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# Magnificent Jake's Revised Artificer & Mechanist Specialisation
##### A revision of the Unearthed Arcana class, and a new subclass
\pagebreakNum # Artificer Artificers study the magic of the cosmos, but rather than focus on casting spells, an artificer focuses on the material - creating and using magical items to further their own goals. ## Class Features As an artificer, you gain the following class features. #### Hit Points **Hit Dice**: 1d8 per artificer level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st ___ #### Proficiencies **Armour:** Light and medium armour **Weapons:** Simple weapons **Tools:** Tinkers tools, two 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 light crossbow and 20 bolts - (a) scale mail or (b) studded leather armour - tinkers' tools and a dungeoneer's pack ___
##### Artificer | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Artificer Specialist, Magic Item Analysis | — | — | — | — | — | | 2nd | +2 | Tool Expertise, Wondrous Invention | — | — | — | — | — | | 3rd | +2 | Artificer Specialist Feature, Spellcasting | 3 | 2 | — | — | — | | 4th | +2 | Ability Score Improvement, Infuse Magic | 4 | 3 | — | — | — | | 5th | +3 | Superior Attunement, Wondrous Invention | 4 | 3 | — | — | — | | 6th | +3 | Mechanical Servant | 4 | 3 | — | — | — | | 7th | +3 | — | 5 | 4 | 2 | — | — | | 8th | +3 | Ability Score Improvement | 6 | 4 | 2 | — | — | | 9th | +4 | Artificer Specialist Feature | 6 | 4 | 2 | — | — | | 10th | +4 | Wondrous Invention | 7 | 4 | 4 | — | — | | 11th | +4 | — | 8 | 4 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | — | — | | 13th | +5 | — | 9 | 4 | 3 | 2 | — | | 14th | +5 | Artificer Specialist Feature | 10 | 4 | 3 | 2 | — | | 15th | +5 | Superior Attunement, Wondrous Invention| 10 | 4 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 11 | 4 | 3 | 3 | — | | 17th | +6 | Artificer Specialist Feature | 11 | 4 | 3 | 3 | — | | 18th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | — | | 19th | +6 | — | 12 | 4 | 3 | 3 | 1 | | 20th | +6 | Soul of Artifice, Wondrous Invention | 13 | 4 | 3 | 3 | 1 |
\pagebreak ### Artificer Specialist At 1st level, you choose the type of Artificer Specialist you are: Alchemist, Gunsmith or Mechanist. The Mechanist choice is detailed at the end of this class description, while the Alchemist and Gunsmith choices are detailed in Unearthed Arcana: Artificer. Your choice grants you features at 1st level and again at 3rd, 9th, 14th and 17th 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. You don't need to provide any material component when casting *identify* with this class feature. ___ ### 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. These tool proficiencies represent experience gained through your background, and your proficiency with them should represent an aspect of your background or personality. ___ ### Wondrous Invention At 2nd level, you gain the use of a magic item that you have crafted. Choose an item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering and experimentation thath allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the *Dungeon Master's Guide*. **2nd Level:** *bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones* **5th Level:** *alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets* **10th Level:** *bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack* **15th Level:** *boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing* **20th Level:** *eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying* ___ ### Spellcasting As part of your study of magic, you gain the ability to cast spells upon reaching 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. ___ \columnbreak #### 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 for your artificer spells. See chapter 5, "Equipment", in the *Player's Handbook* for various arcane focus options. > ##### Rinn-Specific Feature: Aether-Infused >When you gain the Spellcasting feature, your eyes become an opaque, milky lilac. This has no effect on your vision, but is a side-effect from the way Artificers tap into magic.
