Revised Artificer

by Kibble's Tasty

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Artificer (Revised 1.4)

A gnome 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 Inventors

Every 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 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. 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.

The Artificer
Level Proficiency
Bonus
Features Spells
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 Artificer

When 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 Build

You 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 Features

  • Hit 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

Proficiencies


  • Armor: 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

Equipment

You 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

Artificer Specialization

At 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 Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals.

Tool Expertise

Starting 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.

Spellcasting

As 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 Slots

The 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 Higher

You 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 Ability

Intelligence 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 Focus

You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options.

Specialization Upgrade

Your 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 is presented in a list at the end of the Specialization, but invariably there will always be ideas for upgrades not included in that list. At the heart of an Artificer beats an unrelenting drive for creativity, after all!

It is recommended that if there is Upgrade not included in your class list, you consult your DM to add it.

An custom upgrade should aim be balanced against the existing non-level restricted upgrades, as the level restricted upgrades are balanced around the limited number of them available.

Ability Score Improvement

When 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 Reconstruction

At 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 Attunement

At 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 Proficiency

At 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 Crafting

At 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 Recharge

Starting 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 Magic

At 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 of an Artificer is keenly tied to the availability of magic items in the world, either that can be forged by Artificer or found in the world.

Features like Superior Attunement and Wondrous Item Mastery represent a significant elements of the Artificers class design. While the Artificer can be an accomplished adventurer with no additional magic items, when setting out in low magic setting with an Artificer, consult with your DM if some adjustments may be needed to the features!

In a lower magic setting, consider allowing the Artificer to create some items that they will be able to apply their class features to, and that might still be thematic to their character concept and the world setting in general.

Wondrous Items Mastery

Starting at 18th level, you can activate a magic item that would normally take an action as a bonus action instead.

Soul of Artifice

At 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.

Artificer Specializations

Cannonsmith

A 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.

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Cannonsmith's Proficiency

When 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 Cannon

At 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 following Varients for your Thunder Cannon. These do not cost a normal upgrade slot, and do not count against your total upgrades.

Hand Cannon

You modify your Thunder Cannon with lightweight components and a shorter barrel. Its weight becomes 7 lbs. Your Thunder Cannon becomes a one handed ranged weapon. It deals 1d8 damage piercing damage (instead of 2d6) and its normal range becomes 20 feet and its maximum range 60 feet.

Lightning Sword

You entirely remodel your weapon a melee weapon. This can take the form of any martial melee weapon, and you have proficiency with this weapon regardless of its shape. When you apply Thundermonger damage with this weapon, it deals lightning damage instead of Thunder Damage. Apply common sense in what upgrades this eliminates as options.

Arm Cannon?

Perhaps most plausible for a Warforged Cannonsmith, consult with your DM on replacing a lost or removed arm with your Thunder Cannon if you feel the need to never be parted from it. In this configuration, it retains the normal statistics, but becomes a one-handed weapon. As cost, you lose the use of that arm for anything else, and the use of the arm can only be recovered by removing the Thunder Cannon and the effect of Regenerate or similar magic.

Thundermonger

At 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 Blasts

Beginning 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 Swapping

Starting 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 Upgrades

Autoloading 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.

The first target (your choice if multiple creatures are hit) takes damage from Thundermonger. Targets after the first take bonus damage equal to half of the bonus damage dealt by Thundermonger in addition to the weapon attack damage.

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.

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REVISED ARTIFICER v1.3

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. Removing the Harpoon requires a DC 14 Strength check. 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.

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 of Artificer might not be the right choice, but consider that the Artificer is fundamentally someone that tinkers and explores magic as much as technology. A Thunder Cannon need not be a gunpowder powered device, and in most cases is more an engineering marvel of magic than technology.

Inversely, in a setting where firearms are more widespread and magic is more limited, feel free to move 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.

Gadgetsmith

A 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 Proficiency

When you choose this specialization at 1st level, you gain proficiency with nets, rapiers, whips, and tinker's tools.

Essential Tools

At 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 Upgrade

At 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 Gadgets

Starting 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 with 20 gold pieces.

Extra Attack

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

Combat Gadgets

Beginning at the 14th level, when you take the attack action, you can replace an attack with using any gadget that requries an action to use.

Additionally, any weapon gadgets you have created gain a +2 to their attack and damage rolls.

Gadgetsmith Upgrades

Antimagical 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 make target up three seperate targets within 10 feet of each other, making a seperate 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.

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.

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.

Potionsmith

An 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 Proficiency

When 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 think of the magic potions that exist in most D&D settings, from the simple Healing Potion to the legendary Potion of Storm Giant Strength, however, someone does not need to be an Alchemist to make these, as crafting rules for them are open to all classes, and best outlined in Xanathar's Guide to Everything.

An alchemist with their proficiency will certainly have the edge in potion crafting, but these potions are not fundamental to the class.

Alchemical Reagent's Pouch

At 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 Reactions

At 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).

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 give it a creature within 5 feet. An adjacent creature can use their reaction to drink it if given it. If an adjacent creature is incapacitated and unconscious, you can use your action to feed it to them. 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.

