Artificer


With a bandoleer slung across her chest, the artificer carries an arsenal of alchemical compounds, magic implements, mundane materials, and tools. Her weapons, implements, and other gear are inscribed with runes and mystic patterns. She mixes reagents, drinks potions, and crafts items. She uses her knowledge to infuse herself and her allies with arcane power. And one day, her magic skills will carry her into legend.

THE PRECISION OF MAKING
An artificer treats mastery of magic like a technical skill. She sees patterns in energy and matter, and understand how to manipulate the flow of magic in and around non-biological materials. An artificer channels energy into items using magical components, diagrams, and complex chains of sigils. Her skills are versatile; they let her assemble a magical solution for any situation.

CREATING AN ARTIFICER
This class is unique to Eberron; it exemplifies the high-magic focus of this unique campaign setting.

An artificer might be a formal student of magic who became interested in artifacts and arcane items. Alternatively, she could be a tinkerer who devised magic tools in a musty basement. Or perhaps she is an explorer who found hidden knowledge in the forgotten places of the world. Whatever the source of her talents, a passion for the technical components of magic drives an artificer to perfect her art.

Quick Build
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Constitution. Second, choose the guild artisan background. Third, choose XX and XX cantrips, along with the 1st-level spells XX and XX.

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: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: One set of artisan’s tools of your choice

Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Arcana, History, Insight, Investigation, Nature, Perception and Religion

Equipment
You start with the following equipment in addition to the equipment granted by your background:

  • (a) leather armor or (b) scale mail and a shield
  • (a) a light hammer or (b) a warhammer (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • (a) a component pouch or (b) an arcane focus
  • Any single set of artisan’s tools

ARTIFICER

Level Proficiency Bonus Infusion Points Features Cantrips Known Spells Known Artificer Tools
1st +2 2 Expertise, Maker’s Pattern, Infusion Magic 2 2
2nd +2 5 Arcane Schematics 2 3 2
3rd +2 7 Maker’s Talisman 2 4 2
4th +2 8 Ability Score Improvement 3 5 2
5th +3 12 3 6 3
6th +3 13 Maker’s Pattern feature 3 7 3
7th +3 15 3 8 4
8th +3 16 Ability Score Improvement 3 9 4
9th +4 18 3 10 5
10th +4 19 Maker’s Pattern feature 4 10 5
11th +4 26 Greater Craft (6th level) 4 11 5
12th +4 27 Ability Score Improvement 4 11 6
13th +5 27 Greater Craft (7th level) 4 12 6
14th +5 28 Maker’s Pattern feature 4 12 6
15th +5 28 Greater Craft (8th level) 4 13 7
16th +5 29 Ability Score Improvement 4 13 7
17th +6 36 Greater Craft (9th level) 4 14 7
18th +6 37 4 14 8
19th +6 37 Ability Score Improvement 4 15 8
20th +6 38 Master of the Craft 4 15 8

EXPERTISE
At 1st level, select one of your proficiencies in artisan’s tools. Your proficiency bonus is doubled for any ability checks that make use of the selected type of tools.

If you use your preferred artisan’s tools to craft mundane items (Player’s Handbook, page 187), you can do so more quickly, accruing 20 gp worth of effort each day.

If the Dungeon Master allows player characters to craft magic items (Dungeon Master’s Guide, page 129), you can accrue 100 gp worth of effort for each day spent crafting. To gain this benefits, the item to be enchanted must be one you could create with your preferred type of artisan’s tools, even if you did not make it yourself.

MAKER’S PATTERN
At 1st level, you have adopted a focus in one area of artifice. You can choose from alchemist, battlesmith, instiller, or tinkerer, each of which is detailed later in the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

INFUSION MAGIC
Your arcane studies have given you the facility for spells. See chapter 10 for the general rules of spellcasting and the chart below for the artificer spell list.

Cantrips
You know two cantrips of your choice from the artificer spell list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artificer table. You also know the mending cantrip, which does not count against your number of Cantrips Known.

Infusion Points
The Artificer table shows how many infusion points you have. You spend a set number of infusion points when you cast a spell. You can also spend infusion points to power certain artificer tools, described later.

Artificer Infusion Spell Slot
Level Point Cost Level Emulated
1-2 2 1st
3-4 3 2nd
5-6 5 3rd
7-8 6 4th
9+ 7 5th

You emulate a spell slot when you spend infusion points to cast a spell. The level of the spell slot is based on your artificer level, as is the infusion point cost. When spellcasting, you cannot spend fewer infusion points than required by your artificer level; you cannot emulate a lower level spell slot at a lower cost.

For example, when you are 6th level, you can cast any 1st-, 2nd-, or 3rd-level spells that you know. Doing so always costs 5 infusion points. Regardless of the spell’s level, you always cast each spell with a third level spell slot.

You regain all spent infusion points when you finish a short rest. If you have spent infusion points to power the effects of artificer tools, you can choose not to regain those points. (If you do choose to regain them, the effects they are powering end immediately.)

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the artificer spell list.

The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Spell Level column for your level. When you reach 6th level, for example, you learn a new artificer spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells, so 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.

Spell save DC = your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus
You can use an arcane focus (found in chapter 5, “Equipment”) as a spellcasting focus for your artificer spells. Arcane foci are commonly converted into artificer tools; many artificers carry multiple rods, wands, or other foci for this purpose.

