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Artificer Specialties & Infusion Options _ GM Binder

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Published by Chara, 2021-01-19 21:47:00

Artificer Specialties & Infusion Options _ GM Binder

Artificer Specialties & Infusion Options _ GM Binder

Artificer Specialties

Artificer Specialty Flying Machine

At 3rd level, an artificer gains the artificer specialty feature. Upon reaching 3rd level, your experiments with flight have
The following options are available to an artificer, in addition paid off. At the end of a long rest, as long as you have access
to the options in Tasha's Cauldron of Everything; Aeronaut, to your woodcarver's tools, you can construct a flying
Archivist, Composer, Dungeoneer, and Forgewright. machine, choosing its appearance. Your flying machine is a
magical item that requires attunement and can be used as a
Aeronaut spellcasting focus for your artificer spells. It is constructed to
One of the most dangerous obsessions an artificer can fit your size, and It can be worn over normal clothing and
pursue has always been mechanical flight. Many strive for light or medium armor. You must spend time during each
this lofty goal, and all but the most dedicated, and often the long rest maintaining your flying machine with woodcarver's
most foolhardy, artificers fail in their pursuits. Experiments tools. If you do not, your flying machine ceases to function.
that end in disastrous explosions, catastrophic falls from the
sky, and deadly malfunctions are not out of the norm for an While you have your flying machine equipped and attuned,
Aeronaut perfecting their mechanical flying machine. you gain a 15 foot flying speed. This flying speed does not
stack with flying speeds gained from other features or spells.
You constantly strive to achieve the lofty goal of every
Aeronaut, the creation of an arcane flying machine. At certain artificer levels, this flying speed increases: to 20
feet at 5th level, 30 feet at 9th level, and 60 feet at 15th level.
Aeronaut Features
Airborne Assault
Artificer Level Spell
Your flying machine allows you to attack from unorthodox
3rd Tools of the Trade, Aeronaut Spells positions to inflict more damage. Starting at 5th level, when
Flying Machine you have your flying machine equipped and are at least 5 feet
off the ground, your attacks deal an additional 1d8 damage.
5th Airborne Assault At 15th level, the bonus damage increases to 2d8.

9th Aerial Maneuvers In addition, if you become prone or restrained while flying
with your flying machine, you remain in place in the air. If you
15th Master Aeronaut are incapacitated, you fall at a rate of 10 feet per round.

Tools of the Trade Aerial Maneuvers

When you adopt this specialization at 3rd level, you gain You have greatly improved the maneuverability of your flying
proficiency with woodcarver's tools. If you are already machine. Beginning at 9th level, you can use the Dash action
proficient with woodcarver's tools you instead gain as a bonus action on your turn. You can dash in this way a
proficiency with one type of artisan's tools of your choice. number of times equal to your proficiency bonus, and regain
all expended uses when you finish a long rest.
Aeronaut Spells
In addition, while you have your flying machine equipped,
Artificer Level Spell you gain a bonus to your Dexterity ability checks and saving
throws equal to your Intelligence modifier (minimum of 1).
3rd feather fall, zephyr strike
Master Aeronaut
5th dust devil, warding wind
Upon reaching 15th level, become an Aeronautical expert. If
9th fly, wind wall have your flying machine equipped and you are subjected to
an effect that allows you to make a Dexterity saving throw to
13th death ward, summon elemental (air) take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you fail.
17th control winds, steel wind strike

Archivist
For centuries chroniclers and librarians have sought the best
way to store vast troves of information. While most were
satisfied with scrolls, tomes, and books, the first archivists
strove for something greater, storing libraries worth of
information in one solitary object, and created the first
artificial minds. As an archivist, you are on the cutting edge of
arcane advancement. Like all new breakthroughs, you must
be careful with who you allow to witness this ability. How will
you use your fringe ability to create artificial intelligence?

