# Alternate Artificer
*Source: Alternate Artificer p. 1*
> [!tldr] Class and Feature Progression
>
> <table class="class-progression">
> <thead>
> <tr><th colspan='11'></th></tr>
> <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Cantrips Known</th><th class="value">Spells Known</th><th class="value">1st</th><th class="value">2nd</th><th class="value">3rd</th><th class="value">4th</th><th class="value">5th</th><th class="value"><a href="/3-Mechanics/CLI/lists/list-optfeaturetype-llaart-inf.md">Infusions Known</a></th></tr>
> </thead><tbody>
> <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Infusions (Level 1)' class='internal-link'>Infusions</a>, <a href='#Magical Tinker (Level 1)' class='internal-link'>Magical Tinker</a></td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Spellcasting (Level 2)' class='internal-link'>Spellcasting</a></td><td class="value">2</td><td class="value">2</td><td class="value">2</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Arcane Recharge (Level 3)' class='internal-link'>Arcane Recharge</a>, <a href='#Specialization (Level 3)' class='internal-link'>Specialization</a></td><td class="value">2</td><td class="value">3</td><td class="value">3</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td><td class="value">3</td><td class="value">3</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Specialization Feature (Level 5)' class='internal-link'>Specialization Feature</a></td><td class="value">3</td><td class="value">4</td><td class="value">4</td><td class="value">2</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Flash of Genius (Level 6)' class='internal-link'>Flash of Genius</a></td><td class="value">3</td><td class="value">4</td><td class="value">4</td><td class="value">2</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Expert Tinker (Level 7)' class='internal-link'>Expert Tinker</a></td><td class="value">3</td><td class="value">5</td><td class="value">4</td><td class="value">3</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td><td class="value">5</td><td class="value">4</td><td class="value">3</td><td class="value">-</td><td class="value">-</td><td class="value">-</td><td class="value">5</td></tr>
> <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Magic Item Mastery (4) (Level 9)' class='internal-link'>Magic Item Mastery (4)</a></td><td class="value">3</td><td class="value">6</td><td class="value">4</td><td class="value">3</td><td class="value">2</td><td class="value">-</td><td class="value">-</td><td class="value">5</td></tr>
> <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Specialization Feature (Level 10)' class='internal-link'>Specialization Feature</a></td><td class="value">4</td><td class="value">6</td><td class="value">4</td><td class="value">3</td><td class="value">2</td><td class="value">-</td><td class="value">-</td><td class="value">5</td></tr>
> <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"></td><td class="value">4</td><td class="value">7</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">-</td><td class="value">-</td><td class="value">6</td></tr>
> <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">7</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">-</td><td class="value">-</td><td class="value">6</td></tr>
> <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td><td class="value">4</td><td class="value">8</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">1</td><td class="value">-</td><td class="value">6</td></tr>
> <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Magic Item Mastery (5) (Level 14)' class='internal-link'>Magic Item Mastery (5)</a></td><td class="value">4</td><td class="value">8</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">1</td><td class="value">-</td><td class="value">7</td></tr>
> <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Specialization Feature (Level 15)' class='internal-link'>Specialization Feature</a></td><td class="value">4</td><td class="value">9</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">2</td><td class="value">-</td><td class="value">7</td></tr>
> <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">9</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">2</td><td class="value">-</td><td class="value">7</td></tr>
> <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"></td><td class="value">4</td><td class="value">10</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">3</td><td class="value">1</td><td class="value">8</td></tr>
> <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Magic Item Mastery (6) (Level 18)' class='internal-link'>Magic Item Mastery (6)</a></td><td class="value">4</td><td class="value">10</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">3</td><td class="value">1</td><td class="value">8</td></tr>
> <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">11</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">3</td><td class="value">2</td><td class="value">8</td></tr>
> <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Masterwork Inventions (Level 20)' class='internal-link'>Masterwork Inventions</a></td><td class="value">4</td><td class="value">11</td><td class="value">4</td><td class="value">3</td><td class="value">3</td><td class="value">3</td><td class="value">2</td><td class="value">8</td></tr>
> </tbody></table>
^class-progression
## Hit Points
- **Hit Dice**: 1d8 per Alternate Artificer level
- **Hit Points at First Level:** 8 + CON
- **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1)
## Starting Alternate Artificer
- **Saving Throw Proficiencies**: Constitution, Intelligence
- **Skill Proficiencies**: *Choose 2:* Arcana, History, Insight, Investigation, Medicine, Nature, or Sleight of Hand
- **Weapon Proficiencies**: Simple weapons, hand crossbows, and firearms
- **Tool Proficiencies**: Tinker's tools and One type of artisan's tools
- **Armor Training**: Light armor, Medium armor, and Shields
## Multiclassing Alternate Artificer
**Ability Score Minimum:** Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
- **Armor Training**: Light armor, Medium armor, Shields
## The Artificer
A graying gnome hunched over his workbench, carefully adjusting the clockwork mechanism that would power his creation. Before him laid an automaton of intricate iron gears within a suit of plate armor, built to resemble a large gnome. As the tiny inventor affixed his signature mithril mustache to the face plate, a jolt of electric-blue magic flashed from the automaton. With a sharp motion, the Steel Defender sat upright and awaited the first command of its creator.