Infusion Limitations
Infusion magic is very object-oriented. Such spells sometimes create objects in the environment. More often they enchant existing objects, however briefly, which in turn affect targets wearing or using those objects. Infusion magic has difficulty affecting living creatures directly.

When infusion spells affect creatures by enchanting their possessions, the intermediate item is called a “catalyst.” Dropping or destroying a catalyst will not shorten such a spell’s duration; once the catalyst is infused, it immediately applies its effect to the true target, an effect which has its own duration. Infusions still function as spells, not true magic items, and so are subject to dispel magic and similar effects.

For example, you decide to cast enhance ability on an ally. As the spell is cast, you chose the ally’s shield as the catalyst to enchant, giving it the ability to provide its user with an eagle-like splendor. Your ally gains advantage on Charisma checks for the spell’s duration. She does not lose the benefits if she drops her shield, nor does anyone else gain the benefit for picking it up. Per the spell’s description, the effect applied through the catalyst persists on your targeted ally until the hour expires, you lose concentration, or the effect is dispelled.

Artificer Spell List:
The artificer has regular access to the following spells.

Artificer Spells
Cantrips: booming blade, green-flame blade, guidance, light, magic stone, mending, resistance, shillelagh, shocking grasp, true strike
1st: align weapon, armor of Agathys, bless, detect magic, divine favor, false life, grease, identify, cure damage, inflict damage, shield of faith
2nd: aid, barkskin, chill metal, enhance ability, enlarge/reduce, heat metal, knock, locate object, Nystul’s magic aura, rusting grasp, shatter, spiritual weapon
3rd: bestow curse, conjure barrage, dispel magic, elemental weapon, glyph of warding, magic circle, protection from energy, remove curse, wall of water
4th: banishment, conjure minor elementals, fabricate, Leomund’s secret chest, Mordenkainen’s private sanctum, stone shape, stoneskin, wall of fire
5th: animate object, circle of power, conjure elemental, creation, fire shield, transfer enchantment, wall of force, wall of stone
6th: arcane gate, blade barrier, bones of the earth, contingency, forbiddance, globe of invulnerability, guards and wards, investiture of flame, investiture of ice, investiture of stone, investiture of wind, move earth, primordial ward, wall of ice
7th: forcecage, Mordenkainen’s magnificent mansion, Mordenkainen’s sword, reverse gravity, symbol
8th: antimagic field, antipathy/sympathy, demiplane, earthquake, holy aura
9th: gate, imprisonment, prismatic wall, time stop, wish

ARCANE SCHEMATICS
In your study of occult sciences, you have designed or unearthed various arcane schematics. These complex diagrams take the form of large, loose sheets of paper or parchment, and each is usually carried in a scroll case. An artificer can often be identified by her collection of sturdy scroll tubes.

At 2nd level, you gain two arcane schematics of your choice. Your schematic options are detailed at the end of the class description. You gain one additional schematic of your choice at 5th, 7th, 9th, 12th, 15th, and 18th level. Because you personally invent these arcane schematics, they require no time or cost to add to your repertoire.

Each arcane schematic allows you to enchant a specific type of item, making it into a lesser magical item called an artificer tool.

Artificer Tools
You can create artificer tools by enchanting an item using a ten-minute ritual. (An item cannot be so enchanted if it is already a magical item or an artificer tool.) You must have the appropriate arcane schematic on hand during the ritual. The ritual requires 100 gp worth of components (precious minerals), which are easy to find in the form of coins or gems. The components are destroyed during the enchantment process.

To be of use, your artificer tools must be attuned and they must be worn or carried. Attunement follows most normal rules for attuning magical items. Your artificer tools cannot be attuned by anyone else. They do not count against your limit of attuned magical items, but you have a limit to the number of artificer tools you may have attuned at the same time. (See the Artificer Tools column on the Artificer table.) When you end attunement to an artificer tool, the item loses its magical properties; it cannot be attuned again unless you re-enchant the item.

Finding Schematics
On your adventures, you may discover additional arcane schematics. These might be found locked away in an ancient library, as part of a treasure horde, or among the personal papers of a deceased artificer. You can learn a new schematic, one that you did not invent, by a costly process of study and experimentation. The details of the process vary based on the size of your existing arcane repertoire.

For each arcane schematic that you already know, the process of adopting a new schematic takes 1 hour and requires 100 gp worth of mineral components to experiment with. For example, if you already know six arcane schematics, adding a found schematic to your repertoire requires 6 hours of experimentation and 600 gp worth of components.

Recreating Schematics
The diagram sheets of an arcane schematic have no appreciable weight, but they are unwieldy. A schematic is large enough that, when stored safely, it fills an entire scroll case. For ease of travel, some artificers choose not to carry all their schematics with them while adventuring. This occasionally leads to complications.

If you lose an arcane schematic or wish to make a backup, you can produce reliable copies. You can reproduce any of your known schematics by spending 1 hour and 100 gp worth of mineral components to copy it or recreate it from memory.

MAKER’S TALISMAN
At 3rd level, you can craft or infuse an item called a talisman, something emblematic of your magical talents. You gain one of the following features of your choice. Each talisman tends toward a different manifestation based on your chosen Maker’s Pattern.

