Tashas_Cauldron_of_Everything_copy - Document to Flipbook
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TASHA'S CAULDRON
. OF EVERYTHING�CREDITS
Lead Designer: Jeremy Crawford
Art Director: Kate I rwin
Design: Dan Dillon, Ben Petrisor, F. Wesley Schneider,
Elisa Teague
Additional Design: Bill Benham, Adam Lee, Ari Levitch,
Christopher Perkins, Taymoor Rehman, Kate Welch,
Ray Winninger
Rules Development: Jeremy Crawford, Dan Dillon,
Ben Petrisor, Taymoor Rehman
Editing: M ichele Carter, Christopher Perkins, Jessica Ross,
F. Wesley Schneider, James Wyatt
Lead Graphic Designer: Trish Yochum
Graphic Designers: Trystan Falcone, Emi Tanji
Cover Illustrators: Wylie Beckert, M agali Villeneuve
Interior Illustrators: Mark Behm, Eric Belisle, Zoltan Boros,
Christopher Burdett, Sidharth Chaturvedi, David Rene
Christensen, N ikki Dawes, Olga Drebas, Caroline Gariba,
Sam Keiser, J ulian Kok, Titus Lunter, Andrew Mar, Marcela
Medeiros, Brynn M etheney, Robson Michel, Scott Murphy,
I rina Nordsol, Robin Olausson, Claudio Pozas, Livia
Prima, April Prime, David Sladek, Crystal Sully, Brian
Valeza, Svetlin Velinov, Anna Veltkamp, Shawn Wood,
Zuzanna Wuzyk, Kieran Yanner
Concept Illustrator: Shawn Wood
ON THE COVER
Spel lbook in hand, the wizard Tasha casts a spell on a brew
bubbling in her magic cau ldron, in this painting by Magali
Vil leneuve.
620C7878000001 EN
ISBN: 978- 0-7869-6702-5
First Printing: November 2020
98765432 1
UK
CR CE
Project Engineer: Cynda Callaway
Imaging Technicians: Kevin Yee
Prepress Specialist: Jefferson Dunlap
D&D GAME STUDIO
Executive Producer: Ray Winninger
Principal Designers: Jeremy Crawford, Christopher Perkins
Design Manager: Steve Scott
Design Department: F. Wesley Schneider, Dan Dillon,
Adam Lee, Ari Levitch, Ben Petrisor
Senior Art Director: Richard Whitters
Art Department: Kate Irwin, Emi Tanji, Trish Yochum,
Shawn Wood
Senior Producer: Dan Tovar
Producers: Bill Benham, Lea Hel iotis
Director of Product Management: Liz Schuh
Licensing Manager: Hi lary Ross
Product Managers: Natalie Egan, Chris Lindsay, H i lary Ross
Brand Manager: Shelly M azzanoble
Publicity: Greg Tito
Community Management: Brandy Camel
This book contains some content that origi nally appeared in
Sword Coast Adventurer's Guide (2015), Guildmasters' Guide
to Ravnica (2018), Eberron: Risingfrom the Last War (2019),
and Mythic Odysseys ofTheros (2020).
ON THE ALT-COVER
Artist Wylie Beckert shows Tasha conju ring i mages of her
past and future, wielding an incantation taught by her
mother, Baba Yaga, while the abyssal lord Graz'zt looks on.
Disclaimer: Contained herein are the observations of the archmage Tasha. Later known as
the Witch Queen and then lggwi/v, she is one of the greatest wizards in the history of the
multiverse. We fear there is an incantation hidden within these notes and have therefore
bound this tome with powerful wards. If you are reading this, the first ward has a/ready
been broken! If you dare read any further, we cannot guarantee the safety of your soul or
that yotJ won't open a portal to another plane of existence. If a portal does appear, pray
that nothing worse than Tasha's mother Baba Yoga appears. And if the mother of hags arrives, be sure to offer only praises of her daughter. Or offer muffins. She loves muffins.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast.
Printed in the USA. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont. CH.
