Artificer Feats
Feat | Level | ASI | Benefit |
---|---|---|---|
Anti-Construct Combat | 4 | When dealing damage to a construct with a weapon or spell, spend spell slot to deal 1d6 + 1d6 per spell level, max 5d6; must also mave Con save or be stunned | |
Arcane Recharge | 5 | Spell a spell slot of highest level you can cast to restore 1 charge to a charged magic item; usable 1/LR or if ≥11th level usable 2/LR | |
Forgecraft Adept | 1 | Dex or Int | When healing a construct, add 1/2 artificer level + Int mod to damage healed, and make checks with adv; also +1 ASI to Dex or Int |
Improved Magical Tinkering | 1 | Con or Int | Enhanced effects for Magical Tinkering ability, they last indefinitely and you can have # of effects = 2× Int mod; also +1 ASI to Int or Wis |
Infusion Master | 5 | Con or Int | Infuse 1 additional item at a time; learn 1 additional infusion; also +1 ASI to Con or Int |
Integrated Infuser | 2 | Int | Can infuse a construct's body as a valid target for any infusion that requires a specific item if it could fit; also +1 ASI to Int |
Rapid Infusion | 8 | You can infuse an item in 10 minutes instead of requiring a long rest; usable 1/LR | |
Recover the Spark | 1 | When you cast a spell that completely fails to affect anyone, use bonus action to recover the spells slot; slot level max 5th; usable 1/LR | |
Skilled Crafter | 6 | Craft a magic item in 1/2 the normal time, at -25% gold cost, and it has 2× the normal hp | |
Trigger and Strike | 5 | When you trigger a magic or infused item as an action, you can make 1 weapon attack as a bonus action; usable PB/LR |
Legend | |
---|---|
1/LR | Usable once per long rest |
ASI | Ability Score Increase |
hp | hit points |
PB/LR | Usable a number of times equal to your proficiency bonus per long rest |
Anti-Construct Combat
Your knowledge of construct nature allows you to deal extra damage to or even immobilize such foes.
Prerequisite: Artificer level 4
Benefit: When you deal damage to a construct with a weapon attack or artificer spell, you can expend one artificer spell slot to overload its systems. The construct takes an additional 2d6 force damage for a 1st-level slot, plus 1d6 for each slot level higher than 1st (maximum 5d6). It must also succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be stunned until the start of your next turn.
Arcane Recharge
You’ve developed a way to restore energy to magical devices using your own arcane power.
Prerequisite: Artificer level 5
Benefit: As an action, you can expend a spell slot of the highest level you can cast to restore 1 expended charge to a magic item you are attuned to that has charges. You can do this once per long rest, or twice per long rest if you are 11th level or higher.
Forgecraft Adept
Prerequisite: Artificer level 1
Benefits:
-
Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
-
When you restore hit points to a construct using a spell, ability, or artisan’s tools, you add 1/2 your artificer level + your Intelligence modifier to the hit points restored, and you make any associated ability checks with advantage.
Improved Magical Tinkering
Prerequisite: Artificer level 1
You have refined your ability to infuse mundane objects with minor magic. You gain the following benefits:
-
Increase your Constitution or Intelligence or Wisdom by 1, to a maximum of 20.
-
Your Magical Tinkering effects now last indefinitely until you dismiss them, rather than ending when you exceed your maximum number of active effects.
-
You can have a number of active Magical Tinkering effects equal to twice your Intelligence modifier (minimum 2).
-
When you imbue a Tiny nonmagical object with your Magical Tinkering, you can choose one of the following enhanced properties instead of the original options:
-
Bright Beacon: The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, you can cause the light to pulse in different colors or patterns.
-
Advanced Message: When the object is tapped, it can emit a recorded message of up to 30 seconds long instead of 6 seconds. You may record up to three different messages into the object, each triggered by a specific action (such as tapping, shaking, or holding).
-
Persistent Soundscape: The object continuously emits an odor or nonverbal sound that is perceivable up to 30 feet away. Alternatively, you can cause the object to emit ambient soundscapes (such as rain, marketplace chatter, or battle sounds) that can lightly obscure the source of the noise.
-
Animated Visual: The object displays an animated static visual effect on its surface (such as a waving flag, moving gears, or an eye that blinks). The animation can be simple and looped but can also include up to 100 words of text scrolling or cycling through images.
Infusion Master
Your ability to weave magic into mundane objects has advanced beyond your peers, allowing you to maintain and create more magical prototypes.
Prerequisite: Artificer level 5
Benefits:
-
Increase your Constitution or Intelligence by 1, to a maximum of 20.
-
You can infuse one additional item at a time, and you learn one additional artificer infusion of your choice.
Integrated Infuser
Prerequisite: Artificer level 2
Benefits:
-
Increase your Intelligence score by 1, to a maximum of 20.
-
You can count a construct's body as a valid target for any infusion that would normally require an item of a specific type, provided the item could reasonably be “built-in” to the construct's body.
Rapid Infusion
You’ve perfected a rapid infusion technique, allowing you to deploy magical devices in the field under tight time constraints.
Prerequisite: Artificer level 8
Benefit: You can infuse an item over the course of 10 minutes instead of only at the end of a long rest. Once you use this feature, you cannot do so again until you finish a long rest. You can attune to the item instantly as part of the infusion if it requires attunement.
The infusion must be one you know and must follow all normal requirements (item type, available infusion slots, etc.). The object must be nonmagical and meet all normal criteria.
Recover the Spark
You’ve learned to harness collapsing spell structures, pulling the residual arcane energy back into yourself when magic fails.
Prerequisites: Artificer level 1, Sorcerer level 1 or Wizard level 1
Benefit: When you cast a spell between 1st and 5th level and it fails completely— meaning it misses all targets, is saved against for no effect by all targets, or is countered— you can use your bonus action on the same turn to regain the spell slot expended to cast it.
You can use this feat once per long rest. This feat cannot be used for spells of 6th level or higher.
Skilled Crafter
Your skill in magical construction allows you to craft items at great speed and efficiency.
Prerequisite: Artificer level 6
Benefits: When you craft a magic item, you do so in half the normal time and at 25% reduced gold cost. In addition, any item you craft or infuse has double its normal hit points.
Trigger and Strike
You’ve trained to fluidly follow up magical activations with physical attacks in the heat of battle.
Prerequisite: Artificer level 5
Benefit: When you trigger a magic item or infused item ability as part of your action, you can make one weapon attack as a bonus action. You can use this benefit a number of times equal to your proficiency bonus per long rest.