Artificer

Artificer Leveling Table

Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting - - 2 2 - - - -
2nd +2 Infuse Item 4 2 2 2 - - - -
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3 - - - -
4th +2 Ability Score Improvement 4 2 2 3 - - - -
5th +3 Artificer Specialist Feature 4 2 2 4 2 - - -
6th +3 Tool Expertise 6 3 2 4 2 - - -
7th +3 Flash of Genius 6 3 2 4 3 - - -
8th +3 Ability Score Improvement 6 3 2 4 3 - - -
9th +4 Artificer Specialist Feature 6 3 2 4 3 2 - -
10th +4 Magic Item Adept 8 4 3 4 3 2 - -
11th +4 Spell-Storing item 8 4 3 4 3 3 - -
12th +4 Ability Score Improvement 8 4 3 4 3 3 - -
13th +5 - 8 4 3 4 3 3 1 -
14th +5 Magic Item Savant 10 5 4 4 3 3 1 -
15th +5 Artificer Specialist Feature 10 5 4 4 3 3 2 -
16th +5 Ability Score Improvement 10 5 4 4 3 3 2 -
17th +6 - 10 5 4 4 3 3 3 1
18th +6 Magic item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

Basic Features

Hit Points

Proficiencies

Equipment

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 ×10 gp to buy your equipment.

Magical Tinkering

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 following magical properties of your choice:

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.

Spellcasting

1st level

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.

Infuse Item

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.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

The wearer of this armor gains these benefits:

  • The wearer’s walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches.
  • The armor can’t be removed against the wearer’s will.
  • If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Armor of Magical Strength

Item: A suit of armor (requires attunement)

This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Boots of the Winding Path

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

While wearing these boots,a creature can teleport up to 15 feet as a bonus action to an unoccupiedspace the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus

Item: A rod, staff or wand (requires attunement)

While holding this item, a creature gains +1 bonus to spell attack rolls. in addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing(armor) or wielding(shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Helm of Awareness

Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Homunculus Servant

Item: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

Homunculus
Tiny construct, neutral

Armor Class 13 (natural armor)
Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
Speed 20 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
4 (-3)
15 (+2)
12 (+1)
10 (+0)
10 (+0)
7 (-2)

Saving Throws Dex +2 plus PB
Skills Perception +0 plus PB × 2, Stealth +2 plus PB
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak
Challenge - Proficiency Bonus (PB) equals your bonus

Evasion.If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Actions


Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

Reactions


Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Radiant Weapon

Prerequisite:6th-levelartificer
Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item

Prerequisite: See below

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

Replicable Magic Items (2nd level Artificer)
  • Alchemy Jug (Attunement: No)
  • Bag of holding (Attunement: No)
  • Cap of water breathing (Attunement: No)
  • Goggles of night (Attunement: No)
  • Rope of climbing (Attunement: No)
  • Sending stones (Attunement: No)
  • Wand of magic detection (Attunement: No)
  • Wand of secrets (Attunement: No)
Replicable Magic Items (6th-Level Artificer)
  • Boots of elvenkind (Attunement: No)
  • Cloak of elvenkind (Attunement: No)
  • Cloak of the manta ray (Attunement: No)
  • Eyes of charming (Attunement: Yes)
  • Gloves of thievery (Attunement: No)
  • Lantern of revealing (Attunement: No)
  • Pipes of haunting (Attunement: No)
  • Ring of water walking (Attunement: No)
Replicable Magic Items (10th-Level Artificer)
  • Boots of striding and springing (Attunement: Yes)
  • Boots of the winterlands (Attunement: Yes)
  • Bracers of archery (Attunement: Yes)
  • Brooch of shielding (Attunement: Yes)
  • Cloak of protection (Attunement: Yes)
  • Eyes of the eagle (Attunement: Yes)
  • Gauntlets of ogre power (Attunement: Yes)
  • Gloves of missile snaring (Attunement: Yes)
  • Gloves of swimming and climbing (Attunement: Yes)
  • Hat of disguise (Attunement: Yes)
  • Headband of intellect (Attunement: Yes)
  • Helm of telepathy (Attunement: Yes)
  • Medallion of thoughts (Attunement: Yes)
  • Necklace of adaptation (Attunement: Yes)
  • Periapt of wound closure (Attunement: Yes)
  • Pipes of the sewers (Attunement: Yes)
  • Quiver of Ehlonna (Attunement: No)
  • Ring of jumping (Attunement: Yes)
  • Ring of mind shielding (Attunement: Yes)
  • Slippers of spider climbing (Attunement: Yes)
  • Winged boots (Attunement: Yes)
Replicable Magic Items (14th-Level Artificer)
  • Amulet of health (Attunement: Yes)
  • Belt of hill giant strength (Attunement: Yes)
  • Boots of levitation (Attunement: Yes)
  • Boots of speed (Attunement: Yes)
  • Bracers of defense (Attunement: Yes)
  • Cloak of the bat (Attunement: Yes)
  • Dimensional shackles (Attunement: No)
  • Gem of seeing (Attunement: Yes)
  • Horn of blasting (Attunement: No)
  • Ring of free action (Attunement: Yes)
  • Ring of protection (Attunement: Yes)
  • Ring of the ram (Attunement: Yes)

Repulsion Shield

Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

Prerequisite:6th-level artificer
Item: A suit of armor(requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Spell-Refueling Ring

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

Artificer Specialist

3rd, 6th, 9th and 14th level

You choose the type of specialist you are. Your choice grants you features depending on your level. The following types of Specialists are available:

Tool Proficiency

3rd level

You gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Alchemist Spells

3rd, 5th, 9th, 13th and 17th level

You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells
Artificer Level Spell
3rd Healing Word, Ray of Sickness
5th Flaming Sphere, Melf's Acid Arrow
9th Gaseous Form, Mass Healing Word
13th Blight, Death Ward
17th Cloudkill, Raise Dead

