Extended Artificer Levels (5e Class)
From D&D Wiki
Extended Artificer Levels
These are additional levels for the Artificer class. See Level 40 Expansion (5e Variant Rule) for more info.
As a Artificer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Artificer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Artificer level after 1st
Saving Throws: None
You start with the following equipment, in addition to the equipment granted by your background:
|Features||Infusions Known||Infused Items|
|2nd||+2||Multipurpose Tools, Attuned Soul||14||7|
|3rd||+2||Improved Ability Score Improvement||14||7|
|4th||+2||Ability Score Improvement, Artificer Specialists||14||7|
|8th||+3||Ability Score Improvement, Improved Ability Score Improvement||16||8|
|10th||+4||Demigod of Artifice||16||8|
|11th||+4||Intent to Invent||16||8|
|12th||+4||Ability Score Improvement, Artificer Specialists||16||8|
|14th||+5||Improved Ability Score Improvement||18||9|
|16th||+5||Ability Score Improvement, Celestial Maker||18||9|
|19th||+6||Ability Score Improvement, Divine Attunements||18||9|
|20th||+6||Inventor of the Gods||20||10|
At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you an artificer and transforming you into a minor deity in your own right. Your creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.
From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might resemble cogs or gears, your body might take on a permanent metallic sheen, or your hair might crackle with electricity whenever you’re upset. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Additionally, you cannot gain levels in any other class.
Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC and all saving throws also increase by 1.
At 22nd level, your ability to replicate other types of tools advances to being able to use one set of tools for everything. As an action, you can magically transform one set of thieves’ tools or artisan’s tools you can touch into any kind of artisan’s tools or into thieves’ tools. This transformation lasts until you use this feature on a different set of thieves’ tools or artisan’s tools. If they were nonmagical before the transformation, they stay nonmagical.
Also starting at 22nd level, you gain a special attunement slot that you can use for attuning to magic items. A magic item you are attuned to using this slot remains magical even in the area of an anti-magic field or similar effect, so long as you are holding or wearing it. The item cannot be removed from your person against your will, and you can use a bonus action to teleport it either into your hand or onto your body, if it can be worn. Finally, you are considered proficient with the item if you weren’t already proficient with it, and you ignore all other requirements for using it to its full potential, such as the Strength requirements for heavy armor.
You cannot use your Soul of Artifice feature to break an attunement with an item you’re attuned to in this way.
Improved Ability Score Improvement
When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.
At 27th level, your divine blood grants you the ability to replicate even more powerful items. The following table lists additional magic items for the Replicate Magic Item infusion table.
|Replicable Magic Items (27th-level Artificer)|
|Cape of the Mountebank||No|
|Cloak of Arachnida||Yes|
|Mantle of Spell Resistance||Yes|
|Ring of Animal Influence||Yes|
|Ring of Telekinesis||Yes|
|Scimitar of Speed||Yes|
Demigod of Artifice
At 30th level, you can attune to up to seven magic items instead of six, for eight total including the one from Attuned Soul.
In addition, you may combine up to two infusions in a single item, provided the item fulfills the requirements for both infusions.
Intent to Invent
Starting at 31st level, your desire to create combined with your enhanced powers enables the quick creation of new magic products. You can use your Infuse Item feature to infuse items at the end of short rests in addition to long rests, but you can only make two magic items at a time during a short rest instead of any number.
At 35th level, your magical prowess allows you to create some of the rarest and most powerful magic items known to mortals. The following table lists additional magic items for the Replicate Magic Item infusion table.
|Replicable Magic Items (35th-level Artificer)|
|Carpet of Flying||Yes|
|Cloak of Invisibility||Yes|
|Ring of Regeneration||Yes|
|Ring of Spell Turning||Yes|
|Robe of Stars||Yes|
|Rod of Absorption||Yes|
|Sword of Answering||Yes|
At 36th level, each magic item you create with your infusions never loses its magic if you die. It still loses its magic if you try to infuse more items than your level allows. In addition, any magic item you create cannot be destroyed by anyone other than you while you are alive.
At 37th level, your connection to the base forces of ingenuity and inventiveness strengthen, granting you a nearly infinite array of ideas of invention and creation. Your Intelligence, Wisdom, and Charisma scores each increase by 2, to a maximum of 26; your attack rolls made with and the DCs of saving throws from magic items you use that you are attuned to are increased by 2; and you can attune to magic items that don’t normally require attunement.
Starting at 39th level, when you use your Soul of Artifice feature to break an attunement to an item, the attunement doesn’t end. You can use this feature once for each item you are attuned to, and regain all expended uses when you finish a long rest.
You can also attune to up to eight magic items at once, or nine total including the special attunement from Attuned Soul.
Inventor of the Gods
At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, you can turn any one of your infused items into a sentient artifact, complete with its own minor and major beneficial and detrimental properties (chosen at random, and either the DM decides how many of each or 1d3-1 of each) and a personality that you create. This item requires attunement if it didn’t before, but only for creatures that aren’t you: you can use the item without attuning to it, but you treat it as though you had attuned to it using the special attunement slot from your Attuned Soul feature. You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.
- Finished Hypothesis
By 24th level, your experiments with your elixirs have concluded, and you know how to improve them. The benefits provided by your experimental elixirs are doubled, including the temporary hit points from Restorative Reagents.
