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2015-04-23, 01:53 PM
Artificer
Role:
An artificer takes on the role of a magical item expert, providing much of the flexibility as a wizard, the critical eye of a rogue and combining access to magical effects that the rest of the party would not normally have access to. The artificer is often looked to provide solutions for situations where either brute strength is not enough or the available spells are not appropriate to the task at hand. While most are not suited for front-line combat, given the proper time to prepare, an artificer's infusions can easily turn the rest of the party into a tailor-made fighting force against their chosen foe.
Basic Class Idea:
Master of knowledge:
An artificer devote much of their time to the learn skills. He is a master of knowledge in many of its aspects and also in the creation and use of tools from many different disciplines. He is always looking for more knowledge wither in the arcane arts of simply the mundane.
Fundamentals of Magic:
An artificer has a keen mind and a fundamental understanding of magic in all its forms. To an artificer the spells of a wizard or a cleric are no different, and understanding how to use both is a part of what he does every day. Artificer are always on the lookout for some new magical spell, some new glimmer of the fundamentals that make magic possible. He can create both temporary and permanent magic items that can be useful in combat, either through his infusions or if he has enough preparation by creation of items that can tip the battle in his allies favor.
Class Features:
Hit Points
Hit Die: 1d8 per Artificer Level
Hit Points at First Level: 8 + your Constitution Bonus
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, Shield
Weapons: Simple Weapons, Crossbows, Guns (if used in Campaign)
Tools: Thieves Tools + 1 artisan tools
Saving Throws: Intelligence and Wisdom
Skills: Pick 3 for this list: Sleight of Hand, Stealth, Arcana, History, Investigation, Insight, Medicine, Perception, Deception, Persuasion
Level
Features
Infusions
Max Level of Scroll
1st
2nd
3rd
4th
5th
1
Infusions, Spell Schema, Infuse Scroll, Expertise
2
1
2
Spell Casting, Infuse Craft Potions, Cantrips
2
1
2
3
Vocation, Use Magic Item, Create Magic Items
2
2
3
4
Ability Score Increase
3
2
3
5
Infuse Magic Weapons and Armor
3
2
4
2
6
Vocation Expertise, Instant Infusion
4
2
4
2
7
Vocation Feature, Homunculus
4
3
4
3
8
Ability Score Increase
4
3
4
3
9
Infuse Uncommon Magic Item
4
3
4
3
2
10
Extra Attunement
5
4
4
3
2
11
Infuse Rare Magic Item, Advanced Use Magic Item
5
4
4
3
3
12
Ability Score Increase
5
4
4
3
3
13
Vocation Feature, 2nd Homunculus
6
5
4
3
3
1
14
Infuse Very Rare Magic Item
6
5
4
3
3
1
15
Extra Attunement
6
5
4
3
3
2
16
Ability Score Increase
6
5
4
3
3
2
17
Vocation Feature
7
5
4
3
3
3
1
18
Infuse Legendary Magic Item
7
5
4
3
3
3
1
19
Ability Score Increase
7
5
4
3
3
3
2
20
Empowered
7
5
4
3
3
3
2
Infusions:
You have an inner power to create temporary magic items, for your use or the use of your allies. You can use these infusions to initially create scrolls but as your experience deepens you will be able to infuse potions, weapons and armor, and based on your vocation more amazing things. You only have a limited amount of infusions each day and the items last until expended or the start of a long rest, which ever happens first. At the start of a long rest you must choose if you are going to infuse old items, create new items, or hold the infusions for later in the day. Later you can choose after a short rest or a time period of 10 minutes you can expend infusions to create additional temporary magic items.
Spell Schema:
You can learn any spell as a schema that you keep in your schema book. A schema differs from a spell in that a schema is the understanding needed to place infuse the spell into a magic item but not to cast the spell itself. Therefore you cannot cast the spell directly but are able to create scrolls with the spell on it. The knowledge also allows you to create items that have the prerequisite spell as requirement for creation. Certain vocations also have the ability to infuse other items besides scrolls with schema.
The schemas are not the same as arcane or divine spells, but is a more basic form of understanding magic that is inherent to both type of magic. Therefore anything you create with your schemas will be neither arcane nor divine magic, and requires another artificer to understand the underlying schema.