Represented by: Hasbro pe Entree 240 JJOJ EE Amsterdam NL Hasbro UK Ltd., P.O. Box 43 Newport, NPJ9 4YH, UK. CONTENTS
Using This Book ......................................... 4
Ch. 1: Character Options ......................... 7
Customizing Your Origin ........................... 7
Changing a Skill .......................................... 8
Changing Your Subclass ........................... 8
Artificer .......................................................... 9
Class Features ................ . ....................... 11
Alchemist ................................................. 14
Armorer .................................................... 15
Artillerist .................................................. 17
Battle Smith ............................................ 18
Artificer Infusions .................................. 20
Barbarian .................................................... 24
Optional Class Features ....................... 24
Path of the Beast .................................... 24
Path of Wild Magic ................................ 25
Bard .............................................................. 27
Optional Class Features ....................... 27
College of Creation ................................ 28
College of Eloquence ............................. 29
Cleric ............................................................ 30
Optional Class Features ....................... 30
Order Domain ......................................... 31
Peace Domain ......................................... 32
Twilight Domain .................................... 34
Druid ............................................................. 35
Optional Class Features ....................... 35
Circle of Spores ...................................... 36
Circle of Stars ......................................... 38
Circle of Wildfire .................................... 39
Fighter .......................................................... 41
Optional Class Features ....................... 41
Maneuver Options ................................. 42
Psi Warrior .............................................. 42
Rune Knight ............................................ 44
Battle Master Builds ............................. 46
Monk ............................................................. 48
Optional Class Features ....................... 48
Way of Mercy ........................................... 49
Way of the Astral Self ........................... 50
Paladin ......................................................... 52
Optional Class Features ....................... 52
Oath of Glory ........................................... 53
Oath of the Watchers ............................. 54
Ranger .......................................................... 56
Optional Class Features ....................... 56
Fey Wanderer .......................................... 58
Swarm keeper ......................................... 59
Beast Master Companions .................. 61
Rogue ........................................................... 62
Optional Class Feature ......................... 62
Phantom ................................................... 62
Soulknife .................................................. 63
Sorcerer ..................................................... .. 65
Optional Class Features ....................... 65
Aberrant Mind ........................................ 66
Clockwork Soul ...................................... 68
Warlock ........................................................ 70
Optional Class Features ....................... 70
Eldritch Invocation Options ................ 70
The Fathomless ...................................... 72 Demonomicon ofiggwilv ................... 125
The Genie ................................................ 73 Devotee's Censer ................................. 126
Wizard .......................................................... 75 Duplicitous Manuscript ...................... 126
Optional Class Features ....................... 75 Eldritch Claw Tattoo ........................... 126
Bladesinging ........................................... 76 Elemental Essence Shard ................. 127
Order of Scribes ..................................... 77 Far Realm Shard ................................. 127
Feats ............................................................. 79 Feywild Shard ...................................... 127
Ch. 2: Group Patrons .............................. 83
How Patrons Work .................................... 83
Fulminating Treatise ......................... 128
Ghost Step Tattoo ................................ 128
Academy ...................................................... 84
Ancient Being ............................................. 86
Aristocrat ..................................................... 89
Guardian Emblem ............................... 128
Heart Weaver's Primer ...................... 128
Illuminator's Tattoo ............................. 129
Criminal Syndicate ................................... 91
Guild ............................................................. 93
Libram of Souls and Flesh ............... 129
Lifewell Tattoo ...................................... 129
Military Force ............................................. 96
Religious Order .......................................... 98
Sovereign ................................................... 100
Being Your Own Patron ......................... 103
Luba's Tarokka of Souls ..................... 129
Lyre of Building .................................... 131
Masquerade Tattoo .............................. 131
Mighty Servant of Leuk-o .................. 131
Moon Sickle ........................................... 133
Ch. 3: Magical Miscellany ................... 105 Nature's Mantle .................................... 133
Spells .......................................................... 105 Outer Essence Shard .......................... 133
