Alternate Artificer v2.4.0
Alternate Artificer v2.4.0
Alternate Artificer v2.4.0
The
Artificer
A graying gnome hunched over
Infusions
Class Features You have learned to imbue objects with your signature brand
Hit Points of magic in order to produce wondrous items. At 1st level, you
Hit Dice: 1d8 per artificer level learn two Infusions of your choice from the list at the end of
Hit Points at 1st Level: 8 + your Constitution modifier this class. The Infusions Known column of the artificer table
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution shows when you learn more Infusions of your choice.
modifier per artificer level after 1st At the end of a long rest, as long as you have tinker's tools,
Proficiencies you can replace one Infusion you know with another Infusion
Armor: Light armor, medium armor, shields of your choice, so long as you meet all of its prerequisites.
Weapons: Simple weapons, hand crossbows, (firearms) Infusing an Object
Tools: Tinker's tools, one type of artisan's tools. At the end of a long rest, you can use your tinker's tools to
Saving Throws: Constitution, Intelligence imbue an Infusion you know into a nonmagical object. To do
Skills: Choose two from Arcana, History, Insight, so, you must be able to touch the object with your tools.
Investigation, Medicine, Nature, Sleight of Hand. If the Infusion requires attunement, you can attune to the
Equipment object the instant you infuse it, or you can forgo attunement
You start with the following equipment: so another creature can attune to it. To attune to the infused
item later, you must follow the normal attunement process.
a simple weapon and a set of artisan's tools of your choice The Infusion remains in an item indefinitely. If you die, the
(a) studded leather or (b) scale mail Infusion vanishes after a number of days have passed equal
A light crossbow and 20 bolts to your Intelligence modifier (minimum of 1 day). Infusions
Tinker's tools and a dungeoneer's pack vanish immediately if you give up your knowledge of one to
learn another or imbue the Infusion into another object.
Quick Build You can infuse multiple objects at the end of each long rest,
You can make an artificer quickly by using these suggestions. up to one for each Infusion you know. Each Infusion can be in
First, make Intelligence your highest ability score, followed only one object at a time, and no object can bear more than
by Dexterity. Second, choose the artisan background. Third, one Infusion. If you transfer an Infusion to a new object, any
choose the enhanced defense and repeating shot Infusions. previous instance of that Infusion immediately ends.
Replicate Magic Item
You can also use your Infusions to replicate magic items that Spells Known
Known
you have studied. Over the course of a long rest, you can use of 1st-Level and Higher
tinker's tools to examine a magic item you can touch. At the
end of that long rest, you can replace one of your Infusions You know two 1st-level spells of your choice from the artificer
Known with the knowledge of this magic item. After which, spell list. The Spells Known column of the Artificer table
you can infuse an object with the properties of that magic shows when you learn more artificer spells of your choice.
item, following all the rules for your other Infusions. Each spell must be of a level for which you have spell slots.
You can use this feature to replicate any item of Common For example, when you reach 5th level in this class, you can
rarity. As you gain artificer levels you can use this feature to learn one new artificer spell of either 1st or 2nd-level.
replicate items of increasing rarity: Uncommon at 5th level, When you gain a level in this class, you can replace one of
Rare at 11th level, and finally Very Rare items at 17th level. the artificer spells you know with another artificer spell for
which you have spell slots.
Specialization Specialization Spells
At 1st level, choose one of the following Specializations that Each Specialization has a list of Specialization Spells that
best represents the arcane research and inventions of your you learn at the artificer levels noted in its description. These
artificer: Alchemist, Armorer, Battle Smith, Forgewright, or Specialization Spells count as artificer spells for you, but they
Wandslinger, each of which is detailed at the end of the class. don't count against your total number of Spells Known.
Your Specialization grants features at 1st level, and again
when you reach 3rd, 5th, 9th, and 15th level in this class. Spellcasting Ability
Intelligence is the spellcasting ability for your artificer spells,
Spellcasting as you use your knowledge of the arcane to cast spells. You
At 2nd level, you can use your tools and your signature brand use your Intelligence when a spell refers to your spellcasting
of magic to produce strange and wondrous spell effects from ability, when you set a saving throw DC for an artificer spell,
objects and tools that you imbue with arcane power. or when you make a spell attack roll for an artificer spell.