Cohort Talisman
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: homunculus, imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

An alchemist’s familiar appears unnatural, often a brightly colored or boisterous creature that draws the eye. A battlesmith’s familiar is a particularly fearsome version, with prominent teeth or claws and a few battle scars. An instiller’s familiar is notable for its obviously-magical nature, sometimes shedding light like a candle or humming with innate magical power. A tinkerer’s familiar takes the form of a clockwork creature that appears to be a construct even if it is not.

Grimoire Talisman
You craft or modify a spellbook to help you research various types of magic. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the talisman book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the artificer spell list, they are nonetheless artificer spells for you.

If you lose your talisman, you can perform a 1-hour ceremony to replicate its contents within a new spellbook that you crafted or modified. This ceremony calls upon the mystic link between you and your talisman. It can be performed during a short or long rest, and it destroys the previous book. Your spellbook turns to ash when you die.

The pages of an alchemist’s spellbook usually resemble brewers’ formulas, with elaborate emphasis on a variety of material components. A battlesmith’s spellbook is usually small and sturdy, able to survive the rigors of life on the campaign trail. Its complex diagrams emphasize somatic components. An instiller’s spellbook might be completely incomprehensible, its pages covered in glowing glyphs and diagrams showing the interaction of arcane foci. A tinkerer’s spellbook is often metal-bound, protected with small locks or even traps. The book’s contents often focus on the nuance of verbal components and commands.

Weapon Talisman
You can make a weapon talisman out of any weapon that you personally created, or any magical weapon that is not an artifact or sentient item. This requires a special 1-hour ritual performed while holding the weapon, which can be done during a short rest. Thereafter, you are proficient with the weapon while wielding it. The talisman also functions as a magical weapon (if it was not already), for purposes of overcoming resistance and immunity to nonmagical attacks and damage.

A weapon talisman can be dismissed (no action required), shunting it into an extradimensional space. It also disappears if it is more than 5 feet from you for 1 minute or more. The talisman reappears in your empty hand when use an action to summon it.

A weapon ceases to be your talisman if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Alchemists favor piercing or slashing weapons of a type that can easily deliver toxins. Battlesmiths typically choose noble or knightly weapons like longswords or lances. Instillers have no true preference except that they prefer items that are obviously magical. Tinkerers gravitate toward complex weapons like crossbows, talismans that they can tweak or tune with mechanical precision.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 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.

GREATER CRAFTS
At 11th level, your mastery of magical artifice lets you invoke spell effects that you could not cast as spells. Choose one 6th-level spell from the artificer list for this craft. You can cast your Greater Crafts spell once without expending infusion points. You must finish a long rest before you can do so again.

At higher levels, you gain more artificer spells of your choice that can be cast this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Greater Crafts when you finish a long rest.

MASTER OF THE CRAFT
At 20th level, you can draw upon your personal wellspring of magical essence to regain expended infusion points. You can spend 1 minute meditating to regain all your expended points from your Infusions feature. (You can elect to not regain infusion points that are powering the ongoing effects of artificer tools. If you do choose to regain them, the effects they are powering end immediately.) Once you regain infusion points with this feature, you must finish a long rest before you can do so again.

MAKER’S PATTERNS

Artificer research tends to focus on one of four distinct traditions called “patterns.” All artificers develop such affinities. The more they study, the more they discover (and rely upon) common elements in the arcane pattern of their own magic.

ALCHEMIST
The alchemist has a way with brewed or distilled concoctions. She understands the fundamental ingredients of natural and magical substances and learns to shape them to her whim.

Each of the alchemist’s Alchemy features requires her to be carrying alchemist’s supplies or brewer’s supplies.

Simple Alchemy
At 1st level, you gain proficiency with alchemist’s supplies and brewer’s supplies. If you are already proficient with either or both, you may replace these with proficiency in different sets of artisan’s tools.

You can automatically identify an alchemical substance, poison, or potion simply by handling it (or examining it safely in its own container).

You can also craft alchemical items in half the normal cost. (See the Players Handbook, page 187, for normal crafting requirements.) This includes acid, alchemist’s fire, antitoxin, ink, oil, perfume, poison, soap, and any new items the Dungeon Master devises for your campaign or allows you to invent.

Improved Alchemy
Starting at 6th level, you learn to quickly modify potions using supplies you carry with you. Your additions allow you to imbibe or administer half of a potion, doing so at full strength or effect. This functionally doubles each potion you acquire.

If you consume or administer the whole potion, treat it as having applied two of the same kind of potion. If the effects are not cumulative, you instead double the potion’s duration. If your campaign uses the Mixing Potions variant rules (Dungeon Master’s Guide, page 140), your additional ingredients also let the imbiber ignore results of 1 – 35 on the Potion Miscibility table.

Your additional ingredients must be added at the time each half of the potion is used, requiring a bonus action from you. Consuming half a potion has no effect if you do not modify it right before consumption. This means you cannot treat a potion this way and pass it on to someone else to use later with a greater effect.

Common Alchemy
At 10th level, you learn to create temporary potions. You can spend 1 hour processing a vial of mundane liquid, creating one of the potions you know from the list below. This activity can be performed during a short rest. You can use the potion in halves, as described above.

Once you create a potion with this feature, you cannot do so again until you complete a long rest. You can only have one Common Alchemy potion in existence at a time. The potion lasts for 1 week, until it is consumed, or until you start to create another Common Alchemy potion.

