Classes


RANGER

Favored Enemy: Rangers inflict an additional + 2 damage with successful weapon attacks against their favored enemies. This bonus increases to + 4 at 6th level and to + 6 at 14th level.

WARLOCK

A new otherworldly patron option for the warlock class is featured here, the Mysterial Alchemy. Its adherents are called artificers. This is not a planar entity that patronizes warlocks. Instead, artificers devote themselves to a mindset, to the Mysterial Alchemy’s rigid set of arcane axioms. Doing so allows them to shape powerful effects out of latent magic in the environment.

Artificer warlocks function as described in the Player’s Handbook, but have several features that distinguish them from regular members of their class. This warlock option is unique to Eberron and it embodies the high-magic focus of the campaign setting.

MYSTERIAL ALCHEMY (Otherworldly Patron)

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.

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 objects and creatures. An artificer channels energy into items using magical components, diagrams, and complex chains of sigils. Her skills let her assemble a magical solution for any situation.

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.

Infusion Magic

Artificers refer to their pact magic as “infusion” magic. Infusion magic is very object-oriented. Such spells sometimes create objects or energy manifestations in the environment. But more often they enchant existing objects, however briefly, which in turn affect targets wearing or using those objects. This applies to the artificer’s warlock spells and eldritch invocations.

When 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 behave as spells, not true magic items, and so are subject to dispel magic and similar effects. For example, an artificer casts the lightning lure cantrip on an opponent. As the spell is cast, you chose the opponent’s belt as the catalyst to enchant, and this briefly-enchanted item applies the spell’s effect to the target.

This has two real effects on the functionality of artificer magic. First, if an artificer casts a warlock spell that targets a creature and has a visible effect, that effect will appear to manifest from a catalyst rather than appearing to come from the artificer. Second, a non-construct creature that is not carrying or wearing any objects has advantage on saving throws against an artificer’s warlock spells.

Mysterial Alchemy Expanded Spells

The secrets of the Mysterial Alchemy let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st identify, shield of faith
2nd enhance ability, heat metal
3rd elemental weapon, protection from energy
4th conjure minor elementals, fabricate
5th animate objects, conjure elemental

Infuser’s Pattern: Your training reflects intellectual rigor rather than force of personality; your warlock spellcasting ability is Intelligence, not Charisma. Any warlock class features that are normally modified by Charisma are instead modified by Intelligence. The multiclassing prerequisite for artificer warlocks is Intelligence 13, not Charisma 13.

Starting at 1st level, you gain proficiency with medium armor and shields, as well as thieves tools and all artisan’s tools. You also gain the mending cantrip which, for you, counts as a warlock spell.

Infuse 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, bonus action, or reaction, you cannot combine charges and hit dice; you must choose one or the other for each such use.

Infused 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 particular 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.

Infusion 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.

PACT BOON

An artificer’s pact boons represent unique crafting techniques, not gifts bestowed by an outer-planar creature. They function differently than the pact boons of regular warlocks.

Pact of the Chain (Tinkerer): An artificer who selects this pact can also choose a homunculus as a familiar (MM 188). Any familiar an artificer selects is made of clockwork components rather than biological material or spiritual essence; it always has the construct type but is otherwise identical in function and features to normal familiars.

Pact of the Blade (Battlesmith): An artificer cannot create a pact weapon out of nothing, nor can the weapon take different shapes each time it is produced. Instead, the artificer must create the weapon personally, using the crafting rules in the PHB, page 187. The artificer then attunes it with a ritual and deploys it as she would a magic weapon. (A pact weapon that is already a magic weapon need not be crafted by the artificer.) An artificer’s pact weapon does not need to be a melee weapon.

