Artificer

The artificer class receives a new feature in this section.

Artificer Infusions

When you choose artificer infusions, you have access to these additional options.

Amulet of Feral Prowess

Item: A necklace (requires attunement)

While wearing this item, a creature gains a +1 bonus to attack and damage rolls with unarmed strikes and natural weapons. In addition, your unarmed strikes and natural weapons count as magical for the purpose of overcoming damage resistance and immunity.

The bonus increases to +2 when you reach 10th level in this class.

Force Field

Prerequisite: 10th-level artificer
Item: A belt

As an action, the wearer of this article of clothing can erect a barrier of force around it. The barrier has 40 hit points and immunity to force damage and conditions. As long as it has hit points, the barrier will take damage, except psychic damage, instead of the wearer. When it is reduced to 0 hit points, any excess damage is taken by the wearer.

The field can be dropped as a bonus action. The barrier regains 2d10 lost hit points daily at dawn, but can never exceed 40 hit points.

Hyper Raiment

Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement)

This garment has 6 charges. The wearer can expend 1 of the garment’s charges to make a melee weapon attack as a bonus action. If this attack hits, the weapon deals an extra 1d6 weapon damage. The item regains 1d6 expended charges daily at dawn.

Power Infuser

Prerequisite: 5th-level artificer
Item: A helmet (requires attunement)

While wearing this item, a creature gains a +1 bonus to power attack rolls. In addition the creature increases the range of a psionic power or psychic ability by 30 feet, provided it has a range of at least 30 feet.

The bonus increases to +2 when you reach 10th level in this class.

Artificer Specialist Options

The Alchemist Artificer Specialists receives additional options in this section.

Alchemist

The Alchemist Artificer Specialist receives the following feature.

Experimental Concoction

3rd-level Alchemist feature

You can drink a potion as a bonus action. When you finish a short rest, you can change the effect of one experimental elixir or volatile concoction you create to a different effect of your choice.

In addition, volatile concoctions and nonmagical alchemical reagents, chemicals, and poisons from vials, flasks, and bombs deal extra damage equal to half your level in this class, the first time they deal damage when used. This includes acid, alchemist’s fire, holy water, and poison, as well as the items from Adventuring Gear. You use your spell save DC when using any of the affected items, as well as with magic potions, oils, and dusts unless their save DC is higher than yours.

Volatile Concoction

3rd-level Alchemist feature

You can create a volatile concoction instead of an experimental elixir. Roll on the Volatile Concoction table for the concoction’s effect. As an action, you can throw the concoction up to 30 feet, where it explodes. A creature must succeed on a Dexterity saving throw or suffer the effects of the concoction.

If you use a spell slot to create a volatile concoction, you choose the concoction’s effect from the Volatile Concoction table.

Volatile Concoction
d6Effect
1Fire. A target takes 2d6 fire damage.
2Acid. A target takes 1d8 acid damage and has its AC reduced by 1 until the end of your next turn.
3A target takes 1d6 poison damage and is poisoned for 1 minute. It makes a Constitution saving throw at the end of each of its turns, ending the condition for it on a success.
4Ice. A target takes 1d6 cold damage and is restrained until the end of its next turn.
5Rot. A target takes 1d10 necrotic damage and can’t regain hit points until the end of its next turn.
6Stun. A creature is stunned until the end of its next turn.

Experimental Powder

9th-level Alchemist feature

When you finish a long rest, you can transform one experimental elixir into an experimental powder. As an action, you scatter the powder on a number of creatures equal to your proficiency bonus within a 20-foot cube originating from you. Each target gains the effect of the experimental elixir used to create the powder.

Alternately, you can transform one volatile concoction into a volatile bomb. A volatile bomb explodes in a 10-foot radius