Artificer

A gnome sits hunched over a workbench, carefully using needle and thread to wave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding.

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 thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee.

An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape.

Makers of intricate objects, artificers are defined by their inventive nature. They focus on creating marvelous new objects, sometimes even magical. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.

Cunning Inventors

Every artificer is defined by a specific study. Artificers see mastering the basic methods of a craft as the first step to true progress: the invention of new methods and approaches.

Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can use in battle. Other artificers are alchemists, they create potions and draughts to aid them on their adventures. Some study magic and learn to infuse magic within their objects, improving its abilities or learn to animate them. A few study Medicine and learn to improve their bodies through adaptations. Others settle for truely mastering an Artisan craft.

All artificers are united by their curiosity and inventive nature. To an artificer, knowledge 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 their craft. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

Intense Rivalries

The 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.

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.

 

Creating an Artificer

When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft?

Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Dexterity. Second, choose the guild artisan or sage background.


Starting Wealth: 5d4 x 10 GP.

Multiclassing

Prerequisites and proficiencies for multiclassing into Artificer.

Ability Score Minimum
Dexterity 13 and Intelligence 13
Proficiencies Gained
Three types of artisan's tools of your choice

Class Features

As an artificer, you gain the following class features.

Hit Points

Hit Dice. 1d8 per artificer level
Hit Points at 1st Level. 8 + your Constitution modifier.
Hit Points at Higher Levels. 1d8 (or 5) plus your Constitution modifier per Artificer level after first.

Proficiencies

Armor. Light Armor, Medium Armor.
Weapons. Simple Weapons.
Tools. Three artisan's tools of your choice.
Saving Throws. Intelligence, Wisdom.
Skills. Choose four from Arcana, History, Insight, Investigation, Perception and Medicine.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Three artisan's tools of your choice
  • (a) An explorer's pack or a (b) scholar's pack
  • (a) Two light hammers or (b) two handaxes
  • Light crossbow, 20 bolts, leather armor and 20 gp.
Part 2 | Characters: Classes
The Artificer
Level Proficiency
Bonus
Features
1st +2 Expertise, Scholarly Scribbles
2nd +2 Study Selection
3rd +2 Hasted Hands
4th +2 Ability Score Improvement
5th +3 Study Feature
6th +3 Expertise
7th +3 Tireless Toiling
8th +3 Ability Score Improvement
9th +4
10th +4 Study Feature
11th +4 Reliable Talent
12th +4 Ability Score Improvement
13th +5 Mastery of the Mind
14th +5
15th +5 Study Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Study Feature
19th +6 Ability Score Improvement
20th +6 Beyond Brilliant

Expertise

At 1st level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Scholarly Scribbles

Starting at 1st level, you learn to speak, read and write an old language used mostly in ancient tomes, also known as Highcommon. This language is almost exclusively used by artificers. You also learn two other languages of your choice.

 

Study Selection

Beginning at 2nd level, you choose a Study. Artificers specialize in different studies, becoming experts in their area. Choose between Adaptation, Alchemy, Animation, Armamentation, Detonation and Infusion, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 10th, 15th, and 18th level.

Hasted Hands

Starting at 3rd level, the time you spend crafting items is halved. You can also use your bonus action to take the Use Object or Search action, or make a Dexterity (Sleight of Hand) check.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Tireless Toiling

Starting at 7th level, you can craft for the entirety of long rests while still gaining their benefits. You are unaware of your surroundings during your crafting. You can only toil during long rests for a number of consecutive days equal to your Constitution modifier, minimum of 1. For each day beyond that spent crafting during long rests, you end the long rest with a level of exhaustion.

Reliable Talent

At 11th level, you have perfected your skills. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Mastery of the Mind

At 13th level, you can discern effects and actions trying to meddle with your mind. You become proficient in Wisdom and Charisma saving throws, as you depend on your mind for invention and creation.

Beyond Brilliant

At 20th level, your research and experience have made you incredibly resourceful. Your Intelligence score increases by 5. Your maximum for this score is now 25.

Part 2 | Characters: Classes

Studies

The studies have a vastly different approach of doing things, making two artificers specialized in different studies completely different from one another. Artificers studying Adaptation, Animation and Infusion use spellcasting as an aid in creating their inventions.

Spellcasting

Drawing from knowledge gained through your studies, you learn to incorporate magic into your work and life.

Spellbook

At 2nd level, you know 4 artificer spells of your choice. The spells must be of a level for which you have spell slots. Your spellbook is the repository of the artificer spells you know, except your cantrips, which are fixed in your mind. Each time you gain an artificer level, you can add two artificer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Spellcaster table.

Preparing and Casting Cpells

The Spellcaster table shows how many spell slots you have. The table also shows what the level of those slots is. To cast one of your artificer spells of 1st level or higher, you must expend a spell slot.


You prepare the list of artificer spells that are available for you to cast, choosing from your spellbook. When you do so, choose a number of spells equal to your Intelligence modifier + your artificer level (minimum of one spell).


For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 18, your list of prepared spells can include seven spells of 1st or 2nd level, in any combination. If you prepare a 1st-level spell, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.


Preparing a new list of artificer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for these spells, since you innovate through study and inspiration. You use your Intelligence whenever a 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.

 

Artificer - Spellcaster Studies

Applies only to Adaptation, Animation and Infusion

Level 1st 2nd 3rd 4th 5th
2nd 2
3rd 3
4th 3
5th 4 2
6th 4 2
7th 4 3
8th 4 3
9th 4 3 2
10th 4 3 2
11th 4 3 2
12th 4 3 3
13th 4 3 3
14th 4 3 3 1
15th 4 3 3 1
16th 4 3 3 2
17th 4 3 3 2
18th 4 3 3 3 1
19th 4 3 3 3 2
20th 4 3 3 3 2
Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use your spellbook as a spellcasting focus for your artifcer spells.

Gathering Materials

Artificers need resources to craft their innovations. They can acquire these by purchasing them from merchants or through trading. For example, a gunpowder merchant will be interested in the bombs or firearms artificers make. If an artificer is not near a place of trade, they either improvise with what they have on hand or will forage for materials. They are usually seen with bags of holding to keep their resource supply stocked.

Part 2 | Characters: Classes

Study of Adaptation

Become an expert at creating mechanical or magical adaptations to your body and mind.

Spellcasting

At 2nd level, your study extends to the use of magic to aid and improve your adaptations. See the "Spellcasting" section and Spellcasting table at the start of the Study descriptions. See chapter 10 of the Player's Handbook for the general rules of spellcasting. You can find the artificer spell list in chapter 12 of this supplement. You can also add the cure wounds spell to your spellbook.

Building a Better Body

Starting at 2nd level, you can modify yourself with certain adaptations. Refer to the adaptation table below to see how many adaptations you can add to your body and the list of Arcane Adaptations in chapter 11. The descriptions of the adaptations also describe how to create it. Having expertise in a toolset gives you advantage on the check made to craft it if it uses those tools.

You learn additional adaptations at 9th and 14th level.

Implementation Procedure

Implementing an adaptation requires a Medicine check to perform the procedure correctly. This procedure takes 1 hour and is considered a strenous activity. If you fail this check, you suffer one point of Exhaustion. The procedure has failed and you will have to try the implementation again.

You need a long rest to recover and get used to the adaptation. You have your first two implementations prototyped and ready to be magically activated at second level, only needing the expenditure of a spell slot.

Switching out an adaptation takes an additional amount of time equal to half the time you spend implementing it. You can only implement a certain adaptation once.

Adaptation Table
Level Adaptations
2 2
5 4
9 5
14 6
18 7

When you gain an artificer level, 1 adaptation can be switched for a different adaptation. As normal, you need to perform the procedure and take a long rest to benefit from the adaptation.

 
Crafting Components

When crafting adaptations, you make the checks given in the description of a certain adaptation. You make a given check for each 8 hours or less of the given crafting time. If you fail this check, you have to spend another 8 hours working on it and redo the check. If you succeed, the DC decreases by 1.

Crafting adaptations is a fine process, and mistakes and impurities come at a prize. If you do not succeed in creating certain parts of the adaptation, you can either start over or suffer the consequences of the faulty adaptation. These flaws are included in the Arcane Adaptation descriptions.

You can craft other adaptations and store them away for later use. This gives you the ability to switch out your adaptations later with the surplus adaptations.

Skilled Sawbones

Implementing your adaptations requires knowledge of anatomy and medicine. By 5th level, you have studied medicine to such a degree that you can use your Intelligence instead of Wisdom when making a Wisdom (Medicine) check.

It is because of this proficiency and research that you are able to use the Stabilize action as a bonus action on your turn, quickly tending to the wounds of fallen creatures and keeping them alive.

Ever Evolving

Starting at 10th level, you can remake previously made adaptations again, but only expending half the normal material cost. Your recovery time from the implementation procedure is also reduced to a short rest.

As you keep improving your body, you learn of a way to lengthen your natural life. Your life expectancy is doubled.

Practitioner's Procedure

By 15th level, you have mastered the art of adaption and can implement one in others. This takes you double the amount of time it would performing an adaptation on yourself. The adaptation must be of the physical type. The now adapted patient suffers one level of Exhaustion and must take a long rest before being able to benefit from the adaptation.

Being not familiar with adaptations, others can only benefit from one adaptation. Their body will reject and ignore any other adaptations implemented. Through a 4 hour long process, one can change out these adaptations, but it requires a long rest to benefit from and the patient suffers one additional point of Exhaustion.

Swift Switching

By 18th level, you can switch out adaptations during a short or long rest, benefiting from the traits immediately after the rest. You must have made these adaptations beforehand.

Part 2 | Characters: Classes

Study of Alchemy

Become an expert in creating potions and other concoctions.

Creator of Concoctions

Starting at 2nd level, you become familiar with certain recipes for potions and other liquids. You can learn a number of formulae equal to your proficiency bonus plus your Intelligence modifier. 2nd level gives you access to Common and Uncommon recipes. The rarity of the recipe decides the distilled damage. You make a given check for each 8 hours or less of the given crafting time. If you fail this check, you have to spend another 8 hours working on it and redo the check. If you succeed, the DC decreases by 1. Having expertise with a set of tools, you have advantage on this check.