The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Alchemical Infusions

At 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 vial containing an Infused Potion 30 feet, the trigger merely specifies that the effect takes place where it breaks. If you can find another way to deliver the vial, such as the catapult spell on the artificer spell list, you can apply these methods as well.

If the spell has a persistent effect, it does not require concentration to maintain, but it's duration is shortened to a number of rounds equal to your proficiency plus your intelligence modifier. 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 Alchemy

Starting 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 Expertise

Starting 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 Upgrades

Aroma 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 their dexterity saving throw against your effects.

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 terrian 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 and becoming restrained until the ice thaws. They can use their action to make a Strength saving throw to break free of the ice.

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 of equal or higher level than 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.

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).

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 area of effect damage spells is a valid combination of a Secrets of upgrade, so long as there is a thematic connection between the spells. Consult with your DM for other options if the spells you want aren't present here, but the spells should always be either short term buffs or area of effect damage spells, and should not be higher than 3rd level unless they are 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 a target to suffer the effect of one of your instant reactions. If the instant reaction has a saving throw, the target is considered to have failed it.

The Implications

There is an Instant Reaction that restores health, rather than deals damage. This can be applied via weapon coating as well, though the weapon damage of the implement is not negating, perhaps your allies will forgive a blowgun dart coated in a healing draught... but you still have to hit the attack.

Runesmith

A 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 Proficiency

At 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.

Runecraft

At 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 Golem

At 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.


Warforged Golem

Medium 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, psychic
  • Condition Immunities exhaustion, charmed, poisoned
  • Senses passive perception 7
  • Languages Understands creator’s languages, but cannot speak

Actions

Attack Protocol. Slam: +4 to hit, reach 5ft., one target. Hit 1d4 + 2

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Infuse Magic

Starting 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 Runes

At 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 Upgrades

Arcane 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.

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, your Warforged 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).

Warsmith

A 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 Proficiency

At 1st level, you gain proficiency with heavy armor and smith's tools.

Mechplate Gauntlet

At 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.

Mechplate

At 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 Attack

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

Standing About In Fancy Magic Armor

How closely you model your suit to what a more typical set of plate armor might look like can vary, but in all but most exotic settings a set of Mechplate will tend to stand out.

Consider how this might effect interactions with the inhabitants of the world - some may be in awe, some may form devious schemes, and some may see a threat.

Fully Customized Gear

Starting 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 Upgrades

Accelerated 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.

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.

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 40 feet. If the target is Large or Smaller, you can make a Grapple check to pull it to you and Grapple it. 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 Expanded 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.

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 your DM may allow you to take is the Self-Forged. While a traditional Warsmith is a creature wearing Mechplate, for a creature that purely values combat readiness, these upgrades can be integrated more directly, starting by simply replacing one of your hands with the Mechplate Gauntlet, and continuing to directly applying upgrades and replacing parts of your body as appropriate.

A Self-Forged can use the full Warsmith rules with the following changes.

  • Your Mechplate Gauntlet and your Mechplate are 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 from resting 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.

Wandsmith

A 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 Proficiency

When 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 Rod

At 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.

Spellmanual

At 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.

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 Higher

Each 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 Akimbo

Starting 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 Wands

Starting 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 Upgrades

Magical 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 spells of a level you can cast through leveling to your Spell Manual, but you cannot cast a 5th level spell until higher level than Magical Rod upgrade becomes available. Spells for Magical Rods will primarily have to be found in the wild, in the form of scrolls and copied into your Spellmanual that way.

Additional Notes

Multiclassing

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

Artificer Spell List

1st Level
  • Alarm
  • Catapult
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Grease
  • Identify
  • Illusory Script
  • False Life
  • Jump
  • Longstrider
  • Sanctuary
  • Snare
  • Unseen Servant
  • Tenser’s Floating Disk
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Cloud of Daggers
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Heat Metal
  • Hold Person
  • Knock
  • Invisibility
  • Locate Object
  • Magic Weapon
  • Magic Mouth
  • Protection from Poison
  • See Invisibility
  • Spider Climb
3rd Level
  • Elemental Weapon
  • Feign Death
  • Flame Arrows
  • Gaseous Form
  • Glyph of Warding
  • Life Transference
  • Lightning Arrow
  • Magic Circle
  • Nondetection
  • Protection from Energy
  • Sending
  • Tiny Servant
  • Wall of Sand
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Arcane Eye
  • Death Ward
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Leomund’s Secret Chest
  • Otiluke’s Resilient Sphere
  • Stone Shape
  • Stoneskin
  • Sickening Radiance
5th Level
  • Animate Objects
  • Creation
  • Hold Monster
  • Legend Lore
  • Mislead
  • Passwall
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Stone

Change Log

v1.1

  • 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

v1.2

General 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 Changes

  • Added 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 Changes

  • Changed 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 Changes

  • Collapsed 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.

v1.2.1

  • Added 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 Changes

  • Added new upgrade, Blast Shells (15th level)

Runesmith Changes

  • Changed 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 Changes

  • Wands changed from 2 charges per long rest to three charges per long rest.

v1.4

General 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 Changes

  • Elemental 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.

Gadgetsmith Changes

  • Upgraded 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 Changes

  • Instant 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 Changes

  • Changed 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 Changes

  • Wandsmiths 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'.
 

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