Spell save DC = 8 + your proficiency bonus
your choice when you reach 4th level and again at 10th level. + your Intelligence modifier
Spell Slots Spellcasting Focus
The Artificer table shows how many spell slots you have to You must use either your tinker's tools, a set of artisan's tools
cast your spells of 1st-level and higher. To cast a spell, you with which you are proficient, or an item bearing one of your
must expend a slot equal to the spell’s level or higher. You Infusions as the spellcasting focus for your artificer spells.
regain all expended spell slots when you finish a long rest. While you have access to your tinker's tools, you know both
For example, if you know the 1st-level spell magic missile the mending cantrip and identify, but they don't count against
and have a 1st-level and a 2nd-level spell slot available, you your number of Spells Known. You can use your tinker's tools
can cast magic missile using either spell slot. to cast identify by spending a spell slot, or as a ritual spell.
Ability Score Improvement Artificer Spell List
When you reach 4th level, 8th, 12th, 16th, and 19th level, you When you learn an artificer spell, consult the list below. It is
can increase one ability score of your choice by 2, or you can organized by spell level, not character level. The spells listed
increase two ability scores of your choice by 1. As normal, you below can be found in the Player's Handbook, Xanathar's
can't increase an ability score above 20 using this feature. Guide to Everything*, and Tasha's Cauldron of Everything**.
Adjustable Infusions Cantrips (0 Level)
Beginning at 6th level, you can alter your Infusions on the fly. acid splash
magic weapon
Over the course of a short rest, you can use tinker's tools to booming blade**
pyrotechnics*
replace one of your Infusions Known with another Infusion of create bonfire*
rope trick
your choice or to learn to replicate one magic item you can fire bolt
see invisibility
touch. At the end of the short rest, you can imbue your new frostbite
skywrite*
can follow the normal rules for attuning to your Infusions. light
web
Once you replace one of your Infusions Known in this way lightning lure**
you must finish a long rest before you can do so again. mage hand
3rd Level
poison spray
blink
ray of frost
create food and water
There are few who can match an artificer's innate talent with shocking grasp
daylight
their tools of choice. Starting at 6th level, whenever you make thorn whip
dispel magic
an ability check that uses a tool with which you are proficient, thunderclap* elemental weapon
you can add double your proficiency bonus to your roll. flame arrows*
Beginning at 7th level, your analytical mind can offer potent alarm
haste
when you, or another creature you can see within 30 feet, caustic brew**
life transference*
makes an ability check or a saving throw, you can add your color spray
lightning arrow
Intelligence modifier (minimum of +1) to the result of the roll. cure wounds
protection from energy
You can use this feature a number of times equal to your detect magic
revivify
Intelligence modifier (minimum of once), and you regain all disguise self
sending
expeditious retreat
tiny servant*
You have gained a deep understanding of the inner workings feather fall
4th Level
of magic items, allowing you greater use of them. Starting at fog cloud
arcane eye
10th level, you can attune to up to four magic items at once. grease
dimension door
The number of magic items you can attune to at one time heroism
elemental bane
and costs half the normal gold. When you reach 20th level, sleep
greater invisibility
this bonus also applies to Rare and Very Rare magic items. witch bolt resilient sphere
secret chest
darkvision
awaken
You imbue a spark of your own essence in the magic items earthbind
creation
you bear. At 20th level, you gain a +1 bonus to all saving enhance ability
far step*
throws for each magic item you are attuned to. In addition,
enlarge/reduce
greater restoration
if you are reduced to 0 hit points but not killed outright, you heat metal
passwall
Moreover, if you are killed, any object that bears one of your levitate
wall of light
Infusions counts as part of your body for the purposes of any magic mouth wall of stone
spell that would bring you back to life.
Specialization
Choose one of the following Specializations: Alchemist,
Armorer, Battle Smith, Forgewright, or Wandslinger.