At 9th level you gain access to rare recipes, while at 14th level you can learn very rare recipes. Both of these levels also give you new Formulae to brew.


Concoctions are considered simple weapons with the thrown and finesse properties, making you but potentially also others proficient in throwing them. Their range is 30 feet, their long range being 90 feet. You have disadvantage on attack rolls made using your longer range and creatures have advantage on their saving throw when you are not required to make an attack roll. You can throw a conconction using the Attack action. Some concoctions require a saving throw. The DC for this saving throw is calculated as follows:

Concoction save DC = 8 + your proficiency bonus + your Intelligence modifier

Distilled Damage

If the concoction deals damage or restores hit points, the amount is determined by the type of potion you make.

Rarity Points Cost
Common 2d4 + Int modifier 25 GP
Greater 4d4 + Int modifier 100 GP
Superior 8d4 + Int modifier 1000 GP
Supreme 10d4 + Int modifier 10.000 GP
 

Astounding Aim

Starting at 5th level, you have become an expert at throwing your concoctions. You can impose disadvantages on saving throws against the effects of your concoctions. You can wait until after the creature rolls the d20 before deciding to use your Astounding Aim, but must decide before the DM says whether the roll succeeds or fails. You can do this a limited number of times equal to your Intelligence modifier. All expended uses are restored after a long rest.

Expedited Escape

Used to the effects of your conconctions, at 5th level you have advantage on Dexterity saving throws made against certain area effects, such as an ancient red dragon’s fiery breath, splash of acid or an ice storm spell.

Potent Parts

At 10th level, you have become more familiar with the ingredients of your brews. You only need half of each ingredient to brew a concoction, driving the cost down further. This also decreases the time spent brewing.

Whenever you make a Intelligence (Investigation) check to identify a liquid or matter, your Intelligence modifier is doubled.

Flavoring

Starting at 15th level, you have developed your own taste. Choose one of the following options.

  • Bottled. You learn to increase the duration of effects caused by your potions. The duration of the effect is doubled, regardless of the rarity.
  • Harming. You specialize yourself in dealing damage. Your damage potions increase in potency by 1d4.
  • Healing. You specialize yourself in healing concoctions. Your healing potions increase in potency by 1d4.
  • Splashing. You learn to aim your conconctions exactly right. Your Concoction save DC is increased by 1d4, rolled each time you force a creature to make a save.

Chugging Champion

Starting at 18th level, you can consume one conconction as an Interaction on your turn. You also become better at helping others drink your distillations, enabling you to administer a potion to other creatures using your bonus action.

Part 2 | Characters: Classes

Study of Animation

Become an expert in animating constructs.

Spellcasting

At 2nd level, your study extends to the use of magic to aid and power your animations. See the "Spellcasting" section and Spellcasting table at the start of the Study descriptions. See chapter 10 of the Player's Handbook for the general rules of spellcasting. You can find the artificer spell list in chapter 12 of this supplement. You also learn the mending cantrip.

Magical Mechanism

Starting at 2nd level, you learn to magically provide power for vehicles. You expend a 1st-level spell slot and can move the vehicle for 4 hours. The speed of the vehicle becomes 40 feet and can be magically controlled by you. You can move a weight less than or equal to a 1000 times your Intelligence modifier in pounds. You can't use this feature again until you take a short or long rest.

At higher levels. Speed increases by 10 feet per level.

Animated Weapon

At 2nd level, you can animate a simple melee weapon after a 10 minute ritual. You can use your bonus action to speak its command word, but also to direct it to move and take the Attack action. You add your Intelligence modifier when making attack and damage rolls. The weapon cannot go more than 15 feet from you. You can only have one of these animated weapons at a time.


Animated Weapon


  • Armor Class 15
  • Hit Points 12 (3d6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 1 (-5) 1 (-5) 1 (-5)

  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 5 ft. (blind beyond this radius), passive Perception 5

Antimagic Susceptibility. The weapon is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the weapon must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute.

Actions

Attack. Make a Melee Weapon Attack.

 

Constructed Companion

Starting at 5th level, you learn to animate a golem-like construct. You can only have 1 construct at a time. The construct obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself.

Depending on the material used and knowledge acquired, you can craft different constructs. You can make clay and wood golems, while you learn stone golems at 9th level and metal golems at 14th level.

Construct Material Properties
Construct Material GP Cost Craft Duration Damage Vulnerability Damage Resistance Natural
Armor
Clay 100 32 bludgeoning fire 11
Wood 200 64 fire bludgeoning 12
Stone 500 160 thunder piercing, slashing 14
Metal 1000 320 lightning slashing 15

Tiny constructs only cost half as much GP, while Large constructs cost twice as many.

Construct Type

You can choose between two main types of constructs:

Bestial constructs replicate the beasts found out in the world. You choose a beast that is Large or smaller, with a challenge rating of 3 or less. It can only have a walking and climbing speed. The construct uses that beast's game statistics, but loses its natural armor and multiattack if it has one. The natural armor is replaced by the material's natural armor. Attacks made by your construct count as magical for overcoming resistances and immunities to non-magical weapons.

Humanoid constructs replicates a humanoid figure. The advantages of humanoid constructs are that they are able to mimic tasks performed by humanoids. They become proficient with simple weapons and one martial weapon of your choice. To generate the scores of your constructs, take the following numbers and assign them to ability scores in any way you like: 16, 14, 13, 12, 10 and 8.

You use a hit die based on it's size. At 5th level, the construct has three hit dice. The material of the golem decides its natural armor. The construct can make an unarmed strike and deal 1d6 bludgeoning, piercing or slashing damage. You decide the damage type when creating the construct. Unarmed strikes made by your construct count as magical for overcoming resistances and immunities to non-magical weapons.

Size Hit Die DC Increase
Tiny d4 +5
Small d6 0
Medium d8 0
Large d10 +5

Humanoid constructs can be one of these sizes. The size has influence on the crafting difficulty. See Building a Buddy.

Part 2 | Characters: Classes
Building a Buddy

To make a construct, you first start to sculpt the golem-like shape of your future companion. You can make clay and wood golems easily using potter's tools and woodcarver's tools respectively, stone and metal are more difficult to work. For stone, you use mason's tools (DC + 2). For metal, you use smithing tools (DC + 5). However, if you have expertise in the related tool or skill, you have advantage on the check.


Shaping. You make a DC 10 Dexterity (Artisan's tools) check for each 8 hours you work on it. If you fail this check, you have to spend another 8 hours working on it and redo the check. If you succeed, the DC decreases by 1. Shaping the material requires half of the total hours given in the material properties.


Animating. You expend a 2nd-level spell slot and spend a quarter of the total craft duration in a ritual, where you have to be touching the material. Metal requires a 3rd-level spell slot, while flesh needs a 4th-level spell slot.


Teaching. For the remaining quarter of the crafting duration, you teach the construct your commands and teach them to use simple weapons plus one martial weapon of your choice. They become proficient with these weapons. You make a DC 12 Intelligence check, adding your proficiency bonus to the result. Failing this check will cause the construct having a chance of ignoring your command (roll a d4, on a 4 the construct doesn't obey your order). You can reteach your construct spending the same amount of time again and redoing the check.

Constructed Combatant

Your construct is able to partake in combat with you, following your commands.

  • Its type becomes construct and loses resistances, vulnerabilities and immunities, instead using those described in the material properties.
  • It is immune to poison damage, as well as phsychic, and the poisoned, charmed, exhausted and frightened condition.
  • It gains darkvision with a range of 60 feet, if it doesn't have it already.
  • Its speed becomes 25 feet.
  • It understands the languages you can speak when you create it, but it can't speak.
  • It rolls for iniative like any other creature, but you can command it what to do. You can use your Interaction to command the creature to take an action. You can also use your reaction to command the construct to make an Attack of Oppertunity with its reaction. Your construct can take the following actions: Attack, Dash, Dodge, Disengage, Grapple/Shove, Help and Hide.
  • Your construct uses your Intelligence modifier instead of its proficiency bonus.
  • Your construct gains proficiency in two skills and three saving throws of your choice.
  • For each artificer level you gain after 5th, your construct gains an additional hit die and increases its hit points accordingly.
  • Whenever you gain the Ability Score Improvement class feature from the artificer class, your construct’s abilities also improve. Your construct can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your construct can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • If the construct is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain construct if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the construct is beyond repair or lost, you can craft a new construct.

Innovative Improvement

Your construct is never finished in your eyes. At 10th level, your construct gains resistance against non-magical weapons. In addition, you can choose one of these modifications to apply to your construct.

  • Sworn Shield. Whenever your construct is within 5 feet of you, the construct can use its reaction to impose disadvantage on attacks made against you, as long as the construct is not incapacitated or restrained.
  • Uncanny Dodge. When an attacker the construct can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
  • Swift Stride. The construct's speed increases by 10 feet and it learns to use the Dash action as a bonus action on its turn.

Master and Minion

At 15th level, whenever you cast a spell targeting yourself, you can choose to affect your construct too. Also, when your construct regains hit points through one of your artificer spells, it gains additional hit points equal to 2 + the spell level.

Overdrive

Starting at 18th level, your constructed companion can go into an overdrive mode using its bonus action when you command it to do so.

  • Attacks are made with a +3 bonus to the attack and damage rolls.
  • It can attack twice, instead of once, whenever it takes the Attack action on its turn.
  • It becomes immune to non-magical piercing, slashing and bludgeoning damage.
Part 2 | Characters: Classes

Study of Armamentation

Become an expert artisan, creating non-magical equipment for yourself and others.

Tailored

Starting at 2nd level, whenever you craft equipment for yourself, you are proficient with the crafted equipment.

You also become able to give suitable equipment certain properties such as Finesse or Heavy. You do this by changing the material or your technique. Adding or changing properties requires more or rarer materials, changing the crafting cost.

Using your bright mind, you also come up with new weapon ideas. See chapter 11 of this supplement for these new options. You can choose a number of new weapons to learn equal to your Intelligence modifier.

