When you gain access to a new field discovery, choose one of the following.
There’s always a better trap design if you put your mind to it. You can improve fishing traps, hunting snares, and hunting traps as you set them. Hunting traps you improve in this way are always considered masterwork hunting traps. Whenever you retrieve an improved fishing trap or hunting snare, you may add a d6 to the result determining how much Supply has been captured.
The page is your canvas and the written word is your brush, the most artistic scripts and flourishes effortlessly spill from your quill. You gain proficiency with calligrapher’s supplies, or if you are already proficient you gain an expertise die instead. You can forge documents with 1 minute’s work and signatures as an action to a nearly identical standard, and the Investigation DC required to notice your forgeries is equal to your passive Intelligence calligrapher’s supplies score. In addition, you have advantage on checks made to create schematics for spell scrolls.
You are a master of the alchemical arts and new mixes and concoctions come naturally to you. When you first gain this field discovery, you gain two schematics of your choice and add them to your schematic book. These schematics must be for potions of common or uncommon rarity. You gain proficiency with alchemist’s supplies, or if you are already proficient you gain an expertise die instead. In addition, you have advantage on checks made to create schematics for potions.
Your emotion flows through your brush and your painterly accomplishments are undeniably magical. You gain proficiency with painter’s supplies, or if you are already proficient you gain an expertise die instead. As an action you can use your painter’s supplies to mark a willing adjacent creature with a magical body paint design. While painted in this way, creatures gain an expertise die on Charisma checks and saving throws. This magical paint remains for a number of minutes equal to your passive Intelligence painter’s supplies score, after which it loses potency and reverts to non-magical paint. In addition, you have advantage on checks made to create schematics for painted, colorful, or prismatic items.
Scissors and thread act as if they were a magic wand in your grip, turning mere cloth into works of art. You gain proficiency with weaver’s tools, or if you are already proficient you gain an expertise die instead. You can use your weaver’s tools to turn similar clothing into specific outfits (for example turning noble’s clothes into an admiral’s uniform, or turning commoner’s clothes into a replica of a specific commoner’s outfit). Converting outfits in this way takes you 10 minutes worth of work and the Perception and Investigation check DC required to notice your handiwork is equal to your passive Intelligence weaver’s tools score. In addition, you have advantage on checks made to create schematics for cloaks and other cloth items.
You see the art hiding within the stone and with strength and precision you chisel it free. You gain proficiency with mason’s tools, or if you are already proficient you gain an expertise die instead. You can use your mason’s tools to carve out openings in stone walls and similar surfaces. For each hour of work you can displace up to a number of cubic feet of stone equal to half your passive Intelligence mason’s tools score. Openings you create in this way are stable, shored up using the stone you displaced. In addition, you have advantage on checks made to create schematics for items made of stone or marble.
Leatherwork is a messy business, but you tan and treat with a deft hand resulting in durable leathers and lifelike furs. You gain proficiency with leatherworker’s tools, or if you are already proficient you gain an expertise die instead. During a long rest, if you have access to the skin of a medium or larger creature you can use your leatherworker's tools to convert the skin into a set of padded leather armor, leather brigandine armor, or a mock cloak. A mock cloak can be worn as a normal cloak, and used to conceal the wearer as a bonus action. While concealed by a mock cloak the wearer appears to be the type of beast whose skin was used to create the mock cloak. The Perception, Investigation, or Nature check DC required to see through a mock cloak disguise is equal to your passive Intelligence leatherworker’s tools score. In addition, you have advantage on checks made to create schematics for leather items.
You’ve been taking exact measurements of both natural and magical specimens, and believe true expressions of both can be reduced down to mathematics. When you select this field discovery you may select two 1st-level spells from the druid spell list. These are considered artificer spells for you and you may add them to the list of spells you can prepare. If you are at least a 7th level artificer when you select this field discovery, you may select 1st- or 2nd-level spells from the druid spell list instead. You may select this field discovery multiple times, choosing different druid spells each time.
Liquid glass swirls and stretches to your whims and the cleanest of cuts flow under your knife without shattering. You gain proficiency with glassblower’s tools, or if you are already proficient you gain an expertise die instead. You can use your glassblower’s tools to make perfect cuts into adjacent windows and other glass or crystal panes as an action, leaving perfect panes that can then be slotted back into place as an action. The Perception or Investigation check DC required to notice panes replaced in this way is equal to your passive Intelligence glassblower’s tools score. In addition, you have advantage on checks made to create schematics for glass or crystal items.
