Artificer
Artificer
Level | Proficiency Bonus | Features | Infusions Known | Infusions Active | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Makeshift Magic, Emergency Recalibration, Magic Item Adept | — | — | 3 | 2 | — | — | — | — |
2nd | +2 | Infusions, Artificer Combat Tactics I | 4 | 2 | 3 | 2 | — | — | — | — |
3rd | +2 | Artificer Specialist, Sustaining Attunement | 4 | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 3 | 3 | — | — | — | — |
5th | +3 | Artificer Combat Tactics II | 4 | 2 | 3 | 4 | 2 | — | — | — |
6th | +3 | Tool Expertise | 6 | 3 | 3 | 4 | 2 | — | — | — |
7th | +3 | Artificer Specialist feature, Flash of Genius | 6 | 3 | 3 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 3 | 3 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 3 | 3 | 4 | 3 | 2 | — | — |
10th | +4 | Extra Attunement (4 attunements) | 8 | 4 | 4 | 4 | 3 | 2 | — | — |
11th | +4 | Artificer Specialist feature | 8 | 4 | 4 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 4 | 4 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | Extra Attunement (5 attunements) | 10 | 5 | 5 | 4 | 3 | 3 | 1 | — |
15th | +5 | Artificer Specialist feature | 10 | 5 | 5 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 10 | 5 | 5 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 5 | 5 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Extra Attunement (6 attunements) | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Greater Ability Score Improvement | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Ultimate Artifice | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 2 |
Class Features
Hit Points
Hit Points at 1st Level: 18
Hit Points Gained at Each Artificer Level After 1st: 8
Proficiencies
Weapons: Simple weapons
Tools: One type of artisan's tools of your choice
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Multiclassing
Proficiencies Gained: Light and medium armor, light and medium shields, simple weapons, one type of artisan's tools of your choice
Equipment
- (a) any two simple melee weapons or (b) a light crossbow and 20 bolts
- (a) studded leather or (b) scale mail
- A dungeoneer's pack and one type of artisan's tools
Makeshift Magic
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Acid Splash | Conjuration | |||
Cantrip | Booming Blade | Evocation | |||
Cantrip | Create Bonfire | concentration | Conjuration | ||
Cantrip | Dancing Lights | Evocation | |||
Cantrip | Fire Bolt | Evocation | |||
Cantrip | Frostbite | Evocation | |||
Cantrip | Green-Flame Blade | Evocation | |||
Cantrip | Guidance | Divination | |||
Cantrip | Light | Evocation | |||
Cantrip | Lightning Lure | Evocation | |||
Cantrip | Mage Hand | Conjuration | |||
Cantrip | Magic Stone | Transmutation | |||
Cantrip | Mending | Transmutation | |||
Cantrip | Message | Transmutation | |||
Cantrip | Minor Alteration | Transmutation | |||
Cantrip | Poison Spray | Conjuration | |||
Cantrip | Prestidigitation | Transmutation | |||
Cantrip | Quaking Blow | Evocation | |||
Cantrip | Ray of Frost | Evocation | |||
Cantrip | Resistance | Abjuration | |||
Cantrip | Rime Blade | Evocation | |||
Cantrip | Shocking Grasp | Evocation | |||
Cantrip | Spare the Dying | Necromancy | |||
Cantrip | Sword Burst | Conjuration | |||
Cantrip | Thorn Whip | Transmutation | |||
Cantrip | Thunderclap | Evocation | |||
1st | Absorb Elements | Abjuration | |||
1st | Alarm | ritual | Abjuration | ||
1st | Arcane Weapon | concentration | Transmutation | ||
1st | Catapult | Transmutation | |||
1st | Caustic Spray | concentration | Evocation | ||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Disguise Self | Illusion | |||
1st | Earthen Barrier | Transmutation | |||
1st | Expeditious Retreat | concentration | Transmutation | ||
1st | Faerie Fire | concentration | Evocation | ||
1st | False Life | Necromancy | |||