Archivist Features

Artificer Level Spell

3rd Tools of the Trade, Artificial Mind,
Archivist Spells

5th Acute Overload

9th Improved Consciousness

15th Master Archivist

Tools of the Trade

When you adopt this specialization at 3rd level, you gain
proficiency with calligrapher's supplies. If you already have
proficiency with calligrapher's supplies you gain proficiency
with another type of artisan's tools of your choice.

Artificial Mind Archivist Spells

Starting at 3rd level, you can awaken artificial minds. At the Artificer Level Spell
end of each long rest, you can touch a Tiny nonmagical object 3rd comprehend languages, dissonant whispers
with calligrapher's supplies, awakening a mind within. While 5th detect thoughts, mind spike
the mind is inside it, the object is a magic item that requires 9th hypnotic pattern, tongues
attunement, and you can use it as a spellcasting focus. If you 13th locate creature, phantasmal killer
rouse an artificial mind while you already have one from this 17th modify memory, synaptic static
feature, the mind transfers to the new object. While attuned
to the mind, you gain the following features: Acute Overload

Information Overload. Your artificial mind can overload Starting at 5th level, when you deal psychic damage to a
the minds of your enemies with information. As an action, creature you gain a bonus to the damage roll equal to your
you can force a creature that you can see within 30 feet to Intelligence modifier (minimum of +1).
make an Intelligence saving throw. On a failed save, it takes
1d8 psychic damage and disadvantage on the next attack roll In addition, you can expend a spell slot to increase the
it makes before the start of your next turn. The damage of psychic damage dealt by your Information Overload feature.
this feature increases as you gain levels in this class: to 2d8 The damage increases by 2d8 for a 1st-level spell slot, and an
at 5th level, 3d8 at 11th, and 4d8 at 17th level. additional 1d8 for each spell level higher than 1st-level.

Magical Telephony. You can communicate telepathically Improved Consciousness
with any creature carrying one of your infused items within a
1-mile radius. The creature can respond telepathically. The cognitive abilities of the artificial mind have grown and it
can aid you in spellcasting. Starting at 9th level, when you are
Skill Proficiencies. You gain proficiency in two skills from forced to make a Constitution saving throw to maintain
the respective column on the table below. The material of the concentration on a spell, you gain a bonus to the saving throw
object that houses your artificial mind determines the skills equal to your Intelligence modifier (minimum of +1).
you choose from, as its nature affects its innate knowledge.
Master Archivist
Material Examples Skill Proficiencies
Animal parchment, Animal Handling, Insight Upon reaching 15th level you have attained the peak of
Mineral leather, bone archival expertise. As an action on your turn, you can turn
gems, glass, Perception, Survival into pure information and teleport to an unoccupied space
metal, stone Deception, Intimidation within 60 feet that you can see, or to an unoccupied space
Performance, Persuasion within 5 feet of an object bearing one of your infusions.
Plant paper, wood
Arcana, History
Nature, Religion

Composer Musical Apparatus
Behind every great musician, every standing ovation, every
sold out concert, there is someone who put quill to Starting at 3rd level, you construct a completely unique
parchment and penned the notes. These great minds are musical instrument of your own design. You are proficient
known as composers. Unlike other bards and entertainers, and with this instrument and it can be used as a spellcasting
composers take a more mathematical and cerebral approach focus by you. Whenever you make skill check with this
to music and song. They are masters of patterns that go apparatus you can add double your proficiency bonus to the
unnoticed, and when they apply their analytical minds to a roll. If it is destroyed, you can construct a new musical
problem it is only a matter of time before they find a solution. apparatus with your smith's tools at the end of a long rest.

Composer Features You can only maintain one musical apparatus at a time,
and if you create a new one, your previous musical apparatus
Artificer Level Spell falls into disrepair and becomes unusable.

3rd Tools of the Trade, Composer Spells Your musical apparatus can also be weaponized depending
Musical Apparatus on its design. At the end of each long rest, you can choose
one of the following options for your musical apparatus:
5th Thunderous Note
Raucous Blast. Your apparatus can assault creatures with
9th Resonant Frequency a blast of painful sound. As an action, make a spell attack
against a creature within 60 feet that can hear you. On hit the
15th Master Composer creature takes 1d8thunder damage and is deafened until the
start of your next turn. The damage increases by 1d8 at 5th-
Tools of the Trade level (2d8), and again at 11th-level (3d8), and 17th-level (4d8).

