Hello adventurers! We discussed the artificer in our Quest Log segment on episode 109 of the 8-bit Adventures Podcast, and I wanted to share the revised artificer discussed here.
The thought process behind this was to improve some of the class features of the UA Artificer, tighten up some design decisions, and remove the explicit reliance on magic items.
THE ARTIFICER
Level 1. Artificer Specialist, Master Craft
Level 2. Spellcasting, Tool Expertise, +2 Spells Known, +2 Level 1 Slots
Level 3. Artificer Specialist Feature, Infuse Magic, +1 Spell Known, +1 Level 1 Slot
Level 4. Ability Score Improvement
Level 5. Artificer Specialist Feature, +1 Spell Known, +1 Level 1 Slot, +2 Level 2 Slots
Level 6. Wondrous Invention
Level 7. Artificer Specialist Feature, +1 Spell Known, +1 Level 2 Slot
Level 8. Ability Score Improvement, Quick Tools
Level 9. +1 Spell Known, +2 Level 3 Slots
Level 10. Tool Mastery
Level 11. Artificer Specialist Feature, +1 Spell Known, +1 Level 3 Slot
Level 12. Ability Score Improvement
Level 13. +1 Spell Known, +1 Level 4 Slot
Level 14. Use Magic Device
Level 15. Artificer Specialist Feature, +1 Spell Known, +1 Level 4 Slot
Level 16. Ability Score Improvement
Level 17. +1 Spell Known, +1 Level 4 Slot, +1 Level 5 Slot
Level 18. Greater Wondrous Invention
Level 19. Ability Score Improvement, +1 Spell Known, +1 Level 5 Slot
Level 20. Soul of Artifice
CLASS FEATURES
As an artificer, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
PROFICIENCIES
Armor: Light and medium armor
Weapons: Simple weapons
Saving Throws: Constitution, Intelligence
Tools: Thieves’ tools, plus two other tools of your choice
Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, and Sleight of Hand.
ARTIFICER SPECIALIST
At 1st level, you select a particular field of study to explore: Alchemist, Cannoneer, or Tinkerer, which are detailed below. Your choice grants you features at 1st level and again at 3rd, 5th, 7th, 11th, and 15th level.
MASTER CRAFT
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.
Additionally, when you craft or assist in crafting mundane and magical items, work is completed at twice the normal rate.
TOOL EXPERTISE
Beginning at 2nd level, select two tool proficiencies. Your proficiency bonus is doubled for ability checks that use the selected tool proficiencies.
SPELLCASTING
As part of your study of magical items, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creature and objects or creating items.
SPELL SLOTS
The Artificer class overview lists how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
SPELLS KNOWN
You know three 1st-level artificer spells of your choice from the artificer spell list (which appears at the end of this document).
The Artificer class overview details when you learn a new spell. Each of these spells must be a level for which you have spell slots on the Artificer table.
Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace with one from the artificer spell list. The new spell must be one for which you have spell slots available.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability modifier for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier
SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in The Player’s Handbook for various arcane focus options.
INFUSE MAGIC
Starting at 3rd level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a cast time of 1 action, you can increase the cast time to 1 minute. If you do so and touch a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. The creature that activates the item selects additional targets if the spell targets multiple creatures. Spell that have an area of effect are centered on the item. If the spell’s range is self, it targets the creature that activated the item. Should the spell require concentration to maintain, the creature activating the effect maintains concentration.
When you infuse a spell in this way, it must be used within 8 hours. After that time, the magic fades and is wasted. You can have a limited number of infused spells at one time. The limit is equal to your Intelligence modifier (minimum 1).
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase your ability scores above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to gain a feat instead.
WONDROUS INVENTION
Starting at 6th level, you can temporarily enchant an item to function as a magical item. You can spend one minute imbuing an item with magic, during which time you must touch the item. If you do so and expend a spell slot, the item functions as one magical item from the following lists, based on the level of spell slot expended. The item to be enchanted must be appropriate to the enchantment to be set (for example, the item must be a bag to become a bag of holding).
The item remains enchanted for 24 hours. As long as the item remains enchanted, you spell slot remains expended and cannot be used. You can prematurely end the enchantment as a bonus action. When the enchantment ends, the spell slot is returned to you and becomes usable once more. If desired, you can choose to renew the enchantment, which seamlessly extends the duration by another 24 hours.
These magic items are detailed in the Dungeon Master’s Guide.
1st-Level Spell: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones
2nd-Level Spell: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets
3rd-level Spell: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack
4th-Level Spell: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing
5th-Level Spell: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying
QUICK TOOLS
Starting at 8th level, you can use thieves’ tools to open locks and disarm traps or Use an Object as a bonus action.
