The Polymath Artificer
The Polymath Specialist Artificer for Dark Sun or Bronze Age Campaigns.
Overview & Creation
During the third century BCE, Archimedes made tremendous strides in a wide array of fields from engineering to mathematics to architecture. According to some legends, he even came up with mechanized war machines hundreds of years ahead of their time, the functioning of which seemed to verge on magic. Following this vein, Archimedes makes a logical archetype upon which to model a Bronze Age-style artificer. And with a few changes to allow for the magic-poor but psionics-rich environment of Athas, we can create a version of the artificer class which would actually work in a standard Dark Sun campaign.
Much like their more modern counterparts, artificers in Bronze Age settings use their incredible intellects to empower everyday objects. With a combination of tools and psionic empowerment, they are able to craft new psionic objects and infuse existing objects with their own power. Since the setting necessarily offers much less technology for them to work with, these artificers are polymaths by necessity, gaining expertise in a wide array of subjects. However, the demands on their skills have caused them to focus on weapons of war…
Core Artificer Traits
Primary Ability Intelligence
Hit Points
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throw Proficiencies: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Equipment
Choose A or B: (A) Studded Leather Armor, Dagger, Thieves’ Tools, Tinker’s Tools, Dungeoneer’s Pack, and 16 GP; or (B) 150 GP
BECOMING AN ARTIFICER
AS A LEVEL 1 CHARACTER
- Gain all the traits in the Core Artificer Traits table.
- Gain the Artificer’s level 1 features, which are listed in the Artificer Features table.
AS A MULTICLASS CHARACTER
- Gain the following traits from the Core Artificer Traits table: Hit Point Die, proficiency with Tinker’s Tools, proficiency in one skill of your choice from the Artificer’s skill list, and training with Light and Medium armor and Shields.
- Gain the Artificer’s level 1 features, which are listed in the Artificer Features table. See the multiclassing rules in the Player’s Handbook to determine your available spell slots, adding half your Artificer levels (round up).
Artificer Class Features
As an Artificer, you gain the following class features when you reach the specified Artificer levels. These features are listed on the Artificer Features table.
The Artificer
Level | Proficiency Bonus | Features | Plans Known | Magic Items | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2 | Psionic Tinkering, Spellcasting | - | - | 2 | 2 | 2 | - | - | - | - |
2nd | 2 | Replicate Magic Item | 4 | 2 | 2 | 3 | 2 | - | - | - | - |
3rd | 2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 4 | 3 | - | - | - | - |
4th | 2 | Ability Score Improvement | 4 | 2 | 2 | 5 | 3 | - | - | - | - |
5th | 3 | Artificer Specialist feature | 4 | 2 | 2 | 6 | 4 | 2 | - | - | - |
6th | 3 | Magic Item Tinker | 5 | 3 | 2 | 6 | 4 | 2 | - | - | - |
7th | 3 | Flash of Genius | 5 | 3 | 2 | 7 | 4 | 3 | - | - | - |
8th | 3 | Ability Score Improvement | 5 | 3 | 2 | 7 | 4 | 3 | - | - | - |
9th | 4 | Artificer Specialist feature | 5 | 3 | 2 | 9 | 4 | 3 | 2 | - | - |
10th | 4 | Magic Item Adept | 6 | 4 | 3 | 9 | 4 | 3 | 2 | - | - |
11th | 4 | Spell-Storing Item | 6 | 4 | 3 | 10 | 4 | 3 | 3 | - | - |
12th | 4 | Ability Score Improvement | 6 | 4 | 3 | 10 | 4 | 3 | 3 | - | - |
13th | 5 | - | 6 | 4 | 3 | 11 | 4 | 3 | 3 | 1 | - |
14th | 5 | Magic Item Savant | 7 | 5 | 4 | 11 | 4 | 3 | 3 | 1 | - |
15th | 5 | Artificer Specialist feature | 7 | 5 | 4 | 12 | 4 | 3 | 3 | 2 | - |
16th | 5 | Ability Score Improvement | 7 | 5 | 4 | 12 | 4 | 3 | 3 | 2 | - |
17th | 6 | - | 7 | 5 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
18th | 6 | Magic Item Master | 8 | 6 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
19th | 6 | Epic Boon | 8 | 6 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
20th | 6 | Soul of Artifice | 8 | 6 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Class Features By Level
Level 1 – Psionic Tinkering
As a magic action while holding Tinker’s Tools, you can manifest one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:
* Ball Bearings
* Basket
* Bedroll
* Bell
* Blanket
* Block and Tackle
* Bucket
* Caltrops
* Candle
* Crowbar
* Flask
* Jug
* Lamp
* Net
* Oil
* Paper
* Parchment
* Pole
* Pouch
* Rope
* Sack
* Shovel
* String
* Tinderbox
* Torch
* Vial
See the rules for the item in the Player’s Handbook. The item vanishes after 1 hour. 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.
