Artificer
Class Features
As an Artificer, you gain the following class features.
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 Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Equipment
You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for artificers:
- Any two simple weapons
- A light crossbow and 20 bolts
- Studded leather armor or scale mail
- Thieves’ tools and a dungeoneer’s pack
Level | Features | Discoveries Known | Schematics Known | Upgraded Items | Cantrips Known | Mana Pool | Max Spell Level |
---|---|---|---|---|---|---|---|
1st | Magical Tinkering, Spellcasting | — | — | — | 2 | 2 | 1st |
2nd | Field Discoveries, Schematics | 1 | 4 | 2 | 2 | 3 | 1st |
3rd | Artificer Specialist, The Right Tool for the Job | 1 | 4 | 2 | 2 | 4 | 1st |
4th | Ability Score Improvement, Favored Items | 2 | 4 | 2 | 2 | 6 | 1st |
5th | Artificer Specialist feature | 2 | 6 | 3 | 2 | 8 | 2nd |
6th | Tool Expertise | 2 | 6 | 3 | 2 | 10 | 2nd |
7th | Intellectual Calibre | 3 | 6 | 3 | 2 | 12 | 2nd |
8th | Ability Score Improvement | 3 | 6 | 3 | 2 | 13 | 2nd |
9th | Artificer Specialist feature, Recycle | 3 | 8 | 4 | 2 | 15 | 3rd |
10th | Magic Item Adept | 4 | 8 | 4 | 3 | 17 | 3rd |
11th | Spell-Storing Item | 4 | 8 | 4 | 3 | 19 | 3rd |
12th | Ability Score Improvement | 4 | 8 | 4 | 3 | 21 | 3rd |
13th | Marvel of Innovation | 5 | 10 | 5 | 3 | 23 | 4th |
14th | Magic Item Savant | 5 | 10 | 5 | 4 | 26 | 4th |
15th | Artificer Specialist feature | 5 | 10 | 5 | 4 | 29 | 4th |
16th | Ability Score Improvement | 6 | 10 | 5 | 4 | 32 | 4th |
17th | Item Recharge | 6 | 12 | 6 | 4 | 35 | 5th |
18th | Magic Item Master | 6 | 12 | 6 | 4 | 38 | 5th |
19th | Ability Score Improvement | 7 | 12 | 6 | 4 | 41 | 5th |
20th | Soul of Artifice | 7 | 12 | 6 | 4 | 44 | 5th |
Level | Features | Discoveries Known | Schematics Known | Upgraded Items | Cantrips Known | Mana Pool | Max Spell Level |
---|---|---|---|---|---|---|---|
21st | Epic Ability Score Improvement, Magic Item Expert | 7 | 14 | 7 | 5 | 47 | 6th |
22nd | Artifice Trinket | 8 | 14 | 7 | 5 | 48 | 6th |
23rd | Spell-Storing Item (3rd Level) | 8 | 14 | 7 | 5 | 50 | 6th |
24th | Artificer Specialist feature | 8 | 14 | 7 | 5 | 52 | 6th |
25th | Epic Ability Score Improvement, Magic Item Indemnity | 9 | 16 | 8 | 5 | 54 | 7th |
26th | Spell-Storing Item (4th Level) | 9 | 16 | 8 | 5 | 56 | 7th |
27th | Artificer Specialist feature | 9 | 16 | 8 | 5 | 58 | 7th |
28th | Tool Mastery | 10 | 16 | 8 | 6 | 60 | 7th |
29th | Epic Ability Score Improvement, Spell-Storing Item (5th Level) | 10 | 18 | 9 | 6 | 62 | 8th |
30th | Grand Artificer | 10 | 18 | 9 | 6 | 64 | 8th |
Magical Tinkering
1st-level Artificer feature
You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Spellcasting
1st-level Artificer feature
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips
At 1st level, you know two cantrips of your choice from the Artificer Spell List. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Spells Known of 1st Level and Higher
You prepare the list of Artificer spells that are available for you to cast, choosing from the Artificer spell list. When you do so, choose a number of Artificer spells equal to your Intelligence modifier + half your Artificer level (minimum of one spell). The spells must be of a level for which you can cast.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these 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
Ritual Casting
You can cast an Artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Field Discoveries
2nd-level Artificer feature
Experimentation is the key to scientific progress, and through your experiences and findings in the field, you’ve discovered new skills and data. You gain one Field Discover of your choice. Field Discoveries are detailed on the Field Discoveries page. The Discoveries Known column of the Artificer table shows when you learn more elective studies. Unless otherwise noted, you can gain each Discovery only once.
