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TRANSCRIPT
Artificer (Revised 1.5)
Agnome sits hunched over a workbench in room
cluttered with every sort of tool, carefully
drawing the final lines to an intricate rune. With
a crackling hum of arcane energy, the completed
rune flares with power, and she watches with a
smile of pride as the golem comes to life and
stands.
A troll growls in hunger as it looms over a dwarf, who slides
a long, metal tube from a holster at his belt. With a thundering
boom, a gout of energy erupts from the tube, and the troll's
growls turn into shrieks of panic as it turns to flee.
With a thunderous crash of energy a figure lands in the
middle of the battlefield. As the smoke clears, a towering
presence stands amidst the war-torn battlefield clad in
glowing mechanical platemail. The glowing visor swivels to
inspect the wreckage. It raises a gauntlet, and lightning
crackles forth.
Makers of magic-infused objects, artificers are defined by
their inventive nature. Like wizards, they see magic as a
complex system waiting to be decoded and controlled through
a combination of thorough study and investigation.
Artificers, though, focus on creating marvellous new
magical objects. Spells are often too ephemeral and
temporary for their tastes. Instead, they seek to craft durable,
useful items.
Cunning InventorsEvery artificer is defined by a specific craft. Artificers see
mastering the basic methods of a craft as the first step to true
progress, the invention of new methods and approaches.
Artificers are arcane engineers, students of invention and
warfare who craft deadly firearms, Mechplate, and
mechancial beings that they can augment with magic.
All artificers are united by their curiosity and inventive
nature. To an artificer, magic is an evolving art with a leading
edge of discovery and mastery that pushes further ahead with
each passing year. Artificers value novelty and discovery. This
penchant pushes them to seek a life of adventure.
A hidden ruin might hold a forgotten magic item or a
beautifully crafted mirror perfect for magical enhancement.
Artificers win respect and renown among their kind by
uncovering new lore or inventing new methods of creation.
Intense RivalriesThe artificers’ drive to invent and expand their knowledge
creates an intense drive to uncover new magic discoveries. An
artificer who hears news of a newly discovered magic item
must act fast to get it before any rivals do. Good-aligned
artificers recover items on adventures or offer gold or
wondrous items to those who possess items they are keen to
own. Evil ones have no problem committing crimes to claim
what they want.
Almost every artificer has at least one rival, someone whom
they seek to outdo at every turn. By the same token, artificers
with similar philosophies and theories band together into
loose guilds. They share their discoveries and work together
to verify their theories and keep ahead of their rivals.
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The Artificer
LevelProficiency
Bonus FeaturesSpells Known 1st 2nd 3rd 4th 5th Upgrades
1st +2 Artificer Specialization, Magic Item Analysis — — — — — — —2nd +2 Spellcasting, Tool Expertise 3 2 — — — — —3rd +2 Artificer Specialist Feature, Specialization Upgrade 4 3 — — — — 1
4th +2 Ability Score Improvement 4 3 — — — — 1
5th +3 Artificer Specialist Feature 5 4 2 — — — 2
6th +3 Arcane Reconstruction, Superior Attunement 5 4 2 — — — 2
7th +3 Wondrous Item Proficiency 6 4 3 — — — 3
8th +3 Ability Score Improvement 6 4 3 — — — 3
9th +4 ─ 7 4 3 2 — — 4
10th +4 Improved Magical Crafting, Wondrous Item Recharge 7 4 3 2 — — 4
11th +4 Study of Magic 8 4 3 3 — — 5
12th +4 Ability Score Improvement 8 4 3 3 — — 5
13th +5 ─ 9 4 3 3 1 — 6
14th +5 Artificer Specialist Feature 9 4 3 3 1 — 6
15th +5 ─ 10 4 3 3 2 — 7
16th +5 Ability Score Improvement 10 4 3 3 2 — 7
17th +6 ─ 11 4 3 3 3 1 8
18th +6 Wondrous Items Mastery 11 4 3 3 3 1 8
19th +6 Ability Score Improvement 12 4 3 3 3 2 9
20th +6 Soul of Artifice 12 4 3 3 3 2 9
Creating an ArtificerWhen creating an artificer character, think about your
character's background and drive for adventure. Does the
character have a rival? What drove your character down the
path of being an artificer? Is it about curiosity and invention,
or about the power the item brings? Did you character learn
from another artificer, or receive a vision or flash of
inspiration to learn their craft?
Consider how your character interacts with the a world, and
what they represent. Consult with your DM regarding guilds
or societies your character might belong to.
Quick BuildYou can make an artificer quickly by following these
suggestions. For the Cannonsmith or Gadgetsmith paths,
make your highest attribute Dexterity, followed by
Intelligence. For Runesmith, Potionsmith or Wandsmith,
Intelligence followed by Constitution or Dexterity, and for
Warsmith, choose either Strength or Intelligence, with
Constitution as your second highest attribute. Second, choose
the Guild Artisan background.
Class FeaturesHit Dice: 1d8 per artificer level
Hit Points at 1st: Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per artificer level after 1st
ProficienciesArmor: Light and medium armor
Weapons: Simple weapons, hand crossbows, heavy
crossbows.
Tools: Thieves’ tools, one other tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History,
Investigation, Medicine, Nature, Religion, Sleight of Hand
EquipmentYou start with the following equipment, in addition to the
equipment granted by your background:
(a) a handaxe and a light hammer or (b) any two simple
weapons.
(a) scale mail or (b) leather armor
thieves’ tools and a dungeoneer’s pack
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Artificer SpecializationAt 1st level, you focus your craft on a particular specialization:
Cannonsmith, Gadgetsmith, Potionsmith, Runesmith,
Warsmith or Wandsmith, each of which are detailed at the
end of the class description. Your choice grants you features at
1st level and again at 3rd, 5th, and 14th level.
Magic Item AnalysisStarting 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.
Tool ExpertiseStarting at 2nd level, your proficiency bonus is doubled for any
ability check you make that uses any of the tool proficiencies
you gain from this class.
SpellcastingAs part of your study of magic, you gain the ability to cast
spells at 2nd level. The spells you learn are limited in scope,
primarily concerned with modifying creatures and objects or
creating items.
Spell SlotsThe Artificer table shows 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 slot of the spell’s level or higher. You
regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and HigherYou know three 1st-level spells of your choice from the
artificer spell list (which appears at the end of this document).
The Spells Known column of the Artificer table shows
when you learn more artificer spells of your choice from this
feature. Each of these spells must be of 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 from this feature
and replace it with another spell from the artificer spell list.
The new spell must also be of a level for which you have spell
slots on the Artificer table.
Spellcasting AbilityIntelligence is your spellcasting ability 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 FocusYou 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.
Specialization UpgradeYour expert craftsmanship allows you to improve your
Specialization's Wondrous Item with new attributes.
Starting at 3rd level, choose an upgrade from the list at the
end of your specialization. The features and properties of your
Specialization's Wondrous Item permanently improves in that
way.
You apply an additional upgrade to your Specialization's
Wondrous Item at 5th, 7th , 9th , 11th, 13th, 15th, 17th and
19th level. You cannot apply an upgrade more than once,
unless the upgrade's description says otherwise. Upgrades
cannot be replaced or changed, besides as described in the
specialization.
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In any case that Specialization allows the upgrade to be
swapped out, Upgrades must always be selected as if the
Artificer is the level they were when they got that Upgrade
slot. For example, if you replace your Thundercannon and
reselect all your upgrades at as a 5-th level Artificer, you could
select one 3rd level upgrade and one 5th level upgrade, you
would not be able to select two upgrades that both had a
prerequisite of 5th level artificer.
Customizing Artificer Upgrades
The upgrades for each Artificer Specialization ispresented in a list at the end of the Specialization,but invariably there will always be ideas forupgrades not included in that list. At the heart of anArtificer beats an unrelenting drive for creativity,after all!
It is recommended that if there is Upgrade notincluded in your class list, you consult your DM toadd it.
An custom upgrade should aim be balancedagainst the existing non-level restricted upgrades,as the level restricted upgrades are balanced aroundthe limited number of them available.
Ability Score ImprovementWhen you reach 4th, 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 an ability score above 20 using this feature.
Arcane ReconstructionAt 6th level, you have mastered the knowledge of using magic
to repair things. You learn the Mending cantrip, and can cast it
at will. Additionally, you learn the Cure Wounds spell. If you
already know Cure Wounds you can select another spell from
the Artificer list. When you cast Cure Wounds, it can heal
constructs in addition to normally valid targets. Both Mending
and Cure Wounds learned through this features are
considered Artificer spells for you.
Superior AttunementAt 6th level, your superior understanding of magic items
allows you to master their use. You can now attune to up to
four, rather than three, magic items at a time.
Wondrous Items ProficiencyAt 7th level, your familiarity with the workings of magical
items means that you can ignore class based restrictions on
attuning to magical items.
Improved Magical CraftingAt 10th level, your experience in creating your own wondrous
invention makes you more adept at crafting a magic item than
a normal spellcaster. Creating a magic item takes you half the
time it would normally take.
Additionally, you can make 1 hour of progress toward
crafting a magic item, scroll, or potion during a long rest.
Wondrous Item RechargeStarting at 10th level, you can recharge a magic item that has
has charges, as long as those charges can only be used to cast
spells. To restore charges, you perform a ritual that takes one
minute and expends a spell slot of equal or higher level then a
spell slot level of a spell cast by the item. The number of
charges restored to the item is equal to the number of charges
required to cast that spell using the item once.
Study of MagicAt 11th level, your proficieny in the workings of magic has
become so great you can cast detect magic and identify at will.
Additionally, you have advantage on all Intelligence (Arcana)
checks to understand the workings of magical traps, effects,
or runes.
Artificers and Level of Magic
It is important to keep in mind that the balance ofan Artificer is keenly tied to the availability of magicitems in the world, either that can be forged byArtificer or found in the world.
Features like Superior Attunement and WondrousItem Mastery represent a significant elements ofthe Artificers class design. While the Artificer canbe an accomplished adventurer with no additionalmagic items, when setting out in low magic settingwith an Artificer, consult with your DM if someadjustments may be needed to the features!
In a lower magic setting, consider allowing theArtificer to create some items that they will be ableto apply their class features to, and that might stillbe thematic to their character concept and theworld setting in general.
Wondrous Items MasteryStarting at 18th level, you can activate a magic item that
would normally take an action as a bonus action instead.
