Base Class: Artificer
Armamentology Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armamentology Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Armamentology Spells
|
Artificer Level |
Spell |
|
3rd |
shield, (thunderous smite or Hunter’s Mark) |
|
5th |
misty step, warding bond |
|
9th |
counterspell, thunder step |
|
13th |
dimension door, (staggering smite or Cone of Wind) |
|
17th |
circle of power, (steel wind strike or conjure volley) |
Tool Proficiency
When you adopt this specialization at 3rd level, you 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.
Armamentology Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armamentology Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Armamentology Spells
|
Artificer Level |
Spell |
|
3rd |
shield, (thunderous smite or Hunter’s Mark) |
|
5th |
misty step, warding bond |
|
9th |
counterspell, thunder step |
|
13th |
dimension door, (staggering smite or Cone of Wind) |
|
17th |
circle of power, (steel wind strike or conjure volley) |
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
• Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
• Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
• Defense
While you are wearing armor, you gain a +1 bonus to AC.
• Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
• Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
• Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
• Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
• Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
• Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
• Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
• Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Arcane Defender
When you reach 3rd level, through your tinkering with magical items you have learned to prepare a weapon with arcane magic, and instantly appear in defense of your allies. You gain the following features:
- Signature Weapon. At the end of a long rest, choose a magic weapon you are holding. You are proficient with this weapon, and can use it as a spellcasting focus for your artificer spells. When you attack with your signature weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. In addition, when you choose a signature weapon, choose one of the following cantrips: blade ward, booming blade, cobra shot, crimson arrow, explosive shot, freezing shot, green-flame blade, Arcing Weapon, vampiric weapon, stone weapon, caustic weapon, multi-shot, sehanine’s bow or sword burst. While wielding this weapon, you can cast the chosen cantrip at will. This spell counts as an artificer spell for you, but it doesn't count against the number of cantrips you know.
- Translocation Aegis. As part of your infusion process, you attach a small translocation device to the item. When an ally you can see within 30 feet of you that is wielding at least one of your infused items is hit with an attack, you can use your reaction to protect them. When you do so, the damage they take is reduced by an amount equal to half your artificer level (rounded up). As part of the same reaction, you may choose to teleport up to 30 feet to an unoccupied space you can see within 5 feet of the attacker, and make one weapon attack against them. 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.
Combat Mage
At 5th level, you have the ability to weave weapon strikes between spell casting seamlessly. When you cast a cantrip with your action, you can make one weapon attack as a bonus action.
Spell-Charged Weapon
At 9th level, you learn to bind even more powerful spells into your signature weapon.
Choose one spell from the following list: blight, fireball, lightning bolt, erupting earth, or tidal wave. You may choose a different spell when you gain a level in this class.
As an action, you can imbue your signature weapon with this spell, then make a single attack with that weapon. If the attack misses, the spell has no effect. If the attack hits, the target takes the weapon’s damage and is subject to the effects of the spell. If this spell affects an area, the area originates from the target of the weapon attack, and you automatically succeed any saving throw against it.
Once you use this ability, you cannot do so again until you finish a long rest.
Enhanced Combat Mage
When you reach 15th level, your battle experience has improved your capabilities in several ways:
- When you cast an artificer spell with your action, you can make one weapon attack as a bonus action.
- When you hit a creature with the attack from your spell-charged weapon feature, they have disadvantage on the saving throw against that feature.
- When you roll initiative and have no uses of your Translocation Aegis feature left, you regain one use of that feature. In addition, the teleportation distance of this feature is increased to 60 feet.







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