The Artificer
Artificers in the world of Zelda are few and far between, ranging from wild inventors to potion-selling merchants. While uncommon they are not altogether nonexistent, just hard to find as they often prefer to sit in one location for long periods of time as they tinker with their inventions.
New Artificer Spells
- Cantrips: Magnesis, Orient Object, Remote Bomb, Snapshot
- 1st Level: Chime, Conjure Puppet, Conjure Weapon, Detect Terrain, Diminish, Summon Soldier, Time Block, Wind Compass
- 2nd Level: Iridescent Path, Vehicle Sigil, Yunobo’s Cannonball
- 3rd Level: Daruk’s Protection, Riju’s Charge, Spirit Tracks, Time Sync
- 4th Level: Dominate Construct
- 5th Level: Reflect
New Artificer Infusions
When picking Artificer infusions, the following magical items are also replicable:
- 2nd Level: Bombproof Ring, Energy Cell, Flame Lantern, Gust Jar, Information Mask, Magic Oar, Novelty Ring, Rabbit Net, Sign Ring
- 6th Level: Golden Boots, Hawkeye, Hover Boots, Mask of Scents, Roc's Feather, Sand Boots, Snow Boots, Star Wand
- 10th Level: Armor Ring, Bee Rod, Blast Mask, Fire Gloves, Hero's Charm, Magnetic Gloves, Magic Rod, Paraglider, Purah Pad, Swimmer's Ring, Whirlwind
- 14th Level: Blast Ring, Bomber's Ring, Cane of Pacci, Cane of Somaria, Fire Rod, Ice Rod, Lightning Rod, Power Glove, Red Boots, Water Rod
Bottle Specialty
3rd Level: Tool Proficiency
You gain proficiency with glassblower’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
3rd Level: Bottalier Spells
You always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd Level) Fog Cloud, Tasha’s Caustic Brew
5th Level) Gust of Wind, Shatter
9th Level) Create Food and Water, Pulse Wave
13th Level) Blight, Summon Elemental
17th Level) Cone of Cold, Insect Plague
3rd Level: Bottled Magic
You know the Mending cantrip, can carry additional bottles equal to your Intelligence bonus (minimum 1), and immediately gain an Empty Bottle upon gaining this feature.
Whenever you finish a long rest you may create a temporary bottled Potion or Elixir that costs 50 rupees or less and lasts until your next Long Rest. You can create additional Potions or Elixirs at that time by expending spell slots of 1st level or higher, however each of them count towards your bottle limit.
6th Level: Glass Shaping
You may now use the Mending cantrip as a bonus action and at a range of 60ft. In addition, you may now throw your Bottles and apply their contents up to a range of 30ft. If the target of your bottle is unwilling, you make a ranged attack roll against them, dealing 1d8 piercing damage and applying the bottle’s contents to the target as the bottle shatters. A bottle shattered through this feature can be repaired using your Mending cantrip.
Bottles you carry can also now hold any cantrip or spell you know, casting that spell as soon as the bottle is used or shattered with the bottle’s target as the target or center point of the spell. These spells lose potency after completing a Long Rest.
10th Level: Quickened Bottling
You may use your Bottled Magic feature to create temporary Potions or Elixirs by expending an unused spell slot as an action (instead of right after a long rest). These still must cost 50 rupees or less.
14th Level: Mixed Mastery
Your understanding of the arcane power of bottles becomes masterful, enhancing their effects. When you craft a bottled item (including with your Bottled Magic feature), choose another bottled item of equal or lesser value. The bottled item gains the effects of that item in addition to its normal effects.
You gain proficiency with glassblower’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
3rd Level: Bottalier Spells
You always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd Level) Fog Cloud, Tasha’s Caustic Brew
5th Level) Gust of Wind, Shatter
9th Level) Create Food and Water, Pulse Wave
13th Level) Blight, Summon Elemental
17th Level) Cone of Cold, Insect Plague
3rd Level: Bottled Magic
You know the Mending cantrip, can carry additional bottles equal to your Intelligence bonus (minimum 1), and immediately gain an Empty Bottle upon gaining this feature.
