People who are this class
Falk Lavinia Haber, Enzo Orion, Jair Bolsonaro, Gearlock
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: Light armor, medium armor, shields
Weapons: Simple weapons
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
Alternatively, you may start with 5d4x10 starting gold
Optional Rule: Firearm Proficiency
The secrets 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 and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
Magical Tinkering
At 1st level use Tinker's tools or any other artisan's stools in hand, touch a Tiny non-magical object as an action and give one of the following properties;
-Object sheds a 5ft bright light and dim light for another 5ft
-Object emits a recorded message 6 seconds and can be heard 10ft away
-Object continuously emit an odor or a nonverbal sound of your choice in a 10ft area
-Object will have static visual effects on its surface displaying a picture, 25 words, shapes or a mixture of these elements
*This will last indefinitely or you decide to end it with an action, the max is based on your INT modifier and when you go past it, the oldest one will immediately end*
*Must use your tools to do any spells*
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
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 (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter 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 (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. 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 lst-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 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.
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn. 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. If you decide to attune to the item later, you must do so using the normal process for attunement.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
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. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
Specialty, Source
At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
When you reach 4th level, 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.
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
At 7th level, you've gained the ability to come up with solutions under pressure. 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.
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
You can attune to up to four magic items at once.
If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).
While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
At 14th level, your skill with magic items deepens more:
You can attune to up to five magic items at once.
You ignore all class, race, spell and level requirements on attuning to or using a magic item.
Starting at 18th level, you can attune up to six magic items at once.
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Legendary Class
LV 21: Legendary Feat, Brilliant Discoveries (1), Apt Actions
LV 22: Studied Credentials, Wondrous Innovations
LV 23: Magic Item Mastery
LV 24: Legendary ASI/Feat
LV 25: Brilliant Discoveries (2)
LV 26: Exalted Mind
LV 27: Hastened Magic Items
LV 28: Legendary ASI/Feat
LV 29: Safe Attunement, Brilliant Discoveries (3)
LV 30: Mind of Artifice
Brilliant Discoveries
You have started to make groundbreaking discoveries. You may choose a Combat Trait at levels 21, 25, and 29 at the bottom of the page
Apt actions
You start with 2 apt actions which allows you to take the Dash action or the Disengage action, you gain more per 2 levels above 20
Studied Credentials
You gain half of your proficiency bonus rounded down on items that requires another class or race to attune to them
Wondrous Innovations
You have begun to develop special items known as Innovations. Innovations are special tools or gizmos that are separate from your Masterwork. Innovations could be a plethora of things-they could be unique potions, gadgets, explosives, or anything of that sort! You start knowing 3 Innovations, and you learn more as you gain levels in this class, as shown in the Innovations Known column of the Artificer class table. If an innovation has a level prerequisite, it is referring to your level in this class. Over the course of a long rest, you may exchange one innovation you know for another that you meet the prerequisites for
Magic Item Mastery
Be able to craft common to rare magic items. If you can already do so then it takes less time to make them. Also is able to enhance 2 magic items at a time, talk to DM on what the enhance state of said items could be
Exalted Mind
You may add your Intelligence modifier (Minimum of 1) to any ability check you make that does not already include your Intelligence modifier equal to your proficiency bonus
Hastened Magic Items
Be able use a magic item's effect as a bonus instead of an action. Has to be an effect not something else like shooting someone for an example
Safe Attunement
If a magic item has a curse, you can choose to ignore it while you are attuned to it
Mind of Artifice
Be able to sense any magical items up to legendary rarity and have a +1 proficiency bonus for a max of 10 instead of 9
Enhanced Defense
At the end of a long rest, you may touch a suit of armor or shield within 5-feet of you and infuse it with power. The item gains a bonus to the AC it grants equal to one third of your proficiency bonus (Rounded down, minimum of 1) This bonus lasts until you use this feature again. If the item already has such a bonus, this feature cannot cause the bonus to exceed one third of your proficiency bonus (Rounded down, minimum of 1)
Enhanced Weapon
At the end of a long rest, you may touch a weapon within 5-feet of you and infuse it with power. The weapon gains a bonus to its attack and damage rolls equal to half your proficiency bonus (Rounded up). This bonus lasts until you use this feature again. If the item already has such a bonus, this feature cannot cause the bonus to exceed half your proficiency bonus (Rounded up)
Innovator
You learn 2 innovations of your choice, these can be new innovations or ones you have already selected. The innovations chosen do not count against your innovations known. You may select this feature multiple times, choosing an additional 2 innovations for each subsequent taking.