1st | Feather Fall | Transmutation | |||
1st | Fog Cloud | concentration | Conjuration | ||
1st | Grease | Conjuration | |||
1st | Identify | ritual | Divination | ||
1st | Jump | Transmutation | |||
1st | Longstrider | Transmutation | |||
1st | Magic Weapon | concentration | Transmutation | ||
1st | Purify Food and Drink | ritual | Transmutation | ||
1st | Repair Minor Damage | Transmutation | |||
1st | Sanctuary | Abjuration | |||
1st | Shield | Abjuration | |||
2nd | Aid | Abjuration | |||
2nd | Alter Self | concentration | Transmutation | ||
2nd | Arcane Lock | Abjuration | |||
2nd | Blur | concentration | Illusion | ||
2nd | Clay Armor | concentration | Transmutation | ||
2nd | Conjure Barrage | Conjuration | |||
2nd | Continual Flame | Evocation | |||
2nd | Darkvision | Transmutation | |||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Enlarge/Reduce | concentration | Transmutation | ||
2nd | Entomb | concentration | Transmutation | ||
2nd | Heat Metal | concentration | Transmutation | ||
2nd | Invisibility | concentration | Illusion | ||
2nd | Lesser Restoration | Abjuration | |||
2nd | Levitate | concentration | Transmutation | ||
2nd | Magic Mouth | ritual | Illusion | ||
2nd | Protection from Poison | Abjuration | |||
2nd | Pyrotechnics | Transmutation | |||
2nd | See Invisibility | Divination | |||
2nd | Shatter | Evocation | |||
2nd | Skywrite | ritual | concentration | Transmutation | |
2nd | Spider Climb | concentration | Transmutation | ||
2nd | Web | concentration | Conjuration | ||
3rd | Blink | Transmutation | |||
3rd | Catnap | Enchantment | |||
3rd | Create Food and Water | Conjuration | |||
3rd | Dispel Magic | Abjuration | |||
3rd | Elemental Weapon | concentration | Transmutation | ||
3rd | Flame Arrows | concentration | Transmutation | ||
3rd | Flaming Stride | concentration | Transmutation | ||
3rd | Fly | concentration | Transmutation | ||
3rd | Glyph of Warding | Abjuration | |||
3rd | Haste | concentration | Transmutation | ||
3rd | Intellect Fortress | concentration | Abjuration | ||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Revivify | Necromancy | |||
3rd | Tiny Servant | Transmutation | |||
3rd | Water Breathing | ritual | Transmutation | ||
3rd | Water Walk | ritual | Transmutation | ||
4th | Arcane Eye | concentration | Divination | ||
4th | Elemental Bane | concentration | Transmutation | ||
4th | Fabricate | Transmutation | |||
4th | Freedom of Movement | Abjuration | |||
4th | Indestructible Sphere | concentration | Evocation | ||
4th | Phantom Hound | Conjuration | |||
4th | Repair Major Damage | Transmutation | |||
4th | Sanctum | Abjuration | |||
4th | Secret Chest | ritual | Conjuration | ||
4th | Stone Shape | Transmutation | |||
4th | Stoneskin | concentration | Abjuration | ||
4th | Summon Construct | concentration | Conjuration | ||
5th | Creation | Illusion | |||
5th | Greater Restoration | Abjuration | |||
5th | Hand of Force | concentration | Evocation | ||
5th | Transmute Rock | Transmutation | |||
5th | Wall of Stone | concentration | Evocation |
Emergency Recalibration
Magic Item Adept
Infusions
Infusion ▼ | Artificer Level | Attunement | Item |
---|---|---|---|
Armor of Acuity | attunement | A suit of armor or robes | |
Armor of Magical Strength | attunement | A suit of armor | |
Boots of the Winding Path | 6 | attunement | A pair of boots |
Ever-Filling Brew | 6 | A flask | |
Frenzy Seed | attunement | A nut or bulb | |
Grappling Harpoon | A wooden or metal cylinder, springs, a long cord, and a metal rod, totalling at least 25 gp | ||
Helm of Awareness | attunement | A helmet | |
Homunculus Servant | A gem or crystal worth at least 100 gp | ||
Longshot Gun | 10 | Sheet metal worth at least 100 gp | |
Magic Detector | A crystal or orb worth at least 5 gp | ||
Mind Linker | 6 | attunement | Two gold wires, metal parts, and something that can be worn on the head, such as a headband, helmet, or earring |
Multi-Purpose Tool | An assortment of raw materials including wood, metal, glass, and leather, totalling at least 50 gp in value | ||
Nightvision Goggles | A leather strap, strips of metal, and curved glass, totalling at least 10 gp in value | ||
Power Armor | 10 | attunement | A suit of armor |
Quickshot Gun | 6 | Sheet metal and wood stock worth at least 10 gp | |
Radiant Weapon | attunement | A simple or martial melee weapon | |
Repeating Shot | attunement | A simple or martial weapon with the ammunition property | |
Repulsion Shield | attunement | A shield | |
Resistant Armor | 10 | attunement | A suit of armor |
Returning Weapon | attunement | A simple or martial weapon | |
Scattershot Gun | 6 | Sheet metal and wood stock worth at least 20 gp | |
Sending Shells | A pair of hollow sea shells | ||
Shoulder Cannon | attunement | Materials worth at least 20 gp | |
Spell-Refueling Ring | 6 | attunement | A ring |
Third Arm | 10 | attunement | Mechanical or biological materials worth at least 100 gp |
Artificer Combat Tactics I
Martial Tactics I
Magic Tactics I
Artificer Specialist
Mechanist
Mechanist Spells
Artificer Level | Spell |
---|---|
3rd | repair minor damage |
5th | conjure barrage |
9th | haste |
13th | repair major damage |
17th | conjure volley |
Steel Defender
Genius Design
Improved Defender
Ultimate Defender
Sustaining Attunement
Ability Score Improvement
Artificer Combat Tactics II
Martial Tactics II
Magic Tactics II
Tool Expertise
Flash of Genius
Extra Attunement
Greater Ability Score Improvement
Ultimate Artifice
- An infusion applied to armor (or robes) or a shield grants a +1 bonus to AC.
- An infusion applied to a weapon grants a +1 bonus to attack and damage rolls made with that weapon.
- An infusion applied to a spellcasting focus grants a +1 bonus to the spell attack modifier and spell save DC of spells cast through the focus.
- An infusion that can be attuned to grants an attuned creature a +1 bonus to saving throws.
Light Crossbow
Damage: 1d8 piercing
Weight: 5 lb.
Properties: ammunition (arrows; 80/320 ft.), two-handed
Ammunition
Arrows (20)
Weight: 1 lb.
Two-Handed
Crossbow Bolts (20)
Weight: 1 1/2 lb.
Studded Leather
Armor Class (AC): 12 + Dex
Weight: 13 lb.
Properties: none
Scale Mail
Armor Class (AC): 14 + Dex (max 2)
Weight: 45 lb.
Properties: unstealthy
Unstealthy
Absorb Elements
S
1 round
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Self
Acid Splash
V, S
Instantaneous
1 standard action
60 feet
Aid
V, S, M (a tiny strip of white cloth)
Instantaneous
1 standard action
30 feet
Alarm
V, S, M (a tiny bell and a piece of fine silver wire)
8 hours
1 minute
30 feet
Alter Self
V, S
Up to 1 hour
1 standard action
Self
Swim
Other Movement Modes (+1 Cost): Crawling, sneaking
Jumping
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
Causes of This Condition
Swimming
Sneaking
Hydrodynamic
Arcane Eye
V, S, M (a bit of bat fur)
Up to 1 hour
1 standard action
30 feet
Invisible
Effects of This Condition
Hide
Obscured
Lightly Obscured
Heavily Obscured
Cover
Half Cover
Three-Quarters Cover
Total Cover
Darkvision
Light
Bright Light
Dim Light
Darkness
Arcane Lock
V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Until dispelled
1 standard action
Touch
Arcane Weapon
V, S, M (a weapon)
Up to 1 hour
1 minor action
Self
Blink
V, S
1 minute
1 standard action
Self
Blur
V
Up to 1 minute
1 standard action
Self
Booming Blade
S, M (a melee weapon worth at least 1 sp)
1 round
1 standard action
Self (5-foot radius)
Catapult
S
Instantaneous
1 standard action
60 feet
Catnap
S, M (a pinch of sand)
10 minutes
1 standard action
30 feet
Unconscious
Effects of This Condition
- You are incapacitated and are unaware of your surroundings.
- You drop whatever you're holding and fall prone.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Causes of This Condition
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Caustic Spray
V, S, M (a bit of rotten food)
Up to 1 minute
1 standard action
Self (30-foot line)
Clay Armor
V, S, M (a lump of clay)
Up to 1 minute
1 minor action
Self
Conjure Barrage
V, S, M (one piece of ammunition or a thrown weapon)
Instantaneous
1 standard action
Self
Continual Flame
V, S, M (ruby dust worth 50 gp, which the spell consumes)
Until dispelled
1 standard action
Touch
Create Bonfire
V, S
Up to 1 minute
1 standard action
60 feet
Create Food and Water
V, S
Instantaneous
1 standard action
30 feet
Creation
V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Special
1 minute
30 feet
Material | Duration |
---|---|
Vegetable matter | 1 day |
Stone or crystal | 12 hours |
Precious metals | 1 hour |
Gems | 10 minutes |
Adamantine or mithral | 1 minute |
Dancing Lights
V, S, M (a bit of phosphorus or wychwood, or a glowworm)
10 minutes
1 standard action
120 feet
- Move the light up to 60 feet.
- Switch the light's anchor point from yourself to the ground, or vice versa.
- Dismiss the light.
- Create a new light within range, up to a maximum of four lights.
Darkvision
V, S, M (either a pinch of dried carrot or an agate)
Until the target finishes a long rest
1 standard action
Touch
Detect Magic
V, S
Up to 10 minutes
1 standard action
Self
Disguise Self
V, S
1 hour
1 standard action
Self
Dispel Magic
V, S
Instantaneous
1 standard action
120 feet
Earthen Barrier
S
Instantaneous
1 reaction, which you take when you or a creature within range you can see is hit by an attack or fails a Dexterity saving throw
10 feet
Elemental Bane
V, S
Up to 1 minute
1 standard action
90 feet
Elemental Weapon
V, S
Up to 1 hour
1 standard action
Touch
Enhance Ability
V, S, M (fur or a feather from a beast)
Up to 1 hour
1 standard action
Touch
Enlarge/Reduce
V, S, M (a pinch of powdered iron)
Up to 1 minute
1 standard action
30 feet
- Its reach increases by 5 feet.
- It has advantage on Strength checks and Strength saving throws.
- Its weapon attacks deal 1d4 extra damage.
- Its reach decreases by 5 feet (to a minimum of 5 feet).
- It has disadvantage on Strength checks and Strength saving throws.
- Its weapon attacks deal 1d4 less damage. This can't reduce an attack's damage below 1.
Entomb
S
Up to 1 minute
1 standard action
60 feet
Restrained
Effects of This Condition
- Your speed is 0.
- Attack rolls against you have advantage, and your attack rolls have disadvantage.
- You have disadvantage on Dexterity saving throws.
Difficult Terrain
Expeditious Retreat
V, S
Up to 10 minutes
1 minor action
30 feet
Dash
Move
Fabricate
V, S
Instantaneous
10 minutes
120 feet
Faerie Fire
V
Up to 1 minute
1 standard action
60 feet
False Life
V, S, M (a small amount of alcohol or distilled spirits)
Until you finish a short rest
1 standard action
Self
Feather Fall
V, M (a small feather or a piece of down)
1 minute
1 reaction, which you take when you or a creature within 60 feet of you falls
60 feet
Fire Bolt
V, S
Instantaneous
1 standard action
120 feet
Flame Arrows
V, S
Up to 1 hour
1 standard action
Touch
Flaming Stride
V, S
Up to 1 minute
1 minor action
Self
Fly
V, S, M (a wing feather from any bird)
Up to 10 minutes
1 standard action
Touch
Hover
Other Movement Modes (+1 Cost): Sneaking
Flying
Falling
Break Fall
Fog Cloud
V, S
Up to 1 hour
1 standard action
120 feet
Freedom of Movement
V, S, M (a leather strap, bound around the arm or a similar appendage)
Until the target finishes a short rest
1 standard action
Touch
Frostbite
V, S
Instantaneous
1 standard action
60 feet
Glyph of Warding
V, S, M (incense and powdered diamond worth at least 200 gp, the spell consumes)
Until dispelled
1 hour
Touch
Grease
V, S, M (a bit of pork rind or butter)
1 minute
1 standard action
60 feet
Greater Restoration
V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Instantaneous
1 standard action
Touch
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Green-Flame Blade
S, M (a melee weapon worth at least 1 sp)
Instantaneous
1 standard action
Self (5-foot radius)
Guidance
V, S
Instantaneous
1 reaction, which you take in response to you or an ally within 10 feet of you failing an ability check
10 feet
Hand of Force
V, S, M (an eggshell and a snakeskin glove)
Up to 1 minute
1 standard action
120 feet
Grappled
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
Causes of This Condition
Grappling
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
Causes of This Condition
Disengage
Haste
V, S, M (a shaving of licorice root)
Up to 1 minute
1 standard action
Self
Heat Metal
V, S, M (a piece of iron and a flame)
Up to 1 minute
1 standard action
60 feet
Identify
V, S, M (a pearl worth at least 100 gp and an owl feather)
Instantaneous
1 minute
Touch
Indestructible Sphere
V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Up to 1 minute
1 standard action
30 feet
Intellect Fortress
V
Up to 1 hour
1 standard action
30 feet
Invisibility
V, S, M (an eyelash encased in gum arabic)
Up to 1 hour
1 standard action
Touch
Levitate
V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Up to 10 minutes
1 standard action
60 feet
Light
V, M (a firefly or phosphorescent moss)
1 hour
1 standard action
Touch
Lightning Lure
V
Instantaneous
1 standard action
15 feet
Longstrider
V, S, M (a pinch of dirt)
Until the target finishes a short rest
1 standard action
Touch
Mage Hand
V, S
1 minute
1 standard action
30 feet
Magic Mouth
V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Until dispelled
1 minute
30 feet
Magic Stone
V, S
1 minute
1 minor action
Touch
Magic Weapon
V, S
Up to 1 hour
1 minor action
Touch
Mending
V, S, M (two lodestones)
Instantaneous
1 minute
Touch
Message
V, S, M (a short piece of copper wire)
1 round
1 standard action
120 feet
Minor Alteration
S, M (any type of artisan's tools worth at least 1 sp)
Instantaneous
1 standard action
Touch
- The object sheds light (5/10 ft.).
- 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, 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.
Phantom Hound
V, S, M (a tiny silver whistle, a piece of bone, and a thread)
8 hours
1 standard action
30 feet
Poison Spray
V, S
Instantaneous
1 standard action
10 feet
Prestidigitation
V, S
1 hour
1 standard action
10 feet
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
Protection from Energy
V, S
Up to 1 hour
1 standard action
Touch
Protection from Poison
V, S
Until the target finishes a short rest
1 standard action
Touch
Purify Food and Drink
V, S
Instantaneous
1 standard action
10 feet
Pyrotechnics
V, S
Instantaneous
1 standard action
60 feet
Quaking Blow
S, M (a weapon)
Instantaneous
1 standard action
Self
Ray of Frost
V, S
Instantaneous
1 standard action
60 feet
Repair Major Damage
S, M (a duck feather and a drop of oil)
Instantaneous
1 standard action
Touch
Repair Minor Damage
S, M (a small hammer)
Instantaneous
1 standard action
Touch
Resistance
V, S
Instantaneous
1 reaction, which you take in response to you or an ally within 10 feet of you failing a saving throw
10 feet
Revivify
V, S, M (diamonds worth 300 gp, which the spell consumes)
Instantaneous
1 standard action
Touch
Rime Blade
S, M (a weapon)
1 round
1 standard action
Self
Sanctuary
V, S, M (a small silver mirror)
1 minute
1 minor action
30 feet
Sanctum
V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
24 hours
10 minutes
120 feet
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
Secret Chest
V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from special materials worth at least 500 gp, and a Tiny replica made from the same materials worth at least 50 gp)
Instantaneous
1 standard action
Touch
See Invisibility
V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Until you finish a short rest
1 standard action
Self
Shatter
V, S, M (a chip of mica)
Instantaneous
1 standard action
60 feet
Shield
V, S
1 round
1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Self
Shocking Grasp
V, S
Instantaneous
1 standard action
Touch
Skywrite
V, S
Up to 1 hour
1 standard action
Sight
Spare the Dying
V, S
Instantaneous
1 minor action
Touch
Spider Climb
V, S, M (a drop of bitumen and a spider)
Up to 1 hour
1 standard action
Touch
Climb
Other Movement Modes (+1 Cost): Sneaking
Climbing
Stone Shape
V, S, M (soft clay, to be crudely worked into the desired shape for the stone object)
Instantaneous
1 standard action
Touch
Stoneskin
V, S, M (a perfectly cut stone worth 100 gp)
Up to 1 hour
1 standard action
Touch
Summon Construct
V, S, M (an intricate figurine made of stone, metal, or wood worth at least 400 gp)
Up to 1 hour
1 standard action
90 feet
Stone Construct
13 + the spell's level
Walk 30 ft.
Equals your proficiency bonus
10 × the spell's level
Blindsight 60 ft.
Perception
A number of d8s equal to the spell's level
Understands the languages you speak
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | -1 | +3 | 0 | +1 | -5 |
Damage Immunities: poison
Damage Resistances: piercing, slashing
Traits
Attacks
Walk
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Walking
Blindsight
Perception
Appears in: Search, hidden
Search
Skill | Thing to Detect |
---|---|
Insight | Creature's state of mind |
Medicine | Creature's ailment |
Perception | Concealed creature or object |
Survival | Tracks or food |
Slowed
Effects of This Condition
- You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.
- Your speed is halved.
Unarmed
Metal Construct
15 + the spell's level
Walk 40 ft.
Equals your proficiency bonus
10 × the spell's level
Darkvision 60 ft.
Athletics
A number of d8s equal to the spell's level
Understands the languages you speak
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | 0 | +3 | 0 | 0 | -5 |
Damage Immunities: poison
Damage Resistances: bludgeoning, piercing, slashing
Traits
Attacks
Athletics
Appears in: climbing, jumping, grappling, push, pull, trip
Push
Damage: —
Weight: —
Properties: unarmed
Pull
Damage: —
Weight: —
Properties: unarmed
Trip
Damage: —
Weight: —
Properties: unarmed
Ongoing Damage
Wooden Construct
12 + the spell's level
Walk 30 ft.
Equals your proficiency bonus
15 × the spell's level
—
—
A number of d10s equal to the spell's level
Understands the languages you speak
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | +1 | +3 | 0 | +1 | -5 |
Damage Resistances: bludgeoning, poison
Damage Vulnerabilities: fire
Attacks
Special Actions
Reach
Companion
Command
Sword Burst
V
Instantaneous
1 standard action
Self (5-foot radius)
Thorn Whip
V, S, M (the stem of a plant with thorns)
Instantaneous
1 standard action
30 feet
Thunderclap
S
Instantaneous
1 standard action
5 feet
Tiny Servant
V, S
8 hours
1 minute
Touch
Tiny Servant
15
Walk 30 ft., climb 30 ft.
Equals your proficiency bonus
12
Blindsight 60 ft.
—
4d4
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +3 | 0 | -4 | 0 | -5 |
Damage Immunities: poison, psychic
Traits
Attacks
Finesse
Transmute Rock
V, S, M (clay and water)
Until dispelled
1 standard action
120 feet
Wall of Stone
V, S, M (a small block of granite)
Up to 10 minutes
1 standard action
120 feet
Water Breathing
V, S, M (a short reed or piece of straw)
Until the target finishes a long rest
1 standard action
30 feet
Water Walk
V, S, M
1 hour
1 standard action
30 feet
Web
V, S, M (a bit of spiderweb)
Up to 1 hour
1 standard action
60 feet
Magic
Concentration
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.
Study
Skill | Areas |
---|---|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (aberrations, constructs, elementals, fey, and monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (giants and humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (beasts, dragons, oozes, and plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (celestials, fiends, and undead) |
Armor of Magical Strength
- When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence score.
- If the wearer would be knocked prone, it can use a reaction to expend 1 charge to avoid being knocked prone.
Boots of the Winding Path
Item: a pair of boots
Teleporting
Ever-Filling Brew
Item: a flask
Charges | Liquid |
---|---|
1 | 1 gallon of honey, vinegar, or mayonnaise. |
1 | 2 gallons of ale or wine. |
1 | 5 gallons of water. |
1 | 1 quart of oil. The holder can splash 1 pint at a time from the flask as if from a regular flask of oil. The save DC to avoid being splashed and to put out the fire (if ignited) equals your spell save DC. A creature can make one splash attack as part of the same action used to produce the oil. |
2 | 1 pint of acid. The holder can splash up to 8 ounces of acid from the flask as if from a vial of acid. Every 2 ounces splashed contributes 1d6 acid damage to the damage roll, and the save DC equals your spell save DC. A creature can make one splash attack as part of the same action used to produce the acid. |
3 | 1 ounce of a curing potion. A creature that drinks this potion is cured of one condition of its choice per ounce as if by the lesser restoration spell. |
3 | 1 ounce of a healing potion. A creature that drinks this potion regains 2d4 + 2 hit points per ounce. |
3 | 1 ounce of a growing potion or a shrinking potion, chosen when the potion is created. A creature that drinks at least an ounce of this potion grows or shrinks as if by the enlarge/reduce spell for the full duration, no concentration required. |
Liquid Volumes Reference
- 1 gallon = 4 quarts
- 1 quart = 2 pints
- 1 pint = 16 ounces
Oil (Flask)
Weight: 1 lb.
Improvised Attack. You splash the contents of the flask onto a creature within 5 feet of you, forcing the target to make a DC 10 Dexterity saving throw. The target is covered in oil on a failed save.
Improvised Attack. You throw the vial up to 20 feet, making a ranged attack against the target. The flask breaks on impact. On a hit, the target takes 1 bludgeoning damage and is covered in oil.
Flask
Weight: 1 lb.
Capacity: 1 pint liquid
Ignited
Effects of This Condition
- You take ongoing fire damage. The amount of ongoing damage is typically specified in parentheses after this condition's listing; for example, "ignited (1d6)" causes 1d6 ongoing fire damage.
- You shed light (20/40 ft.)
Ending This Condition
Acid (Vial)
Weight: 1 lb.
Improvised Attack. You splash the contents of the vial onto a creature within 5 feet of you, forcing it to make a DC 10 Dexterity saving throw. The target takes 2d6 acid damage on a failed save, or half as much on a success.
Improvised Attack. You throw the vial up to 20 feet, making a ranged attack against a target. The vial shatters on impact. On a hit, the target takes 1 slashing damage plus 2d6 acid damage.
Vial
Capacity: 4 ounces liquid
Frenzy Seed
Thornshoot Bush
13 + the spell's level
—
Equals your proficiency bonus
5 × the spell's level
Blindsight 30 ft.
—
A number of d6s equal to the spell's level
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-2 | +2 | 0 | -10 | -1 | -10 |
Damage Immunities: psychic
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire, slashing
Traits
Attacks
Purple Puffshroom
11 + the spell's level
—
Equals your proficiency bonus
1 × the spell's level
Blindsight 5 ft.
—
A number of d1s equal to the spell's level
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-9 | -9 | 0 | -10 | 0 | -10 |
Traits
Special Actions
Poisoned
Effects of This Condition
Creepvines
10 + the spell's level
Crawl 5 ft., climb 5 ft.
Equals your proficiency bonus
10 × the spell's level
Blindsight 30 ft.
—
A number of d8s equal to the spell's level
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +1 | +1 | -10 | +1 | -10 |
Damage Immunities: psychic
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire, slashing
Traits
Attacks
Special Actions
Crawl
Other Movement Modes (+1 Cost): Jumping, sneaking
Suffocating
Dying
Ending This Condition
Causes of This Condition
Great Tree
6 + the spell's level
—
Equals your proficiency bonus
20 × the spell's level
Tremorsense 30 ft.
—
A number of d12s equal to the spell's level
—
Constitution, Wisdom
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+8 | -4 | +8 | -10 | 0 | -10 |
Damage Immunities: psychic
Damage Resistances: bludgeoning
Damage Vulnerabilities: fire
Traits
Attacks
Special Actions
Tremorsense
Siren Flower
11 + the spell's level
—
Equals your proficiency bonus
5 × the spell's level
Blindsight 5 ft.
—
A number of d6s equal to the spell's level
—
Dexterity, Wisdom
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +1 | +3 | -10 | 0 | -10 |
Damage Immunities: psychic
Damage Resistances: piercing
Damage Vulnerabilities: fire, slashing
Traits
Special Actions
Charmed
Effects of This Condition
- You can't deliberately harm the charmer.
- The charmer has advantage on any ability check to interact socially with you.
Swamp Mancatcher
10 + the spell's level
Walk 10 ft., climb 10 ft., swim 10 ft.
Equals your proficiency bonus
10 × the spell's level
Blindsight 30 ft.
Athletics
A number of d10s equal to the spell's level
—
Strength, Wisdom
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | 0 | +2 | -9 | +2 | -9 |
Damage Immunities: psychic
Damage Vulnerabilities: fire, slashing
Traits
Attacks
Special Actions
Grappling Harpoon
Heavy
Helm of Awareness
Homunculus Servant
Homunculus Servant
13
Walk 20 ft., fly 30 ft.
Equals your proficiency bonus
1 + your Intelligence score + your artificer level
Darkvision 60 ft.
Perception ×2, Stealth
A number of d4s equal to your artificer level
Understands the languages you speak
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +2 | +1 | 0 | 0 | -2 |
Traits
Special Actions
Fly
Other Movement Modes (+1 Cost): Sneaking
Stealth
Appears in: Hide, unstealthy
Artisan's Tools
Thieves' Tools
Weight: 1 lb.
Longshot Gun
Item: sheet metal worth at least 100 gp
Ball Bearings (Bag of 1,000)
Weight: 2 lb.
Use (2 AP). You spill these tiny metal balls from their pouch to cover a level, 10-foot-square area. For every 5 feet that a creature moves across the area, it must succeed on a DC 10 Dexterity saving throw or fall prone. A creature can avoid making the saving throw by crawling or sneaking.
Magic Detector
Mind Linker
Item: two gold wires, metal parts, and something that can be worn on the head, such as a headband, helmet, or earring
Multi-Purpose Tool
Nightvision Goggles
Power Armor
Item: a suit of armor
- The armor can't be removed against the wearer's will.
- The wearer's walk speed can't be less than 30 feet, unless it is set to 0 feet.
- The armor includes gauntlets, each of which is a melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 bludgeoning damage on a hit and has the thrown (20/60 ft.) property. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
- If the wearer is missing any limbs, the armor replaces those limbs-hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Thrown
Quickshot Gun
Item: sheet metal and wood stock worth at least 10 gp
Light
Radiant Weapon
Blinding Smite
V
Up to 1 minute
1 free action, which you take when you hit with a melee weapon attack
Self
Repeating Shot
Repulsion Shield
Resistant Armor
Item: a suit of armor
Returning Weapon
Scattershot Gun
Item: sheet metal and wood stock worth at least 20 gp
Shoulder Cannon
Sending Shells
Spell-Refueling Ring
Item: a ring
Third Arm
Item: mechanical or biological materials worth at least 100 gp
Conjure Volley
V, S, M (one piece of ammunition or one thrown weapon)
Instantaneous
1 standard action
150 feet
Steel Defender
15
Walk 40 ft.
Equals your proficiency bonus
2 + your Intelligence score + five times your artificer level
Darkvision 60 ft.
Athletics, Perception ×2
A number of d8s equal to your artificer level
Understands the languages you speak
Dexterity, Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +1 | +2 | -3 | 0 | -2 |
Traits
Attacks
Special Actions
Reactions
Arcana
Appears in: Study, Recognize Spell
Recognize Spell
History
Appears in: Study
Investigation
Appears in: Search
Medicine
Appears in: Heal, Search
Heal
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Nature
Appears in: Study