Magical Tinkering TCoE, pg. 11
Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 3 objects at a time.
Magical Tinkering: 1 Action
Uses: 3
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Special
Spellcasting TCoE, pg. 11
You can cast prepared artificer spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5) and prepared artificer spells as rituals if they have the ritual tag. You must have a spellcasting focus — specifically thieves’ tools or some kind of artisan’s tool — in hand when you cast any spell with this feature.
Infuse Item (2) infused itemsTCoE, pg. 12
Whenever you finish a long rest, you can touch up to 2 nonmagical objects, imbuing each of them with one of your artificer infusions, turning it into a magic item. You can attune yourself to the item the instant you infuse it, or you can forgo attunement so that someone else can attune to the item.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after 3 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.
Infuse Item: (No Action)
Uses: 2
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Special
Artificer Infusions TCoE, pg. 12
You have invented numerous magical infusions that rapidly create magic items. Each infusion tells you the type of item that can receive it and if the resulting magic item requires attunement.
Some infusions specify a minimum artificer level, and unless an infusion’s description says otherwise, you can’t learn it more than once.
Artificer Specialist TCoE, pg. 13
The type of specialist are:
Battle Smith
The Right Tool for the JobTCoE, pg. 13
With thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
The Right Tool for the Job: (No Action)
Tool ProficiencyTCoE, pg. 19
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Smith's Tools
Battle Smith SpellsTCoE, pg. 19
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table.
Battle Ready TCoE, pg. 19
You gain proficiency with martial weapons and when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Steel Defender TCoE, pg. 19
You have created a Steel Defender, that obeys your commands. In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours.
It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action.
If you expend your bonus action, you can command it to take an action from its stat block, or some other action.
Steel Defender: 1 Action
Uses:
20/20
Special
Current:
20
RACIAL TRAITS
LanguagesBR, pg. 31
You can speak, read, and write Common and one extra language.
Undercommon
Ability Score IncreaseBR, pg. 31
Two different ability scores of your choice increase by 1.
Constitution Score
Intelligence Score
SkillsBR, pg. 31
You gain proficiency in one skill of your choice.
History
FeatBR, pg. 31
You gain one feat of your choice.
Gunner
FEATS
MANAGE FEATS
GunnerTCoE, pg. 80
Ignore the loading property of firearms. Being within 5 ft. of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Gunner: (No Action)
Fighting InitiateTCoE, pg. 80
You learn one Fighting Style option of your choice from the fighter class.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Features & Traits