The potion formulas you can learn include animal friendship, climbing, fire breath, giant strength (hill), growth, healing, poison, resistance, or water breathing.

When you learn this feature, choose one potion formula that you know automatically from the list. You can learn additional formulas from the list through experimentation. Learning each new formula requires 8 hours of experimentation and consumes 100 gp worth of ingredients.

Rare Alchemy
Upon reaching 14th level, you learn to create temporary utility potions. You can spend 1 hour processing a vial of mundane liquid, creating one of the potions you know from the list below. This activity can be performed during a short rest. You can use the potion in halves, as described above.

Once you create a potion with this feature, you cannot do so again until you complete a long rest. You can only have one Rare Alchemy potion in existence at a time. The potion lasts for 1 week, until it is consumed, or until you start to create another Rare Alchemy potion.

The potion formulas you can learn include clairvoyance, diminution, flying, gaseous form, giant strength (fire), greater healing, heroism, invisibility, invulnerability, longevity, mind reading, speed, or vitality.

When you learn this feature, choose one potion formula that you know automatically from the list. You can learn additional formulas from the list through experimentation. Learning each new formula requires 8 hours of experimentation and consumes 500 gp worth of ingredients.

BATTLESMITH
Battlesmiths combine martial endurance with mastery of inscription magic. They stand in the thick of battle using weapons and magic scrolls to defeat their foes.

Warrior’s Inscription
At 1st level, you gain proficiency with calligrapher’s supplies and smith’s tools. If you are already proficient with either or both, you may replace these with proficiency in different sets of artisan’s tools.

If using a scroll of a spell higher in level than you could normally cast, and you fail your spellcasting ability check, the scroll is not destroyed. If your campaign uses the Scroll Mishaps variant rules (Dungeon Master’s Guide, page 140), you do not suffer mishaps; you need never roll on the Scroll Mishap table.

When you gain this feature, you also gain proficiency with martial weapons and heavy armor.

Spellsmith’s Inscription
At 6th level, you can use scroll spells you find that do not correspond to your spell list.

When you gain this feature, you gain the ability to attack twice, instead of once, whenever you take the Attack action on your turn.

Common Inscription
At 10th level, you can also use your mastery of inscription magic to create spell scrolls. You can spend 1 hour processing a sheet of paper or parchment using a quill and ink, creating a scroll spell of one of the spells you know. This activity can be performed during a short rest. Once you create a scroll with this feature, you cannot do so again until you complete a long rest. You can only have one Common Inscription scroll in existence at a time. The scroll lasts for 1 week, until it is used, or until you start to create another Common Inscription scroll.

When you gain this feature, you gain a Fighting Style, either Dueling or Protection. The Dueling Fighting Style gives you a + 2 bonus to damage rolls with one-handed melee weapons if you are wielding no other weapons. The Protection Fighting Style allows you to use your reaction while wielding a shield to impose disadvantage on the attack roll of a creature you can see, when that creature is attacking a target other than you that is within 5 feet of you.

Rare Inscription
At 14th level, you can also use your mastery of inscription magic to copy spell scrolls that do not correspond to your spell list. You can spend 1 hour processing a sheet of paper or parchment using a quill and ink, creating a copy of a scroll spell, whether it corresponds to your spell list or not. You can only copy a spell of a level or lower than you could normally cast. This activity can be performed during a short rest. Once you create a scroll with this feature, you cannot do so again until you complete a long rest. You can only have one Rare Inscription scroll in existence at a time. The scroll lasts for 1 week, until it is used, or until you start to create another Rare Inscription scroll.

When you gain this feature, you master the art of using magic and weapons in a harmonious fashion. When you use your action to cast an artificer spell, you can make one weapon attack as a bonus action.

INSTILLER
The instiller has a decided affinity for magical items. An instiller learns to identify the hidden facets and unknown aspects of magical devices, opening her essence to their resonances. She uses this affinity overcome many of the common limitations that come with magical items.

Instiller’s Eye
Starting at 1st level, you gain proficiency with two sets of artisan’s tools. Chose two from carpenter’s tools, cobbler’s tools, glassblower’s tools, jeweler’s tools, leatherworker’s tools, smith’s tools, weaver’s tools, or woodcarver’s tools.

At this level, you can automatically tell if an item is magical just by handling it. You can also cast identify at will, without expending a spell slot or material components.

Instiller Essence
Starting at 6th level, you can better control and channel the energies of magical items. You can expend artificer hit dice in the place of charges when using a charged magic item. This only works with magic items that can regain their charges periodically. If the item allows you to spend more than one charge in a single action (or a bonus action or reaction), you cannot combine charges and hit dice; you must choose one or the other for each such use.

Instilled Symmetry
At 10th level, your ability to control magic items is strengthened. This lets you ignore all class, race, and level restrictions that would prevent you from attuning or using a magic item. This does not let you emulate class features that a magic item might require.

You can also completely ignore or suppress any quirks, curses, or detriments of a magic item you are using. If you are ever cursed by a magic item, you can voluntarily un-attune or discard the item as though affected by a remove curse spell.

Instillation Wards
Upon reaching 14th level, you can better withstand the effects of magic items. When targeted or affected by magical items, you have advantage on saving throws against their effects and resistance to damage they inflict. This applies to all categories of magical items, including damage from magic weapons and spells cast from scrolls. It does not include the natural attacks of creatures, even if they count as magical weapons for overcoming resistances.

TINKERER
Using whatever materials are on hand, the tinkerer creates tools and even allies, crafting solutions for life’s many problems. She imbues her creations with magic, elemental spirits, and a spark of life, giving them the power to perform important tasks.

Each of the tinkerer’s Clockwork features requires tinker’s tools to craft.

Clockwork Device
At 1st level, you gain proficiency with tinker’s tools and thieves’ tools. If you are already proficient with either or both, you may replace these with proficiency in different sets of artisan’s tools.

You can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (2 lbs., AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it.

When you create a device, choose one of the following options. You may also invent other, similar devices, at the Dungeon Master’s discretion.

- Box of Jacks. The device can be primed and then thrown as an action, landing at a point up to 20 feet away. Upon landing, the device springs open with a loud ping, deploying a spray of caltrops. These cover a square area that is 5 feet on a side, and use the rules for caltrops in the Player’s Handbook. (See Chapter 5: Equipment.) The device is destroyed upon use, but you can reclaim the materials used to create it.

- Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises appropriate to the creature it represents.

- Fire Starter. The device produces miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires an action.

- Internal Lock. This sturdy lock has no keyhole. When the lock is applied, the user sets it to open automatically after a certain time, up to the point where the device naturally ceases to function. The lock cannot be picked with thieves’ tools, but it can be deconstructed with tinker’s tools. This needs no ability check but requires 1 hour of work.

- Metal Flyer. This creation has large wings and a mechanical fan that resembles a bird’s tail. When activated as an action, the device flies forward 20 feet before dropping to the ground. If launched from a height, it travels forward 20 feet each round and drops 5 feet each round. Winds can interrupt the device’s flight; even a gentle breezes will cause the device to turn in a random direction or drop straight to the ground.

- Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

- Quick Counter. This device keeps track of counting input using a complex display of dials. It can also be used as a merchant’s scale and it can track time with great accuracy while it is not being moved or jostled. You can use this tool to keep track of large numbers, perform complex arithmetic, or track exact rates of inputs across precise spans of time.

- Tinker’s Pastime. This device takes one of several forms of hand-held games. Most require the user to react to a series motions or displays, activating the right dials or levers to increase her score. The younger the user, the longer this device is likely to entertain her.

You can have up to three such devices at a time. If you can already create Tiny clockwork devices of such complexity, perhaps from the rock gnome racial trait, you can instead have up to six such devices at a time.

When you gain levels in this class, your clockwork devices become sturdier and longer-lasting. At 6th level, your devices have AC 10 and 5 hp, and they last up to 48 hours. At 10th level, your devices have AC 15 and 10 hp, and last up three weeks. At 14th level, your devices have AC 20 and 20 hp, and they last up to one year.

Clockwork Assistant
At 6th level, you can create a Medium size bipedal or quadrupedal clockwork construct and animate it with an elemental spirit. A Clockwork Assistant requires 2 hours of work and costs 500 gp to build, followed by a 1-hour ritual to summon an elemental spirit to animate the creation. While you can have multiple assistant shells at a time, you cannot have more than one animated at a time.

The assistant acts on your initiative during combat. It understands no languages but will somehow follow your verbal commands (no action required by you). The creature never takes any actions, bonus actions, or reactions and it does not threaten enemies. The main function of a clockwork assistant is to carry the artificer’s tools and baggage. Some artificers use their assistants in combat to block or distract enemies. Small size artificers have been known to ride quadrupeds in battle.

Your Clockwork Assistant acts as a gargoyle. (See the Monster Manual, page 140.) It has only a normal movement speed, which is 30 for a biped or 40 for a quadruped. The creature does not get the false appearance trait. Its type is construct. The assistant is immune to psychic and poison damage as well as the charmed, exhausted, frightened, paralyzed, petrified, and poisoned conditions. Non-magical adamantine weapons can bypass the assistant’s damage resistance.

Because of its design, the assistant is considered a Large creature for the purposes of determining its carrying capacity. A bipedal version is agile enough to climb ladders or ropes at your command, or to pick up objects from the ground. A quadruped is not so agile, but can be employed as a mount.

Your Clockwork Assistant’s inhabiting elemental spirit disappears, leaving the shell inanimate, if it ever moves farther than 90 feet from you. If it is ever reduced to 0 hit points, the creature is destroyed, rending the shell inanimate. If you can recover the pieces, you can rebuild the shell at half the normal cost.

Clockwork Golem
At 10th level, you can create a Large size bipedal clockwork construct and animate it with an elemental spirit. A Clockwork Golem requires 8 hours of work and costs 2,000 gp to build, followed by a 1-hour ritual to summon an elemental spirit to animate the creation. While you can build multiple golem shells at a time, you cannot have more than one animated at a time.

The golem is friendly to you and your companions. It rolls its own initiative in combat. The creature understands no languages but will somehow follow your verbal commands (no action required by you). If you don’t issue commands to the golem, it defends itself from hostile creatures but otherwise takes no actions.

Your Clockwork Golem acts as an elemental of the type you choose during the animation process. (See the Monster Manual, pages 124-125.) It has only a normal movement speed, which is 30. The creature does not get the air form, earth glide, fire form, or water form traits, nor can it perform the whirlwind or whelm actions. Its type is construct. The golem is immune to psychic and poison damage as well as the charmed, exhausted, frightened, paralyzed, petrified, and poisoned conditions. Non-magical adamantine weapons can bypass the golem’s damage resistance.