You make a Dexterity (relevant artisan's tools) check for each 8 hours or less you work on it. If you fail this check, you have to spend another 8 hours working on it and redo the check. If you succeed, the DC decreases by 1. You have advantage on these checks if you have expertise in the relevant toolset. If you are modifying an item, you need to succeed the same check, as you try not to damage the item. Failing the check results in damaged materials. You need to replace these materials, as their quality is no longer up to your standards.

Adding Weapon Properties
Property Added Time DC Increase Cost
Finesse 4 hours +10 25 GP
Lighten* 8 hours +10 25 GP
Heavier* 8 hours +10 50 GP
Reach 4 hours +5 25 GP
Silvered 2 hours +2 +2 SP per lb

Lighten and Heavier: both these properties increase or decrease the weight of the equipment by 1 category.

Adding Armor Properties
Property DC Increase Cost Effect
Muffled +5 25 GP Stealthier*
Toughen +5 50 GP AC + 1
Lighten +5 75 GP ½ weight
Suppler +10 50 GP Dex cap + 1

Stealthier: You remove the disadvantage on stealth checks.

 

Quality Craftwork

At 2nd level, the weapons and armor you create gain a +1 bonus. Your weapons count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. This bonus increases to +2 at 9th and +3 at 14th level, while you refine your skills and gain more experience.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Trained in Tools

At 5th level, you can add half of your proficiency bonus to any ability check with any tool you do not have proficiency in. When repairing items, using your Artisan's Tools will affect the item as if you were casting the mending cantrip.

Acclaimed Artisan

Starting at 10th level, your experience has earned you respect from traders and you have gained more experience with crafting, resulting in less material loss. The material cost to craft items is halved, the value of your work doubles.

Whenever you make an Intelligence (Investigation) check to determine the worth of an item, your Intelligence modifier is doubled.

Master Maker

By 15th level, the time needed to craft your equipment is halved. You also become able to craft and use all siege equipment, except for cannons. You can learn to craft a number of siege weaponry equal to half your Intelligence modifier, rounded down.

When operating siege equipment, you are able to use your hasty hands to reload faster. You can use your bonus action for achieving the equivalent of a single action spent loading these weapons.

Weapon Wielder

At 18th level, you have become an expert with certain weapons. Choose any two weapons. You add your Intelligence modifier to any damage roll you make that uses either of the chosen weapons.

Also, while wearing armor crafted by you, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Part 2 | Characters: Classes

Study of Detonation

Become an expert in the study of gunpowder, learning to make firearms and explosives.

Extravagant and Explosive

Starting at 2nd level, you gain proficiency with bombs and siege cannons. You learn to craft explosives according to the Bomb Descriptions in Chapter 11. You can learn a number of recipes equal to proficiency bonus plus your Intelligence modifier. You learn additional recipes at 9th & 14th level, indicated by the prerequisites.

You craft bombs using Alchemist Supplies, Smith's Tools and Tinker's Tools. You make a Dexterity (Artisan's tools) check for each 8 hours you work on it. If you fail this check, you have to spend another 8 hours working on it and redo the check. If you succeed, the DC decreases by 1.

Bombs are considered simple weapons with the thrown and finesse properties, making you but also others proficient in throwing them. They have a 30-foot range, with a 90-foot long range. You have disadvantage on attack rolls made using your longer range and creatures have advantage on their saving throw when you are not required to make an attack roll.

You can light and throw or place a bomb using the Attack action. It costs an action to set a trap. Other creatures can make a Wisdom (Perception) or Wisdom (Insight) check against your Blast save DC to detect the trap, so they are able to avoid it. Creatures who see you laying the trap automatically succeed at this check. The trap is iniatiated when a creature stands on it or trips the wire.

Creatures within the given area must make a saving throw. The DC for this saving throw is calculated as follows:

Blast save DC = 8 + your proficiency bonus + your Intelligence modifier

Blast Damage

The damage dealt by your bombs is equal to 2d6 at 1st level. Your Blast Damage increases when you reach certain levels in this class. The damage becomes 4d6 at 5th level, 6d6 at 9th level, 8d6 at 14th and 10d6 at 20th level.

Firearm Fighter

At 5th level, you learn to make simple firearms. You gain proficiency with firearms and learn to craft simple models, choosing from the Firearm table provided in chapter 11. You can learn to smith a number of firearms equal to your Intelligence modifier. You learn to craft additional firearms when your Intelligence modifier increases. At 9th level, you learn to create martial firerarms, while at 18th level you learn to craft siege equipment.

 

You make a Dexterity (Artisan's tools) check for each 8 hours you work on it. If you fail this check, you have to spend another 8 hours working on it and redo the check. If you succeed, the DC decreases by 1.

You gain option to customize these weapons at 9th and 14th level, according to the Firearms Attachments section in chapter 11.

Profitable Procedure

Starting at 10th level, you have become more experienced with the properties of gunpowder. You need half as much gunpowder crafting ammunition and bombs, decreasing the cost.

Gunslinger

You gain a faster draw, enabling you to act faster. At 10th level, you can add your Intelligence modifier to your Iniative, as you become able to outwit others and predict events happening.

Distinguished Detonator

Starting at 15th level, you have developed a unique style of blasting. Choose one of the following options.

  • Bomber. You have become an expert in tossing your bombs at your enemies. If you throw a bomb using the Attack action, you can impose disadvantage on the saving throw. You can do this a number of times equal to your Intelligence modifier, but these expended uses are restored on a long or short rest.
  • Burster. Whenever you use the Burst Fire feature with your firearm, you can impose disadvantage on the saving throw. You can do this a number of times equal to your Intelligence modifier, but these expended uses are restored on a long or short rest.
  • Shooter. Firing guns has become second nature to you. You can perform the Reload action for 1 bullet or clip by using your Interaction, enabling you to fire in sequence with even bolt action firearms. Loading multiple rounds or clips still costs a bonus action each.
  • Trapper. Laying traps only costs you a bonus action on your turn and instead of dealing double damage, traps crafted and set by you deal triple your Blast damage.

Blast for Blood

At 18th level, you can choose to focus all your attacks into one. You forgo making any other attacks during that turn but can make a single attack against a creature with disadvantage. If your attack hits, you deal critical and maximum damage on a hit.

This feature can only be used with firearms and bombs. In the case of bombs, where you don't make an attack roll, but the target has to make a saving throw, the target has advantage on its saving throw.

Part 2 | Characters: Classes

Study of Infusion

Become an expert at infusing and crafting items with magical properties and abilities.

Spellcasting

At 2nd level, your study extends to the use of magic. See the "Spellcasting" section and Spellcasting table at the start of the Study descriptions. See chapter 10 of the Player's Handbook for the general rules of spellcasting. You can find the artificer spell list in chapter 12 of this supplement. You also learn a number of cantrips equal to your Intelligence modifier. If your Intelligence modifier increases, you can choose additional cantrips.

Magical Manufacterer

Starting at 2nd level, you learn to craft magical items. Your proficiency or even expertise with tools helps you greatly in creatng these items.

The properties of these items can be found in the Dungeon Master Guide. You know how to craft a number of items equal to your Intelligence modifier. You can craft a single version of this item, being able to recraft it if it is destroyed.

You to gain new options as you gain more artificer levels. If your Intelligence modifier increases, you can choose another item from the items available to you at that level.

You need to obtain the necessary materials needed for your item. The material cost for crafting an item is determined by its rarity, as is the Manufacturing time.

Manufacturing Magical Items

To succesfully craft one of these items, you spend the time given in the Manufacturing table crafting the item. You make a Dexterity (Artisan's tools) check related to the item, given in the list. You make this check for each 8 hours you work on this item, the total time is given in the aforementioned table. If you succeed, the DC decreases by 1. Having a tool proficiency related to the check, gives you advantage on these checks.

To infuse the vessel with the required magical properties, you perform an hour long ritual and make an DC 15 Intelligence (Arcana) check. Proficiency in the Arcana skill grants you advantage. This uses up one of your spell slots, the level of which is defined in the Manufacturing table. If you succeed the check, you have succesfully crafted the magical item. Failing the infusion results in a magical mishap, causing you to suffer force damage equal to a d8 per expended spell slot. The vessel you were trying to enchant is damaged and will need repairs, costing a tenth in material cost and taking a sixth of the time you spent crafting it to restore. You make a Dexterity (Artisan's tools) check with advantage to repair the vessel.

Infusing the magical essence into the vessel must be done in a single sitting, as you are to hold the item for the entire duration of the infusion. If you don't hold or lose the vessel while infusing it, the process fails automatically.

 
Manufacturing Table
Rarity Cost Slot DC
Common 100 GP 1st 10
Uncommon 500 GP 3rd 13
Rare 5000 GP 4th 16
Very rare 50.000 GP 5th 20
Legendary 500.000 GP 5th 25
Manufacturables

You can craft the following magical items.

2nd level:

  • bag of holding: leatherwork.
  • cap of water breathing: leatherwork.
  • alchemy jug: tinkering.
  • goggles of night: tinkering.
  • sending stones: tinkering.
  • ring of mind shielding: smithing.
  • wand of magic detection: woodcarving.

9th level:

  • bag of beans: leatherwork.
  • chime of opening: tinkering.
  • helm of comprehending languages: smithing.
  • lantern of revealing: tinkering.
  • robe of useful items: leatherwork.
  • rope of climbing: tinkering.
  • wand of secrets: woodcarving.

14th level:

  • boots of striding and springing: leatherwork.
  • broom of flying: woodcarving.
  • eyes of the eagle: tinkering.
  • gloves of swimming and climbing: leatherwork.
  • gem of brightness: jewelry.
  • hat of disguise: leatherwork.
  • slippers of spider climbing: leatherwork.
  • wings of flying: leatherwork.

Magical Maneuver

At 5th level, you learn to use infuse yourself with magic. Inking arcane symbols on to yourself, you gain certain traits.

  • Whenever you take the Dodge action and can benefit from it, attacks that still hit you deal half damage.
  • Whenever you take the Dash action, moving through difficult terrain costs you no extra movement.
  • Whenever you take the Hide action, you become invisible until the start of your next turn or until you make an attack or cast a spell. You need to find a suitable location to be able to hide, as you only become invisible after hiding.