Pact of the Tome (Inscriber): Artificers gain a collection of loose pages containing diagrams and magical formulas. They collect these in a scroll tube rather than a traditional grimoire. To an outsider, these are indistinguishable from the arcane schematics that reflect the artificer’s eldritch invocations. Additionally, because artificers understand magic in a very fundamental way, it requires only 1 additional minute of casting time for you to perform a ritual instead of 10. You can also translate new rituals into your collection in half the normal time, 1 hour each, something you can do during a short rest.

ELDRITCH INVOCATIONS

Artificers gain eldritch invocations through the study of occult sciences, by designing or unearthing arcane schematics. These complex diagrams take the form of large, loose sheets of paper or parchment. 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 an artificer tool by enchanting an item using a 1-hour ritual, during which you must have the appropriate arcane schematic on hand. (An item cannot be so enchanted if it is already a magical item or an artificer tool.) Each arcane schematic can only effect a particular type of item, relative to the tool’s magical function. 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.

The ritual for enchanting an artificer tool also attunes it to the artificer. Attuned artificer’s tools each provide the artificer with the appropriate eldritch invocation when the tool is worn or carried. 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, indicated the Eldritch Invocations column on the Warlock 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.

Adding 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 of experimentation and expends 100 gp worth of mineral components. For example, if you already know six arcane schematics, adding a found schematic to your repertoire requires 6 hours of experimentation and costs 600 gp worth of components.

As indicated by the Warlock table, you get 2 eldritch invocations at 2nd level, plus an additional eldritch invocation at 5th, 7th, 9th, 12th, 15th, and 18th level. Because you personally invent arcane schematics for these, they require no time or cost to add to your repertoire. Artificers do not have the option to replace known eldritch invocations (arcane schematics) when they advance warlock levels.

Recreating Schematics

The diagram sheets containing 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; an artificer can often be identified by her collection of sturdy scroll tubes. 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.

Artificer Eldritch Invocations

Artificers cannot learn the following eldritch invocations: agonizing blast, beast speech, beguiling influence, eldritch spear, minions of chaos, repelling blast.

Following are some eldritch invocations known only to artificers. Each has an additional unlisted prerequisite: the Mysterial Alchemy.

Distant Roar: (Prerequisite: booming blade cantrip) 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. Artificer Tool: a weapon that must serve as the spell’s material component. A single item can be enchanted with the distant roar, lingering roar, and roaring boom eldritch invocations, an exception to the rule that prevents a previously-enchanted item from being made into an artificer tool.

Driving Fire: (Prerequisite: green-flame blade cantrip) When you cast green-flame blade, if your attack hits, you can push the primary target up to 10 feet away in a straight line. If your attack roll could have hit the Armor Class of your secondary target, you can also push the secondary target up to 10 feet away in a straight line. Artificer Tool: a weapon that must serve as the spell’s material component. A single item can be enchanted with the driving fire, far fire, and fire’s flight eldritch invocations, an exception to the rule that prevents a previously-enchanted item from being made into an artificer tool.

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

Far Fire: (Prerequisite: green-flame blade cantrip) When you cast green-flame 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. If you use a melee weapon, your secondary target need only be within 30 feet of the primary target, not 5. Artificer Tool: a weapon that must serve as the spell’s material component. A single item can be enchanted with the driving fire, far fire, and fire’s flight eldritch invocations, an exception to the rule that prevents a previously-enchanted item from being made into an artificer tool.

Fire’s Flight: (Prerequisite: green-flame blade cantrip) When you cast green-flame blade, if it kills your primary or secondary target, you can choose one more secondary target to inflict fire damage on, one which must be within range of the primary or (original) secondary target. Artificer Tool: a weapon that must serve as the spell’s material component. A single item can be enchanted with the driving fire, far fire, and fire’s flight eldritch invocations, an exception to the rule that prevents a previously-enchanted item from being made into an artificer tool.

Healing Tonic: (Prerequisites: 5th level) To use this eldritch invocation, spend 10 minutes processing a vial or container of mundane liquid or paste. You then expend a spell slot to transform the liquid or paste into a potion of healing. If the slot you expend is a 5th level spell slot, you instead create a potion of greater healing. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or 1 week passes, at which time the potion loses its effectiveness.