Your Clockwork Golem’s inhabiting elemental disappears, leaving the shell inanimate, if it ever moves farther than 90 feet from you. If your Clockwork Golem is ever reduced to 0 hit points, the creature is destroyed, rending the shell inanimate. If you can recover the pieces, you can rebuild the shell at half the normal cost.

Capable Clockworks
Starting at 14th level, your Clockwork Assistant and Clockwork Golem gain additional features. They gain 4 additional points of Strength and double their normal hit points. A clockwork with a special sensory trait (see below) can make audible reports as to what it is sensing.

In addition, your clockworks can have one of the following traits: additional movement mode (burrow 10, climb 20, fly 10, or swim 30), blindsight, extended range (the clockwork can safely move up to 500 feet from you), damage resistance (acid, cold, fire, lightning, or thunder), size decrease to Medium (golem only), size increase to Large (assistant only), tremorsense.

This additional trait is inherent to the shell and chosen at the time of its construction. Many tinkerers prefer to keep multiple shells with different capabilities on hand, to be animated according to current needs.

MULTICLASS ARTIFICERS
The multiclassing prerequisite for artificers is Intelligence 13. When you gain your first level in the artificer class, and it is not your initial class, you gain proficiency in light armor, simple weapons, and thieves’ tools. Additional proficiencies will be applied by your choice of Maker’s Pattern.

You can use infusion points you gain from the Infusion Magic feature to cast spells you know or have prepared from classes with such features as Spellcasting or Pact Magic. The infusion point cost and resulting spell slot level is determined by the chart above. (See the Infusion Points table.) You can also use the spell slots you gain from such features as Spellcasting or Pact Magic to cast artificer spells you know, but you cannot spend infusion points through artificer tools to modify those castings.

ARCANE SCHEMATICS

If an arcane schematic has prerequisites, you must meet them to learn it. You can learn the schematic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Each arcane schematic lists the type of object it can affect. You cannot make an artificer tool out of an item unless it complies with the tool requirement of the arcane schematic.

If an artificer tool allows you to cast a spell or modify a spell, the artificer tool completely replaces any of the spell’s material components, unless otherwise noted in the arcane schematic’s description.

Some effects here are described as “combinable.” An artificer can simultaneously maintain concentration on any number of different combinable effects. Each combinable effect invoked does not end the artificer’s concentration on existing combinable effects, but will end the artificer’s concentration on any effect that does not have the combinable feature. If the artificer loses concentration on a combinable effect, or invokes a concentration effect that does not have the combinable feature, the artificer loses concentration on all her active combinable effects. An artificer who ends one of her combinable effect because she drops or puts away an artificer tool does not end her other existing combinable effects.

Animated Shield
Prerequisites: 15th level
Tool: A shield
As a bonus action, throw this shield into the air and spend 3 infusion points to give it an animated effect; the shield hovers in the air around your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you lose concentration, at which point the shield drops to the ground or into your hand if you have one free.

Armor of Adamantine
Prerequisites: 3rd level
Tool: A suit of medium or heavy armor, but not hide
As a bonus action, spend 1 infusion point to give this armor an adamantine effect; any critical hit against you becomes a normal hit. Maintaining this benefit requires concentration, but it otherwise lasts until you remove the armor. This is a combinable effect.

Armor of the Dragon
Prerequisites: 15th level
Tool: A suit of armor
As a bonus action, spend 3 infusion points to give this armor a dragon effect; you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to damage from the breath weapons of dragons. Maintaining this benefit requires concentration, but it otherwise lasts until you remove the armor. This is a combinable effect.

Armor of the Mariner
Prerequisites: 3rd level
Tool: A suit of armor
As a bonus action, spend 1 infusion point to give this armor a mariner effect; you have a swimming speed equal to your walking speed. Maintaining this benefit requires concentration, but it otherwise lasts until you remove the armor. If you lose concentration at the same time you fall to 0 hit points, and you are underwater, the armor causes you to rise 60 feet toward the surface and float there for ten minutes. This is a combinable effect.

Armor of Resistance
Prerequisites: 9th level
Tool: A suit of armor
As a bonus action, spend 2 infusion points to give this armor a resistance effect; you have resistance against one type of damage chosen when you activate this artificer tool. Choose one from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage. Maintaining this benefit requires concentration, but it otherwise lasts until you remove the armor. This is a combinable effect.

Armor of Stability
Prerequisites: 15th level
Tool: A suit of plate armor
As a bonus action, spend 3 infusion points to give this armor a stability effect; if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Maintaining this benefit requires concentration, but it otherwise lasts until you remove the armor. This is a combinable effect.

Arrow of Slaying
Prerequisites: 15th level
Tool: An arrow or crossbow bolt
Spend 3 infusion points as you make an attack with this projectile to give it a slaying effect; the projectile is an artificer tool meant to slay a creature of a particular kind, based the arcane schematic that created it. (There are different versions of this arcane schematics for each type of creature.) If you use the projectile in an attack that hits the right type, race, or group associated with the slaying effect, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or have as much extra damage on a successful one. The projectile is never destroyed by normal use in combat, but it cannot be activated again until you finish a long rest.