You starts with 5 + Intelligence ability modifier schemas in your schema book and gains 2 additional every level. All schemas must be below your maximum level range (this includes cantrips, you can only copy these cantrips into scrolls and cannot cast them at will.) You can also copy the addition spells into your schema book by examining a scroll, a spell book, or schema book. This does not use up the scroll. Whenever another caster casts a spell that is not located in your schema book and is with your schema level range, as a reaction you can make an Arcane (Intelligence) check against the caster's spell DC. If successful you remember the details of spell and can add it to your schema book. You can only remember one spell and if you attempt to remember a second spell before placing the first in your schema book, you will forget the first spell. The cost and time for copy a spell into a schema book is half that of a wizard.
A artificer automatically know how to use his known spell as a schema and does not need to keep schema of the spell in his schema book, this includes spells he gained from multi-classing. Note that because artificer also cast spells, you can create a scroll with an schema that an artificer could not normally cast as spell at the current level. Learn such schema does not give you that ability to cast it as a normal spell until you reach the required level. If you picked such a schema while leveling you would not be able to choose another to replace when reach the appropriate level to cast it normally.
Infuse Scroll:
You can create scrolls that are bound to your inner power. Creating a scroll requires you to copy to a schema from your schema book and then charging the scroll with an infusion. These scrolls can cast by anyone that can normally cast it but it cannot be used by others to copy the spell into their spell books. During a long rest you must infuse any unused scrolls or they crumble to dust.
Expertise:
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Infuse Potions:
At 2nd level, you can craft potions with an infusion. You may pick a potions below and if you are high enough artificer level you may create a batch of potions with a single infusion. The batch must all be the same type of potion. For Example, you cannot create a potion of climbing and growth in the same batch. These potions effect anyone who drinks the small vials. At the beginning of a long rest the vials must be returned to you in order to infuse the item again, otherwise the potions lose their magical properties.
Starting level
Potions
2x batch
3x batch
4x batch
2nd
Climbing, growth, or healing
4th
8th
13th
3rd
Mind reading or greater healing
7th
12th
18th
5th
Invisibility, superior healing, or water breathing
11th
18th
7th
Resistance
15th
Spell Casting:
At 2nd level you casts Artificer spells. Artificer's spells are generally cast on items. Artificers have a limited number of spells per day, based on their level. Similar to other spell casters, artificers regain their spells after a long rest. You can cast any spell you know without preparing them ahead of time.
You prepare the list of artificer spells that are available for you to cast. To do so, choose a number of artificer spells from your spell list equal to your Intelligence modifier plus one half your artificer level (minimum of one spell). The spells must be of a level for which you have spell slots.
While rare, artificer's spells that have saving throws have their DC equal to 8 + your proficiency bonus + your Intelligence modifier.
Cantrips:
Artificers also gain three cantrips, from his list of available cantrips. At level 11 he can pick a fourth. You can use these cantrips at will.
Use Magic Device:
By 3rd level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race requirements on the use of magic items. At 11th you may ignore level requirements.
Create Permanent Magic Item:
Some campaigns allow the all Spell-casters to start creating magic items at 3rd. If your campaign does, artificer will also be able to make items at the correct level but they also have a few advantages. First they automatically can craft spell scroll for any spell that they know as a spell schema or infusions. They also know the formula for any potion that they can infuse but must wait for the appropriate level in order to create the magic item based on it rarity. Also if the magic item other than spell scroll requires a spell in order to complete the creation of the item, they may ignore the requirement.
Warning to DMs some items become too powerful when changed into temporary items. You may forbid certain items from become temporary items, or may require the temporary item to need some rare substance in order to work. This category is mostly permanent items that have charges but are not wands. An example is the necklace of fireball. In this case you may require multiple charge in order to get the item to multiple beads.
If you are playing a campaign where the Player Character will not be able to craft magic items it is still possible to play this artificer class. In this case when the character reaches 8th level and is supposed to receive his first formula, the character would receive two and would continue to receive one each level from then on. These formulas can only be used to create temporary magic items. Since the group would not receive formulas in treasure the artificer would still be able to progress with his infusion ability, the formula's rarity would be for an item appropriate for level of artificer.
