Eberron Artificer

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In addition to the sublass option presented on dndbeyond, the following Artificer Specialties are also available:

Arcane Botanist

Nature isn’t just red in tooth and claw—it’s green in leaf and stem. Arcane botanists understand this, having developed an extensive knowledge of plants and their many uses. It’s remarkable how useful plants become in combat when you add a little magic.

In Eberron, these artificers were often stationed in locations like the Eldeen Reaches, where their study of plants and observation of the region’s druids were utilized in the war effort.

  • Source: Tools of the Trade, page 3

Arcane Sleuth

You are adept at magically crafting tools that help you find clues and unravel mysteries around you. The combination of these implements with your deductive reasoning, encyclopedic education, and deep understanding of magic make you more than a mere investigator or detective. You have an uncanny ability to read people and situations, allowing you to predict your opponent's moves before they happen, uncover complex conspiracies with a bare handful of clues, and act with preternatural quickness before anyone else realizes what has happened.

  • Source: Eberron Archetypes, page 54

The Arcanist

An arcanist has devoted their life to the study of the deep rules of magic, to the mystical connections that underlie both spellcasting and magical items, giving them unique insights into how they work.

  • Source: Advanced Artificer, page 12

Biomancer

Biomancers use hazardous, carcinogenic substances to enhance their bodies in a torturous process. These mutations enhance the biomancers’ performance in specialized fields, giving them the edge they need to subdue their enemies on the battlefield or in the scientific community.

In Eberron, biomancers were feared during the Last War, since their prisoners were often used for horrifying experiments, or so the rumors say. Officially part of House Jorasco, the biomancers possess the Mark of Healing, although their work doesn’t include much healing in the usual sense. While these are the most prominent biomancers in Eberron, one does not need to be a dragonmarked of House Jorasco to pursue this speciality.

  • Source: Tools of the Trade, page 5

Clockwork Engineer

Though most artifacers train to infuse inanimate objects with magic, you elevate the great advances made during the Last War to a true art form. As a clockwork engineer, you are a master at crafting imitations of life from inanimate objects. The mechanical automatons you make are more durable and deadly than those wrought by your artificer peers.

You fashion minions and artifices to aid your companions, although you probably feel as much kinship to the automatons as you feel toward your fellow adventurers. You might dote on your creations, lamenting when they become damaged, and even avenging their destruction.

As you become more powerful, harmless clockwork creations surround you. They twitter and buzz, fluttering near you, keeping you company. Many are also helpers, and through their adroit appendages, you can construct other minions more quickly.

  • Source: Eberron Archetypes, page 56

The Golemancer

It’s always a tragedy when a soldier falls in battle. Our dead deserve the utmost respect and a safe journey back to their homeland. As for the enemy—dust them off, stitch some parts together, give them a jolt of necromantic lightning, and send them into the field.

In the world of Eberron, golemancers are magicusers who march the enemy’s own dead against them in combat, using their golems as a front line that they keep charged up with blasts of lightning. Like the use of common undead, golemancers were seen as a wartime necessity whose place in the world is in question now that the Last War is over.

  • Source: Tools of the Trade, page 7

The Ironclad

The ironclad is an expert smith who has crafted a suit of personalized armor. Ironclad artificers wade into the thick of battle with other warriors, laying low enemies while supporting their allies with the power of artifice.

In Eberron, House Deneith have several elite units of ironclad artificers. House Cannith claims, however, that the armor designs were stolen from one of their laboratories.

  • Source: Tools of the Trade, page 9

The Observer

Observers are artificers who use their knowledge to learn more about their enemies and surroundings, believing that the better prepared you are, the more likely you are to succeed. They use their talents to scout ahead of armies and adventuring parties alike, carrying back vital information.

During the Last War observers were highly prized by every nation hoping to win an upper hand in the next engagement. The specialty is still commonly practiced throughout Khorvaire.

  • Source: Tools of the Trade, page 11

The Sapper

Sappers are hated by all warriors and soldiers, who value honorable combat or their lives. Sappers are often gifted gnomes or dwarves, who love to dabble with highly reactive substances. These volatile mixtures are usually filled into small clay spheres and strategically placed on the ground. Most sappers are missing many of their fingers or entire limbs, leaving the dangerous work to their automated helpers.

Sappers are most commonly associated with House Cannith, who first experimented with the idea decades before the Last War. By the Day of Mourning, sapper duties were predominantly conducted by specialized warforged, as it was deemed too dangerous for regular troops.

  • Source: Tools of the Trade, page 14

The Warsmith

A warsmith specializes in using magic on the frontlines of battle, using magic to enhance their weapons and armor.

During the Last War, Warsmiths fought on the front lines of the conflict, providing protecting and interference for wandslingers and other spellcasters. Though the greatest warsmiths were warforged, they were drawn from the ranks of all the mortal species of Khorvaire.

  • Source: Advanced Artificer, page 14