Artificers delve into the forbidden depths of ancient ruins, unearthing arcane knowledge and lost technology long erased by the ravages of time. Against the backdrop of shattered civilizations, this relentless scholar has emerged as a master of invention, transcending the boundaries of conventional magic.
Forged in the crucible of Athas, where innovation is both a survival instinct and an act of rebellion, this enigmatic figure channels arcane power through a synthesis of ancient lore and forbidden technology. Deciphering the intricate system of magic, they see the desert as a canvas awaiting the brushstrokes of their ingenuity. Utilizing alchemist's supplies, calligrapher's implements, and tinker's tools, they craft potent elixirs, inscribe sigils of power, and fashion temporary charms. In this harsh realm, the magic of these inventors is interwoven with their tools, and their mastery over the arcane allows them to produce the right implement for any job amidst the unforgiving ruins of Athas.
Use the defaults from Tasha's or one of the sub classes below. From any other book please check with the DM.
New Specializations
As the name implies, firescrappers specialize in the use of pyromantic magic. They are quite unlike wizardly pyromancers, however, as they use this magic to become powerful front-line fighters rather than back-line mages. Firescrappers are a rare breed and an insular lot.
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Firescrapper Spells table. These spells count as artificer spells for you, but they don't count against the number of spells you prepare.
At 3rd level, you learn how to craft magical, technologically enhanced gauntlets that make brutally effective weapons. Crafting a pair of these magical gauntlets takes an hour of uninterrupted work, which can coincide with a short or long rest, and require the use of smith's tools and 30 cp of materials. Creating your first pair of gauntlets is free. The gauntlets are specially designed for your body, and are ineffective when used by other creatures. They are considered martial melee weapons with which you are proficient. They deal 1d6 bludgeoning damage on a hit, have the light property, and use your Intelligence modifier for their attack and damage rolls. Also, when you engage in two-weapon fighting with these gauntlets, you can add this modifier to the damage of the secondary attack. Though the gauntlets are magical, they can still be infused.
While wielding these gauntlets, you can use your bonus action to activate them. Once you activate the gauntlets, you can't do so again till you finish a long rest. You can also expend a spell slot of 1st level or higher as an alternative way to activate them. If you spend a spell slot of 2nd level or higher, the first time you hit a creature with the activated gauntlets you deal an additional 1d6 fire damage to the target for each slot level above 1st.
The gauntlets remain activated for up to 1 minute. When you hit a creature with one of your activated gauntlets, you can choose to have the gauntlet deal an additional 1d6 fire damage or lightning damage to its target (you choose when you activate the gauntlets). However, when you do so, each of your gauntlets becomes heated until the end of your turn. If you choose to deal this damage while your gauntlets are heated, they become overheated. This causes the target to take 3d6 additional fire or lightning damage, rather than 1d6, and each creature in a 15-foot cone behind the target must make a Dexterity saving throw against your artificer spell save DC, as heat is expelled from your gauntlets in a blast of energy. A creature takes 3d6 fire or lightning damage on a failed save, or half as much damage on a successful one. After your gauntlets overheat, they deactivate and cannot be activated again for the next minute.
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. This increases to three attacks at 14th level.
By 9th level, you have incorporated a multitude of improvements into your arcane gauntlets:
Your gauntlets do d8s, rather than d6s, for all of their damage rolls. This includes their weapon damage dice, as well as the damage dice used for their activated effects.
While you wield your gauntlets in both hands, you gain a +1 bonus to your AC.
When you deal fire or lightning damage with your gauntlets, you can choose to push the target 10 feet away from you.
Starting at 15th level, you can channel the energy within your contraptions into arcane armor. When you hit a creature with a weapon attack, you can use this feature to gain 4d6 temporary hit points that last until the start of your next turn. If any of these temporary hit points remain at the end of their duration, a burst of flame or lightning is expelled from you. Each creature within 5 feet of you takes fire damage or lightning (your choice) equal to the remaining temporary hit points.
You can use this ability a number of times equal to your Intelligence modifier (minimum of once), but you can do so more than once on a turn. You regain all expended uses when you finish a long rest.
A lightslinger learns how to harness magical, radiant energy and put it to use in their weaponry. These artificers create complex machines that channel and focus light, turning that energy into powerful beams that can sear their foes. These machines come in multiple varieties, each with a distinct purpose and common name. The aurum blaster is the generalist weapon, considering its common pairing with a shield. The bolt shooter is a long range weapon, capable of outranging longbows and taking out targets with powerful focused blasts. The lux cannon is a short ranged weapon, capable of hitting multiple foes at once.
Lightbringers are relatively rare and are frightening wielders of arcane might.
When you adopt this specialization at 3rd level, you gain proficiency with glassblower's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Lightslinger Spells table. These spells count as artificer spells for you, but they don't count against the number of spells you prepare.
Beginning at 3rd level, whenever you finish a short or long rest, you can magically construct one of the following weapons: an aurum blaster, a lux cannon, or a bolt shooter. If you already have a weapon constructed, you must transform that weapon into a new type rather than constructing a new one. After you gain this subclass, the first weapon you construct is free. If you lose your weapon, however, replacing it requires 50 cp of materials. Transforming your weapons is always free. You are proficient with these weapons, and you use your Intelligence modifier for their attack and damage rolls. They function by channeling your inner magic, and thus cannot be wielded by other creatures. Each of these weapons have the following special property:
Recharge (X) Only X attacks can be made with a weapon that has the recharge property before it needs to be recharged. A weapon can be recharged as a bonus action (even if it still has charges left), but it cannot be recharged on the same turn it is used to make an attack.
