Artifice
Artifice shapes a character's supernatural focus, training, and power set.
Power index
Artifice Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
You maintain a specialized arcane toolkit. You may use Investigation instead of Arcana for checks to inspect, repair, disable, or reverse-engineer magical devices, traps, constructs, and enchanted objects.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Toolkit
- Type
- Artifice / Tools

Assemble or adjust a simple device from your kit. Choose light, spark, latch, wedge, pulley, alarm clicker, seal, harmless smoke puff, or a small moving part. It lasts until used, broken, or dismissed.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Instant
- Effect
- Utility
- Type
- Device
Tier 1
4
Deploy a tiny helper construct. It can carry 10 lb., deliver an object, use the Help action on a tool check, trigger a simple mechanism, or make a distracting clatter.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Hour
- Effect
- Helper
- Type
- Construct

Infuse a tiny object with minor magic. It can shed light, hum, record a short sound, point north, warm or chill a drink, display a symbol, or perform another harmless minor function.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 8 hours
- Type
- Infusion / Utility

Fire a charged coil at one creature or object. Make a ranged power attack. On a hit, the target takes lightning damage, and a construct or device has disadvantage on its next check before your next turn.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 2d6
- Type
- Lightning
- Roll
- Attack

Reinforce one weapon, tool, shield, or suit of armor. The item gains durability, resists mundane breakage, and grants a 1d4 bonus to one relevant check or damage roll before the duration ends.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 1d4
- Type
- Infusion / Gear
- Roll
- Attack
Tier 2
4
When a creature within range is targeted by an attack, deploy a folding barrier. The target gains half cover against the triggering attack, or three-quarters cover if it is adjacent to a wall or large object.
- Action
- Reaction
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Round
- Effect
- Cover
- Type
- Defense / Device

Repair one damaged object, construct, vehicle, weapon, armor piece, or magic device you touch. If used on a construct ally, it regains hit points equal to 2d8 plus your INT modifier.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Instant
- Effect
- 2d8 + INT
- Type
- Repair / Healing

You can wear and ready more devices than normal. You may draw or stow a tool, gadget, potion, scroll, or one-handed device once per turn without using your object interaction.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Utility
- Type
- Gear

Release a blast from a thunder rod. Creatures in the cone make a CON save, taking thunder damage and being pushed 10 ft. on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- Self (15-ft. cone)
- Duration
- Instant
- Effect
- 3d6
- Type
- Thunder
- Save
- CON
Tier 3
4
Deploy a Small arcane turret in an unoccupied space. Choose flame, force, lightning, or shield mode. As a bonus action, command it to fire, push, zap, or grant temporary hit points.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 3d8
- Type
- Varies
- Roll
- Attack
- Save
- DEX

Choose one construct, trap, lock, vehicle, device, magic item, or worn object within range. It must make or resist with an appropriate check against your power DC or become jammed, suppressed, or unstable until your next turn.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- Suppress
- Type
- Device / Control
- Save
- INT

You may maintain two active Artifice infusions at once. When you finish a long rest, you may change which objects are infused.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 2 infusions
- Type
- Infusion

Store one Artifice or Wizardry spell of 1st level or lower that you know in a device. A creature holding the device may activate it using your spell attack modifier and save DC.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 1st level
- Type
- Device / Spell
- Roll
- Varies
- Save
- Varies
Tier 4
4
Use a precise enchanted tool on a lock, seal, trap, or ward. Make an Investigation check using INT. On success, open, disable, bypass, or identify it without triggering mundane components.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Touch
- Effect
- Check
- Type
- Tools / Utility

Infuse one suit of armor or shield. The wearer gains a 1d4 bonus to one saving throw or defense roll before the duration ends and resists mundane equipment damage.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 1d4
- Type
- Infusion / Armor

Infuse one weapon. It counts as magical, gains a 1d4 bonus to attack and damage rolls, and can deal force, lightning, fire, thunder, or acid damage instead of its normal type.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 1d4
- Type
- Infusion / Weapon
- Roll
- Attack

Build a small mechanical familiar. It uses familiar-style utility, can deliver touch devices, and has advantage on checks to scout constructs, locks, gears, and mechanical hazards.
- Action
- 1 Hour
- Use
- At-Will
- Range
- Touch
- Duration
- Until Dismissed
- Effect
- Familiar
- Type
- Construct
Tier 5
4
Build or awaken a Medium construct companion. It obeys your commands, acts after you, and is designed as a guardian, scout, laborer, or striker.
- Action
- 1 Hour
- Use
- At-Will
- Range
- Touch
- Duration
- Until Dismissed
- Effect
- Companion
- Type
- Construct
- Roll
- Attack

Activate a compact elemental engine. It creates a 20-ft. radius field of fire, frost, lightning, acid, or thunder. Creatures of your choice in the area make a save or take damage when it starts and when they enter.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 5d8
- Type
- Varies
- Save
- DEX / CON

You can use magic items and spell scrolls with unusual efficiency. When you activate a magic item, identify its properties, or use a spell scroll, add your INT modifier to the check if one is required.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- INT
- Type
- Magic Item / Scroll

Assemble a mundane object, tool, ladder, bridge, brace, cage, block, simple weapon, or mechanical part from available materials within range. The object lasts until broken or dismantled.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Effect
- Object
- Type
- Crafting / Utility
Tier 6
4
When a construct, device, vehicle, or infused item within range would break, be destroyed, or fail, stabilize it. It remains functional until the end of your next turn and regains hit points if applicable.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 5d8 + INT
- Type
- Repair

You may maintain three active Artifice infusions at once. One may be a weapon infusion and one may be an armor or shield infusion.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 3 infusions
- Type
- Infusion

Unfold a compact workshop in a 10-ft. square. While using it, you and allies gain advantage on tool checks to craft, repair, identify, dismantle, or modify objects and devices.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- Workshop
- Type
- Crafting / Support

Fire a repulsion blast from a gauntlet. Creatures in the line make a STR save, taking force damage and being pushed 30 ft. on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- Self (30-ft. line)
- Duration
- Instant
- Effect
- 7d8
- Type
- Force
- Save
- STR
Tier 7
4
When a creature within range takes damage, alter an infused item it carries. The creature gains resistance to the triggering damage type until the start of your next turn.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- Resistance
- Type
- Infusion / Defense

Set up a magical assembly line. It can produce mundane ammunition, tools, simple devices, spare parts, medicine packets, climbing gear, or field supplies for a small group.
- Action
- 1 Hour
- Use
- At-Will
- Range
- Touch
- Duration
- 24 Hours
- Effect
- Supplies
- Type
- Crafting / Logistics

Deploy a powered exosuit. For the duration, gain temporary hit points, carrying capacity increases, you ignore heavy-load penalties, and your unarmed or weapon hits deal extra force damage once per turn.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Effect
- 4d8 temp / 2d8
- Type
- Force / Armor
- Roll
- Attack

Deploy a heavy device in an unoccupied space. Each turn, command it to fire a bolt, ram, blast, net, or explosive charge at a target or structure within range.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 8d10
- Type
- Varies
- Roll
- Attack
- Save
- DEX
Tier 8
4
Activate up to three prepared devices, infusions, or deployed constructs within range. Each must perform a different function: attack, defend, move, repair, disable, or create terrain.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 3 devices
- Type
- Artifice / Command
- Roll
- Varies
- Save
- Varies

Build, awaken, or assemble a Large greater construct. It obeys your commands, protects allies, and can carry, smash, guard, or perform specialized labor.
- Action
- 1 Hour
- Use
- 1/Long Rest
- Range
- Touch
- Duration
- Until Dismissed
- Effect
- Greater construct
- Type
- Construct
- Roll
- Attack

Infuse a weapon, armor, shield, tool, focus, or vehicle as a masterwork item. It gains a 1d6 bonus to its primary rolls and one chosen utility property appropriate to its form.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 1d6
- Type
- Infusion / Masterwork
- Roll
- Attack

Attach or project a nullifier onto one magic item, construct, vehicle, or spell device. It must make or resist with an appropriate check against your power DC or have its magical function suppressed.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Concentration, 1 Minute
- Effect
- Suppress
- Type
- Antimagic / Device
- Save
- INT
Tier 9
4
Analyze a legendary magic item, artifact, relic, construct core, or forbidden device. Learn its broad function, danger, activation method, and one safe way to handle or disable part of it.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- Instant
- Effect
- Lore
- Type
- Artifact / Investigation

Build or activate a grand engine: power grid, protective dome, bridge machine, weather stabilizer, lift, communication tower, purifier, or city-scale repair system.
- Action
- 1 Hour
- Use
- 1/Long Rest
- Range
- Touch
- Duration
- 24 Hours
- Effect
- Regional
- Type
- Engine / Infrastructure

You may maintain four active Artifice infusions at once. Your infused items count as magical, masterwork, and artifact-compatible for purposes of resisting mundane destruction.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 4 infusions
- Type
- Infusion

Transform a construct, vehicle, armor frame, room, or siege platform into a walking fortress. It can move, shelter allies, provide cover, and make heavy attacks under your command.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Touch
- Duration
- Concentration, 1 Hour
- Effect
- Fortress
- Type
- Construct / Vehicle
- Roll
- Attack
Tier 10
4
Create, restore, or permanently alter a significant magic item, construct core, vehicle, or enchanted device. The GM sets rare components, limits, and consequences.
- Action
- 8 Hours
- Use
- 1/Long Rest
- Range
- Touch
- Duration
- Permanent
- Effect
- Magic item
- Type
- Crafting / Wonder

Build an impossible machine for one defined task: move a building, pierce a planar wall, stabilize a disaster, shield a settlement, translate a dead language, or power an army’s retreat.
- Action
- 1 Hour
- Use
- 1/Long Rest
- Range
- Touch
- Duration
- 24 Hours
- Effect
- Story scale
- Type
- Machine / Story
- Roll
- Varies
- Save
- Varies

Awaken a construct, vehicle, device, suit of armor, weapon array, or workshop as a living invention. It obeys you, improvises, communicates simple thoughts, and performs complex tasks.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Hour
- Effect
- Awakened device
- Type
- Construct / Invention

Declare a mythic act of artifice tied to a city, fortress, airship, god-machine, artifact, academy, war engine, or impossible invention. It can be opposed only by Tier 10 artifice, divine intervention, artifact protection, or a story condition.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 Mile
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Artifice / Story
- Roll
- Varies
- Save
- Varies
