Wordsmith
To some artificers, the greatest feat of human ingenuity is through the ability to write. While many writers find glory in inventing new words or providing new meanings to others, wordsmiths are capable of infusing the very essence of being into their writing, changing their reader to their very core. Their words and penmanship can change how others see the world around them, mixing fantasy and reality like never before.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Calligrapher's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Wordsmith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Wordsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Comprehend Languages, Illusory Script |
| 5th | Phantasmal Force, Silence |
| 9th | Catnap, Hypnotic Pattern |
| 13th | Confusion, Hallucinatory Terrain |
| 17th | Dream, Legend Lore |
Words of Power
At 3rd level, you can etch words in such a way that their very essence empowers whoever reads them. You learn two Power Words, with the choice of words and their effects detailed at the end of the subclass description. Each time you finish a long rest, you may replace one word you know with a different one.
As a bonus action, you can write one of these power words onto an object within 5 feet of you. You can write these words a combined amount of times equal to your Intelligence modifier, though you can't write on the same object. A power word remains on its object until you finish a long rest, even after being read.
You or a friendly creature holding one of these objects can read the word as a bonus action, activating it. Each written word can be read in this way once.
When all written words have been read, you can expend spell slots to regain a use, regaining the use of two written power words within 60 feet of you per spell slot level expended.
You learn additional power words as you progress in this class, learning a third word at 9th level, and a fourth a 15th level.
Well Written
Also at 3rd level, your writing gains a magical touch. While you have your Calligrapher's Supplies in hand, you gain the following benefits:
- You can write on any surface. You can also write on air within a 5 foot space, but such writing disappears after an hour.
- While writing, you can choose if it is legible in any language, one you know, or legible only to you.
- While writing, you can choose for it to be visible only when you are within 5 feet of it.
- You don't require ink to write, as your Calligrapher's Supplies provides any colored ink of your choice.
- You can erase anything you write as a bonus action, so long as you are within 5 feet of it.
- As a bonus action, you can make a monotone voice identical to yours speak the words written on a surface you are touching.
- As a bonus action, you can speak up to three sentences, causing the words to be written down on a surface you are touching.
Complex Penmanship
Upon reaching 5th level, you can read and cast spells from any spell scroll, even if the spell is not from the Artificer spell list.
Furthermore, while you have your calligrapher's supplies in your hand, you can replace Verbal (M) components with Material (M) components, using your calligrapher's supplies as the spellcasting focus. Doing so, as well as using this tool as any spellcasting focus, increases the spell save DC of your spells by 2.
Greater Word of Power
At 9th level, you can harness a greater portion of a word's meaning, empowering your readers to greater heights. When a creature would activate a power word, you can have them gain the benefits of a Greater Power Word as well, the benefits of which are detailed at the end of the subclass description. These benefits last for 1 minute.
Once you grant someone the benefits of a Greater Power Word, you can't do so again until you finish a short or long rest, or expend a spell slot of 1st level or higher to do so.
Final Word
At 15th level, you can unravel a person's very essence through a single word. You can cast the Power Word Pain spell once, regaining the ability to do so after finishing a long rest.
As part of a short rest, you can instead etch the spell onto your skin. Until you finish a long rest, you can now instead cast this spell as a reaction after being hit, targeting your attacker if they are within 60 feet of you and can see you.
Power Words
A power word can be read as a bonus action, providing the reader with the following benefits.
A greater power word's benefits last for 1 minute.
Power Word Avoid
A creature activating this rune can immediately take the the Dodge and Disengage action.
While a creature has this power word on their person, opportunity attacks against them are made with disadvantage.
Greater. The creature takes no damage when succeeding Dexterity saving throws, and takes only half damage on a failed save.
Power Word Grapple
A creature activating this rune can immediately attempt a Grapple check against a creature within range, gaining a bonus to the roll equal to your Intelligence modifier. On a success, they add this bonus to any rolls made to maintain this grapple.
While a creature has this power word on their person, they count as one size larger for the purposes of grappling.
Greater. The creature can perform grapple checks as a bonus action. Moreover, their movement is not reduced due to grappling, and their attacks against grappled creatures deal extra damage equal to your Intelligence modifier.
Power Word Hide
A creature activating this rune becomes invisible until the end of their next turn, or until they attack or cast a spell.
While a creature has this power word on their person, they can use your Intelligence modifier, rather than their Dexterity, for Stealth checks.
Greater. The creature can take the Hide action as a bonus action, and remains invisible for the duration. Each time they cast a spell or deal damage, they must roll a d20. On a 9 or lower, the invisibility ends early.
Power Word Push
A creature activating this rune can immediately attempt a Shove check against a creature within range, gaining a bonus equal to your Intelligence modifier. On a success, the target is pushed 5ft away and knocked prone.
While a creature has this power word on their person, they count as one size larger for the purposes of shoving and being pushed.
Greater. The creature can perform shove checks as a bonus action. Moreover, they can make a shove check against any creature within 30 feet of them, pushing them up to 10 feet away on a success.
Power Word Resist
A creature activating this rune gains resistance against the next source of damage they take for the next minute.
While a creature has this power word on their person, they have advantage on saving throws against exhaustion.
Greater. The creature has advantage on any saving throw they make for the duration of this effect.
Power Word Rejuvenate
A creature activating this rune regains hit points equal to 1d8 + your level in this class.
While a creature has this power word on their person and finishes a short rest, they regain extra hit points equal to half your level in this class.
Greater. At the start of each of their turns, the creature regains hit points equal to your Intelligence modifier.
Power Word Run
A creature activating this rune can immediately take the Dash action, gaining extra movement equal to double their speed rather than just their speed.
While a creature has this power word on their person, taking the Dash action allows them to ignore difficult terrain on that turn.
Greater. The creature can take the Dash action as a bonus action, gaining the extra movement each turn they do so as if using the power word. Moreover, each time they take the Dash action, they gain a flying speed equal to their walking speed until the end of their next turn.
Power Word Survive
A creature activating this rune gains temporary hit points equal to 1d8 + double your level in this class until the end of their next turn.
While a creature has this power word on their person, they become stable after a second successful death save.
Greater. The reader reduces the damage they take from attacks by an amount equal to half your Intelligence modifier (rounded up).