Soul of ArtificeAt 20th level, your understanding of magic items is
unmatched, allowing you to mingle your soul with items linked
to you. You can now attune to five, rather than four, magic
items at a time. In addition, you gain a +1 bonus to all saving
throws per magic item you are currently attuned to.
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Artificer SpecializationsCannonsmithA Cannonsmith is an Artificer who has crafted a spectacular
and terrible device. A Thunder Cannon.
A weapon of unmatched destruction, an Artificer's reason
for forging such a thing is varied. Some seek the power, some
seek the discovery.
For some it is but a tool to accomplish their goal, for others
it is the culmination of the work, for which all the pesky
details of adventuring are dedicated to.
Given the destructive potential of a Thunder Cannon, many
monsters and men may seek to seize the power for
themselves upon witnessing its potential, but even if were to
succeed they would soon find that using one of these deadly
tools is an art of equal mastery to forging one, something only
the one who forged the device will ever truly master, for each
Thunder Cannon is unique work, suited only to its creator.
Cannonsmith's ProficiencyWhen you choose this specialization at 1st level, you gain
proficiency with tinker’s tools and smith's tools.
You gain the knowledge to forge rounds for your Thunder
Cannon, and can create them with the proper tools during a
Long Rest.
You can create up to 50 rounds of ammunition during a
long rest, with materials costing 1 gold piece per 10 rounds.
Thunder CannonAt 1st level, you forge a deadly firearm using a combination of
arcane magic and your knowledge of engineering and
metallurgy. This firearm is called a Thunder Cannon.
You are proficient with the Thunder Cannon. The firearm is
a two-handed ranged weapon that deals 2d6 piercing damage.
Its normal range is 60 feet, and its maximum range is 180
feet.
Once fired, it must be reloaded as a bonus action.
Thunder Cannon
Wondrous Item, Magical Firearm, Attunement (creator only)
Damage 2d6 piercing
Reload 1
Weight 15 lb.
Properties Two-handed, Loud, Reload(1)
Range 60/180
If you lose your Thunder Cannon, you can create a new one
over the course of three days of work (eight hours each day) by
expending 200 gp worth of metal and other raw materials.
You can create multiple Thunder Cannons, but you can only
be attuned to one of them at a given time, and can only change
which one you are attuned to during a long rest. If you create
a new Thunder Cannon, you can apply a number of Upgrades
equal to the value on the class table, applying each at the level
you get it on the class table.
Loud. Your weapon rings with thunder that is audible
within 300 feet of you whenever it makes an attack.
Some Artificers may create variant weapons beyond the
traditional Thunder Cannon, in which case the stats of that
weapon are used.
Variant Weapon Types
Your DM may allow you to select on the followingVarients for your Thunder Cannon. These do notcost a normal upgrade slot, and do not countagainst your total upgrades.
Hand CannonYou modify your Thunder Cannon with
lightweight components and a shorter barrel. Itsweight becomes 7 lbs. Your Thunder Cannonbecomes a one handed ranged weapon. It deals 1d8damage piercing damage (instead of 2d6) and itsnormal range becomes 20 feet and its maximumrange 60 feet.
Lightning SwordYou entirely remodel your weapon a melee
weapon. This can take the form of any martial meleeweapon, and you have proficiency with this weaponregardless of its shape. When you applyThundermonger damage with this weapon, it dealslightning damage instead of Thunder Damage.Apply common sense in what upgrades thiseliminates as options.
Arm Cannon?Perhaps most plausible for a Warforged
Cannonsmith, consult with your DM on replacing alost or removed arm with your Thunder Cannon ifyou feel the need to never be parted from it. In thisconfiguration, it retains the normal statistics, butbecomes a one-handed weapon. As cost, you losethe use of that arm for anything else, and the use ofthe arm can only be recovered by removing theThunder Cannon and the effect of Regenerate orsimilar magic.
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ThundermongerAt 3rd level, you've developed the arcane engineering skill to
upgrade your Thundercannon to deliver its shots with greater
force.
Once per turn, you can deal an extra 1d6 thunder damage
to one creature you hit with an Attack using Thunder Cannon.
After discharging this bonus damage, the you cannot deal this
bonus damage again until the start of your next turn.
This extra damage increases by 1d6 when you reach certain
levels in this class: 5th level (2d6), 7th level (3d6), 9th level
(4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th
level (8d6), and 19th level (9d6).
Devastating BlastsBeginning at 5th level, when you miss an attack with your
Thunder Cannon, you can still choose to apply your
Thundermonger damage, but it deals only half the bonus
damage.
Elemental SwappingStarting at the 14th level, when you take the attack action with
your Thunder Cannon you can adjust the firing chamber,
causing any bonus damage granted by Thundermonger to
deal Fire, Cold, Acid, or Lightning damage instead of Thunder
damage. Alternatively, you can consume a Vial of Holy Water
to cause your next Thundermonger bonus damage to deal
Radiant Damage.
Cannonsmith UpgradesAutoloading Magazine Requires Integrated Magazine,
Your Thunder Cannon now automatically chambers the
next round, no longer requiring your bonus action to reload.
Blast Shells. Prerequisite: 15th level Artificer.
You can choose to fire a blast shell when firing your
Thunder Cannon. When firing a Blast Shell, pick a target area
within normal range of your Thunder Cannon. Make an attack
roll as normal, and apply that attack roll to all targets within a
5 foot radius of your target point.
You can apply Thundermonger damage to one target
creature hit, or apply half of Thundermonger damage to all
creatures hit.
Cannon Improvement. Prerequisite: 5th level Artificer
You fine tune your Thunder Cannon's firing mechanism.
The Thunder Cannon gains a +1 bonus to Attack and Damage
Rolls made with it. You can apply this upgrade up to 3 times.
After the first time you take this upgrade, the piercing
damage dealt by your Thunder Cannon is considered magical.
Divination Scope. Prerequisite: 5th level Artificer
You add a scope to your Thunder Cannon and enchant the
lenses with Divination magic. The Scope has 3 Charges. As a
bonus action you can use 1 charge to cast Hunter's Mark. As
an action you can use 2 charges to cast See Invisibility or 3
charges to cast Clairvoyance.
The scope regains all charges after a long rest.
Echoing Boom. Incompatible with Silencer.
You pack extra power into your Thundermonger, increasing
the damage it deals by 1d6.
Extended Barrel
You extend the length of your Thunder Cannon’s barrel and
add rifling. The normal weapon range of your Thunder
Cannon increases by 30 feet, and the maximum range by 90
feet. You can apply this upgrade up to 2 times.
After applying this twice, if you have the Lightning Charged
Bayonet upgrade, the Bayonet gains the Reach property.
Harpoon Reel Prerequisite: 5th level Artificer
You install a secondary firemode that launches a Harpoon
attached to a tightly coiled cord. This attack has a normal
range of 30 feet and an maximum range of 60 feet, and it
deals only 1d6 piecing damage. This attack can target a
surface, object, or creature.
A creature struck by this attack is impaled by the Harpoon
unless it removes the Harpoon as an action, which causes it to
take an additional 1d6 damage. While the Harpoon is stuck in
the target, you are connected to the target by an 60 ft cord.
While connected in this manner, you can use your bonus
action to activate the Reel action, pulling yourself to the
location if the target if the target is Medium or larger. A Small
or smaller creature is pulled back to you. Alternatively, you
can opt to disconnect the cord.
This attack cannot be used again until the Reel action is
taken.
Integrated Magazine
Your Thunder Cannon holds 2 rounds at a time, allowing
you to attack twice before a bonus action reload is required.
Lightning Burst
You upgrade your Thunder Cannon to discharge its power
in within a 5-feet wide and 60-feet long line. As an action, you
can make a special attack. Each creature must make a
Dexterity saving throw or take damage equal to the bonus
damage of Thundermonger as lightning damage on a failed
save, half as much on a successful save. Using this shot
counts as applying Thundermonger damage for the turn.
Firing in this method does not consume ammo.
Lightning Charged Bayonet.
You affix a short blade to the barrel of your Thunder
Cannon, allowing you to make a melee weapon attack with it.
The blade is a finesse weapon melee weapon that you are
proficient with, and deals 1d6 Piercing damage.
The blade can be used to apply Thundermonger bonus
damage. When Thundermonger bonus damage is dealt with a
bayonet attack, the damage type is lightning. Dealing damage
this way counts as applying Thundermonger damage for the
turn.
Overchannel Capacitor. Prerequisite: 5th level Artificer
You gain the ability to channel your magical power into the
Thunder Cannon to overload its damage. You can expend a
spell slot to increase the damage dealt by Thundermonger by
1d8 per spell level spent.
Silencer. Incompatible with Echoing Booms.
You upgrade your Thunder Cannon with a sound
dampening module. Your Thunder Cannon loses the Loud
property.
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Snap Fire. Prerequisite: 9th level Artificer
You upgrade your Thunder Cannon for quick shots. You can
use your reaction to take a opportunity attack with your
Thunder Cannon if an enemy comes within 10 ft of you. You
have disadvantage on this attack. This attack only deals
Thundermonger bonus damage if you have not dealt the
bonus damage since the start of your last turn.
Shock Absorber.
You add a reclamation device to your Thunder Cannon to
gather energy from the surroundings when it is present. As a
reaction to taking Lightning or Thunder Damage, you can cast
Absorb Elements without consuming a spell slot. When
absorbed in this method, you can apply the bonus damage
granted by Absorb Elements to your next Thunder Cannon
attack even if you make a ranged attack.
Shock Harpoon Prerequisite: 9th level Artificer Prerequisite:
Harpoon Reel
After hitting a creature with the Harpoon fire mode, you can
use a bonus action to deliver a shock. If you have not used it
since the start of your turn, you can apply Thundermonger
damage as lightning damage. Additionally, the target must
make a Constitution saving throw against your spell save DC
or be stunned until the end of its next turn.
Once used, the Harpoon must be reeled in before this can
be used again.
Storm Blast. Prerequisite: 5th level Artificer
You upgrade your Thunder Cannon to discharge its power
in 30-foot cone from the gun. As an action, you can make a
special attack. Each creature must make a Strength saving
throw, or take half the bonus damage of Thundermonger and
be knocked prone. Using this shot counts as applying
Thundermonger damage for the turn.
Firing in this way does not consume ammo.