Additionally, when you gain a level in this class, you can choose one of the Field Discoveries you know and replace it with another Field Discovery that you could learn at that level.
Schematics
2nd-level Artificer feature
You've gained the ability to imbue mundane items with certain magical upgrades, turning those objects into magic items.
Schematics Known
When you gain this feature, pick four artificer schematics to learn, choosing from the Artificer Schematics session at the end of the class's description. You learn additional schematics of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer schematics you learned with a new one.
Upgrading an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer schematics, turning it into a magic item. A schematic works on only certain kinds of objects, as specified in the schematic’s description. If the item requires attunement, you can attune yourself to it the instant you upgrade the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Your schematic upgrade remains in an item indefinitely, but when you die, the upgrade vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The upgrade also vanishes if you replace your knowledge of the schematic.
You can upgrade more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Upgraded Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your upgrades at a time. If you try to exceed your maximum number of upgrades, the oldest upgrade ends, and then the new upgrade applies.
If an upgrade ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Artificer Specialist
3rd-level Artificer feature
You choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th, 15th, 24th, and 27th level.
Alchemist | Tasha's Cauldron of Everything. Altered. |
Archivist | Unearthed Arcana. Altered |
Armorer | Tasha's Cauldron of Everything. Altered. |
Artillerist | Tasha's Cauldron of Everything. Altered. |
Battle Smith | Tasha's Cauldron of Everything. Altered. |
Forge Adept | Exploring Eberron. Altered. |
Mastermaker | Dread Metrol: Into the Mists. Altered. |
Maverick | Exploring Eberron. Altered. |
Voyager | ROYal Brews. Altered. |
The Right Tool for the Job
3rd-level Artificer feature
You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Ability Score Improvement
4th-level Artificer feature
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. In addition, you may select a single Feat you meet the prerequisites for.
You may also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level. The proficiency you replace needn't be from this class.
Lastly, you can do one of the following, representing the magic within you flowing in new ways:
- Replace the option you chose for your Favored Items feature with one of that feature’s other options.
- Replace the option you chose for your Intellectual Calibre feature with one of that feature’s other options.
- Replace the option you chose for your Recycle feature with one of that feature’s other options.
Favored Items
4th-level Artificer feature
You choose a type of item you specialize in. Choose one of the following:
Tool Expertise
6th-level Artificer feature
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Intellectual Calibre
7th-level Artificer feature
Your attitudes and academic manners have cemented how you and your intellect are perceived by your peers. Choose one of the following:
Recycle
9th-level Artificer feature
You have learned how to manage your magic and inventions more efficiently. Choose one of the following.
Magic Item Adept
10th-level Artificer feature
You achieve a profound understanding of how to use and make magic items:
- You gain 2 additional attunement slots.
- Choose an artisan tool. If you craft a magic item with the chosen artisan tool, or any magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Spell-Storing Item
11th-level Artificer feature
You can now 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 you store a spell in it, choosing a 1st or 2nd-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.
At 23rd level, you can choose 3rd-level spells with your Spell-Storing Item feature. Upon reaching 26th-level, you can choose 4th level spells, and at 29th level, you can choose 5th-level spells.
Marvel of Innovation
13th-level Artificer feature
You’ve managed to truly improve on an existing product or create something new altogether, taking a solid step forward in the technological development of the world. When you first gain this feature, choose a type of artisan’s tools you are proficient with and a newly invented foodstuff, object, or trade good that could conceivably be crafted using those tools. For example, using brewer’s supplies you could invent carbonated sodas, using glassblower’s tools you could invent glowing iridium glassware, or using jeweler’s tools you could invent a fine mechanism for better-performing pocket watches.