Alchemist
Alchemy is a delicate art, tip the ratio of ingredients too far
out of line and the effects could be disastrous. Alchemists are
experts at combining exotic reagents to produce a variety of
materials and effects. From healing droughts that can heal
best of its ability. It uses the Homunculus Servant stat block, (the Homunculus Servant has a number of Hit
which uses your proficiency bonus (PB) in several places. Dice [d4s] equal to your artificer level)
In combat, your Homunculus acts during your turn. It can Speed 20 ft., fly 30 ft.
move and use its reaction on its own, but the only action it
takes is the Dodge action unless you use a bonus action to
command it to take an action from its stat block, or another STR DEX CON INT WIS CHA
action. If you are incapacitated, your Homunculus can take 4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)
any action it chooses. If you die, your Homunculus turns to
ash after a number of minutes equal to your artificer level. Senses darkvision 60ft., passive Perception 10 +PB
If your Homunculus has died within the last hour, you can Languages understands the languages you speak
touch it with alchemist's supplies and expend a spell slot of
1st-level or higher to return to life at its maximum hit points. Arcane Conduit. When your Homunculus Servant is
At the end of a long rest, you can make a new Homunculus within 120 feet of you, it can deliver any spell you
Servant using your alchemist's supplies. If you already have a can cast that has a range of touch.
Homunculus from this feature, the first one turns to ash.
Evasion. If the Homunculus makes a Dexterity saving
Alchemist Spells throw to take only half damage, it instead takes no
2nd-level Alchemist feature
damage if it succeeds on the saving throw, and only
You learn certain spells at the artificer levels noted in the half damage if it fails.
table below. These don't count against your total number of Might of the Master. You add your PB to any ability
Spells Known and can't be switched upon gaining a level. check or saving throw your Homunculus makes.
Artificer Level Spells Actions
2nd healing word, inflict wounds Acidic Spittle. Ranged or Melee Spell Attack: your
5th acid arrow, flaming sphere Intelligence modifier + PB to hit, range 30 ft., one
target you can see. Hit: 2d4 + PB acid damage.
9th gaseous form, mass healing word
Administer Elixir. The Homunculus can administer an
13th blight, death ward Elixir they are carrying to any creature within 5 feet.
17th cloudkill, reincarnate
Restorative Reagents
9th-level Alchemist feature
You gain resistance to both acid and poison damage, and
must still expend a spell slot and follow all other
As your knowledge of alchemy has grown, you have learned color spray jump
to create potent Elixirs that mimic certain spell effects: cure wounds longstrider
Elixir Infusions. Your total number of Infusions Known disguise self sanctuary
increases by one, but this extra Infusion must be from the list
of Elixir Infusions at the end of this Specialization. fog cloud sleep
Your total number of Infusions Known increases by one
again 9th level and at 15th level in this class. Both of these Create Greater Elixir
additional Infusions must also be chosen from the list of Prerequisite: 5th-level Alchemist artificer
Elixir Infusions at the end of this Specialization. Each time you select this Infusion, choose one Elixir effect to
Creating an Elixir. At the end of each long rest, you can learn from the table below. To produce an additional greater
use alchemist's supplies to create individual Tiny vials that elixir, you must expend a spell slot of 2nd-level or higher.
contain a copy of each Elixir you know, without expending a
spell slot. Elixirs produce the effect of their spell at its lowest barkskin flame blade
level and become unusable at the end of your next long rest. blindness/deafness invisibility
As an action, you can create another vial of an Elixir you
know by expending the spell slot listed in its description. An darkvision lesser restoration
Elixir can be used as part of the same action you create it. dragon's breath* levitate
Using an Elixir. As an action, any creature can drink an
Elixir, administer an Elixir to a creature within its reach, or enhance ability mirror image
throw an Elixir at a point within 30 feet. When thrown, an enlarge/reduce spider climb
Elixir produces its spell effect at the point of impact. If an
Elixir spell requires concentration, the creature that drinks
it must concentrate on the effect. Your Elixir spells use your Create Advanced Elixir
artificer spell save DC and spellcasting modifier. Prerequisite: 9th-level Alchemist artificer
For example, if you learn the create minor elixir Infusion Each time you select this Infusion, choose one Elixir effect to
and choose grease and sleep, at the end of each long rest you learn from the table below. To produce additional advanced
prepare an elixir of grease, and an elixir of sleep. Creatures elixirs, you must expend a spell slot of 3rd-level or higher.
can then use these Elixirs to produce the spell effects. animate dead haste
Potent Potions blink meld into stone
5th-level Alchemist feature
Whenever one of your Elixirs or an artificer spell cast by you daylight remove curse
deals acid, fire, necrotic, or poison damage, or restores hit fireball stinking cloud
points to a creature, you can add your Intelligence modifier
(minimum of +1) to one of the damage or healing rolls. gaseous form water breathing
Create Expert Elixir
Prerequisite: 13th-level Alchemist artificer
Each time you select this Infusion, choose one Elixir effect to
learn from the table below. To produce an additional expert
elixir, you must expend a spell slot of 4th-level or higher.
banishment greater invisibility
blight polymorph (self only)
death ward sickening radiance
freedom of movement vitriolic sphere*
giant insect watery sphere*
Each time you select this Infusion, choose one Elixir effect to
learn from the table below. To make additional masterwork
elixirs, you must expend a spell slot of 5th-level or higher.
antilife shell greater restoration
cloudkill heal
dawn immolation
globe of invulnerability true seeing
Armorer
Of all the Specializations that an artificer can pursue, that of Armorer Spells
the Armorer is the most defensively-minded. With a focus on 2nd-level Armorer feature
becoming a bastion of magics and metal, Armorers modify a You learn certain spells at the artificer levels noted in the
set of armor to function as their second skin. They focus their table below. These don't count against your total number of
signature magic through this armor to unleash potent attacks Spells Known and can't be switched upon gaining a level.
and generate formidable arcane defenses. An Armorer views
their armor as an extension of their body, and as they refine Artificer Level Spells
their magical abilities, inventor and armor become one. 2nd shield, thunderwave
Tools of the Trade 5th mirror image, shatter
1st-level Armorer feature 9th lightning bolt, thunder step*
You gain proficiency with smith's tools and heavy armor. If
you are already proficient with smith's tools, you instead gain 13th fire shield, storm sphere*
proficiency with another set of artisan's tools of your choice. 17th destructive wave, wall of force
Arcane Gauntlet Arcane Armor
1st-level Armorer feature 3rd-level Armorer feature
You can forge for yourself a wondrous weapon of war known You expand the magic of your Arcane Gauntlet to encompass
as an Arcane Gauntlet. At the end of a long rest, you can use a full suit of armor. At the end of a long rest, you can use your
smith's tools to create an Arcane Gauntlet, choosing for it to smith's tools to transform a set of armor into Arcane Armor.
be a Lightning Cannon or Thunder Gauntlet. It is a simple This armor incorporates your Arcane Gauntlet, is only usable
weapon only usable by you, and you use your Intelligence, in by you, and while wearing it you gain the following benefits:
place of Strength or Dexterity, for its attack and damage rolls.
You can only have one Arcane Gauntlet at a time. Creating If the set of armor normally has a Strength requirement,
a second causes the magic of the first to immediately dispel. your Arcane Armor lacks this requirement for you.
Lightning Cannon. Your Arcane Gauntlet gains the ranged You can use your Arcane Armor as a spellcasting focus.
(90/300) property. On hit, it deals 1d6 lightning damage, and Your Arcane Armor attaches to you and can’t be removed
once per turn, when you hit with a Lightning Cannon attack, against your will. It expands to cover your entire body, and
you can cause it to deal an additional 1d6 lightning damage. functionally replaces any missing limbs or body parts.
Thunder Gauntlet. Your Arcane Gauntlet remains a melee You can don or doff your Arcane Armor as an action, and
weapon. On hit, it deals 1d8 thunder damage, and any target can retract or deploy the helmet as a bonus action.
hit by this Gauntlet has disadvantage on attack rolls against You can use a bonus action to grant yourself temporary hit
targets other than you until the start of your next turn. points equal to your Intelligence modifier (minimum of 1).
Armorer Adept
5th-level Armorer feature
Construct & Creator
You can use magical armor as Arcane Armor. Though, any
innate magical bonuses to Armor Class from magic armor, Battle Smiths are famous for their Steel Defenders,
Infusions, or other features don't stack. You must choose one. which are as unique as the artificers that created
them. Some resemble polished and sophisticated
Finally, you can attack twice, instead of once, whenever you servants, while others serve as battlefield mounts.
take the Attack action on your turn, and you can cast one of
your artificer cantrips in place of one of your attacks.
Modular Armor Steel Defender
9th-level Armorer feature
1st-level Battle Smith feature
Your Arcane Armor counts as multiple items for the purpose You have created for yourself a faithful construct, known as a
of your Infusions: armor (the chest piece), boots, helmet, and Steel Defender. It is friendly to you and your allies and obeys
the gauntlets (weapon), and each item can bear one Infusion. your orders. Your Steel Defender's game statistics are found
Also, your number of Infusions Known increases by 2, but in the Steel Defender stat block on the following page, which
these extra Infusions must be applied to your Arcane Armor. uses your proficiency bonus (PB) in multiple places.
In combat, your Steel Defender acts during your turn. It
Master Armorer can move and use its reaction on its own, but it only uses the
15th-level Armorer feature
Dodge action on its turn unless you use your bonus action to
You have become a master of Armorer artifice. You gain the order it to take an action in its stat block, or another action. If
benefits listed below while wearing your Arcane Armor: you are incapacitated, your Steel Defender acts on its own.
You gain a flying speed equal to your walking speed. If your Steel Defender has died within the last hour, you
You adjust your Arcane Armor so that you have access to can touch it with your smith's tools and expend an artificer
both your Lightning Launcher and Thunder Gauntlet. spell slot to return it to life with its maximum hit points.
Your Lightning Launcher now deals 2d6 damage, and At the end of a long rest, you can magically create a new
your Thunder Gauntlet now deals 2d8 damage. Steel Defender with your smith's tools. When you do so, any
previous Steel Defenders are immediately rendered inert.
Battle Smith Upon its creation, you choose the shape of your Steel
Defender, which can affect its abilities in and out of combat:
A combination of protector and medic, Battle Smith artificers Humanoid. Your Steel Defender is the size of a Medium
are experts at defending others and repairing both material humanoid creature. It is proficient with shields, and it has
and personnel. To aid in their work, Battle Smiths construct
humanoid hands that it can use to perform basic tasks.
and modify their Steel Defender, a one-of-a-kind companion. Quadruped. Your Steel Defender resembles a Large beast
Languages understands the languages you speak You can adjust your Steel Defender's Upgrades to face the
challenges at hand. Each time you finish a long rest, you can
Might of the Master. You add your PB to any ability use your smith's tools to replace one of your Steel Defender's
check or saving throw the Steel Defender makes. Upgrades with another Upgrade gained at the same level.
Vigilant. The Steel Defender cannot be surprised. Greater Upgrade
Actions 9th-level Battle Smith feature
5th lesser restoration, warding bond You imbue your Steel Defender with wondrous abilities and
9th aura of vitality, counterspell powers. Choose one of the Masterwork Upgrades below:
Arcane Ward. Creatures of your choice within 15 feet of
13th aura of purity, death ward your Steel Defender are resistant to damage from spells.
17th circle of power, mass cure wounds Self-Destruct. You embed a powerful arcane explosive in
your Steel Defender. As a bonus action, you can order your
Battle Ready Steel Defender to self-destruct, destroying itself and forcing
3rd-level Battle Smith feature
creatures within 20 feet to make a Dexterity saving throw.
You have trained to stand alongside your Steel Defender in Creatures take force damage equal to your Steel Defenders
battle. You can use your Intelligence, in place of Strength or remaining Hit Dice on a failed save, or half as much damage
Dexterity for attack and damage rolls you make with magic on a success. Once this feature is used, your Steel Defender
weapons, or any weapon that bears one of your Infusions. cannot be revived until the end of your next long rest.
Major Arcanum. You imbue your Steel Defender with a
Infusion Bearer 3rd-level artificer spell with a casting time of one action. As a
5th-level Battle Smith feature
bonus action, you can order your Steel Defender to cast the
You have designed your Steel Defender to bear your most imbued spell at 3rd-level, using your spellcasting modifier.
potent Infusions. Your Steel Defender can bear any Infusion Your Steel Defender has a number of charges of the spell
that is meant for boots, cloaks, gauntlets, helms, or suits of equal to your Intelligence modifier (minimum of 1), and it
armor. Though, it can only bear one Infusion at a time. regains all expended charges when you finish a long rest.
