©2018 Wizards of the Coast LLC 1 UNEARTHED ARCANA Of Ships and the Sea This document provides optional rules for using ships in play, managing the officers and crew needed to run a ship, and owning a ship. The sea offers rewards and risks for those willing to brave the waves in search of adventure. This Is Playtest Content The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your D&D campaign but not refined by final design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Ship Stat Blocks A ship’s stat block gives game details for use when a ship is involved in combat or other situations where its defensive and offensive capabilities are relevant. The stat block has three main parts: basic statistics, action options, and the ship’s components. Ships can’t take any actions on their own. Without any effort from its crew, a ship might drift on the water, come to a stop, or careen out of control. Basic Statistics Size Most ships are Large, Huge, or Gargantuan. A ship’s size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan. Space A ship doesn’t have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space. A ship can’t move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described later in the “Crashing” section. Capacity A ship’s stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew required to operate the vessel and any passengers who might ride along. Passengers could include marines who repel boarders and lead the attack on monsters and enemy ships. Travel Pace A ship’s travel pace determines how far the vessel can move per hour and per day. A ship’s movement-related components (described later in the stat block) determine how far the vessel can move each round. Ability Scores A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. A ship’s Strength represents its size and weight. Dexterity represents a ship’s ease of handling. A ship’s Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. Vulnerabilities, Resistances, and Immunities A ship’s vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block. Typical Ship Immunities If you’re creating your own ship, they’re usually immune to poison and psychic damage. Ones crafted from metal or stone are also typically immune to necrotic damage. They are also usually immune to the following conditions: blinded, charmed, deafened, exhaustion frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.
©2018 Wizards of the Coast LLC 2 Components A ship is composed of different components: Hull. A ship’s hull is its basic frame, on which the other components are mounted. Control. A control component is used to steer a ship. Movement. A movement component is the element of the ship that enables it to move, such as a set of sails or oars. Weapon. A ship capable of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has an Armor Class. Its AC is meant to reflect its size, the materials used to construct it, and any defensive plating or armor used to augment its toughness. Hit Points A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed. A ship component does not have Hit Dice. Damage Threshold If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the component’s hit points. Actions This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn’t have a move otherwise. Sample Stat Blocks Here are examples of ship stat blocks. Airship Gargantuan vehicle (80 ft. by 20 ft.) Creature Capacity 20 crew, 10 passengers Cargo Capacity 1 ton Travel Pace 9 miles per hour (216 miles per day) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Hull Armor Class 13 Hit Points 300 Control: Helm Armor Class 16 Hit Points 50 Move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the airship can’t turn. Movement: Elemental Engine Armor Class 18 Hit Points 100; –20 ft. speed per 25 damage taken Locomotion (air) elemental power, speed 80 ft. If the engine is destroyed, the ship immediately crashes. Weapons: Ballistas (4) Armor Class 15 Hit Points 50 each Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Actions On its turn, the airship can use its helm to move using its elemental engine. It can also fire its ballistas. If it has half its crew or fewer, it can fire only two of the ballistas. Galley Gargantuan vehicle (130 ft. by 20 ft.) Creature Capacity 80 crew, 40 passengers Cargo Capacity 150 tons Travel Pace 4 miles per hour (96 miles per day)
©2018 Wizards of the Coast LLC 3 STR DEX CON INT WIS CHA 24 (+7) 4 (−3) 20 (+5) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Hull Armor Class 15 Hit Points 500 (damage threshold 20) Control: Helm Armor Class 16 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can’t turn. Movement: Sails Armor Class 12 Hit Points 100; –10 ft. speed per 25 damage taken Locomotion (water) sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind Movement: Oars Armor Class 12 Hit Points 100; –5 ft. speed per 25 damage taken Locomotion (water) oars, speed 30 ft. Weapons: Ballistas (4) Armor Class 15 Hit Points 50 each Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Weapons: Mangonels (2) Armor Class 15 Hit Points 100 each Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage. Weapon: Ram Armor Class 20 Hit Points 100 (damage threshold 10) The galley has advantage on all saving throws relating to crashing when it crashes into a creature or object, and any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if a vehicle crashes into the galley. Actions On its turn, the galley can move using its helm. It can also fire its ballistas and its mangonels. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons. Keelboat Gargantuan vehicle (60 ft. by 20 ft.) Creature Capacity 3 crew, 4 passengers Cargo Capacity 0.5 tons Travel Pace 3 miles per hour (72 miles per day) STR DEX CON INT WIS CHA 16 (+3) 7 (−2) 13 (+1) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Hull Armor Class 15 Hit Points 100 (damage threshold 10) Control: Helm Armor Class 12 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can’t turn. Movement: Sails Armor Class 12 Hit Points 100; –5 ft. speed per 20 damage taken Locomotion (water) sails, speed 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind Movement: Oars Armor Class 12 Hit Points 100; –5 ft. speed per 25 damage taken Locomotion (water) oars, speed 20 ft. Weapon: Ballista Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Keelboats typically include a ballista only when they are equipped for combat. Actions On its turn, the keelboat can move using its helm. It can also fire its ballista if it is equipped with one. If it has half
©2018 Wizards of the Coast LLC 4 its crew or fewer, it moves at half speed and can’t use its ballista. Longship Gargantuan vehicle (70 ft. by 20 ft.) Creature Capacity 40 crew, 100 passengers Cargo Capacity 10 tons Travel Pace 5 miles per hour (120 miles per day) STR DEX CON INT WIS CHA 20 (+5) 6 (−2) 17 (+3) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Hull Armor Class 15 Hit Points 300 (damage threshold 15) Control: Helm Armor Class 16 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the longship can’t turn. Movement: Sails Armor Class 12 Hit Points 100; –10 ft. speed per 25 damage taken Locomotion (water) sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind Movement: Oars Armor Class 12 Hit Points 100; –5 ft. speed per 25 damage taken Locomotion (water) oars, speed 20 ft. Actions On its turn, the longship can move using its helm. If the longship loses half or more of its crew, it moves at half speed. Rowboat Large vehicle (10 ft. by 5 ft.) Creature Capacity 2 crew, 2 passengers Cargo Capacity 0.25 tons Travel Pace 3 miles per hour (24 miles per day) STR DEX CON INT WIS CHA 11 (+0) 8 (−1) 11 (+0) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious Hull Armor Class 11 Hit Points 50 Control and Movement: Oars Armor Class 12 Hit Points 25 Locomotion (water) oars, speed 15 ft. Move up to its speed, with one 90-degree turn. Without oars, the rowboat’s speed is 0. Actions On its turn, the rowboat can move using its oars. Sailing Ship Gargantuan vehicle (80 ft. by 20 ft.) Creature Capacity 30 crew, 20 passengers Cargo Capacity 100 tons Travel Pace 5 miles per hour (120 miles per day) STR DEX CON INT WIS CHA 20 (+5) 7 (−2) 17 (+3) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Hull Armor Class 15 Hit Points 300 (damage threshold 15) Control: Helm Armor Class 18 Hit Points 50 Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can’t turn. Movement: Sails Armor Class 12 Hit Points 100; –5 ft. speed per 25 damage taken Locomotion (water) sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
©2018 Wizards of the Coast LLC 5 Weapon: Ballista Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Weapon: Mangonel Armor Class 15 Hit Points 100 Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage. Actions On its turn, the sailing ship can move using its helm. It can also fire its ballista and its mangonel. If it has half its crew or fewer, it moves at half speed and can fire either its ballista or its mangonel. Warship Gargantuan vehicle (100 ft. by 20 ft.) Creature Capacity 40 crew, 60 passengers Cargo Capacity 200 tons Travel Pace 4 miles per hour (96 miles per day) STR DEX CON INT WIS CHA 20 (+5) 4 (−3) 20 (+5) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Hull Armor Class 15 Hit Points 500 (damage threshold 20) Control: Helm Armor Class 18 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can’t turn. Movement: Sails Armor Class 12 Hit Points 100; –10 ft. speed per 25 damage taken Locomotion (water) sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind Movement: Oars Armor Class 12 Hit Points 100; –5 ft. speed per 25 damage taken Locomotion (water) oars, speed 20 ft. with 80 or more rowers, 10 feet with 40 or more rowers, 5 ft. with 20 or more rowers Weapons: Ballistas (2) Armor Class 15 Hit Points 50 each Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Weapons: Mangonels (2) Armor Class 15 Hit Points 100 each Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage. Ram Armor Class 20 Hit Points 100 (threshold 10) The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if another vessel crashes into the warship. Actions On its turn, the warship can move using its helm. It can also fire its ballistas and mangonels. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons. Officers If you’d like to explore running a ship, it needs officers to oversee its operations—officers who fill six different roles. A person can fill only one role at a time, though multiple people can be assigned to a single role. Some roles aboard a ship reflect the need for trained experts to direct a crew’s efforts. Others focus on keeping the crew’s health and morale in order. Each role is described below, along with the abilities and proficiencies that help a character excel at it (but that aren’t required): Captain. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the Intimidation and Persuasion skills.