Firearms In a Campaign Setting
A lot of campaign settings do not feature firearms,and in some of these the Cannonsmith variant ofArtificer might not be the right choice, but considerthat the Artificer is fundamentally someone thattinkers and explores magic as much as technology.A Thunder Cannon need not be a gunpowderpowered device, and in most cases is more anengineering marvel of magic than technology.
Inversely, in a setting where firearms are morewidespread and magic is more limited, feel free tomove the slider the other direction.
Synaptic Feedback Prerequisite: 9th level Artificer
You install feedback loop into your cannon, allowing you to
siphon some energy from your Thunder Cannon to empower
your reflexes. Whenever you deal lightning damage with your
Thunder Cannon your walking speed increases by 10ft and
you can take the Dash or Disengage actions as a bonus action.
This boost lasts until the start of your next turn.
Turret Deployment Prerequisite: 9th level Artificer.
You can set up your Thunder Cannon and operate it
remotely. As an action, you deploy your Thunder Cannon in a
spot adjacent to you, and subsequently can attack with it as
long as you are within 100 feet of it and you can see the target
you are attacking. It still has its normal range from the point it
is attacking. A creature adjacent to it in this mode can use an
action to render it nonfunctional as a turret.
GadgetsmithA Gadgetsmith is an Artificer whose curiosity and inventive
genius have run rampant. While other Artificers may spend
their whole career perfecting a single-minded pursuit, a
Gadgetsmith believes that quantity is at least as good as
quality.
Quick witted and quicker footed, a Gadgetsmith is never
caught without another trick in their sleeve, their minds are
always jumping ahead to how to solve the problem with a
clever gadget.
A Gadgetsmith can come from any walk of life, but usually
exemplify a curiosity and distaste for the suppression of
knowledge or technology, usually favoring freedom to
experiment, tending toward Chaotic behaviors.
Gadgetsmith's ProficiencyWhen you choose this specialization at 1st level, you gain
proficiency with nets, rapiers, whips, and tinker's tools.
Essential ToolsAt 1st level, you've mastered the creation of the essential
reusable tools of surviving the battlefield as a Gadgeeter. You
have the following items:
Grappling Hook. As an attack or as an action, you may
target a surface, object or creature within 20 feet. If the
target is Small or Smaller, you can make a Grapple check
to pull it to you and Grapple it. Alternatively, if the target is
Medium or larger, you can choose to be pulled to it, this
does not grapple it.
Smoke Bomb. As an action, you can use this to instantly
cast Fog Cloud on yourself without expending a spell slot.
It lasts rounds equal to your intelligence modifier and does
not require concentration.
Shock Generator. As an action, you can use this to cast
Shocking Grasp.
Additional UpgradeAt 3rd level, you've mastered the essential tools begun to
tinker with ways to expand your arsenal. The number of
upgrades you have for your class level is increased by one.
The number of additional upgrades you get increases to two
more than the class table at 5th level.
Recycle GadgetsStarting at the 3rd level, during a long rest and taking effect
when you complete it, you can disassemble your gadgets and
create different ones. When you do this, remove any upgrade
you would like, and pick a new upgrade its place. You still
must select upgrades that are valid for the level you gained the
upgrade at (e.g. at 7th level, you can only have one upgrade
that has a prerequisite of 7th level).
Additionally, if a gadget is destroyed, you can use this
feature to recreate it for materials worth 20 gold pieces.
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Extra AttackBeginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Combat GadgetsBeginning at the 14th level, when you take the attack action,
you can replace an attack with using any gadget that requires
an action to use.
Additionally, any weapon gadgets you have created gain a
+2 to their attack and damage rolls.
Gadgetsmith UpgradesAntimagical Shackle. Prerequisite: 5th level Artificer
You create an antimagical shackle. When you are adjacent
to a creature, as an action you can attempt to shackle them to
yourself or a nearby object using these shackles. The you
make a Dexterity (Sleight of Hand) check contested by a
Strength (Athletics) or Dexterity (Acorbatics) check. On
failure, they are shackled to the creature or object you
attempted to shackle them to, and can move only by moving it
if they are able to.
Additionally, while shackled by these shackles, they cannot
teleport, planeshift, polymorph, shapechange, dematerialize,
or turn into an amorphous form. As an action they can make a
Strength saving throw against your spell save DC to break the
shackles once shackled, otherwise these shackles last until
you remove them.
This shackles have no effect on creatures immune to being
grappled or restrained.
Boomerang of Hitting.
You create a magical boomerang. You have proficiency in
this weapon, and it has the Finesse, Thrown (30/90), and
Special properties, and deals 1d4 damage.
Special: When this weapon is Thrown, you can target three
creatures within 10 feet of each other, making a separate
attack roll against each target.
This weapon returns to your hand after you make an attack
with it using the Thrown property.
Belt of Adjusting Size.
You create a belt with a creature size dial on it. While you
are wearing this belt, you can use an action to cast
Enlarge/Reduce on yourself. Once you use this gadget, you
cannot use it again until you complete a short or long rest.
Binding Rope. Prerequisite: 5th level Artificer
You create a rope that is capable of animating and binding a
target. As an action, target a creature within 30 feet. The
target must make a Dexterity Saving throw against your Spell
Save or become restrained until the end of your next turn. If
you are currently grappling the target, it makes the Dexterity
saving throw with disadvantage. The rope can only restrain
one target a time.
Bracers of Empowerment. Prerequisite: 11th level.
You create bracers that can empower you. You can use this
to cast Tensor's Transformation without expending a Spell
Slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
Deployable Wings. Prerequisite: Artificer level 9.
You build a set of deployable artificial wings. You can deploy
this as a bonus action, or as a reaction to falling. When
deployed, these give you a flying speed of 30 feet.
Disintegration Ray. Preqrequisite: 15th level Artificer.
You create a Disintegration Ray. You can use this to cast
Disintegration without expending a Spell Slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
Gripping Gloves. Prerequisite: 11th level Artificer.
You create a set of gloves with a powerful assisted grip. Your
Strength score and maximum Strength score increases by 2
while wearing these gloves. You gain advantage on Strength
(Athletics) checks involving manipulating things with your
hands while wearing these gloves.
Element Eater.
You create a device capable of absorbing incoming
elemental damage. As a reaction to taking elemental damage,
you can activate this device and cast Absorb Elements without
expending a spell slot, but the gadget cannot be used again
until you complete a short or long rest.
Enhanced Grappling Hook.
You enhance your grappling hook, increasing its range to 40
feet.
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Fire Spitter.
You create a gadget that creates a quick blast of fire. As an
action, you can cast Aganazzar's Scorcher with this gadget,
but the gadget cannot be used again until you complete a
short or long rest.
Flashbang.
You create a high luminary discharge device. As an action,
you can target a point within 30 feet. Any creature within 20
feet of the targeted point must make a dexterity saving throw
or be blinded until the end of its next turn. Once you use this
gadget, you cannot use it again until you complete a short or
long rest.
Impact Gauntlet.
You create a weapon capable of amplifying the impact of
your blows. You have proficiency in this weapon, and it has the
Finesse, Light and Special properties. It deals 1d8
bludgeoning damage.
Special: When you make an attack roll, you can choose to
forgo adding your Proficiency modifier to the attack roll. If the
attack hits, you can add double your Proficiency modifier to
the damage roll.
Lightning Baton.
You combine incorporate elements of your shock generator
design into a baton, creating a new weapon. You have
proficiency in this weapon, and it has the Finesse and Light
properties. It deals 1d4 bludgeoning damage and 1d4
lightning damage on hit. If you score a critical strike with this
weapon, the target must succeed a Constitution saving throw
against your Spell Save or become stunned until the start of
your next turn.
Mechanical Arm.
You create a mechanical arm, giving an extra hand. This
mechanical arm only functions while it is mounting on gear
you are wearing, but can be operated mentally without the
need for you hands. This mechanical arm can serve any
function a normal hand could, such as holding things, making
attacks, interacting with the environment, etc, but does not
give you additional actions.
Mechanical Familiar.
You can create the blue print for a small mechanical
creature. At the end of a long rest, you can choose animate it,
and cast Find Familiar with the following modifications. The
creatures type is Construct, and you cannot select a creature
with a flying speed. This construct stays active until you
deactivate it or is destroyed. In either case, you can choose to
reactivate it at the end of a long rest.
Nimble Gloves. Prerequisite: 11th level Artificer.
You create magical gloves the increase your dexterity. Your
Dexterity score and maximum Dexterity score increases by 2
while wearing these gloves. You gain advantage on Dexterity
(Slight of Hand) checks involving manipulating things with
your hands while wearing these gloves.
Phase Trinket. Prerequisite: 9th level Artificer.
You create a magical stopwatch that manipulates ethereal
magic. As an action, you can cast Blink or Dimension Door
using the Stopwatch without expending a Spell Slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
Jumping Boots. You modify your boots with arcane boosters.
While wearing these boots, you are under the effects of the
Jump spell.
Repeating Hand Crossbow. You build an improved hand
crossbow. You have proficiency in this weapon, and it has the
Ammunition (range 30/120), Light, and Special properties and
deals 1d6 piercing damage.
Special: This weapon does not require a free-hand to load,
as it has a built in loader.
Bee Swarm Rockets. Prerequisite: 15th level Artificer. You
design a type of tiny firecracker like device, that can be
released in large number. You have a maximum number of
rockets equal to your Artificer level. You can release between
one and the number you have remaining as an action. Each
rocket targets a point you can see within 40 feet. Creatures
within 10 feet of a target point must make a dexterity saving
throw. Creatures that fail take 2d6 fire damage, or half as
much on a successful one.
You rebuild your stock to your maximum during a long rest.
Shocking Hook. You can integrate your Shock Generator and
your Grappling Hook. If the target of your Grappling Hook is a
creature, you can cast Shocking Grasp on that creature as a
bonus action when pulling it to you or being pulled to it.
Sight Lenses. You create a set of lenses you can integrate
into a set of goggles, glasses, or other vision assistance that
allow you to see through obscurement. You can see through
Fog, Mist, Smoke, Clouds, and non-Magical Darkness as
normal sight up to 15 feet.
Smoke Cloak. Create a cloak that causes you to blend in with
smoke. When you start your turn lightly or heavily obscured
by smoke, you are invisible until your turn ends, you cast a
spell, make an attack, or damage an enemy.
Stinking Gas. Prerequisite: 9th level Artificer. You make a
more potent compound for your Smoke Bomb. When use a
Smoke Bomb, you can choose to cast Stinking Cloud rather
than Fog Cloud, following the same rules.
Striding Boots.