Lesser Craft
When you gain this feature, choose a Wondrous item of uncommon rarity or lower. At the end of a long rest, you may craft this wondrous item, automatically attuning to it if it requires attunement. Only you can benefit from this item, and it returns to a space within 5-feet of you if it is ever further than 30-feet away from you. If you craft this item again, your old one disintegrates. You may select this feature multiple times, choosing an additional Wondrous item you are able to craft with this feature for each subsequent taking.
Lesser Scrollcraft
At the end of a long rest, provided you possess a set of alchemists supplies, you may create a spell scroll containing a cantrip. If you have at least 15 levels in this class, you may instead create a scroll containing a spell of 1st level. Only you can use this scroll, and it disintegrates after 24 hours. If your specialization is Magitech and you are at least 24th level in this class, you instead create an additional scroll as per your Scrollcraft feature
Lesser Potioncraft
At the end of a long rest, provided you possess a set of alchemists supplies, you may create any potion of common rarity. If you have at least 21 levels in this class, the potion can be uncommon. Only you can gain the benefits imbibing this potion, and it loses all potency after 24 hours. If your specialization is Alchemist and you are at least 23th level in this class, you instead create an additional potion as per your Potioncraft feature.
Magical Identification
As an action you may touch a creature or object within 5-feet of you. If it is a magic item or an object imbued with magic, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature using this feature, you learn what spells, if any, are currently affecting it.
More Upgrades
You learn 1 upgrade of your choice for your masterwork, which does not count against your upgrades known. You may select this feature multiple times, gaining an additional upgrade for each subsequent taking.
Quick to Help: Once per turn you may expend 1 apt action to take the Help action.
Resilient Body
Your HP maximum increases by an amount equal to three times your level in this class. Every time you gain an Artificer level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times.
Moderate Craft
Prerequisite: 25th Level
When you gain this feature, choose a Wondrous item of rare rarity or lower. At the end of a long rest, you may craft this wondrous item, automatically attuning to it if it requires attunement. Only you can benefit from this item, and it returns to a space within 5-feet of you if it is ever further than 30-feet away from you. If you craft this item again, your old one disintegrates. You may select this feature multiple times, choosing an additional Wondrous item you are able to craft with this feature for each subsequent taking.
Greater Craft
Prerequisite: 27th Level
When you gain this feature, choose a Wondrous item of very rare rarity or lower. At the end of a long rest, you may craft this wondrous item, automatically attuning to it if it requires attunement. Only you can benefit from this item, and it returns to a space within 5-feet of you if it is ever further than 30-feet away from you. If you craft this item again, your old one disintegrates
Acidic Delight
Formula; As an action or by expending 2 apt actions on your turn, you may throw a vial of bubbling acid towards a target within 30-feet of you. On a hit, the target suffers 9d4 acid damage and becomes drenched in acid. At the start of each of a drenched creatures turns, they suffer 4d4 acid damage. A creature remains drenched until the acid is washed off (Such as through rain or being submerged in water) or until they or a creature within 5-feet of them uses their action to scrape the acid off. For every 3 levels in the Artificer class you have after level 20, the initial damage deals an additional 1d4 acid damage. For every 5 levels in the Artificer class you have after level 20, the drench damage deals an additional 1d4 acid damage. You have one of these vials to throw, once you throw it, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional vial to use between rests for each subsequent taking.