The weapons' other properties are detailed in the table below.
The lux cannon has the following special property:
Special. You do not make attack rolls with this weapon. Instead, your attacks with it shoot blasts of radiant energy that fill a line 5-feet wide and 10-feet long extending from you. Each creature in the area must succeed on a Dexterity saving throw against your Artificer spell save DC or take the damage of this weapon.
Also at 3rd level, you can temporarily empower the shots of your Lightsmith weapons. When you recharge one of these weapons, you can use this feature by expending a spell slot of 1st level or higher. Also, once per long rest you can use this feature without expending a spell slot, and gain the same effects as if you had used a 1st level spell slot. When you use this feature, the weapon gains one of the following enhanced effects (based on the weapon's type) until it is next recharged:
Aurum Blaster Attacks made with this weapon deal additional radiant damage on a hit: 1d4 for a 1st level slot, 1d6 for a 2nd level slot, 1d8 for a 3rd level slot, 1d10 for a 4th level slot, and 1d12 for a 5th level spell or higher.
Bolt Shooter Attacks made with the weapon explode in a burst of light. Hit or miss, the target, and each creature within 5 feet of it must succeed on a Dexterity saving throw against your artificer spell save DC or take 2d4 radiant damage for a 1st level slot, plus 1d4 for each spell level above 1st.
Lux Cannon The area of effect of attacks made with the weapon become cones rather than lines, and any creature that fails its save against this weapon is pushed 5 feet away from you and knocked prone. The cone's size is equal to its length. Also if you used a 2nd level or higher, the weapon's damage is increased by 1d6 for each spell level higher than 1st.
At 5th level, all of your weapons are improved. None of these improvements can be combined with the extra attack feature.
Aurum Blaster You can attack twice, instead of once, whenever you take the attack action on your turn and only attack with your aurum blaster.
Bolt Shooter When you take the Attack action on your turn, you can make a single attack with your bolt shooter. This attack is made with advantage, and unless this advantage is cancelled out by disadvantage, it deals an additional 1d12 radiant damage on a hit if the lower of the two rolls would also hit the target.
Lux Cannon The lines created by this weapon have a length of 20 feet, rather than 10 feet, and a creature that succeeds on the save imposed by this weapon takes half damage, rather than none.
At 9th level, you learn how to craft magical explosives, called aurum bombs, that create bursts of blinding light. Whenever you finish a long rest, you can create a number of aurum bombs, equal to your Intelligence modifier (minimum 1). Unused bombs disappear when you take your next long rest.
As an action, you can throw an aurum bomb at a point you can see within 60 feet of you. The bomb explodes at that point, forcing each creature within a 10-foot radius are to make a Dexterity saving throw against your artificer spell save DC. On a failed save, a creature takes 2d10 radiant damage and is blinded until the end of your next turn. On a successful save, a creature takes half as much damage and is not blinded.
Starting at 15th level, your Aurum Bombs and Lightsmith Weapons are both improved.
The damage of your aurum bombs is increased to 4d10.
Each of your Lightsmith Weapons have an additional damage die, for a total of 2d8 for the Aurum Blaster and Lux Cannon and 2d12 for the Bolt Shooter.
Whenever you use your Empowered Ammunition feature, you can transform your Lightsmith weapon into another type immediately before recharging it.
At 2nd level, an artificer gains the Artificer Infusions feature. When an artificer gains this feature, the following additional infusions are available to them.
The description of each of the following infusions details the type of item that can receive it.
Some of the infusions specify a minimum artificer level. You cannot learn such an infusion until you are at least that level.
Unless the infusion's description says otherwise, you cannot learn an infusion more than once.
Item: a length of chain or rope of at most 100 feet
Upon its infusion, this item begins to emit dim light out to a range of 5 feet. While holding this item, a creature can telepathically command the cord to move as its wielder desires. As an action, the cord's wielder can have the cord tie itself to a creature or object that it can reach. If the target is a creature, it can make a Dexterity saving throw whenever it attempts to move away from the creature holding the rope for the first time on a turn. On a failed save, the creature is unable to move away from the creature holding the rope until the start of its next turn. On a successful save, it can move away from that creature at half speed until the start of its next turn, pulling the rope's holder along with it. The creature can also use its action to make a Strength saving throw, releasing itself from the rope on a successful save. The rope's holder can also choose to release the creature at any time (no action required). The DC for all these saving throws equals the spell save DC of the artificer that infused this item.
Prerequisite: 6th-level artificer
Item: a rod, staff, or wand
When you infuse this item, choose one of the following damage types: acid, cold, fire, lightning, or thunder. While holding this item, a creature's spells ignore resistance to damage of this chosen type. Also, the creature gains a +1 bonus to damage rolls of spells it casts that deal the chosen damage type.
Prerequisite: 6th-level artificer
Item: a rod, staff, or wand
While holding this item, a arcane magic wielding creature gains a +1 bonus to spell attack rolls. Also the wielder of this item can expend a spell slot to cause a blade of radiant energy to emerge from the tip of this item. For up to 1 minute, the item becomes a simple melee weapon with the finesse property and a +1 bonus to its attack rolls. If the infused item is a staff, it also has the reach and two-handed properties. It deals 1d8 radiant damage per spell slot level used.
The effect ends early if the item leave's its wielder's hands.
Prerequisite: 10th-level artificer
Item: a helmet
While wearing this helmet, a creature has darkvision witha range of 60 feet. Out of the range of this darkvision, the helmet's wearer can clearly see any objects or creatures that give off heat (such as through a creature's body temperature), even if those creatures or objects are heavily obscured (though not behind total cover), within an area of magical darkness or invisible.