Blade of Disaster .................................. 106 Planecaller's Codex ............................ 134
Booming Blade ..................................... 106 Prosthetic Limb .................................... 134
Dream of the Blue Veil... ..................... 106 Protective Verses ................................. 134
Green-Flame Blade ............................. 107 Reveler's Concertina ........................... 134
Intellect Fortress .................................. 107
Lightning Lure ...................................... 107
Rhythm-Maker's Drum ...................... 134
Shadowfell Brand Tattoo ................... 134
Mind Sliver ............................................ 108 Shadowfell Shard ................................ 135
Spirit Shroud ...................... , ................. 108
Summon Aberration ........................... 109
Spellwrought Tattoo ............................ 135
Teeth of Dahlver-Nar ........................... 135
Summon Beast ..................................... 109
Summon Celestial ............................... 110 Ch. 4: Dungeon Master's Tools .......... 139
Summon Construct ............................. 111 Session Zero ............................................. 139
Summon Elemental... .......................... 111 Sidekicks ................................................... 142
Summon Fey ......................................... 112
Summon Fiend ..................................... 112
Expert ..................................................... 142
Spellcaster ............................................. 144
Warrior ................................................... 146 Summon Shadowspawn .................... 113
Summon Undead ................................. 114 Parleying with Monsters ........................ 148
Sword Burst .......................................... 115 Supernatural Regions ............................ 150
Tasha's Caustic Brew .......................... 115 Blessed Radiance ................................ 150
Tasha's Mind Whip .............................. 115
Tasha's Otherworldly Guide .............. 116
Personalizing Spells ............................... 116
Magic Items ............................................... 117
Absorbing Tattoo .................................. 119
Alchemical Compendium ................... 119
All-Purpose Tool .................................. 119
Amulet of the Devout... ........................ 119
Far Realm .............................................. 152
Haunted .................................................. 154
Infested ................................................... 156
Mirror Zone ........................................... 158
Psychic Resonance .............................. 160
Unraveling Magic ................................. 161
Magical Phenomena ............................... 163
Eldritch Storms .................................... 163
Arcane Grimoire .................................. 120 Emotional Echoes ................................ 164
Astral Shard .......................................... 120 Enchanted Springs .............................. 165
Astromancy Archive ............................ 120
Atlas of Endless Horizons ................. 120
Magic Mushrooms ............................... 166
Mimic Colonies ..................................... 167
Baba Yaga's Mortar and Pestle ......... 121
Barrier Tattoo ....................................... 122
Primal Fruit... ........................................ 168
Unearthly Roads .................................. 169
Bell Branch ............................................ 122 Natural Hazards ...................................... 169
Blood Fury Tattoo ................................ 122
Bloodwell Vial... .................................... 122
Avalanches ............................................. 169
Falling into Water ................................ 170
Cauldron of Rebirth ............................. 122 Falling onto a Creature ....................... 170
Coiling Grasp Tattoo ........................... 123
Crook of Rao ......................................... 123
Spell Equivalents of
Natural Hazards ................................... 170
Crystalline Chronicle .......................... 124 Puzzles ....................................................... 171
Puzzle Handouts ...................................... 189 USING THIS BOOK
Tasha's Cauldron of Everything offers a host of new
options for DUNGEONS & DRAGONS, and our journey
through those options is accompanied by the notes
of the wizard Tasha. Creator of the spell Tasha's hideous laughter, Tasha's life is one of the most storied
in the D&D multiverse. Raised by Baba Yaga, the
Mother of Witches herself, Tasha adventured across
the world of Greyhawk and became the friend and
sometimes enemy of other famous adventurers,
like Mordenkainen. In time, she ruled as the Witch
Queen and later changed her name to lggwilv-a
figure of legend who is whispered about, feared,
and admired.
Written for players and Dungeon Masters alike,
this book offers options to enhance characters and
campaigns in any D&D world, whether you're adventuring in Greyhawk, another official D&D setting, or
a world of your own creation.
WHAT You'LL FIND WITHIN
Chapter 1 brims with new features and subclasses
for the classes in the Player's Handbook. and it
presents the artificer class, a master of magical
invention. The chapter also offers feats for groups
that use them.
Chapter 2 contains patrons who can become one of
the driving forces behind your group's adventures.
Chapter 3 sparkles with new magical options, including spells, magical spellbooks, artifacts, and
magic-infused tattoos-available for both player
characters and monsters to use.
Chapter 4 holds various rules that a DM may incorporate into a campaign, including rules on sidekicks who level up with the player characters and
on supernatural environments. The chapter ends
with a collection of puzzles ready to be deployed in
any adventure that the DM would like to spice up
with some puzzling.