When you adopt the composer specialty at 3rd level, you gain Ringing Strike. Your apparatus is a simple weapon with
proficiency with smith's tools and one instrument of your the versatile property, and it deals 1d8 (1d10) bludgeoning
choice. If you already proficient with smith's tools, you gain damage on hit. You are considered proficient with it, and you
proficiency with another set of artisan's tools of your choice. can use your Intelligence, in place of Strength, for attack and
damage rolls. In addition, you can cast the booming blade
At the end of a long rest, you can switch the instrument spell as long as your apparatus is the material component.
proficiency you gained from this feature with another
instrument, provided you have the new instrument available. Thunderous Note

Composer Spells Starting at 5th level, when you deal thunder damage to a
creature you gain a bonus to the damage roll equal to your
Artificer Level Spell Intelligence modifier (minimum of 1).

3rd charm person, thunderwave In addition, when you attack with your musical apparatus,
you can expend a spell slot to knock the target back. The
5th shatter, silence creature is knocked back 10 feet for a 1st-level spell slot, and
an additional 10 feet for each spell level higher than 1st.
9th beacon of hope, fear
Resonant Frequency
13th charm monster, dominate beast
Beginning at 9th level, as an action you can play a note at a
17th destructive wave, dominate person pitch that causes a creature of your choice within 10 feet to
resonate with undetectable vibrations for 1 hour. The next
time that creature is hit with a melee attack, the attacker
must make a Constitution saving throw. On a failed save, they
take 2d8 thunder damage and cannot take reactions until the
beginning of their next turn. On a successful save they take
half damage and can use their reaction as normal.

You may use this feature a number of times equal to your
Intelligence modifier (minimum of 1), and you regain all
expended uses when you finish a long rest.

Master Composer

You have mastered both the theory and applications of sound
and used this knowledge to improve the effectiveness of your
musical apparatus and your composer techniques. Upon
reaching 15th level, you gain the following features:

You are immune to thunder damage and the deafened
condition.
You can change the weaponized effect of your musical
apparatus at the end of a short or long rest.
When you use your Thunderous Note feature Large or
smaller are knocked prone.
The damage of Resonant Frequency becomes to 4d8.

Dungeoneer
While most focus on singular inventions, dungeoneers use
their know-how to weaponize mundane objects. Trusted to
safeguard untold riches and powerful artifacts, dungeoneers
use basic adventuring gear to construct defensive traps,
puzzles, and structures that can repel all but the most hardy
adventurers. Did you learn your craft in the service of a
powerful creature, or under the tutilage of a master?

Dungeoneer Features

Artificer Level Spell

3rd Tools of the Trade, Dungeoneer Spells
Dungeoncraft, Resourceful Fighting

5th Extra Attack

9th Arcane Improvisation

15th Master Dungeoneer

Tools of the Trade

When you adopt the dungeoneer specialty at 3rd level, you
gain proficiency with carpenter's tools and mason's tools.
If you already proficient with either of these tools, you gain
proficiency with another set of artisan's tools of your choice.

Dungeoneer Spells

Artificer Level Spell

3rd alarm, unseen servant

5th arcane lock, knock Master
Dungeoneer
9th glyph of warding, tiny hut
You have become a master Dungeoneer. Upon reaching 15th
13th guardian of faith, resilient sphere level, when a creature makes a saving throw against one of
your Dungeoncraft Objects or Dungeoneer Spells, they have
17th passwall, wall of stone disadvantage on their saving throw.

