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.

Alchemist

The Alchemist Artificer Specialist receives the following feature.

Experimental Concoction

3rd-level Alchemist feature

By spending 5 gp in alchemical supplies and herbs, you can choose each effect of an experimental elixir you create when you finish a long rest.

In addition, nonmagical alchemical reagents, chemicals, and poisons from vials, flasks, and bombs deal extra damage equal to your proficiency bonus the first time they deal damage when used. This includes acid, alchemist’s fire, holy water, and poison, as well as bombs introduced in chapter X.  You also use your spell save DC when using any of the effected items, as well as with magical potions, oils, and dusts unless their save DC is higher than yours.

Starting at 9th level, you can transform one experimental elixir into an experimental powder when you finish a short or long rest. The experimental powder has the same effect as the experimental elixir, except that it can target a number of creatures equal to your proficiency bonus, provided that each target is within a 20 foot-cube. A creature must use its action to use an experimental powder.