©2018 Wizards of the Coast LLC 6 First Mate. This specialist keeps the crew’s morale up by providing close supervision, encouragement, and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills. Bosun. The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bosun has a high Strength score, as well as proficiency with carpenter’s tools and the Athletics skill. Quartermaster. The quartermaster plots the ship’s course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with navigator’s tools and the Nature skill. Surgeon. The ship’s surgeon tends to injuries, keeps illnesses from spreading throughout the ship, and oversees sanitation. A capable surgeon benefits from a high Intelligence score, as well as proficiency with herbalism kits and the Medicine skill. Cook. A ship’s cook works with the limited ingredients aboard a ship to make meals. A skilled cook keeps the crew’s morale in top shape, while a poor one drags down the entire crew’s performance. A talented cook has a high Constitution score, as well as proficiency with brewer’s supplies and cook’s utensils. Crew A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew’s skill, experience, morale, and health are defined by its quality score. A crew starts with a quality score of +4, and that score varies over time, going as low as –10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives clear, fair leadership. A typical crew member uses the commoner stat block in the Monster Manual. Loyalty and Quality When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from chapter 4 of the Dungeon Master’s Guide. To convert a quality score to an individual’s loyalty score, add 10 to the crew’s quality score. Mutiny A poorly led or mistreated crew might turn against its officers. Once per day, if a crew’s quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew’s quality score. If the check total is between 1 and 9, the crew’s quality score decreases by 1. If the check total is 0 or lower, the crew mutinies. They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure and other rewards. When the DM ends the mutiny, the crew’s quality score increases by 1d4. Shore Leave Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure. If a crew’s quality score is 3 or lower, the score increases by 1 for each day the crew spends in port or ashore. Travel at Sea Here are rules to help adjudicate travel at sea, specifically travel of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide. Travel Pace Ships travel at a speed given their stat blocks. Unlike with land travel, players can’t choose to move at a faster pace, though they can choose to go slower. If a ship’s mode of movement takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship’s pace by 1 mile per hour and 24 miles per day. Activity While Traveling The activities available to a ship’s crew and passengers are a bit different from the options available to a group traveling by land. Refer to “Activity While Traveling” in chapter 8 of the Player’s Handbook for more information on some of the topics discussed below.
©2018 Wizards of the Coast LLC 7 A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a bard might be allowed to engage in the raise morale activity by playing bawdy songs on deck to lift the crew’s spirits. The party’s pace has no effect on the activities they can engage in while traveling by ship. Draw a Map A ship’s captain often undertakes this activity, producing a map that records the ship’s progress and helps the crew get back on course if they get lost. No ability check is required. Forage The character casts out fishing lines, keeping an eye out for sources of food, making a Wisdom (Survival) check when the DM calls for it. Raise Morale (First Mate Only) The first mate can manage the crew’s time to grant extended breaks, provide instruction, and improve morale. Once per day, if the crew’s quality score is 3 or lower, the first mate can make a DC 15 Charisma (Persuasion) check. On a successful check, the crew’s quality score increases by 1. Navigate (Quartermaster Only) The quartermaster can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (See “Becoming Lost” in chapter 5 of the Dungeon Master’s Guide for more information.) Noticing Threats Use the passive Wisdom (Perception) score of the characters or the crew to determine whether anyone on the ship notices a hidden threat. The crew has a passive Wisdom (Perception) score equal to 10 + the crew’s quality score. The DM might decide that a threat can be noticed only by characters in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a creature hiding on board. Repair (Bosun Only) The ship’s bosun can undertake this activity. At the end of the day, the bosun can make a Strength check using carpenter’s tools. On a 15 or higher, each damaged component regains hit points equal to 1d6 + the crew’s quality score (minimum of 1 hit point). A component other than the hull that had 0 hit points becomes functional again. Stealth (Captain Only) The ship’s captain can engage in this activity only if the weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew’s quality score to determine if it can hide. Hazards Hazards come in two basic types: environmental hazards, such as storms or turbulent waters, and other events, such as a fire aboard the ship or a plague outbreak. Environmental Hazards Icebergs choke a misty sea. Winds and towering waves threaten to capsize a ship. Snowstorms batter ships that venture north too late in the year. These are all examples of environmental hazards that can last for days and demand a crew’s attention. Each day a ship spends involved in a hazard requires the officers to each make a special ability check, as shown on the Hazard Checks table. This check takes the place of any other activities that the officer might undertake and represents the officer’s contribution to keeping the ship afloat. Hazard Checks Officer Check Captain Intelligence (water vehicles) First mate Charisma (Intimidation) Bosun Strength (carpenter’s tools) Quartermaster Wisdom (Nature) Surgeon Intelligence (Medicine) Cook Constitution (cook’s utensils) If there is no one available to make a check, treat the result as a 0. Finally, roll a d20 for the crew, using its quality score as a modifier to the roll. Add up all of these checks and then refer to the Hazard Check Results table. That table shows if the ship has met with disaster or success in surviving that day of the hazard.
©2018 Wizards of the Coast LLC 8 Hazard Check Results Check Total Result 140+ Great Success. The crew’s quality score increases by 1 for 1d4 days. 105–139 Success. The ship survives unscathed. 70–104 Partial Disaster. Each component takes 4d10 bludgeoning damage. The crew’s quality score is reduced by 1. The ship struggles, moving at half speed that day. 0–69 Disaster. The ship’s components each take 10d10 bludgeoning damage. The crew’s quality score drops by 2, as several members of the crew are washed overboard and lost. The ship is blown off course and struggles to recover its bearings, failing to cover any distance that day. If you want to add variety to hazards, consider including some interesting complications. For example, a whirlpool might drag a ship to the Elemental Plane of Water on a disaster result, with the ship avoiding the vortex on any other result. You can also add or subtract to the success thresholds in the Hazard Check Results table to reflect a hazard’s danger. If you decide to do so, increase or decrease a threshold by 35. Other Events In addition to rough seas and daunting weather, a ship might face a number of other threats. The hazards below serve as examples of what can go wrong on a ship. Each one requires a different officer to spend a day dealing with the hazard instead of engaging in other activity. As a rule of thumb, there is a 10 percent chance each day that one of the following events occurs. Emergency Maneuvers. The crew must react quickly to avoid a sudden threat. A kraken passes below the ship, threatening to capsize it in its wake, or the ship is about to crash into an uncharted reef. The captain must make a DC 15 Intelligence (water vehicles) check. On a failed check, the ship’s hull takes 8d10 bludgeoning damage from the collision. On a successful check, the captain’s quick direction keeps the ship out of harm. Conflict. Life at sea is a mixture of monotony, hard work, and sudden moments of terror. The stress can wear on the stoutest sailor. Sometimes, that stress turns into conflict among the crew. If dissension spreads in the ranks, the first mate’s activity that day must be spent making a DC 15 Charisma (Intimidation) check to control the crew. On a failed check, the crew’s quality score decreases by 1d4. Fire. A fire at sea can render a ship unable to function. Pick a random component. It takes 4d10 fire damage unless the bosun succeeds on a DC 15 Strength (carpenter’s tools) check. Plague. An illness sweeps through the ranks, perhaps caused by rats or insects that made their way aboard. The surgeon must make a DC 15 Wisdom (Medicine) check. On a failed check, the crew’s quality score decreases by 5 for 1d6 days. Infestation. Beetles, rats, or other pests infest the ship, threatening its food stores. The cook must make a DC 15 Constitution (brewer’s supplies) check to save what food they can. On a failed check, the crew has disadvantage on any checks involving its quality score until the ship has a chance to restock supplies. Ships in Combat This section provides guidance on using ships in combat. Ships and Initiative A ship rolls initiative using its Dexterity, and it uses its crew’s quality score as a modifier to that roll. On a ship’s turn, the captain decides which of the ship’s actions to use. Special Officer Actions During an encounter, the captain, first mate, and bosun each have access to two special action options described below: Full Speed Ahead and Fire at Will. Full Speed Ahead As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive a ship forward. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship’s speed until the end of the ship’s next turn. If this bonus is applied to a ship’s speed when the ship is already moving faster than normal, use the higher result. Don’t add the two bonuses together.