Infuse Magic Weapons and Armor:
At 5th level you can infuse your item infuse weapons and armor to make them magical. When infused a weapon or armor gains a +1 bonus as if it were a magical item and retain that property until you take a long rest. If you infuse an already magic item, its original magical properties will be suppressed during the time the infusion is active on the item. At higher artificer levels you may increase the number items effected and bonus applied. You must touch all items you want to infuse at the time of infusion and all items must receive the same bonus.
Minimum level
Armor/Weapon Bonus
2 items
3 items
5th
+1 armor or shield
10th
15th
7th
+1 weapon/20 items of ammunition
12th
17th
11th
+2 armor or shield
17th
13th
+2 weapon/20 items of ammunition
19th
17th
+3 armor or shield
19th
+3 weapon/20 items of ammunition
Vocation Expertise:
At 6th level the artificer, the skill and tool gained from your vocation gain expertise. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. If the skill already has expertise they do not stack, instead pick another skill from the skills available at level 1
Instant Infuse Items:
At 6th level you can infuse as an action instead of spending ten minutes. You must then finish a long rest before using the ability again except if your campaign uses action points. In that case you may spend an action point to use ability again before the long rest. You may use as many action points as you have but only one per use of this ability. If the item requires activation, you can activate the item as a bonus action on that turn. You can't infuse very rare or legendary magic items with this ability. At 13th level you can instant infuse twice per long rest without using an action point.
Homunculus:
At 7th level you learns to create a tiny magic construct from the list below. Once selected the Homunculus cannot be changed. If Homunculus is damage or destroyed it can be repaired to full hit points after a long rest.
You gains a second Homunculus at 13th level. All Homunculus can be repaired during the same long rest.
Levitating Lantern
This Homunculus is a simple light source that hovers in the air. It can be command by voice or hand gesture. It normal follows you around, but can be commanded to move up to 200' away at 30' a round. It can be set to 4 levels of brightness. Bright is 60' light radius. Normal is 30' light radius. Dim is 15' light radius. Off is completely turns the light off. The bright setting is strong enough to trigger light sensitivity. The Homunculus has hit points equal to 10+your level, every other stat is the same as yours. It does not skills and cannot use tools. It generally looks like a glow bug, a lantern, or a sphere. But is can look like any item of tiny size.
Mechanical Arm
This Homunculus is an extra arm that can manipulate objects, but cannot use a weapon or shield. This allows you to use a second item without costing an action. The Mechanical Arm cannot be target separately and uses your skills when manipulating objects.
Windup Lookout
This Homunculus is small creature. It can be used for scouting or guarding a camp. It normal follows you around, but can be commanded to move up to 200' away at 30' a round. It has hit points equal to 10+ your level, every other stat is the same as yours. It has both stealth and perception equal to your level + proficiency bonus if you are not proficient in the skill. It generally look like a small animal but can look like any mobile object of tiny size. When alert it will either sound an alarm or return to you and acknowledge that it has located something. It can be set to alert on all creatures or a specific creature type/race.
Travel Trunk
This Homunculus is a medium sized chest with feet. It will follow directly behind you unless told to stay. It has hit points equal to 10+ your level, every other stat is the same as the artificer. It has not skills and cannot use tools. When asked for an item, that item will appear at the top of the items in the chest so that the item does not need to be searched for. It has a movement speed of 30', and cannot climb vertical surfaces.
Spell Container
This Homunculus can hold a touch spell for a single round in order to convey it to a friendly target. You cast the spell upon the Homunculus and then whisper to it the intended target. The Homunculus will then move 30' toward the target, if it reaches it, it will wait in the same square as the target. During that character's round, the character can use the spell container on the needed item in his possession as a bonus action. At the start of your turn, it will loss the spell and attempt to return to the artificer at 30' per round. Either way the spell has been considered cast. It has hit points equal to 10+artificer's level, every other stat is the same as the artificer. It does not have skills and cannot use tools. It generally looks like a bug or bird. But is can look like any item of tiny size.
Dedicated Wright
This Homunclus normal does not travel with Artificer but instead stays home and works on the creation of magic items. It can be given access to a formula and then will complete item for it master. The cost and materials for creating the item must be given to the Wright before it can begin. On any day that the artificer does not work on the creation of a magic item the wright may apply half a day’s work to the item it has been given to construct. It will only know how to create one item at a time, so it must be instructed by its owner before another type of item can be created, although it can make more than one of the item without instruction as long as it has the needed materials available. The artificer can take over the creation at any time, and the homunclus can be given partially completed items to work on. It has hit points equal to 10+ your level, every other stat is the same as the artificer and is shaped like a small humanoid.