The goblin delicately made his way down the tunnel that he had booby-trapped with vials of noxious fumes and acids. This was the third time this year his clan had moved burrows to avoid being raided by adventuring parties, and the inventive goblin was determined to protect the newest home burrow. He was confident that this time he would stop the adventurers that always seemed to find their way to his home.
A young human woman, wearing a leather apron over her fine clothes, flexed the steel gauntlet she had just enchanted. As she closed her fist the gauntlet let forth a blinding arc of lavender lightning, destroying the table on the opposite side of the room. As the dust settled, she affixed the gauntlet to her now complete suit of Arcane Armor. When she revealed this, her latest creation, to her father, he would have no choice but to finally show her his approval.
### Masters of Innovation
Relentless in their pursuit of innovation, artificers are defined by their insatiable curiosity and willingness to push the limits of arcane invention, even at great risk to themselves. For most artificers, they stake their personal value on the fruits of their experimentation, and they see mastering the basics of their chosen craft as the first step toward true greatness.
Deep down, the goal of every artificer is the discovery of a new groundbreaking invention, magical or otherwise. Some artificers are engineers, students of science and warfare, who bring their considerable intellect to bear to construct deadly weapons augmented with magic. Others view themselves as artists, combining the rigid formulas of arcane magic with the artisanal touch of their own specialized tools and spells.
### Fierce Rivalries
Almost every artificer has a rival, most often another artificer who they seek to outdo at every turn. These intense rivalries are the sole motivation of some artificers, and outdoing their rival is more valuable than any fame or riches they could gain from their discoveries. Many are willing to risk everything they have to achieve a new breakthrough before their rival.
By the same token, artificers with similar philosophies and aims often band together in loose artisan's guilds. They share insights and discoveries, hoping to keep ahead of rival guilds by pooling resources and working as a team. However, even when working together, most artificers are protective of any insights they think could lead to a groundbreaking discovery.
### Creating Your Artificer
When creating an artificer, think about their background and drive for adventure. Who is their rival and what event started their feud? What is your artificer's relationship with the artisan who taught them the basics of their craft? Are they part of a guild? What role do artificers play in the campaign world? Do artificer guilds exist in all the major cities or are you the first person to pursue the path of arcane invention?
Most importantly, what does your artifice look like? Not all arcane inventors work with gears and grease. Is your artificer the student of a hag who uses weird magick to imbue totems of bone with arcane energy? Or, are you an enchanter who carves elvish runes into elaborate wooden wands and staffs?
### Quick Build
You can make a Artificer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the artisan background. Third, choose the [enhanced defense](/3-Mechanics/CLI/optional-features/enhanced-defense-llaart.md) and [repeating shot](/3-Mechanics/CLI/optional-features/repeating-shot-llaart.md) infusions.
## Class Features
### Infusions (Level 1)
You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. At 1st level, you learn two [Infusions](/3-Mechanics/CLI/lists/list-optfeaturetype-llaart-inf.md) of your choice from the list at the end of this class. The Infusions Known column of the artificer table shows when you learn more Infusions of your choice.
At the end of a long rest, as long as you have tinker's tools, you can replace one Infusion you know with another Infusion of your choice, so long as you meet all of its prerequisites.
#### Infusing an Object
At the end of a long rest, you can use your tinker's tools to imbue an Infusion you know into a nonmagical object. To do so, you must be able to touch the object with your tools.
If the Infusion requires attunement, you can attune to the object the instant you infuse it, or you can forgo attunement so another creature can attune to it. To attune to the infused item later, you must follow the normal attunement process.
The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). Infusions vanish immediately if you give up your knowledge of one to learn another or imbue the Infusion into another object.
You can infuse multiple objects at the end of each long rest, up to one for each Infusion you know. Each Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, any previous instance of that Infusion immediately ends.
#### Replicate Magic Item
You can also use your Infusions to replicate magic items you have studied. During a long rest, you can spend 1 hour using tinker's tools to examine a magic item you touch. At the end of that long rest, you can replace one Infusion you know with the knowledge of this magic item. After which, you can infuse an object with the properties of that magic item, following all the rules for your other Infusions.
You cannot use this feature to replicate magic items that are consumed after one use, such as scrolls and potions.