©2018 Wizards of the Coast LLC 9 Fire at Will As an action, the captain, first mate, or bosun aids the crew in aiming one of the ship’s weapons. Select one of the ship’s weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship’s next turn. Crashing If a ship moves into the space occupied by a creature or object, it might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it. When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship’s path. At the DM’s discretion, an object that is forced to move but is fixed in place is instead destroyed. Crash Damage Size Bludgeoning Damage Small 1d6 Medium 1d10 Large 4d10 Huge 8d10 Gargantuan 16d10 A creature struck must make a Dexterity saving throw with a DC equal to 10 + the ship’s Strength modifier, taking damage based on the ship’s size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one. Owning a Ship If you purchase a ship, you have unlocked an exciting new venue for adventure and signed up for a mountain of logistical challenges. Keeping a ship functioning requires a tremendous amount of work. The rules use a downtime activity—managing a ship—to abstractly represent the effort needed to keep a ship functioning, its supplies stocked, and its crew paid. See the Dungeon Master’s Guide and Xanathar’s Guide to Everything for more information on downtime activities. Downtime: Managing a Ship By hiring a competent captain and crew and putting them to work hauling cargo or otherwise offering their services, you can make it possible for a ship to remain in good repair and even generate a profit for you between adventures. Managing a ship is a downtime activity that requires time and effort to recruit an officer and crew. The ship is available for use when needed. Otherwise, the ship hauls passengers and cargo to cover the costs of maintaining the ship and paying the crew. Resources It takes one week to recruit a crew and 100 + 4d6 gp to cover the costs of recruitment and supplies. Once you have paid these costs, you have a captain and a crew to maintain the ship. Resolution Once you have a working ship, it turns a small profit each month. At the end of every four weeks, you earn 5d20 gp. Complications A ship owner runs the risk of foul weather, a bad trade deal, or a mutiny. When rolling to determine your profit, if any of the d20 rolls are a 1, roll on the Ship Ownership Complications table (or the DM may create a suitable complication). Ship Ownership Complications d6 Complication 1 Your crew makes a bad bargain. You see no profit this month. 2 Your ship and crew have been pressed into military service to hunt pirates for 1d4 months. 3 A temple related to the sea or trade has accused your crew of disrespecting the gods, and no one will do business with your ship and crew. You lose 5d20 gp per month for 1d6 months or until the temple is mollified. 4 Your ship and crew go missing and must be rescued from their captors. 5 Your crew mutinies and is on the run from you. 6 Your crew is caught smuggling illegal goods. They are imprisoned, and your ship impounded.
©2018 Wizards of the Coast LLC 1 UNEARTHED ARCANA Sidekicks This article gives you a straightforward way to play and level up a sidekick in DUNGEONS & DRAGONS. The rules presented here take a creature with a low challenge rating and give it levels as you gain levels. On your adventures, you sometimes meet a townsperson, an animal, or another creature and forge a special relationship with them. That creature might even join you on your adventures, which usually sparks this question: how does this sidekick get better as you gain levels? As you become more powerful, the foes you face are likely to become too dangerous for Vera the guard, Biscuit the mastiff, or another companion you befriended in the early days of your adventuring career. This article answers the question, giving your sidekick a clear path of advancement. This Is Playtest Content The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your D&D campaign but not refined by final design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Sidekick Stats In these rules, a sidekick is a creature who is your friend and who accompanies you on adventures. It’s essentially a second character you play. (The DM might decide to play it instead, or you could co-play it with other players at the table.) The sidekick can be any type of creature with a stat block in the Monster Manual or another D&D book, but it must meet these prerequisites: • Its challenge rating must be 1 or lower. • The two of you must be friends. Customization for Any CR The Dungeon Master’s Guide offers guidance on customizing a monster, including giving it levels in a class. That approach works with any monster in the game, but it can be complicated, since it requires the monster’s challenge rating to be recalculated. The approach to sidekicks in this article focuses on giving levels to a low-CR creature without ever having to recalculate its CR. Gaining a Sidekick Class When your sidekick joins you, it gains a sidekick class. Choose which class it will have for the rest of its career: warrior, expert, or spellcaster. These sidekick classes are detailed below. They are reminiscent of the classes available to player characters but are simpler. To gain the expert or the spellcaster class, a creature must have at least one language in its stat block that it can speak. Leveling Up a Sidekick Whenever you gain a level, your sidekick also gains a level. It doesn’t matter how much of your recent adventures the sidekick experienced; the sidekick levels up because of a combination of the adventures it shares with you and its own training. Hit Points Whenever the sidekick gains a level, it gains one Hit Die, and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type of die appears in the sidekick’s stat block), and add its Constitution modifier. It gains a minimum of 1 hit point per level. Proficiency Bonus Once your companion has a sidekick class, the sidekick’s proficiency bonus is determined by its level in that class, as shown in the class’s table. Whenever the sidekick’s proficiency bonus increases by 1, add 1 to the to-hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1.
©2018 Wizards of the Coast LLC 2 Ability Score Increases Whenever the sidekick gains the Ability Score Improvement class feature, remember to adjust anything in its stat block that relies on an ability modifier that you increase with the feature. For example, if the sidekick has an attack that uses Strength, increase the attack’s modifiers to hit and damage if the sidekick’s Strength modifier increases. If it’s unclear whether a melee attack in the stat block uses Strength or Dexterity, the attack can use either. Multiattack vs. Extra Attack Your sidekick might have the Multiattack action in its stat block. If it does and it gains the Extra Attack class feature, remember that Extra Attack works with the Attack action, not the Multiattack action. In short, you can’t use Extra Attack with Multiattack. Warrior A warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat. A sidekick gains the following class features as it gains levels in this class, as summarized on the Warrior table. The Warrior Level Proficiency Bonus Features 1st +2 Bonus Proficiencies, Second Wind (1 use) 2nd +2 Danger Sense 3rd +2 Improved Critical 4th +2 Ability Score Improvement 5th +3 Extra Attack (1 extra) 6th +3 Ability Score Improvement 7th +3 Battle Readiness 8th +3 Ability Score Improvement 9th +4 Indomitable (1 use) 10th +4 Improved Defense 11th +4 Extra Attack (2 extra) 12th +4 Ability Score Improvement 13th +5 Indomitable (2 uses) 14th +5 Ability Score Improvement 15th +5 Superior Critical 16th +5 Ability Score Improvement 17th +6 Indomitable (3 uses) 18th +6 Second Wind (2 uses) 19th +6 Ability Score Improvement 20th +6 Extra Attack (3 extra) Bonus Proficiencies At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the sidekick gains proficiency in three skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. If the sidekick is a humanoid, it also gains proficiency with all armor, shields, and simple and martial weapons. Second Wind Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again. The sidekick can use this feature twice between rests starting at 18th level. Danger Sense Beginning at 2nd level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn’t work if the sidekick is incapacitated. Improved Critical Starting at 3rd level, the sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20. Ability Score Improvement At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when
©2018 Wizards of the Coast LLC 3 the sidekick reaches 11th level and to four when it reaches 20th level. Battle Readiness After the sidekick reaches 7th level, it has advantage on initiative rolls. Indomitable Starting at 9th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest. The sidekick can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Improved Defense At 10th level, the sidekick’s Armor Class increases by 1. Superior Critical Starting at 15th level, the sidekick’s attack rolls score a critical hit on a roll of 18–20 on the d20. Expert The expert is a master of certain tasks or knowledge. This sidekick follows a path that favors cunning over brawn or spellcasting. It might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar. To gain the expert class, a creature must have at least one language in its stat block that it can speak. A sidekick gains the following class features as it gains levels in this class, as summarized on the Expert table. The Expert Level Proficiency Bonus Features 1st +2 Bonus Proficiencies, Expertise, Helpful 2nd +2 Cunning Action 3rd +2 Jack of Many Trades 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Expertise 7th +3 Evasion 8th +3 Ability Score Improvement 9th +4 Inspiring Help (1d6) 10th +4 Ability Score Improvement 11th +4 Reliable Talent 12th +4 Ability Score Improvement 13th +5 Bonus Proficiencies 14th +5 Ability Score Improvement 15th +5 Sharp Mind 16th +5 Ability Score Improvement 17th +6 Expertise 18th +6 Inspiring Help (2d6) 19th +6 Ability Score Improvement 20th +6 Stroke of Luck Bonus Proficiencies At 1st level, the sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma. In addition, the sidekick gains proficiency in five skills of your choice. If the sidekick is a humanoid, it also gains proficiency with light armor, simple weapons, and two tools of your choice. At 13th level, the sidekick gains proficiency in one skill of your choice. If the sidekick is a humanoid, it also gains proficiency with one tool of your choice. Expertise At 1st level, choose two of the sidekick’s skill proficiencies. The sidekick’s proficiency bonus is doubled for any ability check it makes that uses either of the chosen proficiencies. At 6th level and again at 17th level, choose two more of the sidekick’s skill proficiencies to gain this benefit. Helpful The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action. Cunning Action Starting at 2nd level, the sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
©2018 Wizards of the Coast LLC 4 Jack of Many Trades Beginning at 3rd level, the sidekick can add half its proficiency bonus to any ability check it makes that uses a skill but doesn’t already include its proficiency bonus. Ability Score Improvement At 4th level and again at 8th, 10th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature. Extra Attack Starting at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. Evasion Beginning at 7th level, because of extraordinary good luck, the sidekick is skilled at avoiding certain dangers. When the sidekick 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 failed. The sidekick doesn’t benefit from this feature while incapacitated. Inspiring Help Starting at 9th level, the sidekick’s assistance becomes especially inspiring. When the sidekick uses its Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target. At 18th level, the bonus increases to 2d6. Reliable Talent By 11th level, the sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10. Sharp Mind At 15th level, the sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice). Stroke of Luck At 20th level, the sidekick has an uncanny knack for turning failure into success. If the sidekick’s attack misses a target within range, it can turn the miss into a hit. Alternatively, if it fails an ability check, it can treat the d20 roll as a 20. Once it uses this feature, the sidekick can’t use it again until it finishes a short or long rest. Spellcaster A sidekick who becomes a spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a spell-wielding performer, or a person with magic in their veins. To gain the spellcaster class, a creature must have at least one language in its stat block that it can speak. A sidekick gains the following class features as it gains levels in this class, as summarized on the Spellcaster table. Bonus Proficiencies When the sidekick joins this class, the sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma. In addition, the sidekick gains proficiency in three skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion. If the sidekick is a humanoid, it also gains proficiency with simple weapons and light armor. Spellcasting At 1st level, the sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. This choice determines the spell list, spellcasting ability, and spellcasting focus used by the sidekick, as shown on the Spellcasting table.
©2018 Wizards of the Coast LLC 5 Spellcasting Spell List Ability Focus Bard Charisma Musical instrument Cleric Wisdom Holy symbol Druid Wisdom Druidic focus Sorcerer Charisma Arcane focus Warlock Charisma Arcane focus Wizard Intelligence Arcane focus Cantrips At 1st level, the sidekick knows three cantrips of your choice from its spell list. The sidekick learns additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellcaster table. Spell Slots The Spellcaster table shows how many spell slots the sidekick has to cast its spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell’s level or higher. The sidekick regains all expended spell slots when it finishes a long rest. For example, if the sidekick knows the 1stlevel spell cure wounds and has a 1st-level and a 2nd-level spell slot available, it can cast the spell using either slot. Spells Known The sidekick knows three 1st-level spells of your choice from its spell list. The Spells Known column of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of these spells must be of a level for which the sidekick has spell slots, as shown on the table. For instance, when the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or 2nd level. Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows form this class and replace it with another spell from its spell list, which also must be of a level for which it has spell slots. The Spellcaster Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Bonus Proficiencies, Spellcasting 3 3 2 — — — — — — — — 2nd +2 Magical Recovery 3 3 3 — — — — — — — — 3rd +2 — 3 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 5 4 3 — — — — — — — 5th +3 — 4 6 4 3 2 — — — — — — 6th +3 Potent Cantrips 4 7 4 3 3 — — — — — — 7th +3 — 4 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 9 4 3 3 2 — — — — — 9th +4 — 4 10 4 3 3 3 1 — — — — 10th +4 Empowered Spells 5 11 4 3 3 3 2 — — — — 11th +4 — 5 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1 — — — 13th +5 — 5 13 4 3 3 3 2 1 1 — — 14th +5 Focused Casting 5 13 4 3 3 3 2 1 1 — — 15th +5 — 5 14 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 — 17th +6 — 5 15 4 3 3 3 2 1 1 1 1 18th +6 Ability Score Improvement 5 15 4 3 3 3 3 1 1 1 1 19th +6 — 5 16 4 3 3 3 3 2 1 1 1 20th +6 Signature Spells 5 16 4 3 3 3 3 2 2 1 1
©2018 Wizards of the Coast LLC 6 Spellcasting Ability The sidekick’s spellcasting ability for these spells depends on the choice you made on the Spellcasting table. The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one. Spell save DC = 8 + sidekick’s proficiency bonus + spellcasting ability modifier Spell attack modifier = sidekick’s proficiency bonus + spellcasting ability modifier Spellcasting Focus The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. Magical Recovery Beginning at 2nd level, when the sidekick finishes a short rest, it can recover expended spell slots. The spell slots can have a combined level that is equal to or less than half its level in this class (rounded up), and none of the spell slots can be 6th level or higher. Once the sidekick uses this feature, it can’t use the feature again until it finishes a long rest. Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature. Potent Cantrips Starting at 6th level, the sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip. Empowered Spells At 10th level, choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any. Focused Casting Starting at 14th level, the sidekick has advantage on any Constitution saving throw it makes to maintain its concentration on a spell. Signature Spells At 20th level, choose two spells that the sidekick knows from this class. Eligible spells are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd level without expending a spell slot. After the sidekick casts a spell in this way, the sidekick regains the ability to cast that spell with this feature when it finishes a short or long rest.
©2019 Wizards of the Coast LLC 1 Unearthed Arcana: Artificer Playtest Material This character class is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game development. This class is not officially part of the game. For these reasons, it is not legal in D&D Adventurers League events. Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents. Arcane Science In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running. During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers’ creations unleashed. Seekers of New Lore Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else’s work. This drive for novelty pushes artificers to become adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research. Creating an Artificer When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to. Quick Build You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background. Artificers in Other Worlds Eberron is the world most associated with artificers, yet the class can be found throughout the multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor named Vi—runs a multiverse-spanning business from there. In the worldcity Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds, except by the tinker gnomes of Krynn. Class Features As an artificer, you gain the following class features. Hit Points Hit Dice: 1d8 per artificer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
©2019 Wizards of the Coast LLC 2 Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, hand crossbows, heavy crossbows Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: • any two simple weapons • a light crossbow and 20 bolts • (a) studded leather armor or (b) scale mail • thieves’ tools and a dungeoneer’s pack If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment. Optional Rule: Firearm Proficiency The creation and operation of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide (p. 267) and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them. Magical Tinkering At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other 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, The Artificer Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known —Spell Slots per Spell Level— 1st 2nd 3rd 4th 5th 1st +2 Magical Tinkering, Spellcasting — — 2 2 — — — — 2nd +2 Infuse Item 3 2 2 2 — — — — 3rd +2 Artificer Specialist, Tool Expertise 3 2 2 3 — — — — 4th +2 Ability Score Improvement 4 2 2 3 — — — — 5th +3 Arcane Armament 4 2 2 4 2 — — — 6th +3 Artificer Specialist feature 4 3 2 4 2 — — — 7th +3 — 5 3 2 4 3 — — — 8th +3 Ability Score Improvement 5 3 2 4 3 — — — 9th +4 — 5 3 2 4 3 2 — — 10th +4 The Right Cantrip for the Job 5 3 3 4 3 2 — — 11th +4 — 6 4 3 4 3 3 — — 12th +4 Ability Score Improvement 6 4 3 4 3 3 — — 13th +5 — 6 4 3 4 3 3 1 — 14th +5 Artificer Specialist feature 6 4 4 4 3 3 1 — 15th +5 — 7 4 4 4 3 3 2 — 16th +5 Ability Score Improvement 7 5 4 4 3 3 2 — 17th +6 — 7 5 4 4 3 3 3 1 18th +6 Spell-Storing Item 7 5 4 4 3 3 3 1 19th +6 Ability Score Improvement 8 5 4 4 3 3 3 2 20th +6 Soul of Artifice 8 5 4 4 3 3 3 2
©2019 Wizards of the Coast LLC 3 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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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. Spellcasting You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items. 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. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” 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. Cantrips At 1st level, you know two cantrips of your choice from the artificer spell list below. At higher levels, you learn additional artificer cantrips 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. 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 1st-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 in 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.
©2019 Wizards of the Coast LLC 4 Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Cantrips (0 Level) acid splash dancing lights fire bolt guidance light mage hand mending message poison spray prestidigitation ray of frost resistance shocking grasp spare the dying thorn whip 1st Level alarm (ritual) arcane weapon (see the end of the document) cure wounds detect magic (ritual) disguise self expeditious retreat false life grease identify (ritual) jump longstrider sanctuary shield of faith 2nd Level aid alter self arcane lock blur continual flame darkvision enhance ability enlarge/reduce heat metal invisibility lesser restoration levitate magic mouth (ritual) magic weapon protection from poison rope trick see invisibility spider climb 3rd Level blink dispel magic elemental weapon fly gaseous form glyph of warding haste protection from energy revivify water breathing (ritual) water walk (ritual) 4th Level arcane eye fabricate freedom of movement Leomund’s secret chest Mordenkainen’s faithful hound Mordenkainen’s private sanctum Otiluke’s resilient sphere stone shape stoneskin 5th Level animate objects Bigby’s hand creation greater restoration wall of stone The Magic of Artifice As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy.
©2019 Wizards of the Coast LLC 5 Such details don’t limit you in any way or provide you with any benefit. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters. Infuse Item At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. Infusions Known When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. Artificer Specialist At 3rd level, you choose the type of specialist you are: Alchemist or Artillerist, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level. Variant: Crafting An artificer subclass makes you more efficient at crafting certain items. The feature you get from your subclass works whether you’re using the crafting rules in the Player’s Handbook, Dungeon Master’s Guide, or Xanathar’s Guide to Everything. Tool Expertise Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Arcane Armament Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack. The Right Cantrip for the Job At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Spell-Storing Item When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell
©2019 Wizards of the Coast LLC 6 from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again. Soul of Artifice At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. Artificer Specialists Artificers pursue a variety of disciplines. Here are two specialist options you can choose from at 3rd level: the Alchemist and the Artillerist. Alchemist An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals. Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies. You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you don’t already have them. You also gain alchemist’s supplies and an herbalism kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization. Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Alchemist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Alchemist Spells Artificer Level Spell 3rd purify food and drink, ray of sickness 5th Melf’s acid arrow, web 9th create food and water, stinking cloud 13th blight, death ward 17th cloudkill, raise dead Alchemical Homunculus At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances. Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Alchemical Homunculus stat block. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored. Alchemical Homunculus Tiny construct, neutral Armor Class 13 (natural armor) Hit Points equal to five times your level in this class + your Intelligence modifier Speed 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2) Skills Perception +4, Stealth +4
©2019 Wizards of the Coast LLC 7 Damage Immunities acid, poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill bonuses and the bonuses to hit and damage of its Acidic Spittle. Actions (Require Your Bonus Action) Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage. Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice: Buoyancy. The target gains a flying speed of 10 feet for 10 minutes. Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1). Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier. Alchemical Mastery At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once). Chemical Savant By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition. In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest. Artillerist An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands— that can be used on the battlefield. Artillerists were valued by all the armies of the Last War. Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies. You gain proficiency with smith’s tools and woodcarver’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization. In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you’ve carved in your spare time. Crafting. If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Artillerist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Artillerist Spells Artificer Level Spell 3rd shield, thunderwave 5th scorching ray, shatter 9th fireball, wind wall 13th ice storm, wall of fire 17th cone of cold, wall of force Arcane Turret At 3rd level, you learn how to create a magical turret. With your smith’s tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.
©2019 Wizards of the Coast LLC 8 The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action. When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space. You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears. As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one. Arcane Turrets Turret Activation Flamethrower The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Force Ballista Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret. Defender The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). Wand Prototype By 6th level, you now regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest and your woodcarver’s tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice—even one you don’t know—that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand’s magic). The wand loses this magic when you finish your next long rest. Any damage roll you make for a cantrip in the wand gains a bonus equal to your Intelligence modifier (minimum of +1). When you reach 14th level in this class, you can invest the wand with two cantrips at the end of a long rest. Fortified Position Starting at 14th level, you’re a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of a turret you create with Arcane Turret, as a result of a shimmering field of magical protection that the turret emits. You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn’t disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets. Artificer Infusions Artificers 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
©2019 Wizards of the Coast LLC 9 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. Boots of the Winding Path Prerequisite: 4th-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 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 12th 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 12th level in this class. Many-Handed Pouch Prerequisite: 4th-level artificer Item: 2–5 pouches The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents. If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty. Radiant Weapon Prerequisite: 8th-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. 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. As a reaction immediately after being hit by a melee attack, the wielder can 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. Once used, this reaction can’t be used again until the wielder finishes a short or long rest. Replicate Magic Item Prerequisite: See below 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. If a table has a level in its title, you must be of at least that level in this 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. Replicable Magic Items Magic Item Attunement Alchemy jug No Bag of holding No Cap of water breathing No Cloak of the manta ray No Goggles of night No Lantern of revealing No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Magic Items (12th-Level Artificer) Magic Item Attunement Boots of elvenkind No Boots of striding and springing Yes Boots of the winterlands Yes
©2019 Wizards of the Coast LLC 10 Bracers of archery Yes Brooch of shielding Yes Cloak of elvenkind Yes Cloak of protection Yes Eyes of charming Yes Eyes of the eagle Yes Gauntlets of ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Gloves of thievery No Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Periapt of wound closure Yes Pipes of haunting No Pipes of the sewers Yes Quiver of Ehlonna No Ring of jumping Yes Ring of mind shielding Yes Ring of water walking No Slippers of spider climbing Yes Winged boots Yes Replicable Magic Items (16th-Level Artificer) Item Attunement Amulet of health 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 Resistant Armor Prerequisite: 8th-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. New Spell The artificer spell list contains a new spell: arcane weapon. Arcane Weapon 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 hour You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration. As a bonus action, you can change the damage type, choosing from the options above. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours. Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), here’s what you need to know if you choose artificer as one of your classes. Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class. Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s tools. Extra Attack. The Arcane Armament feature doesn’t give you an additional attack if you also have the Extra Attack feature. Spell Slots. Add half your levels (rounded down) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
Version 2 ©2019 Wizards of the Coast LLC 1 Unearthed Arcana: Artificer Playtest Material This character class is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game development. This class is not officially part of the game. For these reasons, it is not legal in D&D Adventurers League events. Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents. Arcane Science In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running. During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers’ creations unleashed. Seekers of New Lore Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else’s work. This drive for novelty pushes artificers to become adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research. Creating an Artificer When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to. Quick Build You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background. Artificers in Other Worlds Eberron is the world most associated with artificers, yet the class can be found throughout the multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor named Vi—runs a multiverse-spanning business from there. In the worldcity Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds, except by the tinker gnomes of Krynn. Class Features As an artificer, you gain the following class features. Hit Points Hit Dice: 1d8 per artificer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Version 2 ©2019 Wizards of the Coast LLC 2 Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, hand crossbows, heavy crossbows Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: • any two simple weapons • a light crossbow and 20 bolts • (a) studded leather armor or (b) scale mail • thieves’ tools and a dungeoneer’s pack If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment. Optional Rule: Firearm Proficiency The creation and operation of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide (p. 267) and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them. Magical Tinkering At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other 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, The Artificer Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known —Spell Slots per Spell Level— 1st 2nd 3rd 4th 5th 1st +2 Magical Tinkering, Spellcasting — — 2 2 — — — — 2nd +2 Infuse Item 3 2 2 2 — — — — 3rd +2 Artificer Specialist, Tool Expertise 3 2 2 3 — — — — 4th +2 Ability Score Improvement 4 2 2 3 — — — — 5th +3 Arcane Armament 4 2 2 4 2 — — — 6th +3 Artificer Specialist feature 4 3 2 4 2 — — — 7th +3 — 5 3 2 4 3 — — — 8th +3 Ability Score Improvement 5 3 2 4 3 — — — 9th +4 — 5 3 2 4 3 2 — — 10th +4 The Right Cantrip for the Job 5 3 3 4 3 2 — — 11th +4 — 6 4 3 4 3 3 — — 12th +4 Ability Score Improvement 6 4 3 4 3 3 — — 13th +5 — 6 4 3 4 3 3 1 — 14th +5 Artificer Specialist feature 6 4 4 4 3 3 1 — 15th +5 — 7 4 4 4 3 3 2 — 16th +5 Ability Score Improvement 7 5 4 4 3 3 2 — 17th +6 — 7 5 4 4 3 3 3 1 18th +6 Spell-Storing Item 7 5 4 4 3 3 3 1 19th +6 Ability Score Improvement 8 5 4 4 3 3 3 2 20th +6 Soul of Artifice 8 5 4 4 3 3 3 2
Version 2 ©2019 Wizards of the Coast LLC 3 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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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. Spellcasting You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items. 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. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” 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. Cantrips At 1st level, you know two cantrips of your choice from the artificer spell list below. At higher levels, you learn additional artificer cantrips 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. 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 1st-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 in 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.
Version 2 ©2019 Wizards of the Coast LLC 4 Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. These spells are from the Player’s Handbook. If a spell’s name is followed by an asterisk, the spell is instead from Xanathar’s Guide to Everything. Cantrips (0 Level) acid splash create bonfire* dancing lights fire bolt frostbite* guidance light mage hand magic stone* mending message poison spray prestidigitation ray of frost resistance shocking grasp spare the dying thorn whip thunderclap* 1st Level absorb elements* alarm (ritual) arcane weapon (see the end of the document) catapult* cure wounds detect magic (ritual) disguise self expeditious retreat faerie fire false life feather fall grease identify (ritual) jump longstrider sanctuary snare* 2nd Level aid alter self arcane lock blur continual flame darkvision enhance ability enlarge/reduce heat metal invisibility lesser restoration levitate magic mouth (ritual) magic weapon protection from poison pyrotechnics* rope trick see invisibility skywrite* (ritual) spider climb 3rd Level blink catnap* dispel magic elemental weapon flame arrows* fly gaseous form glyph of warding haste protection from energy revivify tiny servant* water breathing (ritual) water walk (ritual) 4th Level arcane eye elemental bane* fabricate freedom of movement Leomund’s secret chest Mordenkainen’s faithful hound Mordenkainen’s private sanctum Otiluke’s resilient sphere stone shape stoneskin vitriolic sphere* 5th Level animate objects Bigby’s hand creation greater restoration skill empowerment* transmute rock* wall of stone
Version 2 ©2019 Wizards of the Coast LLC 5 The Magic of Artifice As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy. Such details don’t limit you in any way or provide you with any benefit. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters. Infuse Item At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. Infusions Known When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. Artificer Specialist At 3rd level, you choose the type of specialist you are: Alchemist, Archivist, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level. Variant: Crafting An artificer subclass makes you more efficient at crafting certain items. The feature you get from your subclass works whether you’re using the crafting rules in the Player’s Handbook, Dungeon Master’s Guide, or Xanathar’s Guide to Everything. Tool Expertise Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Version 2 ©2019 Wizards of the Coast LLC 6 Arcane Armament Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack. The Right Cantrip for the Job At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Spell-Storing Item When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again. Soul of Artifice At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. Artificer Specialists Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level. Alchemist An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals. Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies. You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you don’t already have them. You also gain alchemist’s supplies and an herbalism kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization. Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Alchemist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Alchemist Spells Artificer Level Spell 3rd purify food and drink, ray of sickness 5th Melf’s acid arrow, web 9th create food and water, stinking cloud 13th blight, death ward 17th cloudkill, raise dead Alchemical Homunculus At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances. Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Alchemical Homunculus stat block. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.
Version 2 ©2019 Wizards of the Coast LLC 7 In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored. Alchemical Homunculus Tiny construct, neutral Armor Class 13 (natural armor) Hit Points equal to five times your level in this class + your Intelligence modifier Speed 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2) Skills Perception +4, Stealth +4 Damage Immunities acid, poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill bonuses and the bonuses to hit and damage of its Acidic Spittle. Actions (Require Your Bonus Action) Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage. Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice: Buoyancy. The target gains a flying speed of 10 feet for 10 minutes. Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1). Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier. Alchemical Mastery At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once). Chemical Savant By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition. In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest. Archivist What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science. Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Version 2 ©2019 Wizards of the Coast LLC 8 Proficiencies. You gain proficiency with calligrapher’s supplies and the forgery kit, assuming you don’t already have them. You also gain calligrapher’s supplies and a forgery kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization. Crafting. If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Archivist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Archivist Spells Artificer Level Spell 3rd comprehend languages, dissonant whispers 5th detect thoughts, locate object 9th hypnotic pattern, tongues 13th locate creature, phantasmal killer 17th legend lore, modify memory Artificial Mind At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates. The magic item has the following properties. Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item’s main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind’s knowledge. Manifest Mind. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object’s main material. While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (as if concentrating on a spell). As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action. When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest. Information Overload. As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by Artificial Mind Main Material Skill Proficiencies Suggested Appearance Animal {parchment, leather, bone} Animal Handling, Insight, Medicine, Perception, Survival A beast or a humanoid visage with antlers Mineral {glass, stone, metal} Deception, Intimidation, Performance, Persuasion A robotic or golem-like face Plant {paper, wood} Arcana, History, Investigation, Nature, Religion A bespectacled visage or a treant
Version 2 ©2019 Wizards of the Coast LLC 9 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class. Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1stlevel spell slot, plus 1d8 for each spell level higher than first. Mind Network At 6th level, you’ve learned how to use your artifices to access minds, both to communicate and to harm. Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries. Psychic Damage. When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1). Pure Information At 14th level, your Artificial Mind is able to receive and transmit more information than ever before. Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn. Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear. You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher. The First Warforged Minds Warforged were originally created by House Cannith to fight as subservient beings, having limited selfawareness. The development of the autonomous warforged consciousness has been presented as an accidental breakthrough. However, rumors abound that it was the work of pioneering archivist Aaren d’Cannith, who planted the seed of autonomy in the warforged mind. This fact is now difficult to verify, for the development team’s records were destroyed and Aaren d’Cannith disappeared under mysterious circumstances. Many believe that Aaren is still determined to help the warforged evolve and that he might be working with the sinister Lord of Blades. Artillerist An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands— that can be used on the battlefield. Artillerists were valued by all the armies of the Last War. Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies. You gain proficiency with smith’s tools and woodcarver’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization. In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you’ve carved in your spare time. Crafting. If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Artillerist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Artillerist Spells Artificer Level Spell 3rd shield, thunderwave 5th scorching ray, shatter 9th fireball, wind wall 13th ice storm, wall of fire 17th cone of cold, wall of force
Version 2 ©2019 Wizards of the Coast LLC 10 Arcane Turret At 3rd level, you learn how to create a magical turret. With your smith’s tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you. The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action. When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space. You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears. As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one. Arcane Turrets Turret Activation Flamethrower The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Force Ballista Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret. Defender The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). Wand Prototype By 6th level, you now regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest and your woodcarver’s tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice—even one you don’t know—that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand’s magic). The wand loses this magic when you finish your next long rest. Any damage roll you make for a cantrip in the wand gains a bonus equal to your Intelligence modifier (minimum of +1). When you reach 14th level in this class, you can invest the wand with two cantrips at the end of a long rest. Fortified Position Starting at 14th level, you’re a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of a turret you create with Arcane Turret, as a result of a shimmering field of magical protection that the turret emits. You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn’t disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets.
Version 2 ©2019 Wizards of the Coast LLC 11 Battle Smith Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender. Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles. Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies. You gain proficiency with leatherworker’s tools and smith’s tools, assuming you don’t already have them. You also gain leatherworker’s tools and smith’s tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization. Crafting. If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Battle Smith Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Battle Smith Spells Artificer Level Spell 3rd heroism, searing smite 5th branding smite, warding bond 9th aura of vitality, blinding smite 13th aura of purity, staggering smite 17th banishing smite, mass cure wounds Battle Ready When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways: • You gain proficiency with martial weapons. • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. Iron Defender By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the iron defender stat block. In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its 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 one of the actions in its stat block or the Dash, Disengage, or Help action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new iron defender if you have your smith’s tools with you. If you already have an iron defender from this feature, the first one immediately perishes. Iron Defender Medium construct, neutral Armor Class 15 (natural armor) Hit Points equal to five times your level in this class + your Intelligence modifier + the iron defender’s Constitution modifier Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (−4) 10 (+0) 6 (−2) Skills Perception +4 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak
Version 2 ©2019 Wizards of the Coast LLC 12 Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the iron defender’s skill bonuses, the bonuses to hit and damage of its bite, and the number of hit points restored by its Repair action. Vigilant. The iron defender can’t be surprised. Actions (Requires Your Bonus Action) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 piercing damage. Repair (3/Day). The magical mechanisms inside the iron defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it. Reaction Defensive Pounce. The iron defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the iron defender. Arcane Jolt At 6th level, you learn new ways to channel arcane energy through your weapon attacks and your iron defender. First, your iron defender’s bite attack is now considered magical for the purposes of bypassing resistances and immunities, thanks to enhancements you’ve made to the creature in your free time. Second, when you or your iron defender hits a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects: • The target takes an extra 2d4 force damage. • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d4 hit points to it. You can channel this magical energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses of this feature when you finish a long rest. Improved Defender At 14th level, your Arcane Jolt and iron defender become more powerful: • The extra damage and the healing of your Arcane Jolt both increase to 4d4. • Whenever your iron defender uses its Defensive Pounce, the attacker takes force damage equal to 1d4 + your Intelligence modifier. Artificer Infusions Artificers 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. Boots of the Winding Path Prerequisite: 4th-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 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 12th level in this class. Enhanced Wand Item: A wand (requires attunement) While holding this wand, a creature gains a +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 12th 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.
Version 2 ©2019 Wizards of the Coast LLC 13 The bonus increases to +2 when you reach 12th level in this class. Many-Handed Pouch Prerequisite: 4th-level artificer Item: 2–5 pouches The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents. If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty. Radiant Weapon Prerequisite: 8th-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. 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. As a reaction immediately after being hit by a melee attack, the wielder can 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. Once used, this reaction can’t be used again until the wielder finishes a short or long rest. Repeating Shot 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 when it’s used to make a ranged attack, and it ignores the loading property if it has it. The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after the it hits or misses a target. Replicate Magic Item Prerequisite: See below 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. If a table has a level in its title, you must be of at least that level in this 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. Replicable Magic Items Magic Item Attunement Alchemy jug No Bag of holding No Cap of water breathing No Cloak of the manta ray No Goggles of night No Lantern of revealing No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Magic Items (12th-Level Artificer) Magic Item Attunement Boots of elvenkind No Boots of striding and springing Yes Boots of the winterlands Yes Bracers of archery Yes Brooch of shielding Yes Cloak of elvenkind Yes Cloak of protection Yes Eyes of charming Yes Eyes of the eagle Yes Gauntlets of ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Gloves of thievery No Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Periapt of wound closure Yes Pipes of haunting No Pipes of the sewers Yes Quiver of Ehlonna No Ring of jumping Yes Ring of mind shielding Yes Ring of water walking No
Version 2 ©2019 Wizards of the Coast LLC 14 Slippers of spider climbing Yes Winged boots Yes Replicable Magic Items (16th-Level Artificer) Item Attunement Amulet of health 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 Repulsion Shield Prerequisite: 8th-level artificer Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. Once used, this reaction can’t be used again until the wielder finishes a short or long rest. Resistant Armor Prerequisite: 8th-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. New Spell The artificer spell list contains a new spell: arcane weapon. Arcane Weapon 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 hour You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration. As a bonus action, you can change the damage type, choosing from the options above. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours. Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), here’s what you need to know if you choose artificer as one of your classes. Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class. Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s tools. Extra Attack. The Arcane Armament feature doesn’t give you an additional attack if you also have the Extra Attack feature. Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
UNEARTHED ARCANA Barbarian and Monk This document provides playtest options for the barbarian and the monk. This Is Playtest Content The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Primal Path At 3rd level, a barbarian gains the Primal Path feature. Here is a playtest option for that feature: the Path of the Wild Soul. Path of the Wild Soul The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body. When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways. Path of the Wild Soul Features Barbarian Level Feature 3rd Lingering Magic, Wild Surge 6th Magic Reserves 1d4 10th Arcane Rebuke 14th Chaotic Fury, Magic Reserves 1d6 Lingering Magic At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors). You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. Wild Surge Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced. If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Wild Surge d8 Effect 1 Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. 2 You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. 3 You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. 4 Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier. 5 Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. 6 Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. ©2019 Wizards of the Coast LLC 1
7 Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. 8 A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. Magic Reserves At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can’t recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled. You take force damage equal to five times the number rolled. When you reach 14th level in this class, you increase the die to a d6. Arcane Rebuke At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature. Chaotic Fury At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one. Monastic Tradition At 3rd level, a monk gains the Monastic Tradition feature. Here is a playtest option for that feature: the Way of the Astral Self. Way of the Astral Self Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses. Forms of Your Astral Self The astral self is a translucent embodiment of the monk’s psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and large, muscular arms, or it could be a golden metallic form with thin arms like a modron. When choosing this path, consider the quirks that define your monk. Are they obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self. Way of the Astral Self Features Monk Level Feature 3rd Arms of the Astral Self 6th Visage of the Astral Self 11th Awakening of the Astral Self 17th Complete Astral Self Arms of the Astral Self At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms’ appearance based on the qualities of your character. While your astral arms are summoned, you gain the following benefits: • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. • The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls. • Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level. ©2019 Wizards of the Coast LLC 2
Visage of the Astral Self Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character. While your visage is summoned, you gain the following benefits. Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks. Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Awakening of the Astral Self Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits. Deflect Energy. When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level. Empowered Arms. Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die. Word of the Spirit. When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you. Complete Astral Self Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character. While your astral self is summoned, you gain the following benefits. Armor of the Spirit. You gain a +2 bonus to AC while you aren’t incapacitated. Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms. Ki Consumption. When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1). ©2019 Wizards of the Coast LLC 3
©2019 Wizards of the Coast LLC 1 UNEARTHED ARCANA Sorcerer and Warlock This document provides playtest options for the sorcerer and the warlock. It also presents a new cantrip: mind sliver. This Is Playtest Content The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Sorcerous Origin At 1st level, a sorcerer gains the Sorcerous Origin feature. Here is a playtest option for that feature: Aberrant Mind. Aberrant Mind An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered. Unique Disturbance Regardless of its genesis, the Aberrant Mind origin imparts a sense of eeriness to the character or their surroundings. This can be as subtle as when your sorcerer reads a creature’s mind with detect thoughts, anyone in their immediate vicinity experiences a faint but pervasive sense of dread. Or it could be unmistakable, such as sweating a sheen of viscous mucus when you’re scared, or your pupils squirming when you’re excited. Consider the potentially unspeakable source of your sorcerer’s powers, and use that as a guide to weave threads of eeriness throughout your magic. Invasive Thoughts 1st-level Aberrant Mind feature At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature. Psionic Spells 1st-level Aberrant Mind feature Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. Psionic Spells Sorcerer Level Spells 1st arms of Hadar, dissonant whispers 3rd calm emotions, detect thoughts 5th hunger of Hadar, sending 7th compulsion, Evard’s black tentacles 9th modify memory, Rary’s telepathic bond Warped Being 1st-level Aberrant Mind feature Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.
©2019 Wizards of the Coast LLC 2 Rule Tip: AC Calculations Don’t Stack When the game gives you more than one way to calculate your Armor Class, you can use only one of them. You choose the one to use. For example, if you have the Aberrant Mind’s Warped Being feature and the monk’s Unarmored Defense feature, you don’t mix them together. Instead, choose which one determines your AC. Psionic Sorcery 6th-level Aberrant Mind feature Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no components. Psychic Defenses 6th-level Aberrant Mind feature At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. Revelation in Flesh 14th-level Aberrant Mind feature Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends: • You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing. • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus. • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. • Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you. Warp Reality 18th-level Aberrant Mind feature At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura. As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can’t use it again until you finish a long rest. Otherworldly Patron At 1st level, a warlock gains the Otherworldly Patron feature. Here is a playtest option for that feature: the Lurker in the Deep. The Lurker in the Deep You made a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation’s earliest days. You serve as this creature’s eyes and ears, watching the world beyond its domain and reporting your findings. You may have gained this pact as a member of a cult dedicated to the entity or after your patron saved your life when you nearly drowned at sea. The Lurker’s Clutches Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form
©2019 Wizards of the Coast LLC 3 of these appendages should reflect the nature of your specific patron. For example, a kraken’s warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water. Expanded Spell List 1st-level Lurker in the Deep feature The Lurker in the Deep lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Lurker Expanded Spells Spell Level Spells 1st create or destroy water, thunderwave 2nd gust of wind, silence 3rd lightning bolt, sleet storm 4th control water, Evard’s black tentacles 5th commune with nature, cone of cold Grasp of the Deep 1st-level Lurker in the Deep feature At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Scion of the Deep 1st-level Lurker in the Deep feature At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically. Fathomless Soul 6th-level Lurker in the Deep feature At 6th level, your patron grants you greater abilities. You gain the following benefits: • You can breathe both air and water. • You gain a swimming speed equal to your walking speed. • You gain resistance to cold damage. Guardian Grasp 6th-level Lurker in the Deep feature At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes. Devouring Maw 10th-level Lurker in the Deep feature Starting at 10th level, you can magically draw forth a manifestation of your patron’s insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw’s area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw’s area, you gain temporary hit points equal to your warlock level. Once you use this feature, you can’t do so again until you finish a short or long rest. Rule Tip: Temporary Hit Points Don’t Stack If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points
©2019 Wizards of the Coast LLC 4 to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook. Unleash the Depths 14th-level Lurker in the Deep feature Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can’t use this feature again until you finish a long rest. Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron’s realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish. Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish. New Spell A new cantrip suitable for psionic-themed spellcasters is presented here: mind sliver. It appears on the sorcerer, warlock, and wizard spell lists. Mind Sliver Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
©2019 Wizards of the Coast LLC 1 UNEARTHED ARCANA Bard and Paladin This document provides playtest options for the bard and the paladin. This Is Playtest Content The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Bardic College At 3rd level, a bard gains the Bardic College feature. Here is a playtest option for that feature: the College of Eloquence. College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. Universal Speech 3rd-level College of Eloquence feature You have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn’t speak any languages. Soothing Words 3rd-level College of Eloquence feature You can now cast calm emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest. Undeniable Logic 6th-level College of Eloquence feature You can spin words laced with magic into a knot of reasoning that can be encouraging or impossible to follow. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 of you that can hear you, then roll your Bardic Inspiration die and choose one of the following: • The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn. • The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn. Infectious Inspiration 14th-level College of Eloquence feature When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. In addition, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction
©2019 Wizards of the Coast LLC 2 a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Sacred Oath At 3rd level, a paladin gains the Sacred Oath feature. Here is a playtest option for that feature: the Oath of Heroism. Oath of Heroism The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you’re ready when destiny calls. Tenets of Heroism The tenets of the Oath of Heroism reflect a paladin’s commitment to fulfilling their calling as a hero worthy of legend. Actions over Words. Strive to be known by deeds not words. Challenges Are but Tests. Every hardship serves to challenge your abilities and harden your resolve. Embrace Destiny. You didn’t choose this path, but it’s yours to walk. And it will carry you into legend. Hone the Body. Like raw stone, your body must be worked so its potential can be realized. Oath Spells 3rd-level Oath of Heroism feature You gain oath spells at the paladin levels listed in the Oath of Heroism Spells table. See the Sacred Oath class feature for how oath spells work. Oath of Heroism Spells Paladin Level Spells 3rd expeditious retreat, guiding bolt 5th enhance ability, enthrall 9th haste, protection from energy 13th compulsion, freedom of movement 17th commune, conjure volley Channel Divinity 3rd-level Oath of Heroism feature You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Peerless Athlete. You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes. Legendary Strike. You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Mighty Deed 7th-level Oath of Heroism feature Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice: • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point). • The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn. Once you use this feature, you can’t use it again until the start of your next turn. Glorious Defense 15th-level Oath of Heroism feature Your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.
©2019 Wizards of the Coast LLC 3 Living Myth 20th-level Oath of Heroism feature You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes: • You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks. • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead. • If you fail a saving throw, you can use your reaction to succeed instead. Once you use this feature, you can’t use it again until you finish a long rest.
©2019 Wizards of the Coast LLC 1 UNEARTHED ARCANA Cleric, Druid, and Wizard This document provides playtest options for the cleric, the druid, and the wizard. This Is Playtest Content The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Divine Domain At 1st level, a cleric gains the Divine Domain feature. Here is a playtest option for that feature: the Twilight Domain. Twilight Domain The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light. Twilight Domain Spells Cleric Level Spells 1st faerie fire, sleep 3rd darkness, invisibility 5th aura of vitality, Leomund’s tiny hut 7th aura of life, greater invisibility 9th circle of power, dream Bonus Proficiencies 1st-level Twilight Domain feature You gain proficiency with martial weapons and heavy armor. Eyes of Night 1st-level Twilight Domain feature Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. Vigilant Blessing 1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. Channel Divinity: Twilight Sanctuary 2nd-level Twilight Domain feature You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: • Give it 1d8 temporary hit points.