Infuse Uncommon Magic Item:
You learn one formula that is either common or uncommon. You may request an item that the artificer has seen or heard of or the DM will give you a list of 3 items to pick from, you may select one item from the list. Once selected the DM will assign certain tasks that acquire rare blueprints to create the item called formulas. This may include an actual quest and an expenditure or gold or influence. You may also need rare ingredients for the creation of items.
You may also create temporary common and uncommon Magic Items that you know the formula for. This can be done by spending a infusion. Items that are single use (such as potions) or permanent (such as a magical bow) will work just like stated. An item that uses charges will only have as many charges as it would gain daily. If the item has charges you may use more than one infusion (no additional time needed) at creation to increase the charge by its daily charge amount per additional infusion. This must be done together at the time of creation. If the item needs attunement you can automatically attune the item during its creation to one person, who must be present. It can attuned to another person during a short rest, like other magic items. A character cannot go over their limit of legal attunements.
Extra Attunement:
At 10th level you can attune to one more magical object above the three item limit, increasing his limit to four. At 15th level you can attune to two more magical objects above the three item limit, increasing his limit to five.
Infuse Rare Magic Item:
At 11th level you learn a single formula that is rare. You can also make temporary rare magic items following the rules for uncommon magic items.
Infuse Very Rare Magic Item:
At 14th level you can create a single formula that is very rare. You can also make temporary very rare magic items following the rules for uncommon magic items. Such items cost 2 infusions.
Infuse Legendary Magic Item:
At 18th level you can create a single formula that is legendary. You can also make temporary legendary magic items following the rules for uncommon magic items. Such items cost 3 infusion charges.
Empowered:
At 20th level you regain one infusion at the beginning of every short rest, up to a maximum of you intelligence modifier times per day. You cannot exceed you maximum limit for infusions that are unused or still held in infused items.
Role:
An artificer takes on the role of a magical item expert, providing much of the flexibility as a wizard, the critical eye of a rogue and combining access to magical effects that the rest of the party would not normally have access to. The artificer is often looked to provide solutions for situations where either brute strength is not enough or the available spells are not appropriate to the task at hand. While most are not suited for front-line combat, given the proper time to prepare, an artificer's infusions can easily turn the rest of the party into a tailor-made fighting force against their chosen foe.
Basic Class Idea:
Master of knowledge:
An artificer devote much of their time to the learn skills. He is a master of knowledge in many of its aspects and also in the creation and use of tools from many different disciplines. He is always looking for more knowledge wither in the arcane arts of simply the mundane.
Fundamentals of Magic:
An artificer has a keen mind and a fundamental understanding of magic in all its forms. To an artificer the spells of a wizard or a cleric are no different, and understanding how to use both is a part of what he does every day. Artificer are always on the lookout for some new magical spell, some new glimmer of the fundamentals that make magic possible. He can create both temporary and permanent magic items that can be useful in combat, either through his infusions or if he has enough preparation by creation of items that can tip the battle in his allies favor.