TOOL MASTERY
Starting at 10th level, when you make an ability check using any tool proficiencies you gained from this class, you can treat a result of 9 or lower as a 10.
USE MAGIC DEVICE
Starting at 14th level, you have learned enough about the inner workings of magic items that you can ignore any class, race, and level requirements to use or attune magic items.
GREATER WONDROUS INVENTION
Starting at 19th level, you gain the ability to use latent magic to enchant your wondrous inventions. You gain one additional spell slot of each spell level solely for enchanting inventions. These spell slots cannot be used to cast spells.
SOUL OF ARTIFICE
You can now attune up to six magic items. Additionally, you gain a bonus to all saving throws equal to the number of items you are attuned to or number of active wondrous inventions, whichever is greater.
ARTIFICER SPELLS
Artificers select their spells known from the following lists.
1st Level. Absorb elements, alarm, catapult, cure wounds, detect poison and disease, ensnaring strike, expeditious retreat, false life, hail of thorns, jump, longstrider, mage armor, purify food and drink
2nd Level. Aid, alter self, arcane lock, barkskin, continual flame, darkvision, enhance ability, lesser restoration, magic weapon, protection from poison, rope trick, see invisibility, shatter
3rd Level. Dispel magic, elemental weapon, glyph of warding, fly, haste, lightning arrow, nondetection, protection from energy, revivify, water breathing, water walk
4th Level. Fabricate, Leomund’s secret chest, Mordenkainen’s private sanctum, stone shape, stoneskin
5th Level. Animate objects, creation, passwall, teleportation circle
ARTIFICER SPECIALTIES
Artificers pursue a variety of specializations. The Alchemist, Cannoneer, and Engineer are presented below.
ALCHEMIST
An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.
ALCHEMIST’S SATCHEL
At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.
If you lose this satchel, you can create a new one as part of a long rest by expending 25 gp worth of leather, glass, and other raw materials.
ALCHEMICAL FORMULA
At 1st level, you learn three Alchemical Formula options of your choice. You learn an additional formula of your choice at 3rd, 5th, 7th, and 11th level. To use any of these options, your Alchemist’s Satchel must be within reach.
If an Alchemical Formula requires a saving throw, the DC = 8 + your proficiency modifier + your Intelligence modifier.
Alchemical Fire. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (if you don’t hurl the vial by the end of your current turn, it is reclaimed by your satchel). On impact, the vial detonates in a 5-ft radius. Any creature in the area must succeed on a Dexterity saving throw or take 1d6 fire damage and is subjected to a random effect from the Volatile Potions table.
This formula’s damage increases when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (if you don’t hurl the vial by the end of your current turn, it is reclaimed by your satchel). On impact, the vial detonates in a 5-ft radius. The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage and suffer a random effect from the Volatile Potions table. An object struck automatically takes maximum acid damage and is subjected to a random effect from the Volatile Potions table.
This formula’s damage increases when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
Alchemical Thunder. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile crystals, and hurl the vial at a creature, object, or surface within 30 feet of you (if you don’t hurl the vial by the end of your current turn, it is reclaimed by your satchel). On impact, the vial detonates with concussive force in a 10-ft radius. Any creature in the area must succeed on a Strength saving throw or be knocked prone, pushed 10 feet away from the point, and subjected to a random effect from the Volatile Potions table.
Elemental Elixir. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of thick, iridescent liquid, and select one of the following damage types: acid, cold, fire, lightning, poison, or thunder. A creature can drink it as an action to gain resistance to the selected damage type for 1 minute, but is subjected to a random effect from the Volatile Potions table. The vial then disappears. Once the creature gains resistance from this alchemical formula, it can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While this vial exists, you cannot use this formula.
Healing Draught. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points, but is subjected to a random effect from the Volatile Potions table. The vial then disappears. Once the creature regains hit points from this alchemical formula, it can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While this vial exists, you cannot use this formula.
This formula’s healing increases when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
Smoke Bomb. As an action, you can reach into your Alchemist’s Satchel and pull out a clay ball that produces a thick plume of smoke. You can hold onto the ball or throw it to a point up to 30 feet away as part of the action to produce it. The area in a 10-ft radius around the ball is filled with thick smoke that blocks vision, including darkvision. The ball and smoke persist for 1 minute and then disappear. After using this formula, you cannot use it again for 1 minute.
Swift Step Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial of bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the creature experiences a random effect from the Volatile Potions table. If not used, the vial and its contents are reclaimed by your Alchemist’s Satchel after 1 minute. After using this formula, you cannot use it again for 1 minute.
