Base Class: Rogue
You focus all of your training into creating small magic items, unlike the edgy folk, over at Assassin. Those who adhere to this archetype are just nerds who wanna build stuff. Build, smack, build more, and smack more help you eliminate your foes with magical toys.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with Tinker's tools and Smith's tools.
Magical Tinkering
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or 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 object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
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.
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.
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.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this 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.
Arcane Infusions
Beginning at 3rd level you gain the ability to make Arcane Infusions. Arcane Infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement. When you gain this feature pick two arcane infusions from the Artificer infusions list, you can learn these two infusions.
You learn infusions equal to half the infusions known on the artificer table at your level.
Your maximum amount of Infused items stays the same as if you were an artificer of equal level.
Some infusions specify a minimum artificer level. Your artificer level from this subclass is equal to half your rogue level rounded down.
Replicate Magic Item
At 9th level you learn the ability to replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
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.
If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
| Replicable Magic Items (2nd-Level Artificer) | |
|---|---|
| Magic Item | Attunement |
| Alchemy Jug | No |
| Bag of Holding | No |
| Cap of Water Breathing | No |
| Goggles of Night | No |
| Rope of Climbing | No |
| Sending Stones | No |
| Wand of Magic Detection | No |
| Wand of Secrets | No |
| Replicable Magic Items (6th-Level Artificer) | |
|---|---|
| Magic Item | Attunement |
| Boots of Elvenkind | No |
| Cloak of Elvenkind | Yes |
| Cloak of the Manta Ray | No |
| Eyes of Charming | Yes |
| Gloves of Thievery | No |
| Lantern of Revealing | No |
| Pipes of Haunting | No |
| Ring of Water Walking | No |
| Replicable Magic Items (10th-level artificer) | |
|---|---|
| Magic Item | Attunement |
| Boots of Striding and Springing | Yes |
| Boots of the Winterlands | Yes |
| Bracers of Archery | Yes |
| Brooch of Shielding | Yes |
| Cloak of Protection | Yes |
| Eyes of the Eagle | Yes |
| Gauntlets of Ogre Power | Yes |
| Gloves of Missile Snaring | Yes |
| Gloves of Swimming and Climbing | Yes |
| Hat of Disguise | Yes |
| Headband of Intellect | Yes |
| Helm of Telepathy | Yes |
| Medallion of Thoughts | Yes |
| Necklace of Adaptation | Yes |
| Periapt of Wound Closure | Yes |
| Pipes of the Sewers | Yes |
| Quiver of Ehlonna | No |
| Ring of Jumping | Yes |
| Ring of Mind Shielding | Yes |
| Slippers of Spider Climbing | Yes |
| Ventilating Lungs (Eberron: Rising from the Last War) | Yes |
| Winged Boots | Yes |
| Replicable Magic Items (14th-level artificer) | |
|---|---|
| Magic Item | Attunement |
| Amulet of Health | Yes |
| Arcane Propulsion Arm (Eberron: Rising from the Last War) | Yes |
| Belt of Hill Giant Strength | Yes |
| Boots of Levitation | Yes |
| Boots of Speed | Yes |
| Bracers of Defense | Yes |
| Cloak of the Bat | Yes |
| Dimensional Shackles | No |
| Gem of Seeing | Yes |
| Horn of Blasting | No |
| Ring of Free Action | Yes |
| Ring of Protection | Yes |
| Ring of the Ram | Yes |
Magic Item Adept
When you reach 13th level, you achieve a profound understanding of how to use and make magic items:
- You can attune to up to four magic items at once.
- If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Magic Item Savant
At 17th level, your skill with magic items deepens more:
- You can attune to up to five magic items at once.
- You ignore all class, race, spell and level requirements on attuning to or using a magic item.
Previous Versions
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