Whenever you finish a long rest you may create a temporary bottled Potion or Elixir that costs 50 rupees or less and lasts until your next Long Rest. You can create additional Potions or Elixirs at that time by expending spell slots of 1st level or higher, however each of them count towards your bottle limit.
6th Level: Glass Shaping
You may now use the Mending cantrip as a bonus action and at a range of 60ft. In addition, you may now throw your Bottles and apply their contents up to a range of 30ft. If the target of your bottle is unwilling, you make a ranged attack roll against them, dealing 1d8 piercing damage and applying the bottle’s contents to the target as the bottle shatters. A bottle shattered through this feature can be repaired using your Mending cantrip.
Bottles you carry can also now hold any cantrip or spell you know, casting that spell as soon as the bottle is used or shattered with the bottle’s target as the target or center point of the spell. These spells lose potency after completing a Long Rest.
10th Level: Quickened Bottling
You may use your Bottled Magic feature to create temporary Potions or Elixirs by expending an unused spell slot as an action (instead of right after a long rest). These still must cost 50 rupees or less.
14th Level: Mixed Mastery
Your understanding of the arcane power of bottles becomes masterful, enhancing their effects. When you craft a bottled item (including with your Bottled Magic feature), choose another bottled item of equal or lesser value. The bottled item gains the effects of that item in addition to its normal effects.
Phantom Specialty
3rd Level: Tools Proficiency
You gain proficiency with heavy armor and mason’s tools. If you already have proficiency with mason’s tools, you gain proficiency with one other type of artisan’s tools of your choice.
3rd Level: Phantom Knight Spells
You always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd Level) Compelled Duel, Mage Armor
5th Level) Alter Self, Branding Smite
9th Level) Fear, Protection from Energy
13th Level) Dimension Door, Stoneskin
17th Level) Banishing Smite, Duel of Power
3rd Level: Phantasmic Mage Armor
When you cast Mage Armor on yourself you don the form of a Phantom Knight, summoning magical Phantom Equipment for you to wield and wear (heavy armor, a shield, and a Phantom Weapon). You are always proficient with this equipment and it disappears if no longer carried by you, your spell expires, or when you cast Mage Armor on yourself again. The Shield provides +2 AC as normal and your base AC from the armor is 16. You may use Intelligence for weapon attack and damage rolls with your Phantom Weapon and choose what Phantom you become the first time you use this feature:
6th Level: Extra Phantom Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn using your phantom weapon.
10th Level: Phantom Strike
When you hit a target with a weapon attack using your phantom weapon you may create one of the following effects:
14th Level: Unstoppable Phantasm
When in your phantom armor you gain resistance to bludgeoning, piercing, and slashing damage, become immune to nonmagical damage from any terrain effects or weather hazards, and ignore difficult terrain.
You gain proficiency with heavy armor and mason’s tools. If you already have proficiency with mason’s tools, you gain proficiency with one other type of artisan’s tools of your choice.
3rd Level: Phantom Knight Spells
You always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd Level) Compelled Duel, Mage Armor
5th Level) Alter Self, Branding Smite
9th Level) Fear, Protection from Energy
13th Level) Dimension Door, Stoneskin
17th Level) Banishing Smite, Duel of Power
3rd Level: Phantasmic Mage Armor
When you cast Mage Armor on yourself you don the form of a Phantom Knight, summoning magical Phantom Equipment for you to wield and wear (heavy armor, a shield, and a Phantom Weapon). You are always proficient with this equipment and it disappears if no longer carried by you, your spell expires, or when you cast Mage Armor on yourself again. The Shield provides +2 AC as normal and your base AC from the armor is 16. You may use Intelligence for weapon attack and damage rolls with your Phantom Weapon and choose what Phantom you become the first time you use this feature:
- Gold Phantom. While in this form you don a battle ax and can use your bonus action to teleport up to 10 feet. You must end this teleportation adjacent to an enemy creature you can see.
- Phantom Knight. While in this form you don a greatsword you can wield in one hand.
- Swift Phantom. While in this form you don a longsword and can use your bonus action to take the Dash action.
- Torch Phantom. While in this form you don a shortsword that deals an additional 1d6 fire damage with weapon attacks. This form also may have their weapon shed light as a torch.