- Alchemical Genius
At 26th level, you know how to use the various chemicals at your disposal to enhance some of the more unusual effects you can create, even ones that wouldn’t make sense to a mortal alchemist. When you roll one or more dice to restore hit points or deal damage with a spell, you may add half your proficiency bonus to that roll, rounded down. You can use this feature no more than once per spell.
- Potion Infusions
Starting at 32nd level, you can use your item infusions to create magical potions instead of items. You can create your choice of 8 common potions, 3 uncommon potions, or 1 rare potion for each infusion you use to make potions. You must have enough beakers of water for the potions you want to create using this feature.
- Divine Chemicals
At 38th level, your chemicals are infused with celestial essence. You ignore the damage resistances, damage immunities, and condition immunities of creatures for acid and poison; creatures cannot use features to prevent themselves from taking damage from spells and effects you control that use acids or poisons; and they cannot use features to regain hit points from spells and effects you control that use acids or poisons. Acid and poison damage you deal are considered to be both radiant damage and necrotic damage for the purpose of features where such damage has a negative effect on the creatures that have such features, such as a zombie’s Undying Fortitude being hindered by radiant damage.
- MkII Armor
At 24th level, you’ve improved the base qualities of your Arcane Armor. While wearing it, you have an additional +1 bonus to AC, and a +1 bonus to attack rolls and damage rolls with its special weapons.
Beginning at 26th level, when a creature hits or misses you with a melee weapon attack while within 5 feet of you, you can make one weapon attack against that creature without using your reaction. If you have disadvantage on the attack, you gain advantage to cancel out the disadvantage. You cannot use this feature again until the start of your next turn.
- Fully Customized
Starting at 32nd level, each portion of your Arcane Armor can have its own infusion. The maximum number of items you can infuse at once increases by another 2, both of which must also be part of your Arcane Armor.
- Fit for Function
At 38th level, your armor is the epitome of protection, regardless of its type. You have resistance to nonmagical damage while wearing your Arcane Armor, and you gain an additional benefit from wearing the armor depending on its mode.
- Guardian. You never take bludgeoning damage from falling, and you cannot be grappled against your will. You are also immune to being charmed and frightened, the helmet protecting you against such invasions of the mind.
- Infiltrator. The armor has two additional arms for holding objects, wielding weapons, and performing complex tasks with tools, which you control with your mind. You cannot benefit from wielding more than one shield at a time with these arms, and holding more than two weapons does not allow you to make two or more additional attacks with your bonus action while engaged in Two-Weapon Fighting. Versatile weapons and Two-Handed weapons do not perform better when wielded with three or more arms, nor do features that require you to hold multiple weapons apply their benefits more than once. However, you can take one additional Object Interaction with each arm, provided its hand is free, and the additional hands are capable of performing the somatic components and holding the material components for spells you cast. In addition, features and traits that specify you must do something with “each hand” only require two of your four hands to function.
- Divine Cannon
At 24th level, the core of your eldritch cannon strengthens, making it far hardier and more difficult to forcibly remove. It’s AC becomes 20, it has additional hit points equal to your proficiency bonus times your Intelligence modifier, and it adds your proficiency bonus to all ability checks and saving throws it makes.
- Demigod's Focus
Beginning at 26th level, you can use your Arcane Firearm to interact with any set of thieves’ tools or artisan’s tools within 60 feet of you. In addition, you can cast your artificer spells from the location of your Arcane Firearm as long as it is within 60 feet of you, and you can use a bonus action or an action to teleport it to your hand, regardless of how far away it is or even if it’s on another plane.
- Angelic Artillery
Starting at 32nd level, your eldritch cannon truly exemplifies what it means to be an artillery weapon. All the ranges for each type of effect you can produce with it, from attacks to area effects to protective energies, are multiplied by 4. This also applies to the distance you can be from your eldritch cannon to control it.
- Cannons Galore
At 38th level, you can have a maximum number of eldritch cannons summoned at a time equal to your Intelligence modifier (minimum of 2), instead of only 2. You can control all of them at the same time with a single bonus action.
- Adamantine Protector
At 24th level, your Steel Defender’s body is as hard as adamantium, even if it lacks the material itself. Critical hits against it have no additional effect, and it adds your Intelligence modifier (minimum 0) to its Strength, Dexterity, and Constitution scores. Its hit points increase by an amount equal to your artificer level times its Constitution modifier, and its AC increases by its Constitution modifier.
- Enchanted Servos
Beginning at 26th level, your Steel Defender can attack twice, rather than once, whenever it takes the Attack action. Its speed also increases by 10 feet.
- Magic Batteries
Starting at 32nd level, you can no longer use Arcane Jolt when your Steel Defender hits a target. Instead, it has its own copy of the feature with a number of uses equal to your Intelligence modifier (minimum 1).
- Divine Guard
At 38th level, your Steel Defender exemplifies what it means to be a bodyguard. While it is within 15 feet of you, it can teleport to move itself to a space within 15 feet of you that is between you and a creature that makes a ranged attack against you, becoming the target instead of you. Alternatively, it can swap positions with you when a creature makes a melee attack against you, becoming the target instead of you. In either case, it gains resistance to the damage dealt by that attack, then teleports or swaps back to its original position after taking the damage. The Steel Defender does not need to use its reaction for this, and if the Steel Defender was standing in a dangerous area when it swaps positions with you, neither it nor you take any damage or suffer any other harmful effects from the area for the duration of this effect.
Back to Main Page → 5e Homebrew → Classes → Special Classes