Tanglefoot Bag. As an action, you can reach into your Alchemist’s Satchel, pull out a bag full of writhing black goo, and hurl the bag at a point on the ground within 30 feet of you (if you don’t hurl the bag by the end of your current turn, it is reclaimed by your satchel). On impact, the bag bursts in a 5-ft radius and covers the area in sticky black goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn in the area has its speed halved for that turn and is subjected to a random effect from the Volatile Potions table. After using this formula, you can’t do so again for 1 minute.
Volatile Potions | |
d100 | Effect |
01 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent turns. |
02-54 | Nothing happens. |
55-56 | For the next minute, you can see any invisible creature if you have line of sight to it. |
57-58 | Your height changes by 1d10 inches. If the roll is odd, you shrink. If the roll is even, you grow. |
59 | You cast confusion on yourself. |
60-61 | For the next minute, you regain 5 hit points at the start of each of your turns. |
62-63 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers fly out from your face. |
64-65 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
66-67 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
68-69 | Your age changes by 1d10 years. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
70-71 | You regain 2d10 hit points. |
72 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
73-74 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
75-76 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
77-78 | Your hair falls out but grows back within 24 hours. |
79-80 | For 1 minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
81-82 | For the next minute, you must shout when you speak. |
83 | You are frightened by the nearest creature until the end of your next turn. |
84-85 | You gain resistance to all damage for one minute. |
86-87 | You glow bright light in a 30-ft radius for q minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
88 | You cast polymorph on yourself. If you fail the saving throw, you are turned into a sheep for the spell’s duration. |
89-90 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for 1 minute. |
91-92 | You can take one additional action immediately. |
93-94 | You become invisible for 1 minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
95-96 | If you die within 1 minute, you immediately come back to life as if by the reincarnate spell. |
97-98 | Your size increases by one size category for 1 minute. |
99 | You gain vulnerability to piercing damage for 1 minute. |
00 | You are poisoned for 1 minute. |
MASTER MIXER
When you choose this specialization at 1st level, you gain proficiency with alchemist’s supplies, and as an action, you can identify a potion within 5 feet of you as if you had tasted it. You must see the liquid to identify it.
MIXOLOGY
At 15th level, when you roll for Volatile Potions, roll twice and choose the result.
CANNONEER
A master of ballistics, you forge a cannon powered by arcane magic.
ARCANE CANNON
At 1st level, you forge a deadly cannon using arcane magic and your knowledge of science and metallurgy. This firearm is called an Arcane Cannon. It is a ferocious weapon that fires lead shot that can punch through armor with ease. You can conjure this weapon from latent magic and spare parts as an action, appearing in your hands.
You are proficient with the Arcane Cannon while wielding it. The weapon is a magical two-handed ranged weapon that requires attunement by an artificer. It deals 1d10 piercing damage, its normal range is 150 feet, and its maximum range is 500 feet. Once fired, it must be reloaded as a bonus action.
The Arcane Cannon has a built-in failsafe – if it is more than 5 feet away from you for 1 minute or more, it dissipates into useless parts and dust. It also dissipates if you voluntarily dismiss the weapon, or you die.
ARCANE MAGAZINE
At 1st level, you craft a leather bag used to carry the tools and ammunition for your Arcane Cannon. Your Arcane Magazine includes the ammunition and materials needed to keep the cannon functioning properly.
You can use the Arcane Magazine to produce ammunition for your cannon. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.
If you lose your Arcane Magazine, you can create a new one as part of a long rest by expending 25 gp worth of leather and other raw materials.
MASTER SMITH
When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.
ELEMENTAL MUNITIONS
Starting at 3rd level, you are able to weave elemental enchantments into your Arcane Magazine. During a short rest, you can apply or remove one of the following effects to the ammunition for your cannon:
Acid. Your cannon’s attacks deal acid damage instead of piercing, and the target takes 1d6 acid damage at the start of its next turn when hit.
Cold. Your cannon’s attacks deal cold damage instead of piercing, and reduce the target’s speed by 10 feet until the end of its next turn when hit.
Fire. Your cannon’s attacks deal fire damage instead of piercing, and your cannon’s damage die type increases to 1d12.
Lightning. Your cannon’s attacks deal lightning damage instead of piercing, and the target cannot takes reactions until the start of its next turn when hit.
Thunder. Your cannon’s attacks deal thunder damage instead of piercing, and pushes the target 10 feet when hit.
These effects last until you finish a long rest, you replace it with another elemental effect, or you remove it.
BLUNDERBUSS
Starting at 5th level, you can release the latent energy in your Arcane Cannon as an explosive blast. As an action, you can fire a blast of munitions in a 30-ft cone from the cannon. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed saving throw, a target takes 2d10 piercing damage. Using this ability consumes one round of ammunition, and elemental munitions affects this ability in the same manner as standard attacks.
This damage of this ability increases by 1d10 when you reach certain levels in this class: 11th level (3d10) and 17th level (4d10).
