Alternate Artificer

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Alternate Artificer

The
Artificer
A graying gnome hunched over
his workbench, carefully adjusting
the clockwork mechanism that would
power his creation. Before him laid an
automaton of intricate iron gears within
a suit of plate armor, built to resemble a
large gnome. As the tiny inventor affixed
his signature mithril mustache to the face
plate, a jolt of electric-blue magic flashed
from the automaton. With a sharp motion,
the Steel Defender sat upright and awaited
the first command of its creator.
The goblin delicately made his way down
the tunnel that he had booby-trapped with vials
of noxious fumes and acids. This was the third time
this year his clan had moved burrows to avoid being
raided by adventuring parties, and the inventive goblin
was determined to protect the newest home burrow. He
was confident that this time he would stop the adventurers
that always seemed to find their way to his home.
A young human woman, wearing a leather apron over her
fine clothes, flexed the steel gauntlet she had just enchanted.
As she closed her fist the gauntlet let forth a blinding arc of
lavender lightning, destroying the table on the opposite side Creating
of the room. As the dust settled, she affixed the gauntlet to Your Artificer
her now complete suit of Arcane Armor. When she reveled
this, her latest creation, to her father, he would have no When creating an artificer, think about their background and
choice but to finally show her his approval. drive for adventure. Who is their rival and what event started
their feud? What is your artificer's relationship with the
Masters of Innovation artisan who taught them the basics of their craft? Are they
Relentless in their pursuit of innovation, artificers are defined part of a guild? What role do artificers play in the campaign
by their insatiable curiosity and willingness to push the limits world? Do artificer guilds exist in all the major cities, or are
of arcane invention, even at great risk to themselves. For you the first person to pursue the path of arcane invention?
most artificers, they stake their personal value on the fruits of Most importantly, what does your artifice look like? Not all
their experimentation, and they see mastering the basics of arcane inventors work with gears and grease. Is your artificer
their chosen craft as the first step toward true greatness. the student of a hag who uses weird magick to imbue totems
Deep down, the goal of every artificer is the discovery of a of bone with arcane energy? Or, are you an a enchanter who
new groundbreaking invention, magical or otherwise. Some carves elvish runes into elaborate wooden wands and staffs?
artificers are engineers, students of science and warfare, who
bring their considerable intellect to bear to construct deadly
weapons augmented with magic. Others view themselves as Multiclassing and the Artificer
artists, combining the rigid formulas of arcane magic with the If your group uses the rule on multiclassing in the
artisanal touch of their own specialized tools and. Player's Handbook, here's what you need to know
if you choose the artificer as one of your classes.
Fierce Rivalries Ability Score Minimum. As a multiclass character,
you must have at least an Intelligence score of 13
Almost every artificer has a rival, most often another artificer to take a level in this class, or to take a level in
who they seek to outdo at every turn. These intense rivalries another class if you are already an artificer.
are the sole motivation of some artificers, and outdoing their Proficiencies Gained. If artificer isn't your initial
rival is more valuable then any fame or riches they could gain class, you gain proficiency in light armor, medium
from their discoveries. Many are willing to risk everything armor, shields, tinker's tools, and one type of
they have to achieve at a new breakthrough before their rival. artisan's tools of your choice.
By the same token, artificers with similar philosophies and Spellcasting. If you have a feature from another
aims often band together in loose artisan's guilds. They share class that allows you to learn and cast spells, you
insights and discoveries, hoping to keep ahead of rival guilds can use your artificer spell slots to cast the spells
you gained through that feature, and you can use
by pooling resources and working as a team. However, even those spell slots to cast your artificer spells.
when working together, most artificers are protective of any
insights they think could lead to a groundbreaking discovery.
The Artificer
Spells Infusions
Level PB Class Features Known 1st 2nd 3rd 4th 5th Known
1st +2 Infusions, Specialization — — — — — — 2
2nd +2 Spellcasting 2 2 — — — — 3
3rd +2 Specialization Feature 3 3 — — — — 3
4th +2 Ability Score Improvement 3 3 — — — — 3
5th +3 Specialization Feature 4 4 2 — — — 4
6th +3 Adjustable Inventions, Tool Expertise 4 4 2 — — — 4
7th +3 Flash of Genius 5 4 3 — — — 4
8th +3 Ability Score Improvement 5 4 3 — — — 5
9th +4 Specialization Feature 6 4 3 2 — — 5
10th +4 Magic Item Mastery (4) 6 4 3 2 — — 5
11th +4 Wondrous Item 7 4 3 3 — — 6
12th +4 Ability Score Improvement 7 4 3 3 — — 6
13th +5 ─ 8 4 3 3 1 — 6
14th +5 Arcane Breakthrough, Magic Item Mastery (5) 8 4 3 3 1 — 7
15th +5 Specialization Feature 9 4 3 3 2 — 7
16th +5 Ability Score Improvement 9 4 3 3 2 — 7
17th +6 ─ 10 4 3 3 3 1 8
18th +6 Magic Item Mastery (6) 10 4 3 3 3 1 8
19th +6 Ability Score Improvement 11 4 3 3 3 2 8
20th +6 Soul of Artifice 11 4 3 3 3 2 8

Class Features Infusions


Hit Points You have learned to imbue objects with magic. At 1st level,
Hit Dice: 1d8 per artificer level you learn two Infusions of your choice from the list at the end
Hit Points at 1st Level: 8 + your Constitution modifier of this class. As you gain levels, you learn more Infusions, as
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution shown in the Infusions Known column of the Artificer table.
modifier per artificer level after 1st At the end of each long rest, as long as you have access to a
set of tools that you are proficient in, you can replace one of
Proficiencies your Infusions Known with another Infusion of your choice,
Armor: Light armor, medium armor, shields so long as you meet the prerequisites for that Infusion.