IT'S ALL OPTIONAL
Everything in this book is optional. Each group,
guided by the DM, decides which of these options,
if any, to incorporate into a campaign. You can use
some, all, or none of them. We encourage you to
choose the ones that fit best with your campaign's
story and with your_ group's style of play.
Whatever options you choose to use, this book relies on the rules in the Player's Handbook, Monster
Manual, and Dungeon Master's Guide, and it can be
paired with the options in Xanathar's Guide to Everything and other D&D books.
4 USING T HIS BOOK
I
UN EARTHED ARCANA
M uch o f t h e material in this book originally appeared
in Unearthed Arcana, a series of online articles we
publish to explore rules that m ight officially become
part of the game. Some Unearthed Arcana offerings
don't end up resonating with fans and are set aside.
The Unearthed Arcana material that inspired the options in the following chapters was well received and,
thanks to feedback from thousands of D&D fans, has
been refined into the official forms presented here.
TEN RULES TO REMEMBER
1. THE DM ADJUDICATES THE RULES
The rules of D&D cover many of the twists and
turns that come up in play, but the possibilities are
so vast that the rules can't cover everything. When
you encounter something that the rules don't cover
or if you're unsure how to interpret a rule, the DM
decides how to proceed, aiming for a course that
brings the most enjoyment to your whole group.
2. EXCEPTIONS SUPERSEDE GENERAL RULES
General rules govern each part of the game. For example, the combat rules tell you that melee weapon
attacks use Strength and ranged weapon attacks
use Dexterity. That's a general rule, and a general
rule is in effect as long as something in the game
doesn't explicitly say otherwise.
The game also includes elements-class features,
spells, magic items, monster abilities, and the likethat sometimes contradict a general rule. When an
exception and a general rule disagree, the exception
wins. For example, if a feature says you can make
melee weapon attacks using your Charisma, you
can do so, even though that statement disagrees
with the general rule.
3. ADVANTAGE AND DISADVANTAGE
Even if more than one factor gives you advantage or
disadvantage on a roll, you have it only once, and if
you have advantage and disadvantage on the same
roll, they cancel each other.
4. REACTION TIMING
Certain game features let you take a special action,
called a reaction, in response to an event. Making
opportunity attacks and casting the shield spell are
two typical uses of reactions. If you're unsure when
a reaction occurs in relation to its trigger, here's
the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says
otherwise. Once you take a reaction. you can't take
another one until the start of your next turn. My deAr, 1w;et, l1J.cky reAder,
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TASHA
5. PROFICIENCY BONUS
If your proficiency bonus applies to a roll, you can
add the bonus only once to the roll, even if multiple
things in the game say your bonus applies. Moreover, if more than one thing tells you to double or
halve your bonus, you double it only once or halve
it only once before applying it. Whether multiplied,
divided, or left at its normal value, the bonus can be
used only once per roll.
6. BONUS ACTION SPELLS
If you want to cast a spell that has a casting time of
1 bonus action, remember that you can't cast any
other spells before or after it on the same turn, except for cantrips with a casting time of 1 action.
7. CONCENTRATION
As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly.
8. TEM PORARY HIT POI NTS
Temporary hit points aren't cumulative. If you have
temporary hit points and receive more of them, you
don't add them together, unless a game feature says
you can. Instead, you decide which temporary hit
points to keep.
9. ROUND DOWN
Whenever you divide or multiply a number in the
game, round down if you end up with a fraction,
even if the fraction is one-half or greater.
IQ; HAVE FUN
You don't need to know every rule to enjoy D&D,
and each group has its own style-different ways it
likes to tell stories and to use the rules. Embrace
what your group enjoys most. In short, follow
your bliss!
USING THIS BOOK 5 CHAPTER 1
CHARACTER OPTIONS
HEN YOU MAKE YOUR D&D CHARACTER,
you have an array of options in the
Player's Handbook to create the sort of
adventurer you want. This chapter adds
to those options, making it possible to realize even
more character concepts. If you combine these options with those in Xanathar's Guide to Everything,
the possibilities for your characters become vast.