SIEGE MASTER
At 7th level, your study of structures and objects improves, granting you additional insights in their construction. When you make a Wisdom (Perception) or Intelligence (Investigation) check related to the construction of a building, you are proficient with that skill and apply double your proficiency bonus.
Additionally, you deal double damage to structures and objects with your spells and abilities.
AUTOLOADER
Starting at 11th level, your Arcane Cannon automatically reloads and recharges itself. The weapon no longer requires a bonus action to reload.
MORTAR
At 15th level, you can release the latent energy in your Arcane Cannon as an explosive bomb. As an action, you can fire a magical explosive that detonates in a 20-ft radius within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed saving throw, a target takes 4d10 piercing damage. Using this ability consumes one round of ammunition, and elemental munitions affects this ability in the same manner as standard attacks.
TINKERER
A master of engineering, you create wondrous constructs and complex devices.
MECHANICAL FAMILIAR
At 1st level, you gain a minor mechanical servant. The servant is a construct that obeys your commands without hesitation. Though magic fuels its creation, the servant is not magical itself. Select a beast with a challenge rating of 1/8 or less. The mechanical familiar uses that beast’s game statistics, but it can look however you like, so long as its form is appropriate for its statistics. It has the following modifications:
- It is a construct instead of a beast.
- Your mechanical familiar acts independently of you. In combat, it rolls its own initiative and acts on its own turn. A mechanical familiar can’t attack, but it can take other actions as normal.
- It can’t be charmed.
- It is immune to poison damage and the poisoned condition.
- It gains darkvision with a range of 60 feet if it doesn’t have it already.
- It understands the languages you can speak when you create it, but it can’t speak.
- While within 100 feet of you, you can communicate with it telepathically. As an action, you can see through your homunculus’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind in regard to your own senses.
- When you cast a spell with a range of touch, your mechanical familiar can deliver the spell as if it had cast the spell. Your mechanical familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Additionally, select one of the following build types. The mechanical familiar gains additional features based on the build type.
- The mechanical familiar gains its master’s tool proficiencies, and may craft any nonmagical item its owner is able to create. The familiar can assist its master in the creation of magical items.
- The mechanical familiar’s master can converse with a creature up to 1 mile away through the familiar. It can carry out a continuous conversation.
- The mechanical familiar is proficient in Stealth and Sleight of Hand. As an action, the familiar can turn invisible until its concentration ends. Anything the invisible familiar is carrying or wearing is invisible as long as it remains in contact with the familiar.
If your mechanical familiar is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a short rest, you can repair or rebuild a destroyed mechanical familiar using 10 gp worth of spare parts. It returns to life with full hit points at the end of the rest.
MECHANICAL SERVANT
At 3rd level, you have finished construction of a more powerful mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself.
Select a Medium or smaller beast with a challenge rating of 1/4 or less. The servant uses that beast’s game statistics, but it can look however you like, so long as its form is appropriate for its statistics. It has the following modifications:
- It is a construct instead of a beast.
- It can’t be charmed.
- It is immune to poison damage and the poisoned condition.
- It gains darkvision with a range of 60 feet if it doesn’t have it already.
- It understands the languages you can speak when you create it, but it can’t speak.
- It uses your proficiency bonus rather than its own.
- It adds your proficiency bonus to its AC and its damage rolls.
- It gains proficiency in two kills of your choice.
- It gains proficiency in all saving throws.
- For each level you gain after 3rd, it gains an additional hit die and increases its hit points accordingly.
- Whenever you gain the Ability Score Improvement class feature, your construct’s abilities also improve. You can increase one of its ability scores by 2, or two of its ability scores by 1. As normal, its ability scores cannot exceed 20.
- If the beast selected has Multiattack, the construct does not gain the ability.
The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.
If your construct is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a destroyed construct if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the construct is beyond recovery, you can build a new one with three days of work and 500 gp of raw materials.
IRON DEFENDER
At 5th level, if you are the target of a melee attack and your mechanical servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.
DURABLE CONSTRUCTS
At 7th level, while your mechanical familiar and mechanical servant can see you, they have advantage on all saving throws.
CLOCKWORK SWARM
At 11th level, you have amassed a collection of tiny, partially-built clockwork constructs and trinkets. As an action, you can activate these constructs as if you had cast conjure animals. You cannot use this ability again until you finish a long rest. The constructs use the statistics of a swarm of insects, but with the following changes:
- It is a construct instead of a beast.
- It is immune to poison damage and the poisoned condition.
- It gains darkvision with a range of 60 feet.
- It understands the languages you can speak when you create it, but it can’t speak.
MASTERWORK CONSTRUCTS
At 15th level, whenever an attacker that your mechanical familiar or mechanical servant can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.