpells
3rdHealing Word, Ray of Sickness
5thAcid Arrow, Flaming Sphere
9thGaseous Form, Mass Healing Word
13thAura of Purity, Death Ward
17thCloudkill, Raise Dead

Level 3: Alchemist's Satchel

You gain proficiency with Alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice.

Additionally, you can craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical options. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of a long rest, requiring 4 hours of work and expending 50 gp worth of leather, glass, and other raw materials.

The Alchemist's Satchel is considered Alchemist's Supplies, Component Pouch, Healer's Kit, Herbalism Kit, and Poisoner's Kit all in one. After you complete a long rest with your Alchemist's Satchel it regains your Proficiency Bonus number of charges for the purpose of functioning as a Healer's Kit.

Level 3: Alchemical Formula

You learn three Alchemical Formula options of your choice. You learn an additional formula of your choice at Levels 5, 9, and 15. You can use this feature a number of times equal to twice your Intelligence modifier (minimum of 2), and you regain all expended uses when you finish a Short or Long Rest.

Starting at 20th level, you know all the Alchemical Formula options.

You can replace one of your chosen formula when you complete a Long Rest with your Alchemist's Satchel on you.

You are proficient with Adventuring Gear that is treated as an improvised weapon such as Acid (vial) or Alchemist's Fire (flask) (or more at your DM's Discretion).

Only you can use any of these options, unless stated otherwise, as the formulas react to your specific magical influence to activate the concoctions and you must have your Alchemist's Satchel within reach. If you draw a concoction from your satchel and do not use it as part of the action, the contents disappear if you do not hurl the it by the end of the current turn, and a use of this feature is expended.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Level 5: Potent Potions

While you have your Alchemist's Satchel within reach, you are able to improve the properties of various potions during a Short or Long Rest. You are able to add potent reagents to a number of potions equal to your Intelligence modifier (minimum of 1), you regain all expended uses when you finish a Long Rest. For more information on creating potions see Chapter 2: Downtime Revisited in Xanathar's Guide to Everything. Potions gain the the following benefits:

Extended Durability. Potions that grant a benefit for 1 hour or more after drinking also grant Temporary Hit Points equal to twice your Proficiency Bonus.

Empowered Healing. Healing potions restore an additional amount of health equal to your Proficiency Bonus.

Powerful Gear. Adventuring Gear such as Acid (vial), Alchemist's Fire (flask), or Holy Water (flask) (or more at your DM's discretion) deal additional damage equal to your Proficiency Bonus.

Curative Elixirs. Antitoxin cures the creature of one disease or neutralizes one poison affecting it.

Level 9: Miscibility

When you cast a cantrip with a casting time of an action, you can use one of your Alchemical Formula as a Bonus Action even if they would normally require a Magic action.

Additionally, you can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use Alchemist's Satchel within reach. Your Lesser Restoration adds the Charmed, Frightened or Weakened condition as one condition that can end. 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.

Level 15: Unparalleled Concoctions

When a creature you can see or hear within 30 feet of you consumes or makes a Saving Throw against one of your Alchemical Formulas or consumes one of your Potent Potions you can use take a Reaction to cause an additional effect. See the list of possible effects below.

Once you have taken this Reaction, you cannot use it again until you finish a Short or Long Rest, unless you expend a use of your Flash of Genius to take it again.

Bombs and Grenades. When a creature succeeds it's Saving Throw against one of your Alchemical Formulas, it must reroll the Saving Throw at Disadvantage and take the new result.

Catalytic Cocktail. When a creature consumes one of your Alchemical Formulas or Potent Potions their attack rolls have their Critical Hit threshold expanded by one for 1 minute. Furthermore, they can roll one additional damage die when determining the extra damage for a Critical Hit.

Chemical Rage. When a creature consumes one of your Alchemical Forumals or Potent Potions they gain Resistance to Bludgeoning, Piercing, Poison and Slashing damage and gain an additional action on each of its turns for 1 minute. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Utilize action.

While under this effect the creature has Disadvantage on all Constitution saving throws made to maintain Concentration on a spell.

Stimpack. When a creature consumes one of your Alchemical Formulas or Potent Potions their Speed is increased by a number of feet equal to your 5 times your Intelligence modifier (minimum of 1) and they gain a bonus to all Saving Throws equal your Intelligence modifier (minimum of 1) for 1 minute.