You modify your boots with amplified striding speed. While
earing these boots, you are under the effects of Longstrider
spell.
Stopwatch Trinket. Prerequisite: 9th level Artificer.
You create a magical stopwatch that manipulates time
magic. As an action, you can cast Haste or Slow using the
Stopwatch without expending a Spell Slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
Truesight Lenses. Prerequisite: Sight Lenses. You upgrade
and fine tune your sight lenses, granting you Truesight up to
15 feet.
Useful Universal Key. Prerequisite: 11th level Artificer.
You create a Universal Key to obstacles, transmuting them
into not-obstacles. As an aciton, you can apply this key to a
surface to cast Passwall without expending a spell slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
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Zombie Wires. Prerequisite: 15th level Artificer.
You create an advanced system of magical threads that you
can shoot out, and use to make nearby corpses dance to your
commands. As an action, you can cast Danse Macabre
without expended a spell slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
PotionsmithAn alchemist is an artificer who has pursued the secrets of
alchemy. While many a village has an apothecary grinding odd
herbs and roots into potent (or not so potent) concoctions, the
careful process of mixing and brewing is just one way to
achieve results. Through the use of the intricate secrets of the
craft and direct infusions using magical rituals, a real
alchemist can come up with explosive results in the blink of
an eye... sometimes literally.
An alchemist can be a scholar who has delved much of the
knowledge the world has to offer or an explorer that has
unlocked the secrets of the wilderness. Their knowledge
could come being friends of the fey, or unfettered access to the
royal library. As such, alchemists can be good or evil, lawful or
chaotic.
Alchemist's ProficiencyWhen you choose this specialization at 1st level, you gain
proficiency with Blowguns, Alchemist’s supplies and
Glassblower’s tools.
Your knowledge of alchemy gives you a natural affinity for
brewing potions. Creating a potion through normal crafting
takes you only half the time and cost it would normally take.
Alchemists and Potions
Immediately on making an alchemist, one may thinkof the magic potions that exist in most D&Dsettings, from the simple Healing Potion to thelegendary Potion of Storm Giant Strength, however,someone does not need to be an Alchemist tomake these, as crafting rules for them are open toall classes, and best outlined in Xanathar's Guide toEverything.
An alchemist with their proficiency will certainlyhave the edge in potion crafting, but these potionsare not fundamental to the class.
Alchemical Reagent's PouchAt 1st level, you've acquired a pouch of useful basic reagents,
much as a wizard might carry a component pouch. You've
tucked away things that will come in handy, and can retrieve
them as part of using an ability that might require them. As
long as you have this pouch on, you can do alchemy. This
pouch is considered as alchemy supplies for the purposes of
crafting.
If you lose your reagent pouch, you can spend 50 gold
pieces to reacquire the various stocks you need, or spend 1
full day gathering them from a natural environment without
expense.
Instant ReactionsAt 1st level, you know how to get instant reactions to occur
without the niceties of grinding, simmering and brewing
required for more refined concoctions.
Moreover, you know enough ways to do these that with just
a few standards supplies, you can get these results out of a
wide range of things you can gather in almost any locale and a
pinch from your reagent pouch.
You know the following instant reactions.
Alchemical Fire. As an action you can produce a reaction
causing a searing flame. At point within 15 feet, you can toss
quick combination of things that will cause searing fire to
flare up in a 5 foot radius. Creatures in that area have to make
a dexterity saving throw, or take 1d8 fire damage.
The damage damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
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Poisonous Gas. As an action you can produce a reaction
causing noxious fumes. At point within 15 feet, you can toss
quick combination of things that will cause a whiff of poisonus
gas to erupt spreading to a radius of 5 feet. Creatures in that
area have to make a constitution saving throw, or take 1d4
poison damage and become poisoned until the end of their
next turn.
The damage damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Healing Draught. As a bonus action, you can produce
combination that will provide potent magical healing.
Immediately after creating the draught, you can use your
action to consume it or administer it to a creature within 5
feet. A creature who drinks this draught regains 1d8 health. A
creature can benefit from a number of these healing draughts
equal to their constitution modifier (minimum 1), after which
they provide no additional benefit until they complete a long
rest. A Healing Draught that is not consumed by the end of
your turn loses its potency.
The healing increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Alchemical InfusionsAt 3rd level, you have found a way to skip most of the brewing
process for alchemically creating potent magically effects by
directly infusing the potion with your own magic. When you
take a short or long rest and have an empty vial on your
person, you may choose one the following spells and can use a
spell slot to cast it.
Spell Level Infusion Spells
1st cure wounds, entangle, grease
2nd barkskin, shatter, lesser restoration
3rd blink, water breathing, stinking cloud
4th stoneskin, confusion
5th cloudkill, skill empowerment
When you cast the spell in this way, the spell does not take
effect immediately, but is infused into the potion. If the spell
grants an effect or restores health, the creature will gain the
effect of the spell when the potion is consumed.
If the spell has an area of effect area, that area of effect take
place when the vial is broken, with the effect centered on
where the vial breaks. As an action, you or another creature
can either consume the vial, or throw it up to 30 feet where it
shatters on impact.
On Creativity and Catapults
While as per the feature, you can only throw the vialcontaining an Infused Potion 30 feet, the triggermerely specifies that the effect takes place where itbreaks. If you can find another way to deliver thevial, such as the catapult spell on the artificer spelllist, you can apply these methods as well.
If the spell has a persistent effect that requries concentration,
it does not require concentration to maintain, but it's duration
is shortened to a number of rounds equal to your intelligence
modifier. A spell that does not require concetration lasts its
normal duration. An infused potion loses its potency if it is not
used by the end of your next long rest.
You can gain additional spells for your Alchemical Infusions
through your Alchemist upgrades.
Empowered AlchemyStarting at 5th level, when you deal damage or restore health
with an instant reaction or alchemical infusion, you can add
your intelligence modifier to the damage dealt or health
restored.
Infusion ExpertiseStarting at 14th level, when you create an Alchemical Infusion
during a short rest, the first alchemical infusion you create
does not require a spell slot to infuse, and you can select an
alchemical infusion that you would otherwise not have a spell
slot of high enough level for when making this infusion.
Alchemist UpgradesAroma Therapies. Prerequisite: 9th level Artificer.
You expand your alchemical knowledge to be able to
produce incense and simmering reagents that grant effects to
those that inhale their fumes. If creatures spend a long rest
inhaling fumes from a concoction you devise with this feature,
creatures regain all of their expended hit dice when they
would normally only recovering half, and cured of any non-
magical diseases they are suffering from.
Adrenaline Serum. Prerequisite: 9th level Artificer.
You create a potent serum. As an action on your turn, you
can consume this serum, granting you the effects of Haste and
Heroism for a number of rounds equal to your Intelligence
modifier (minimum 1). These effects do not require
concentration, but you still suffer the normal effects of the
Haste spell ending when it ends. You can use this a number of
times equal to your constitution modifier (minimum 1) before
you must take a long rest to gain the effects from the serum
again.
Another creature can take this dose, but they must pass a
Constitution saving throw equal to your spell save to gain the
effects, and become poisoned on a failed save.
Auto Injector.
You create an automatic potion injector that you can wear.
As an action, you can load a potion (either an infused potion
or a normal potion) into this injector at any time.
Subsequently while a potion is loaded into the injector, you
can consume the potion using your reaction. Only one option
can be held in the injector at a time.
Delivery Mechanism.
You modify the stability of your reagents and develop a
better delivery mechanism. You can target a point within 30
feet for your instant reactions that target a point. The
additional precision allows you to better target the effects,
allowing creatures of your choice within the target area to
automatically pass a dexterity saving throw against your
effects.
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Elixir of Life. Prerequisite: Philosopher's Stone.
You can brew a special potion using your Philosopher
stone. Brewing this potion takes 8 hours and requires 1000
gold pieces of special ingredients. An Elixir of Life causes a
creature that drinks it to cease aging, and be under the effects
of death ward for one year, or until the death ward is triggered.
Explosive Reaction.
You formulate a new instant reaction, a devastating minor
explosion. Targeting a point within 15 feet, as an action, you
cause an explosion. Creatures within 10 feet of the target
point must make a constitution saving throw, or take 1d10
thunder damage from the shockwave of the explosion.
The damage damage increases by 1d10 when you reach 5th
level (2d10), 11th level (3d10), and 17th level (4d10).
Fortifying Fumes Reaction.
You formulate a new instant reaction, a powerful fortifying
stimulate. Targeting a point within 15 feet, as an action, you
cause fumes to erupt. Creatures within can choose to hold
their breath and not inhale, but creatures that inhale the
fumes gain 1d4 temporary hit points, deal 1d4 additional
damage on their next melee weapon attack made before the
end of your next turn, and have advantage on their next
Constitution saving throw before the end of your next turn.
The both the temporary hit points and damage bonus
increase by 1d4 when you reach 5th level (2d4), 11th level
(3d4), and 17th level (4d4).
Frostbloom Reaction.
You formulate a new endothermic reaction, a devastating
localized cold snap that creates an instant bloom of ice. Target
a point within 15 feet, as an action, you cause an the area to
erupt in frost. The area within 10 feet of the target becomes
difficult terrain until the end of your next turn, and any
creature in the area must make a dexterity saving throw, or be
caught by the ice taking 1d6 cold damage; a creature entirely
in the area of effect that fails also becoming restrained until
the end of their next turn. They can use their action to make a
Strength saving throw to break free of the ice early.
The damage damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Greater Adrenaline Shot. Prerequisite: Adrenaline Serum.
You upgrade your adrenaline shot to produce even more
extreme and magical effects in the creature it effects. The
adrenaline shot also adds the effect of Tensor's
Transformation when you consume it. This effect only takes
place if you are the one consuming the serum. You do not
suffer the effects of Tensor's Transformation wearing off when
the serum effect ends.
Inoculations.
You and up to five allies of your choice are inoculated
against the poisonous effects you can produce that require a
constitution saving throw (such as the poisonous gas instant
reaction or the cloudkill infusion). Additionally, you gain
resistance to poison damage.
Infusion Stone. Prerequisite: 9th level Artificer.
You use the secrets of Alchemy to create an Infusion Stone.
You can use this stone in the process of infusing potions in
place of a spell slot level less than or equal to the highest level
spell slot you can cast.
You can use this stone to replace a spell slot for an infusion
once. It regains this charge after you complete a long rest.