Blade of Venom
Prerequisites: 9th level
Tool: A dagger
As an action, spend 2 infusion points to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. You cannot activate this artificer tool again until you complete a long rest.

Crystal of Silence
Prerequisite: 11th level, dispel magic spell
_Tool: A piece of jewelry set with a crystal valued at 20 gp or more
When you cast the dispel magic spell, you can spend additional infusion points to increase the effective level of the spell slot. Each infusion point you spend to heighten the casting increases the spell slot’s effective level by 1. You can spend 1 infusion point this way at 11th level, 2 infusion points at 13th level, 3 infusion points at 15th level, and 4 infusion points at 17th level.

Dancing Sword
Prerequisites: 15th level
Tool: Any sword
As a bonus action, throw this weapon into the air and spend 3 infusion points to give this weapon a dancing effect; the sword flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. It falls to the ground if you have no free hand or if the sword has no unobstructed path to you. It also ceases to hover if you grasp it or move more than 30 feet away from it. Maintaining this benefit requires concentration.

Distant Roar
Prerequisite: booming blade cantrip
Tool: A weapon that must serve as the spell’s material component
When you cast booming blade, you can do so with a ranged weapon or with a weapon that has the Reach property; the cantrip’s range is not limited to 5 feet. If you use a ranged weapon, you make a ranged weapon attack instead of a melee weapon attack.

Eyes of the Artificer
Tool: A pair of lenses set into spectacles, goggles, or a mask
You can cast identify at will, without the need for material components and without expending a spell slot.

Legionary Cohesion
Tool: An arcane focus (crystal, orb, rod, staff, or wand)
You can cast bless at will, without expending a spell slot. You can affect any number of creatures within range, but must pay 1 infusion point per target.

Lingering Roar
Prerequisite: booming blade cantrip
Tool: A weapon that must serve as the spell’s material component
If a creature affected by your booming blade willingly moves before the start of your next turn, reduce its movement speed for the round by 10 feet, to a minimum speed of 10 feet.

Magic Weapon
Prerequisites: 3rd level
Tool: Any weapon
As a bonus action, spend 1 infusion point to give this weapon a magic weapon effect; you gain a + 1 bonus to attack rolls and damage rolls with the weapon. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. You can provide the weapon with a + 2 bonus at the cost of 2 infusion points when you reach your 9th artificer level, or a + 3 bonus at the cost of 3 infusion points when you reach your 15th artificer level. This is a combinable effect.

You can apply this schematic to any artificer tool weapon that already has a combinable effect. This is an exception to the rule that prevents two different arcane schematics from affecting the same item. If you mix this with a combinable weapon effect, you can activate both with a single bonus action, but you must separately pay the infusion point cost for each. You can learn multiple versions of this arcane schematic, allowing you to so enchant multiple weapons at one time.

Roaring Boom
Prerequisite: booming blade cantrip
Tool: A weapon that must serve as the spell’s material component
If a creature affected by your booming blade willingly moves before the start of your next turn, add your Intelligence modifier to the thunder damage dealt by this spell.

Shatter Spike
Prerequisite: 13th level, shatter spell
Tool: An arcane focus (rod, staff, or wand)
When you cast the shatter spell, you can spend up to 4 additional infusion points to increase the damage inflicted by the spell. Each infusion point you spend to heighten the casting increases the spell’s damage by 1d8.

Shield of Arrow-Catching
Prerequisites: 9th level
Tool: A shield
As a bonus action, spend 2 infusion points to give this shield a arrow-catching effect; you gain a + 2 bonus to AC against ranged attacks in addition to the shield’s normal bonus to AC. Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the shield in your hand. This is a combinable effect.

Shield of the Legion
Prerequisite: 5th level, shield of faith spell
Tool: A shield
When you cast shield of faith on yourself, this artificer tool allows your spell to affect a number of additional targets no greater than your Intelligence modifier. Each additional target costs 1 infusion point. This artificer tool makes your shield of faith spell a combinable effect when you are one of the targets.

You can apply this schematic to any artificer tool shield that already has a combinable effect. This is an exception to the rule that prevents two different arcane schematics from affecting the same item. If you mix this with a combinable shield effect, you can activate that effect as part of the bonus action needed to cast the spell, but you must separately pay the infusion point cost for each.

Shield of the Sentinel
Prerequisites: 3rd level
Tool: A shield
As a bonus action, spend 1 infusion point to give this shield a sentinel effect; you have advantage to initiative rolls and Wisdom (Perception) checks. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the shield in your hand. This is a combinable effect.

Shield of Spellguarding
Prerequisites: 15th level
Tool: A shield
As a bonus action, spend 3 infusion points to give this shield a spellguarding effect; you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the shield in your hand. This is a combinable effect.

Vigorous Life
Prerequisite: 5th level, false life spell
Tool: An arcane focus (crystal, orb, rod, staff, or wand)
When you cast false life on yourself, this artificer tool replaces the spell’s material component. It also allows your spell to affect a number of additional targets no greater than your Intelligence modifier. Each additional target costs 1 infusion point.

