Artificer

Core Statistics
Class Type: Half Casterl

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points Gained Each Level: 1d8 (or 5) + your Constitution modifier

Ability Score Proficiencies: Constitution, Intelligence

Armour Proficiencies: Light Armour, Medium Armour, Shields

Weapon Proficiencies: Simple Weapons

Other Proficiencies: Thieves' Tools, Tinker's Tools

Skill Proficiencies
As an Artificer, you can choose 2 skills from the following list to become proficient with.
 * Arcana
 * History
 * Investigation
 * Medicine
 * Nature
 * Perception
 * Sleight of Hand

Starting Equipment
As an Artificer, you roll 5d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 18th level.
 * A Universal Archetype

Magical Tinkering
At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this feature, you must have a set of tinker’s tools in hand. You then touch a Tiny nonmagical object as 2 actions and give it one of the following magical properties of your choice. The chosen property lasts indefinitely. As 2 actions, you can touch the object and end the property early. You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of 1 object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
 * The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
 * Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
 * The object continuously emits your choice of an odour or a non-verbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
 * A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

Spellcasting
At 1st level, you gain the ability to cast spells from the Artificer spell list. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
 * Prepared Spells: You know all of the spells on the Artificer spell list. When you finish a long rest, you can prepare a list of Artificer spells equal to half your Artificer level + your Intelligence modifier (a minimum of 1).
 * Ritual Casting: As an Artificer, you can cast a spell as a ritual.
 * Spell Slots: The Artificer Feature Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Versatile Cantrips: When you finish a long rest, you can choose one Artificer cantrip that you know and replace with with another Artificer cantrip.

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Weapon Skill
At 1st level, you learn how to better use a weapon of your choice. Choose one weapon that you are proficient with and increase your skill level by 1, granting you additional effects and bonuses when using that weapon. You can see a weapons skills by clicking on a weapon name on the weapons list. You can increase your skill level with a weapon by 1 when you reach certain levels in this Class: 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.

Infuse Item
At 2nd level, whenever you finish a long rest, you can touch a non-magical object and imbue it with an artificer infusion, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You 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 immediately ends, and then the new infusion applies. You know four infusions, and you learn additional infusions as you gain levels in this Class (see the Artificer Feature Table). You can infuse two items, and you can infuse additional items as you gain levels in this Class (see the Artificer Feature Table).

Armour of Magical Strength
This infusion requires a set of armour, and attunement.

This armour has 6 charges. The wearer can expend the armor's charges in the following ways: The armour regains 1d6 expended charges daily at dawn.
 * When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
 * If the creature would be knocked prone, it can use its Reaction to expend 1 charge to avoid being knocked prone.

Armour of Tools
This infusion requires a set of armour.

As 2 actions, a creature wearing this infused armour can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armour for 8 hours or until the wearer removes the tools as 2 actions. The armour can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any skill checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

Enhanced Arcane Focus
This infusion requires a rod, staff, or wand, and attunement.

While holding this item, a creature gains a +1 bonus to spell Attack rolls. In addition, the creature ignores half cover when making a spell Attack. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defence
This infusion requires a set of armour or a shield.

A creature gains a +1 bonus to Armor Class while wearing (armour) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon
This infusion requires a simple weapon or a martial weapon.

This magic weapon grants a +1 bonus to Attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.

Homunculus Servant
Text.

Mind Sharpener
This infusion requires a set or armour or robes.

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its Reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Repeating Shot
This infusion requires a simple weapon or a martial weapon with the ammo property, and attunement.

This magic weapon grants a + 1 bonus to Attack and damage rolls made with it when it's used to make a ranged Attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged Attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item
Text.

Returning Weapon
This infusion requires a simple weapon or a martial weapon with the thrown property.

This magic weapon grants a +1 bonus to Attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged Attack.

The Right Tool for the Job
At 2nd level, you've learned how to produce exactly the tool you need. With thieves' tools or tinker'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 non-magical, and they vanish when you use this feature again.

Martial Techniques
At 3rd level, your martial prowess allows you to perform special techniques. You gain access to the Martial Techniques list. A technique might require prerequisites to perform, and you may need to use more than one action to perform it. Each martial technique will detail any requirements needed to use it. If a technique forces a creature to make a saving throw, then the DC for that saving throw is equal to 8 + your proficiency bonus + your Strike modifier. If the technique you are using does not require you to take the Strike action, then the DC will use your Strength or Dexterity modifier (your choice) in place of your Strike modifier.
 * Martial Die: If a technique uses a martial die then this die is a d4. Your martial die increases in strength as you gain levels in this class (see the Artificer Feature Table).
 * Stamina: You use stamina to perform your martial techniques. You start with 4 stamina, and you gain more stamina as you gain levels in this class (see the Artificer Feature Table). You regain any expended stamina when you finish a short or long rest.
 * Techniques Known: You know 2 techniques. You learn more techniques as you gain levels in this class (see the Artificer Feature Table).
 * Versatile Techniques: When you finish a long rest, you can choose one technique that you know and learn a different technique that you can learn.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.
 * Increase your skill level with a weapon by 1, and learn a feat.
 * Increase one ability score by 1, and increase your skill level with a weapon by 1.
 * Choose one feature from a Universal Archetype. This feature cannot be for a level that is higher than half your character level (rounded down).

Superior Attack
At 5th level, you ignore the -4 penalty to your second Attack.

Infuse Item II
At 6th level, you gain access to 6th-level Artificer Infusions.

Boots of the Winding Path
This infusion requires a part of boots, and attunement.

While wearing these boots, a creature can teleport up to 15 feet as 1 action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Radiant Weapon
This infusion requires a simple weapon or a martial weapon, and attunement.

This magic weapon grants a + 1 bonus to Attack and damage rolls made with it. While holding it, the wielder can use 1 action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as 1 action.

The weapon has 4 charges. As a Reaction immediately after being hit by an Attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Replicate Magic Item
Text.

Repulsion Shield
This infusion requires a shield, and attunement.

A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a Reaction immediately after being hit by a melee Rttack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armour
This infusion requires a set or armour, and attunement.

While wearing this armour, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Spell Refuelling Ring
This infusion requires a ring, and attunement.

While wearing this ring, the creature can recover one expended spell slot as 2 actions. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Flash of Genius
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 a skill 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 (a minimum of 1), and you regain all expended uses when you finish a long rest.

Infuse Item III
At 10th level, you gain access to 10th-level Artificer Infusions.

Helm of Awareness
This infusion requires a helmet, and attunement.

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Replicate Magic Item
Text.

Magic Item Adept
At 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.

Spell Storing Item
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 lst-level spell or a 2nd-level spell from the Artificer spell list that requires 1 or 2 actions to cast (you do not need to have it prepared). While holding the object, a creature can use 2 actions 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.

Infuse Item IV
At 14th level, you gain access to 14th-level Artificer Infusions.

Arcane Propulsion Armour
This infusion requires a set of armour, and attunement.

The wearer of this armour gains these benefits:
 * The wearer's walking speed increases by 5 feet.
 * The armour includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the Attack's target, then immediately returns to the wearer and reattaches.
 * The armour can't be removed against the wearer's will.
 * If the wearer is missing any limbs, the armour replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Replicate Magic Item
Text.

Magic Item Master
At 14th level, your skill with magic items deepens more:
 * You can attune to up to six magic items at once.
 * You ignore all class, race, spell and level requirements on attuning to or using a magic item.

Soul of Artifice
At 15th 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 outright killed, you can use your Reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Superior Attack II
At 20th level, the penalty for your third Attack is reduced to -4, instead of -8.