Forgewright Forge of War
3rd-level Forgewright feature
While most artificers are primarily inventors that take up a Your Arcane Armament gains both the thrown (20/60) and
life of adventure to test experiments in the field, those known returning properties. When thrown, your Arcane Armament
as Forgewrights seek out battle for its own sake. Reveling in instantly returns to your hand after every ranged attack.
the thrill of combat, they combine their innovation with their Your Armament can also bear one Infusion unless it was
skill as warriors to forge their signature Arcane Armament. already a magic item before becoming your Armament.
Tools of the Trade Arcane Jolt
1st-level Forgewright feature
5th-level Forgewright feature
You gain proficiency with martial weapons and smith's tools. You can channel magic through your Armament in combat.
If you're already proficient with smith's tools, you instead gain When you hit a target with your Arcane Armament you can
proficiency with another set of artisan's tools of your choice. expend a spell slot to deal additional force damage equal to
Arcane Armament 1d6 per level of the spell slot, up to a maximum of 6d6.
1st-level Forgewright feature
Extra Attack
Over the course of 1 hour, which can be during a short or 5th-level Forgewright feature
long rest, you can use smith's tools to transform one melee You can attack twice, rather than once, when you take the
weapon you touch into your Arcane Armament. While you Attack action on your turn. Moreover, you can cast one of
wield your Arcane Armament, you gain the benefits below. your artificer cantrips in place of one of those attacks.
You can only have one Arcane Armament at a time, and
enchanting a second causes the magic of the first to end. Improved Arcane Jolt
You can use your Intelligence, in place of Strength or 9th-level Forgewright feature
Dexterity, for attack and damage rolls with the weapon. The magic of your Arcane Armament empowers its strikes.
The weapon is considered magical if it was not already, Each time you hit a creature with a weapon attack with your
and you gain a +1 bonus to attack and damage rolls with it Arcane Armament you deal an additional 1d6 force damage.
unless the base weapon granted a higher bonus. This This force damage does not count against the maximum
bonus increases at 9th level (+2) and 15th level (+3). amount of damage you can deal with your Arcane Jolt feature.
Forgewright Spells Master Forgewright
2nd-level Forgewright feature
15th-level Forgewright feature
You learn certain spells at the artificer levels noted in the You have become a master among Forgewright artificers and
table below. These don't count against your total number of can extend the power within your Arcane Armament to allies.
Spells Known and can't be switched upon gaining a level. As an action, you can hold aloft your Arcane Armament and,
choose a number of weapons equal to your Intelligence
Artificer Level Spell
modifier (minimum of 1) within 30 feet, one of which can be
2nd compelled duel, zephyr strike* your Arcane Armament. For the next minute these weapons
9th blinding smite, conjure barrage before you can use it again. If you have no uses of this
13th fire shield, staggering smite feature left, you can expend an artificer spell slot of
abilities. Many Wandslingers craft Sidearms that resemble You wield your Arcane Sidearm with deadly skill. When you
delicate wands, ornate rods, or even eldritch cannons. use your action to make an attack with your Arcane Sidearm,
Your Arcane Sidearm is a simple weapon with the ranged you can make two attacks instead of just one. These
(120/300) property, and you use your Intelligence, instead of attacks can target two targets or the same target.
your Dexterity, for its attack and damage rolls. On hit, it deals As you gain artificer levels, the number of Arcane
force damage equal to 1d10 + your Intelligence modifier. Sidearm attacks you make as part of a single action
When you gain the Spellcasting feature at 2nd level, your increases: at 11th level (3), and 17th level (4).
Arcane Sidearm can be used as a spellcasting focus by you. Expert Duelist
You can only have one Arcane Sidearm at a time. Creating 9th-level Wandslinger feature
another Arcane Sidearm renders that magic of the first inert. The amount of lightning or thunder damage dealt,
incapacitated, you can use your reaction to make one attack You have become a master of Wandslinger
with your Arcane Sidearm, or another magic wand, rod, or artifice. You gain the benefits listed below:
staff that you are holding before any other creatures act.