\pagebreak ### Infuse Magic Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. ### Ability Score Improvement When you reach 4th, 8th, 12th, 16th and 18th 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. ___ ### Superior Attunement At 5th level, your superior understanding of magic items allows you to master their use. The maximum number of magic items you can attune to increases by one. At 15th level, your limit increases by one more. ### Mechanical Servant When you reach 6th level in the Artficer class, your resarch and mastery of your craft allows you to produce a Mechanical Servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you and your allies. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it after a short or long rest after reaching 6th level. ___ Choose a Large or smaller Beast with a Challenge Rating of 1 or less. The servant uses that beast's game statistics, but can look however you like, as long as the form is appropriate for its statistics. It has the following modifications - It is a construct instead of a beast - It can't be charmed - It is immune to poison damage and the poisoned condition - It gains darkvision with a range of 60 feet if it does not have it already. - It understands the languages you speak when you create it but cannot speak. - If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. - It replaces its proficiency bonus with yours. - It has a number of hit dice equal to your Artificer level, and its hit points are determined accordingly. - It's Armour Class is equal to 8 +1/2 your Artificer Level. ___ The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. ___ If the servant 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 build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. ### Soul of Artifice At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. Your maximum number of attuned items increases by an additional one. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
\pagebreak ## Artificer Specialist - Mechanist A mechanist is an artificer that focuses their efforts into constructs and engineering. They are experts at taking everyday components and creating powerful, intricate or beautiful magical and mechanical devices. #### Mechanist's Bag When you choose the Mechanist Specialisation at 1st Level, you craft a Mechanist's Bag, a bag where you store nuts, bolts, metal, crystals and other components you use to power and create your inventions, Gizmos, and abilities. The bag is magical, it's magic causing it to function as an extradimensional space for raw materials. When you reach into the bag with a specific piece of Salvage in mind, that piece or the closest piece you have always seems to be conveniently at the top. If you lose your Mechanist's Bag, you can create a new one over the course of three days work, expending 100gp in raw materials to do so. Your Mechanist's Bag does not create components - you must dismantle things, purchase scrap or search containers and bodies to find more Salvage, and your Mechanist's Bag can hold an amount of Salvage equal to 5 + your Artificer Level. The appearance of your Mechanist's Bag is up to you - it may be a satchel, toolbox, rucksack or something else entirely. > ##### **Salvaging** > You can spend 30 seconds salvaging an enemy or construct. At your Dungeon Master's discretion, you may also be able to salvage other things. Sometimes an enemy will have nothing salvageable, and you will not be able to salvage anything from them. > > Make an Intelligence check, adding your proficiency bonus. The DC is equal to 20 - 1/2 your levels in the Artificer class. On a success, you gain 1 piece of salvage, 2 if the salvaged creature or object has the *construct* type or is mechanical. If you roll a 20, or your modified result is higher than 25, you find a Component, a piece of salvage of higher quality than most. Components can be used to upgrade your Mechanist Gadget or Mechanical Servant, and can be used to invent things, at the discretion of your Dungeon Master. A component counts as 5 Salvage if used to fuel a Mechanist Formula, and certain Components may impart other effects. \columnbreak > ##### Salvage, Components & The Working Mechanist > A Mechanist uses Salvage to create crude, temporary solutions. Though the things a skilled Mechanist can do with a box of scraps are remarkable to the ordinary citizen, the real beauty is in what a Mechanist can create with the proper Components. >___ > Mechanists are loathe to fuel their Mechanist Formulas with Components - though they vastly improve the quality, it is often seen as a waste, compared to what could have been achieved in the right machine. >___ > *"Yes, I know that was 'fantastic', but it's nothing in comparison to the epic firepower of the Tri-Barrelled Galvanic Doom Spitter I have at home that only needs a chunk of Mithril Quartz to work - suspiciously similar to the chunk I just wasted killing those trolls, Hewitt!"* #### Mechanist Formulas When you choose this Specialisation at 1st Level, you learn two Mechanist Formulas from the list below, as well as the **Gizmo** Mechanist Formula. Your Mechanist Formulas are powered with Salvage, and generally can expend a number of Salvage up to 2, or your Artificer level, whichever is higher. ___ **Mechanist Formula DC** = 8 + your Intelligence modifier + your proficiency bonus ___ You learn an additional Mechanist Formula of your choice at 3rd, 9th, 14th and 17th levels. ___ ***Gizmo*** - You spend 5 minutes and expend 2 Salvage to create a Gizmo - a small tool or device, no larger than 1 cubic foot, imbued with magic to give you advantage on a skill check - a lockpicker to help you attempt to open a door, a magnifying glass to assist with an Investigation check etc. After the skill check has been made, the Gizmo breaks. ___ ***Fire Bomb*** - You use an action to reach into your Mechanist's Bag, expending 2 or more Salvage and whipping together an improvised bomb. Choose a creature, object or surface within 30 feet of you. Any creature within 5ft. of the target must make a Dexterity saving throw, taking **X**d4 fire damage on a failed save, and half that on a successful one, where **X** is the number of Salvage expended. Fire Bomb's damage die increases when you gain certain levels in the class: 5th level (Xd6), 10th level (Xd8), 15th level (Xd10) and 20th level (Xd12). ___ ***Shrapnel Caltrops*** - You use an action to reach into your Mechanist's Bag, expending 2 or more Salvage and scattering scraps of metal, ball bearings and shards of glass. This concoction of shrapnel covers a 10 foot square, causing the affected area to be considered difficult terrain, and deal **X-1** d4 damage when enemies start their turn or pass through the area, where **X** is the number of Salvage expended.