You can use this feature to replicate any item of Common rarity. As you gain Artificer levels you can use this feature to replicate items of increasing rarity: Uncommon at 5th level, Rare at 11th level, and finally Very Rare items at 17th level.
### Magical Tinker (Level 1)
Your insights into magical and mechanical objects can appear as magic to the untrained eye. Starting from 1st level, you can use tinker's tools to cast the mending Cantrip and both detect magic and identify as rituals. Your tools are the spellcasting focus and replace the material components of the spells.
Moreover, the time it would take you to craft a magic item is halved if you are proficient with appropriate artisan's tools.
### Spellcasting (Level 2)
At 2nd level, you can use your tools and your signature brand of magic to produce strange and wondrous spell effects from objects and tools that you imbue with arcane power.
#### Cantrips
At 2nd level, you learn two cantrips of your choice from the Artificer spell list. You learn an additional Artificer cantrip of your choice at 4th level and another at 10th level.
#### Spell Slots
The Artificer table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast a spell, you must expend a slot equal to the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either spell slot.
#### Spells Known of 1st-level and Higher
You know two 1st-level spells of your choice from the Artificer spell list. The Spells Known column of the Artificer Table shows when you learn more Artificer spells of your choice. The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice. Each spell must be of a level for which you have spell slots. For example, when you reach 5th level in this class, you can learn one new artificer spell of either 1st or 2nd-level.
When you gain a level in this class, you can replace one of the artificer spells you know with another artificer spell for which you have spell slots.
#### Spellcasting Ability
Intelligence is the spellcasting ability for your artificer spells, as you use your knowledge of the arcane to cast spells. You use your Intelligence when a spell refers to your spellcasting ability, when you set a saving throw DC for an artificer spell, or when you make a spell attack roll for an artificer spell.
<span class='abilityDc'>**Spell save DC**: Intelligence + Proficiency Bonus</span>
<span class='abilityAttackMod'>**Spell attack modifier**: Intelligence + Proficiency Bonus</span>
#### Spellcasting Focus
You must use either your tinker's tools, a set of artisan's tools with which you are proficient, or an item bearing one of your Infusions as the spellcasting focus for your artificer spells.
While you have access to your tinker's tools, you know both the mending cantrip and identify, but they don't count against your number of Spells Known. You can use your tinker's tools to cast identify by spending a spell slot, or as a ritual spell.
### Arcane Recharge (Level 3)
Starting at 3rd level, during the course of a short rest, you can recover expended spell slots of a combined level equal to your Intelligence modifier. After you do, you must complete a long rest before you can use this feature again.
At 11th level, you can use this feature to cause one Infused item or magic item you touch to regain any Charges it would normally regain at dawn, in place of regaining spell slots.
### Specialization (Level 3)
At 1st level, choose one of the following Specializations that best represents the arcane research and inventions of your artificer: Alchemist, Armorer, Battle Smith, Forgewright, or Wandslinger, each of which is detailed at the end of the class.
Your Specialization grants features at 1st level, and again when you reach 3rd, 5th, 9th, and 15th level in this class.
### Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Specialization Feature (Level 5)
At 5th level, you gain a feature granted by your Specialization.
### Flash of Genius (Level 6)
You can offer potent insight at a moment's notice. Starting at 6th level, when you or a creature who can hear you within 30 feet, makes an ability check or saving throw, you can use your reaction to add your Intelligence modifier to that roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
### Expert Tinker (Level 7)
There are few who match your skill with mechanical magics. Starting at 7th level, you add double your proficiency bonus to any ability check you make with any tool you are proficient in.
Your expertise also allows you to infuse magic items with Infusions. However, you cannot increase bonuses above +3.
### Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Magic Item Mastery (4) (Level 9)
You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. Starting at 9th level, you can attune to up to four magic items at once.
The number of magic items you can attune to at one time increases again at 14th level (5), and finally at 18th level (6).
### Specialization Feature (Level 10)
At 10th level, you gain a feature granted by your Specialization.
### Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Magic Item Mastery (5) (Level 14)
You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. Starting at 13th level, you can attune to up to five magic items at once.
### Specialization Feature (Level 15)
At 15th level, you gain a feature granted by your Specialization.
### Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Magic Item Mastery (6) (Level 18)
You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. Starting at 18th level, you can attune to up to six magic items at once.
### Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Masterwork Inventions (Level 20)
You imbue a fraction of your own soul into your Infusions and other magic items you use. At 20th level, you gain a +1 bonus to all saving throws for each magic item you are attuned to.
In addition, if you are reduced to 0 hit points but not killed outright, you can instantly end your attunement to one magic item or Infusion, causing you to drop to 1 hit point instead.
## Optional Features
> [!example]- Optional Features: Artificer Infusions (Alternate)
> )
^list-optfeature-llaart-inf