Through patents, deals, and contracts, you earn a steady income from the sale of your invention in major cities and trade routes. You gain 150 gp, and another 150 gp at the beginning of each month. At the DM’s discretion, this number may increase or decrease over the course of your adventure. This total is independent from income made by selling the product individually.
In addition, your notoriety as a great inventor spreads along with your invention. While you are in a region that sells your invention, you have advantage on social checks made to interact with people who use, make, or sell your product.
Magic Item Savant
14th-level Artificer feature
Your skill with magic items deepens more:
- You gain 2 additional attunement slots.
- You ignore all class, race, spell and level requirements on attuning to or using a magic item.
Item Recharge
17th-level Artificer feature
You’ve learned what makes magic items tick and how to charge them up on your own. While you are attuned to a magic item that uses charges, you can use a bonus action to end one of your artificer upgrades to restore 1d6 + 1 expended charges. The DM may rule that certain legendary magic items, like the Luck Blade, cannot benefit from this ability.
Magic Item Master
18th-level Artificer feature
Starting at 18th level, you gain 2 additional attunement slots.
Soul of Artifice
20th-level Artificer feature
You develop a mystical connection to your magic items, which you can draw on for protection:
- You gain a +1 bonus to all saving throws for every 2 attunement slots you have filled.
- If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer upgrades, causing you to drop to 1 hit point instead of 0.
Epic Level Artificer: Epic Ability Score Improvement
21st-level Artificer feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.
Epic Level Artificer: Magic Item Expert
21st-level Artificer feature
Your skill with magic items reaches new heights:
- You gain 2 additional attunement slots.
- When you use the Replicate Magic Item upgrade to replicate a magic item, you may make two magic items with a single upgrade.
Epic Level Artificer: Artifice Trinket
22nd-level Artificer feature
You learn to craft a special trinket. The trinket can be a ring, a necklace, an earring, a bracelet, a belt buckle, a brooch, or another Tiny object in whatever shape you choose. Crafting a trinket requires you to have a regular version of the object you wish the trinket to resemble, thieves’ tools, and copper wiring worth at least 5 gp which is consumed in the crafting. Crafting the trinket takes an hour and can be done during a short or long rest. You can craft up to three trinkets. If you exceed the maximum by crafting a fourth trinket, the oldest trinket loses its magic. An artifice trinket is magical only for you. When you craft a trinket, choose one' of the following types:
Epic Level Artificer: Magic Item Indemnity
25th-level Artificer feature
Your skill with magic items reaches new heights:
- You gain 2 additional attunement slots.
- If a magic item on your person would be destroyed or lose its magic and become a mundane item due to a condition being met as detailed in the item’s description, you can use your reaction to temporarily create a magical field around the item to prevent the item’s magic from leaving it. This does not protect against external effects, such as an antimagic field spell, from turning your magic items into mundane items.
Epic Level Artificer: Tool Mastery
28th-level Artificer feature
You gain proficiency with all tools, and your proficiency bonus is applied three times for any ability check you make that uses your proficiency with a tool.
Epic Level Artificer: Grand Artificer
30th-level Artificer feature
Your impeccable skill and methodology is the stuff of legend. Each of your items can be benefit from up to two different upgrades. Additionally, you can upgrade magic items, but a magic item can only be affected by one of your upgrades.
Artificer Schematics
Prerequisites: 14th level, A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
- The wearer's walking speed increases by 5 feet.
- The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
- The armor can't be removed against the wearer's will.
- If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Prerequisite: A suit of armor (requires attunement)
This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
- When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
- If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
Prerequisites: 6th level, A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Prerequisite: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Prerequisite: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Prerequisite: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Prerequisites: 10th level, A helmet (requires attunement)
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.
Prerequisite: A gem or crystal worth at least 100 gp
You learn intricate methods for magically creating a special homunculus that serves you. You can cast the create homunculus spell, except the material component is only 100 gp. In addition, by using your Bonus Action, you can command it to attack or take another action. Otherwise, the homunculus uses the Dodge action. If you are Incapacitated, the homunculus can take any action of its choice.