Mana Potion. Prerequisite: 9th level Artificer.
During a short rest, you can create a mana potion. A mana
potion loses its potency if it is not consumed within 1 minute.
As an action, a creature can consume a mana potion to
restore a spell slot of its choice, up to third level.
Philosopher Stone. Prerequisite: 15th level Artificer.
You create a Philosopher's Stone allowing you recreate
wonders of alchemy. So long as you have a supply of non-gold
metal, you can create up five pounds of gold a day (250 gold
pieces worth).
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Persistent Reactions.
Your reactions that effect a target area persist in that area
until the start of your next turn. Creatures entering the effect
or ending their turn there have to repeat the saving throw
against the effect. You can choose to make a reaction not
persist at the time of taking the action to cause it.
Potent Reactions. Prerequisite: 9th level Artificer.
You refine your reactions increasing the potency. The die
you roll to determine the damage or healing effect of your
reactions is increased by one. A d4 becomes a d6, a d6
becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.
Poisoner's Proficiency.
You delve into the secrets of the darkest secrets of herblore,
learning the potent secrets of poison. During a long rest, you
can create one of the three following poisons.
Contact poison. You can apply this to a weapon or up to ten
pieces of ammunition, lasting until the end of your next
long rest. That weapon deals an additional 1d4 poison
damage to targets it strikes.
Ingested poison. This a simple flavorless powder. If a
creature consumes a full dose of this poison before the end
of your next long rest, after one minute has passed they
must make a Constitution saving throw with disadvantage
against your spell save DC or take a number of d10 equal
to your Artificer level in poison damage, and become
poisoned until they complete a long rest.
Inhaled poison. This poison can be used to modify your
poisonous gas reaction. Anytime before the end of your
next long rest, you can use this dose of poison to make
your poisonous gas instant reaction have a radius of 10
feet and deal twice as much damage on a failed save.
Secrets of Enhancement.
You learn the secrets of infusing powerful enhancements
into your Alchemical Infusions. You can add the following
spells to your list of available spells for alchemical infusions:
Spell Level Infusion Spells
1st heroism
2nd enlarge/reduce
3rd haste
Secrets of Fire.
You learn the secrets of infusing fire into your Alchemical
Infusions. You can add the following spells to your list of
available spells for alchemical infusions:
Spell Level Infusion Spells
1st faerie fire
2nd dragon's breath
3rd fireball
Secrets of Frost.
You learn the secrets of infusing fire into your Alchemical
Infusions. You can add the following spells to your list of
available spells for alchemical infusions:
Spell Level Infusion Spells
1st armor of agathys
2nd snilloc's snowball swarm
3rd ice storm
Secrets of...Almost any set of three spells, a 1st level, 2nd level,and 3rd level spell of either short term buffs or areaof effect damage spells is a valid combination of aSecrets of upgrade, so long as there is a thematicconnection between the spells. Consult with yourDM for other options if the spells you want aren'tpresent here, but the spells should always be eithershort term buffs or area of effect damage spells,and should not be higher than 3rd level unless theyare exceptionally weak for their level.
Weapon Coating.
You learn to how to coat a weapon or piece of ammunition
with one of your instant reactions to take effect on hit. As a
bonus action, you can apply your instant reaction to a melee
weapon or piece of ammunition. Until the end of your turn,
the next hit with that weapon or with a coated piece of
ammunition will cause the effect of the instant reaction to the
target. The creature automatically takes and damage or
healing associated with the reaction, but makes a saving
throw as normal against any additional effects.
The ImplicationsThere is an Instant Reaction that restores health,rather than deals damage. This can be applied viaweapon coating as well, though the weapondamage of the implement is not negating, perhapsyour allies will forgive a blowgun dart coated in ahealing draught... if you hit the attack.
RunesmithA Runesmith is an Artificer that has delved into the power and
mystery of Runes that forge the the basis of many of the
greatest feats of magic ever wrought. They pursue ancient
knowledge and uncover new secrets never known to the
world. They build on structured systematic magic to bend the
laws of the world to their will.
A typical Runesmith is a voracious mind that seeks to
unlock the very secrets of life and magic. By drawing and
infusing their Runes, they can work powerful magic.
Runesmith's ProficiencyAt 1st level, you gain proficiency with smith's tools and
jeweler's tools, and can select two more languages that you
can read and write (but not speak).
Your knowledge of runic magic gives you a natural affinity
for scribing spell scrolls. Creating a magic spell scroll only
takes you half the time and material cost it would normally
take.
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RunecraftAt 1st level, you gain the ability to Runecraft items. At the end
of a Long Rest, you can place up to two runes on nonmagical
items. The number of items increases to 3 runes at 5th level
Artificer, 4 runes at 9th, 5 runes at 13th, and 6 runes at 17th.
The runes effects fade at the end of your next long rest, at
which point the same rune or a different rune may be selected.
These runed items grant the following benefits only to you.
A weapon or piece of armor can have multiple Runes active
on it, a piece of jewelry can only have a single Rune active on
it at a given time.
Rune of Ability. A piece of jewellery or armor with this
Rune grants grants a +1 to an Ability Score of your choice,
as well as the maximum for that score while it is active.
Rune of Flametongue. A melee weapon inscribed with
this Rune deals 1d6 bonus fire damage. This spell's
damage increases by 1d6 when you reach 5th level
Artificer (2d6), 11th level (3d6), and 17th level (4d6).
Rune of Protection. A piece of jewellery or armor with
this Rune grants +1 to armor class. At 5th level Artificer it
grants +1 to all Saving Throws as well.
Rune of Regeneration. A piece of jewellery or armor with
this Rune allows you to recover health equal to your
Artificer level when you take a short rest.
Rune of Recovery. A piece of jewellery with this Rune
allows you to recover Spell Slots equal to or less than
quarter your Artificer level (rounded up) during a short
rest. For example, you can recover a 1st level spell slot if
you're 1st level artificer, and two 1st level spells slots or a
2nd level at level if you're a 5th-level artificer.
Rune of Enhancement. A weapon inscribed with this
Rune gain a +1 bonus to attack and damage rolls. The
bonus increases to +2 at 9th level, and increases to +3 at
17th level.
Rune of Vorpal Force. A weapon inscribed with this Rune
deals all damage dealt with it as Force damage.
Rune of Warding. A piece of armor inscribed with this
Rune generates a shield of temporary hitpoints equal to
you Artificer level. These temporary hitpoints are refreshed
when you take a short or long rest.
You can be effected by only a single instance of any given
rune.
Warforged GolemAt 3rd level, you have attained the forging skill, arcane
knowledge, and mastery of rune magic to create a Warforged
Golem. This golem is controlled by a magic Runed Pendant:
Runed Pendant
Wondrous Item, Attunement (creator only).
While attuned to this gem, you have control of your
Mechanical Servant. Your Mechanical Servant acts on your
Initiative.
The Warforged Golem obeys your commands as best as it can.
It takes its turn on your initiative, though it doesn't take an
action unless you command it to. On your turn, you can
verbally command the construct where to move (no action
required by you) and take the Help or Attack action. It has
Proficiency in Simple Weapons.
Your Warforged Golem's Proficiency increases when yours
does. Additionally, it gains 5 hit points for every level in
Artificer you gain. If the golem 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
slain servant if you have access to its body. It returns to life
with 1 hit point at the end of the rest. If the servant is beyond
recovery, you can reproduce the construct exactly as it was,
with four days of work (eight hours each day) and 1,000 gp of
raw materials. It regains all health at the end of a long rest.
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Infuse MagicStarting at 5th level, you gain the ability to channel your
artificer spells into runic symbols for later use.
When you cast an artificer spell with a casting time of 1
action, you can increase its casting time to 1 minute. If you do
so and hold 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.
If the spell targets more than one creature, the creature that
activates the item selects the additional targets. If the spell
has an area of effect, it is centred on the item. If the spell’s
range is self, it targets the creature that activates the item. If
the spell requires concentration, the creature that activates
the item maintains the concentration as if they had cast the
spell.
When you infuse a spell in this way, it must be used within 8
hours. After that time, its magic fades and is wasted. You can
have a limited number of infused spells at the same time. The
number equals your Intelligence modifier.
Instant RunesAt 14th level, when you cast a spell with a somatic component,
you can use your bonus action to trace an runic symbol,
choosing from one of three effects.
Rune of Power: You can increase the spell level of the
effect by one (if applicable).
Rune of Dominion: You can increase the DC of the saving
throw by an amount equal to your Intelligence modifier.
Rune of Persistence: You can make the Rune persist,
maintaining concentration on the spell for you. This last a
number of rounds equal to your Intelligence Modifier.
You must then finish a short or long rest to use this feature
again.
Runesmith UpgradesArcane Barrage Armament. Prerequiste 9th level.
You install a shoulder mounted armament to your golem,
charged with arcane power. This armament has 3 charges. As
an action, the golem can expend 1 charge to cast Magic
Missile as a 3rd level spell. When cast this way, it has no
Verbal or Somatic component.
The charges are regained after a long rest.
Cloaking Device. Prerequisite 15th level.
You install an Arcane Cloaking device on your Warforged
Golem. This device has 4 Charges. You can direct the golem
to expend 1 or more charges to cast one of the following
spells using its action: Invisibility (2 charges), Greater
Invisibility (4 charges).
It regains all charges after a long rest.
Environmental Adaptation. Prerequisite: 5th level.
You add integrated climbing hooks, deployable fins,
insulated seals to your Golem. Your Warforged Golem gains a
climbing and swimming speed equal to its walking speed.
Additionally, it gains resistance to Cold and Fire damage.
Expanded. Prerequisite: 9th level.
You enlarge your Warforged Golem, increasing its size
category by one. It has advantage on Strength checks and
Strength saving throws.
Evasive Maneuvers
Warforged Golem may add its Dexterity Modifier to its AC
while not wearing heavy armor. Additionally, you can now
command it to take the Dash, Disengage and Dodge actions.
Flamethrower Armament. Prerequiste 9th level.
You install a shoulder mounted armament to your golem,
heavily enchanted with flame spells. This armament has 3
charges. As an action, the golem can expend 1 charge to cast
Burning Hands as a 3rd level spell. The DC of the spell is 15.
When cast this way, it has no Verbal or Somatic component.
The charges are regained after a long rest.
Powerful Grappler.
You increase the power of the golem’s grip, your Warforged
Golem gains proficiency in the Athletics skill and has
advantage on attacks against creatures that it is grappling.
