Artificer Talents: Field Discoveries

Alchemical Prodigy

Prerequisites: Expertise in alchemy tools
As a part of a long rest, you may create a tincture to aid you. This tincture is a common or uncommon potion. It costs nothing to make, and only you may use your bonus action to drink the tincture or an action to administer the ticture to another creature; if another creature tries, the tincture has no effect. The tincture lasts until you use this ability to make another one. In addition, you have advantage on ability checks made to craft or identify potions.

Attunement Expert

You may spend 10 minutes to attune or unattune to an item, or helping a friendly creature do the same. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Block and Tackle Any Problem

By spending 10 minutes working with at least 300 feet of rope, you can create rope and pulley systems to accomplish the following feats:

  • Provides safe travel over a gap of 50 feet or less. You must be able to access both sides of this gap to create a rope system in this way.
  • A rope system that allows a creature to lift an object of a weight up to 5 × its carrying capacity directly up to as far as 50 feet.
  • A rope system that allows a creature to drag an object of a weight up to 5 × its carrying capacity as far as 50 feet.
  • A manual rope elevator that allows a single Medium-sized or smaller creature to travel up to 50 feet straight up and down as if it were difficult terrain (a tree, cliff wall, ceiling, or similar structure is required at the top of this elevator for the ropes to attach).

You can also deconstruct and recover the rope used in any of these rope creations by spending 10 minutes tearing it down.

Hands Dirty

Prerequisites: Expertise in glassblowing tools, masonry tools, or pottery tools
You may spend 10 minutes observing an object made of stone or earth. After you do, you learn what kind of stone or earth the object is made of, special qualities of the stone or earth, and how heavy, valuable, and pure it is.
In addition, you have advantage on ability checks made to craft or identify stone or earthen objects.

Metallurgy

Prerequisites: Expertise in smithing tools or jewelcrafting tools
You may spend 10 minutes observing an object made of metal. After you do, you learn what kind of metal the object is made of, special qualities of the metal, and how heavy, valuable, and pure it is. In addition, you have advantage on ability checks made to craft or identify metal objects.

Orienteering

Prerequisites: Expertise in cartography tools or navigation tools
As long as you have a set of artisan tools, you are considered to have a compass. As long as you have a compass and accurate map, you have advantage on ability checks made to plot a course in the area.

Pharmacist

Prerequisites: Expertise in alchemy tools or herbalism kits
As a part of a long rest, you may improve a number of healing potions equal to your intelligence modifier. A creature who drinks an improved healing potion regains the maximum number of hit points possible. Potions remain improved for 24 hours or until you use this ability again.

Strategic Dismantling

Prerequisites: Expertise in thieves’ tools
You have advantage on ability checks and saving throws made to disarm or avoid mechanical traps.

Tinker

Prerequisites: Proficiency in tinkering tools
Using tinkering tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after operating for 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

At your DM's discretion, you may make other objects with effects similar in power to these. The prestidigitation cantrip is a good baseline for such effects.

Urban Outfitter

Prerequisites: Expertise in cobbling tools, leatherworking tools, or weaving tools
You may spend 10 minutes observing an object made of cloth or leather. After you do, you learn what kind of material the object is made of, special qualities of the material, what creature it comes from (if any) and how valuable it is. In addition, you have advantage on ability checks made to craft or identify cloth or leather objects.

Woodcrafting

Prerequisites: Expertise in carpentry tools or woodcarving tools
You may spend 10 minutes observing an object made of wood. After you do, you learn what kind of wood the object is made of, special qualities of the wood, and how heavy and valuable it is. In addition, you have advantage on ability checks made to craft or identify wooden objects.

Requires 4th Level

Can't Choose a Favorite

Prerequisites: 4th level, Favored Items feature
Choose a second option from the Favored Items class feature. You gain the benefits from it.

Requires 5th Level

Golden Ratio

Prerequisites: 5th level, proficiency in herbalism kits, painting supplies, or the Nature skill
When you select this field discovery you may select three 1st-level spells and three 2nd-level spells from the bard or druid spell list. These are considered artificer spells for you, and you may add them to the list of spells you can prepare.
Additionally, you learn 1 cantrip from the bard or druid class.

Requires 7th Level

Higher Calibre

Prerequisites: 7th level, Intellectual Calibre feature
Choose a second option from the Intellectual Presence class feature. You gain the benefits from it.

Requires 9th Level

Prefabricated Shelter

Prerequisites: 9th level, Spellcasting or pact magic feature
Over the course of 1 minute, you may spend 3 mana to erect a prefabricated shelter. This shelter works like the tiny hut spell, but it cannot be dispelled. This shelter is an object that can be attacked, has immunity to psychic and poison damage, and has hit points equal to 10 x your level.

Reduce, Reuse

Prerequisites: 9th level, Recycle feature
Choose a second option from the Recycle class feature. You gain the benefits from it. After you have regained mana equal to twice your proficiency bonus from either ability, you cannot do so again until you finish a long rest. For the purposes of this feature, 1 item charge counts as 2 mana.