Class Features:
Hit Points
Hit Die: 1d8 per Artificer Level
Hit Points at First Level: 8 + your Constitution Bonus
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, Shield
Weapons: Simple Weapons, Crossbows, Guns (if used in Campaign)
Tools: Thieves Tools + 1 artisan tools
Saving Throws: Intelligence and Wisdom
Skills: Pick 3 for this list: Sleight of Hand, Stealth, Arcana, History, Investigation, Insight, Medicine, Perception, Deception, Persuasion
Level
Features
Infusions
Max Level of Scroll
1st
2nd
3rd
4th
5th
1
Infusions, Spell Schema, Infuse Scroll, Expertise
2
1
2
Spell Casting, Infuse Craft Potions, Cantrips
2
1
2
3
Vocation, Use Magic Item, Create Magic Items
2
2
3
4
Ability Score Increase
3
2
3
5
Infuse Magic Weapons and Armor
3
2
4
2
6
Vocation Expertise, Instant Infusion
4
2
4
2
7
Vocation Feature, Homunculus
4
3
4
3
8
Ability Score Increase
4
3
4
3
9
Infuse Uncommon Magic Item
4
3
4
3
2
10
Extra Attunement
5
4
4
3
2
11
Infuse Rare Magic Item, Advanced Use Magic Item
5
4
4
3
3
12
Ability Score Increase
5
4
4
3
3
13
Vocation Feature, 2nd Homunculus
6
5
4
3
3
1
14
Infuse Very Rare Magic Item
6
5
4
3
3
1
15
Extra Attunement
6
5
4
3
3
2
16
Ability Score Increase
6
5
4
3
3
2
17
Vocation Feature
7
5
4
3
3
3
1
18
Infuse Legendary Magic Item
7
5
4
3
3
3
1
19
Ability Score Increase
7
5
4
3
3
3
2
20
Empowered
7
5
4
3
3
3
2
Infusions:
You have an inner power to create temporary magic items, for your use or the use of your allies. You can use these infusions to initially create scrolls but as your experience deepens you will be able to infuse potions, weapons and armor, and based on your vocation more amazing things. You only have a limited amount of infusions each day and the items last until expended or the start of a long rest, which ever happens first. At the start of a long rest you must choose if you are going to infuse old items, create new items, or hold the infusions for later in the day. Later you can choose after a short rest or a time period of 10 minutes you can expend infusions to create additional temporary magic items.
Spell Schema:
You can learn any spell as a schema that you keep in your schema book. A schema differs from a spell in that a schema is the understanding needed to place infuse the spell into a magic item but not to cast the spell itself. Therefore you cannot cast the spell directly but are able to create scrolls with the spell on it. The knowledge also allows you to create items that have the prerequisite spell as requirement for creation. Certain vocations also have the ability to infuse other items besides scrolls with schema.
The schemas are not the same as arcane or divine spells, but is a more basic form of understanding magic that is inherent to both type of magic. Therefore anything you create with your schemas will be neither arcane nor divine magic, and requires another artificer to understand the underlying schema.
You starts with 5 + Intelligence ability modifier schemas in your schema book and gains 2 additional every level. All schemas must be below your maximum level range (this includes cantrips, you can only copy these cantrips into scrolls and cannot cast them at will.) You can also copy the addition spells into your schema book by examining a scroll, a spell book, or schema book. This does not use up the scroll. Whenever another caster casts a spell that is not located in your schema book and is with your schema level range, as a reaction you can make an Arcane (Intelligence) check against the caster's spell DC. If successful you remember the details of spell and can add it to your schema book. You can only remember one spell and if you attempt to remember a second spell before placing the first in your schema book, you will forget the first spell. The cost and time for copy a spell into a schema book is half that of a wizard.
A artificer automatically know how to use his known spell as a schema and does not need to keep schema of the spell in his schema book, this includes spells he gained from multi-classing. Note that because artificer also cast spells, you can create a scroll with an schema that an artificer could not normally cast as spell at the current level. Learn such schema does not give you that ability to cast it as a normal spell until you reach the required level. If you picked such a schema while leveling you would not be able to choose another to replace when reach the appropriate level to cast it normally.
Infuse Scroll:
You can create scrolls that are bound to your inner power. Creating a scroll requires you to copy to a schema from your schema book and then charging the scroll with an infusion. These scrolls can cast by anyone that can normally cast it but it cannot be used by others to copy the spell into their spell books. During a long rest you must infuse any unused scrolls or they crumble to dust.
Expertise:
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Infuse Potions:
At 2nd level, you can craft potions with an infusion. You may pick a potions below and if you are high enough artificer level you may create a batch of potions with a single infusion. The batch must all be the same type of potion. For Example, you cannot create a potion of climbing and growth in the same batch. These potions effect anyone who drinks the small vials. At the beginning of a long rest the vials must be returned to you in order to infuse the item again, otherwise the potions lose their magical properties.
Starting level
Potions
2x batch
3x batch
4x batch
2nd
Climbing, growth, or healing
4th
8th
13th
3rd
Mind reading or greater healing
7th
12th
18th
5th
Invisibility, superior healing, or water breathing
11th
18th
7th
Resistance
15th
Spell Casting:
At 2nd level you casts Artificer spells. Artificer's spells are generally cast on items. Artificers have a limited number of spells per day, based on their level. Similar to other spell casters, artificers regain their spells after a long rest. You can cast any spell you know without preparing them ahead of time.