Heavy Armor Plating Prerequisite: 5th level Artificer.
Warforged Golem Strength Score of 15 or higher.
You can incorporate a suit of Heavy Armor into your
Warforged Golem. Your Warforged Golem's AC becomes the
AC granted by the incorporated armor. While incorporated
with your Warforged Golem in this way, the Warforged Golem
has Proficiency with that armor.
While equipped with Heavy Armor, your Warforged Golem
has disadvantage on Dexterity (Stealth) checks.
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Warforged GolemMedium Construct, unaligned
Armor Class 14 (Natural Armor)Hit Points 10 + (5 per Artificer Level)Speed 25ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 5 (-3) 1 (-5)
Damage Immunities poison, psychicCondition Immunities exhaustion, charmed, poisonedSenses passive perception 7Languages Understands creator’s languages, but
cannot speak
ActionsAttack Protocol. Slam: +4 to hit, reach 5ft., one target.Hit 1d4 + 2
__
Improve Dexterity. You tune the servos in your Warforged
Golem. Your Warforged Golem's Dexterity score increases by
2. You may apply this upgrade multiple times. A Warforged
Golem's maximum Dexterity score is 18.
Improve Strength. You reinforce the power of your golem’s
core and limbs. Your Warforged Golem's Strength score
increases by 2. You may apply this upgrade multiple times. A
Warforged Golem's maximum Strength score is 18.
Integrated Shields. Your Warforged Golem gains Proficiency
with shields, allowing it to equip a shield without penalty.
Iron Fortress. Prerequisite: Stabilization You increase the
size and durability of your golem’s frame. Your Warforged
Golem now counts as full cover for those adjacent to it and it
cannot be moved against its will while in contact with a floor.
Multiattack Protocol. Prerequisite: 11th level Artificer. Your
Warforged Golem gains multiattack. When your Mechanical
Servant uses the Attack action, it can attack twice.
Martial Weapons Protocols. Prerequisite: 5th level Artificer.
Your Mechanical Servant gains Proficiency with Martial
Weapons.
Mark of Life. Prerequisite: 9th level Artificer. You have
attained the understanding of magic and craft a Mark of Life
on the forehead of your Warforged Golem, turning it into a
Warforged Companion. It gains and Intelligence score of 8
and a Charisma score of 6. This allows it to use Infused Magic
you create, as well as follow more complex commands
without direct input, speak, and remember things.
Roleplaying a Warforged Companion
If you choose the Mark of Life upgrade, yourWarforged golem becomes sentient companion,capable of learning, thinking, and having opinions.Consider how this may impact your interactions.
Precision Movements. Your Warforged Golem gains
Proficiency in the Stealth skill and with Thieves' Tools.
Additionally, it gains an integrated set of Thieve's Tools that
are always available (unless removed).
Redundant Systems.
You have reinforced your Warforged Golem with layers of
protection and redundant systems. It gains additional
hitpoints equal to twice your Artificer level. Additionally, it
gains advantage on death saving throws.
Rune Golem. Prerequisite: 5th level.
You've leaned to draw runes in such a way that the golem
can benefit from the effect if the Rune is drawn on the golem
or its gear. You can apply runes from Runecraft to your golem,
each rune applied to the golem counts toward the maximum
runes drawn, and the golem gains the benefits of the rune
instead of you.
Runic Wings. Prerequisite: 11th level Artificer. Incompatible
with Expanded. You add rune engraved wings to your
Warforged Golem, granting it a flying speed of 20 feet.
Warfare Routines. Your Warforged Golem gains one Fighting
Style choosing from Duelling, Great Weapon Fighting,
Defence, or Archery.
Stabilization. You increase the resilience and stability of your
Warforged Golem. It gains proficiency in Constitution Saving
Throws and has advantage against saving throws to be
knocked down.
Warforged Apprentice. Prerequisite: Mark of Life. 15th level
Artificer.
Your Warforged Companion begins to apply its abilities to
learn new things, gaining a class level in a class of your
choosing. Your Warforged Companion gains all the first level
features of a class of your choice. This does not include health
or class proficiencies (for example, selecting Fighter grants
only Fightiny Style and Second Wind).
Warforged Adept. Prerequisite: Warforged Apprentice.
Your growth as a Runesmith is such that your creation is
capable of learning and adapting even more skills. It gains all
the second level features of the class you selected for the
Warforged Apprentice upgrade. This does not include health
or class proficiencies (for example, selecting Fighter grants
only Action Surge).
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WarsmithA Warsmith is an Artificer that has turned their wondrous
talent of invention to a singular goal: making themselves a
juggernaut of war. The reasons behind this could be
benevolent or nefarious. Some Warsmiths seek to turn their
invention into a machine of death and terror; others become
the arbiter of justice and order, and others still perhaps merely
seek to refine their craft in pursuit of pure innovation.
Because few individuals would pursue such a wondrous
invention without a driven purpose to their endeavour,
Warsmiths tend to be Lawful, usually driven to their actions by
a greater purpose they seek the power to accomplish, be it
righting the wrongs or the world, or bringing it to heel beneath
their ironshod boot.
Warsmith's ProficiencyAt 1st level, you gain proficiency with heavy armor and smith's
tools.
Mechplate GauntletAt 1st level, when you take this specialization, you construct
Mechplate Gauntlet. This is a specialized Wondrous Item that
only you can attune to.
Mechplate Gauntlet
Wondrous Item, Attunement (creator only).
Weight 5 lb.
While wearing this gauntlet, you have proficiency in Martial
Weapons, unarmed strikes using this gauntlet deal 1d6
bludgeoning damage, and you learn the Shocking Grasp cantrip
and can cast it through the gauntlet.
If you lose your mechplate gauntlet, you can remake it during
a long rest with 25 gold worth of materials, or can scavenge
for materials and forge it over two days of work (eight hours a
day) without the material expense.
MechplateAt 3rd level, you've attained the Forging skill, arcane
knowledge, and mastery of tinkering to create a set of
Mechplate from a standard, nonmagical, set of heavy armor
using resources you've gathered. This process takes 8 hours
to complete, as well as place to forge and incorporates your
Mechplate Gauntlet (they do not require separate attunement).
You can create a new set of Mechplate be forging it from a
set of Platemail, in a process takes 1000 gold pieces and eight
hours.
You can create multiple sets of Mechplate, but you can only
be attuned to one of them at a given time, and you can only
change which one you are attuned to during a long rest. If you
create a new set of Mechplate, you can apply a number of
Upgrades equal to the value on the class table, applying each
at the level you get it on the class table.
Mechplate
Wondrous Item, Plate Armor, Attunement (creator only).
Armor Class (AC) 18
Strength Requirement —
Stealth Disadvantage
Weight 105 lb.
While wearing your Mechplate your Strength score increases
by 1, and your maximum Strength score increase by the same
amount. Additionally, you count as one size larger when
determining the weight you can push, drag, or lift.
A small creature wearing mechplate becomes a medium
sized creature while wearing the mechplate.
Extra AttackBeginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
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Standing About In Fancy Magic
Armor
How closely you model your suit to what a moretypical set of plate armor might look like can vary,but in all but most exotic settings a set ofMechplate will tend to stand out.
Consider how this might effect interactions withthe inhabitants of the world - some may be in awe,some may form devious schemes, and some maysee a threat.
Fully Customized GearStarting at 14th level, you've mastered the customization of
your Mechplate. You can immediately select two additional
upgrades that do not count against your class upgrade total
for your Mechplate.
Additionally, during a long rest, you can now swap out any
one upgrade for any other upgrade of the same level
requirements, so long as you don't have upgrade that requires
the upgrade you are removing as a prerequisite, or an
incompatible upgrades.
Mechplate UpgradesAccelerated Movement
You reduce the weight of your Mechplate’s bulk and
increase the power to joints. The Mechplates weight is
reduced by 15 lbs. While wearing your Mechplate your speed
increases by 10 feet. This applies to all movement speeds you
have while wearing your armor. You can apply this upgrade up
to 2 times.
Active Camouflage. Prerequisite: 5th level.
As an action, you can activate active camouflage causing
your suit to automatically blend into its surroundings. This
lasts until deactivated. While this active, you are considered
lightly obscured, and can hide from a creature even when they
have a clear line of sight to you. Wisdom (Perception) checks
to find you that rely on vision are made with disadvantage.
Adaptable Armor
You integrate deployable hooks and fins into your armor,
augmenting its mobility. While wearing your Mechplate you
gain a climbing speed equal to your walking speed, and you
can move up, down, and across vertical surfaces and upside
down along ceilings, while leaving your hands free.
Additionally, you gain a swim speed equal to your walking
speed.
Arcane Visor. Prerequisite: 15th level. Prerequisite:
Darkvision Visor
You add a heavily enchanted visor to your Mechplate that
augments your vision. The Visor has 6 Charges.
Once it is integrated into your armor, you can use an Action
to expend 1 or more of its Charges to cast one of the following
Spells from it, using your spell save DC: See Invisibility (2
charges) or True Seeing (4 charges).
It regains all charges on a long rest.
Armor Class. Prerequisite: 5th level.
You inforce the structure and materials that make up your
Mechplate. Your Mechplate's Armor Class (AC) increases by 1.
You can apply this upgrade up to 3 times.
Cloaking Device. Requires Active Camouflage.
You install an Arcane Cloaking device on your Mechplate .
This device has 4 Charges. You can expend 1 or more charges
to cast one of the following spells using its action: Invisibility
(2 charges), Greater Invisibility (4 charges).
It regains all charges after a long rest.
Darkvision Visor
While wearing your Mechplate, you have darkvision to a
range of 60 feet. If you already have darkvision, this upgrade
increases its range by 60 feet.
Collapsible. Prerequisite: 5th level. Incompatible with Piloted
Golem
Your Mechplate can collapse into a case for easy storage.
When transformed this way the armor is indistinguishable
from a normal case and weighs 1/3 its normal weight. As an
action you can don or doff the armor, allowing it to transform
as needed.
Energy Surge
You upgrade your Mechplate gauntlet to support delievering
a energy surge. You can use a bonus action to overcharge your
gauntlet, and the next Shocking Grasp or Force Blast you hit
an enemy with during that turn deals an additional 1d8
lightning damage and knocks a Large or smaller target 10 feet
directly away from you.
Flame Projector. Prerequisite: 9th level. Incompatible with
other projectors.