Weapon of Disruption
Prerequisites: 9th level
Tool: A mace
As a bonus action, spend 2 infusion points to give this weapon a disruption effect; when you hit a fiend or an undead with this weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed in a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

Weapon of Dragon Slaying
Prerequisites: 9th level
Tool: Any sword
As a bonus action, spend 2 infusion points to give this weapon a dragon slaying effect; when you hit a dragon with it, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, a “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

Weapon of Flame
Prerequisites: 9th level
Tool: Any sword
As a bonus action, spend 2 infusion points to give this weapon a flame effect; flames erupt from the blade shedding bright light in a 40-foot radius and dim light for an additional 40 feet. The sword deals an extra 2d6 fire damage to any target it hits. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

Weapon of Frost
Prerequisites: 15th level
Tool: Any sword
As a bonus action, spend 3 infusion points to give this weapon a frost effect; when you hit with an attack using this weapon, the target takes an extra 1d6 cold damage. In addition, you have resistance to fire damage. Once per hour, you can extinguish all nonmagical flames within 30 feet of you. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

Weapon of Giant Slaying
Prerequisites: 9th level
Tool: An axe or sword
As a bonus action, spend 2 infusion points to give this weapon a giant slaying effect; when you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed in a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, a “giant” refers to any creature with the giant type, including ettins and trolls. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

Weapon of Life Stealing
Prerequisites: 9th level
Tool: Any sword
As a bonus action, spend 2 infusion points to give this weapon a life stealing effect; when you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn’t a construct or undead. You also gain 10 temporary hit points. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

Weapon of Sharpness
Prerequisites: 15th level
Tool: Any sword that inflicts slashing damage
As a bonus action, spend 3 infusion points to give this weapon a sharpness effect; when you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you op off one of the target’s limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

Weapon of Smiting
Prerequisites: 9th level
Tool: A mace
As a bonus action, spend 2 infusion points to give this weapon a smiting effect; when you roll a 20 on an attack roll made with this weapon the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

Weapon of Speed
Prerequisites: 15th level
Tool: A scimitar
As a bonus action, spend 3 infusion points to give this weapon a speed effect; you can make one attack with this weapon as a bonus action on each of your turns. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

Weapon of Throwing
Prerequisites: 15th level
Tool: A warhammer
As a bonus action, spend 3 infusion points to give this weapon a throwing effect; it has a thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand for longer than one round. This is a combinable effect.

Weapon of Wounding
Prerequisites: 9th level
Tool: Any sword
As a bonus action, spend 2 infusion points to give this weapon a wounding effect; once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you have wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself if successful. Alternatively, the wounded creature or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it if successful. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. This is a combinable effect.

NEW SPELLS

Artificers have developed the several new spells that suit their magical propensities.

Align Weapon
1st-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a weapon and select a mundane material like adamantine, cold iron, or silver. Until the spell ends, the weapon emulates the selected material for the purpose of interacting with creatures’ resistances, immunities, and vulnerabilities. Once per round as a bonus action, you can change the material that the weapon emulates.

Chill Metal
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (three one-inch glass rods)
Duration: Concentration, up to 2 minutes
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to pulse with chilling waves of cold. Any creature in physical contact with the object takes 2d4 damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Concentration saving throw when it takes damage or lose its ability to use reactions until after its next turn. Until the spell ends, the creature holding or wearing the object has disadvantage on attack rolls and ability checks until it drops or removes the item.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Cure Damage
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A nonliving creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell only affects warforged characters, or creatures with the construct or undead types.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing is increased by 1d8 for each slot level above 1st.

Inflict Damage
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a nonliving creature you can reach. On a hit, the target takes 3d10 damage, which bypasses any resistance or immunity. This spell only affects warforged characters, or creatures with the construct or undead types.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing is increased by 1d10 for each slot level above 1st.

Rusting Grasp
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of rusty iron)
Duration: Concentration, up to 1 minute
You cause a non-magical object of ferrous metal to rust. Choose a target like a metal weapon or a suit of heavy or medium metal armor, that you can see within range. For larger objects, only one cubic foot of material is affected.

On the round you cast the spell, you degrade the weapon by one stage. Until the spell ends, you can use a bonus action on each of your subsequent turns to degrade the target one more stage if it is within 60 feet of you. Each stage applies cumulative penalties to anyone attempting to use it. A weapon acquires a– 1 penalty to damage rolls per stage. A suit of armor gives its wearer a – 1 penalty to Armor Class per stage. Metal tools provide a – 1 penalty to their associated ability checks per stage. Other metal objects begin to visibly rust and degrade, and might suffer penalties at the discretion of the Dungeon Master.

These effects are permanent, even after the spell’s duration ends. An object is destroyed the fifth time it is degraded; the metal disintegrates into dust.

Transfer Enchantment
5th-level evocation (ritual)
Casting Time: 1 hour (common or uncommon), 2 hours (rare), 8 hours (very rare)
Range: Touch
Components: V, S, M (pearls worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
You permanently transfer the magical qualities (properties, powers, and enhancement bonus) of an enchanted item into another object. You must maintain physical contact with both items for the duration of the casting. The time required varies based on the rarity of the enchantment effected.

This spell cannot transfer the magic from a sentient item, a legendary item, or an artifact. The receiving item must be a non-magical item and it must be one that the transferred enchantment can apply to. For example, a giant slayer has a requirement of “any axe or sword.” (Dungeon Master’s Guide, page 172.) This spell could transfer the magical properties of a giant slayer into a mundane axe or sword of any type, but not a mace or a lance.

Artificer

The Irons of Khyber Randy Randy