Prerequisite: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Prerequisites: 6th level, A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder 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. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Prerequisite: A simple or martial weapon with the ammunition property (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, 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.
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
Replicable Items (2nd-Level Artificer)
Magic Item | Attunement |
---|---|
Alchemy jug | No |
Bag of holding | No |
Cap of water breathing | No |
Goggles of night | No |
Rope of climbing | No |
Sending stones | No |
Wand of magic detection | No |
Wand of secrets | No |
Magic Item | 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 |
Ring of water walking | No |
Magic Item | Attunement |
---|---|
Boots of striding and springing | Yes |
Boots of the winterlands | Yes |
Bracers of archery | Yes |
Brooch of shielding | Yes |
Cloak of protection | Yes |
Eyes of the eagle | Yes |
Gauntlets of ogre power | Yes |
Gloves of missile snaring | Yes |
Gloves of swimming and climbing | Yes |
Hat of disguise | Yes |
Headband of intellect | Yes |
Helm of telepathy | Yes |
Medallion of thoughts | Yes |
Necklace of adaptation | Yes |
Periapt of wound closure | Yes |
Pipes of the sewers | Yes |
Quiver of Ehlonna | No |
Ring of jumping | Yes |
Ring of mind shielding | Yes |
Slippers of spider climbing | Yes |
Ventilating lungs | Yes |
Winged boots | Yes |
Magic Item | Attunement |
---|---|
Amulet of health | Yes |
Arcane propulsion arm | Yes |
Belt of hill giant strength | Yes |
Boots of levitation | Yes |
Boots of speed | Yes |
Bracers of defense | Yes |
Cloak of the bat | Yes |
Dimensional shackles | No |
Gem of seeing | Yes |
Horn of blasting | No |
Ring of free action | Yes |
Ring of protection | Yes |
Ring of the ram | Yes |
Prerequisites: 6th level, A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack 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.
Prerequisites: 6th level, A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Prerequisite: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
Prerequisites: 6th level, A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
Epic Level Artificer Schematics
Prerequisite: 21st-level Artificer, a suit of plate armor
You upgrade a suit of plate armor with an arm-mounted force projector. The suit’s wearer can take the Attack action to make a ranged weapon attack using your spell attack bonus out to a range of 120 feet. On a hit, the projector deals 2d6 force damage.
Prerequisite: See Below
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.
In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.
Replicable Items (22nd-Level Artificer)
Magic Item | Attunement |
---|---|
Amulet of proof against detection | Yes |
Cape of the mountebank | No |
Chime of opening (1 use) | No |
Cloak of displacement | Yes |
Decanter of endless water | No |
Eversmoking bottle | No |
Folding boat | No |
Ioun stone (rare) | Yes |
Magic Item | Attunement |
---|---|
Amulet of the planes | Yes |
Animated shield | Yes |
Cloak of arachnida | Yes |
Crystal ball (very rare) | Yes |
Immovable rod | No |
Ioun stone (very rare) | Yes |
Magic Item | Attunement |
---|---|
Ioun stone (legendary) | Yes |
Necklace of adaptation | Yes |
Rod of absorption | Yes |
Prerequisite: 28th-level Artificer, a trinket created with the Artifice Trinket feature
The trinket is upgraded depending on its type.
- Trinket of Flawless Tracking. The trinket automatically regenerates used trackers when you finish a short or long rest and you can use it to track a tracker up to 10,000 feet from you.
- Trinket of Limited Storage. The trinket can now hold creatures but a creature must be willing to be miniaturized and stored in the trinket. A creature stored in the trinket can exit at any time by using an action to do so, reappearing in the nearest unoccupied space in its regular size. In addition, the trinket can now hold any number of creatures or objects so long as the combined weight doesn’t exceed 100 lbs.
- Trinket of Near-Lifelike Projection. You can now use your trinket to cast the major illusion spell at 6th level without expending a spell slot or material components. When cast in this way, the spell ends early if you and the illusion are further than 120 feet apart or if you can no longer see the illusion.