Intricate Investment

Starting at 5th level, you gain the ability to channel your artificer spells into objects 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 centered on the item. If the spell’s range is self, it targets the creature that activates the item. 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.

You can infuse an appropiate piece of equipment or object with a cantrip by performing a ritual that takes 1 hour to complete. During this ritual you must be touching the object and you expend one 1st-level spell slot to infuse the cantrip into the object. These cantrips count against your infused spells. When you infuse a cantrip in this way, it can be used for 7 days. After that time the magic fades.

You may also instead create spell scrolls of any artificer spell you have in your spellbook and can infuse. Spell scrolls count towards your number of infusions. During a long rest, you can spend 1 hour per spell scroll for each level of the spell. Any spell scrolls infused also must be used within 8 hours, as it is destroyed after this time.

A spell scroll you make uses your spell attack modifier and spell save DC. You automatically succeed on a check to use spell scrolls you create (but not checks needed as part of the spell).

Others can only use a spell scroll crafted by you if the spell written on it is on their class' spell list.

Attuning Adept

Starting at 10th level, you become able to attune to any magical item and ignore all class, race, and level requirements on the use of magic items. This includes spell scrolls, making you able to use those meant for other classes.

You also learn to copy a number of spell scrolls to your spellbook equal to your Intelligence modifier. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

 

Thaumatic Transferance

At 10th level, you learn that the magic infused to equipment is not bound as permanently as expected. You can transfer the magical properties of one item to a different item. This new item must be an appropiate vessel for the infusion. For example, an enchantment from a sword may transfer appropriate to a spear, but not to a bow. You must remain in contact with both items for the duration of 1 hour.

Energize Equipment

By 15th level, you learn that magical artifacts using charges can be replenished using your spell slots. You can use your action to rejuvinate the charges by expending a spell slot per charge.

You can also attune to 5 items at a time, as your experience with infusion allows you to bond with more enchanted equipment at a time.

Artisan's Artifact

At 18th level, your infusions last for 24 hours before the magic fades. You also become able to craft a single legendary item, choosing from the following list. You can craft one of these items, this item does not count towards the number of items you can craft.

Artifacts
  • ring of invisibility: smithing.
  • cloak of invisibility: leatherwork.
  • ring of spell turning: smithing.
  • staff of the magi: woodcarving.
  • crystal ball: jewelry.
  • robe of the archmagi: leatherwork.
  • brass horn of valhalla: smithing.
Part 2 | Characters: Classes

Crafting Descriptions

Arcane Adaptations

Arcane Armor

Study of Adaptation, prerequisite: 9th level


  • Type: Arcane
  • Cost in GP: 200 GP (64 hours)
  • Components: 30 lb. of metal, gem worth 100gp
  • Spell slot: 3rd-level

You are always considered to be under the effects of magical armor, without having to concentrate on it. Your AC becomes equal to 10 + your Intelligence modifier + your Dexterity modifier.


Crafting

DC 20 Dexterity (Smith's Tools), 48 hours.

DC 15 Dexterity (Jeweler's Tools), 12 hours.

DC 25 Dexterity (Tinker's Tools), 4 hours.


  • Flaw. You become vulnerable to two random damage types.

Climbing Claws

Study of Adaptation


  • Type: Physical
  • Cost in GP: 50 GP (16 hours)
  • Components: 5 lb. of metal
  • Spell slot: 1st-level

You become adapt at climbing. You gain a climb speed equal to your walking speed. You have advantage on Strength (Athletics) related to climbing.


Crafting

DC 15 Dexterity (Smith's Tools), 10 hours.

DC 12 Dexterity (Tinker's Tools), 6 hours.


  • Flaw. Dexterity (Sleight of Hand) checks are made with disadvantage.

Eldritch Eye

Study of Adaptation, prerequisite: 9th level


  • Type: Arcane
  • Cost in GP: 150 GP (48 hours)
  • Components: eyeball, gem worth 50 gp, 1 lb. of metal
  • Spell slot: 3rd-level

You can cast detect magic at will, without expending a spell slot, by creating a third eye or changing one of our own eyes out.


Crafting

DC 20 Dexterity (Smith's Tools), 36 hours.

DC 12 Dexterity (Jeweler's Tools), 6 hours.

DC 25 Dexterity (Tinker's Tools), 6 hours.


  • Flaw. You become blinded when using this adaptation, only seeing magical auras as if they were light sources in a 30-foot radius.

 

Feathered Flight

Study of Adaptation, prerequisite: 14th level


  • Type: Physical
  • Cost in GP: 500 GP (160 hours)
  • Components: feathers or leather, 5 lb. of metal
  • Spell slot: 3rd-level

You gain wings that enable you to fly. Your fly speed becomes equal to two times your walking speed.


Crafting

DC 25 Dexterity (Smith's Tools), 60 hours.

DC 15 Dexterity (Weaver's Tools), 80 hours.

DC 25 Dexterity (Tinker's Tools), 20 hours.


  • Flaw. You fall if you end your turn in the air and nothing else is holding you aloft.

Fine Feet

Study of Adaptation, prerequisite: 14th level


  • Type: Physical
  • Cost in GP: 200 GP (64 hours)
  • Components: 5 lb. of metal
  • Spell slot: 4th-level

You gain tremorsense within a radius of 60 feet.


Crafting

DC 20 Dexterity (Smith's Tools), 48 hours.

DC 15 Dexterity (Tinker's Tools), 16 hours.


  • Flaw. You are deafened or blinded when this adaptation is implemented.

Flawless Focus

Study of Adaptation, prerequisite: 14th level


  • Type: Mental
  • Cost in GP: 500 GP (160 hours)
  • Components: a gem worth 450 gp, 2 lb. of metal
  • Spell slot: 4th-level

You become able to focus on two concentration spells at the same time as long as you expend your action to keep concentration on the second spell. You have advantage on Constitution checks while only focusing on a single spell.


Crafting

DC 20 Dexterity (Smith's Tools), 20 hours.

DC 25 Dexterity (Jeweler's Tools), 80 hours.

DC 25 Dexterity (Tinker's Tools), 60 hours.


  • Flaw. You have disadvantage on Constitution checks made to stay concentrated on spells.
Part 3 | Craft & Cast

Intrinsic Intuition

Study of Adaptation, prerequisite: 9th level


  • Type: Mental
  • Cost in GP: 150 GP (48 hours)
  • Components: eyeball, gem worth 50 gp, 2 lb. of metal
  • Spell slot: 3rd-level

You can add your Intelligence modifier to your Insight, Perception and Survival checks.


Crafting

DC 15 Dexterity (Smith's Tools), 32 hours.

DC 08 Dexterity (Jeweler's Tools), 12 hours.

DC 13 Dexterity (Tinker's Tools), 4 hours.


  • Flaw. You become frightened whenever you see a creature that might be hostile to you.

Invulnerable

Study of Adaptation, prerequisite: 14th level


  • Type: Physical
  • Cost in GP: 200 GP (64 hours)
  • Components: gem worth at least 100 gp, 2 lb. of metal
  • Spell slot: 4th-level

You become immune to one damage type of your choice, choosing from all ten types. You can implement this adaptation multiple times, choosing different damage types.


Crafting

DC 20 Dexterity (Smith's Tools), 12 hours.

DC 25 Dexterity (Jeweler's Tools), 48 hours.

DC 25 Dexterity (Tinker's Tools), 4 hours.


  • Flaw. You become vulnerable to two random, different damage types.

Marine Mortal

Study of Adaptation


  • Type: Physical
  • Cost in GP: 50 GP (16 hours)
  • Components: gills, 1 lb. of metal
  • Spell slot: 1st-level

You become able to breath air and water.


Crafting

DC 14 Intelligence (Medicine), 8 hours.

DC 12 Dexterity (Smith's Tools), 5 hours.

DC 10 Dexterity (Tinker's Tools), 3 hours.


  • Flaw. You can only breathe air for 10 minutes, before you need to take a breath in water.
 

Resistant

Study of Adaptation, prerequisite: 9th level


  • Type: Physical
  • Cost in GP: 100 GP (32 hours)
  • Components: gem worth at least 500 gp, 1 lb. of metal
  • Spell slot: 3rd-level

You gain resistance to one damage type of your choice. You can choose from all ten types. You can implement this adaptation multiple times, choosing different damage types. You can't benifit from the same resistance more than once.


Crafting

DC 18 Dexterity (Smith's Tools), 8 hours.

DC 15 Dexterity (Jeweler's Tools), 24 hours.

DC 20 Dexterity (Tinker's Tools), 4 hours.


  • Flaw. You become vulnerable to a random, different damage type.

Shadow Sight

Study of Adaptation


  • Type: Physical
  • Cost in GP: 50 GP (16 hours)
  • Components: 2 eyeballs, 1 lb. of metal, 2 gems worth 10 gp each
  • Spell slot: 1st-level

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.


Crafting

DC 14 Dexterity (Smith's Tools), 2 hours.

DC 12 Intelligence (Medicine), 8 hours.

DC 11 Dexterity (Jeweler's Tools), 6 hours.


  • Flaw. You become sensitive to sunlight. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sixth Sense

Study of Adaptation, prerequisite: 14th level


  • Type: Mental
  • Cost in GP: 200 GP (64 hours)
  • Components: bat ears, 1 lb. of metal.
  • Spell slot: 4th-level

You gain blindsight with a radius of 30 feet.


Crafting

DC 14 Dexterity (Smith's Tools), 12 hours.

DC 30 Intelligence (Medicine), 48 hours.

DC 25 Dexterity (Tinker's Tools), 4 hours.


  • Flaw. You are blinded when you use this adaptation.
Part 3 | Craft & Cast

Swift Stride

Study of Adaptation, prerequisite: 9th level


  • Type: Physical
  • Cost in GP: 75 GP (24 hours)
  • Components: 5 lb. of metal
  • Spell slot: 3rd-level

Your walking speed increases by 15 feet.


Crafting

DC 20 Dexterity (Smith's Tools), 16 hours.

DC 25 Dexterity (Tinker's Tools), 8 hours.


  • Flaw. You become unable to jump in any way.