Where possible, the materials these will be made out of will be based upon what is available within the area. For example, ball bearings could be made from smooth stones, crystals, or glass. The players and DMs are encouraged to get creative with these.
Spellcasting
You have studied the Way and how to channel psionic power through objects. As a result, you have gained the ability to cast a limited selection of arcane “spells” (not unlike an Aberrant Mind sorcerer). To observers, you don’t appear to be casting spells in a conventional way; instead, you look as if you’re producing wonders using mundane items or outlandish inventions. The information below details how you use those rules with Artificer spells, which appear in the Artificer spell list later in the class’s description.
Tools Required
You produce your artificer spell effects through your Tools. You can use Thieves’ Tools, Tinker’s Tools, or another kind of Artisan’s Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an “M” component when you cast it).
Cantrips
At 1st level, you know two cantrips of your choice from the Artificer Spell List.
Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.
When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.
Preparing and Casting Spells
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination. If another Artificer feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Artificer Spells; your study of your own mind allows you to focus your Will and wield your psionic spells with superior skill. You use your Intelligence whenever an Artificer Spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell Save DC = 8 + your Proficiency Bonus + your Intelligence modifier.
Spell Attack Modifier = your Proficiency Bonus + your Intelligence modifier.
Level 2 – Replicate Magic Item
You have learned arcane plans that you use to make magic items.
Plans Known
When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the Dungeon Master’s Guide for the items’ descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage +1 are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify.
You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table.
Creating an Item
When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature.
If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement. When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.
Duration
A magic item created by this feature functions exactly like the normal magic item, except its magic isn’t permanent. When you die, the magic item vanishes after 1d4 of days. If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.
Magic Item Plans (Artificier Level 2+)
Magic Item Plan | Attunement |
---|---|
Bag of Holding | No |
Cap of Water Breathing | No |
Goggles of Night | No |
Rope of Climbing | No |
Sending Stones | No |
Shield +1 | No |
Wand of Magic Detection | No |
Wand of Secrets | No |
Wand of the War Mage +1 | Yes |
Weapon +1 | No |
For a common magic item that isn’t a Potion, a Scroll, or cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan) - Varies
Magic Item Plans (Artificier Level 6+)
Magic Item Plan | Attunement |
---|---|
Boots of Elvenkind | No |
Cloak of Elvenkind | Yes |
Cloak of the Manta Ray | No |
Eyes of Charming | Yes |
Gloves of Thievery | No |
Lantern of Revealing | No |
Pipes of Haunting | No |
For an uncommon Armor, Wand, or Weapon that isn’t cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan) - Varies
Magic Item Plans (Artificier Level 10+)
For an uncommon Ring or Wondrous Item that isn’t cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan) - Varies
Magic Item Plans (Artificier Level 14+)
For a rare Armor, Ring, Wand, Weapon, or Wondrous Item that isn’t cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan) - Varies
The Right Tool for the Job
The list of items you can create with Magical Tinkering now includes Artisan’s Tools, which are described in the Player’s Handbook.
Level 3 - Artificer Specialization
You get specialization features for the Polymath artificer class at 3rd level, 5th level, 9th and 15th level.
Level 4 – Ability Score Improvement or Feat
When you reach 4th Level, and again at 8th, 12th, 16th, and 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. Alternatively you can take a Feat from the Feats List.
Level 6 – Magic Item Tinker
Your Replicate Magic Item feature improves as follows:
Drain Magic Item
As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can’t do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.
Expanded Replication
When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 6+) table.
Level 7 – Flash of Genius
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Level 10 – Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
* You can attune to up to four magic items at once.