___ \pagebreak ***Flashbang*** - You use an action to reach into your Mechanist's Bag, expending between 2 to 4 Salvage and preparing a device capable of blinding creatures. Choose a creature, object or surface within 30 feet of you. Any creature within 5ft. of the target must make a Constitution save, and are blinded for **X-1** rounds on a failure, where **X** is the number of Salvage expended. ___ ***Smoke Grenade*** - You use an action to reach into your Mechanist's Bag, expending between 2 and 4 Salvage and preparing a makeshift smoke bomb. You can use it to cast the *fog cloud* spell at a level equal to **X-1**, where **X** is the number of Salvage expended. ___ ***Jump Pad*** - You spend one minute and expend 2 or more Salvage to create a small pad. The pad can cast the *jump* spell a number of times equal to one less than expended Salvage, but the spell only functions when the creature jumps from the space the pad occupies. ___ ***Lockbreaker*** - You spend one minute and expend 3 Salvage to create a device to breach a lock. You place the device on the locked item, and it casts the *knock* spell. #### Mechanist Gadget When you reach 3rd level in this class, you choose one Mechanist Gadget from the following list. Your Mechanist gadget is an original piece of engineering that you have invented. You have built your Mechanist Gadget from the choicest components and pieces of Salvage you've found, and can upgrade it as you collect more Components. Your Mechanist Gadget counts as a magic item, and takes up one of your attunement slots. ___ ***Aether-Gauntlet*** - You have built a gauntlet capable of tapping into the Weave. You learn the *eldritch blast* or *firebolt* cantrip, which you can cast while wearing the Aether-Gauntlet. Additionally, unarmed attacks made with your Aether-Gauntlet deal 1d4 damage. You are proficient with these attacks, and use your Intelligence modifier. You can use the Aether-Gauntlet as an arcane focus. ___ ***Mechanist's Multi-Tool*** - You have created the basis of an extraordinary tool. Currently, it takes the form of a wrench, and can be used as a melee weapon equivalent to a warhammer. You use your Intelligence modifier for attack and damage rolls with the tool and are proficient with it. When making a check that could take advantage of a tool proficiency you do not have, you can add half your proficiency bonus to the result of your check. ___ ***Armour of Artifice*** - You have focused your efforts on creating a mechanical breastplate, capable of keeping you safe in battle. Your Armour Class becomes 16, and you can use a reaction to cause a critical hit against you to become a normal hit. You can do this a number of times equal to half your proficiency bonus, rounded up, replenishing on a long rest. You are proficient with the Armour of Artifice, and have disadvantage on stealth checks as if wearing heavy armour. ___ \columnbreak #### Bag of Artifice When you reach 9th level in this class, your Salvage Bag is improved. The bag will now dismantle intact pieces of machinery, weaponry and other items, turning them into usable Salvage, or reshaping raw materials to more useful forms. At the end of a long rest, if your Salvage Bag is neither full nor empty, you regain 1d4 pieces of Salvage, up to your maximum Salvage. ___ #### Improvise When you reach 14th level, you are able to visualise uses for the contents of your Mechanist's Bag beyond your known formulas. You can use an action to attempt to use a Mechanist Formula you don't know. Make an Intelligence check, adding your proficiency bonus. If the result is 20 or higher, you can use the formula. You can use this feature once, before requiring a short or long rest before attempting it again. At 17th level, you can Improvise twice before taking a rest. #### Enhanced Mechanist Gadget When you reach 17th level, your Mechanist Gadget improves, reflecting additional tinkering beyond any Component upgrades. ___ ***Enhanced Aether-Gauntlet*** - Your Aether-Gauntlet has been improved - it now encases your whole arm up to the shoulder, improving its ability to tap into the Arcane. Unarmed attacks with your Aether-Gauntlet now deal 1d8 damage, you have now learned both *eldritch blast* and *firebolt*, and can cast *fireball* once per long rest, without expending a spell slot. Your Strength score increases by 2 points while wearing the Aether-Gauntlet. ___ ***Enhanced Mechanist's