Tearing Tail

Study of Adaptation, prerequisite: 9th level


  • Type: Physical
  • Cost in GP: 100 GP (32 hours)
  • Components: 12 lb. of metal
  • Spell slot: 3rd-level

You gain a tail. You can hold objects with your tail, but not weapons. If you aren't holding anything with your tail, you can make a Tail Strike as a bonus action on your turn. Tail Strike is a Melee Weapon Attack that has the Finesse property. The tail deals 1d8 slashing damage and is considered magical.


Crafting

DC 15 Dexterity (Smith's Tools), 24 hours.

DC 15 Dexterity (Tinker's Tools), 8 hours.


  • Flaw. Any object you try to grasp is randomly flung away from you, sometimes as far as 40 feet.
  • You have disadvantage on any attack rolls using your tail.

Telepathic Touch

Study of Adaptation, prerequisite: 9th level


  • Type: Mental
  • Cost in GP: 200 GP (64 hours)
  • Components: gem worth at least 100 gp, 3 lb. of metal
  • Spell slot: 3rd-level

You can communicate with creatures mentally up to 60 feet away from you. They can understand you if they understand the language you are using to communicate with.


Crafting

DC 18 Dexterity (Jeweler's Tools), 48 hours.

DC 18 Dexterity (Smith's Tools), 12 hours.

DC 15 Dexterity (Tinker's Tools), 4 hours.


  • Flaw. You take 2d6 points of psychic damage each time you use the adaptation to communicate.
 

Tunneler

Study of Adaptation


  • Type: Physical
  • Cost in GP: 75 GP (24 hours)
  • Components: 4 lb. of metal
  • Spell slot: 1st-level

You become able to burrow through sand, earth, mud, or ice. You gain a burrow speed equal to half your walking speed.


Crafting

DC 20 Dexterity (Smith's Tools), 12 hours.

DC 15 Dexterity (Tinker's Tools), 12 hours.


  • Flaw. The tunnel you create by burrowing collapses as soon as you move.

Unseen

Study of Adaptation, prerequisite: 9th level


  • Type: Arcane
  • Cost in GP: 100 GP (32 hours)
  • Components: fabric of your choosing, skin, gem worth at least 30 gp
  • Spell slot: 3rd-level

You can cast invisibility at will, without needing components for it or having to concentrate on it.


Crafting

DC 20 Intelligence (Medicine), 48 hours.

DC 10 Dexterity (Jeweler's Tools), 12 hours.

DC 25 Dexterity (Tinker's Tools), 4 hours.


  • Flaw. You shed bright light in a 30-foot radius and dim light for 15 feet beyond that when not invisible.
  • You have disadvantage on Dexterity (Stealth) checks made to hide.

Warm Weapon

Study of Adaptation


  • Type: Physical
  • Cost in GP: 10 GP (4 hours)
  • Components: 5 lb. of metal
  • Spell slot: 1st-level

You gain an unarmed strike weapon that deals 1d6 piercing, slashing or bludgeoning damage, chosen when crafting the component. Attacks with these strikes are considered magical.


Crafting

DC 20 Dexterity (Smith's Tools), 2 hours.

DC 25 Dexterity (Tinker's Tools), 12 hours.


  • Flaw. You have disadvantage on any attack made with this unarmed strike.
Part 3 | Craft & Cast

Water Wings

Study of Adaptation


  • Type: Physical
  • Cost in GP: 25 GP (8 hours)
  • Components: fish scales, skin
  • Spell slot: 1st-level

You become adapt at swimming in water. You gain a swim speed equal to your walking speed.


Crafting

DC 13 Intelligence (Medicine), 5 hours.

DC 10 Dexterity (Tinker's Tools), 3 hours.


  • Flaw. You have disadvantage on any attack made with this unarmed strike.
 

Witching Ward

Study of Adaptation, prerequisite: 9th level


  • Type: Arcane
  • Cost in GP: 50 GP (16 hours)
  • Components: waterskin, potion of healing, leather, skin, 1 lb. of metal
  • Spell slot: 3rd-level

Each time you finish a short or long rest you gain temporary hit points equal to your artificer level.


Crafting

DC 16 Dexterity (Smith's Tools), 4 hours.

DC 20 Intelligence (Medicine), 8 hours.

DC 12 Dexterity (Tinker's Tools), 4 hours.


  • Flaw. Creatures targeting you have advantage on their attack roll.
Part 3 | Craft & Cast

Alchemical Formulae

Alchemical Acid

Study of Alchemy


  • Brewing Time: 10 minutes
  • Components: 1 pint of acid, empty vial
  • Range: 10 ft. (Dex. save)
  • Damage type: Acid

You learn to make a more potent vial of acid to throw at your foes. Objects automatically fail the saving throw and take maximum damage. This recipe is for common rarity, both the Alchemy and Brewing DC increase by 5 for every rarity level increased. The time is doubled for each rarity level increased.


Crafting

DC 10 Dexterity (Alchemist's Supplies), 10 minutes.

Alchemical Fire

Study of Alchemy


  • Brewing Time: 10 minutes
  • Components: 1 pint of oil, empty vial
  • Range: 10 ft. (Dex. save)
  • Damage type: Fire

You learn to make a more potent bottled fire that explodes and burns when thrown. This is a common rarity, both the Alchemy and Brewing DC increase by 5 for every rarity level increased. The time is doubled for each rarity level increased.


Crafting

DC 10 Dexterity (Alchemist's Supplies), 10 minutes.

Alchemical Healing Splash

Study of Alchemy


  • Brewing Time: 10 minutes
  • Components: 4 ounces of healing potion, empty vial
  • Range: 1 creature
  • Damage type: Healing

You learn to make a potion of healing, but it is a lot less potent than normal potions, healing 1d4 + 1 points. This is however weighed with the fact that you can splash this potion on creatures to use its effect. You can make it with a less common rarity, which enables you to add 1d4 per level. The time is doubled for each rarity level increased.


Crafting

DC 10 Dexterity (Alchemist's Supplies), 10 minutes.

 

Alchemical Poison

Study of Alchemy


  • Brewing Time: 10 minutes
  • Components: poisonous plant extracts, water, empty vial
  • Range: 10 ft. (Con. save)
  • Damage type: Poison

You learn to make poison that you can splash at creatures or coat blades with. You can coat up to three weapons with the poison and the poison will dry after 1 minute of being applied. The given DC is for common rarity, both the Alchemy and Brewing DC increase by 5 for every rarity level increased. The time is doubled for each rarity level increased.


Crafting

DC 13 Dexterity (Alchemist's Supplies), 10 minutes.

Alchemical Tar

Study of Alchemy


  • Brewing Time: 10 minutes
  • Components: 1 pint of tar or slime, empty vial
  • Range: 10 ft. (Str. save)
  • Damage type: Poison

You learn to make a bottled sticky substance that covers the area and makes it difficult terrain. Any creature that starts it turns in the area of effect has its speed halved for that turn.


Crafting

DC 10 Dexterity (Alchemist's Supplies), 10 minutes.

Potion of Clairvoyance

Study of Alchemy, prerequisite: 14th level


  • Brewing Time: 4 hours
  • Components: 1 eyeball or ear, carrot extracts, water, empty bottle
  • Range: Consumable
  • Damage type: -

You gain a external eye, as if you were under the effects of the clairvoyance spell for 10 minutes. You are considered to be under the effects of the clairvoyance spell.


Crafting

DC 15 Dexterity (Herbalism Kit), 2 hours.

DC 20 Dexterity (Brewer's Supplies), 2 hours.

Part 3 | Craft & Cast

Potion of Climbing

Study of Alchemy


  • Brewing Time: 30 minutes
  • Components: stone powder, water empty bottle
  • Range: Consumable
  • Damage type: -

A potion giving you a sudden increase in climbing ability. You gain a climb speed equal to your walking speed for 1 hour.


Crafting

DC 13 Dexterity (Herbalism Kit), 15 minutes.

DC 13 Dexterity (Brewer's Supplies), 15 minutes.

Potion of Darkvision

Study of Alchemy


  • Brewing Time: 1 hour
  • Components: 4 ounces of fine carrot extract, water, empty bottle
  • Range: Consumable
  • Damage type: -

This potion gives you the ability to see in darkness. You treat dim light as bright light and darkness as dim light within 60 feet. This effect lasts for 4 hours


Crafting

DC 12 Dexterity (Herbalism Kit), 30 minutes.

DC 13 Dexterity (Brewer's Supplies), 30 minutes.

Potion of Diminution

Study of Alchemy, prerequisite: 9th level


  • Brewing Time: 1 hour
  • Components: pinch of iron powder, water, empty bottle
  • Range: Consumable
  • Damage type: -

When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required).


Crafting

DC 12 Dexterity (Herbalism Kit), 15 minutes.

DC 18 Dexterity (Brewer's Supplies), 45 minutes.

 

Potion of Flying

Study of Alchemy, prerequisite: 14th level


  • Brewing Time: 6 hours
  • Components: 4 feathers, water, empty bottle
  • Range: Consumable
  • Damage type: -

You learn to craft a potion that enables you to fly as if you were under the effects of the fly spell, your flying speed becoming equal to your walking speed and lasting for 1 hour.


Crafting

DC 20 Dexterity (Herbalism Kit), 2 hours.

DC 20 Dexterity (Brewer's Supplies), 4 hours.

Potion of Gaseous Form

Study of Alchemy, prerequisite: 14th level


  • Brewing Time: 8 hours
  • Components: 1 bit of gauze, smoke, water, empty bottle
  • Range: Consumable
  • Damage type: -

When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action.


Crafting

DC 25 Dexterity (Herbalism Kit), 2 hours.

DC 20 Dexterity (Brewer's Supplies), 6 hours.

Potion of Growth

Study of Alchemy, prerequisite: 9th level


  • Brewing Time: 2 hours
  • Components: pinch of iron powder, water, empty bottle
  • Range: Consumable
  • Damage type: -

When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action.


Crafting

DC 12 Dexterity (Herbalism Kit), 1 hours.

DC 18 Dexterity (Brewer's Supplies), 1 hours.