The Projector has 6 Charges. Once it is integrated into your
armor, you can use an action to expend 1 or more of its
Charges to cast one of the following Spells from it, using your
spell save DC: Burning Hands (1 charge), Fireball (3 charges),
or Wall of Fire (4 charges).
It regains all charges on a long rest.
Flash Freeze Capacitor Prerequisite: 11th level.
Incompatible with other capacitors.
You install a capacitor that builds an icy chill until it
unleashed in a deadly burst. As an action, you can unleash it,
casting Cone of Cold, and the area effected freezes, becoming
difficult terrian until the start of your next turn.
Once you use this ability, you cannot use it again until you
complete a long rest.
Flight Prerequisite: 9th level.
You integrate a magical propulsion system, integrated in
into your Mechplate. While wearing your Mechplate you have
a Magical flying speed of 30 feet.
Force Blast
You upgrade your Mechplate gauntlet to allow you to make
a ranged spell attack. The weapon fires blasts of arcane
energy which deal 1d8 + your Intelligence modifier Force
damage. The range is 30 feet. You are proficient in this
weapon. When you take the attack action, you can use this
ranged spell attack in place of any attack made.
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Grappling Reel
Your Mechplate gains an integrated grappling reel set into
your gauntlet. As 1 attack or 1 action, you may target a
surface, object or creature within 30 feet. If the target is Large
or Smaller, you can make a Grapple check to pull it to you and
Grapple it on success. Alternatively, if the target is Large or
larger, you can choose to be pulled to it, this does not grapple
it.
Integrated Weapon
You integrate a melee weapon into your Mechplate. When
you apply this upgrade you must have a weapon to integrate,
and you must choose where on your armor the weapon is
located. The weapon cannot have the Heavy property. You are
proficient with this weapon. As a bonus action you can
activate the weapon.
You must treat it as though you are wielding it with one
hand, but you cannot be disarmed of it. Once activated, you
can use this weapon when you take the attack action, and it
does not require the use of a hand or your mechplate gauntlet.
You can apply this upgrade multiple times, selecting a new
weapon and new location on your armor to install it.
Integrated Attack. Prerequisite: 9th level. Prerequisite
Integrated Weapon.
When you activate your Integrated weapon, you can
immediately make one attack with it. While it is active, you
can make an attack with it using your bonus action.
Lightning Projector. Prerequisite: 9th level. Incompatible
with other projectors.
The Projector has 6 Charges. Once it is integrated into your
armor, you can use an action to expend 1 or more of its
Charges to cast one of the following Spells from it, using your
spell save DC: Thunderwave (1 charge), Lightning Bolt (3
charges), or Storm Sphere (4 charges).
It regains all charges on a long rest.
Mechsuit. Incompatible with Piloted Golem and Sealed Suit
upgrades.
You rebuild your Mechplate to remove the heavy plating.
You can retain all benefits and upgrades of the Mechplate, but
now serves only as Medium armor, providing a base of 15 AC,
and its weight is reduced to 40 lbs.
Piloted Golem. Prerequisite: Fully upgraded Powered Limbs.
Incompatible with Collapsible.
You enlarge your Mechplate, turning it into a piloted
mechanical golem. Your size category when wearing the
armor increases by one, and you have advantage on Strength
checks and Strength saving throws.
Powered Limbs
You upgrade frame and limbs of your armor. The bonus
your Mechplate grants to your Strength score and maximum
Strength score increases by 1 while wearing this armor. You
can apply this upgrade up to 3 times.
Power Slam Capacitor. Prerequisite: 11th level.
Incompatible with other capacitors.
You install a capacitor that builds up destructive energy. As
an Action, you can leap a distance up to your movement speed,
casting Destructive Wave upon landing.
Once you use this ability, you can not use it again until you
complete a long rest.
Power Fist.
You upgrade your Mechplate gauntlet to reflect a
commitment to using it to punch things, with increased
reinforcement and weight, and better arm support from your
suit. Your Mechplate gauntlet's unarmed strike is upgraded to
deal 1d8 bludgeoning damage and gains the Special properity.
Special: When you make an attack roll, you can choose to
forgo adding your Proficiency modifier to the attack roll. If the
attack hits, you can add double your Proficiency modifier to
the damage roll.
Reactive Plating Prerequisite: 15th level. You install special
heavy plating, giving you resistance to bludgeoning, piercing,
and slashing damage from non-magical sources while wearing
your Mechplate. In addition, you can use your reaction when
hit by an attack to reduce the damage of that attack by an
amount equal to your proficiency bonus.
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Recall. Prerequisite: 15th level.
When not being worn you can hide your Mechplate in a
pocket dimension. As an action on your turn you can
magically summon the armor and don it. You can use a bonus
action to return the armor to the pocket dimension.
While in the pocket dimension the armor cannot be affected
by other abilities and cannot be interacted with in any way.
Resistance
You tune your Mechplate against certain forms of damage.
Choose acid, cold, fire, force, lightning, necrotic, radiant, or
thunder damage. While wearing your Mechplate you have
resistance to that type of damage. If you apply this upgrade
more than once you must choose a different damage type.
Relocation Matrix Prerequistive: 15th level.
You install an arcane transmutation matrix that you can use
to convert your magical power into dimensional warp. As an
action, you can cast Dimension Door without expending a
spell slot. Once you use this ability, you can not use it again
until you complete a long rest.
Sealed Suit. Prerequisite: 5th level.
As a bonus action on your turn you can environmentally
seal your Mechplate, giving you an air supply for up to 1 hour
and making you immune to poison (but not curing you of
existing poisoned conditions).
Your armor regains 1 minute of air for every minute that
you are not submerged and the armor is not sealed.
In addition to the above, you are also considered adapted to
cold and hot climates while wearing your armor, and you’re
also acclimated to high altitude while wearing your armor.
Warsmith Variant: Self-Forged
An alternative approach for the Warsmith that yourDM may allow you to take is the Self-Forged. Whilea traditional Warsmith is a creature wearingMechplate, for a creature that purely values combatreadiness, these upgrades can be integrated moredirectly, starting by simply replacing one of yourhands with the Mechplate Gauntlet, and continuingto directly applying upgrades and replacing parts ofyour body as appropriate.
A Self-Forged can use the full Warsmith ruleswith the following changes.
Your Mechplate Gauntlet and your Mechplateare integrated into your body.You cannot unequip or stow your Mechplate.The upgrades "Expanded," "Collapsible" and"Recall" are not available.You do not incur any recovery penalities fromresting in your Mechplate.
Sentient Armor
You install an artificial personality into your Mechplate,
making it a sentient item. This sentience assists you in all
ways. The bonus your Mechplate grants to your Intelligence
score and maximum Intelligence score increases by 1 while
wearing this armor. You can apply this upgrade up to 2 times.
Additionally, when this is fully upgraded, you cannot be
surprised while wearing your Mechplate.
Sun Cannon. Prerequisite: 15th level Artificer.
You install a sun cannon into your mechplate, allowing for
emmiting devestating solar lazer blasts. As an action, you can
cast Sunbeam without expending a spell slot.
Once you use this ability, you can not use it again until you
complete a long rest.
Virtual Wizard Prerequisite: 15th level. Prerequisite: Fully
upgraded Sentient Armor. While wearing your Mechplate,
your Mechplates built in intelligence assists your spell casting.
Your spell save DC and spell attack bonus are each increased
by 2.
WandsmithA wandsmith is an Artificer who has mastered a technique,
more than a singular invention. The technique of quickly
forging powerful Wands.
A wandsmith is a dangeorus opponent, quick on their feet
and quicker with a magic spell from one of their wands. A
wandsmith is a constant balance of extensive preperation and
lightning quick reflexes and thinking.
A Wandsmith can come from any walk of life, a scholar of
magic or an outlaw taking arcane shortcuts for potent results.
Wandsmith's ProficiencyWhen you choose this specialization at 1st level, you gain
proficiency with woodcrafter's tools and jeweler's tools.
Additionally, when using wondrous item Wand that has rolls
a d20 when the last charge is consumed, rolling a 1 on that
roll will no longer result in that wand being destroyed.
Blasting RodAt 1st level, you've mastered the arcane secrets and fine
craftsmanship to forge a wand. The first wand you create is
your Blasting Rod.
When you craft your Blasting Rod, select one Evocation
Cantrip from the Wizard spell list that does not require
concentration. Thereafter, as an action, you can use the
Blasting rod to cast that spell. Once per turn, when you deal
damage to a creature or object with your Blasting Rod or with
a spell using a charge of a Wand, you can add your Intelligence
modifier to damage dealt to that target.
Blasting Rod
Wondrous Item, Attunement.
As an action, you can use this wand to cast a Evocation
Cantrip (selected from the Wizard spell list).
You can only have a single blasting rod at a time. If your rod is
lost or destroyed, you can make a new one during a long rest
with 10 gold pieces of materials and 2 hours of work.
You can use your Blasting Rod as an arcane focus for
Artificer spells.
SpellmanualAt 3rd level, you have a Spellmanual containing three 1st-level
wizard evocation Spells of your choice. Your Spellmanual is
the repository of any non-Artificer spell you know.
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You cannot prepare these spells and these spells do not count
against your spells known, but when you level up, you can
choose to take one the spells from your Spellmanaul as a spell
known replacing a choice from the Artificer spell list, at which
point you can cast it as normal. You can choose to scribe any
Artificer spell you can cast into the Spellmanual.
The Wands you craft from your Specialization Upgrade
select spells from this Spellmanual. You can remake any
Wand you create with an Upgrade with 10 gold pieces of
materials during a long rest if you have lost a wand, but the
old wand (wherever it is), loses all magical properties when
you do so.
If you would like to select a different spell from your
Spellmanual for one of your wands, you can discard a wand of
the appropriate level and forge a new wand in a process that
takes 200 gold pieces of materials for research and crafting,
as well as eight working hours, at the end of which you have a
wand for a different spell for that upgrade slot.
Learning Spells of 1st Level and HigherEach time you gain a artificer level, you can add one wizard
Spells of your choice to your Spellmanual for free. Each of
these Spells must be of a level for which you have Spell Slots,
as shown on the Artificer table.
On your adventures, you might find other Spells that you
can add to your Spellmanual. For each level of the spell, the
process takes 2 hours and costs 50 gold pieces.
Wands AkimboStarting at 5th level, when you use your action to cast a spell
using charges of a Wand, if you are holding your Blasting Rod
in your other hand, you can cast the Blasting Rod's cantrip
with it as bonus action, picking either the same target or a
different target.