Multi-Tool*** - Your Mechanist's Multi-Tool has a tool within it for nearly everything. You are now considered proficient in all tools, and can replace any tool with your Mechanist's Multi-Tool. This does not stack with the effects of your *Tool Expertise* class feature. Your Mechanist's Multi-Tool now deals 2d8 damage. ___ ***Enhanced Armour of Artifice*** - Your Armour of Artifice has grown and expanded, becoming a full suit of armour, perfectly fitted for you. It's base Armour Class is now 18. Your Armour of Artifice now has a number of charges equal to your proficiency bonus. You can use a reaction to expend one of these charges to gain advantage on a saving throw against a spell or magical effect, or cause a spell attack against you to have disadvantage, as your armour powers up to modulate the flow of magic around it. ___
\pagebreak ## Component Improvements Components, the cream of the crop when it comes to Salvage, can be used to improve your Mechanist Gadget and Mechanical Servant. Some improvements require named Components, but if an improvement does not require any specific Components you can create the improvement with any Components you have to hand. It is assumed that as a master of magic and engineering you can come up with innovative ways to create your improvements with whatever Components you have to hand. ___ These are sample Component Improvements. Your Dungeon Master may allow you to attempt other Component Improvements. ___ ### Mechanist Gadget Improvements ___ #### Shock Gauntlet *Prerequisites: Aether-Gauntlet, 5 Components* ___ You modify your Aether-Gauntlet to be able to redirect the flow of energy to the outer casing. You learn the *Shocking Grasp* cantrip, and can cast it through the Aether-Gauntlet. ___ #### Aether Burst *Prerequisites: Aether-Gauntlet, Shock Gauntlet, 15 Components, 7th Level Artificer* ___ You modify your Aether-Gauntlet to be able to unleash a torrent of electricity. You can use your gauntlet to cast the *lightning bolt* spell at 3rd level. You must complete a long rest before using this ability again. ___ #### Muffled *Prerequisites: Armour of Artifice, 10 Components, 7th Level Artificer* ___ You dampen the sound of your Armour of Artifice, silencing it. You no longer have a stealth penalty while wearing your Armour of Artifice. ___ #### Armour Enhancement *Prerequisites: Armour of Artifice, 15 Components, 5th Level Artificer* ___ You bulk up your Armour of Artifice, increasing it's Armour Class by 1. You can make this improvement 3 times, costing an additional 15 Components each time. ### Mechanical Servant Improvements ___ #### Water-Proofing *Prerequisites: 10 Components, 5th level Artificer* ____ You isolate or replace important, water-sensitive components of your Mechanical Servant, making it fully waterproof up to a depth of 500 feet. While within 500 feet of the water's surface, your Mechanical Servant is considered to be under the effects of the *Water Breathing* spell. ___ \columnbreak #### Armour Reinforcement *Prerequisites: 20 Components* ___ You reinforce your Mechanical Servant's fortifications, increasing it's Armour Class by 1. ___ You can make this improvement up to 3 times, costing an additional 20 Components each time. ___ #### Sentience Core *Prerequsites: 50 Components, and a filled Soul Stone worth 1000gp. 14th Level Artificer* ___ You create a Sentience Core capable of imbuing your Mechanical Servant with sentience. It gains the ability to speak, and has the personality and memories of the soul inhabiting the Soul Stone.
\pagebreak ## Artificer Spell List ##### 1st Level - *alarm* - *cure wounds* - *disguise self* - *expeditious retreat* - *false life* - *jump* - *longstrider* - *sanctuary* - *shield of faith* ##### 2nd Level - *aid* - *alter self* - *arcane lock* - *blur* - *continual flame* - *darkvision* - *enhance ability* - *enlarge/reduce* - *invisibility* - *lesser restoration* - *levitate* - *magic weapon* - *protection from poison* - *rope trick* - *see invisibility* - *spider climb* ##### 3rd Level - *blink* - *fly* - *gaseous form* - *glyph of warding* - *haste* - *protection from energy* - *revivify* - *water breathing* - *water walk* ##### 4th Level - *arcane eye* - *death ward* - *fabricate* - *freedom of movement* - *Leomund's secret chest* - *Mordenkainen's faithful hound* - *Mordenkainen's private sanctum* - *Otiluke's resilient sphere* - *stone shape* - *stoneskin*