* When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 10+) table.
Level 11 – Spell-Storing Item
At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon, or one item that you can use as a spellcasting focus, and store a spell in it, choosing a 1st, 2nd, or 3rd-level spell from the Artificer Spell List that requires 1 action to cast (you needn’t have it prepared). While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
Level 14 – Magic Item Savant
At 14th level, your skill with magic items deepens even more:
- You can attune to up to five magic items at once.
- When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 14+) table. You can have no more than three Rare items created by Replicate Magic Item at a time.
Level 18 – Magic Item Master
Starting at 18th level, you can attune to up to six magic items at once.
Level 19 - Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.
Level 20 – Soul of Artifice
At 20th level, you develop a profound psionic connection to your magic items, which you can draw on for protection:
Cheat Death
If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your Artificer Infusions, changing your hit points to 20 instead of 0.
Magical Guidance
While you have Attunement to at least one magic item, you can add 1d6 to any ability check you make. You decide to add the die after rolling the d20, and you can use this benefit only once per turn.
Artificer Spell List
CANTRIPS (LEVEL 0 ARTIFICER SPELLS)
Spell | School | Special |
---|---|---|
Acid Splash | Evocation | — |
Dancing Lights | Illusion | C |
Elementalism | Transmutation | — |
Fire Bolt | Evocation | — |
Guidance | Divination | C |
Light | Evocation | — |
Mage Hand | Conjuration | — |
Mending | Transmutation | — |
Message | Transmutation | — |
Poison Spray | Necromancy | — |
Prestidigitation | Transmutation | |
Ray of Frost | Evocation | — |
Resistance | Abjuration | C |
Shocking Grasp | Evocation | — |
Spare the Dying | Necromancy | — |
Thorn Whip | Transmutation | — |
Thunderclap | Evocation | — |
True Strike | Divination | M |
LEVEL 1 ARTIFICER SPELLS
Spell | School | Special |
---|---|---|
Alarm | Abjuration | R |
Cure Wounds | Abjuration | — |
Detect magic | Divination | C |
Disguise Self | Illusion | — |
Expeditious Retreat | Transmutation | C |
Faerie Fire | Evocation | C |
False Life | Necromancy | — |
Feather Fall | Transmutation | — |
Grease | Conjuration | — |
Identify | Divination | R |
Jump | Transmutation | — |
Longstrider | Transmutation | — |
Purify Food and Drink | Transmutation | R |
Sanctuary | Abjuration | — |
LEVEL 2 ARTIFICER SPELLS
Spell | School | Special |
---|---|---|
Aid | Abjuration | — |
Alter Self | Transmutation | C |
Arcane Lock | Abjuration | M |
Arcane Vigor | Abjuration | — |
Blur | Illusion | C |
Continual Flame | Evocation | M |
Darkvision | Transmutation | — |
Dragon’s Breath | Transmutation | C |
Enhance Ability | Transmutation | C |
Enlarge/Reduce | Transmutation | C |
Heat Metal | Transmutation | C |
Homunculus Servant | Conjuration | R, M |
Invisibility | Illusion | C |
Lesser Restoration | Abjuration | — |
Levitate | Transmutation | C |
Magic Mouth | Illusion | R, M |
Magic Weapon | Transmutation | — |
Protection from Posion | Abjuration | — |
Rope Trick | Transmutation | — |
See Invisibility | Divination | — |
Spider Climb | Transmutation | C |
Web | Conjuration | C |
LEVEL 3 ARTIFICER SPELLS
Spell | School | Special |
---|---|---|
Blink | Transmutation | — |
Create Food and Water | Conjuration | — |
Dispel Magic | Abjuration | — |
Elemental Weapon | Transmutation | C |
Fly | Transmutation | C |
Glyph of Warding | Abjuration | M |
Haste | Transmutation | C |
Protection from Energy | Abjuration | C |
Revivify | Necromancy | M |
Water Breathing | Transmutation | R |
Water Walk | Transmutation | R |
LEVEL 4 ARTIFICER SPELLS
Spell | School | Special |
---|---|---|
Arcane Eye | Divination | C |
Fabricate | Transmutation | — |
Freedom of Movement | Abjuration | — |
Leomund’s Secret Chest | Conjuration | M |
Mordenkainen’s Faithful Hound | Conjuration | — |
Mordenkainen’s Private Sanctum | Abjuration | — |
Otiluke’s Resilient Sphere | Abjuration | C |
Stone Shape | Transmutation | — |
Stoneskin | Transmutation | C, M |
Summon Construct | Conjuration | C, M |
LEVEL 5 ARTIFICER SPELLS
Spell | School | Special |
---|---|---|
Animate Objects | Transmutation | C |
Bigby’s Hand | Evocation | C |
Circle of Power | Abjuration | C |
Creation | Illusion | — |
Greater Restoration | Abjuration | M |
Wall of Stone | Evocation | C |
Polymath Specialist
A polymath is one of the earliest examples of an artificer, drawing upon their observations and study of natural phenomena to predict and replicate magical effects through what they refer to as “science.” This particular approach to artificing existed for many centuries, but became a lost art as the world slipped into the dark ages, when this type of study was replaced by arcane magic and divine faith.
