Spellcasting
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an “M” component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list.
When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Cantrips
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Atificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

Unless an infusion’s description says otherwise, you can’t learn the infusion more than once.

Armor of Magical Strength (UA) Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.
The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.

Armor of Tools (UA)
Item: A suit of armor
As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

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 unoccupied space 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 (UA)
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.

Mind Sharpener (UA)
Item: A suit of armor or robes (requires attunement)
The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.

Radiant Weapon
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. 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
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (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.

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 5 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 (UA)
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 maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again till the next dawn

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.

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
Armblade (Eberron: Rising from the Last War) Yes
Bag of holding No
Cap of water breathing No
Goggles of night No
Prosthetic limb (Eberron: Rising from the Last War) Yes
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 No
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
Wand sheath (Eberron: Rising from the Last War) Yes
Replicable Magic Items (10th-level artificer)
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
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 lung (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

Prerequisite: 6th-level artificer
Item: A gem worth at least 100 gp or a dragonshard
You learn intricate methords 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' 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.

In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

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

Homunculus Servant
Tiny construct neutral
Armor Class 13 (natural armor) Hit Points equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class
Speed 20 ft., fly 30 ft.
STR 4 (−3) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 7 (−2)
Saving Throws Dex +1 Skills Perception +4, Stealth +4
Damage Immunities poison Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft passive Perception 14
Languages understands the languages you speak

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

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its attack (below).

Actions (Require Your Bonus Action) Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 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.

Title

  • Prerequisite: 11th Level
    • You gain a flying speed of 20 feet for 1 hour.
    • Side Effect You gain disadvantage on Strength and Dexterity ability checks for 1 hour.

Alluring

  • Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.
  • Side Effect: You gain disadvantage on initiative rolls.

Celerity

  • Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).
  • Side Effect: You gain disadvantage on Wisdom saving throws.

Conversant

  • You gain advantage on Intelligence ability checks.
  • Side Effect: You gain disadvantage on Wisdom ability checks.

Cruelty

  • Prerequisite: 11th level
    • When you use the Attack action, you can make an additional weapon attack as a bonus action.
    • Side Effect: You gain disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Deftness

  • You gain advantage on Dexterity ability checks
  • Side Effect: You gain disadvantage on Wisdom ability checks.

Embers

  • You gain resistance to fire damage.
  • Side Effect: You gain vulnerability to cold damage.

Gelid

  • You gain resistance to cold damage.
  • Side Effect: You gain vulnerability to fire damage.

Impermeable

  • You gain resistance to piercing damage.
  • Side Effect: You gain vulnerability to slashing damage.

Mobile

  • You are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
  • Side Effect: You gain disadvantage on Strength ability checks.

Nighteye

  • You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
  • Side Effect: You gain sunlight sensitivity (detailed in the Dark Elf section on page 24 in the Player’s Handbook).

Percipient

  • You gain advantage on Wisdom ability checks.
  • Side Effect: You gain disadvantage on Charisma ability checks.

Potency

  • Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).
  • Side Effect: You have disadvantage on Dexterity saving throws.

Precision

  • Prerequisite: 11th level
    • Your weapon attacks score a critical hit on a roll of 19-20.
    • Side Effect: You gain disadvantage on Strength saving throws.

Rapidity

  • Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.
  • Side Effect: You gain disadvantage on Intelligence ability checks.

Reconstruction

  • Prerequisite: 7th level
    • For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point but no more than half of your hit points left.
    • Side Effect: Your speed decreases by 10 ft for 1 hour.

Sagacity

  • Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).
  • Side Effect: You gain disadvantage on Charisma saving throws.

Shielded

  • You gain resistance to slashing damage.
  • Side Effect: You gain vulnerability to bludgeoning damage.

Unbreakable

  • You gain resistance to bludgeoning damage.
  • Side Effect: You gain vulnerability to piercing damage.

Vermillion

  • You gain an additional use of your Blood Maledict feature.
  • Side Effect: You gain disadvantage on death saving throws.

Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Manoeuvres. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice:
You have four (+1 from Feat) superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level

  • Level 1 Fighter: +4 Superiority Dice
  • Racial Feat: +1
  • Level 4 Feat: +1
  • Level 7 Fighter: +1
  • Level 1 Rogue: Dice = Twice Proficiency Bonus (+10)

Technique Save DC:
Base 8 + Proficiency 4 + Dexterity4 (DC = 16)
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Battle Techniques

  • Disarming Attack
    • When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Trip Attack
    • When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
  • Snipe
    • As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.
  • Feinting Attack
    • You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
  • Riposte
    • When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Psi-Bolstered Knack When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Applying a Tattoo
In order to apply a tattoo, there must first be room to draw it into the skin. Every tattoo has a size and location. The size of the tattoo scales with the size of the creature. Because of this, a Large chest tattoo would take up the same space on a human, a halfling, or a giant, as the size of the tattoo stays proportional to the size of the creature it is applied to.

Characters are limited by the amount of available space on their body. The creature must wait one month between each tattoo to properly let the magic of the ink to set and bind to the flesh

The following rules apply for Magic tattoos

  • A magic tattoo counts as an attuned item weather the original effected needed attunement or not.
  • Magic tattoos take time to properly apply.
  • Magic tattoos cannot be removed without costly and lengthy consequences.
  • A magic item or spell scroll being converted into a magic tattoo will be destroyed upon completion. Spells still require spell slots to cast but do not require their components or a spell casting focus.
    • Note, Not all spells/items can be converted into tattoos, Think logically and ask your DM before applying.

Available space

Body Part Number of Tattoos
Head 1 Medium, or 2 Small
Chest 1 Large, or 2 Medium, or 4 Small
Back 1 Large, or 2 Medium, or 4 Small
Arm or Wing 1 Medium and 1 Small, or 3 Small
Leg or Tail 1 Medium and 1 Small, or 3 Small

The Artist's Sketchbook
When an artist first gains proficiency with tattooist’s tools, their teacher gives them a sketchbook containing designs for a number of Simple or Average tattoos equal to 5 + their Intelligence modifier.
The sketchbook is a unique compilation of designs, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that they received as a gift from their teacher, a finely bound gilt-edged tome they found in an ancient library, or even a loose collection of notes scrounged together after they lost their previous sketchbook in a mishap.

Discovering new templates
Most examples of tattoo templates are exceedingly rare and either well-hidden or carefully guarded, as existing tattoos are either culturally significant or highly prized by their current owners. In rare cases, ancient tattoo templates may be found in such areas as ancient temple walls or found carved into totems. The most common way to learn a new template is to copy it from a tattooed person. Copying the design of a tattoo from another body requires the tattooist make an Intelligence check. The DC is determined by the condition of the body:

Condition of Subject DC
Living, willing or unconscious 5
Dead, for less than a week 10
Living, unwilling or restrained 15
Dead, for one week or more 20
Dead, tattoo design is not intact 25

The size and intricacy of tattoos will determine the amount of resources needed to copy the tattoo. An artist will need to spend 2 hours and 50 gp to copy a design into their sketchbook. This amount increases by 2 hours and gp for each size and intricacy level, to a maximum of 10 hours and 250 gp for a Large Ornate tattoo. Once a tattoo is copied into a sketchbook, a template may then be created. Creating a template costs the same amount, in time and materials, as copying the design in the first place, and each template may be used only once.

Copying your sketchbook
Artists can copy a design from their own sketchbook into another book – for example, if they want to make a backup copy of their sketchbook. This is just like copying a new template, but faster and easier, since they understand their own notation and already know how to apply the tattoo. They need spend only 1 hour and 10 gp for each size and intricacy level of the tattoo. If the sketchbook is lost, they can use the same procedure to transcribe the designs that they can remember (an amount equal to their Intelligence (History) modifier, minimum of 0) into a new sketchbook. Filling out the remainder of the sketchbook requires them to find new templates to copy, as normal. For this reason, many artists keep backup sketchbooks in a safe place.

Total Marks avalible
4 total (Feat=2, Level 5=1, Level 10=1)

Body Map

Tattoo of Flame

  • Location:
  • Ink Used:
  • Cost:
  • Date/Time:

Scar of Bravery

  • Location:
  • Ink Used:
  • Cost:
  • Date/Time:
  • character/cinder/spells.txt
  • Last modified: 9 days ago
  • by Cinder