When you use your action to make an
table below. These don't count against your total number of and use your Arcane Sidearm as
Spells Known and can't be switched upon gaining a level. the spellcasting focus, you can
13th vitriolic sphere*, wall of fire you can grant all creatures
You have begun to master the signature abilities of an arcane your Arcane Duelist
duelist. As a bonus action on each of your turns, you can use bonus actions to
your Arcane Sidearm to use one of the abilities listed below. deal force damage
throw, it does so against your artificer Spell save DC. normal damage.
Featherweight Belt
Artificer Infusions Item: A belt or cloak (requires attunement)
Below are the Infusions available to an artificer. If an Infusion When worn, this magic belt reduces the user to one-tenth
has an artificer level prerequisite, you can learn it at the same of their weight without decreasing their physical abilities.
time that you meet the prerequisite. Your Infusions use your At 11th level, it reduces the wearer to one-hundredth of
artificer spellcasting ability and your artificer Spell save DC. their weight without decreasing their physical abilities.
Arm Launcher Featherweight Weapon
Item: A glove or gauntlet
Item: A heavy or two-handed weapon (requires attunement)
This item grants the user +1 bonus to their armor class while Power Whip
wearing (armor) or wielding (shield) this infused item. Item: A whip or chain
This bonus increases at 11th level (+2) and 17th level (+3). This magic weapon grants a +1 bonus to attack and damage
rolls made with it, and its damage die becomes a 1d8.
Enhanced Weapon This bonus increases at 11th level (+2) and 17th level (+3).
Item: A simple or martial weapon
This magic weapon grants the user a +1 bonus to any attack Repeating Shot
and damage rolls they make with this infused weapon. Item: A ranged weapon (requires attunement)
This bonus increases at 11th level (+2) and 17th level (+3). This magic weapon ignores the loading property if it has it. If
you load no ammunition into the weapon it produces its own,
creating magic ammunition when you make a ranged attack.
The ammunition vanishes after it either hits or misses.
At 11th level, this weapon grants a +1 bonus to its attack
Item: A suit of armor (requires attunement) Item: A pair of gloves or gauntlets (requires attunement)
This magic suit of armor retains its weight but is formfitting These magical gauntlets have 4 charges. When their wearer
and wearable under clothes. The wearer of this armor has hits a creature with an unarmed strike or gauntlet attack, it
advantage on any Dexterity (Stealth) checks. can expend 1 charge and force a Large or smaller target to
If this armor normally imposes disadvantage on Stealth make a Strength saving throw. On a failed save, the creature
checks, the advantage and disadvantage cancel each other. is knocked back 15 feet in a straight line. These gauntlets
regain all of their expended charges at dawn.
Light Blade At 11th level, this weapon grants a +1 bonus to its attack
Prerequisite: 5th-level artificer
and damage rolls. This bonus increases to +2 at 17th level.
Item: A sword hilt or wand (requires attunement)
While grasping the object, the wielder can use a bonus action Repulsion Shield
to cause a blade of pure radiance to spring into existence, or Prerequisite: 5th-level artificer
disappear, from the end of this object. While the blade exists, Item: A shield (requires attunement)
this magic item is considered a simple melee weapon with This magic shield has 4 charges. When the wielder is hit by
the finesse property, and it deals 1d8 radiant damage on hit. a melee attack, they can force a Large or smaller attacker to
The luminous blade emits bright light in a 15-foot radius make a Strength saving throw. On a failed save, the attacker
and dim light for an additional 15 feet beyond that radius. is knocked back 15 feet in a straight line and falls prone. The
At 11th level, this weapon grants a +1 bonus to its attack shield regains all of its expended charges at dawn.
and damage rolls. This bonus increases to +2 at 17th level. At 11th level this magic shield grants a +1 bonus to Armor
Class. This Armor Class bonus increases to +2 at 17th level.
Mind Sharpener
Prerequisite: 5th-level artificer
Armor of Magical Strength
Item: A suit of armor or robes
Prerequisite: 11th-level artificer
This item can send a jolt to the wearer to refocus their mind. Item: a suit of armor (requires attunement)
The item has 4 charges. When the wearer fails a Constitution This magical armor grants its wearer a +1 bonus to its Armor
saving throw to maintain concentration on a spell, they can Class, and its wearer can also use its Intelligence, in place of
use their reaction to spend 1 of the item's charges to succeed Strength, for Strength-based ability checks or saving throws.
instead. The item regains all expended charges at dawn. This armor also has 4 charges. As a reaction when the
wearer would be knocked prone or moved against their will,
Minor Arcane Item they can expend 1 charge to remain standing or not move.