Weapons: Simple weapons, hand crossbows, (firearms)
Tools: Thieves' tools, tinker's tools, one type of artisan's tools. Infusing an Object
Saving Throws: Constitution, Intelligence At the end of a long rest, you can use any set of tools that you
Skills: Choose two from Arcana, History, Insight, are proficient with, to touch a nonmagical object and imbue it
Investigation, Medicine, Nature, Sleight of Hand. with an Infusion you know. If it requires attunement, you can
Equipment attune 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
Quick Build
learn another, or imbue the Infusion into another object.
You can make an artificer quickly by using these suggestions. You can infuse multiple objects at the end of each long rest,
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, the
choose the Enhanced Defense and Repeating Shot Infusions. previous instance of that Infusion immediately ends.
Specialization
At 1st level, choose one of the following Specializations that Spellcasting Ability
best represents the research focus and invention of your Intelligence is the spellcasting ability for your artificer spells,
artificer: Alchemist, Armorer, Battle Smith, or Wandslinger, as you use your understanding of the arcane to produce your
each of which is detailed at the end of this class description. spells. You use your Intelligence whenever a spell refers to
Your Specialty grants features at 1st level, and again when your spellcasting ability, orwhen you set the saving throw DC
you reach 3rd, 5th, 9th, and 15th level in this class. or make a spell attack roll for an artificer spell.
Spellcasting Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
At 2nd level, you learn to use your tools and your signature
brand of magic, you can produce strange and wondrous spell Spell attack modifier = your proficiency bonus
effects from objects that you imbue with arcane power. + 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 spellcasting focus for your artificer spells.
regain all expended spell slots when you finish a long rest. While you have access to a set of tools with which you are
For example, if you know the 1st-level spell magic missile proficient, you know both the mending cantrip and identify,
and have a 1st-level and a 2nd-level spell slot available, you but they don't count against your number of Spells Known.
can cast magic missile using either spell slot. You can cast identify spending a spell slot, or as a ritual.
Spells Known of 1st-Level and Higher Ability Score Improvement
You know two 1st-level spells of your choice from the artificer When you reach 4th level, 8th, 12th, 16th, and 19th level, you
spell list. The Spells Known column of the Artificer table can increase one ability score of your choice by 2, or you can
shows when you learn more artificer spells of your choice. increase two ability scores of your choice by 1. As normal, you
Each spell must be of a level for which you have spell slots. can't increase an ability score above 20 using this feature.
For example, when you reach 5th level in this class, you can
learn one new artificer spell of either 1st or 2nd-level. Adjustable Inventions
When you gain a level in this class, you can replace one of
the artificer spells you know with another artificer spell for Starting at 6th level, you can alter your Infusions on the fly.
which you have spell slots. When you finish a short rest, so long as you have a proficient
set of tools, you can replace one Infusion you know with
Specialization Spells another Infusion of your choice, and imbue it in an object you
Each Specialization has a list of Specialization Spells that touch. If the new Infusion requires attunement, it follows the
you learn at the artificer levels noted in its description. These normal attunement rules for attuning to an Infusion.
Specialization Spells count as artificer spells for you, but they Once you use this ability you must complete a long rest
don't count against your total number of Spells Known. before you can use it again.
Tool Expertise Artificer Spell List
There are few who can match an artificer's innate talent with When you learn an artificer spell, consult the list below. It is
their tools of choice. Starting at 6th level, whenever you make organized by spell level, not character level. The spells listed
an ability check that uses a tool with which you are proficient, below can be found in the Player's Handbook, Xanathar's
you can add double your proficiency bonus to your roll. Guide to Everything*, and Tasha's Cauldron of Everything**.
Flash of Genius 1st Level 3rd Level
Beginning at 7th level, your analytical mind can offer potent absorb elements* blink
insights and suggestions at a moments notice. As a reaction, alarm catnap*
when you, or another creature you can see within 30 feet, catapult* create food and water
makes an ability check or a saving throw, you can add your caustic brew** daylight
Intelligence modifier (minimum of +1) to the result of the roll. color spray dispel magic
You can use this feature a number of times equal to your cure wounds elemental weapon
Intelligence modifier (minimum of once), and you regain all detect magic flame arrows*
expended uses when you finish a long rest. disguise self fly
ensnaring strike glyph of warding
Magic Item Mastery expeditious retreat haste
faerie fire intellect fortress**
You have gained a deep understanding of the inner workings false life life transference*
and creation of magic items. Beginning at 10th level, you can feather fall lightning arrow
attune to up to four magic items at once, and for you, crafting fog cloud protection from energy
a magic item with a rarity of Common or Uncommon takes a grease revivify
quarter of the normal time and costs half the normal gold. heroism sending
The number of magic items you can attune to at one time identify slow
increases at 14th level (5 items) and at 18th level (6 items). jump tiny servant*
magic missile water breathing
Wondrous Item purify food and drink
Starting at 11th level, you master the storing of magic within sleep 4th Level
the mundane. At the end of each long rest, you can touch one witch bolt arcane eye
weapon or item and imbue it with an artificer spell of 1st or dimension door
2nd-level of your choice, that has a casting time of 1 action. 2nd Level elemental bane
While holding the item, any creature can use an action to aid fabricate
cast the imbued spell using your spellcasting ability modifier. arcane lock faithful hound
If it requires concentration, they must concentrate on it. blur freedom of movement
The spell stays imbued in the object until it has been used continual flame greter invisibility
a number of times equal to twice your Intelligence modifier cordon of arrows resilent sphere
(minimum of twice) or until you use this feature again. darkvision secret chest
earthbind stone shape
Arcane Breakthrough enhance ability summon construct**
Beginning at 14th level, your expert understanding of magic enlarge/reduce
items allows you to attune to any magic item regardless of heat metal 5th Level
any alignment, class, race, spell, or level requirements. invisibility animate objects
lesser restoration arcane hand
Soul of Artifice levitate awaken
magic mouth creation
You imbue a spark of your own essence in the magic items magic weapon far step*
you bear. At 20th level, you gain a +1 bonus to all saving pyrotechnics* greater restoration
throws for each magic item you are attuned to. In addition, rope trick passwall
if you are reduced to 0 hit points but not killed out-right, you see invisibility skill empowerment*
can choose to to end your attunement to one magic item or skywrite* transmute rock*
Infusion, causing you to drop to 1 hit point instead of 0. spider climb wall of light
web wall of stone
Specialization
At 1st level, an artificer chooses their Specialization from the
following: Alchemist, Armorer, Battle Smith, 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
a wound in moments, to sticky goo that explodes when it
comes in contact with flame. With the right reagents, and a
bit of luck, Alchemists use their wondrous Elixirs to give life
to their allies and leech it away from their foes.
Tools of the Trade
At 1st level, you gain proficiency with alchemist's supplies.
If you are already proficient with alchemist's supplies, you
gain proficiency with a set of artisan's tools of your choice.
Alchemical Elixirs
When you adopt this Specialization at 1st level, you learn the
acid splash cantrip, and it counts as an artificer spell for you.
You also learn to create Elixirs that mimic spell effects. At
1st level, your total number of Infusions Known increases by
one, but this additional Infusion must be an Elixir. Homunculus Servant
You gain a second bonus Infusion at 9th level, and a third Tiny construct, neutral
at 15th level, both of which must also be Elixirs. Your Elixirs
and their effects are detailed at the end of this Specialization. Armor Class 11 + PB (natural armor)
Hit Points 1 + two times your artificer level.
Alchemist Spells (the Homunculus Servant has a number of hit
Artificer Level Spells dice [d4s] equal to your artificer level)
2nd healing word, inflict wounds Speed 20 ft., fly 30 ft.
5th acid arrow, flaming sphere
9th gaseous form, mass healing word STR DEX CON INT WIS CHA
13th blight, death ward 4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)
17th cloudkill, reincarnate
Senses darkvision 60ft., passive Perception 10 +PB
Homunculus Servant Languages understands the languages you speak
At 3rd level, your alchemical experiments have yielded you a
tiny Homunculus Servant. You determine your Homunculus' Arcane Conduit. When your Homunculus Servant is
appearance, it is friendly to you and your companions, and it within 120 feet of you, it can deliver any spell you
obeys your commands to the best of its ability. See its game can cast that has a range of touch.
statistics in the Homunculus Servant stat block, which uses Evasion. If the Homunculus makes a Dexterity saving
your proficiency bonus (PB) in several places. throw to take only half damage, it instead takes no
In combat, your Homunculus acts during your turn. It can damage if it succeeds on the saving throw, and only
move and use its reaction on its own, but the only action it half damage if it fails.
takes is the Dodge action, unless you use a bonus action to
command it to take an action from its stat block, or another Might of the Master. You add your PB to any ability
check or saving throw your Homunculus makes.
action. If you are incapacitated, your Homunculus can take
any action it chooses. If you die, your Homunculus turns to Actions
ash after a number of minutes equal to your artificer level. Force Strike. Ranged Weapon Attack: your spell
If your Homunculus has died within the last hour, you can attack modifier to hit, range 30 ft., one target you
touch it with alchemist's supplies and expend a spell slot of can see. Hit: 1d4 + PB force damage.
1st-level or higher to return to life at its maximum hit points.
At the end of a long rest, you can make a new Homunculus Administer Elixir. The Homunculus can administer an
Servant using your alchemist's supplies. If you already have a Elixir they are carrying to any creature within 5 feet.
Homunculus from this feature, the first one turns to ash.
Potent Potions Create Advanced Elixir
Starting at 5th level, when one of your spells or Elixirs deals Prerequisite: 9th level Alchemist artificer
acid, fire, necrotic, or poison damage, or restores hit points to Each time you select this Infusion, choose one Elixir effect to
a creature, you gain a bonus to one damage, or healing roll learn from the table below. To produce additional advanced
equal to your Intelligence modifier (minimum of +1). Elixirs, you must expend a spell slot of 3rd-level or higher.
Restorative Reagents animate dead haste
Beginning at 9th level, your Elixirs grant temporary hit points blink meld into stone
equal to your artificer level in addition to their normal effects.
daylight remove curse
Master Alchemist fireball stinking cloud
You have become a master among Alchemist artificers.
Upon reaching 15th level, you gain resistance to acid and gaseous form water breathing
poison damage, and immunity to the poisoned condition.