Tool Proficiency
You gain proficiency with Alchemy and Woodcarver’s Tools. If you already have either of these proficiencies, you gain proficiency with another other type of Artisan’s Tools of your choice.
Polymath Spells
When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.
Artificer Level | Spells |
---|---|
3 | Shield, Thunderwave |
5 | Scorching Ray, Shatter |
9 | Fireball, Wind Wall |
13 | Ice Storm, Wall of Fire |
17 | Cone of Cold, Wall of Force |
Potion Brewing
Since you have Alchemy proficiency, you are able to brew Alchemy Potions from level 1. You can administer or use potions as a bonus action, or throw them as a normal action.
3rd Level - Simple Machines
Beginning at 3rd level, you have become a master of utilising mechanical advantage and the laws of physics to great practical effect. You are able to create the following simple machines:
Wooden Scorpion
You are able to create a wooden device which behaves much like a force ballista.
You can take an action to magically create a Small or Tiny wooden scorpion in an unoccupied space on a horizontal surface within 5 feet of you. A Small wooden scorpion occupies its space, and a Tiny one can be held in one hand. Once you create a wooden scorpion, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one wooden scorpion at a time and can’t create a new one while your current one still exists. The wooden scorpion is a magical object. Regardless of size, the wooden scorpion has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the wooden scorpion, you determine its appearance and whether it has legs.
Make a ranged spell attack, originating from the wooden scorpion, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the wooden scorpion.
On each of your turns, you can take a bonus action to cause the wooden scorpion to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the wooden scorpion to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Lifting Claw
You can take two turns to build a wooden device capable of multiplying the strength of the controller. This behaves much like a mechanical lifting arm, grabbing and lifting objects from above. On a successful attack roll it can grapple a person or object (such as a ship) and lift them up off the ground or out of the water/silt. Its strength is equal to 12 plus the Artificer’s Intelligence bonus, plus twice their proficiency bonus. The device starts out as Medium, but is one category larger for every 5 points of strength above 15 (rounded down). Regardless of size, the Lifting Claw has an AC of 18 and a number of hit points equal to five times your combined artificer level and intelligence bonus. It is immune to poison and psychic damage. If it is forced to make an ability check or a saving throw, treat all its other ability scores besides strength as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour.
It can be remotely commanded from up to 60 feet away, and has a movement rate of 15.
Sun Lens
You can take one action to build a tiny or small mobile wood and glass device capable of burning objects or creating fires. This device has legs and can move according to the artificer’s command. If the sun is out, it can position itself to focus its lens on a target and light a fire within 15 feet, causing 2d8 fire damage per turn, or half on a successful save against your spell save DC. Flammable objects not being worn or carried will catch fire. The sun lens has the same armour class, hit points, and other attributes of the wooden scorpion listed above.
It can be remotely commanded from up to 60 feet away, and has a movement rate of 15.
5th level – The secret of black powder
At 5th level, you gain the ability to concoct black powder explosives and fireworks. With enough time to prepare, you can create explosives which can be thrown or dropped. These explosives behave like either the fireball spell or the pyrotechnics spell, and the effect must be chosen when they are made. Once activated during your turn, they will explode at the end of that round. Each explosive is single use.
