Artificer Specialties & Infusion Options - GM Binder
Artificer Specialties & Infusion Options - GM Binder
Artificer Specialties & Infusion Options - GM Binder
Archivist Features
Artificer Level Feature
Tools of the Trade, Artificial Mind,
3rd
Archivist Spells
5th Acute Overload
9th Improved Consciousness
15th Master Archivist
Artificial Mind
Beginning at 3rd level, you learn to awaken Artificial Minds
within objects. At the end of a long rest, you can touch a Tiny,
non-magical object, and use your calligrapher's supplies to Archivist Spells
awaken an Artificial Mind within it. While the Artificial Mind Artificer Level Spell
is awakened within an object, it is considered a magic item
3rd comprehend languages, dissonant whispers
that requires attunement, and it can be used as a spellcasting
focus for your artificer spells. If you attempt to rouse a 5th detect thoughts, mind spike XGtE
second Artificial Mind while you already have one from this
9th hypnotic pattern, tongues
feature, the first Artificial Mind ceases to exist. While attuned
to your Artificial Mind, you gain the following abilities: 13th locate creature, phantasmal killer
Information Overload. You can cause your Artificial Mind 17th modify memory, synaptic static XGtE
to overload the mind's of your foes by channeling information
at them. As an action, you can force a creature that you can
Acute Overload
see within 30 feet to make an Intelligence saving throw. On a
Starting at 5th level, you can expend a spell slot to increase
failed save, it takes 1d8 psychic damage and disadvantage on
the psychic damage of Information Overload. The damage
the next attack roll it makes before the start of your next turn.
increases by 2d8 for a 1st-level spell slot, and an additional
The damage of Information Overload increases when you
1d8 for each spell level higher than 1st-level.
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Also, when you deal psychic damage using your Artificial
Magical Telephony. You can communicate telepathically
Mind as a spellcasting focus, you gain a bonus to the damage
with any creature carrying one of your infused items within a
roll equal to your Intelligence modifier (minimum of +1).
1-mile radius. The creature can respond telepathically.
Skill Proficiencies. You gain proficiency in two skills of Improved Consciousness
your choice from the column on the Artificial Mind table. The The cognitive abilities of your Artificial Mind are powerful
material of the object determines the skills you choose from, enough to aid your spellcasting. Starting at 9th level, when
as the object's nature affects the mind's knowledge. you are forced to make a Constitution saving throw to
maintain concentration on a spell, you gain a bonus to your
Material Examples Skill Proficiencies
roll equal to your Intelligence modifier (minimum of +1).
parchment, Animal Handling, Insight
Animal Master Archivist
leather, bone Perception, Survival
You are a master of Archivist artifice. Starting at 15th level,
gems, glass, Deception, Intimidation you can an action on your to transform into pure information
Mineral
metal, stone Performance, Persuasion
and teleport to an unoccupied space that you can see within
paper, wood, Arcana, History 60 feet, or an unoccupied space within 5 feet of a creature or
Plant
vegetable Nature, Religion object bearing one of your artificer Infusions.
Biomancer
While most artificers are content with mechanical innovation,
some see biology, the science of living things, as an area rife
with potential. Biomancers are those who use their talents to
supplement their own anatomy and create life. Combining
necromancy and transmutation magic, Biomancers see all
living things as prototypes that can be magically evolved.
Biomancer Features
Artificer Level Feature
Tools of the Trade, Biomancer Spells,
3rd
Aberrant Chimera
5th Augmented Flesh, Extra Attack
9th Strange Evolution
15th Master Biomancer
Biomancer Spells
Artificer Level Spell
3rd false life, find familiar
5th alter self, dragon's breath XGtE Augmented Flesh
9th haste, life transference The power your Chimera works best when merged with its
master. Starting at 5th level, you gain the following benefits
13th giant insect, polymorph while you are merged with your Aberrant Chimera:
17th insect plague, reincarnate
Whenever you make an attack or damage roll, ability
Aberrant Chimera check, or saving throw that would normally use your
You can use your understanding of Biomancy magic to create Strength, you can use your Intelligence score instead.
an aberrant life form. Starting at 3rd level, whenever you cast You gain a climbing speed equal to your movement speed,
find familiar, you instead create a Chimera, which functions and you can climb difficult surfaces, including upside
as a normal familiar, but has the following changes: down on ceilings, without making an ability check.
As a bonus action, you can expend a spell slot to grant
The material component is 1 pound of organic matter.
yourself temporary hit points equal to five times the level
It is a monstrosity (instead of a celestial, fey, or fiend).
of the spell slot + your Intelligence modifier. These
It has additional hit points equal to your artificer level.
temporary hit points are added to any temporary hit points
As an action, the Chimera can touch a creature and
you have from merging with your Aberrant Chimera.
sacrifice any amount of its hit points, healing the target
for the same amount by grafting its flesh to theirs. Extra Attack
Also starting at 5th level, you can attack twice, rather than
As an action, the Chimera can merge with a creature it can
once, whenever you take the Attack action on your turn.
touch, granting it temporary hit points equal to the Chimera's
remaining hit points. While merged, the target gains one of Strange Evolution
the Chimeric Traits below. The creatures remain merged
You have enhanced your own physiology with strange magic.
until you create another Chimera, or the temporary hit points
At 9th level, your movement speed increases by 10 feet, and
are depleted, at which point the Chimera is destroyed.
you permanently gain one Chimeric Trait of your choice.
Amphibious Physiology. While merged, the creature can
When you reach 15th level in this class, you gain a second
breathe both air and water, and gains a 30 foot swim speed.
permanent Chimeric Trait of your choice (for a total of two).
Resilient Hide. While merged and not wearing any armor
or using a shield, the creature's Armor Class is equal to 10 + Master Biomancer
your Intelligence modifier + their Constitution modifier. You have become a master amongst Biomancer artificers.
Vestigial Limb. While merged, the creature grows an Beginning at 15th level, when you target a creature with a
additional limb which resembles their own limbs. It has a Biomancer Spell, you can grant a single target (additional)
reach of 5 feet, and can lift a number of pounds equal to your temporary hit points equal to your artificer level.
Intelligence score. The limb can't use weapons or shields nor In addition, when merged with your Chimera, you are
can it do anything that requires manual precision. resistant to bludgeoning, piercing, and slashing damage.
Chronothief
For those that pursue the magic of artifice, no area of study is
too dangerous. Perhaps against their better judgment, some
artificers choose to experiment with Chronomancy, the magic
of time. Known as Chronothieves, these bold artificers are
marked by their signature Chronometers, a wondrous object
which they use to steal moments and adjust the flow of time.
Chronothief Features
Artificer Level Feature
Tools of the Trade, Chronothief Spells,
3rd
Chronometer
5th Stolen Moments
9th Strange Evolution
15th Master Time Thief
Dungeoneer Features
Artificer Level Feature
Tools of the Trade, Dungeoneer Spells,
3rd
Dungeoncraft
5th Extra Attack
9th Arcane Improvisation
15th Master Dungeoneer
Tools of the Trade, Arcane Armament, 13th fire shield, staggering smite
3rd
Forgewright Spells 17th conjure volley, steel wind strike XGtE
5th Extra Attack
Extra Attack
9th Arcane Jolt Starting at 5th level, you can attack twice, instead of once,
15th Master Forgewright whenever you take the Attack action on your turn. Also, you
can cast one of your cantrips in place of one of those attacks.
Tools of the Trade
When you become a Forgewright Specialist at 3rd level, you
Arcane Smite
You can channel raw arcane power through your Armament.
gain proficiency with smith's tools and all martial weapons.
Beginning at 9th level, when you hit a target with your Arcane
If you already proficient in smith's tools, you gain proficiency
Armament you can channel arcane energy through it to
with another set of artisan's tools of your choice.
create one of the following effects of your choice:
Arcane Armament The target takes an extra 2d6 force damage. You can
Your intimate knowledge of warfare and arcane magic allows
expend a spell slot to increase this damage. The damage
you to combine both with ease. Starting at 3rd level, you learn
increases by 1d6 per level of the spell slot you expend.
to forge an arcane armament. At the end of each long rest,
You gain temporary hit points equal to your artificer level.
you touch one melee weapon and turn it into your arcane
You can force the target to make a Strength saving throw.
armament, granting it the following properties:
On a failed save they are knocked prone.
The weapon you is considered magic if it was not already.
You can use this ability a number of times equal to your
You can use your Intelligence modifier, in place of
Intelligence modifier (minimum of once), and you regain all
Strength or Dexterity, for the attack and damage rolls.
expended uses when you finish a long rest.
You gain a +1 bonus to your attack and damage rolls with
it, unless the base weapon granted a higher bonus. This Master Forgewright
bonus increases at 9th level (+2) and at 15th level (+3). You have become a master among Forgewright artificers.