Create Masterwork Elixir
Alchemical Elixir Infusions Prerequisite: 15th level Alchemist artificer
At the end of each long rest, you use alchemist's supplies to Each time you select this Infusion, choose one Elixir effect to
infuse individual Tiny vials that contain a copy of each Elixir learn from the table below. To make additional masterwork
you know, without spending a spell slot. Elixirs produce the Elixirs, you must expend a spell slot of 4th-level or higher.
effect of their spell at its lowest level. Unused Elixirs become
inert and unusable at the end of your next long rest. blight greater restoration
As an action, a creature can drink an Elixir, administer an death ward heal
Elixir to a willing creature within 5 feet, or throw an Elixir at
a point within 30 feet to produce its spell's effect at the point freedom of movement polymorph (self only)
of impact. If an Elixir's spell effect requires concentration, the globe of invulnerability true seeing
creature that drinks it must concentrate on the effect. Elixirs
use your artificer spell save DC and spellcasting modifier. greater invisibility vitriolic sphere*
For example, if you learn the Create Greater Elixir Infusion
and choose grease and sleep, at the end of each long rest you Armorer
prepare an Elixir of grease, and an Elixir of sleep. Creatures Of all the specialties that an artificer can pursue, that of the
can then use these Elixirs to produce the spell effects. Armorer is the most defensively-minded. With a focus on
As an action, you can create an extra copy of an Elixir you becoming a bastion of magic and metal, Armorers modify a
know by expending the spell slot in its description. Elixirs set of armor to function as a second skin. They focus the
can be used as part of the same action you create them. magic of their artifice through this armor to unleash potent
Create Minor Elixir attacks and generate a formidable defense. Armorers view
Prerequisite: 1st level Alchemist artificer their armor as an extension of their bodies, and as they refine
Each time you select this Infusion, choose two Elixir effects their magical abilities, inventor and armor become one.
to learn from the table below. To produce an additional minor Tools of the Trade
Elixir, you must expend a spell slot of 1st-level or higher. At 1st level, you gain proficiency with smith's tools and heavy
armor of arcane ice heroism armor. If you are already proficient with smith's tools, you
gain proficiency with a set of artisan's tools of your choice.
cure wounds jump
disguise self longstrider Arcane Armor
Starting at 1st level you can combine magic with mundane
fog cloud sanctuary armor to forge a set of Arcane Armor. At the end of a long
grease sleep rest, you can touch your smith's tools to a set of armor and it
into a set of Arcane Armor. This armor is only usable by you,
Create Greater Elixir and while wearing it you gain the following benefits:
Prerequisite: 5th level Alchemist artificer If the armor normally has a Strength requirement, your
Each time you select this Infusion, choose one Elixir effect to Arcane Armor lacks this requirement for you.
learn from the table below. To produce an additional greater You can use your Arcane Armor as a spellcasting focus.
Elixir, you must expend a spell slot of 2nd-level or higher. Your Arcane Armor attaches to you and can’t be removed
barkskin flame blade against your will. It expands to cover your entire body, and
functionally replaces any missing limbs or body parts.
blindness/deafness invisibility You can don or doff your Arcane Armor as an action, and
dragon's breath* lesser restoration can retract or deploy the helmet as a bonus action.
You can use a bonus action to grant yourself temporary hit
enhance ability mirror image points equal to your Intelligence modifier (minimum of 1).
enlarge/reduce spider climb
Extra Attack
Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn.
Armorer Adept
Also starting at 5th level, you can touch a magical suit of
armor and use it as your Arcane Armor. Bonuses to your
Armor Class, or any other features, do not stack. You must
choose one instance of the bonus or feature to use.
Armor Modifications
Beginning at 9th level, your Arcane Armor now counts as
separate items for the purposes of your Infusions: armor (the
chest piece), boots, helmet, and the gauntlets (weapon). Each
of those items can bear one of your Infusions. Also, your
number of Infusions Known increases by 2, but these extra
Infusions must be applied to part of your Arcane Armor.
Master Armorer
You have become an master of Armorer artifice. Beginning at
15th level, you make significant improvements to your Arcane
Armor improving its combat abilities. You gain the following
benefits while wearing your Arcane Armor:
Your movement speed increases by 10 feet.
You gain a flying speed equal to your movement speed.
You adjust your weaponized gauntlets so that you have
access to both weaponized gauntlet options at once.
The damage of your Lightning Launcher becomes 2d6,
and the damage of your Thunder Gauntlets becomes 2d8.
Battle Smith
A combination of protector and medic, Battle Smith artificers
are experts at defending others and repairing both material
Armorer Spells and personnel. To aid in their work, Battle Smiths construct
Artificer Level Spells and modify their Steel Defender, a one of a kind companion.
With their Steel Defender by their side, there is no threat a
2nd shield, thunderwave Battle Smith won't run headlong into to save an ally.
5th mirror image, shatter
Tools of the Trade
9th lightning bolt, thunder step* At 1st level, you gain proficiency with smith's tools and heavy
13th fire shield, storm sphere* armor. If you are already proficient with smith's tools, you
gain proficiency with a set of artisan's tools of your choice.
17th destructive wave, wall of force
Battle Ready
Weaponized Gauntlets Starting at 1st level, you can use your Intelligence, in place of
Starting at 3rd level, you can weaponize the gauntlets of your Strength or Dexterity, for your attack and damage rolls with
Arcane Armor, choosing one of the options below. You can magic weapons, or a weapon bearing one of your Infusions.
use your Intelligence, in place of Strength or Dexterity, for In addition, when a creature you can see attacks a target
the attack and damage rolls of your weaponized gauntlets. other than you that is within 5 feet of you, you can use your
At the end of each long rest, you can touch your smith's reaction to impose disadvantage on the creature's attack roll.
tools to your Arcane Armor, changing the armor's gauntlet You must be wielding a shield or weapon to use this reaction.
weapon out for the other weaponized option below.