Prerequisite: 5th-level artificer
The armor regains all of its expended charges at dawn.
Item: a Tiny item or tool (requires attunement)
At 17th level, this armor grants a +2 bonus to Armor Class.
You imbue this object with a minor amount of arcane power.
Each time you imbue this Infusion into an object, you choose Boots of the Winding Path
a 1st-level artificer spell you know to imbue. A creature that Prerequisite: 11th-level artificer
holds the item can cast the spell imbued within, using the Item: A pair of boots (requires attunement)
spell's normal casting time and your spellcasting ability. The wearer of these magical boots can use a bonus action to
If the spell requires concentration, that creature holding teleport up to 15 feet to an unoccupied space they can see.
the item must concentrate on the spell for its duration.
This item holds a number of charges of the imbued spell Chameleon Armor
equal to your Intelligence modifier (minimum of 1), and it Prerequisite:11th-level artificer
regains all expended charges each day at dawn. Item: a suit of armor (requires attunement)
is blinded until the beginning of your next turn. This weapon Item: A melee weapon (requires attunement)
regains all expended charges at dawn. You infuse this magic weapon with elemental energy. Upon
At 11th level, this weapon grants a +1 bonus to its attack infusion, choose a command word and one of the following
and damage rolls. This bonus increases to +2 at 17th level. damage types: acid, cold, fire, poison, or lightning. As a bonus
action, the wielder can speak the weapon's command word
and cause elemental energy to burst forth from the weapon
until the command word is spoken again. On hit, the weapon
deals an additional 1d6 of the chosen elemental damage.
At 17th level, the bonus elemental damage becomes 2d6.
Greater Arcane Item Gauntlets of the Guardian
Prerequisite: 11th-level artificer
Prerequisite: 17th-level artificer
You imbue this object with a greater amount of arcane power. These magic gauntlets are infused with wondrous arcane
Each time you imbue this Infusion into an object, you choose power. As a reaction when a Huge or smaller creature ends
a 2nd-level artificer spell you know to imbue. A creature that its turn within 30 feet of the wearer, it can force that creature
holds the item can cast the spell imbued within, using the to make a Strength saving throw. On a failed save, the target
spell's normal casting time and your spellcasting ability. is pulled 30 feet toward the wielder to an unoccupied space
If the spell requires concentration, that creature holding of its choice. If they pull the creature within 5 feet, the
the item must concentrate on the spell for its duration. wielder can make a single melee weapon attack against it.
This item holds a number of charges of the imbued spell
equal to your Intelligence modifier (minimum of 1), and it Helm of Mind Shielding
regains all expended charges each day at dawn. Prerequisite: 17th-level artificer
Helm of Awareness The wearer of this magic helm gains resistance to psychic
Prerequisite: 11th-level artificer
damage and immunity to both the charmed and frightened
Item: A helm, hat, or diadem (requires attunement)
conditions and magic that allows another creature to read
The wearer of this helm gains a bonus to its initiative rolls their thoughts or telepathically communicate with them.
equal to your Intelligence modifier (minimum of +1), and
cannot be surprised, so long as they are not incapacitated. Masterwork Arcane Item
Prerequisite: 17th-level artificer
Upon infusing this magic ring you select one of the following You have discovered the secrets to the creation of life. You
damage types: acid, cold, fire, poison, lightning, or thunder. learn the clone spell. It counts as an artificer spell for you, but
When the wearer casts a spell of 3rd-level or lower that it doesn't count against your total number of Spells Known.
deals that damage type, it can activate the ring to cause its You can cast clone without expending a spell slot as long as
spell to deal maximum damage to one target of that spell. you have the material components available. Your clone only
Once the wearer uses this ring to maximize the damage of takes 12 days to reach maturity, but you can only have one.
a spell it cannot be used again until the next dawn. If you replace this Infusion with another at any point before
At 17th level, it can be used on spells of 5th-level or lower. your clone reaches maturity, the spell immediately fails.
The Alternate
Artificer
Artist Credits: