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The Artificer's Handbook

The Artificer's Handbook provides guidelines for crafting magic items and potions within the Artificer class, detailing costs, time requirements, and optional rules for enhancing the crafting experience. It includes a table of magic item ingredients and their associated challenge ratings, as well as specific crafting guides for the Alchemist and Artillerist specialist options. Additionally, the document outlines restrictions based on character levels and offers expanded options for crafting wands and potions, referencing rules from Xanathar's Guide to Everything and the Dungeon Master's Guide.

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0% found this document useful (0 votes)
123 views5 pages

The Artificer's Handbook

The Artificer's Handbook provides guidelines for crafting magic items and potions within the Artificer class, detailing costs, time requirements, and optional rules for enhancing the crafting experience. It includes a table of magic item ingredients and their associated challenge ratings, as well as specific crafting guides for the Alchemist and Artillerist specialist options. Additionally, the document outlines restrictions based on character levels and offers expanded options for crafting wands and potions, referencing rules from Xanathar's Guide to Everything and the Dungeon Master's Guide.

Uploaded by

Uranuz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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The Artificer’s Handbook

The latest iteration of the Artificer class includes hill giant’s toenail used to make a potion of hill
features that reduce cost of crafting certain objects giant strength, or the creature may merely
based on the specialist option you choose at 3rd safeguard an object, such as a beholder guarding a
level. crystal you need to turn into a wand.
To optimize crafting, this reference guide has The Magic Item Ingredients table suggests the
organized all magic items relevant to each challenge rating of a creature that the artificer
specialist option in the Dungeon Master’s Guide and would face to acquire the materials to craft a magic
Xanathar’s Guide to Everything, along with the costs item.
required to make these items with the efficiency of
Magic Item Ingredients
the artificer. Also included are several optional
Item Rarity CR Range
rules to modify your crafting experience, including Common 1-3
rules from the DMG and XGtE. Uncommon 4-8
Rare 9-12
Optional Rules: Restrictions Very rare 13-18
Below are two optional rules that place restrictions Legendary 19+
on what sorts of items you can craft. Work with This rule comes from page 128 of Xanathar’s
your DM to determine if either of these would Guide to Everything as part of the “Crafting a Magic
enhance the campaign. Item” downtime activity. Though it restricts the
magic items you can make, it also encourages
Level Limitations adventuring to seek the ingredients you require,
Using this rule, your artificer level determines how which can lead to fun side quests, or being
rare of a potion you can create. You can create any resourceful and thinking about what you can make
potion for which you meet the level requirement, based on what you have recently fought.
as shown on the Level Limitations table below.
Level Limitations Specialist Guides
Item Rarity Minimum Artificer Level Below you will find the relevant guides for both
Common 3rd artificer specialist options and their trades.
Uncommon 3rd
Rare 6th Xanathar’s Guide to Crafting
Very rare 11th The costs for crafting magic items used in this
Legendary 17th supplement can be found on page 129 of Xanathar’s
This rule and the table above come from the Guide to Everything. Other rules for the costs of
“Crafting a Magic Item” downtime activity, found in creating magic items can be found on page 129 of the
the DMG (p. 128). It creates a firm barrier between Dungeon Master’s Guide. Should you prefer those
each rarity to reflect your growth in the techniques rules, you may make your own quick reference guide
of crafting magic items. following the guidelines of those found in this
To make this rule less restrictive, you can choose supplement.
to make the minimum level be based on player
level, instead of artificer level.
Alchemist
The alchemist excels at crafting potions, salves, and
The Search for Ingredients toxins. Their Tools of the Trade feature halves the
This rule involves a more story-based limitation. amount of gold required to craft magic potions, and
Using this rule, you must first acquire a special reduces the time needed to craft them down to a
component essential to the magic item you wish to quarter of the original time.
create, typically by facing a creature. The
ingredient may be a part of the creature, such as a
Alchemist Crafting Guide Very Rare
The table below includes details relevant to Oil of sharpness (p. 184)
crafting potions. It is worth noting that while Tools Potion of cloud giant strength (p. 187)
of the Trade reduces the cost and time to make Potion of flying (p. 187)
these items, the rules for crafting magic items in Potion of invisibility (p. 188)
Xanathar’s Guide to Everything already halve these Potion of longevity (p. 188)
values for consumable items. This halving happens Potion of speed (p. 188)
before Tools of the Trade is applied. Potion of vitality (p. 188)

Alchemy Costs Legendary


Item Rarity Time GP Potion of storm giant strength (p. 187)
Common 0.125 workweeks (1 day) 12.5
Uncommon 0.25 workweeks (2 days) 50 Brewing Potions of Healing
Rare 1.25 workweeks (12 days) 500 According to Xanathar’s Guide to Everything,
Very Rare 3.125 workweeks (31 days) 5,000 potions of healing are different from other potions
Legendary 6.25 workweeks (62 days) 25,000
regarding their creation. Creating these potions
Potions by Rarity requires an herbalism kit. The times and costs for
The following is a list of all potions, as well as the making these potions have been calculated below.
page of the Dungeon Master’s Guide where you will The entry for a potion of healing can be found on
find them. page 187 of the DMG.

Common Potion of Healing Creation


Potion of climbing (p. 187) Type Time Cost
Healing 1 short rest 12 gp, 5 sp
Uncommon Greater Healing 0.25 weeks (2 days) 50 gp
Oil of slipperiness (p. 184) Superior Healing 0.75 weeks (7 days) 500 gp
Supreme Healing 1 week (10 days) 5,000 gp
Philter of love (p. 184)
Potion of animal friendship (p. 187) Nonmagical Alchemy Guide
Potion of fire breath (p. 187) Xanathar’s Guide to Everything includes expanded
Potion of growth (p. 187) rules for using tools, including options for items
Potion of hill giant strength (p. 187) that can be crafted with alchemist’s supplies (XGtE,
Potion of poison (p. 188) p. 78). The Nonmagical Alchemy table applies the
Potion of resistance (p. 188) benefits of Tools of the Trade to these items, though
Potion of water breathing (p. 188) they are not technically magic items. At your DM’s
Rare discretion, you may use the following table. Each
item requires one short rest to create, and the cost
Elixir of health (p. 168)
is deducted from the raw materials you are
Oil of etherealness (p. 183)
carrying (see XGtE).
Potion of clairvoyance (p. 187)
All items on this table can be found on Chapter 5
Potion of diminution (p. 187)
of the Player’s Handbook.
Potion of fire giant strength (p. 187)
Potion of frost giant strength (p. 187) Nonmagical Alchemy
Potion of gaseous form (p. 187) Item Cost
Potion of heroism (p. 188) Acid (vial) 6 gp, 2 sp, 5 cp
Potion of invulnerability (p. 188) Alchemist’s fire (flask) 12 gp, 5 sp
Antitoxin (vial) 12 gp, 5 sp
Potion of mind reading (p. 188)
Oil (flask) 2 cp
Potion of stone giant strength (p. 187) Perfume (vial) 1 gp, 2 sp, 5 cp
Soap (2 bars) 1 cp

The Artificer’s Handbook | 2


Workweeks and Crafting Time downtime activity on page 128 of Xanathar’s Guide
to Everything.
The time needed to craft a magic item is represented
in Xanathar’s Guide to Everything in workweeks. Optional Rule: Expanded Wand Options
Since these have been reduced to fractions, both that As an artificer, your innovative spirit can fuel the
fraction and a number of days have been listed in creation of items that may not be found anywhere
tables that display the amount of time needed to else. As an optional rule, you can craft a wand that
craft a magic item. The number of days is an allows its wielder to cast a spell that you know or
approximation that assumes a workweek is 10 days otherwise have access to while creating the wand,
and rounded down, based on the Forgotten Realms such as through a spell scroll.
setting’s use of the tenday. If your campaign setting A wand created this way has an amount of
uses a different measurement of time, you may find charges equal to your Intelligence modifier plus
out how many days of work are required in that your proficiency bonus at the time of crafting the
setting by multiplying the amount of days in 1 week wand, and it regains an amount of charges equal to
in that setting by the fraction in the Workweeks your intelligence modifier daily at dawn. If you
column. expend the wand's last charge, roll a d20. On a 1,
The amount of days in the Workweeks column the wand crumbles into dust and is destroyed.
assumes that those days each include 8 hours of The rarity of the wand, as well as the cost and
work. Depending on your campaign and your DM, time needed to create it, depend on the level of the
spell that the wand allows its wielder to cast, as
you may work on these items in smaller increments,
shown in the Expanded Wand Options table.
such as working for a couple of hours during each
long rest. If you do this, you should keep track of how Expanded Wand Options
many hours are required to complete the project, Spell Level Rarity
rather than the days. Cantrip Common
1st Uncommon
Artillerist 2nd
3rd
Rare
Very Rare
The artillerist is an alchemist who spends their 4th Legendary
career developing magical weapons to aid
themselves and others in combat and defense. Artillerist Crafting Guide
Their Tools of the Trade feature halves the amount The table below includes details relevant to
of gold required to craft magic wands, and reduces crafting wands. The reduced cost and time from
the time needed to craft them down to a quarter of your Tools of the Trade feature is already applied
the original time. here for easy reference.

Optional Rule: Spell Replication Wand Costs


Many wands grant their wielders the ability to cast Rarity Workweeks GP
one or more spells. As an optional rule, artificers in Common 0.25 (2 days) 25
Uncommon 0.5 (5 days) 100
your campaign may need to know or otherwise Rare 2.5 (25 days) 1,000
have access to a spell, such as through a spell scroll, Very Rare 6.25 (62 days) 10,000
to create a wand that can cast that spell. If such a Legendary 12.5 (125 days) 50,000
spell is inaccessible, it may be substituted by a
special item fitting of the wand’s effects, such as
Wands by Rarity
using a blue dragon’s scale to make a wand of The following is a list of all magic items that count
lightning bolts. To expand on this idea, see the as wands, as well as what book they can be found
optional rule, “The Search for Ingredients” earlier in, and what page of that book.
in this supplement or the “Crafting an Item”

The Artificer’s Handbook | 3


Common
Wand of conducting (XGtE, p. 140)
Wand of pyrotechnics (XGtE, p. 140)
Wand of scowls (XGtE, p. 140)
Wand of smiles (XGtE, p. 140)
Uncommon
Wand of magic detection (DMG, p. 211)
Wand of magic missiles (DMG, p. 211)
Wand of secrets (DMG, p. 211)
Wand of the war mage, +1 (DMG, p. 212)
Wand of web (DMG, p. 212)
Rare
Wand of binding (DMG, p. 209)
Wand of enemy detection (DMG, p. 210)
Wand of fear (DMG, p. 210)
Wand of fireballs (DMG, p. 210)
Wand of lightning bolts (DMG, p. 211)
Wand of paralysis (DMG, p. 211)
Wand of the war mage, +2 (DMG, p. 212)
Wand of wonder (DMG, p. 212)
Very Rare
Wand of polymorph (DMG, p. 211)
Wand of the war mage, +3 (DMG, p. 212)

Credits
This supplement was written and formatted by
Griffin Porche.
The artificer class was designed by Jeremy
Crawford with Keith Baker, Mike Mearls, Ben
Petrisor, and James Wyatt, and published by
Wizards of the Coast in the article “The Artificer
Revisited”.
Rules for crafting magic items were taken from
Xanathar’s Guide to Everything and the Dungeon
Master’s Guide modified by rules offered in “The
Artificer Revisited”.

The Artificer’s Handbook | 4

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