Lightning Cannon. Your gauntlets become simple ranged Battle Smith Spells
weapons, with a normal range of 90 feet and a long range of Artificer Level Spells
300 feet, and on hit they deal 1d6 lightning damage. Once per 2nd sanctuary, shield of faith
turn, when you hit with a Lightning Launcher attack, you can
cause it to deal an additional 1d6 lightning damage. 5th lesser restoration, warding bond
Thunder Gauntlets. Your gauntlets become simple melee 9th aura of vitality, counterspell
weapons, and deal 1d8 thunder damage on hit. Any creature
you hit with your Gauntlets has disadvantage on attack rolls 13th aura of purity, death ward
against targets other than you until the start of your next turn. 17th circle of power, mass cure wounds
Steel Defender
At 3rd level, you create a faithful construct, a Steel Defender.
It is friendly to you and your allies, and obeys your orders. Its
game statistics are in the Steel Defender stat block, which
uses your proficiency bonus (PB) in multiple places.
In combat, your Steel Defender acts during your turn. It
can move and use its reaction on it's own, but it only uses the
Dodge action on its turn unless you use your bonus action to
order it to take an action in its stat block, or another action. If
you are incapacitated, your Steel Defender acts on its own.
If your Steel Defender has died within the last hour, you
can touch it with your smith's tools and expend an artificer
spell slot to return it to life with its maximum hit points.
At the end of a long rest, you can magically create a new
Steel Defender with your smith's tools. When you do so, any
previous Steel Defenders are immediately rendered inert.
At creation, you choose the shape of your Steel Defender:
Humanoid. Your Steel Defender resembles a Medium
humanoid of your choice. It is proficient with shields, and it
has humanoid hands that it can use to perform basic tasks.
Quadruped. Your Steel Defender resembles a Large beast
or your choice. Its movement speed increases by 10 feet, and
it can be ridden as a trained mount, but only by you.
Minor Upgrade
At 5th level, you improve the offensive capabilities of your
Steel Defender with one of the Minor Upgrades below:
Minor Arcanum. You imbue your Steel Defender with the
ability to cast a 1st-level artificer spell of your choice. As a
bonus action, you can order your Steel Defender to cast the Steel Defender
imbued spell at 1st-level, using your spellcasting modifier.
Your Steel Defender has a number of charges of the spell construct, neutral
equal to your Intelligence modifier (minimum of 1), and it
regains all expended charges when you finish a long rest. Armor Class 12 + PB (natural armor)
Martial Offense. The damage of your Steel Defender's Hit Points 5 + five times your artificer level
Rend becomes 1d10, and when you command it to take the (the steel defender has a number of hit dice
Rend action it can makes two Rend attacks instead of one. [d10s] equal to your artificer level)
It can replace either Rend attack with a grapple or shove. Speed 30 ft.

Adjustable Improvements
You can upgrade your Steel Defender on the fly. Starting at STR DEX CON INT WIS CHA
9th level, each time you finish a long rest, you can use your 16 (+3) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
smith's tools to replace one of your Steel Defender's
Upgrades with another Upgrade gained at the same level. Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned
Greater Upgrade Senses darkvision 60 ft., passive Perception 10 + PB
At 9th level, you imbue your Steel Defender with wondrous Languages understands the languages you speak
abilities. It gains one of the Greater Upgrades below:
Limited Sentience. You improve the cognitive abilities of Might of the Master. You add your PB to any ability
your Steel Defender. It's Intelligence score beomes a 10. It check or saving throw the Steel Defender makes.
also gains proficiency with a set of tools of your choice, and
learns to speak, read, and write two languages of your choice. Vigilant. The Steel Defender can't be surprised.
Reinforced Plating. You improve the structure of your Actions
Steel Defender. It gains resistance to bludgeoning, piercing,
and slashing damage from all non-magical attacks. Rend. Melee Weapon Attack: your spell attack
Restorative Touch. You imbue your Steel Defender with a modifier to hit, reach 5 ft., one target you can see.
pool of healing magic. Its pool has a number of points equal Hit: 1d8 + PB force damage.
to four times your artificer level. As a bonus action, you can Repair. The Steel Defender can expend one of its Hit
command your Steel Defender to touch a creature and draw Dice to restore 1d10 +PB hit points to itself or to
power from the pool to restore a number of hit points to that one construct or object within 5 feet of it.
creature, up to the maximum amount remaining in its pool.
Masterwork Upgrade Wandslinger Spells
At 15th level, you imbue your Steel Defender with incredible Artificer Level Spells
power. It gains one of the Masterwork Upgrades below:
Arcane Ward. Creatures of your choice within 15 feet of 2nd shield, thunderwave
your Steel Defender are resistant to damage from spells. 5th blur, shatter
Self-Destruct. You embed a powerful arcane explosive in
your Steel Defender. As a bonus action, you can order your 9th counterspell, lightning bolt
Steel Defender to self-destruct, destroying itself and forcing 13th vitriolic sphere*, wall of fire
creatures within 20 feet to make a Dexterity saving throw. A 17th cone of cold, wall of force
creature takes 10d6 force damage on a failed save, or half as
much damage on a success. Once used, your Steel Defender Spellcraft Runes
cannot be revived until the end of your next long rest. At 3rd level, you learn to enhance your Arcane Sidearm with
Major Arcanum. You imbue your Steel Defender with the powerful Runes. At the end of a long rest, you inscribe your
ability to cast a 3rd-level artificer spell of your choice. As a Sidearm with one of the Spellcraft Runes below. Until the
bonus action, you can order your Steel Defender to cast the end of your next long rest, you can use a bonus action to
imbued spell at 3rd-level, using your spellcasting modifier. produce the Rune's effect while wielding your Sidearm.
Your Steel Defender has a number of charges of the spell Rune of Blasting. Your Sidearm emits a blast of magic in
equal to your Intelligence modifier (minimum of 1), and it an adjacent 15-foot cone, forcing creatures in that area to
regains all expended charges when you finish a long rest. make a Dexterity saving throw. On a failed save, creatures
Wandslinger take 2d6 thunder damage and are knocked back 5 feet.
Rune of Destruction. Your Sidearm conjures a burst of
Wandslingers use their ingenuity and artistic minds to craft lightning at a point within 60 feet. Creatures within 5 feet of
wondrous arcane weapons. What they lack in flexibility and that point must make a Dexterity saving throw. They take 2d6
subtlety, they make up for in overwhelming arcane firepower. lightning damage on a failure, and half as much on a success.
Wandslingers are marked by their signature Arcane Sidearm. Rune of Protection. Your Sidearm produces a field that
For some, these are intricately carved wands or staffs, and for grants you, and creatures of your choice within 10 feet of you,
others they are expertly crafted runic iron cannons. temporary hit points equal to your Intelligence modifier.
Tools of the Trade Arcane Duelist
At 1st level, you gain proficiency with woodcarver's tools. If You wield your Sidearm with deadly skill. Starting at 5th level,
you are already proficient with woodcarver's tool, you gain when you use your action to attack with your Sidearm, you
proficiency with another set of artisan's tools of your choice. can make two spell attacks as part of the same action.
Arcane Sidearm The number of spell attacks you make with your Arcane
At 1st level, you learn to construct a Wandslinger's signature Sidearm as part of one action increases again when you
weapon, an Arcane Sidearm. At the end of a long rest, you reach 11th level (3 attacks), and 17th level (4 attacks).
can use your woodcarver's tools to craft an Arcane Sidearm. Empowered Runes
It is a Tiny object, though you determine its appearance, and When you reach 9th level, your Spellcraft Runes increase in
you can use it as a spellcasting focus for your artificer spells. power. The rolls of all three of your Runes increase by 1d6.
You can only have one Arcane Sidearm, and creating a
second Sidearm renders the magic of the first inert. Master Wandslinger
As an action, you can use your Sidearm to make a ranged You have become a master Wandslinger. Starting at 15th
spell attack against a target within 120 feet. On hit, it takes level, when you use your action to make a Sidearm attack,
force damage equal to 1d10 + your Intelligence modifier. you can cast a spell of 1st-level or higher as a bonus action.
Power Whip
Artificer Infusions Item: A whip or chain
Below are the Infusions available to an artificer. If an Infusion This magic weapon grants a +1 bonus to attack and damage
has a prerequisite, like your artificer level, you can learn it at rolls made with it, and it's damage die becomes a 1d8.
the same time that you meet the prerequisite. Your Infusions This bonus increases at 9th level (+2) and 15th level (+3).
use your artificer spellcasting ability and spell save DC.
Repeating Shot
Arcane Firearm Item: A ranged weapon (requires attunement)
Item: A rod or wand This magic weapon ignores the loading property if it has it. If
This tiny length of wood is infused with a cantrip of your you load no ammunition into the weapon it produces its own,
choice from the wizard spell list. As an action, a creature creating one piece of magical ammunition when you make a
can produce the imbued cantrip from the object. ranged attack with it. This magical ammunition vanishes the
instant after it hits or misses the target.
Arm Launcher At 9th level this magic weapon grants a +1 bonus to attack
Item: A glove or gauntlet and damage rolls. This bonus increases to +2 at 15th level.
This tiny magical launcher can be loaded with a Tiny
object, including but not limited to; ball bearings, a vial of Replicate Minor Magic Item
acid, or holy water. As a bonus action the wearer can activate Using this Infusion, you can replicate any common magic
the launcher and make a ranged attack at a target up to 20 item, or a magic item from the list below. You can learn this
feet away. The launcher can be reloaded as an action. infusion multiple times, choosing a different item each time.
Enhanced Arcane Focus Minor Item Minor Item
Item: A rod, staff, or wand (requires attunement) Alchemy Jug Rope of Climbing
This item grants the user +1 bonus to spell attack rolls, and
they can ignore half cover when making spell attacks. Bag of Holding Sending Stones
This bonus increases at 9th level (+2) and 15th level (+3).. Cap of Water Breathing Wand of Magic Detection
Enhanced Defense Goggles of Night Wand of Secrets
Item: A suit of armor or a shield
This item grants the user +1 bonus to their armor class while Returning Weapon
wearing (armor) or wielding (shield) the infused item. Item: A weapon with the thrown property
This bonus increases at 9th level (+2) and 15th level (+3).. After making a ranged attack this magic weapon, whether it
is a hit or miss, it immediately returns to the wielders hand.
Enhanced Weapon At 9th level this magic weapon grants a +1 bonus to attack
Item: A simple or martial weapon and damage rolls. This bonus increases to +2 at 15th level.