You prepare the list of artificer spells that are available for you to cast. To do so, choose a number of artificer spells from your spell list equal to your Intelligence modifier plus one half your artificer level (minimum of one spell). The spells must be of a level for which you have spell slots.
While rare, artificer's spells that have saving throws have their DC equal to 8 + your proficiency bonus + your Intelligence modifier.
Cantrips:
Artificers also gain three cantrips, from his list of available cantrips. At level 11 he can pick a fourth. You can use these cantrips at will.
Use Magic Device:
By 3rd level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race requirements on the use of magic items. At 11th you may ignore level requirements.
Create Permanent Magic Item:
Some campaigns allow the all Spell-casters to start creating magic items at 3rd. If your campaign does, artificer will also be able to make items at the correct level but they also have a few advantages. First they automatically can craft spell scroll for any spell that they know as a spell schema or infusions. They also know the formula for any potion that they can infuse but must wait for the appropriate level in order to create the magic item based on it rarity. Also if the magic item other than spell scroll requires a spell in order to complete the creation of the item, they may ignore the requirement.
Warning to DMs some items become too powerful when changed into temporary items. You may forbid certain items from become temporary items, or may require the temporary item to need some rare substance in order to work. This category is mostly permanent items that have charges but are not wands. An example is the necklace of fireball. In this case you may require multiple charge in order to get the item to multiple beads.
If you are playing a campaign where the Player Character will not be able to craft magic items it is still possible to play this artificer class. In this case when the character reaches 8th level and is supposed to receive his first formula, the character would receive two and would continue to receive one each level from then on. These formulas can only be used to create temporary magic items. Since the group would not receive formulas in treasure the artificer would still be able to progress with his infusion ability, the formula's rarity would be for an item appropriate for level of artificer.
Infuse Magic Weapons and Armor:
At 5th level you can infuse your item infuse weapons and armor to make them magical. When infused a weapon or armor gains a +1 bonus as if it were a magical item and retain that property until you take a long rest. If you infuse an already magic item, its original magical properties will be suppressed during the time the infusion is active on the item. At higher artificer levels you may increase the number items effected and bonus applied. You must touch all items you want to infuse at the time of infusion and all items must receive the same bonus.
Minimum level
Armor/Weapon Bonus
2 items
3 items
5th
+1 armor or shield
10th
15th
7th
+1 weapon/20 items of ammunition
12th
17th
11th
+2 armor or shield
17th
13th
+2 weapon/20 items of ammunition
19th
17th
+3 armor or shield
19th
+3 weapon/20 items of ammunition
Vocation Expertise:
At 6th level the artificer, the skill and tool gained from your vocation gain expertise. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. If the skill already has expertise they do not stack, instead pick another skill from the skills available at level 1
Instant Infuse Items:
At 6th level you can infuse as an action instead of spending ten minutes. You must then finish a long rest before using the ability again except if your campaign uses action points. In that case you may spend an action point to use ability again before the long rest. You may use as many action points as you have but only one per use of this ability. If the item requires activation, you can activate the item as a bonus action on that turn. You can't infuse very rare or legendary magic items with this ability. At 13th level you can instant infuse twice per long rest without using an action point.
Homunculus:
At 7th level you learns to create a tiny magic construct from the list below. Once selected the Homunculus cannot be changed. If Homunculus is damage or destroyed it can be repaired to full hit points after a long rest.
You gains a second Homunculus at 13th level. All Homunculus can be repaired during the same long rest.
Levitating Lantern
This Homunculus is a simple light source that hovers in the air. It can be command by voice or hand gesture. It normal follows you around, but can be commanded to move up to 200' away at 30' a round. It can be set to 4 levels of brightness. Bright is 60' light radius. Normal is 30' light radius. Dim is 15' light radius. Off is completely turns the light off. The bright setting is strong enough to trigger light sensitivity. The Homunculus has hit points equal to 10+your level, every other stat is the same as yours. It does not skills and cannot use tools. It generally looks like a glow bug, a lantern, or a sphere. But is can look like any item of tiny size.