Armorer

Craft Magic Armor to Enhance Your Abilities

An Artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Artificer's magic, unleash potent attacks, and generate a formidable defense.

Level Features
3 Armorer Spells, Arcane Armor*, Armor Model, Guardian Armor, Infiltrator Armor
5 Extra Attack
9 Armor Modifications
15 Perfected Armor

Level 3: Armorer Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as Artificer spells for you, but they do not count against the number of Artificer spells you prepare

Armorer Spells
Artificer LevelSpells
3rdMagic Missile, Shield
5thMirror Image, Shatter
9thHypnotic Pattern, Lightning Bolt
13thFire Shield, Greater Invisibility
17thPasswall, Wall of Force

Level 3: Arcane Armor*

Your metallurgical pursuits have led to you making armor a conduit for your magic. As a Magic action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have Smith's Tools in hand.

You gain the following benefits while wearing this armor:

Perfect Fit. If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.

Vigilant Mind. If the armor allows you to increase the AC provided by your Dexterity, you can instead use your Intelligence.

Armor Focus. You can use the arcane armor as a spellcasting focus for your Artificer spells.

Bonded Armor. The armor attaches to you and cannot be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet (no action required). The armor replaces any missing limbs, functioning identically to a limb it replaces.

Quick Change. You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Level 3: Armor Model

You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a Short or Long Rest, provided you have Smith's Tools in hand.

Guardian Armor

Infiltrator Armor

Level 3: Guardian Armor

You design your armor to be in the front line of conflict. It has the following features:

Defensive Field. As a Bonus Action, you can gain Temporary Hit Points equal to your Artificer level, 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.

Power Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you are not holding anything in it, and it deals 1d8 plus your Intelligence modifier Force or Thunder damage on a hit (you choose on each 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.

Reinforced Couplings. You have advantage on Athletics checks and you can use your Intelligence in place of Strength.

Level 3: Infiltrator Armor

You customize your armor for subtle undertakings. It has the following features:

Dampening Field. You have Advantage on Stealth checks and you can use your Intelligence in place of Dexterity. If the armor normally imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.

Flux Launcher. 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 100 feet and a long range of 400 feet, and it deals 1d6 plus your Intelligence modifier Force or Lightning damage on a hit (you choose on each hit). Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 die damage of the same type to that target.

Powered Steps. Your Speed increases by 5 feet.

Level 5: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 9: Armor Modifications

You learn how to use your Artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by half your Proficiency Bonus (rounded up), but those extra items must be part of your Arcane Armor.

Additionally, your Arcane Armor's Power Gauntlets special weapon can use the magical properties of melee weapons that you are attuned to, and your Flux Launcher special weapon can use the magical properties of ranged or throwing weapons that you are attuned to.

Level 15: Perfected Armor

Your Arcane Armor gains additional benefits based on its model, as shown below.

Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to a number of feet equal to 5 times your Proficiency Bonus directly to an unoccupied space. If you pull the target to a space within reach of you, you can make a melee weapon attack or Unarmed Strike 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, unless you expend a level 3+ spell slot.

Infiltrator. Any creature that takes damage from your Flux Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has Disadvantage on attack rolls against you, as the energy 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 die of damage based on the attack.

Artillerist

Wield Destructive Power from Afar

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.

Level Features
3 Artillerist Spells, Eldritch Cannon
5 Arcane Firearm
9 Upgraded Cannon
15 Fortified Position

Level 3: Artillerist Spells

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 do not count against the number of Artificer spells you prepare.

Artillerist Spells
Artificer LevelSpells
3rdShield, Thunderwave
5thScorching Ray, Shatter
9thFireball, Wind Wall
13thIce Storm, Wall of Fire
17thDestructive Wave, Wall of Force

Level 3: Eldritch Cannon

You have learned how to create a magical cannon. Using Woodcarver's Tools or Smith's Tools, you can take a Magic action to create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand (or potentially mounted on the forearm or shoulder).

Once you create a cannon, you cannot do so again until you finish a Long Rest or until you expend a level 1+ spell slot to create one. You can have only one cannon at a time and cannot create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon 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 (+0). If the Mending spell is cast on it, it regains 2d6 + its creator's Proficiency Bonus hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as a Magic action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a Bonus Action to cause the cannon to activate if you are within 60 feet of it. As part of the same Bonus Action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannons
CannonActivation
Arcane ScreamerThe cannon exhales your choice of Fire, Lightning, Necrotic, Radiant or Thunder damage in an adjacent 15-foot cone or 5 by 30-foot line on each of it's turns. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 + your Intelligence modifier chosen damage type on a failed save or half as much damage on a successful one. If the damage is fire it ignites any flammable objects in the area that are not being worn or carried.
Force BallistaMake a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 + your Intelligence modifier Force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
ProtectorThe cannon 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).