This magic weapon grants the user a +1 bonus to any attack
and damage rolls they make with it. Homing Weapon
This bonus increases at 9th level (+2) and 15th level (+3). Prerequisite: 5th level artificer
Item: A ranged or thrown weapon
Featherweight Belt The wielder of this magic weapon ignores the disadvantage
Item: A belt or cloak (requires attunement) imposed when attacking at the weapon's long range.
When worn, this magic belt reduces the user to one-tenth of At 9th level this magic weapon grants a +1 bonus to attack
their weight without decreasing their physical abilities. and damage rolls. This bonus increases to +2 at 15th level.
Starting at 9th level it reduces the wearer to one-hundredth
of their weight without decreasing their physical abilities. Immovable Boots
Prerequisite: 5th level artificer
Featherweight Weapon Item: A pair of boots (requires attunement)
Item: A heavy or two-handed weapon (requries attunement) When the wearer is standing on a flat surface, they can use
This magic weapon no longer has either the heavy or two- an action to activate the boots, magically fixing the wearer in
handed property (your choice upon infusion). place. Until the wearer uses an action to deactivate the boots,
At 9th level this magic weapon grants a +1 bonus to attack they do not move, even if they are defying gravity.
and damage rolls. This bonus increases to +2 at 15th level. A creature can use an action to make a DC 30 Strength
Goggles of Clearsight check, separating the boots from the surface on a success.
Item: A pair of goggles or glasses Infiltrator Armor
While wearing these goggles, the wearer can see through Prerequisite: 5th level artificer
lightly obscured areas without disadvantage on Wisdom Item: A suit of armor (requires attunement)
(Perception) checks. In addition, the wearer no longer suffers This magic suit of armor retains its weight, but is formfitting,
the negative effects from the Sunlight Sensativity trait, and wearable under clothing, and virtually weightless. The wearer
they have advantage on saving throws to resist being blinded. of htis armor has advantage on Dexterity (Stealth) checks.
If the armor normally imposes disadvantage on such
checks, the advantage and disadvantage cancel each other.
Radiant Weapon
Prerequisite: 5th level artificer
Item: A melee weapon (requires attunement)
As a bonus action, the wielder can cause this weapon to emit
bright light in a 30-foot radius, and dim light 30 feet beyond
that. The wielder can extinguish the light as a bonus action.
This weapon has 4 charges. When the wielder hits a
creature with a melee attack, they can expend 1 charge and
force the target to make a Constitution saving throw. On a
failed save, the creature is blinded until the start of your next
turn. The weapon regains all expended charges at dawn.
At 9th level this magic weapon grants a +1 bonus to attack
and damage rolls. This bonus increases to +2 at 15th level.
Replicate Greater Magic Item
Prerequisite: 5th level artificer
Using this Infusion, you can replicate any uncommon magic
item that doesn't require attunement, or a magic item from
the list below. You can learn this Infusion multiple times, but
you must choose a different magic item each time.
Greater Item Greater Item
Boots of Elvenkind Eyes of the Eagle
Brooch of Shielding Hat of Disguise
Cloak of Elvenkind Lantern of Revealing
Cloak of the Manta Ray Ring of Jumping
Eyes of Charming Slippers of Spider Climbing

Repulsion Gauntlets
Prerequisite: 5th level artificer
Item: A pair of gloves or gauntlets (requires attunement)
These magical gauntlets have 4 charges. When the wearer
hits a creature with an unarmed strike they can expend 1
charge and force the target to make a Strength saving throw.
On a failed save, the creature is knocked back 15 feet. The
gauntlets regain all expended charges at dawn.
At 9th level this magic weapon grants a +1 bonus to attack
Light Blade and damage rolls. This bonus increases to +2 at 15th level.
Prerequisite: 5th level artificer
Item: A sword hilt or wand (requires attunement) Repulsion Shield
While grasping the item, the wielder can use a bonus action Prerequisite: 5th level artificer
to cause a blade of pure radiance to spring into existence, or Item: A shield (requires attunement)
dissapear, from the end of the item. While the blade exists, This magic shield has 4 charges. When the wielder is hit by a
this magic item is a simple weapon with the finesse property. melee attack, they can force the attacker to make a Strength
The luminous blade emits bright light in a 15-foot radius and saving throw. On a failed save, the attacker is knocked back
dim light for an additional 15 feet. The light is not sunlight. 15 feet. The shield regains all expended charges at dawn.
This weapon deals 1d8 radiant damage on hit, and its wielder At 9th level this magic shield grants its wielder a +1 bonus
gains a +1 bonus to attack and damage rolls with it. to their Armor Class. This bonus becomes +2 at 15th level.
At 9th level this magic weapon grants a +1 bonus to attack Armor of Magical Strength
and damage rolls. This bonus increases to +2 at 15th level. Prerequisite: 9th level artificer
Mind Sharpener Item: a suit of armor (requires attunement)
Prerequisite: 5th level artificer The wearer of this magical armor can use their Intelligence,
Item: A suit of armor or robes in place of Strength, for any ability checks or saving throws
This item can send a jolt to the wearer to refocus their mind. they make that would normally use thier Strength.
The item has 4 charges. When the wearer fails a Constitution This armor also has 4 charges. As a reaction when the
saving throw to maintain concentration on a spell, they can wearer would be knocked prone or moved against their will,
use their reaction to spend 1 of the item's charges to succeed they can expend 1 charge to remain standing or not move.
instead. The item regains all expended charges at dawn. The armor regains all charges at the end of a long rest.
Boots of the Winding Path Ring of the Elements
Prerequisite: 9th level artificer Prerequisite: 9th level artificer
Item: A pair of boots (requires attunement) Item: A ring (requires attunement)
The wearer of these magical boots can use a bonus action to Upon infusing this magic ring you select one of the following
teleport up to 15 feet to an unoccupied space they can see. damage types: acid, cold, fire, poison, lightning, or thunder.
When the wearer casts a spell that deals the damage type
Chameleon Armor of the ring, they can use the ring to cause their spell to deal
Prerequisite: 9th level artificer maximum damage to one target instead of rolling.
Item: a suit of armor (requires attunement) Once the wearer uses this ring to maximize the damage of
This armor has 4 charges. While wearing this magical armor a spell it cannot be used again until the the next dawn.
the wearer can use an action to expend charges and cast one
of the following spells, targeting only themselves: invisibility Gauntlets of the Guardian
(2 charges) or greater invisibility (4 charges). Prerequisite: 15th level artificer
This armor regains all expended charges daily at dawn. Item: A pair of gauntlets (requires attunement)
These magic gauntlets are infused with an arcane pulling
Elemental Weapon force. When the wielder has a free hand, and a Huge or
Prerequisite: 9th level artificer smaller creature ends its turn within 30 feet, they can use
Item: A melee weapon (requires attunement) their reaction to force it to make a Strength saving throw. On
You infuse this magic weapon with elemental energy. Upon a failed save, the target is pulled 30 feet toward the wielder,
infusion, choose a command word and one of the following to an unoccupied space of their choice. If they pull the target
damage types: acid, cold, fire, poison, or lightning. As a bonus within 5 feet, they can make one weapon attack against it.
action, the wielder can speak the weapon's command word
and cause elemental energy to burst forth from the weapon Helm of Mind Shielding
until the command word is spoken again. On hit, the weapon Prerequisite: 15th level artificer
deals an additional 1d4 of the chosen elemental damage. Item: A helm, hat, or diadem (requires attunement)
At 15th level the bonus elemental damage becomes 1d6. The wearer of this magic helm gains resistance to psychic
damage and immunity to both the charmed and frightened
Helm of Awareness conditions and magic that allows another creature to read
Prerequisite: 9th level artificer their thoughts or telepathically communicate with them.
Item: A helm, hat, or diadem (requires attunement)
The wearer of this hlem has advantage on initiative rolls and Masterwork Homunculus
cannot be surprised, so long as they are not incapacitated. Prerequisite: 15th level artificer
You have discovered the secrets to the creation of life. You
Resistant Armor learn the clone spell. It counts as an artificer spell for you, but
Prerequisite: 9th level artificer it doesn't count against your total number of Spells Known.
Item: A suit of armor (requires attunement) You can cast clone without expending a spell slot as long as
The wearer of this magical armor has resistance to one of the you have the material components available. Your clone only
following damage types; acid, cold, fire, lightning, necrotic, takes 12 days to reach maturity, but you can only have one.
poison, radiant, or thunder (your choice upon Infusion). If you replace this Infusion with another at any point before
At 15th level you can choose force or psychic damage. your clone reaches maturity, the spell immediately fails.
Replicate Advanced Magic Item Replicate Masterwork Magic Item
Prerequisite: 9th level artificer Prerequisite: 15th level artificer
Using this Infusion, you can replicate any uncommon magic Using this Infusion, you can replicate any rare magic item
item that requires attunement, or a magic item from the list that doesn't require attunement, or a magic item from the list
below. You can learn this Infusion multiple times, but you below. You can learn this Infusion multiple times, but you
must choose a different magic item each time. must choose a different magic item each time.
Advanced Item Advanced Item Masterwork Item Masterwork Item
Boots of Striding & Springing Helm of Telepathy Amulet of Health Folding Boat
Boots of the Winterlands Medallion of Thoughts Belt of Hill Giant Strength Gem of Seeing
Bracers of Archery Necklace of Adaptation Boots of Levitation Horn of Blasting
Periapt of Wound Boots of Speed Ring of Evasion
Cloak of Protection
Closure
Bracers of Defense Ring of Free Action
Gauntlets of Ogre Power Pipes of the Sewer
Cape of the Mountebank Ring of Protection
Gloves of Missile Snaring Portable Hole
Cloak of Displacement Ring of the Ram
Gloves of Swimming &
Ring of Mind Shielding Cloak of the Bat Robe of Eyes
Climbing
Headband of Intellect Winged Boots Dimensional Shackles Rope of Entanglement
The Alternate
Artificer
A streamlined and satisfying take on the masters
of arcane invention for 5e. Includes a slew of
Infusions and four Specializations: Alchemist,
Armorer, Battle Smith, and Wandslinger.

Version 2.1.0
Created by /u/laserllama

Artist Credits:
Covers - Victor Adame - Gearcrafter
Page 1 - Manuel Castañón - Storm-Kiln Artist
Page 3 - Scott Murphy - Reyav, Master Smith
Page 4 - Johann Bodin - Grindstone
Page 5 - Svetlin Velinov - Izzet Chemister
Page 7 - John Brassell - Gauntlet of Power
Page 8 - Svetlin Velinov - Armed and Armored
Page 9 - Matt Stewart - Sorcerer's Wand
Page 11 - Tyler Jacobson - Pia Nalaar

Expanded Options for the Alternate Artificer,


including additional Infusions and ten new
Specializations can be Found Here

Additional laserllama Homebrew content


can be found for free on GM Binder.

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