Mechanical Arm
This Homunculus is an extra arm that can manipulate objects, but cannot use a weapon or shield. This allows you to use a second item without costing an action. The Mechanical Arm cannot be target separately and uses your skills when manipulating objects.
Windup Lookout
This Homunculus is small creature. It can be used for scouting or guarding a camp. It normal follows you around, but can be commanded to move up to 200' away at 30' a round. It has hit points equal to 10+ your level, every other stat is the same as yours. It has both stealth and perception equal to your level + proficiency bonus if you are not proficient in the skill. It generally look like a small animal but can look like any mobile object of tiny size. When alert it will either sound an alarm or return to you and acknowledge that it has located something. It can be set to alert on all creatures or a specific creature type/race.
Travel Trunk
This Homunculus is a medium sized chest with feet. It will follow directly behind you unless told to stay. It has hit points equal to 10+ your level, every other stat is the same as the artificer. It has not skills and cannot use tools. When asked for an item, that item will appear at the top of the items in the chest so that the item does not need to be searched for. It has a movement speed of 30', and cannot climb vertical surfaces.
Spell Container
This Homunculus can hold a touch spell for a single round in order to convey it to a friendly target. You cast the spell upon the Homunculus and then whisper to it the intended target. The Homunculus will then move 30' toward the target, if it reaches it, it will wait in the same square as the target. During that character's round, the character can use the spell container on the needed item in his possession as a bonus action. At the start of your turn, it will loss the spell and attempt to return to the artificer at 30' per round. Either way the spell has been considered cast. It has hit points equal to 10+artificer's level, every other stat is the same as the artificer. It does not have skills and cannot use tools. It generally looks like a bug or bird. But is can look like any item of tiny size.
Dedicated Wright
This Homunclus normal does not travel with Artificer but instead stays home and works on the creation of magic items. It can be given access to a formula and then will complete item for it master. The cost and materials for creating the item must be given to the Wright before it can begin. On any day that the artificer does not work on the creation of a magic item the wright may apply half a day’s work to the item it has been given to construct. It will only know how to create one item at a time, so it must be instructed by its owner before another type of item can be created, although it can make more than one of the item without instruction as long as it has the needed materials available. The artificer can take over the creation at any time, and the homunclus can be given partially completed items to work on. It has hit points equal to 10+ your level, every other stat is the same as the artificer and is shaped like a small humanoid.
Infuse Uncommon Magic Item:
You learn one formula that is either common or uncommon. You may request an item that the artificer has seen or heard of or the DM will give you a list of 3 items to pick from, you may select one item from the list. Once selected the DM will assign certain tasks that acquire rare blueprints to create the item called formulas. This may include an actual quest and an expenditure or gold or influence. You may also need rare ingredients for the creation of items.
You may also create temporary common and uncommon Magic Items that you know the formula for. This can be done by spending a infusion. Items that are single use (such as potions) or permanent (such as a magical bow) will work just like stated. An item that uses charges will only have as many charges as it would gain daily. If the item has charges you may use more than one infusion (no additional time needed) at creation to increase the charge by its daily charge amount per additional infusion. This must be done together at the time of creation. If the item needs attunement you can automatically attune the item during its creation to one person, who must be present. It can attuned to another person during a short rest, like other magic items. A character cannot go over their limit of legal attunements.
Extra Attunement:
At 10th level you can attune to one more magical object above the three item limit, increasing his limit to four. At 15th level you can attune to two more magical objects above the three item limit, increasing his limit to five.
Infuse Rare Magic Item:
At 11th level you learn a single formula that is rare. You can also make temporary rare magic items following the rules for uncommon magic items.
Infuse Very Rare Magic Item:
At 14th level you can create a single formula that is very rare. You can also make temporary very rare magic items following the rules for uncommon magic items. Such items cost 2 infusions.
Infuse Legendary Magic Item:
At 18th level you can create a single formula that is legendary. You can also make temporary legendary magic items following the rules for uncommon magic items. Such items cost 3 infusion charges.
Empowered:
At 20th level you regain one infusion at the beginning of every short rest, up to a maximum of you intelligence modifier times per day. You cannot exceed you maximum limit for infusions that are unused or still held in infused items.