Part 3 | Craft & Cast

Potion of Heroism

Study of Alchemy, prerequisite: 9th level


  • Brewing Time: 4 hours
  • Components: 4 ounces of fine wine, 4 ounces of holy water, water, empty bottle
  • Range: Consumable
  • Damage type: -

For 1 hour after drinking it, you gain temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). The given DC is for common rarity, both the Alchemy and Brewing DC increase by 5 for every rarity level increased.


Crafting

DC 11 Dexterity (Herbalism Kit), 2 hours.

DC 13 Dexterity (Brewer's Supplies), 2 hours.

Potion of Invisibility

Study of Alchemy, prerequisite: 14th level


  • Brewing Time: 16 hours
  • Components: eyelash encased in gum arabic, water, empty bottle
  • Range: Consumable
  • Damage type: -

This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.


Crafting

DC 20 Dexterity (Herbalism Kit), 8 hours.

DC 25 Dexterity (Brewer's Supplies), 8 hours.

Potion of Poison

Study of Alchemy


  • Brewing Time: See distilled damage
  • Components: poisonous plant extracts, water, empty bottle
  • Range: Consumable
  • Damage type: -

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. Drinking it, you make a Constitution saving throw, taking half damage on a succesful save. On a failed save, you take the damage dependant on the rarity and become poisoned. The given DC is for common rarity, both the Alchemy and Brewing DC increase by 5 for every rarity level increased.


Crafting

DC 12 Dexterity (Herbalism Kit), 1 hour.

DC 15 Dexterity (Brewer's Supplies), 1 hour.

 

Potion of Resistance

Study of Alchemy, prerequisite: 9th level


  • Brewing Time: 6 hours
  • Components: fruit extracts, water, empty bottle
  • Range: Consumable
  • Damage type: -

When you drink this potion, you gain resistance to one type of damage for 1 hour. You can choose any of the 10 damage types.


Crafting

DC 20 Dexterity (Herbalism Kit), 2 hours.

DC 25 Dexterity (Brewer's Supplies), 4 hours.

Potion of Speed

Study of Alchemy, prerequisite: 9th level


  • Brewing Time: 16 hours
  • Components: shaving of licorice root, water, empty bottle
  • Range: Consumable
  • Damage type: -

When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required).


Crafting

DC 16 Dexterity (Herbalism Kit), 12 hours.

DC 23 Dexterity (Brewer's Supplies), 4 hours.

Potion of Strength

Study of Alchemy, prerequisite: 9th level


  • Brewing Time: 4 hours
  • Components: 4 ounces of giant blood or 8 ounces of half-giant blood, water, empty bottle
  • Range: Consumable
  • Damage type: -

When you drink this potion, your Strength score changes for 1 hour. It becomes equal to 21.


Crafting

DC 18 Dexterity (Herbalism Kit), 1 hour.

DC 23 Dexterity (Brewer's Supplies), 3 hours.

Potion of Waterbreathing

Study of Alchemy, prerequisite: 9th level


  • Brewing Time: 2 hours
  • Components: seawater, 1 ounce of fish blood, empty bottle
  • Range: Consumable
  • Damage type: -

You can breathe underwater for 1 hour upon consumption.


Crafting

DC 16 Dexterity (Herbalism Kit), 1 hour.

DC 17 Dexterity (Brewer's Supplies), 1 hour.

Part 3 | Craft & Cast

Armamentation Descriptions

Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Throwing Axe 10 GP 1d4 slashing 2 lb. Thrown (range 30/120), Light, Finesse
Martial Melee Weapons
Cane sword 20 gp 1d6 slashing 3 lb. Hidden, Finesse
Saber 25 GP 2d4 slashing 4 lb. Finesse
Exotic Melee Weapons
Ball and chain 50 gp 1d10 bludgeoning 8 lb. Finesse, Heavy, Two-handed, Reach
Two-bladed Sword 100 GP 2d8 slashing 5 lb. Finesse, Two-handed, Reach
Exotic Ranged Weapons
Crossbow, repeating 100 gp 1d8 piercing 10 lb. Ammunition, Range (80/320), Loading, 2-handed, Special
Crossbow, shield 150 gp 1d8 piercing 18 lb. Ammunition, Range (80/320), Loading, Heavy, Special
Part 3 | Craft & Cast

Bomb Descriptions

Acid Bomb

Study of Detonation


  • Crafting Time: 20 minutes
  • Components: gunpowder (3 lb.), cloth or paper sheet, candle wax, fuse, vial of acid
  • Range: 10 ft. (Dex. save)
  • Damage type: Acid

A tiny pocket of gunpowder surrounded by acidic fluid.


Crafting

DC 13 Dexterity (Alchemist's Supplies), 1 hour.

Cluster Bomb

Study of Detonation


  • Crafting Time: 2 hours
  • Components: gunpowder (7 lb. + 1 lb. for each Blast die), cloth or paper sheet, fuse
  • Range: 15 ft. (Dex. save), 30 ft. (Dex. Save)
  • Damage type: Fire, if not using other components

A bomb filled with gunpowder, highly explosive, evenly distributing a second wave of explosives in a 15 foot radius. The first blast deals half you Blast damage, while the second wave consists of a number of second blasts equal to your total Blast dice. The secondary explosives have the same radius of effect and each do 1d6 damage. You can fill the cluster bombs with certain components to replicate the effects of other bombs, but cannot have more than one type of damage.


Crafting

DC 15 Dexterity (Alchemist's Supplies), 1 hour.

DC 20 Dexterity (Tinker's Supplies), 1 hour.

Dirty Bomb

Study of Detonation


  • Crafting Time: 30 minutes
  • Components: gunpowder (3 lb.), cloth or paper sheet, fuse, potion of poison
  • Range: 15 ft. (Con. save)
  • Damage type: Poison

A bomb filled with poisonous materials that are spread by a core of gunpowder. If a creature in the area of effect fails the saving throw, it becomes poisoned until the start of your next turn.


Crafting

DC 17 Dexterity (Alchemist's Supplies), 30 minutes.

 

Doom Bomb

Study of Detonation


  • Crafting Time: 48 hours
  • Components: gunpowder (50 lb.), soft metal encasement measuring a cubic foot, 1 lb. of rare metallic powder, 1 lb. of electrum powder, 2 vials of acid, potion of poison, two fuses
  • Range: 30 ft. (Con. save)
  • Damage type: 2d6 fire, 2d6 lightning, 2d6 thunder, 2d6 radiant, 2d6 acid, 2d6 poison damage. At 20th level, your extra dice add the following damage: 2d6 necrotic and 2d6 psychic damage.

A bomb deadlier than any other, having a fuse longer to enable you to get away safely. This fuse takes 6 seconds or untill the start of your next turn to detonate the doom bomb. Any creature can try to pull the fuse out of the bomb with a succesful Dexterity (Sleight of Hand) check to disarm it. If the bomb detonates, it deals double your Blast Damage. If a creature in the area of effect fails the saving throw, it becomes blinded, deafened, paralyzed and oisoned until the start of your next turn.


Crafting

DC 25 Dexterity (Alchemist's Supplies), 36 hours.

DC 20 Dexterity (Smith's Supplies), 6 hours.

DC 15 Dexterity (Tinker's Supplies), 6 hours.

Fire Bomb

Study of Detonation


  • Crafting Time: 10 minutes
  • Components: gunpowder (5 lb.), cloth or paper sheet, fuse
  • Range: 10 ft. (Dex. save)
  • Damage type: Fire

A bomb filled with gunpowder, highly explosive.


Crafting

DC 10 Dexterity (Alchemist's Supplies), 10 minutes.

Part 3 | Craft & Cast

Flare Bomb

Study of Detonation


  • Crafting Time: 12 minutes
  • Components: gunpowder (1 lb.), arrow, cloth or paper sheet, fuse and optionally pigment of your choosing
  • Range: 120 ft.
  • Damage type: Fire

A tiny arrowlike object with a large head filled with gunpowder. When lit, it shoots straight off wherever it is pointed. It takes 6 seconds for the fuse to reach its end, causing the flare bomb to explode and shed bright light for 60 feet and dim light for an additional 60 feet. The light fades after 6 seconds. When aimed at a creature, it does 1 point of fire damage. Without pigment, the flare is of a white color, but adding pigment can change the color of the explosion.


Crafting

DC 10 Dexterity (Alchemist's Supplies), 6 minutes.

DC 10 Dexterity (Tinker's Supplies), 6 minutes.

Lightning Bomb

Study of Detonation


  • Crafting Time: 30 minutes
  • Components: gunpowder (5 lb.), cloth or paper sheet, fuse, 1 lb. of electrum powder
  • Range: 15 ft. (Con. save)
  • Damage type: Lightning

Filled with sparking materials, this bomb spreads material conducting the lightning created by the explosion. If a creature in the area of effect fails the saving throw, it becomes paralyzed until the start of your next turn.


Crafting

DC 20 Dexterity (Alchemist's Supplies), 15 minutes.

Nail Bomb

Study of Detonation


  • Crafting Time: 15 minutes
  • Components: gunpowder (4 lb.), cloth or paper sheet, fuse, 1 lb. of small sharp objects
  • Range: 15 ft. (Dex. save)
  • Damage type: Piercing

A paper or cloth ball containing sharp needle-like materials such as nails or thorns propelled by a core of gunpowder.


Crafting

DC 10 Dexterity (Alchemist's Supplies), 15 minutes.

DC 13 Dexterity (Tinker's Supplies), 15 minutes.

 

Napalm Bomb

Study of Detonation


  • Crafting Time: 4 hours
  • Components: gunpowder (6 lb.), cloth or paper sheet, candle wax, fuse, 4 pints of oil, alcohol, 2 pints of acid, empty bottle
  • Range: 20 ft. (Dex. save)
  • Damage type: Fire

A tiny pocket of gunpowder surrounded by a precious fluid. If a creature in the area of effect fails the saving throw, it takes an additional 4d6 + 10 fire damage at the start of its turn. This fire can only be put out by magical means or submerging itself in water or a similar non-flammable liquid. The creature burns for 1 minute. The area covered by the napalm bomb has a layer of burning liquid that burns untill the start of your next turn. The burning oil deals 10 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.