Lingering Roar: (Prerequisite: booming blade cantrip) If a creature affected by your booming blade willingly moves before the start of your next turn, reduce its movement speed by 10 feet, to a minimum speed of 10 feet. Artificer Tool: a weapon that must serve as the spell’s material component. A single item can be enchanted with the distant roar, lingering roar, and roaring boom eldritch invocations, an exception to the rule that prevents a previously-enchanted item from being made into an artificer tool.

Magic Weapon: (Prerequisites: 3rd level) As a bonus action, a non-magical weapon you are holding becomes a magic weapon with a + 1 bonus to attack rolls and damage rolls. Maintaining this benefit requires concentration, but it otherwise lasts until you stop holding the weapon in your hand. The bonus you provide to the weapon improves to + 2 when you reach your 7th warlock level, and + 3 when you reach your 11th warlock level. Artificer Tool: a ring, glove, or other device worn on the hand that is in contact with the weapon you wield.

Roaring Boom: (Prerequisite: booming blade cantrip) 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. Artificer Tool: a weapon that must serve as the spell’s material component. A single item can be enchanted with the distant roar, lingering roar, and roaring boom eldritch invocations, an exception to the rule that prevents a previously-enchanted item from being made into an artificer tool.

Tinker’s Golem: (Prerequisites: 7th level, conjure elemental spell) When you cast the conjure elemental spell, you can conjure that creature within a golem shell to create a longer-lasting ally. The conjuration spell changes to unlimited duration and does not require concentration. You can only have one such shell animated at a time. The elemental’s type changes to construct. 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. The golem is immune to psychic and poison damage as well as the charmed, exhausted, frightened, paralyzed, petrified, and poisoned conditions. When regaining warlock spell slots, you can opt to not regain the spell slot used to animate the shell. If you choose to regain the spell slot, the elemental disappears, leaving the shell inanimate but intact. The elemental also disappears, leaving the shell inanimate, if the golem moves farther than 90 feet from the artificer. If your Tinker’s Golem is ever reduced to 0 hit points, the spell ends and the shell is destroyed. Artificer Tool: A Medium-sized bipedal clockwork construct that must be built with tinker’s tools. This requires 300 gp to construct, a task separate from the ritual that enchants this artificer tool.

Maker’s Touch: You add a special version of the cure wounds and inflict wounds spells to your list of spells known. These spells only work on creatures with the construct type. Artificer Tool: a ring, glove, or other device worn on the hand that comes in contact with the construct during casting.

Other Artificer Tools

The arcane schematics for other eldritch invocations require the following types of tools to enchant.

  • Armor of shadows, ascendant step, false life, master of myriad forms, one with the shadows, and otherworldly leap can affect any piece of armor or clothing.
  • Bewitching whispers, chains of Carceri, dreadful word, mire the mind, sculptor of flesh, sign of ill omen, thief of five fates can enchant a doll, commonly made of twine and straw, or an arcane focus.
  • Devil’s sight, eldritch sight, eyes of the rune keeper, voice of the chain master, and witch sight must affect a pair of spectacles, goggles, or a mask. Such items must cover the eyes, and so cannot be used simultaneously. Some artificers wear strange headgear for this purpose, complex contraptions that allow them to quickly switch lenses, each set of lenses enchanted as a different artificer tool.
  • Life drinker and thirsting blade must affect the artificer’s pact weapon. They can do so even if the weapon is already a magic item or already enchanted as an artificer tool.
  • Mask of many faces and gaze of two minds affect a mask, hat, helmet, or something else worn on the face or head.
  • Misty visions, visions of distant realms, and whispers of the grave affect a gem of some kind, usually set into a piece of jewelry. Images or sounds emanate from the gem or can be seen within the gem.

Classes

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