Adept Lenses
Gadget; As an action, you may activate these lenses, gaining a +2 bonus to all investigation and perception checks you make for the next minute. For every 3 levels in the Artificer class you have, you gain an additional +1 bonus to investigation and perception checks. You may use this gadget twice, once you expend all usages, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional two usages to use between rests for each subsequent taking.
Booming Grenade
Explosive; As an action, you throw a grenade to a point you can see within 60-feet of you, all creatures within 15-feet of that point must succeed on a Constitution saving throw, suffering 7d8 thunder damage on a failed saving throw, or half as much on a successful one. This explosion can be heard up to 300-feet away. For every 2 levels in the Artificer class you have after level 20, this deals an additional 1d8 thunder damage. Once you throw this grenade, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional grenade to use between rests for each subsequent taking
Breaching Bomb
Explosive; As an action you may place an explosive on a surface you can touch, which the explosive sticks to. Provided you are within 60-feet of the explosive, you may use an apt action on your turn or at the end of another creatures turn to detonate the explosive. All creatures and objects within 5-feet of the explosive must succeed on a Dexterity saving throw, suffering 5d6 fire damage on a failed saving throw, or half as much on a successful one. Objects suffer double damage from this explosive. For every 3 levels in the Artificer class you have after level 20, this deals an additional 2d6 fire damage. Once you detonate this bomb, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional bomb to use between rests for each subsequent taking.
Corrosive Concoction
Formula; As an action you may pour this concoction over a surface within 5-feet of you, if the surface is nonmagical, this concoction melts a 5-foot wide and 5-foot deep hole into the surface. Your DM may rule that some surfaces are non-corrosive and this fails on such a surface. Once you pour this concoction, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional concoction to use between rests for each subsequent taking.
Combustive Smog
Formula; As an action, you may cause a cloud of gas to waft out from a location within 60-feet of you (You could've created this gas via a device or throwing a vial containing the gas) The gas occupies a 30-foot radius sphere, and the area is heavily obscured. The gas remains for 1 minute or until a wind of moderate or greater speed (At least 10 miles an hour) disperses it. If any fire damage happens within the smog (Such as from a spell, weapon or explosive) all creatures and objects within the smog suffer the fire damage and the smog disappears. Once you create this smog, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional usages between rests for each subsequent taking.
Creeping Gas
Formula; As an action, you may cause a cloud of gas to waft out from a location within 60-feet of you (You could've created this gas via a device or throwing a vial containing the gas) All creatures within 15-feet of the location must succeed on a Constitution saving throw, on a failed saving throw, they become Frightened of the first creature they see until the end of their next turn. While frightened this way, a creature must use their action to dash as far away from the source of their fear as possible (They will not put themselves into harms way in order to do so however) Once you project this gas, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional usage between rests for each subsequent taking.
Distilled Talent
Potion; As an action, you may quaff this potion or administer it to another creature within 5-feet of you, the receiving creature gains a +4 bonus to all acrobatics and performance checks they make for the next minute. For every 3 levels in the Artificer class you have after level 20, they gain an additional +2 bonus to acrobatics and performance checks. You have two of these potions, once you use all of them, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional two potions to use between rests for each subsequent taking.
Element Eater
Gadget; You create a gadget that can devour elemental energy made against you. Whenever you suffer acid, cold, fire, lightning or thunder damage while the device is on your person, you may use your reaction to gain resistance to the triggering damage. You may use this device two times, and you regain all expended uses upon completing a long rest. You may select this innovation multiple times however, gaining an additional two usages between rests for each subsequent taking.
Emergency Parachute
Gadget; As a reaction while you are falling, you may deploy an emergency parachute. The parachute slows your fall down to 60-feet per round, and you do not suffer falling damage when you land. You may deploy this parachute three times, and you regain all expended uses upon completing a short or long rest. You may select this innovation multiple times however, gaining an additional three usages between rests for each subsequent taking.