Crafting

DC 25 Dexterity (Alchemist's Supplies), 2 hours.

DC 18 Dexterity (Tinker's Supplies), 2 hours.

Oil Bomb

Study of Detonation


  • Crafting Time: 1 hour
  • Components: gunpowder (3 lb.), cloth or paper sheet, candle wax, fuse, 4 pints of oil, empty bottle
  • Range: 15 ft. (Dex. save)
  • Damage type: Fire

A tiny pocket of gunpowder surrounded by oil. If a creature in the area of effect fails the saving throw, it takes an additional 2d6 + 5 fire damage at the start of its turn until it takes an action to put it out or until the start of your next turn. The area covered by the oil bomb has a layer of burning oil that burns untill the start of your next turn. The burning oil deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.


Crafting

DC 15 Dexterity (Alchemist's Supplies), 1 hour.

Part 3 | Craft & Cast

Radiant Bomb

Study of Detonation


  • Crafting Time: 1 hour
  • Components: gunpowder (4 lb.), 1 lb. of rare metallic powder, cloth or paper sheet, fuse
  • Range: 20 ft. (Con. save)
  • Damage type: Radiant

Gunpowder fused with a metallic powder that sheds incredibly bright light and burns fiercely. When set off, this bomb will shed bright light for 120 feet and dim light for an additional 60 feet. This lights lasts 1 second. Each creature that can see the source takes the blast damage. If a creature in the area of effect fails the saving throw, it becomes blinded until the start of your next turn.


Crafting

DC 15 Dexterity (Alchemist's Supplies), 1 hour.

Smoke Bomb

Study of Detonation


  • Crafting Time: 10 minutes
  • Components: gunpowder (4 lb.), 1 lb. of rare metallic powder, cloth or paper sheet, fuse
  • Range: 15 ft.
  • Damage type: -

This harmless bomb causes a large area to become shrouded in smoke. If no pigment is added, this smoke is white. You can add a pigment to color the smoke to your choosing. The smoke dissipates at the start of your next turn. Provides full cover for anyone standing in or behind it.


Crafting

DC 10 Dexterity (Alchemist's Supplies), 10 minutes.

Sticky Bomb

Study of Detonation


  • Crafting Time: 2 hours
  • Components: gunpowder (3 lb.), 1 lb. of glue or slime, cloth or paper sheet, fuse, empty bottle
  • Range: 15 ft.
  • Damage type: -

This tacky bomb explodes to cover creatures in a slimy or gluelike substance. If a creature in the area of effect fails the saving throw, it becomes restrained until the start of your next turn or if it frees itself, making an Strength (Athletics) check against your Blast save DC.


Crafting

DC 17 Dexterity (Alchemist's Supplies), 2 hours.

 

Stink Bomb

Study of Detonation


  • Crafting Time: 2 hours
  • Components: gunpowder (10 lb.), half a lb of a soft metal, fuse
  • Range: 20 ft. (Con. save)
  • Damage type: Thunder

A bomb with potent powder and a well-designed encasement that ensures amplification of sound. This ear shattering bomb is a potent weapon, but can be heard up to 200 feet away. If a creature in the area of effect fails the saving throw, it becomes deafened until the start of your next turn.


Crafting

DC 16 Dexterity (Alchemist's Supplies), 2 hours.

Thunder Bomb

Study of Detonation


  • Crafting Time: 1 hour
  • Components: gunpowder (1 lb.), potion of poison (gaseous state), fuse, bottle
  • Range: 10 ft. (Con. save)
  • Damage type: Poison

A bomb filled with pungent materials that cause many to lose conciousness. If you deal enough poison damage to bring a creature to 0 hit points, it doesn't immediately die but instead remains unconscious.


Crafting

DC 18 Dexterity (Alchemist's Supplies), 1 hour.

Trap Bomb

Study of Detonation


  • Crafting Time: 3 hours
  • Components: gunpowder (7 lb.), pressure switch, half a lb of iron, flint and steel
  • Range: 5 ft. (Dex. save)
  • Damage type: Fire, if using no other components.

This is a treacherous trap, standing on it will not set if off. However, if the trigger is released this trap deals double the Blast Damage. These are best hidden and set up in advance. A Trap bomb can't be thrown. It takes an Action to set a trap.You can fill the trap bombs with certain components to replicate the effects of other bombs, but cannot have more than one type of damage. If a creature in the area of effect fails the saving throw, it becomes prone until the start of your next turn or until the creature uses its movement to stand up.


Crafting

DC 10 Dexterity (Alchemist's Supplies), 1 hour.

DC 13 Dexterity (Tinker's Tools), 1 hour.

DC 15 Dexterity (Smith's Tools), 1 hour.

Part 3 | Craft & Cast

Trip Bomb

Study of Detonation


  • Crafting Time: 4 hours
  • Components: gunpowder (7 lb.), cloth or paper sheet, rope, string or wire, flint and steel
  • Range: 10 ft. (Dex. save)
  • Damage type: Fire, if using no other components.

This is a treacherous trap, standing on it will not set if off. However, if the trigger is released this trap deals double the Blast Damage. These are best hidden and set up in advance. A Trap bomb can't be thrown. It takes an Action to set a trap.You can fill the trap bombs with certain components to replicate the effects of other bombs, but cannot have more than one type of damage. If a creature in the area of effect fails the saving throw, it becomes prone until the start of your next turn or until the creature uses its movement to stand up.


Crafting

DC 12 Dexterity (Alchemist's Supplies), 1 hour.

DC 18 Dexterity (Tinker's Tools), 1 hour.

Firearm Attachments

Attachment: Bayonet

Study of Detonation, prerequisite: 9th level


  • Crafting Time: 1 hour
  • Components: dagger, 1 lb. of steel
  • Compatible with: Long Gun, Musket, Needle Gun, Rifle, Scattergun

You fasten a dagger to the front of your barrel, enabling you to fend off targets that get too close. The weapon acts as a regular dagger, but the Reach property is added to it, while the Thrown property is removed.


Crafting

DC 15 Dexterity (Tinker's Tools), 1 hour.

Attachment: Monocular

Study of Detonation, prerequisite: 9th level


  • Crafting Time: 1 hour
  • Components: spyglass, 8 oz. of steel
  • Compatible with: Long Gun, Musket, Needle Gun, Rifle

You fasten a spyglass to your rifle, giving you a +2 bonus on attack rolls made using the spyglass.


Crafting

DC 15 Dexterity (Tinker's Tools), 1 hour.

 

Attachment: Extended Clip

Study of Detonation, prerequisite: 9th level


  • Crafting Time: 2 hours
  • Components: 2 lb. of steel
  • Compatible with: Revolver, Rifle, Scattergun

You learn to make a bigger clip, increasing its capacity to 12 rounds for the carbine rifle and 8 for a revolver.


Crafting

DC 20 Dexterity (Tinker's Tools), 1 hour.

DC 12 Dexterity (Smith's Tools), 1 hour.

Attachment: Lengthened Barrel

Study of Detonation, prerequisite: 9th level


  • Crafting Time: 2 hours
  • Components: 2 lb. of steel
  • Compatible with: Handcannon, Long Gun, Musket, Needle Gun, Rifle, Scattergun

You learn that a longer barrel increases your range (+20/+60).


Crafting

DC 20 Dexterity (Smith's Tools), 1 hour.

DC 12 Dexterity (Tinker's Tools), 1 hour.

Attachment: Bipod

Study of Detonation, prerequisite: 14th level


  • Crafting Time: 2 hours
  • Components: 2 lb. of steel
  • Compatible with: Long Gun, Musket, Needle Gun, Rifle

You create a fixed bipod for your rifle, steading your shot and giving you a +2 bonus on damage rolls made using it.


Crafting

DC 15 Dexterity (Smith's Tools), 1 hour.

DC 20 Dexterity (Tinker's Tools), 1 hour.

Attachment: Silencer

Study of Detonation, prerequisite: 14th level


  • Crafting Time: 2 hours
  • Components: 1 lb. of steel, 2 lb. of cloth
  • Compatible with: Long Gun, Musket, Needle Gun, Rifle

You learn how to create a barrel end that reduces the sounds made by your firearm. The sound range of your firearm decreases to a 10-foot radius.


Crafting

DC 15 Dexterity (Smith's Tools), 1 hour.

DC 20 Dexterity (Tinker's Tools), 1 hour.

Part 3 | Craft & Cast

Firearms

Simple Firearms Craft Cost Damage Weight Properties
Arquebus 150 GP 1d10 piercing 10 lb. Ammunition (range 40/120), reload, two-handed
Flintlock Pistol 25 GP 1d10 piercing 2 lb. Ammunition (range 30/120), reload, light
Handcannon 500 PP 2d8 bludgeoning 25 lb. Ammunition (range 100/400), reload, two-handed, heavy, special
Long Gun 500 GP 2d6 piercing 12 lb. Ammunition (range 150/600), reload, two-handed
Needle Gun 25 GP 1d4 piercing 1 lb. Ammunition (range 20/60), reload, light
Martial Firearms Craft Cost Damage Weight Properties
Crankblaster 1000 GP 3d6 piercing 35 lb. Ammunition (range 20/60), reload (18), heavy, two-handed, special
Revolver 75 GP 1d8 piercing 2 lb. Ammunition (range 30/120), reload (6), light
Rifle 200 GP 1d12 piercing 10 lb. Ammunition (range 80/320), reload (6), two-handed
Scattergun 125 GP 1d12 piercing 10 lb. Ammunition (range 20/60), reload (2), two-handed, burst fire
Siege
Equipment
Damage AC HP Properties
Cannon 8d10 bludgeoning 19 75 Siege equipment, ammunition (range 600/2400), load (1), aim (1), attack (1)
Rapid Rifle 4d10 piercing 17 50 Siege equipment, ammunition (range 150/600), load (1), aim (1), fire (1)

Properties

Firearms, just like any other weapons, have certain properties. The new properties not found in the Player's Handbook are explained here.

Ammunition. You can use a weapon that has the ammunition property to make a ranged Attack only if you have ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of ammunition. For a firearm, the ammunition is destroyed upon use. The type of ammunition differs per weapon.

