**Source:**
**[Advanced Artificers](https://www.drivethrurpg.com/en/product/459022/advanced-artificers&affiliate_id=3042188)**
*~The goblin had no clan, no family, no home—just the street, and what the street had was trash. Other orphans kicked her teeth out while picking out the bits of food among the refuse, chiding her green skin and enormous ears. But they were dumb, leaving all the best things behind. Shining metal bits and oh-so precious wires, broken bits that tinked and sparked. Bits became tools, and tools made new and wonderful things in the goblin’s hands. These wonders gave the goblin power over fire and lightning, and all the other kids follow her now. She’ll find and make her home, her family, and her clan yet, no matter how much trash it takes.*
*~The pistons danced and steam poured out of the workshop as the machine roared like a beast. Considering his handiwork as it came alive with nothing more than engineering and steam, the halfling smiled to himself. The runesmiths had told him to quit, to accept a new lot in life after the accident took his legs. He recalled their condescending sneers as he winched himself out of his chair and into the device. Let them quit, he thought, let them accept their lot as relics. With a pull of a lever the halfling strode confidently out of his workshop on legs of gleaming iron, ready to retake his place as forgemaster.*
*~The rebels sprang up from every corner and in each of their hands was a crossed wrench wrought by the gnome behind the assault, not the pitchforks the kingsguard expected. Overwhelmed by the unexpected weaponry and dumbfounded by her more novel surprises—barrels flung over the walls and exploding apart archery nests, cavalry confounded by devices blaring sound that shakes the air, torches unquenched by water and so bright they blind the defenders, invaders ascending the walls with uncanny speed—the crown’s protectors quickly fall back into the castle itself. After a few moments the gnome reappears striding across the lowered drawbridge, her singed red hair framing a wild grin and goggles dirty with soot.*
___
Artificers work in the arcano-sciences, combining both magic and technology despite all the risks. They are masters of their fields, experimenters, and inventors that push the limits of mortal capability ensuring that progress marches on. Each represents the knife’s edge of understanding though they are their own isolated towers of knowledge and scientific practices, most doomed to become a mere footnote of failed ideas. Yet more than their individual focuses and methods, it is an artificer’s determination and drive that sets them apart even from their peers—they can fail a thousand times and die satisfied so long as they successfully unlock a mystery of the universe at least once.
#### Ingenious Eccentrics
![[artificer.jpg|300]]
Most artificers start their work in a craftsman’s trade or as a scholar, only to discover some idea or problem yet to be overcome that sparks their fascination with science. Although the marvels in their workshops sometimes explode or otherwise cause hazard, artificers are often regarded quite highly due to their skills. Technology is not always welcome however, and occasionally artificers need to work in secret—especially if their pursuits are unsavory or morally gray, or if their inventions are making other work obsolete—but their march of progress is the highest priority, the consequences be damned.
Wizarding schools often accuse artificers of “faking magic”, but in reality they are harnessing the very same arcana through physical laws rather than ancient rote. Where a mage chants magic words invoking old forgotten pacts the artificer grasps upon magic and drives it into reality. Each of their spell inventions is a marvel and the devices of the most elite practitioners are so superlative that in the hands of even a commoner magic does as it is bid. Such a thing is troubling to say the least and mutterings of “banning fake magic” drift among the halls of prestigious magical colleges.
#### Scientific Inquiry
While a great many artificers would like nothing more than to be left alone to their research, experiments take money and the answers they seek are frequently found outside of a laboratory. Adventuring solves both problems for them, providing lucrative opportunities for funding their research and far-off locales where they might find the answers to puzzles both new and ancient. Alternatively, sometimes the artificer’s answers lie at the bottom of a dungeon or other dangerous locale, and joining up with an adventuring guild is the most logical means to reach it alive.
>[!*info] *Multiclassing and the Artificer**
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 either an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.
***Proficiencies Gained.*** If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: --Engineering, tinker’s tools.
*For the purposes of the Vigilante feat, 3 artificer levels can be taken in place of either the adept or ranger level prerequisites.*
### Creating An Artificer
When creating an artificer it’s important to determine what drives them. Is there some specific goal they’re working towards, or are they gaining knowledge and skill for its own sake? Their work is dangerous (doubly so when adventuring) so why do they take these risks? Is there a mentor they want to make proud or a rival that they must outdo? Is there a pinnacle of their field that they’re working towards?
What about the dangers that lie outside their laboratory? Are they wide-eyed and optimistic about their upcoming adventures, or are utterly unconcerned and focused solely on their research? Is there some personal objective or great good they hope their study will fulfill? Or are they solely concerned with the money or power that could come with it?
# 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
### Proficiencies
**[Armor](https://a5e.tools/rules/armor):** Light armor, medium armor, shields
**[Weapons](https://a5e.tools/rules/weapons):** Simple weapons, darts, geared slingshots, hand crossbows, heavy crossbows, light crossbows, light hammers, throwing daggers, siege weapons
**[Tools](https://a5e.tools/rules/tools):** Thieves' tools, tinker's tools, one type of artisan's tools or smith’s tools
**Saving Throws:** Constitution, Intelligence
**Skills:** [[03-Mechanics/6-Ability Scores/Engineering|Engineering]], and choose three from [[03-Mechanics/6-Ability Scores/Arcana|Arcana]], [[03-Mechanics/6-Ability Scores/Culture|Culture]], [[03-Mechanics/6-Ability Scores/History|History]], [[03-Mechanics/6-Ability Scores/Investigation|Investigation]], [[03-Mechanics/6-Ability Scores/Medicine|Medicine]], [[03-Mechanics/6-Ability Scores/Nature|Nature]], [[03-Mechanics/6-Ability Scores/Perception|Perception]], [[03-Mechanics/6-Ability Scores/Sleight of Hand|Sleight of Hand]]
### Equipment
You begin the game with 180 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- [Blacksmith's Package](https://a5e.tabletopbytheik.nl/compendium/items/blacksmiths_package_artificer) (158 gp)
- [Locksmith's Package](https://a5e.tabletopbytheik.nl/compendium/items/locksmiths_package_artificer) (160 gp)
- [Scientist's Package](https://a5e.tabletopbytheik.nl/compendium/items/scientists_package_artificer) (173 gp)
*You won't need Supply, so exclude that and get back 5 sp per Supply for any included in the packs above.
### Artificer Table
| LEVEL | [[Proficiency Bonus]] | FEATURES | FIELD DISCOVERIES | INFUSION LIMIT | CANTRIPS KNOWN | SPELLS PREPARED | MAXIMUM SPELL LEVEL |
| ----- | --------------------- | ---------------------------------------------------------------------------------------- | ----------------- | -------------- | -------------- | --------------- | ------------------- |
| 1st | +2 | [[#Artificial Spellcasting]], [[#Craftsman]], [[#Tactical Chemistry]] | -- | -- | 2 | 2 | 1st |
| 2nd | +2 | [[#Field Discoveries (Knacks)]], [[#Schematics]] | 1 | 2 | 2 | 2 | 1st |
| 3rd | +2 | [[#Artificer Archetype]] | 1 | 3 | 2 | 2 | 1st |
| 4th | +2 | [[#Ability Score Improvement]], [[#Omnitools]] | 2 | 3 | 3 | 2 | 1st |
| 5th | +3 | [[#Artificer Archetypes\|Artificer Archetype Feature]] | 2 | 3 | 3 | 2 | 2nd |
| 6th | +3 | [[#Battlefield Smithing]] | 2 | 4 | 3 | 3 | 2nd |
| 7th | +3 | [[#Intellectual Caliber]] | 3 | 4 | 3 | 3 | 2nd |
| 8th | +3 | [[#Ability Score Improvement]] | 3 | 4 | 3 | 3 | 2nd |
| 9th | +4 | [[#Artificer Archetypes\|Artificer Archetype Feature]], [[#Advanced Tactical Chemistry]] | 3 | 4 | 3 | 3 | 3rd |
| 10th | +4 | [[#Technological Attunement]], [[#Trinket Master]] | 4 | 5 | 4 | 4 | 3rd |
| 11th | +4 | [[#Reliable Spell Inventions]] | 4 | 5 | 4 | 4 | 3rd |
| 12th | +4 | [[#Ability Score Improvement]] | 4 | 5 | 4 | 4 | 3rd |
| 13th | +5 | [[#Marvel of Innovation]] | 5 | 5 | 4 | 4 | 4th |
| 14th | +5 | [[#Techno-Arcanical Attunement]] | 5 | 6 | 4 | 5 | 4th |
| 15th | +5 | [[#Artificer Archetypes\|Artificer Archetype Feature]] | 5 | 6 | 4 | 5 | 4th |
| 16th | +5 | [[#Ability Score Improvement]] | 6 | 6 | 4 | 5 | 4th |
| 17th | +6 | [[#Hotfixer]] | 6 | 6 | 4 | 5 | 5th |
| 18th | +6 | [[#Infusion Recharge]] | 6 | 7 | 4 | 6 | 5th |
| 19th | +6 | [[#Ability Score Improvement]] | 7 | 7 | 4 | 6 | 5th |
| 20th | +6 | [[#Mythic Craftsman]] | 7 | 7 | 4 | 6 | 5th |
## Artificial Spellcasting
With ingenuity and knowhow, artificers are able to harness magic through technology. See [Spells Rules](https://a5e.tools/rules/spellcasting "Click to view a local node.") for the general rules of spellcasting and the [Spells Listing](https://a5e.tabletopbytheik.nl/compendium/spells?sources%5B%5D=adventurersguide&sources%5B%5D=dungeondelversguide&sources%5B%5D=agentofthemagus&sources%5B%5D=arcanesniper&sources%5B%5D=hakanspamphlet&sources%5B%5D=tosaveakingdom&sources%5B%5D=moarcomplete&sources%5B%5D=mortalist&sources%5B%5D=multiclassersmanual&sources%5B%5D=mysteriousandmarvelousmiscellanea&sources%5B%5D=spellsfromtheforgottenvault&sources%5B%5D=toilandtrouble&classes%5B%5D=artificer) for the Artificer spell list.
#### Spell Inventions
Whenever you prepare an artificer spell, you create a spell invention for that spell using your tools of artifice and whatever materials you have on hand.
A spell invention is a unique experimental device that is esoteric and useless to other creatures, but in your hands can be used to cast the spell it was prepared for. You prepare a number of spells with a spell level no higher than your maximum spell level (both as shown on the Artificer table) chosen from the artificer spell list.
You can change your list of prepared spells and replace or create new spell inventions whenever you finish a long rest by spending at least 10 minutes tinkering and experimenting with 1 gold worth of materials per new spell invention (in addition to any material components the spell requires). Any spell inventions you’ve prepared previously are taken apart and integrated into the new ones, or fall apart due to a lack of maintenance. You can only have a maximum of 1 spell invention per spell you have prepared.
**You do not have spell slots**, and instead utilize your spell inventions to cast spells. Whenever you cast a prepared artificer spell using a spell invention, you may cast it at a spell slot level up to your maximum spell level as shown on the Artificer table.
You may freely draw a spell invention from your inventory **as part of the same action** used to cast a spell through it, and you may also freely stow any spell inventions you were already wielding using that same action.
Using a spell invention does not remove its spell from your list of prepared spells.
You can determine the exact form a spell invention takes but it weighs 1 pound per spell level, is no longer than 1 foot in any dimension, and it must be wielded in at least one hand to be used (treat cantrips as 1stlevel spells). A spell invention has an AC equal to 10 + your Intelligence modifier, and a number of hit points equal to your artificer level × 2. You can fully repair your spell inventions whenever you finish a long rest, so long as you have access to your tools of artifice.
>[!*important] Fizzle Die
>After you cast a spell using a spell invention, you must roll a fizzle die, a 1d4. If the result is less than or equal to the spell slot level used to cast the spell, your spell invention burns out, runs out of power, or otherwise malfunctions and cannot be used again until repaired. Your fizzle die improves by one step at 10th level (from 1d4 to 1d6) and again at 20th level (from 1d6 to 1d8), and it improves by one step when using a spell invention gained from your artificer archetype (maximum 1d10).
#### Cantrips
At 1st level, you know two cantrips of your choice from the artificer spell list and construct a spell invention for each. Unlike your other spell inventions, using these **does not require rolling a fizzle die**. You learn additional artificer cantrips of your choice at higher levels and construct spell inventions for them, as shown in the Cantrips Known column of the Artificer table. Whenever 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
#### Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence whenever a 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, and for setting the saving throw DC of an artificer feature.
**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier
**Spell attack modifier** = your proficiency bonus + your Intelligence modifier
#### Scientific Ritual Casting
You can cast an artificer spell as a ritual using a spell invention if that spell has the ritual tag and you have the spell prepared. When using a spell invention in this way, you **do not have to roll the fizzle die**.
#ritual
#### Tools of Artifice
You produce your spell inventions and infuse items using your tools which act as your spellcasting focus. These tools can be a sewing kit, smith’s tools, thieves’ tools, or any sort of artisan’s tools. After you gain the ability to infuse items at 2nd level, you can also use any item bearing one of your infusions as tools of artifice. **You must be proficient with the tools** you use in this way.
#spellcastingFocus
## Craftsman
Artificers often start out in creative or artistic trades. You gain an expertise die on [[03-Mechanics/6-Ability Scores/Engineering|Engineering]] checks, and on [artisan's tools](https://a5e.tools/rules/tools) checks and [smith’s tools](https://a5e.tabletopbytheik.nl/compendium/items/smiths_tools) checks made to create items or make repairs.
#engineeringBonus #toolBonus
## Tactical Chemistry
At 1st level, you know how to quickly turn inert chemicals into something violently reactive or useful in the moment. As a bonus action, you can create one of the following items:
- [acid (vial)](https://a5e.tabletopbytheik.nl/compendium/items/acid_vial)
- [alchemist’s fire](https://a5e.tabletopbytheik.nl/compendium/items/alchemists_fire_flask)
- [black powder charge](https://a5e.tabletopbytheik.nl/compendium/items/black_powder_charge)
- [ether (flask)](https://a5e.tabletopbytheik.nl/compendium/items/ether_flask)
- [flash bomb](https://a5e.tabletopbytheik.nl/compendium/items/bomb_flash)
- [oil (1 pint flask)](https://a5e.tabletopbytheik.nl/compendium/items/oil_flask)
- [paint pot](https://a5e.tabletopbytheik.nl/compendium/items/paint_pot)
- [poison (basic)](https://a5e.tabletopbytheik.nl/compendium/items/poison_basic_vial)
- [smoke bomb](https://a5e.tabletopbytheik.nl/compendium/items/bomb_smoke)
- [tanglefoot bag](https://a5e.tabletopbytheik.nl/compendium/items/tanglefoot_bag)
- [torch](https://a5e.tabletopbytheik.nl/compendium/items/torch)
- [torch (alchemical)](https://a5e.tabletopbytheik.nl/compendium/items/torch_alchemical)
Items you make in this way are extremely unstable and must be used immediately. If an item you created in this way is not used (activated, lit, thrown, or applied as appropriate to the item) by the end of your next turn it dissolves into useless sludge.
You can use this feature to create a number of items equal to your [[03-Mechanics/6-Ability Scores/Proficiency Bonus|Proficiency Bonus]]. You regain all expended uses when you finish a short or long rest. You cannot regain expended uses in this way if you don’t have access to [[#Tools of Artifice]].
#temporaryItem
## Schematics
Starting at 2nd level, you can build all manner of things with the right tools, materials, and most importantly the schematics of what you’re trying to make.
#### Schematic Book
At 2nd level you gain schematics for two [Common rarity magic items of your choice](https://a5e.tabletopbytheik.nl/compendium/items?sources%5B%5D=adventurersguide&sources%5B%5D=dungeondelversguide&sources%5B%5D=gpg0&sources%5B%5D=gpg1&sources%5B%5D=gpg2&sources%5B%5D=gpg3&sources%5B%5D=trialsandtreasures&rarities%5B%5D=common&minimumPrice=&maximumPrice=&minimumWeight=&maximumWeight=). A schematic is a collection of notes and diagrams that explains in detail how to create a specific magic item. These form your schematic book, and any future schematics you gain are added to it.
#spellbook
#### Designing New Schematics
Starting at 3rd level, whenever you gain an artificer level you gain a new magic item schematic of your choice and add it to your schematic book. The maximum rarity of schematics you gain in this way is determined by your artificer level, as shown on the following table:
**New Schematic Table**
| Artificer Level | Maximum Magic Item Rarity |
| --------------- | ------------------------- |
| 1st to 5th | Common |
| 6th to 10th | Uncommon |
| 11th to 15th | Rare |
| 16th to 20th | Very Rare |
#### Crafting With Schematics
When you have the schematics for a magic item, you gain advantage on crafting checks to make it and the time required for crafting it is halved. Crafting a magic item using a schematic does not use up the schematic in any way, and the schematic remains usable. In addition, while using a schematic the [[03-Mechanics/7-Adventuring/Crafting/Craft (Magic Items)#Overview|quality of a mundane item required]] to make a magic item is reduced by one step.
#craftingBonus #enhancedCrafting
#### Copying Schematics From Magic Items
You can attempt to create and add a new schematic to your schematic book by spending 1 hour studying a magic item and gold equal to 1/10th of [that item’s cost](https://a5e.tabletopbytheik.nl/compendium/items?sources%5B%5D=adventurersguide&sources%5B%5D=dungeondelversguide&sources%5B%5D=gpg0&sources%5B%5D=gpg1&sources%5B%5D=gpg2&sources%5B%5D=gpg3&sources%5B%5D=trialsandtreasures&rarities%5B%5D=common&minimumPrice=&maximumPrice=&minimumWeight=&maximumWeight=) in experiments and material tests. At the end of the hour make an [[03-Mechanics/6-Ability Scores/Engineering|Engineering]] check (DC equal to [[03-Mechanics/7-Adventuring/Crafting/Craft (Magic Items)#Special Reminders|item’s crafting DC]]). On a success you create a new schematic of that magic item and add it to your schematic book, and on a failure the time and materials are wasted.
Alternatively, if you find a schematic for a magic item you can add it to your schematic book.
To create a schematic from a magic item, you must meet the [[03-Mechanics/7-Adventuring/Crafting/Craft (Magic Items)#Overview|minimum level requirements]] as if you were crafting the item.
#spellbook
#### Replacing Your Schematic Book
The knowledge in your schematic book is too complex to keep entirely memorized, and if it is destroyed or lost you can’t reproduce it. For this reason most artificers fiercely protect their schematic books and many write copies. You can copy a schematic from your own schematic book into another book. This is just like creating a new schematic only significantly faster and easier since you already understand your own notations. You need only spend 10 minutes and 1 gold for each of your own schematics you copy into another book, or to create new schematics for a magic item you currently have infused.
#spellbook
#### Infusion
Once you have sufficiently studied a magic item you can reproduce and temporarily infuse its magical properties into items through arcano-technical ingenuity.
If you have the schematic for a magic item, you can use an action to infuse it, turning a mundane item into the magic item from your schematic.
An infusion only works on mundane items specific to the type of magic item. For example, an infusion using a schematic for a magic longsword can only be used on a nonmagical longsword, and an infusion using a schematic for a suit of light armor can only be used on a nonmagical suit of padded cloth or padded leather. Many magic items take the form of small trinkets, baubles, and gems that can often be interchangeable, but the infused item needs to only be similar to the magic item’s description. The Narrator determines whether or not an item is suitable for an infusion.
You can infuse a number of items as shown on the Infusion Limit column of the [[#Artificer Table]]. You regain all expended infusion uses whenever you finish a long rest.
If an infused item requires attunement, you can attune yourself or another willing creature to it when you infuse the item. If you or another creature decide to attune to the item later, you must do so using the normal process for attunement.
Any infusions you imbue vanish after you finish a long rest, but they can remain imbued indefinitely if you commit to regular upkeep. Whenever you finish a long rest you can maintain any infused items you have access to by expending one infusion use for each. Any infusions you fail to maintain vanish and revert to mundane items.
#temporaryMagicItem
## Field Discoveries (Knacks)
Experimentation is the key to scientific progress, and through your experiences and findings in the field you’ve discovered new skills and data. At 2nd level you gain one field discovery of your choice. Field discoveries are detailed at the end of the class description. The Field Discoveries column of the Artificer table shows when you learn more field discoveries. Unless otherwise noted, you can gain each field discovery only once.
[[#Knacks (Field Discoveries)]]
## Artificer Archetype
At 3rd level, you choose a field of study and technological specialty. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.
[[#Artificer Archetypes]]
## Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one [ability score](https://a5e.tools/node/148 "Click to view a local node.") 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.
Alternatively, you can choose 1 [feat](https://a5e.tabletopbytheik.nl/compendium/features?sources%5B%5D=adventurersguide&sources%5B%5D=dungeondelversguide&sources%5B%5D=gpg0&sources%5B%5D=gpg1&sources%5B%5D=gpg2&sources%5B%5D=gpg3&sources%5B%5D=acesadventuringguidetonecromancy&sources%5B%5D=advancedartificers&sources%5B%5D=agentofthemagus&sources%5B%5D=extracreditanddeepermysteries&sources%5B%5D=fieldengineer&sources%5B%5D=fieryjustice&sources%5B%5D=heroesoldandnew&sources%5B%5D=adventuresinzeitgeist&sources%5B%5D=moarcomplete&sources%5B%5D=multiclassersmanual&sources%5B%5D=mysteriousandmarvelousmiscellanea&sources%5B%5D=secretsoftheselkies&sources%5B%5D=sinuoussentinels&sources%5B%5D=spiritualist&sources%5B%5D=motifclasses&sources%5B%5D=theerrantseer&sources%5B%5D=theruinstrider&sources%5B%5D=thespellbreaker&sources%5B%5D=thematictoolkitarcaneavenger&sources%5B%5D=thematictoolkitburninggloom&sources%5B%5D=thematictoolkitcarrythedarkness&sources%5B%5D=thematictoolkitcultist&sources%5B%5D=thematictoolkithazardousknowledge&sources%5B%5D=thematictoolkititinerant&sources%5B%5D=thematictoolkitjudgejuryandexecutioner&sources%5B%5D=thematictoolkitmasterofceremonies&sources%5B%5D=thematictoolkitscrapper&sources%5B%5D=thematictoolkitstoryteller&sources%5B%5D=thematictoolkitthunderofwar&sources%5B%5D=toilandtrouble&sources%5B%5D=ventureforth&featureTypes%5B%5D=7) or 1 [[00-Balance Of Powers/3-Mechanics/5-Multiclassing and Feats/Feats/Feats#Synergy Feats|synergy feat]]. Note that some feats also increase ability scores, and that some feats have pre-requisites (especially synergy feats).
## Omnitools
With a bit of arcane power and a lot of overengineering, your tools fold and flip into whatever you need them to be. Also at 4th level, you can use your [[#Tools of Artifice]] as if they were any kind of artisan’s tools or miscellaneous tool kits. This ability does not grant you proficiency in those tool sets but you can make tool checks as if you had those tools.
#enhancedTools
## Battlefield Smithing
At 6th level, as a veteran combat-tinkerer you specialize in certain aspects of warfare. Choose one of the following.
#### Armor Smithing
You have advantage on checks made to maintain and repair armor, and you are always considered to have access to a forge when repairing armor.
In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a suit of nonmagical armor or change an additional modification: [camouflaged, flamboyant, spiked, stealthy, storage](https://a5e.tools/rules/customizing-armaments). A suit of armor can only have one additional modification.
#maintenance #armorProperty
#### Caravan Smithing
You have advantage on checks made to [repair vehicles](https://a5e.tools/rules/vehicles), and you are always considered to have access to a forge when repairing a vehicle.
In addition, during a short rest you can either [repair any malfunction](https://a5e.tools/rules/vehicles) a vehicle is suffering or restore up to 50 of the vehicle’s hit points at the cost of 25 gold in materials.
#repairVehicle
#### Weapon Smithing
You have advantage on checks made to [maintain and repair weapons](https://a5e.tools/rules/maintenance), and you are always considered to have access to a forge when repairing a weapon.
In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a nonmagical weapon or change an additional modification: [flamboyant, quickdraw, rebounding (thrown weapons only), stealthy, storage](https://a5e.tools/rules/customizing-armaments). A weapon can only have one additional modification.
#maintenance #weaponProperty
## Intellectual Caliber
At 7th level, your attitudes and academic manners have cemented how you and your intellect are perceived by your peers. Choose one of the following:
#### Kooky Eccentric
Your excitement for your work is infectious and most find your quirky methodology inescapably endearing. You gain proficiency in [[03-Mechanics/6-Ability Scores/Persuasion|Persuasion]], or if you are already proficient in Persuasion you gain an expertise die instead. In addition, you can always choose to use Intelligence when making a Persuasion check.
#gainProficiency #persuasionBonus #enhancedPersuasion
#### Sporadic Genius
You’re known for sudden bursts of insight and people listen to your fervorous insights. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
#abilityCheckBonus #allyAbilityCheckBonus #saveBonus #allySaveBonus
#### Stern Proctor
Your demand for perfection extends past your own work, and with only a discerning glare and a few choice words you can make the confident seem foolish. You gain proficiency in [[03-Mechanics/6-Ability Scores/Intimidation|Intimidation]], or if you are already proficient in Intimidation you gain an expertise die instead. In addition, you can always choose to use Intelligence when making an Intimidation check.
#gainProficiency #intimidationBonus #enhancedIntimidation
## Advanced Tactical Chemistry
At 9th level you’ve mastered and branched out from basic chemistry, discovering a new science to integrate into your tactics. You may add your Intelligence modifier to the saving throw DC of any item you create using [[#Tactical Chemistry]]. In addition, choose one of the following:
#### Humanoid Biochemistry
You’ve learned a great deal of biochemistry and what chemicals you can apply to alleviate many ailments. You can create the following additional items using your Tactical Chemistry feature:
- [antitoxin](https://a5e.tabletopbytheik.nl/compendium/items/antitoxin)
- [healing potion, greater](https://a5e.tabletopbytheik.nl/compendium/items/healing_potion_greater)
- [laudanum](https://a5e.tabletopbytheik.nl/compendium/items/laudanum)
#item
#### Toxin Synthesis
You’ve learned the subtleties of toxins and can now rapidly produce foul and deadly substances. You can create the following additional items using your Tactical Chemistry feature:
- [curare](https://a5e.tabletopbytheik.nl/compendium/items/curare_vial)
- [poison, potent (vial)](https://a5e.tabletopbytheik.nl/compendium/items/poison_potent_vial)
#poison
## Technological Attunement
At 10th level you’ve managed to bypass many of the arcane roadblocks regarding magic item attunement through the clever use of technology. You can attune to up to 4 magic items at once.
#attunement
## Trinket Master
At 10th level you’ve mastered the simpler enchantments and technological principles. What once was careful trial and error has been replaced with factory-like efficiency and speed. Whenever you craft a magic item that has a gold cost of 50 or less, the crafting time is reduced to a long rest (this time cannot be further reduced by any features or traits).
#enhancedCrafting
## Reliable Spell Inventions
At 11th level your practice has finally smoothed out the early faults of your spell inventions, so long as you keep the arcane power within acceptable parameters. Whenever you roll a 1 on the fizzle die, you may reroll it, if you do you must use the new result.
In addition, your spell inventions have become streamlined enough that other creatures can make sense of them. A creature holding one of your spell inventions can use an action to make an [[03-Mechanics/6-Ability Scores/Engineering|Engineering]] check (DC equal to your spell save DC). On a success the spell is cast at its lowest possible spell level using your spell save DC and spell attack modifier, or on a failure the spell fizzles out and fails to cast. Whenever a creature attempts to cast a spell using one of your spell inventions in this way, roll the fizzle die as normal.
#reroll #allyEnhancedEngineering
## Marvel of Innovation
At 13th level you’ve managed to truly improve on something or create something new altogether, taking a solid step forward in the technological development of the world. When you first gain this feature, choose a type of artisan’s tools you are proficient with and a newly invented foodstuff, object, or trade good that could conceivably be crafted using those tools. For example, using brewer’s supplies you could invent carbonated sodas, using glassblower’s tools you could invent glowing iridium glassware, or using jeweler’s tools you could invent a fine mechanism for better performing pocket watches.
Whenever you use your chosen tools to create trade goods, you can instead create your new invention as a trade good. Your new invention has a value equal to 5 times the value of normal trade goods created using those tools as shown on the [Artisan’s Tools and Profession Checks table](https://a5e.tools/rules/tools). Any other uses your invention may have are at the Narrator’s discretion, but its utility shouldn’t exceed that of other mundane adventuring gear.
In addition, your notoriety as a great inventor spreads along with your invention. While you are in a region you’ve sold your invention in, you have advantage on [[03-Mechanics/7-Adventuring/Prestige#Prestige Check|prestige checks]].
#money #prestigeCheck
## Techno-Arcanical Attunement
At 14th level, you’ve learned how to seamlessly interweave technology and magic to blow past the last remaining arcane impediments regarding magic item attunement.
- You can attune to up to 5 magic items at once.
- You ignore all heritage, culture, class, level, and alignment requirements when attuning to or using a magic item.
#attunement #useMagicDevice
## Hotfixer
At 17th level you’ve mastered the art of rerouting power, quick welds, and improvising on the spot to keep your spell inventions functional. When rolling the fizzle die would burn out one of your spell inventions, you can use your reaction to fix it and restore it to full working order. Once you repair a spell invention in this way you cannot do so again until you finish a long rest.
#recharge
## Infusion Recharge
At 18th level you’ve learned what makes magic items tick and how to charge them up on your own. While you are attuned to a magic item that uses charges, you can use a bonus action to expend one infusion use and restore up to 1d6 of that item’s spent charges.
#recharge
## Mythic Craftsman
At 20th level, you have reached the pinnacle of artifice, a master of craft responsible for mythical artifacts and wonders beyond comprehension. Whenever you infuse an item, you can imbue that item with [2 lesser artifact benefits of your choice or a single greater artifact benefit of your choice](https://a5e.tools/rules/artifacts). You can choose to imbue items with 2 **additional** lesser artifact benefits or 1 additional greater artifact benefit of your choice by spending an additional infusion use. You can have a maximum of one item infused in this way at a time, and any items you’ve infused with artifact benefits lose them when you infuse another item with artifact benefits.
In addition, whenever you *craft a magic item* from a schematic with [a rarity of very rare or higher](https://a5e.tabletopbytheik.nl/compendium/items?sources%5B%5D=adventurersguide&sources%5B%5D=dungeondelversguide&sources%5B%5D=gpg0&sources%5B%5D=gpg1&sources%5B%5D=gpg2&sources%5B%5D=gpg3&sources%5B%5D=trialsandtreasures&rarities%5B%5D=veryrare&rarities%5B%5D=legendary&rarities%5B%5D=artifact&minimumPrice=&maximumPrice=&minimumWeight=&maximumWeight=), you can add up to 2 lesser artifact benefits or 1 greater artifact benefit to the effects of that magic item.
In any case where the narrator would make a selection for benefits granted by this feature, you may make those selections instead.
# Knacks (Field Discoveries)
When you gain access to a new field discovery, choose one of the following:
| Knack | Pre-Requ | # |
| --------------------------- | -------- | ---------------------------------------------------------------------------------------------------- |
| [[A Better Mousetrap]] | | #createItem #supply |
| [[Accomplished Scrivener]] | | #toolProficiency #calligraphersToolsBonus #enhancedForgery #spellcraftingBonus |
| [[Alchemical Prodigy]] | | #additionalSchematics #createItem #toolProficiency #alchemistSuppliesBonus #schematicsBonus |
| [[Arcane Painter]] | | #toolProficiency #paintersSuppliesBonus #allyChaCheck #allySaveBonus #schematicsBonus |
| [[Bespoke Tailor]] | | #toolProficiency #createItem #weaversToolsBonus #enhancedWeaversTools #schematicsBonus |
| [[Deft Mason]] | | #toolProficiency #masonsToolsBonus #enhancedMasonsTools #schematicsBonus |
| [[Gifted Furrier]] | | #toolProficiency #createItem #leatherworkersToolsBonus #enhancedCrafting #schematicsBonus #disguise |
| [[Golden Ratio]] | | #additionalSpells |
| [[Grand Glazier]] | | #toolProficiency #glassblowersToolsBonus #enhancedGlassblowersTools #schematicsBonus |
| [[Master Chef]] | | #toolProficiency #cooksUtensilsBonus #temporaryHP #supply #schematicsBonus |
| [[Modern Comforts]] | | #roughingIt |
| [[Orienteering]] | | #chronicleBonus #gainProficiency #gainSpecialty |
| [[Peerless Carpenter]] | | #toolProficiency #carpentersToolBonus #enhancedCarpentersTools #schematicsBonus |
| [[Reengineering Nature]] | | #enhancedEngineering #enhancedGatherComponents |
| [[Retraced Development]] | | #improvisedTool #toolsOfArtifice |
| [[Rope and Pulley Master]] | | #enhancedRopeUse |
| [[Sly Lapidary]] | | #toolProficiency #createItem #jewelersToolsBonus #enhancedJewelersTools #money #schematicsBonus |
| [[Strategic Dismantling]] | | #skillSpecialties #enhancedTrapDisarm |
| [[Tinker Toys]] | | #createItem |
| [[Trade Route Connections]] | | #charismaBonus #localKnowledge #connections |
# Artificer Archetypes
Science has countless branching paths to take—every artificer has their own specialties and unique understanding of the universe, its physical laws, and how those laws can be broken. At 3rd level select one of the following artificer archetypes.
| Archetype* | Brief Description | Theme (In Brief) | Caster | Psionics | Companion/Pet/Mount/Familiar | Source |
| --------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------- | -------- | -------- | ---------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Alchemyst (Archetype)]] | Mixtures and solutions for curing or causing any ailment, apothecaries and poison brewers offering both the noble and vile fruits of arcane chemistry. | Potions | Half | No | No | [Advanced Artificers](https://www.drivethrurpg.com/en/product/459022/advanced-artificers) (originally Gate Pass Gazette #0) |
| [[Arcane Exterminator (Archetype)]] | A professional monster hunter and secular exorcist who relies a range of specialty gadgets to banish extraplanar threats | Ghostbuster | Half | No | No | [The Arcane Exterminator](https://www.drivethrurpg.com/en/product/461487/the-arcane-exterminator-an-artificer-archetype-and-magic-item-compendium?affiliate_id=3042188) |
| ~~Arcano-Pugilist~~ | ~~Some artificers want to punch things. There are unexpected side-effects to such studies, though, and these artificers eventually find themselves changed.~~ | ~~Brawler (magical)~~ | ~~Half~~ | ~~No~~ | ~~No~~ | ~~Gate Pass Gazette #25~~ |
| [[Archivist (Archetype)]] | Specialists in magical writing and texts; writing can be both knowledge and a weapon and text eventually carries no mysteries and can never be a threat. If you're into forbidden lore, look no further. | Explorer | Half | No | No | [Thematic Toolkit: Hazardous Knowledge](https://www.drivethrurpg.com/en/product/441013/thematic-toolkit-hazardous-knowledge-a5e?affiliate_id=3042188) |
| [[Armiger (Archetype)]] | Conflict is always in essence an arms race, and the armiger means to sculpt magic and steel into the best arms mortalkind is capable of creating. | Weaponsmith | Half | No | No | [Advanced Artificers](https://www.drivethrurpg.com/en/product/459022/advanced-artificers) (originally Gate Pass Gazette #0) |
| [[Bombardier (Archetype)]] | Masters of explosive alchemy | Explosives | Half | No | No | [Advanced Artificers](https://www.drivethrurpg.com/en/product/459022/advanced-artificers) (originally Gate Pass Gazette #0) |
| ~~Botanotechnitian~~ | ~~Botanotechnicians follow a radical artificer movement, seeking to entirely replace the technology aspect of artificery with technobotany—the cultivation of plants that perform technological functions.~~ | ~~Nature-tech~~ | ~~Half~~ | ~~No~~ | ~~No~~ | ~~Gate Pass Gazette #25~~ |
| [[Combat Engineer (Archetype)]] | A frontline artificer that builds a unique set of armor, weapon, and an automaton | Equipment (various) | Half | No | No | [Manual of Adventurous Resources: Complete](https://www.drivethrurpg.com/en/product/453064/manual-of-adventurous-resources-complete-a5e?affiliate_id=3042188) |
| ~~Elastic Thinker~~ | ~~Tinkerers that magically make their minds and bodies more flexible~~ | ~~Metaphor~~ | ~~Half~~ | ~~No~~ | ~~No~~ | ~~Gate Pass Gazette #29~~ |
| [[Engineer (Archetype)]] | Mechanics who master vehicles | Vehicles | Half | No | No | [Advanced Artificers](https://www.drivethrurpg.com/en/product/459022/advanced-artificers) (originally Gate Pass Gazette #0) |
| [[Experimental Chirurgeon (Archetype)]] | An artificer that focuses on healing and medical discoveries (which can be used to harm with medical efficiency) | Healing | Half | No | No | [Multiclasser's Manual, Volume 1](https://www.drivethrurpg.com/en/product/480800/multiclasser-s-manual-volume-1-a5e?affiliate_id=3042188) |
| [[Field Engineer (Archetype)]] | Use unique weapons and combine their inventiveness with combat and stealth training | Operative | Half | No | No | [Multiclasser's Manual, Volume 1](https://www.drivethrurpg.com/en/product/480800/multiclasser-s-manual-volume-1-a5e?affiliate_id=3042188) |
| [[Fireworks Engineer (Archetype)]] | An inventor of light and sound, this artificer crafts versatile fireworks for both utility and combat. Blind enemies, rally your allies, or launch yourself with explosive propulsion. Eventually, you can fill the sky with radiant effects that turn battlefields into festivals of fire and force. | Artisitic explosions | Half | No | No | [The Palette of Heroes](https://www.drivethrurpg.com/en/product/524798/the-palette-of-heroes?affiliate_id=3042188) |
| ~~Humachinist~~ | ~~Artificers who awaken common objects.~~ | ~~Objects and Simple Machines~~ | ~~Half~~ | ~~No~~ | ~~No~~ | ~~Planestrider's Journal~~ |
| ~~Scientific Innovator~~ | ~~Artificers who exploit Veranthea's uniquely forgiving laws of nature to craft<br/>fantastic devices that defy conventional understanding!~~ | ~~Non-magical spells~~ | ~~Half~~ | ~~No~~ | ~~No~~ | ~~Veranthea Codex: Grethadnis~~ |
| ~~Scrap Crafter~~ | ~~Junkers and those that can see the possibilities within the humblest of tools. They are never truly without a weapon or a plan, and they're often only a stolen set of armor and some loose wire away from a dangerous contraption belching lightning and fire.~~ | ~~Guerrilla Science~~ | ~~Half~~ | ~~No~~ | ~~No~~ | ~~Gate Pass Gazette #19~~ |
| [[Stitcher (Archetype)]] | Artificers who delve into the marvelous mysteries of life, death, and reanimated flesh | Dr. Frankenstein | Half | No | Yes, scales with character | [Advanced Artificers](https://www.drivethrurpg.com/en/product/459022/advanced-artificers) (originally Gate Pass Gazette #0) |
| ~~Synaptic Surgeon~~ | ~~The synaptic surgeon uses inventions that harness surges of the electric impulses that empowers neurons, manipulating them in ways that boost allies and hinder foes~~ | ~~Elemental (Electric)~~ | ~~Half~~ | ~~No~~ | ~~No~~ | ~~Gate Pass Gazette #21~~ |
| Tailor | Tailors opt for a much more subtle approach, using their deft hands and their skills with a simple needle and thread to carefully stitch items and artifice into their very clothes, concealed and hidden until a time comes that they are needed. Often agents of secret organizations or members of security details, a Tailor always has a trick—or three—up their sleeve. | Subtlety (magic clothes) | Half | No | No | ~~Gate Pass Gazette #27~~<br><br>*Corrected version coming soon!* |
| [[Thopterist (Archetype)]] | The miracle of flight is a difficult magic to unravel, and thopterist workshops are often filled with failed whirligigs and scattered balsa wood models: creations, however, form magical flying drones. | Drones | Half | No | Yes, scales with character | [Advanced Artificers](https://www.drivethrurpg.com/en/product/459022/advanced-artificers) (originally Gate Pass Gazette #0) |
| ~~Tinker~~ | ~~While some artisans choose to specialize in one area or artistic endeavor, there are those who wish to do it all. Known as Tinkers, these artificers consider themselves veritable jacks-of- all-trades, skilled in any number of handicrafts and capable of imparting that knowledge onto those who would learn from them.~~ | ~~Jack-of-all-trades~~ | ~~Half~~ | ~~No~~ | ~~No~~ | ~~Gate Pass Gazette #27~~ |
| [[Toymaker (Archetype)]] | Whimsical and good at general utility, toymakers are accompanied by a living toy of their own design | Whimsy | Half | No | Yes, scales with character | [Hearth & Home](https://www.drivethrurpg.com/en/product/488835/hearth-home-cozy-cottage-origins?affiliate_id=3042188) |
| ~~Wandmaker~~ | ~~Artificers who focus their arcano-scientific acumen to the creation of wands and rods~~ | ~~Magical devices (wands)~~ | ~~Half~~ | ~~No~~ | ~~No~~ | ~~Gate Pass Gazette #25~~ |
| Warmaker | | | | | | Martial Artistry |
| [[Watcheye (Archetype)]] | They say madness is repeating the same act expecting new results—but where most seek new results the watcheye artificer finds them. | Time manipulation | Half | No | No | [Chrono Slip](https://www.drivethrurpg.com/en/product/467752/chrono-slip?affiliate_id=3042188) |
** Note that the A5E datasheet might show additional archetypes. Although this could be due to *jimisbehindism*, there are some archetypes which are intentionally left out of this list:
- Anything that doesn't fit the theme of the campaign -- *firearms, more than minor clockwork technology, etc*
- Anything from the Gate Pass Gazette (GPG) -- *the balance has a good chance to be wonky*