Additionally, you can draw or stow two wands when you
would normally be able to draw or stow only one.
Masterwork WandsStarting at 14th level, If you use a wand you made to cast a
concentration spell, as long as you continue to hold the wand
you have advantage on checks to maintain concentration on
that spell.
Additionally, when you create a wand that causes spell
damage of fire, cold, acid, thunder, or lightning damage, you
can choose a different damage type from those types for the
spell when cast by that Wand.
Wandsmith UpgradesMagical Wand.
You create a new Wand that you can infuse with a Spell of
1st level or higher you have recorded in your Spellmanual.
This wand does not require attunement, but can only be used
by you. The Spell must be of a level that you can cast. This
wand has three charges. As an action, you can expend a
charge to cast the selected spell at its base level. The wand
regains all charges at the end of a long rest.
You can select this upgrade multiple times, selecting a
different spell each time you take this upgrade.
Magical Rod. Prerequisite: Artificer level 11.
You create a new Rod that you can infuse with of 5th level
or higher you have recorded in your Spellmanual. This rod
does not require attunement, but can only be used by you. The
Spell level must be equal to half or less of your Artificer level
(as of when you would get this upgrade), rounded down. This
rod has one charge. As an action, you can expend the charge
to cast the selected spell at its base level. The wand regains all
charges at the end of a long rest.
You can select this upgrade multiple times, selecting a
different spell each time you take this upgrade.
How to get high level spells?Astute players will note that you can only add spellsof a level you can cast through leveling to your SpellManual, but you cannot cast a 5th level spell untilhigher level than Magical Rod upgrade becomesavailable. Spells for Magical Rods will primarily haveto be found in the wild, in the form of scrolls andcopied into your Spellmanual that way.
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Artificer Spell List
Additional NotesMulticlassing
Should you want to multiclass into Artificer, the prerequisites
and proficiencies are listed below:
Prerequisite: 13 Intelligence.
Proficiencies gained: Arcana skill.
For the purpose of multiclassing and spell slots, add half
your Artificer levels rounded down when calculating your
Spell Slots on the multiclassing spells slots table (like Paladin
or Ranger).
Credits
Artificer as a class was created by Wizards of the Coast.
All images are randomly taken from the internet:
Class image credit: theDURRRRIAN on deviantart.
Alchemist image credit: Pathfinder Alchemist.
Gunsmith image credit: Privateer Press.
Runesmith image credit: Wizards of the Coast.
Mechplate image credit: theDURRRRIAN on deviantart.
Wandsmith image credit Wizards of the Coast
1st LevelAlarmCatapult
Comprehend LanguagesCure Wounds
Detect MagicDisguise Self
Expeditious RetreatFalse LifeFeather FallGreaseIdentifyIllusory ScriptFalse LifeJumpLongstriderSanctuarySnareUnseen ServantTenser’s Floating Disk
2nd Level
AidAlter SelfArcane LockBlurCloud of Daggers
DarkvisionEarthbindEnhance AbilityEnlarge/ReduceFind TrapsHeat MetalHold PersonKnockInvisibilityLocate ObjectMagic WeaponMagic MouthProtection from PoisonSee InvisibilitySpider Climb
3rd Level
Elemental WeaponFeign DeathFlame Arrows
Gaseous FormGlyph of WardingLife TransferenceLightning ArrowMagic CircleNondetectionProtection from EnergySendingTiny ServantWall of SandWater BreathingWater WalkWind Wall
4th Level
Arcane EyeDeath WardFabricateFire ShieldFreedom of Movement
Greater InvisibilityLeomund’s Secret ChestOtiluke’s Resilient SphereStone ShapeStoneskinSickening Radiance
5th Level
Animate ObjectsCreationHold MonsterLegend LoreMisleadPasswallSkill EmpowermentTelekinesisTeleportation CircleTransmute RockWall of Stone
22
Change Logv1.1
Rebalanced level of upgrades
Changed upgrades to use class table.
Updated Cannonsmith's Devestating Blasts to only deal
half of Thundermonger damage, rather than half the
attack's total damage.
Misc. defunct features removed.
Added Wondrous Item Proficiency, level 7th
Added Wondrous Item Recharge, level 10
Added Wondrous Item Mastery level 18
v1.2General Changes
Added clarifying langage on the upgrades for Warsmith
and Cannonsmith that upgrades must be selected as per
the level the upgrade is recieved.
Added (creator only) tag to the attunement of the Artificer's
subclass items.
Added spells "Illusery Script" and "Snare" to their spell
list.
Fixed a lot of consistency/spell issues, editing pass thanks
to /u/Leonyx_
Warsmith ChangesAdded Warsmith Variant: Self-Forged Note.
Removed the "Heavy" Upgrade from Warsmith Mechplate
Upgrades.
Removed the "Agile Digits" upgrade from Warsmith
Mechplate Upgrades.
Reduced the total upgrades in Sentient Armor from 3 to 2,
and removed the previous +1 and +2 benefits.
Removed internal storage upgrade from Warsmith
Mechplate Upgrades.
Changed "Speed" upgrade to "Accelerated Movement".
Changed "Environmental Suit" upgrade to "Seal Suit" and
simplified language.
Runesmith ChangesChanged the Warforged Golem's Natural Armor from 12 to
14. This still does not add Dexterity without Evasive
Maneuvers.
Increased basic Dexterity of Warforged Golem to 12.
Increased base Golem speed to 25
Removed speed increase from Dexterity increases for the
Golem.
Added Iron Fortress Upgrade to Warforged Golem
upgardes.
Added Powerful Grappler to the Warforged Golem
upgrades
Cannonsmith ChangesCollapsed Advanced Ballastics and Advanced Optics into
Cannon Improvements, which is a generic +1 to attack and
damage rolls.
Combined Extended Barrel and Farsight Scope.
Changed Marking Scope to Divintion Scope in Thunder
Cannon Upgrades.
Added Echoing Booms to Thunder Cannon Upgrades
Added Synapic Feedback to the Cannonsmith upgrades.
Reduced Thunder Cannon Range to 60/120.
Added Hand Cannon upgrade to Cannonsmith.
Added Varient Upgrade: Arm Cannon.
v1.2.1Added Wandsmith, Gadgetsmith, work in progress will be
finalized with the 1.3 version.
v1.3 - view document.General Changes
Added Gadgetsmith Subclass (Gadgeteer).
Added Wandsmith Subclass (Wandslinger).
Gunsmith ChangesAdded new upgrade, Blast Shells (15th level)
Runesmith ChangesChanged the Strength and Dexterity stat increases for the
Warforged Golem to +2, but capped the strength and
dexterity of it at 18.
Added Rune of Recovery and Rune of Regeneration,
removed Rune of Resilience.
Changed Rune of Protection from +1 to All Saving throws
to +1 to AC, and +1 to All Saving Throws at 5th level.
Renamed Rune of Force to Rune of Vorpal Force
Renamed Rune of Flame to Rune of Flametongue
Added Rune of Warding as an additional option.
Wandsmith ChangesWands changed from 2 charges per long rest to three
charges per long rest.
v1.4 - view documentGeneral Changes
Added the Potionsmith (Alchemist) as a specialization
option
Numerous additional upgrades for all Artificer
specializations added.
Streamlined creating additional copies of your Wondrous
Item for Cannonsmiths and Warsmiths.
Minor expansions to spell list.
Added Arcane Reconstruction as level 6 class feature.
Cannonsmith ChangesElemental swapping is no is no longer limited to int/long
rest times for usage.
Variant Weapon Types are no longer upgrades, but can be
selected when you forge a Thunder Cannon without
additional cost.
Overchannel Capacitor upgrade added
Extended Magazine upgrade replaced with Autoloader
Upgrade
Turret Deployment upgrade added.
Shock absorber upgrade added.
Changed Thundercannon range to 60:180 from 60:120 for
better consistency with ranged weapons.
Changed Extended barrel upgrade to +30/90 from +50/50
in range.
23
Gadgetsmith ChangesUpgraded Impact Gauntlet to 1d8 bludgeoning damage.
added Antimagic Shackle upgrade.
Added Zombie Wires upgrade
Added Useful Universal Key ugprade
Added Mechnical Arm upgrade
Added Element Eater upgrade.
Clarified language around Smoke Bomb. These do not
require concentration, but last a # of rounds equal to the
intelligence modifier.
Runesmith ChangesInstant Runes is now a 1/short rest ability, rather than long
rest.
Rune of Dominion now only increases the first saving
throw of a spell.
Removed exclusivity of 'Armament' upgrades.
Added Warforged Apprentice Upgrade.
Added Warforged Adept Upgrade.
Warsmith ChangesChanged the 14th level ability to "Fully Customized Gear"
and moved Reactive Armor to an upgrade (nerfed; no
longer grants resistance to bludgeoning piercing and
slashing from magical damage).
Small creatures wearing mechplate now count as Medium.
Added Mechsuit upgrade.
Added Active Camouflage upgrade.
Added Power Fist upgrade.
Added Sun Cannon upgrade.
Wandsmith ChangesWandsmiths can now change their upgrade wands with a
cost of time and gold.
Added New Magical Rod upgrade for Wandsmith artificers.
Changed Wandsmith to require using a charge of their
Wand to gain the benefits of casting a spell with it.
Reworded how the Intelligence modifier is added to
damage to avoid cases of double dipping and avoid 'the
magic missile problem'.
1.5 Changes.Cannonsmith changes
Harpoon no longer requires a strength check to remove,
but deals an additional 1d6 damage when they remove it.
Blast Shells; damage is now either all Thundermonger
damage to one creature hit, or half Thudnermonger
damage to all creatures hit, not both.
Potionsmith changes(...also known as Frostbloom nerfs)
Frostbloom's restrain effect on a creature ends at the end
of their next turn now, so the effect does not cause
disadvantage against the reapplication of the ability.
Frostbloom only restrains a creature that fails and is
entirely in the area of effect (making it less effective against
large or larger creatures).
Weapon coating no longer bypasses the saving throw for
instant reactions for status effects. The damage is still
applied automatically, but poisoned and restrained are still
gated behind saving throws.
Infusion Stone is "less than" not "greater than" the highest
level spell slot you can cast.
The duration of Alchemical Infusion for Concentration
spells has been shortened to a number of rounds equal to
your Intelligence modifier, not Intelligence Modifier +
Proficiency Modifier.
Mana Potion has a 9th level requirement.
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