It can bear one of your Infusions, even if it was already a Starting at 15th level, you can extend the power within your
magic item before becoming your Arcane Armament. Arcane Armament to your allies. As an action, choose a
It gains the thrown property (range 20/60) and the number of weapons equal to your Intelligence modifier
returning property, and the weapon returns to your hand (minimum of 1) within 30 feet. For the next minute these
immediately after every ranged attack you make. weapons deal an additional 1d6 force damage on hit.
You can use this feature once per long rest, unless you
Your Arcane Armament is usable only by you. Enchanting a
spend a spell slot of 3rd level or higher to use it again.
second weapon causes the magic imbued the first to dispel.
Machinist
While some artificers spend their lives perfection one solitary
creation, Machinist artificer value quantity over quality. They
are known for creating their signature Automatons, small
clockwork men that are created for a single, but temporary
purpose. Armed with their tools, and an army of strange and
wondrous servants, Machinists are ready for any challenge.
Machinist Features
Artificer Level Spell
Automatons, Tools of the Trade,
3rd
Machinist Spells
5th Arcane Conduit, Automated Army
9th Efficient Production
15th Master Machinist
Tools of the Trade
At 3rd level, you gain proficiency with smith's tools. If you
Automatons already proficient in smith's tools, you gain proficiency with
At 3rd level, you learn to craft Automatons. At the end of each another set of artisan's tools of your choice.
long rest, you use your smith's tools to magically create a
Small Automaton in an unoccupied space within 5 feet. Once Machinist Spells
you create an Automaton, you can't do so again until you
Artificer Level Spell
finish a long rest or until you expend a spell slot of 1st-level or
higher to create another one. You can have one Automaton at 3rd color spray, unseen servant
a time, creating a second causes the first to fall apart. 5th cloud of daggers, cordon of arrows
Automatons are magical constructs with an Armor Class
equal to 12 + your Intelligence modifier, and hit points equal 9th spirit guardians, tiny servant XGtE
to your artificer level + your Intelligence modifier. When they 13th faithful hound, summon construct TCoE
make an ability check or a saving throw, its ability scores are
10 (+0). If mending is cast on it, it regains 2d6 hit points. It 17th animate objects, awaken
disappears if it is reduced to 0 hit points or after 1 hour.
When you create you Automaton, you decide which type it Arcane Conduit
is, choosing from the options on the table below. As a bonus Beginning at 5th level, you learn to channel magic through
action on your turn, you can activate the Automaton if you are your Automatons. When you cast an artificer spell, you can
within 60 feet. As part that bonus action, you can direct the choose for the spell to originate from an Automaton, instead
Automaton to walk up to 25 feet to an unoccupied space. of yourself so long as you are within 60 feet of it.
When you cast a spell in this way, you roll a d8, and add the
Automaton Model number rolled to one damage, or healing, roll of the spell.
Model Activation
Automated Army
You can see and hear through the senses of You can create and control Automatons even more efficiently.
your Automaton, so long as you are within 100 Starting at 5th level, you can control up to two Automatons at
Agent
feet. You are deaf and blind to your senses until one time, and at the end of each long rest you can create two
you end this link as a bonus action. Automatons of your choice, without expending a spell slot.
The Automaton latches onto a creature within You can activate all Automatons as one bonus action.
5 feet, reducing the target's movement speed
Anchor Efficient Production
by a number of feet equal to 5 times your
Intelligence modifier (minimum of 5 feet). Starting at 9th level, when you expend an artificer spell slot to
create an Automaton, you create a number of Automatons
The Automaton attaches itself to a willing equal to the level of the spell slot expended. You cannot use
creature within 5 feet. While attached, the
Armor this feature to exceed your maximum number of Automatons.
creature's Armor Class cannot be less than
13 + your Intelligence modifier Master Machinist
The Automaton gains proficiency in one set of You have become a master amongst Machinist artificers.
Artisan tools, and adds your Intelligence modifier to Starting at 15th level, you can control up to three Automatons
any check it makes using that set of tools. at one time, and at the end of a long rest you create three
The Automaton makes a melee spell attack Automatons of your choice, without expending a spell slot.
against a creature within 5 feet. On hit, it Also, when you are forced to make a saving throw or are hit
Assault by an attack, you can use your reaction to switch places with
deals bludgeoning damage equal to
1d6 + your Intelligence modifier one of your Automatons within 60 feet. The Automaton then
becomes the target of the attack or saving throw.
Marionette Strings
At 3rd level, you learn to fashion the strange Strings that
mark you as a Puppeteer. When you finish a long rest, you
can use your weaver's tools to construct a set of Marionette
Strings, usable only by you. As an action, you can cause your
Strings to fly out and magically attach to a willing creature
within 30 feet. You must have a free hand to use your Strings.
While a creature is attached to your Strings, you gain the
features listed below. Your Marionette Strings detach after 1
minute, if you use a bonus action to detach them, or if you
and the creature are ever more than 30 feet apart.
You can attach your Marionette Strings a number of times
equal to your Intelligence modifier (minimum of once), and
you regain all expended uses when you finish a long rest.
Corrected Strike. When the attached creature makes a
melee attack, you can use your reaction to have them re-roll
their attack roll, and they must use the new roll. You must use
this reaction before you know if the attack hits or misses.
Channel Spell. As an action on your turn, you can cast an
artificer spell as if it originated from the attached creature. If
the spell requires concentration, you concentrate on it.
Puppeteer's Guidance. When the attached creature
makes an ability check that uses a skill with which you are
proficient , you can grant them a bonus to their roll equal to
your Intelligence modifier (minimum of +1).
Strange Movement. As a bonus action on your turn, you
can move the attached creature a number of feet equal to 5
times your Intelligence modifier (minimum of 5 feet). This
Puppeteer movement does not provoke opportunity attacks.
Though all artificers have their quirks, Puppeteers tend to be
the strangest subset of arcane inventors. They dedicate their Strange Strikes
research and intellect towards mastery of manipulation and The degree of control you exert through your Strings grows.
control of other creatures through the use of their Marionette Starting at 5th level, when the creature attached to your
Strings. Often found literally pulling the strings from behind Marionette Strings makes an attack, you can use your
the scenes, these strange artificers prefer to empower their reaction to cause them to make one additional attack.
allies rather than risk their own lives on the front lines. In addition, when a creature attached to your Strings hits a
creature with a melee attack, you can expend a spell slot to
Puppeteer Features empower their strike. Their strike deals an additional 2d6
Artificer Level Feature force damage for a 1st-level spell slot, and an additional 1d6
force damage for each spell slot level above 1st.
Tools of the Trade, Puppeteer Spells,
3rd
Marionette Strings Nimble Fingers
5th Strange Strikes Your ability to control and amplify the abilities of others has
increased. Starting at 9th level, you can have two creatures
9th Nimble Fingers
attached to separate Marionette Strings at one time. You
15th Master Puppeteer must have a free hand to control each of these creatures. The
two creatures can be any distance apart, so long as they each
Tools of the Trade individually remain within the range of your Strings.
At 3rd level, you gain proficiency with weaver's tools. If you In addition, the length of your Marionette Strings, and the
are already proficient with weaver's tools, you instead gain range of your Puppeteer abilities, becomes 60 feet.
proficiency with another set of artisan's tools of your choice.
Master Puppeteer
Puppeteer Spells You have become a master amongst Puppeteer artificers.
Starting at 15th level, you can use an action on your turn to
Artificer Level Spell
cast the Irresistible Dance spell, without expending a spell
3rd ensnaring strike, entangle slot, or requiring your concentration. You can only have once
5th crown of madness, hold person instance of this spell active at a time. When a creature makes
a saving throw to resist the spell, you can expend a use of
9th hypnotic pattern, slow your Marionette Strings to impose disadvantage.
13th dominate beast, grasping vine Once you cast Irresistible Dance in this way, you must
finish a long rest before you can do so again, or expend a use
17th dominate person, hold monster of your Marionette Strings ability to use this ability again.
Alternate Alchemist
Alchemy is a delicate art, tip the ratio of ingredients too far
out of line and the effects could be disastrous. Those that
study the magic of arcane potions and brews are known as
Alchemists. They are experts at combining exotic reagents
to produce a variety of materials and effects. From healing
droughts that can mend a wound in moments, to sticky goo
that explodes when it comes in contact with open flame.
With careful preparation, and a bit of luck, Alchemists are
masters of both giving life and leeching it away.
Artist Credits:
Covers - Eric Dechamps - Weaponsmith
Page 1 - Johannes Voss - Gift of Orzhova
Page 2 - Anna Podedworna - Strixhaven
Page 3 - Willian Murai - Master Biomancer
Page 4 - Dmitry Burmak - Izzet Locket
Page 5 - Dmitri Burmak - Thunder Conductor
Page 6 - Dmitri Burmak - Bag of Holding
Page 7 - Ben Maier - Ondu War Cleric
Page 8 - Ben Maier - Universal Automaton
Page 9 - Grafit Studios - Prismatic Strands
Page 10 - Svetlin Velinov - Izzet Chemister