Armor Proficiencies:
Light armor, medium armor, shields
Weapon Proficiencies:
Simple weapons, hand crossbows, firearms, heavy crossbows
Tool Proficiencies:
Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice.
Skill Proficiencies:
Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Magical Tinkering: (Level 1)
At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the magical properties of your choice below.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
(Level 1)
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
(Level 1)
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
(Level 1)
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
(Level 1)
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
Infuse Item: (Level 2)
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known: (Level 2)
When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item: (Level 2)
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement(see “Attunement” in the Dungeon Master’s Guide, page 136).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time.If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Artificer Specialist: (Level 3)
At 3rd level, you choose the type of specialist you are: Alchemist, Archivist, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level.
Tool Expertise: (Level 3)
Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Ability Score Improvement: (Level 4)
When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
(Level 8)
When you reach 8th level, get another Ability Score Improvement.
(Level 12)
When you reach 12th level, get another Ability Score Improvement.
(Level 16)
When you reach 16th level, get another Ability Score Improvement.
(Level 19)
When you reach 19th level, get another Ability Score Improvement.
Arcane Armament: (Level 5)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.
The Right Cantrip for the Job: (Level 10)
At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest,you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Spell-Storing Item: (Level 18)
When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it,choosing one 1st-or 2nd-level spell from the artificer spell list that requires 1action to cast(you don’t need to have the spell prepared). With the object in hand,a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier.
The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.
Soul of Artifice: (Level 20)
At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
Skills:
Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.
Modifiers
armor_proficiency: light
armor_proficiency: medium
armor_proficiency: shield
weapon_proficiency: simple
weapon_proficiency: 35
weapon_proficiency: 34
weapon_proficiency: 45
weapon_proficiency: 49
weapon_proficiency: 50
item_proficiency: 168
item_proficiency: 184
Sub Class
Archivist
Tools of the Trade: (Level 3)
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Proficiencies: You gain proficiency with calligrapher’s supplies and the forgery kit, assuming you don’t already have them. You also gain calligrapher’s supplies and a forgery kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Crafting: If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much ofthe usual gold.
Archivist Spells: (Level 3)
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Spells at 3rd level: (Level 3)
comprehend languages, dissonant whispers
Spells at 5th level: (Level 5)
detect thoughts, locate object
Spells at 9th level: (Level 9)
hypnotic pattern, tongues
Spells at 13th level: (Level 13)
locate creature, phantasmal killer
Spells at 17th level: (Level 17)
legend lore, modify memory
Artificial Mind: (Level 3)
At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.
The magic item has the following properties.
Telepathic Advisor: The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item’s main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind’s knowledge.
Manifest Mind: As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object’s main material.
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (as if concentrating on a spell).
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.
When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.
Information Overload: As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.
Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.
Animal {parchment, leather, bone} -- Animal Handling, Insight, Medicine, Perception, Survival -- A beast or a humanoid visage with antlers
Mineral {glass, stone, metal} -- Deception, Intimidation, Performance, Persuasion -- A robotic or golem-like face
Plant {paper, wood} -- Arcana, History, Investigation, Nature, Religion -- A bespectacled visage or a treant
Mind Network: (Level 6)
At 6th level, you’ve learned how to use your artifices to access minds, both to communicate and to harm.
Magical Telephony: While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.
Psychic Damage: When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).
Pure Information: (Level 14)
At 14th level, your Artificial Mind is able to receive and transmit more information than ever before.
Mind Overload: When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.
Infoportation: As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.
You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.