Dungeoncraft In addition you can cast the passwall and wall of stone
spells as rituals. Their casting time becomes 1 hour, they
Starting at 3rd level, when you finish a long rest, you can don't consume spell slots, and the structure is permanent.
create a number of objects from the Dungeoncraft Table
equal to your proficiency bonus. If an object forces a creature Dungeoncraft Objects
to make a saving throw they use your artificer spell save DC. When you use your Dungeoncraft feature to create objects,
select an object from the list below. Objects created with this
Resourceful Fighting feature appear as mundane versions of the objects, but turn
to ash the following dawn after they are created.
Beginning at 3rd level, you can arm yourself with whatever is
around you, turning mundane objects into weapons. You gain Permanent objects can be created using the appropriate
proficiency with improvised weapons, and when you attack materials and tools as determined by your Dungeon Master.
with an improvised weapon you can use your Intelligence, in
place of Strength or Dexterity, for attack and damage rolls. acid (1 vial) hunting trap
alchemist's fire (1 vial) lock and key
Extra Attack ball bearings (1,000) manacles and key
oil (1 vial)
Starting at 5th level, you can attack twice, rather than once, block and tackle portable ram
whenever you take the Attack action on your turn. caltrops (200) rope (50 feet)
candles (10) sledge hammer
Arcane Improvisation chain (25 feet)
shovel
Starting at 9th level, when you cast a Dungeoneer Spell that crowbar torches (5)
has a material component, you can cast the spell without grappling hook
providing the material component. Once you use this feature
you must finish a long rest before you can do so again.

In addition, your improvised weapons and Dungeoncraft
objects are considered magic for the purpose of overcoming
resistances and immunities.

Forgewright Forgewright Spells
While most artificers are primarily inventors that take up a
life of adventure to further their research or test experiments Artificer Level Spell
in the field, those known as forgewrights seek out battle for
its own sake. Reveling in the thrill of combat, they combine 3rd compelled duel, zephyr strike
their innovative spirit with their skill as a warrior to forge the
signature weapon of a forgewright, an arcane armament. 5th cloud of daggers, misty step

Forgewright Features 9th blinding smite, conjure barrage

Artificer Level Spell 13th fire shield, staggering smite

Tools of the Trade, Arcane Armament, 17th conjure volley, steel wind strike
Forgewright Spells
3rd

5th Extra Attack Extra Attack

9th Arcane Smite You wield your arcane armament as an extension of yourself.
Starting at 5th level, you can attack twice, rather than once,
15th Master Forgewrigth whenever you take the Attack action on your turn.

Tools of the Trade Arcane Smite

When you adopt the forgewright specialty at 3rd level, you Your connection with your arcane armament has grown,
gain proficiency with smith's tools and martial weapons. If allowing you to enhance your strikes. Beginning at 9th level,
you are already proficient with smith's tools, you gain when you hit a target with a magic weapon attack you can
proficiency in another set of artisan's tools of your choice. channel magical energy through your arcane armament to
create one of the following effects:
Arcane Armament
The target takes an extra 2d6 force damage. You can
Your intimate knowledge of warfare and arcane magic allows expend a spell slot to increase this damage. The damage
you to combine both with ease. Starting at 3rd level, you learn increases by 1d6 per level of the spell slot you expend.
to forge an arcane armament. At the end of each long rest, You gain temporary hit points equal to your artificer level.
you touch one melee weapon and turn it into your arcane You can force the target to make a Strength saving throw.
armament, granting it the following properties: On a failed save they are knocked prone.
You can use this ability a number of times equal to your
The weapon you is considered magic if it was not already. Intelligence modifier (minimum of once), and you regain all
You can use your Intelligence, in place of Strength or expended uses when you finish a long rest.
Dexterity, for the attack and damage rolls.
You gain a +1 bonus to your attack and damage rolls with Master Forgewright
it, unless the base weapon granted a higher bonus. This
bonus increases to +2 at 9th-level and +3 at 15th-level. You have become a master among forgewright artificers, and
It can bear one of your infusions, even if it was already a your Arcane Armament is a legend among magic weapons.
magic item before becoming your arcane armament. Upon reaching 15th level, you can extend the power of your
Bonuses to attack an damage rolls innate to the weapon, arcane armament to your allies. As an action, choose a
or from an infusion, do not stack with the bonuses from number of weapons equal to your Intelligence modifier
this feature. You must choose one instance to use. (minimum of 1) within 30 feet. For the next minute these
Your arcane armament is usable only by you. Enchanting a weapons deal an additional 1d6 force damage on hit.
second weapon causes the magic in the first to end.
You can use this feature once per long rest, unless you
spend a spell slot of 3rd-level or higher to use it again.