At the end of a long rest, you create a number of these explosives equal to double your proficiency modifier. There is no limit to the number of these a player or others can store or distribute, but these are also known to be volatile—any fire or acid-based attack runs the risk of setting these off, requiring an item saving throw to be rolled for each individual container holding these explosives. If they get wet, they will cease to be usable until they have had a chance to dry for 1 hour.
9th level – Tactical Applications
Upgraded machines
Starting at 9th level, your machines become more powerful:
- The Lifting Claw can inflict 1d8+strength bonus crushing damage each round to its grappled target if the artificer so chooses. It also becomes more able to endure combat, with the Artificer’s Proficiency bonus being added to its AC.
- The Sun Lens’ fire damage increases by 1d8 each round (making it 3d8), and can set fire to items being worn or carried if the owner doesn’t make a dexterity saving throw.
- The Wooden Scorpion’s damage rolls all increase by 1d8 (making it 3d8 force damage).
Bomb Slinger
You have developed a variant version of the scorpion which will throw the explosives you have created up to 150 feet. In this configuration it can only throw these explosives or similarly sized rocks which cause 3d4 crushing damage (due to the throwing speed).
All other features of the bomb slinger are identical to the Wooden Scorpion.
Of course it’s rigged to self-destruct!
When any one of your upgraded machines is reduced to 0 Hit Points, you can take a Reaction to command the machine to detonate if you are within 60 feet of it. Doing so destroys the machine and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d10 Force damage on a failed save or half as much damage on a successful one.
15th level – Master Grenadier
Explosion Master
You gain resistance to fire and force damage.
Variant Explosives
You have become quite adept at controlling your explosives. When you create your explosives you can add any of a number of extra features:
* You can give them time delays ranging from 1 turn up to 1 hour.
* You can also choose the shape of the explosion, whether line, sphere, cube, or cone.
* You can choose for the explosive to use any of the alternative types of damage: force, lightning, thunder, radiant, necrotic, or acid damage. (A “dirty bomb”)
Doubled Firepower
You can now have two of your upgraded machines in operation at the same time. You can create two with the same Magic action (but not with the same spell slot), and you can activate both of them with the same Bonus Action, ordering them to use the same activation option or different ones. They can be two of the same type of machine or different ones. You cannot create a third machine while you have two.
Additional Magic Items
Magic items are presented in alphabetical order.
DESIGN NOTE: MAGIC ITEMS
The magic items presented here appeared as Artificer infusions in Tasha’s Cauldron of Everything. As magic items, they can be created with an Artificer’s Replicate Magic Item feature, and they can also be found as treasure or crafted using the rules in the Dungeon Master’s Guide.
BOOTS OF THE WINDING PATH
Wondrous Item, Uncommon (Requires Attunement)
While wearing these boots, you can take a Bonus Action to teleport up to 15 feet to an unoccupied space you can see. You must have occupied that space at some point during the current turn.
HELM OF AWARENESS
Wondrous Item, Uncommon (Requires Attunement)
While wearing this helmet, you have Advantage on Initiative rolls.
MIND SHARPENER
Ring, Uncommon (Requires Attunement)
The item has 4 charges. When you fail a Constitution saving throw to maintain Concentration, you can take a Reaction and expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
RADIANT WEAPON
Weapon (Any Simple or Martial), Rare (Requires Attunement by a Spellcaster)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish the light as a Bonus Action. The weapon has 4 charges. You can take a Reaction immediately after being hit by an attack roll to expend 1 of the weapon’s charges and force the attacker to make a DC 15 Constitution saving throw. On a failed save, the attacker has the Blinded condition until the end of its next turn. The weapon regains 1d4 expended charges daily at dawn.
REPEATING SHOT
Weapon (Any Simple or Martial with the Ammunition Property), Uncommon (Requires Attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack roll, and it ignores the Loading property if it has it. If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
REPULSION SHIELD
Armor (Shield), Uncommon
You gain a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, you can take a Reaction immediately after being hit by a melee attack roll to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
RETURNING WEAPON
Weapon (Any Simple or Martial with the Thrown Property), Uncommon
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack roll.
SPELL-REFUELING RING
Ring, Uncommon (Requires Attunement by a Spellcaster)
While wearing this ring, you can recover one expended spell slot as a Bonus Action. The recovered slot can be of level 3 or lower. Once used, the ring can’t be used again until the next dawn.