The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by archangel777, 2022-09-03 13:39:08

artificer specialties

artificer specialties

Artificer Specialties

   

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 offered in Tasha's Cauldron of Everything; the to your woodcarver's tools, you can construct a personal
Aeronaut, Archivist, Composer, Dungeoneer, and Forgewright flying machine. You determine its appearance, and it can be
used as a spellcasting focus for your artificer spells. You
 cannot operate your flying machine while wearing heavy
One of the most dangerous obsessions an artificer can armor or while you have a shield or heavy weapon equipped.
pursue has always been mechanical flight. Many strive for You must use your woodcarver's tools to maintain your flying
this lofty goal, and all but the most dedicated, and often the machine as part of each long rest or it ceases to function.
most foolhardy, artificers fail in their pursuits. Experiments
that end in disastrous explosions, catastrophic falls from the As a bonus action on your turn, you can activate your flying
sky, and deadly malfunctions are not out of the norm for an machine to gain a temporary flying speed equal to your
Aeronaut perfecting their mechanical flying machine. remaining movement speed. This flight lasts until the end of
your current turn, at which point you fall to the ground unless
You constantly strive to achieve the lofty goal of every you have a way to remain airborne. While using your flying
Aeronaut, the creation of an arcane flying machine. speed, opportunity attacks against you have disadvantage.

Aeronaut Features  

Artificer Level Spell Your flying machine allows you to attack from unorthodox
positions to inflict more damage. Starting at 5th level, when
3rd Tools of the Trade, Aeronaut Spells you are using your flying speed and are at least 5 feet off the
Flying Machine ground, your attacks deal an additional 1d8 damage.

5th Airborne Assault At 15th level this bonus damage increases to 2d8.

9th Aerial Maneuvers  

15th Master Aeronaut Beginning at 9th level, improvements to your flying machine
have made it more reliable. When you activate your flying
    machine, you gain a flying speed equal to your movement
speed and you can hover in place while midair. Your flying
When you adopt this specialization at 3rd level, you gain machine stays active in this way for one minute, unless you
proficiency with woodcarver's tools. If you are already fall unconscious or deactivate it as a bonus action.
proficient with woodcarver's tools you instead gain
proficiency with one type of artisan's tools of your choice. In addition, while you have your flying machine equipped,
you gain a bonus to Dexterity ability checks and saving
Aeronaut Spells throws equal to your Intelligence modifier (minimum of 1)

Artificer Level Spell  
3rd feather fall, zephyr strike
5th dust devil, warding wind Upon reaching 15th level you have reached the peak of
9th fly, wind wall Aeronautical expertise. While your flying machine is
13th death ward, summon elemental (air) equipped you have a permanent flying speed of 60 feet.
17th control winds, steel wind strike
Additionally, if you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half
damage while your flying machine is equipped, you instead
take no damage if you succeed on the saving throw, and only
half damage if you fail.


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

   

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.

  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:  

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  
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.
 
Material Examples Skill Proficiencies
Animal Upon reaching 15th level you have attained the peak of
Mineral parchment, Animal Handling, Insight archival expertise. As an action on your turn, you can turn
leather, bone Perception, Survival into pure information and teleport to an unoccupied space
within 60 feet that you can see, or to an unoccupied space
gems, glass, Deception, Intimidation within 5 feet of an object bearing one of your infusions.
metal, stone Performance, Persuasion

Plant paper, wood Arcana, History
Nature, Religion

  
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-
    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.  

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
5th shatter, silence In addition, when you attack with your musical apparatus,
9th beacon of hope, fear you can expend a spell slot to knock the target back. The
13th charm monster, dominate beast creature is knocked back 10 feet for a 1st-level spell slot, and
17th destructive wave, dominate person an additional 10 feet for each spell level higher than 1st.

 

Beginning at 9th level, as an action you can play a note at a
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.

 

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.


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

   

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 

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.

 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  
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
  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
  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
  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 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

9th blinding smite, conjure barrage

Forgewright Features 13th fire shield, staggering smite

Artificer Level Spell 17th conjure volley, steel wind strike

3rd Tools of the Trade, Arcane Armament,  
Forgewright Spells
You wield your arcane armament as an extension of yourself.
5th Extra Attack Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn.
9th Arcane Smite
 
15th Master Forgewrigth
Your connection with your arcane armament has grown,
    allowing you to enhance your strikes. Beginning at 9th level,
when you hit a target with a magic weapon attack you can
When you adopt the forgewright specialty at 3rd level, you channel magical energy through your arcane armament to
gain proficiency with smith's tools and martial weapons. If create one of the following effects:
you are already proficient with smith's tools, you gain
proficiency in another set of artisan's tools of your choice. The target takes an extra 2d6 force damage. You can
expend a spell slot to increase this damage. The damage
  increases by 1d6 per level of the spell slot you expend.
You gain temporary hit points equal to your artificer level.
Your intimate knowledge of warfare and arcane magic allows You can force the target to make a Strength saving throw.
you to combine both with ease. Starting at 3rd level, you learn On a failed save they are knocked prone.
to forge an arcane armament. At the end of each long rest, You can use this ability a number of times equal to your
you touch one melee weapon and turn it into your arcane Intelligence modifier (minimum of once), and you regain all
armament, granting it the following properties: expended uses when you finish a long rest.

The weapon you is considered magic if it was not already.  
You can use your Intelligence, in place of Strength or
Dexterity, for the attack and damage rolls. You have become a master among forgewright artificers.
You gain a +1 bonus to your attack and damage rolls with Upon reaching 15th level, you can extend the power of your
it, unless the base weapon granted a higher bonus. This arcane armament to your allies. As an action, choose a
bonus increases to +2 at 9th-level and +3 at 15th-level. number of weapons equal to your Intelligence modifier
It can bear one of your infusions, unless it was already a (minimum of 1) within 30 feet. For the next minute these
magic item before becoming your arcane armament. weapons deal an additional 1d6 force damage on hit.
Bonuses granted by infusions to attack and damage rolls
do not stack with the base bonuses of your arcane You can use this feature once per long rest, unless you
armament. You must choose one to use upon infusion. spend a spell slot of 3rd-level or higher to use it again.
Your arcane armament is usable only by you. Enchanting a
second weapon causes the magic in the first to end.

   

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).

   

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,
  and can move 2 feet horizontally every 1 foot you fall.

Item: A glove or gauntlet  
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.

  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  
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)
  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.
  
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.

 

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

 

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.

 

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.

   

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, but
hits a creature with an unarmed strike they can expend 1 it doesn't count against your number of Spells Known. You
charge and force the target to make a Strength saving throw can cast clone without expending a spell slot as long as you
against your artificer spell save DC. On a failed save, the have the material components available.
creature is knocked back 15 feet. The gauntlets regain all
expended charges at dawn. If you replace this infusion with another at any point during
the incubation period, the spell immediately fails.
 
 
Prerequisite: 10th-level artificer
Item: a suit of armor (requires attunement) Prerequisite: 14th-level artificer
This armor has 4 charges. While wearing this magical armor Item: a melee weapon (requires attunement)
the wearer can use an action to expend some of its charges to This item has 4 charges. While wielding this magic weapon,
cast one of the following Spells: invisibility (2 charges) or the user can use their action to cast steel wind strike, using
greater invisibility (4 charges). The armor regains all the infused weapon as the spellcasting focus, without
expended charges at dawn. expending a spell slot. When cast in this way, the wielder
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.

   

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.

 

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.

   

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 1.0.0
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.

Like what you see? Support me on Patreon!


Click to View FlipBook Version