Artificer Infusions Ring of
Proficiency
Listed here are new infusions available to
artificers. If an infusion has prerequisites, Prerequisite: 6th-level artificer
like your artificer level, you can learn the Item: A ring (requires attunement)
infusion at the same time that you meet The wearer of this ring gains proficiency with one skill or
the prerequisites. tool, or they learn one language (your choice upon infusion).

Arcane Instrument Skyfall Harness

Item: A rod or wand Prerequisite: 6th-level artificer
This magic object is infused with a cantrip Item: a cloak, vest, or harness
from the artificer spell list (your choice upon This magic harness automatically sizes to fit the wearer, and
infusion). The user can use their action to can be worn over clothing or light armor. It has wing-like fins
produce the cantrip from the object, using between your limbs that can slow your fall or allow you to
your Intelligence as the spellcasting ability. glide. When you fall, and aren't incapacitated, you subtract up
to 100 feet from your fall when calculating falling damage,
Arm Launcher and can move 2 feet horizontally every 1 foot you fall.

Item: A glove or gauntlet Immovable Boots
This tiny magical launcher can be loaded
with a Tiny object, including but not limited Prerequisite: 6th-level artificer
to; ball bearings, caltrops, a vial of acid, holy Item: A pair of boots (requires attunement)
water, or oil. As a bonus action the wearer can When the user is standing on a flat surface, they can use an
activate the launcher and make a ranged attack action to activate the boots, magically fixing the user in place.
at a target within 20 feet. The launcher requires Until you use an action to deactivate the boots, you do not
an action to reload with another Tiny object. move, even if you are defying gravity.

Featherweight Belt A creature can use an action to make a DC 30 Strength
check, separating your boots from the surface on a success.
Item: A belt or cloak (requires attunement)
When worn, this magic belt reduces the user to one-tenth of Light Blade
their normal weight. Starting at 9th-level it reduces the
wearer to one-hundredth of their normal weight. Prerequisite: 6th-level artificer
Item: A sword hilt or wand (requires attunement)
Featherweight Weapon While grasping the item, the wielder can use a bonus action
to cause a blade of pure radiance to spring into existence, or
Item: A weapon with the heavy property dissapear, from the end of the item. While the blade exists,
This magic weapon grants a +1 bonus to attack and damage this magic item is a simple weapon with the finesse property.
rolls made with it, and it no longer has the heavy property. The luminous blade emits bright light in a 15-foot radius and
dim light for an additional 15 feet. The light is sunlight.
Goggles of Clearsight
The wielder gains a +1 bonus to attack and damage rolls
Item: A pair of goggles or glasses made with this weapon, and deals 1d8 radiant damage on hit.
While wearing these goggles, the wearer can see through
lightly obscured areas without disadvantage on Wisdom
(Perception) checks. In addition, the wearer no longer suffers
the negative effects from the Sunlight Sensativity trait.

Homing Weapon

Item: A ranged or thrown weapon
The wielder of this magic weapon ignores the disadvantage
imposed when attacking at the weapon's long range.

Power Whip

Item: A whip or chain
This magic weapon grants a +1 bonus to attack and damage
rolls made with it, and it's damage die increases to 1d8.

Martial Gauntlet

Prerequisite: 6th-level artificer
Item: An armored gauntlet (requires attunement)
You attach either a martial weapon lacking the heavy or two
handed properties, or a shield to the gauntlet. The wearer
gains proficiency with the attached item, and it cannot be
removed from the gauntlet while this infusion is active.