Burst fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking half as much damage, or take the weapon's normal damage. This action uses all the loaded ammunition and the weapon must be fully loaded.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Siege equipment. Immune to all conditions and psychic and poison damage. Must be moved by at least 2 creatures at half their normal speed, unless description of the equipment requires more.

 

Special Weapons

The following weapons have a defining trait or unique ability.

Cannon. The cannon is considered siege equipment. You can find the relevant information in chapter 8 of the Dungeon Master Guide, under siege equipment.

Crankburster. A gun with 9 barrels, revolving when you crank it, laying down bursts of fire. This gun can only be used in burst fire. Creatures within 20 feet of you take an addtional 1d6 piercing damage. The crankburster needs to cool down after you use it, making you unable to attack with it untill the end of your next turn.

Handcannon. To be able to fire this weapon, you first need to spend an action or bonus action to aim.

Rapid Rifle. The rapid rifle cannot be used while moving and must be placed down before firing. It requires one action to place the rapid rifle, one action to load it, one action to aim and an action to fire it. You also spend a turn to pack the rapid rifle for transport. This siege equipment requires proficiency with firearms. This item weighs 75 lb. when packed.

The rapid rifle can only make burst fire attacks, rapidly sending off , but the area increases to a 10 by 30 ft. line. The DC for escaping this attack is increased by 20.

Part 3 | Craft & Cast

Firearms

Flintlock Pistol

Study of Detonation


  • Crafting Time: 8 hours
  • Components: 1 lb. of steel, 3 lb. of wood
  • Range: 30 / 120 ft.
  • Sound Range: 60 ft.

A pistol that shoots steel bearings, holding a single round.


Crafting

DC 15 Dexterity (Smith's Tools), 4 hours.

DC 15 Dexterity (Tinker's Tools), 2 hours.

DC 10 Dexterity (Woodworker's Tools), 2 hours.

Handcannon

Study of Detonation


  • Crafting Time: 320 hours
  • Components: 50 lb. of steel
  • Range: 100 / 400 ft.
  • Sound Range: 400 ft.

A pistol that shoots steel bearings, holding a single round.


Crafting

DC 15 Dexterity (Smith's Tools), 4 hours.

DC 15 Dexterity (Tinker's Tools), 2 hours.

DC 10 Dexterity (Woodworker's Tools), 2 hours.

Long Gun

Study of Detonation


  • Crafting Time: 80 hours
  • Components: 10 lb. of steel, 5 lb. of wood
  • Range: 150 / 600 ft.
  • Sound Range: 160 ft.

A marksmans rifle, with longer range and more accuracy. Bolt-action.


Crafting

DC 20 Dexterity (Smith's Tools), 40 hours.

DC 20 Dexterity (Tinker's Tools), 30 hours.

DC 10 Dexterity (Woodworker's Tools), 10 hours.

Musket

Study of Detonation


  • Crafting Time: 8 hours
  • Components: 6 lb. of steel, 7 lb. of wood
  • Range: 80 / 320 ft.
  • Sound Range: 120 ft.

A rifle holding a single round, with increased range.


Crafting

DC 15 Dexterity (Smith's Tools), 4 hours.

DC 15 Dexterity (Tinker's Tools), 2 hours.

DC 10 Dexterity (Woodworker's Tools), 2 hours.

 

Needlegun

Study of Detonation


  • Crafting Time: 2 hours
  • Components: 4 lb. of steel, 2 lb. of wood
  • Range: 25 / 100 ft.
  • Sound Range: 30 ft.

A blowgun propelled by gunpowder, shooting incredibly sharp needles.


Crafting

DC 10 Dexterity (Smith's Tools), 45 minutes.

DC 10 Dexterity (Tinker's Tools), 45 minutes.

DC 10 Dexterity (Woodworker's Tools), 30 minutes.

Revolver

Study of Detonation


  • Crafting Time: 16 hours
  • Components: 2 lb. of steel, 2 lb. of wood
  • Range: 30 / 120 ft.
  • Sound Range: 50 ft.

A pistol with a revolving chamber that holds 6 rounds.


Crafting

DC 15 Dexterity (Smith's Tools), 8 hours.

DC 20 Dexterity (Tinker's Tools), 6 hours.

DC 15 Dexterity (Woodworker's Tools), 2 hours.

Rifle

Study of Detonation


  • Crafting Time: 32 hours
  • Components: 8 lb. of steel, 6 lb. of wood
  • Range: 100 / 400 ft.
  • Sound Range: 120 ft.

Refined rifle using the revolver style magazin for faster reloading.


Crafting

DC 20 Dexterity (Smith's Tools), 12 hours.

DC 20 Dexterity (Tinker's Tools), 12 hours.

DC 10 Dexterity (Woodworker's Tools), 8 hours.

Scattergun

Study of Detonation


  • Crafting Time: 32 hours
  • Components: 10 lb. of steel, 5 lb. of wood
  • Range: 20 / 60 ft.
  • Sound Range: 160 ft.

A breecher-style rifle, holding 1 shell.


Crafting

DC 15 Dexterity (Smith's Tools), 12 hours.

DC 20 Dexterity (Tinker's Tools), 12 hours.

DC 12 Dexterity (Woodworker's Tools), 8 hours.

Part 3 | Craft & Cast

Ammunition

Bearing

Study of Detonation


  • Crafting Time: 10 minutes
  • Components: 1 oz. of gunpowder, 1 oz. of lead, 1 steel bearing, paper sheet
  • Compatible with: Flintlock Pistol, Musket

A steel bearing propelled by a charge of gunpowder, bundled in a paper cartridge and held together with lead.


Crafting

DC 10 Dexterity (Tinker's Tools), 10 minutes.

Bullet

Study of Detonation


  • Crafting Time: 20 minutes
  • Components: 2 oz. of gunpowder, 2 oz. of lead
  • Compatible with: Revolver, Rifle

An aerodynamically shaped round consisting of two parts, one filled with gunpowder, the other solid lead.


Crafting

DC 12 Dexterity (Tinker's Tools), 10 minutes.

DC 12 Dexterity (Smith's Tools), 10 minutes.

Cannonball

Study of Detonation


  • Crafting Time: 2 hours
  • Components: 1 lb. of gunpowder, 1 lb. of steel
  • Compatible with: Handcannon

A large cannonball made of solid steel.


Crafting

DC 16 Dexterity (Smith's Tools), 2 hours.

Needle

Study of Detonation


  • Crafting Time: 8 minutes
  • Components: 1 oz. of gunpowder, 1 oz. of steel
  • Compatible with: Needlegun

A light but incredibly sharp needle. Can be affected with liquids such as poisons, or enchanted. Can be filled with 1 oz. of gunpowder to deal an additional 1d4 fire damage.


Crafting

DC 13 Dexterity (Tinker's Tools), 8 minutes.

 

Round

Study of Detonation


  • Crafting Time: 30 minutes
  • Components: 4 oz. of gunpowder, 5 oz. of lead
  • Compatible with: Long Gun

A long and fine, precision bullet.


Crafting

DC 13 Dexterity (Tinker's Tools), 15 minutes.

DC 15 Dexterity (Smith's Tools), 15 minutes.

Shell: Saltfilled

Study of Detonation


  • Crafting Time: 12 minutes
  • Components: 2 oz. of gunpowder, 1 oz. of lead, 2 oz. of salt
  • Compatible with: Scattergun

A nonlethal round used to shoot creatures unconscious instead of killing them. Deals slashing damage.


Crafting

DC 15 Dexterity (Tinker's Tools), 6 minutes.

DC 15 Dexterity (Smith's Tools), 6 minutes.

Shell: Shotfilled

Study of Detonation


  • Crafting Time: 10 minutes
  • Components: 2 oz. of gunpowder, 1 oz. of lead, 10 steel bearings
  • Compatible with: Scattergun

A shell containing shot, spreading out when exiting the barrel.


Crafting

DC 15 Dexterity (Tinker's Tools), 5 minutes.

DC 15 Dexterity (Smith's Tools), 5 minutes.

Shell: Slug

Study of Detonation


  • Crafting Time: 30 minutes
  • Components: 2 oz. of gunpowder, 3 oz. of lead
  • Compatible with: Scattergun

A blunt round used to inflict bludgeoning damage.


Crafting

DC 15 Dexterity (Tinker's Tools), 6 minutes.

DC 15 Dexterity (Smith's Tools), 6 minutes.

Part 3 | Craft & Cast

Spell Lists

Artificer

1st level

Alarm
Comprehend Languages
Detect Magic
Expeditious Retreat
Grease
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Repair
Sanctuary
Shield
Unseen Servant

2nd level

Aid
Arcane Lock
Enhance Ability
Enlarge/Reduce
Find Traps
Heat Metal
Invisibility
Knock
Levitate
Locate Object
Magic Weapon
See Invisibility
Spider Climb
Warding Bond
Zone of Truth

3rd level

Clairvoyance
Counterspell
Dispel Magic
Flame Arrows
Fly
Glyph of Warding
Haste
Magic Circle
Nondetection
Remove Curse
Sending
Tiny Servant
Tongues
Water Breathing
Water Walk

 

 

4th level

Arcane Eye
Dimension Door
Fabricate
Freedom of Movement
Greater Invisibility
Leomund's Secret Chest

5th level

Animate Objects
Bigby's Hand
Legend Lore
Reboot
Scrying
Teleportation Circle

Spell Descriptions

Repair

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature, structure, or object you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, or a nonmagical or common magic item you touch is restored to working condition. This spell only has an effect on constructs, structures and objects.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the hit points regained increases by 1d8 for each slot level above 1st. With a spell slot of 2nd level or higher, you can restore an uncommon magic item to working condition. With a spell slot of 3rd level or higher, you can restore a rare magic item to working condition. With a spell slot of 4th level or higher, you can restore a very rare magic item to working.

Reboot

5th-level transmutation


  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a creature or object you can see within range. A surge of magical energy repairs the target, causing it to regain 50 hit points, or restores one legendary magic item to working condition. This spell also ends any conditions afflicting the target. This spell only has an effect on constructs and objects.