Flash Bomb
Explosive; As an action, you throw a bomb to a point you can see within 30-feet of you, all creatures within 10-feet of that point must succeed on a Constitution saving throw, becoming blinded and deafened until the end of their next turn on a failed saving throw. You have two of these bombs, once you use both of them, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional two bombs to use between rests for each subsequent taking.
Freezing Concoction
Formula; As an action or by expending 2 apt actions on your turn, you may pour a chilling substance over a target within 5-feet of you. That target must succeed on a Constitution saving throw, suffering 6d10 cold damage on a failed saving throw, or half as much on a successful one. If the target isn't immune or resistant to cold damage, their movement speed is reduced by 5-feet for every 10 points of cold damage they suffered. For every 4 levels in the Artificer class you have after level 20, this deals an additional 1d10 cold damage. Once you pour this concoction, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional concoction to use between rests for each subsequent taking.
Healing Draught
Potion; As an action, you may quaff a healing draught or administer it to another creature within 5-feet of you, the receiving creature recovers 6d4+12 hit points. For every 2 levels in the Artificer class you have after level 20, the healing is increased by 1d4+1. You have three of these draughts, once you use all of them, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional three draughts to use between rests for each subsequent taking.
Jump Boosters
Gadget; When you make a jump, you can expend 1 apt action to double the distance you can jump. For every 4 levels in the Artificer class you have after level 20, this multiplication is increased by one (For example at 4th level you triple it, at 8th level you quadruple it, etc) You may use this gadget three times, once you use all of them, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional three usages between rests for each subsequent taking.
Machine Disruptor
Gadget; As an action, you may send out a pulse of energy that causes constructs to malfunction. All constructs within 60-feet of you must succeed on an Intelligence saving throw or become Stunned until the end of your next turn. You may use this gadget once, once you do so, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional usage between rests for each subsequent taking.
Mental Defense
Potion; As an action, you may quaff this potion or administer it to another creature within 5-feet of you, the receiving creature is immediately cured of any effect causing them to be Charmed or Frightened. Additionally, for the next minute, that creature gains a +2 bonus to all saving throws they make to resist being Charmed or Frightened. For every 4 levels in the Artificer class you have after level 20, this bonus is increased by +1. You have one of these potions, once you use it, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional potion to use between rests for each subsequent taking.
Mind Scrambler
Gadget; As an action, you may place a device on a creature you can touch within 5-feet of you, that creature must succeed on an Intelligence saving throw, becoming Paralyzed on a failed saving throw. At the end of each of the creatures turns, they can repeat the saving throw, ending the effect on a successful one. This effect automatically ends after a number of rounds equal to your Intelligence modifier (Minimum of 1) For every 4 Artificer levels you have after level 20, the amount of rounds a creature can be affected by this device is increased by an amount equal to your Intelligence modifier (Minimum of 1) Once you use this device, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional device to use between rests for each subsequent taking.
Molasses Tincture
Formula; As an action or by expending 2 apt actions on your turn, you may throw a sticky tincture at a creature within 20-feet of you. On a hit, the target suffers 6d6 acid damage and they become covered in the sticky substance, having their movement speed reduced to 0. Their movement speed remains 0 until it is washed off via rain or being submerged in water, or until they or a creature within 5-feet of them uses their action to scrape the substance off. For every 3 Artificer levels you have after level 20, this deals an additional 2d6 acid damage. You have two of these tinctures to throw, once you throw all of them, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional two tinctures to use between rests for each subsequent taking.
Molotov
Explosive; As an action, you throw a molotov to a point you can see within 30-feet of you. The ground within 10-feet of that point then becomes engulfed in flames. Creatures who start their turn in the flames or enter it for the first time on their turn must succeed on a Dexterity saving throw, suffering 4d6 fire damage on a failed saving throw, or half as much on a successful one. The fire lasts a number of rounds equal to half your Intelligence modifier (Minimum of 1, Rounded up) Or until it is extinguished by something such as water. For every 2 levels in the Artificer class you have after level 20, this deals an additional 2d6 fire damage. Once you throw this molotov, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional molotov to use between rests for each subsequent taking.
Obscuring Cloak
Gadget; As an action, you may activate this cloak, gaining a +2 bonus to all stealth checks you make for the next minute. For every 3 levels in the Artificer class you have after level 20, you gain an additional +2 bonus to stealth checks. You may use this gadget twice, once you expend all usages, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional two usages to use between rests for each subsequent taking.
Packaged Brawn
Potion; As an action, you may quaff this potion or administer it to another creature within 5-feet of you, the receiving creature gains a +4 bonus to all athletics checks they make and has their carrying capacity increased by 100 lbs for the next minute. For every 3 levels in the Artificer class you have after level 20, they gain an additional +2 bonus to athletics checks and their carrying capacity is increased by an additional 50 lbs. You have two of these potions, once you use all of them, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional two potions to use between rests for each subsequent taking.
Physical Barrier
Gadget; As a reaction to being hit by a weapon attack, you may project a barrier against the attack. You gain a +3 bonus to your AC until the start of your next turn (Including against the triggering attack) For every 3 levels in the Artificer class you have after level 20, this bonus increases by +1. You have three usages of this barrier, once you expend all of these usages, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional three usages between rests for each subsequent taking.
Propelling Bomb
Explosive; As an action, you may throw this bomb to a point you can see within 60-feet of you. All creatures within 10-feet of this point must succeed on a Strength saving throw, or be pushed 20-feet in a straight line away from the point on a failed saving throw, or half as much on a successful one. Huge or bigger creatures are pushed half the distance on a failed save, and not pushed at all on a successful save. For every 3 levels in the Artificer class you have after level 20, the distance pushed is increased by 5-feet. You have one of these bombs, once you use it, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional bomb to use between rests for each subsequent taking.
Sickening Smog
Formula; As an action, you may cause a cloud of gas to waft out from a location within 60-feet of you (You could've created this gas via a device or throwing a vial containing the gas) The gas occupies a 20-foot radius sphere, and the area is lightly obscured. The gas remains for 1 minute or until a wind of moderate or greater speed (At least 10 miles an hour) disperses it. Creatures within the smog are considered to be Poisoned, if they leave the smog, they remain poisoned until the end of their next turn. Once you create this smog, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional usages between rests for each subsequent taking.
Sticky Bomb
Explosive; As an action or by expending 3 apt actions on your turn, you may throw a sticky bomb at a target within 30-feet of you, making a ranged attack roll. On a hit, the target suffers 10d4 bludgeoning damage and the bomb sticks to them. At the start of your next turn, the bombs detonates, dealing 4d12 fire damage to the creature and all other creatures within 5-feet of them. For every 3 levels in the Artificer class you have after level 20, this deals an additional 2d12 fire damage. Once you throw this bomb, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional bomb to throw between rests for each subsequent taking.
Universal Cure
Potion; As an action, you may quaff this potion or administer it to another creature within 5-feet of you, the receiving creature is immediately cured of any disease they are suffering from, or from the blinded, deafened or poisoned conditions (Recipients choice) This cannot cure the blinded/deafened conditions if they were gained as a result of losing the body parts they needed to see/hear. You have one of these potions, once you use it, you cannot do so again until you complete a long rest. You may select this innovation multiple times however, gaining an additional potion to use between rests for each subsequent taking.
Zoom Serum
Potion; As an action, you may quaff this potion or administer it to another creature within 5-feet of you, the receiving creatures gains a +5 bonus to their movement speed for the next minute. For every 3 levels in the Artificer class you have after level 20, they gain an additional +5 bonus to their movement speed. You have two of these potions, once you use all of them, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional two potions to use between rests for each subsequent taking.