Repulsion Gauntlets Masterwork Homunculus

Prerequisite: 6th-level artificer Prerequisite: 14th-level artificer
Item: A pair of gloves or gauntlets (requires attunement) You have discovered the secrets to the creation of life. You
These magical gauntlets have 4 charges. When the wearer learn the clone spell. It counts as an artificer spell for you and
hits a creature with an unarmed strike they can expend 1 you always have it prepared, but it doesn't count against the
charge and force the target to make a Strength saving throw total number of spells you can prepare each day. You can cast
against your artificer spell save DC. On a failed save, the clone without expending a spell slot as long as you have the
creature is knocked back 15 feet. The gauntlets regain all material components available.
expended charges at dawn.
If you replace this infusion with another at any point during
Chameleon Armor the incubation period, the spell immediately fails.

Prerequisite: 10th-level artificer Mystic Armament
Item: a suit of armor (requires attunement)
This armor has 4 charges. While wearing this magical armor Prerequisite: 14th-level artificer
the wearer can use an action to expend some of its charges to Item: a melee weapon (requires attunement)
cast one of the following Spells: invisibility (2 charges) or This item has 4 charges. While wielding this magic weapon,
greater invisibility (4 charges). The armor regains all the user can use their action to cast steel wind strike, using
expended charges at dawn. the infused weapon as the spellcasting focus, without
expending a spell slot. When cast in this way, the wielder
Elemental Weapon uses your Intelligence as the spellcasting ability. The weapon
regains all expended charges at the end of a long rest.
Prerequisite: 10th-level artificer
Item: A melee weapon (requires attunement)
You infuse a weapon with elemental energy. As a bonus
action the wielder can speak the weapon's command word
(chosen upon infusion) and cause elemental energy to burst
forth. The weapon deals an additional 1d4 of one of the
following damage types, which you choose when you infuse
the item: acid, cold, fire, or lightning damage.

The additional elemental damage from this infusion
increases to 1d6 when you reach 14th level in this class.

Ring of the Elements

Prerequisite: 10th-level artificer
Item: A ring (requires attunement)
Upon infusing this magic ring you select one of the following
damage types: acid, cold, fire, poison, lightning, or thunder.
When the wearer casts a spell that deals the selected damage
type, they can choose for the spell to deal maximum damage
to one target of the spell, instead of rolling.

Once this ring is activated it cannot be used again until the
wearer completes a short or long rest.

Vampiric Weapon

Prerequisite: 10th-level artificer
Item: A melee weapon (requires attunement)
You enchant a weapon to drain life from enemies. When the
wielder rolls a 20 on an attack roll with this weapon the
target takes an additional 2d6 necrotic damage, provided it
isn't a construct or undead. The wielder gains temporary hit
points equal to the extra necrotic damage dealt.

The additional necrotic damage from this infusion
increases to 4d6 when you reach 14th level in this class.

Helm of Mind Shielding

Prerequisite: 14th-level artificer
Item: A helm, hat, or diadem (requires attunement)
The wearer of this magic helm is resistant to psychic
damage, immune to the charmed and frightened conditions,
and any magic that allows another creature to read their
thoughts or telepathically communicate with them.

Artificer
Specialties

Master the innovations of five new specialties
and twenty new infusions for the artificer class.
Choose from the Aeronaut, Archivist, Composer,

Dungeoneer, and Forgewright!

Version 1.0.1
Created by /u/laserllama

Artist Credits:
Covers - Eric Dechamps - Weaponsmith
Page 1 - Johannes Voss - Gift of Orzhova
Page 2 - Lucas Durham - Mage Scholar
Page 3 - Chris Rallis - Harnessed Lightning
Page 4 - algenpfelger - Chasm Guide
Page 5 - Tyler Jacobson - Wyleth, Soul of Steel
Page 6 - Jason Felix - Inventor Goggles
Page 7 - Svetlin Velinov - Willbender

Additional Laserllama Homebrew content,
including classes, subclasses, and player races,

can be found for free on GM Binder.

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