Here are the options featured in this chapter:
• A way to customize your character's origin by
changing some of your racial traits
• Guidance on changing your subclass
• The artificer class, a master of magical invention
• Class features and subclasses for every class in
the Player's Handbook
• Feats for anyone who uses that optional rule
CUSTOMI ZING YOUR O RIGIN
At 1st level, you choose various aspects of your
character, including ability scores, race, class, and
background. Together these elements help paint a
picture of your character's origin and give you the
ability to create many different types of characters.
Despite that versatility, a typical character race in
D&D includes little or no choice-a lack that can
make it difficult to realize certain character concepts. The following subsections address that lack
by adding choice to your character's race, allowing
you to customize your ability scores, languages,
and certain proficiencies to fit the origin you have
in mind for your character. Character race in the
game represents your character's fantasy species,
combined with certain cultural assumptions. The
following options step outside those assumptions to
pave the way for truly unique characters.
ABILITY SCORE INCREASES
Whatever D&D race you choose for your character,
you get a trait called Ability Score Increase. This
increase reflects an archetypal bit of excellence in
the adventurers of this kind in D&D's past. For example, if you're a dwarf, your Constitution increases
by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn't apply to every
dwarf, just to dwarf adventurers, and it exists to
reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it's
unhelpful if your character doesn't conform to the
archetype.
If you'd like your character to follow their own
path, you may ignore your Ability Score Increase
trait and assign ability score increases tailored to
your character. Here's how to do it: take any ability
score increase you gain in your race or subrace
and apply it to an ability score of your choice. If you
gain more than one increase, you can't apply those
increases to the same ability score, and you can't
increase a score above 20.
For example, if the Ability Score Increase trait of
your race or subrace increases your Constitution by
2 and your Wisdom by 1, you could instead increase
your Intelligence by 2 and your Charisma by 1.
LANGUAGES
Your character's race includes languages that your
character is assumed to know, usually Common
and the language of your ancestors. For example, a
halfling adventurer is assumed to know Common
and Halfling. Here's the thing: D&D adventurers are
extraordinary, and your character might have grown
up speaking languages different from the ones in
your Languages trait.
To customize the languages you know, you may
replace each language in your Languages trait with
a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish,
Elvish, Giant, Gnomish, Goblin, Halfling, Infernal,
Ore, Primordial, Sylvan, or Undercommon.
Your DM may add or remove languages from that
list, depending on what languages are appropriate
for your campaign.
PROFICIENCIES
Some races and subraces grant proficiencies. These
proficiencies are usually cultural, and your character might not have any connection with the culture
in question or might have pursued different training.
You can replace each of those proficiencies with a
different one of your choice, following the restrictions on the Proficiency Swaps table.
PROFICIE NCY SWAPS
Proficiency
Skill
Armor
Simple weapon
Martial weapon
Tool
Replacement Proficiency
Skill
Simple/martial weapon or tool
Simple weapon or tool
Simple/martial weapon or tool
Tool or simple weapon
CHAPTER 1 I C HARACTER OPTIONS CUSTOM LIN EACE
I nstead of choosing one of the game's races for your
character at 1 st level, you c a n u s e t h e fol lowing traits
to represent your character's lineage, giving you full
control over how your character's origin shaped them:
Creature Type. You· are a h umanoid. You determine
your appearance and whether you resemble any
of your kin.
Size. You are Small or Medium (your choice).
Speed. Your base walking speed is 30 feet.
Ability Score Increase. One ability score of your choice
increases by 2.
Feat. You gain one feat of your choice for which
you qualify.
Variable Trait. You gain one of the following options of
your choice: (a) darkvision with a range of 60 feet or
(b) proficiency in one skill of your choice.
Languages. You can speak, read, and write Common
and one other language that you and your DM agree
is appropriate for your character.
For example, high elf adventurers have proficiency
with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that
your high elf can swap that proficiency for proficiency with another weapon or a tool. Your elf might
be a musician, who chooses proficiency with a
musical instrument-a type of tool-instead of with
longswords. Similarly, elves start with proficiency
in the Perception skill. Your elf might not have the
keen senses associated with your kin and could take
proficiency in a different skill, such as Performance.
The "Equipment" chapter of the Player's Handbook includes weapons and tools suitable for these
swaps, and your DM might allow additional options.
PERSONALITY
The description of a race might suggest various
things about the behavior and personality of that
people's archetypal adventurers. You may ignore
those suggestions, whether they're about alignment,
moods, interests, or any other personality trait. Your
character's personality and behavior are entirely
yours to determine.
C HA NGING A SKILL
Sometimes you pick a skill proficiency that ends up
not being very useful in the campaign or that no longer fits your character's story. In those cases, talk to
your DM about replacing that skill proficiency with
another skill proficiency offered by your class at 1st
level. A convenient time for such a change is when
you reach a level that grants you the Ability Score
Increase feature, representing that your character
has spent a level or two studying the new skill and
letting the old one atrophy.
8 CHAPTER I I CHARACTER OPTIONS
C HANGING YOUR SUBCLASS
Each character class involves the choice of a subclass at 1st, 2nd, or 3rd level. A subclass represents
an area of specialization and offers different class
features as you level up. With your DM's approval,
you can change your subclass when you would normally gain a new subclass feature. If you decide to
make this change, choose another subclass that belongs to your class and replace all your old subclass
features with the features of the new subclass that
are for your new level and lower.
TRAINING TIME
To change your subclass, your DM might require
you to spend time devoted to the transition, as
you study the ways of the new specialization. This
transition requires a number of days equal to twice
your new level in the class; a higher level represents
more to learn.
The DM might also require an expenditure of
money to pay for training, magical reagents, or other
goods needed for the transition. The cost is typically
100 gp times your new level. This cost might be
accompanied by a quest of some sort. For example,
a sorcerer who wants to adopt a Draconic Bloodline
could be required to receive blood, a blessing, or
both from an ancient dragon.
If you return to a subclass that you previously
held, you forgo the gold cost, and the time required
for the transition is halved.
SUDDEN CHANGE
Sometimes a character undergoes a dramatic
transformation in their beliefs and abilities. When
a character experiences a profound self-realization
or faces an entity or a place of overwhelming power,
beauty, or terror, the DM might allow an immediate
subclass change. Here are a few examples:
• An Oath of Devotion paladin failed to stop a demonic horde from ravaging her homeland. After
spending a night in sorrowful prayer, she rises the
next morning with the features of the Oath of Vengeance, ready to hunt down the horde.
• A wizard lies down for a nap beneath an oak tree
whose roots reach into the Feywild. In his dreams,
he faces visions of multiple possible futures. When
· he awakens, his subclass features have been replaced by those of the School of Divination.
• A cleric of the War Domain has spent years in
conflict with the enemies of her temple. But one
day, she wanders into a sun-dappled glade, where
her god once shed a tear of mercy over the world's
suffering. Drinking from the glade's brook, the
cleric is filled with such compassion for all people
that she now bears the powers of the Life Domain,
ready to heal rather than make war. I
ARTIFICER
Masters of invention, artificers use ingenuity and
magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting
to be decoded and then harnessed in their spells
and inventions. You can find everything you need to
play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their
arcane power. To cast a spell, an artificer might use
alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of
artificers is tied to their tools and their talents, and
few other characters can produce the right tool for a
job as well as an artificer.
ARTIFICERS IN MANY WORLDS
Throughout the D&D multiverse, artificers create
inventions and magic items of peace and war. Many
lives have been brightened or saved because of the
work of kind artificers, but countless lives have
also been lost because of the mass destruction unleashed by certain artificers' creations.
In the Forgotten Realms, the island of Lantan is
home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this
class. The strange technologies in the Barrier Peaks
of the world of Greyhawk have inspired some folk
to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and
other wondrous devices operational.
Artificers in the City of Sigil share discoveries
from throughout the multiverse, and from there,
the gnome artificer Vi runs a cosmos-spanning
business that hires adventurers to fix problems that
others deem unfixable. In Vi's home world, Eberron,
magic is harnessed as a form of science and deployed throughout society, largely as a result of the
wondrous ingenuity of artificers.
CREATING AN ARTIFICER
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To create an artificer, consult the following subsections, which give you hit points, proficiencies, and
starting equipment. Then look at the Artificer table
to see which features you get at each level. The descriptions of those features appear in the "Artificer
Features" section.