You can broil, roast, fry, bake, and saute with the best of them and even humble ingredients are transformed from mere food into artistic experiences on your plate. You gain proficiency with cook’s utensils, or if you are already proficient you gain an expertise die instead. You can use your cook’s utensils over the course of a long rest to prepare food for yourself and up to 8 other creatures, so long as you have enough Supply to feed them. Creatures who consume this meal gain a number of temporary hit points equal to half your passive Intelligence cook’s utensils score. In addition, you have advantage on checks made to create schematics for consumable items other than potions
With a little reengineering technology can alleviate all manner of discomforts. Whenever you begin a long rest that would incur the penalties of roughing it (such as resting without heat in a cold environment, on unlevel rocky terrain, or without protection from pests in swampy environments) you may repurpose one of your currently prepared spell inventions. If you do, you do not suffer the penalties of roughing it during that long rest. You can determine the exact nature of this repurposed spell invention (some examples include using a burning hands spell invention as a space heater or a shocking grasp spell invention as a bug zapper).
You always know to have a bit of magnet and a pin on you for orienteering emergencies. With 1 minute’s work you can cobble together a makeshift compass. Compasses made in this way become useless after 1 hour and have no sale value. You’re also adept at surveying your surroundings and you gain an expertise die on checks made for the Chronicle journey activity. In addition, you gain proficiency in Survival and its wayfinding skill specialty. If you already have this skill specialty you instead gain a Survival skill specialty of your choice.
Bundles of rough lumber turn to timeless furniture and sturdy construction under your careful lathe. You gain proficiency with carpenter's tools, or if you are already proficient you gain an expertise die instead. As an action, you can artfully sabotage an adjacent wooden device or vehicle using your carpenter’s tools. Examples include jamming a door shut, freeing a wagon’s wheel, or disabling a ship’s rudder. The Engineering check required to undo these sabotages and the combat maneuver DC to avoid them if the device or vehicle is attended is equal to your passive Intelligence carpenter’s tools score. In addition, you have advantage on checks made to create schematics for wooden items.
An orderly mind can see all sorts of uses within the natural world. You may use Engineering in place of Survival when setting up camp or performing the Gather Components journey activity. In addition, you may use the material components gained from the Gather Components journey activity for your spell inventions and other artificer features that require material components.
Even if dumped into the wilderness with nothing you’d get a laboratory back up and running in no time. With 1 hour of work you can create ramshackle versions of any type of artisan’s tools out of wood and stone. You take a –2 penalty on checks made with these ramshackle tools, only you can make use of them, and they have no sale value, but you can use them just like normal versions of those tools and they can also be used as tools of artifice.
Numerous logistic puzzles can be solved with just a rope, a pulley, and proper application of intellect. By spending 10 minutes working with at least 300 feet of rope, you can create the following through ingenious use of ropes and pulleys.
You can also deconstruct and recover the rope used in any of these rope creations by spending 10 minutes tearing it down.
With precision and artistry you can transform raw gems into faceted masterpieces. You gain proficiency with jeweler’s tools, or if you are already proficient you gain an expertise die instead. You can use your jeweler's tools to turn glass or lesser gemstones into replicas of far more expensive jewelry. During a long rest you can replicate an item using materials worth 100th of the item’s cost. The Investigation check DC required to discover the fraudulent nature of your replicas is equal to your passive Intelligence jeweler’s tools score. In addition, you have advantage on checks made to create schematics for rings and gemstone items.
While you may have no special talent for detecting traps, you and your tools can definitely deal with them once they’ve been pointed out. You gain the Engineering skill specialty mechanical traps. In addition, if you trigger a trap while attempting to disarm it, you gain advantage on any saving throws made to avoid it.
Your mastery of locomotion and gearing allows you to easily infuse elements of motion into simple devices. As an action you can create and place a Tiny moving gadget called a tinker toy (such as a walking doll, flying whirligig, or toy boat) out of 1 gold worth of materials. This tinker toy has AC 10, 1 hit point, and your choice of a Speed of 10 feet, fly speed of 10 feet, or swim speed of 10 feet. When you place this device it begins moving in a straight line until it is destroyed, it is blocked by an obstacle, or you use a bonus action to pick it up again. Tinker toys made in this way weigh 2 pounds, and can carry up to 1 pound worth of other devices or materials. Once you create a tinker toy in this way you cannot do so again until you finish a short rest, and any existing tinker toys you’ve created fall apart whenever you create a new one.
You’ve worked with countless companies who’ve bought or sold your creations, or at the very least your name is still recognized in mercantile fields. You gain an expertise die on all Charisma checks made to interact with merchants or tradesmen. In addition, you know the trade routes of any nation you are familiar with, what roads are most traveled, and which roads are most often accosted by banditry. At your narrator’s discretion, you may be able to leverage these connections into joining merchant caravans or even being hired on as guards for them