- Warp Phantom. While in this form you don a longsword and can use your bonus action to teleport up to 10 feet. You must end this teleportation adjacent to an ally you can see.
- Wrecker Phantom. While in this form you don a scimitar. After moving at least 10 feet in a straight line you may transform into a boulder, dealing extra damage with your next weapon attack equal to your Constitution modifier and knocking your target prone on a hit.
6th Level: Extra Phantom Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn using your phantom weapon.
10th Level: Phantom Strike
When you hit a target with a weapon attack using your phantom weapon you may create one of the following effects:
- Energy Drain. The target takes an extra 1d6 necrotic damage. You gain temporary hit points equal to the amount of necrotic damage dealt.
- Teleport Body. The target teleports up to 30 feet to a location you can see.
14th Level: Unstoppable Phantasm
When in your phantom armor you gain resistance to bludgeoning, piercing, and slashing damage, become immune to nonmagical damage from any terrain effects or weather hazards, and ignore difficult terrain.
Slate Specialty
3rd Level: Tool Proficiency
you gain proficiency with electrician’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
3rd Level: Slate Spells
You always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd Level) Remote Access, Stasis
5th Level) Time Block, Vehicle Sigil
9th Level) Create Tracks, Sending
13th Level) Arcane Eye, Dominate Construct
17th Level) Scrying, Wisdom’s Will
3rd Level: Spell Tinkering
You craft a special slate that allows you to learn 3 additional arcane cantrips that can be from any school of magic. Whenever you use a cantrip while holding this slate you may expend a spell slot to upgrade the cantrips effects in one of the following ways:
6th Level: Slate+
Cantrips that deal damage now deal additional damage equal to your Intelligence modifier. You must be holding your slate for this to take effect.
10th Level: Encyclopedic Archives
As a bonus action you may use your slate to gather one piece of information about a creature, object, or location you have seen or been to before. This information must either be common knowledge, easily found, or within a creature’s stat block.
14th Level: Menu Options
You may use your Slate Spell modifications on 1st-level spells and may always apply a Slate Spell effect on cantrips you cast as though you expended a 1st-level spell slot. In addition, you may split the effect of spell slots you expend with your Slate Spell feature, modifying multiple aspects of them when expending higher level spell slots.
you gain proficiency with electrician’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
3rd Level: Slate Spells
You always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd Level) Remote Access, Stasis
5th Level) Time Block, Vehicle Sigil
9th Level) Create Tracks, Sending
13th Level) Arcane Eye, Dominate Construct
17th Level) Scrying, Wisdom’s Will
3rd Level: Spell Tinkering
You craft a special slate that allows you to learn 3 additional arcane cantrips that can be from any school of magic. Whenever you use a cantrip while holding this slate you may expend a spell slot to upgrade the cantrips effects in one of the following ways:
- Area. The cantrip’s width or effect radius is increased by its original size a number of times equal to the level of the spell slot expended. If it was initially a single target spell it now targets all enemies within a single 5-foot cube, increasing in size by an additional 5 feet for each spell level beyond the first that is expended.
- Damage. The cantrip deals two more damage dice worth of damage for each level of the spell slot expended. If the cantrip did not deal damage initially, the damage die is a d6 and allows a saving throw of the appropriate type (at the DM’s discretion) to avoid this damage. On a miss or successful saving throw, the cantrip still deals half damage.
- Duplication. Target or conjure a number of additional creatures or objects with the cantrip equal to the level of the spell slot expended. These targets must still be within the cantrip’s range.
6th Level: Slate+
Cantrips that deal damage now deal additional damage equal to your Intelligence modifier. You must be holding your slate for this to take effect.
10th Level: Encyclopedic Archives
As a bonus action you may use your slate to gather one piece of information about a creature, object, or location you have seen or been to before. This information must either be common knowledge, easily found, or within a creature’s stat block.
14th Level: Menu Options
You may use your Slate Spell modifications on 1st-level spells and may always apply a Slate Spell effect on cantrips you cast as though you expended a 1st-level spell slot. In addition, you may split the effect of spell slots you expend with your Slate Spell feature, modifying multiple aspects of them when expending higher level spell slots.