Level 5: Arcane Firearm

You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a Long Rest, you can use Woodcarver's Tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils make the item count as a magical simple ranged weapon for you with a normal range of 150 feet and a long range of 600 feet, and it deals 1d8 plus your Intelligence modifier Force, Piercing or Thunder damage (your choice when carving special sigils). The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your Artificer spells. When you cast an Artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. Starting at 15th level roll 2d8, and at 20th level roll 3d8.

Level 9: Upgraded Cannon

Every eldritch cannon you create is more destructive:

Damage Upgrade. The cannon's damage rolls and Temporary Hit Points granted all increase by 1d8.

Adept Defender. If the cannon is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0) plus your Proficiency Bonus.

Detonation. As a Magic action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking a number of d8s equal to half your Artificer level in Force damage on a failed save or half as much damage on a successful one.

Level 15: Fortified Position

You are a master at forming well-defended emplacements using Eldritch Cannons:

Defensive Field. You and your allies have Half Cover while within 10 feet of a cannon you create with Eldrtich Cannon, as a result of a shimmering field of magical protection that the cannon emits.

Dual Cannons. You can now have two cannons at the same time. You can create two with the same Magic action (but not the same spell slot), and you can activate both of them with the same Bonus Action. You determine whether the cannons are identical to each other or different. You cannot create a third cannon while you have two.

Massive Cannon. You can place one oversized cannon (of medium size) rather than two at the same time that functions like its smaller versions, has twice the Hit Points but has a Speed of 0 and must be placed on a surface. You must place either an Arcane Screamer or Force Ballista and you must expend a level 3+ spell slot (this does not use your free cannon placement). This cannon always has the Protector activation. The cannon's damage rolls and Temporary Hit Points granted all increase by 1d8 and the areas it affects and ranges are doubled.

Battle Smith

Command a Construct Guardian

A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.

Level Features
3 Battle Smith Spells, Battle Ready, Steel Defender
5 Extra Attack
9 Arcane Jolt
15 Improved Defender

Level 3: Battle Smith Spells

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 do not count against the number of Artificer spells you prepare.

Artillerist Spells
Artificer LevelSpells
3rdHeroism, Shield
5thBranding Smite, Warding Bond
9thAura of Vitality, Conjure Barrage
13thAura of Purity, Fire Shield
17thBanishing Smite, Mass Cure Wounds

Level 3: Battle Ready

Your combat training and your experiments with magic have paid off in two ways:

Martial Proficiency. You gain proficiency with martial weapons.

Incisive Intellect. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength of Dexterity modifier for the attack and damage rolls. If your magic weapon has the Deft property and your Dexterity is the value listed or higher, when you attack using Intelligence, the weapon die size is increased by one stage.

Level 3: Steel Defender

Your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Steel Defender stat block, which uses your Proficiency Bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the beast acts during your turn. It can move and take Reactions on its own, but the only actions it takes are the Dash, Disengage, Dodge Help, or Hide actions, 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. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you have the &Refrerence[incapacitated] condition, the beast can take any action of its choice.

If the mending cantrip is cast on it, it regains 2d6 + your Proficiency Bonus 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 level 1+ spell slot. The steel 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 steel defender if you have your Smith's Tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Level 5: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 9: Arcane Jolt

You have learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

Force Pulse. The target takes an extra 2d8 Force damage. Starting at 15th level the extra damage is 4d8 Force damage.

Bolstering Wave. Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, allowing them to expend a number of Hit Dice up to your Proficiency Bonus to regain Hit Points.

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.

Level 15: Improved Defender

Your Arcane Jolt and Steel Defender become more powerful:

Cooperative Attack. While you and your Steel Defender are within 30 feet of each other your weapon attacks and Unarmed Strikes have their Critical Hit threshold expanded by one.

Hardened Defender. Your steel defender gains a +2 bonus to Armor Class, and can be Medium or Large in size.

Retaliation Strike. Whenever your Steel Defender uses its Deflect Attack, the attacker takes Force damage equal to 1d8 plus your Intelligence modifier.