Experimental Elixir

3rd level

Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

d6Effect
1Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savant

5th level

You develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Restorative Reagents

9th level

You can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

15th level

You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell ,and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Gun Smith

3rd level

You gain proficiency with hand crossbows. You also gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Arcane Pistoleer Spells

3rd, 5th, 9th, 13th and 17th level

You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Pistoleer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell
3rdCompelled Duel, Ice Knife
5thDust Devil, Find Steed
9thConjure Barrage, Lightning Arrow
13thLocate Creature, Dominate Beast
17thConjure Volley, Swift Quiver

Arcane Pistol

3rd level

You know how to create a pistol out of metal. During 1 day of downtime using smith's tools you can spend time and material worth 75gp to craft a pistol body. When you finish a long rest, you can etch special sigils into the pistol body using smith's tools and therby turn it into your functional Arcane Pistol. The sigils disappear from the object if you later etch them on a different item. The sigils otherwise last indefinitely.

The Arcane Pistol counts as a hand crossbow without the loading property, but only you are proficient with it. It counts as magical and you can use it as your spellcasting focus. You can create its ammunition during a short rest using 1gp worth of metal creating 20 bullets. Those bullets count as bolts for spells.

Arcane Bullets

3rd level

When you hit a creature with an attack made with your Arcane Pistol, you can expend one spell slot to deal fire, cold or lightning damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell-level higher than 1st, to a maximum of 6d6.

Extra Attack

5th level

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

Improved Bullets

9th level

The damage of your Arcane Bullets is increased by 1d6 and they gain additional effects depending on the damage type. The attack needs to hit for this effect to trigger.

  • Fire. Each creature in a 5-foot radius around the target (excluding the orginal target of the attack) must make a Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
  • Cold. The target must make a Strength saving throw or its speed is halfed until the end of your next turn.
  • Lightning. The target must make a Constitution saving throw or become blinded until the end of your next turn.

It's High Noon

15th level

You can use your action to make a ranged attack against up to 6 different creatures within range of your Arcane Pistol. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You only need to use one spell slot for Arcane Bullets to affect all attacks made with this action.

Once you use this feature you can't use it again until you finish a long rest.

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Tools of the Trade

3rd level

You gain proficiency with heavy armor. You alsogain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Armorer Spells

3rd, 5th, 9th, 13th and 17th level

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

Artificer Level Spell
3rdMagic Missile, Thunderwave
5thMirror Image, Shatter
9thHypnotic Pattern, Lightning Bolt
13thFire Shield, Greater Invisibility
17thPasswall, Wall Of Force

Arcane Armor

3rd level

Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of armor you are wearing into Arcane armor, provided you have smith’s tools in hand. The armor continues to be power armor until you doff it, you don another suit of armor, or you die.

You gain the following benefits while wearing the Arcane armor:

  • If the armor normally has a Strength requirement, the Arcane armor lacks this requirement for you.
  • You can use the Arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action.

Armor Model

3rd level

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

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

You can change your Arcane armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.

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

  • Thunder Gauntlets.Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field.As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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

  • Lightning Launcher.A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that targe
  • Powered Steps.Your walking speed increases by 5 feet.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Extra Attack

5th level

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

Armor Modifications

9th level

You learn how to use your artificer infusions to specially modify the armor enhanced by your Arcane Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and the armor’s special weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane armor.

Perfected Armor

15th level

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

Guardian. Tinkering with your armor's energy system leads you to discover a powerful pullingforce. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Tool Proficiency

3rd level

You gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artillerist Spells

3rd, 5th, 9th, 13th and 17th level

You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell
3rdShield, Thunderwave
5thScorching Ray, Shatter
9thFireball, Wind Wall
13thIce Storm, Wall Of Fire
17thCone Of Cold, Wall Of Force

Eldritch Cannon

3rd level

You learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

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

CannonActivation
FlamethrowerThe cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force BallistaMake a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
ProtectorThe cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Firearm

5th level

You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarvers' tools to carve special sigils into a wand, staff or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Explosive Cannon

9th level

Every eldritch cannon you create is more destructive:

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

15th level

You’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Tool Proficiency

3rd level

You gain proficiency with smith's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Battle Smith Spells

3rd, 5th, 9th, 13th and 17th level

You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

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

Battle Ready

3rd level

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

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

3rd level

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

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on the defender, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.

Steel Defender
Medium construct, neutral

Armor Class 15 (natural armor)
Hit Points equal to steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
14 (+2)
4 (-4)
10 (+0)
6 (-2)

Saving Throws Dex +1+PB, Con +2+PB
Skills Athletics +2+PB, Perception +0+PB*2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak
Challenge - Proficiency Bonus (PB) equals your bonus

Vigilant. The steel defender can’t be surprised.

Actions


Force-Empowered Rend. Melee Weapon Attack:your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction


Deflect Attack The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Extra Attack

5th level

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

Arcane Jolt

9th level

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

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Defender

15th level

Your Arcane jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

The Right Tool for the Job

3rd level

You learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

4th, 8th, 12th, 16th, and 19th level

You can 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.

Tool Expertise

6th level

Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

7th level

You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

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

Magic Item Adept

10th level

You achieve a profound understanding of how to use and make magic items:

Spell-Storing Item

11th level

You learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't to have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it using your spellcasting ability modifier. If the spell requires concentration, that creature must concentrate.

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 to store a spell in an object.

Magic Item Savant

14th level

Your skill with magic items deepens more:

Magic Item Master

18th level

You can attune up to six magic items at once.

Soul of Artifice

20th level

You develop a mystical connection to your magic items, which you can draw on for protection: