Lexy's Artificer v1.2
Artificer
A white haired gnome hunches over his workbench, the mechanisms of his creation dimly lit by a nearby candle, as one last gear is carefully placed, a clockwork sparrow clicks into life as it begins to take off and fly around the workshop.
Clad only in singed robes, a grinning goblin pours a huge vial of shimmering red liquid into a vat of swirling colors and bubbles of noxious gas, a flash of light explodes from the mixture and smoke billows out of the vat, the goblin's face caked in soot.
Charging into the fray, a shambling contraption of metal shaped vaguely into a wolf, leaps toward the hobgoblin platoon. A caped figure with long blond hair and pointed ears follows, firing bursts of energy from two sleek intricate firearms as her metal companion tears into the soldiers.
Artificers come in all shapes and sizes, but all share a common love of craft. They often use a combination of their crafts along with their unparalleled understanding of the functional mechanics of arcane power to forge new powerful artifacts and make their way in the world.
Arcane Craftsmen
Artificers are masters of their trade, whether they're proficient craftsmen, experienced alchemists, or just mad scientists. Artificers harness magic through their craft, imbuing mundane items with impressive powers. Artificers are quite often adept in only one field of study, but rarely branch out into a multitude of crafts.
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.
Artificers in various settings
Your artificer should be tailored to your setting as best you can. As a versatile class, the artificer can fit into a variety of settings. A world in which magic is a rare commodity may call for an artificer more suited to science, engineering and tinkering. On the other hand, some worlds are just not advanced enough for gunpowder, chemistry and robotics, so your artificer may rely heavily on magic to achieve effects.Creating an artificer and choosing a subclass that suits your campaign is an important factor in character creation.
Creating an Artificer
When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.
Quick Build
You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
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
Armor: Light armor, medium armor
Weapons: Simple weapons, hand crossbows, heavy crossbows
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any two simple weapons
- a light crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail armor
- (a) thieves' tools or (b) a set of artisan's tools
- dungeoneer’s pack
Multiclassing
Ability Score: Minimum Intelligence of 13
Proficiencies Gained: Light armor, one skill of your choice, one set of artisan's tools
Artificer
| Level | Proficiency Bonus | Features | Research Points | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Magical Tinkering | — | 2 | 2 | — | — | — | — |
| 2nd | +2 | Field of Expertise, Signature Contraption | 1 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Tool Expertise | 1 | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 3 | — | — | — | — |
| 5th | +3 | Field of Expertise Feature | 2 | 2 | 4 | 2 | — | — | — |
| 6th | +3 | Enhanced Weapon | 3 | 2 | 4 | 2 | — | — | — |
| 7th | +3 | ─ | 3 | 2 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 3 | 4 | 3 | — | — | — |
| 9th | +4 | ─ | 4 | 3 | 4 | 3 | 2 | — | — |
| 10th | +4 | Field of Expertise Feature | 5 | 3 | 4 | 3 | 2 | — | — |
| 11th | +4 | ─ | 5 | 3 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 6 | 3 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 6 | 3 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Field of Expertise Feature | 6 | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | ─ | 7 | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 7 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 7 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Advanced Magical Tinkering | 8 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 8 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Field of Expertise Feature | 8 | 4 | 4 | 3 | 3 | 3 | 2 |
Spellcasting
Through your inherent knowledge of magic, you can craft items that allow you to create magical effects. The method that you will these effects to be depends entirely on your background and specializations, for example an alchemist may create the effect of the spell jump by using a concoction of liquid that creates a rubbery bouncy surface, whereas a Gunsmith may shoot a blast of energy under themselves, and an Enchanter may enchant their boots with a jump spell. This does not limit your abilities, only gives you a chance to describe your spells creatively.
For this reason, Artificers require their artisan tools as a spellcasting focus, and must be holding them as such, as this is the way they create magical effects. This doesn't mean you cast spells using the tools, rather you create or prepare a prototype item using the tools.
The spells Artificers have access to by default are primarily niche spells focused on support and utility, as Artificers make use of their Signature Contraptions for combat.
Cantrips
At 1st level, you know two cantrips of your choice from the artificer spell list below. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
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
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spell List
Cantrips (0 Level)
- Light
- Mending
- Message
- Prestidigitation
- Magic Stone
- Resistance
- Spare the Dying
- Gust
- Dancing Lights
1st Level
- Alarm
- Detect Magic
- Disguise Self
- Grease
- Identify
- Jump
- Longstrider
- Identify
- Feather Fall
- Snare
- Fog Cloud
- Tenser's Floating Disk
- Expeditious Retreat
2nd Level
- Aid
- Alter Self
- Arcane Lock
- Darkvision
- Dragon's Breath
- Enlarge/Reduce
- Invisibility
- Lesser Restoration
- Levitate
- Magic Weapon
- Rope Trick
- See Invisibility
- Locate Animals or Plants
- Heat Metal
- Knock
- Find Traps
3rd Level
- Dispel Magic
- Elemental Weapon
- Gaseous Form
- Glyph of Warding
- Haste
- Protection from Energy
- Revivify
- Water Breathing
- Catnap
- Stinking Cloud
- Slow
4th Level
- Arcane Eye
- Fabricate
- Freedom of Movement
- Leomund's Secret Chest
- Otiluke's Resilient Sphere
- Stone Shape
- Stone Skin
5th Level
- Animate Objects
- Creation
- Greater Restoration
- Wall of Stone
Magical Tinkering
From first level, you have the ability to create or enchant a small item with a single harmless sensory effect. These effects can allow the object to:
- produce light (10ft bright light, further 10ft dim light)
- play music (a simple melody)
- record and replay simple messages and sounds
(6 seconds or less) - display a simple image or sentence
(25 words or less, or a simple picture/diagram) - a constant harmless sensory effect
(a faint smell or quiet sound, perceivable for up to 10 ft)
The method that these items are created or enchanted is up to the player and what artisans tools they use, for example you could create a small vial of mixed chemicals that emit a bright glow using alchemists supplies, or a mechanical bird that can sing melodies using tinker tools, or enchant a stone to record and replay a short message by focusing pure magic into it.
More effects may be allowed at the Dungeon Master's discretion, but as a general rule the effects should not be able to cause damage or create more items.
The chosen effect lasts indefinitely unless ended by the creator, by touching the item. You may only create one of these items per long rest, by spending an hour's time crafting using your artisans tools or spellcasting focus.
Field of Expertise
At 2nd level, you choose a field of expertise, each of which is detailed at the end of the class description. Your choice grants you features at 5th level, 10th level and 14th level.
Each field of expertise allows the creation of a "Signature Contraption", a creation that symbolizes your proficiency within your field. The signature contraption for your field will allow you to learn new recipes, schematics or suchlike using research points. The amount of research points you have is shown on the leveling table above, maxing out at 8 research points, and when you use a research point it is expended.
Effects from your Signature Contraption count as magical, and use your spell save DC for any saving throws.
Your signature contraption may scale with you as you level, or unlock a set upgrade at a certain level. You master the use of your signature contraption at 20th level, gaining a significant upgrade to it.
Tool Expertise
Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
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.
Enhanced Weapon
At 6th level, you may tinker with a single weapon you own to add enhancements that improve your effectiveness with it. After you finish a short or long rest, and have your artisan tools available, you finish tinkering with your weapon. From now on, when using this weapon, you may use your intelligence modifier in place of your strength or dexterity modifier for your attack and damage rolls. If this weapon is lost, broken, or replaced, the effect can be applied to another weapon for 20 gp over a long rest, if the previous item still exists, it loses its effect immediately when doing this.
Advanced Magical Tinkering
At 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. The spell stays in the object until it has been used a number of times equal to your Intelligence modifier (minimum of twice) or until you use this feature again.
Field of Expertise - Alchemy
An Alchemist is a master of chemistry and transmutation, using their skills to craft concoctions and compounds that create special effects, be it a healing salve or a chemical explosion of fire.
Signature Contraption - Alchemists Satchel
When entering this field of expertise and learning your first formulas, you create a satchel that contains all of the flasks and reagents needed for your concoctions. This satchel is imbued with magic, and assists you in creating and containing potions and compounds, always allowing you to pull out what you need in a pinch.
If your satchel is lost or destroyed, you may create another one during a day of work, using 100gp worth of materials.
Alchemical Formulas
Alchemical Formulas are types of chemicals you can pull out of your satchel at will. You can learn a formula using a research point, and as soon as you know it, you can produce it from your bag as described by the formula description. You can produce a number of formulas equal to your proficiency bonus plus your intelligence modifier, until you perform a long rest in which you are assumed to have created more formulas.
When spending your first research point on Alchemical Formulas, you must learn the following three formulas, expending only one research point.
Starter Formulas
Exothermic Solution. As an action, you can reach into your Alchemist’s Satchel, pull out a flask of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a flask of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. Roll a d20 to determine a hit against the target's armor class, adding your proficiency bonus plus your intelligence modifier. On a hit, the target takes 1d6 acid damage. An object automatically takes the maximum damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
Healing Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out a bottle of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The bottle then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the bottle and its contents disappear after 1 hour. While the vial exists, you can’t use this formula again. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
After this, you may learn any of the following formulas by expending a single research point each.
Formulas
Swift Step Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out a bottle filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the bottle disappears. If not used, the bottle and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
Volatile Goop. As an action, you can reach into your Alchemist’s Satchel and pull out a flask filled with bubbling, green slime and throw it at a creature, object or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial explodes on impact and covers the ground in a 5 foot radius with sticky goo that quickly hardens. That area becomes difficult terrain for 1 minute, and any creature that is caught in the initial explosion must make a dexterity saving throw or be unable to move for the duration. After using this formula, you can’t do so again until taking a short or long rest.
Noxious Smog As an action, you can reach into your Alchemist’s Satchel and pull out a flask filled with black, noxious gas and throw it at a creature, object or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial explodes on impact and creates a 10ft radius circle of noxious gas that obscures vision for 2 minutes. Any creature that uses movement to enter, or starts its turn inside the radius must make a constitution saving throw or be forced to leave the area the way they entered, or at the nearest point. After using this formula, you can’t do so again for 5 minutes.
Toxic Venom As a bonus actions, you can reach into your Alchemist's Satchel and pull out a small vial of deep purple liquid. If ingested by a creature, it will take 2d6 poison damage, and incur the poisoned condition until cured by an effect such as Lesser Restoration or Lay on Hands. Alternatively, a slashing / piercing weapon can be coated with the poison, applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. If not used, the vial and its contents disappear after 1 hour.
Mana Potion As a bonus action, you can reach into your Alchemist's Satchel and pull out a bottle of thick blue liquid. A creature can drink it as an action to regain 1 spell slot. The bottle then disappears. The spell slot regained must be a spell slot that you, the artificer, have access to, however you don't expend this spell slot. A creature can only benefit from this potion once per long rest. If not used, the vial and its contents disappear after 1 hour.
Liquid Luck As a bonus action, you can reach into your Alchemist's Satchel and pull out a small vial of shimmering gold liquid. A creature can drink it as an action to gain good luck for 1 hour. The vial then disappears. During this period, any natural 1 rolled may be re-rolled, and any charisma based ability checks have advantage. A creature can only benefit from this potion once per long rest. If not used, the vial and its contents disappear after 1 hour.
Amphibian's Brew As a bonus action, you can reach into your Alchemist's Satchel and pull out a small vial of deep blue liquid. A creature can drink it as an action to gain the ability to breath water for 1 hour. A creature can only benefit from this potion once per long rest. If not used, the vial and its contents disappear after 1 hour.
Goliath Stimulant As a bonus action, you can reach into your Alchemist's Satchel and pull out a large vial of thick black liquid. When consumed by a creature, it will enter a feral state in which it gains advantage on any strength checks and saving throws, but disadvantage on any intelligence and wisdom checks and saving throws. This effect lasts for 1 minute. A creature can only benefit from this potion once per long rest. If not used, the vial and its contents disappear after 1 hour.
Alchemists Ale As a bonus action, you can reach into your Alchemist's Satchel and pull out a bottle of potent ale. A creature can drink it as an action, and must succeed on a constitution saving throw or be rendered inebriated. This condition is identical to the poisoned condition, but much more fun. If not used, the bottle and its contents disappear after 1 hour.
Alchemist Spells
Alchemists can cast an additional set of spells on top of their Artificer spells. They can choose to prepare these spells as they would their base spells.
Spell List
| Cantrips (0 Level) |
Poison Spray |
| 1st Level | Create or Destroy Water, Purify Food and Drinks |
| 2nd Level | Pyrotechnics, Spike Growth |
| 3rd Level | Meld into Stone, Tiny Servant |
| 4th Level | Control Water, Polymorph |
| 5th Level | Animate Objects, Transmute Rock |
Potion Master
Upon reaching 5th Level, your study of chemicals and compounds has gained you the ability to understand the formula for virtually any potion you have come across. For any potion you have drunk or studied, you gain the ability to craft it again for the cost of resources and some downtime. Crafting these potions requires the use of your alchemists supplies.
| Rarity | Reagent Cost | Craft Time |
|---|---|---|
| Common | 25gp | 1 hour |
| Uncommon | 100gp | 4 hours |
| Rare | 750gp | 8 hours |
| Very Rare | 1500gp | 24 hours |
Transmutation Adept
Upon reaching level 10, you may choose one of the following abilities.
Stone of Transmutation You create a powerful artifact known as the stone of transmutation. Using it, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 30 litres of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. As well as this, the stone is able to create any spell components of negligible cost from air, dirt or other simple materials. Components that have a described cost of gold can however be transmuted given half the required gold.
Create Homunculus You learn to transmute basic materials into a living creature, with which you share a telepathic bond. You may create a homunculus as described in the 'Create Homunculus', spell without having to expend any resources, monetary or otherwise. You are assumed to use whatever loose materials you have to hand to cast this spell, be it dirt, clay, rocks, flesh, or even a clockwork or mechanical trinket, that you then breath life into.
Elixir of Youth You discover the secret to long life, whether by analyzing a sample from the legendary Spring of Youth, recovering a rare herb you have searched for your whole life, or some other method. The magic of this elixir causes your body to age by only 1 year for every 10 that pass.
Chemical Resistance
By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition. In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.
Alchemy Mastery
At 20th level, your mastery of the science of Alchemy and the magic imbued in your Alchemist's Satchel allows you to pull out as many formulas as you need.
There is no longer a restriction on how many formulae you can produce from the satchel per long rest, but the rules for any relevant cooldowns or restrictive effects such as vanishing after a period of time still apply.
Field of Expertise - Gunsmithing
This is my gun. There are many like it, but this one is mine.
A Gunsmith has a symbiotic relationship with weaponry. Weapons created by a gunsmith are a fusion of intricate mechanisms and arcane power.
The specifics of your weapons functions depend on your choices and setting, in a setting without traditional firearms and gunpowder, you may opt for your firearm to be more on the magical spectrum, using magic to fire bolts of force. Conversely, in a setting in which magic is rare or outlawed, your firearm could be vastly more mechanical, relying on gunpowder, gasoline, dry ice and such like to achieve the desired effects.
Signature Contraption - Arcane Firearm
When entering this field of expertise, you craft yourself a firearm. Your firearm is created using your knowledge of magic, coupled with your expertise with intricate machinery.
The default stat blocks for the firearms are listed at the end of the subclass. Your arcane weapon should fit one of these but is not limited in style or specifics, so feel free to craft an intricate elven rifle or a big old rusty bazooka. Your weapon should be a reflection of your character, after all.
You are proficient with your Arcane Firearm. When making an attack with it, you roll to hit as you would any other ranged weapon, using your proficiency bonus plus your dexterity modifier. Once fired, it must be reloaded as a bonus action. If you lose your Arcane Firearm, you may create another one during a day of work, using 100gp worth of materials.
Your weapon may misfire, if the roll on your d20 dice before any modifications or bonuses (your natural roll) is lower or equal to the misfire value in the weapons stat block, the weapon will fail, not dealing any damage and becoming non-functional. The weapon can be fixed using tinker tools over the period of 1 action, the DC for this check is 15.
As well as your firearm, you create a leather belt pouch for storing your ammunition, and anything else vital in the operation of your firearm. After each long rest, you can magically produce 15 rounds of basic ammunition with this magazine. After each short rest, you can produce 5 rounds. If your ammo count is greater than or equal to 15, the pouch will not magically create any ammo. If you lose your pouch, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.
Arcane Munitions
Arcane Munitions are special ammo types that you can use for combat effects and extra damage. You can use Arcane Munitions a number of times equal to your proficiency bonus + 1. This amount resets on a long rest, as you craft the expended munitions. You do not have to prepare specific munitions, your pouch is able to supply you with whichever kind you need.
The ammunition types listed below can be unlocked by expending a research point, and after unlocking are always magically available from your munition pouch, provided you have uses of Arcane Munitions remaining.
Piercing Round When using this ammunition type, you calculate a ranged attack as normal, however the round will continue through the enemy in a straight line, causing the same damage to any target it meets, provided the shot beats their AC. If the round meets a target with medium armor, the damage will still be applied, but the round will not continue through. If the round meets a solid object, wall, or heavy armor, the effect ends. At 8th level this extra damage increases by 1d6.
Scorching Blast Instead of firing a round as normal, this ammunition type causes a cone of searing heat for 30ft. Any creature caught in the cone must make a dexterity saving throw, taking 2d10 damage on a fail, or half that on a success. At 8th level this damage increases to 3d10
Freezing Burst Instead of firing a round as normal, this ammunition type causes a cone of biting cold for 30ft. Any creature caught in the cone must make a dexterity saving throw, taking 2d6 damage on a fail, or half that on a success. If the creature fails their save, their movement speed is now halved until your next turn. At 8th level this damage increases to 3d6.
Precision Shot This precise round is capable of flying quicker and straighter than a normal round. You gain advantage on your attack when using this ammo type. At 8th level, this shot also deals maximum damage to the target.
Thunder Blast Instead of firing a round as normal, this ammunition type allows the user to create a shockwave of thunder from the caster's position. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At 8th level, the damage on a failed save is now 4d8, half on a fail. The push distance is also boosted to 20 ft.
Flashpowder This special shot is loaded with a powder that creates a blinding light when ignited. When using this ammo type, you make a ranged weapon attack as normal and deal damage as normal, but any creature within 20 ft. from you that is able to see your weapon must make a constitution saving throw. On a fail, the creature now has disadvantage on attacks and ability checks that rely on sight until the end of their next turn. At 8th level, the area of effect for your flash is now 30 ft.
Grape Shot This special ammunition type is capable of splitting before hitting a target. When using this ammo type, you make a ranged weapon attack as normal and deal damage as normal, but any creature within 5 ft. of your target that isn't in cover also takes 1d4 damage. At 8th level, the damage dice for the extra targets is now 1d6.
Demolitions Expert
At 5th Level, your knowledge of weaponry and ammunition allows you to craft dynamite. Using 10 gp worth of gunpowder and resources, you can craft a stick of dynamite. When lit and thrown as an action, it will explode at the end of your turn. Any creature caught in the 5 foot explosion radius must make a dexterity saving throw or take 3d6 bludgeoning damage, or half that on a successful save.
Fortifications
Starting at 10th level, you unlock the ability to create a fortification. Learning a fortification requires that you expend a research point. A fortification can be used once per long rest. If you do not know it already, you learn the mending cantrip.
Your fortification has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.
You may only deploy a fortification once per long rest, choosing one of the fortifications you have researched, during which it is assumed that you repair or rebuild it, there are no costs associated with this.
Arcane Turret As an action, you can deploy a magically controlled turret. You command this turret as a bonus action, and it takes its turn directly after yours in initiative. It will keep following this command until either it or the enemy is killed. The turret is a magical object that occupies its space and that has crablike legs.
As an action, it can make a ranged attack up to 120ft using your proficiency bonus to hit, and dealing 2d8 force damage on a hit.
Force Bubble As an action, you place a projector that creates a 10ft radius transparent bubble of force that only allies can enter. You decide the creatures that can enter upon placing the projector, but you may add or remove creatures as an action, provided you are next to the projector. Objects and Magical effects can still pass through the bubble. A creature that is removed from this list is pushed outside of the bubble at the nearest free spot at the start of their next turn.
Mechanical Jukebox As an action, you place a machine that plays music heard in a 30ft radius. This music inspires up to 5 creatures, giving them temporary hit points equal to half your artificer level, rounded down. This song lasts for 3 minutes, and if a creature benefiting from the temporary hit points leaves the radius or the song ends, the temporary hit points are expended.
Dual Wielder
At 14th Level, you have mastered the use of your weapons. Either through crafting another weapon (without expending any gold) or altering your existing one, you gain the ability to attack using them twice in one round. This effectively grants you an extra attack.
You have also become efficient at reloading your weapon, allowing you to reload both shots using only one bonus action.
Munitions Mastery
By 20th level, you have become adept with the use of your firearms. You have created an enchantment that will allow the weapons to fire basic rounds regardless of ammunition.
As well as this, the fortifications you create have become better at protecting your allies, You and your allies are considered to have half cover while within 10 feet of your fortification.
Arcane Firearm (Pistol)
Martial Ranged Magic Weapon
- Value: 100gp
- Weight: 4lb
- Normal Range: 100ft
- Long Range: 400ft
- Damage: 1d8 Piercing
- Properties: Ammunition, Loading, Misfire(1)
Arcane Firearm (Rifle)
Martial Ranged Magic Weapon
- Value: 100gp
- Weight: 6lb
- Normal Range: 150ft
- Long Range: 500ft
- Damage: 1d12 Piercing
- Properties: Ammunition, Loading, Misfire(2), Two Handed
Arcane Firearm (Mortar)
Martial Ranged Magic Weapon
- Value: 100gp
- Weight: 8lb
- Normal Range: 80ft
- Long Range: 300ft
- Damage: 2d6 Fire
- Properties: Ammunition, Explosive, Loading, Misfire(3), Volatile, Two Handed, Heavy
Attributes:
- Misfire (value) - If your natural d20 roll when making an attack is lower or equal to the misfire value, the weapon will fail, not dealing any damage and becoming non-functional. The weapon can be fixed using tinker tools over the period of 1 action, the DC for this check is 15.
- Volatile - If this weapon misfires, it also deals 2d6 Fire damage to the user.
- Explosive - When this weapon hits a target with basic ammunition, every creature in a 5ft radius must also make a dexterity saving throw against your spellcasting DC or take 1d6 Fire damage.
Field of Expertise - Engineering
Engineers are the tinkers of huge machinery. Whether it's clockwork, robotics, or magically powered hunks of scrap (maybe even somewhere in between), you can maintain and create machines on a much larger scale than any normal tinker.
Signature Contraption -Mechanical Companion
When entering this field of expertise, your research and mastery of mechanics allow you to produce a Mechanical Companion. The Mechanical Companion is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic may fuel its creation, the Mechanical Companion is not magical itself. Your companion takes its turn in initiative directly after you, and will carry out your instructions, which must be supplied as a bonus action, to the best of its ability.
If your Mechanical Companion requires healing, you must use the mending cantrip on it, which will heal 1d6 hit points. The effects of other healing magic, potions or medicine will have no effect.
Mechanical Companions can be built in 3 different styles. The style merely affects its statistics and size, the appearance is completely up to you.
Brawler A heavy, robotic brute. Quite often humanoid, these constructs can perform basic tasks, carry objects, and attack enemies. Should your Brawler reach 0 health, it will collapse and must be repaired at the location it was destroyed, over the period of a short or long rest. Should this be impossible, or the companion was completely destroyed, you may rebuild the companion over 24 hours, using 300 gp worth of materials. The statistics for this construct can be found at the end of the section.
Mount A medium, bestial vehicle. Quite often a quadruped, these constructs can be ridden upon, move quickly and perform basic charge attacks. Should your Mount reach 0 health, it will collapse and must be repaired at the location it was destroyed, over the period of a short or long rest. Should this be impossible, or the companion was completely destroyed, you may rebuild the companion over 24 hours, using 200 gp worth of materials. The statistics for this construct can be found at the end of the section.
Scout A small, discreet drone. These small scouting droids can carry light objects, survey areas too small or dangerous to enter, and go undetected by creatures. Should your Mechanical Companion reach 0 health, it will collapse and must be repaired at the location it was destroyed, over the period of a short or long rest. Should this be impossible, or the companion was completely destroyed, you may rebuild the companion over 24 hours, using 100 gp worth of materials. The statistics for this construct can be found at the end of the section.
Mechanical Upgrades
Through magic and mechanics, you may use research points to develop new upgrades for your companion. An upgrade must be fitted during a long rest after choosing your research point, but does not cost any materials when first fitted. If you find yourself rebuilding your Mechanical Companion after being destroyed, upgrades require 50 gp to create, and must be fitted during a long rest.
Inspiring Song: As an action, your Mechanical Companion plays a sweet melody that inspires a single ally. Through doing this, they may add 1d4 to any roll, similarly to the guidance cantrip.
Weapon Initiate - Brawler Only: Your Mechanical Companion is now proficient in the use of simple melee weapons. This upgrade does not supply the weapon.
Weapon Master - Brawler Only: Your Mechanical Companion is now proficient in the use of martial melee weapons. This upgrade does not supply the weapon. This upgrade requires the Weapon Initiate upgrade to research.
Flight - Mount / Scout Only: Your Mechanical Companion gains the ability to fly at a speed of 30ft. This does not enable the companion to support your weight.
Silent Flight - Scout Only: Your Mechanical Companion gains the ability to hover silently at a speed of 40ft. As long as the companion cannot be seen, it will not be detected unless through magical means. This upgrade requires the Flight upgrade to research.
Mounted Flight - Mount Only: Your Mechanical Companion can now fly while supporting the weight of one medium or smaller creature. This upgrade requires the Flight upgrade to research.
Virtual Presence: You can freely to tap into the senses of your Mechanical Companion. You can see and hear as it would, and you are able command it freely, no matter what range.
Magical Link: You can affect your Mechanical Companion with spells that use the range touch from any distance within 30ft.
Immovable Object - Brawler / Mount Only: Your Mechanical Companion is incapable of being knocked prone, or affected by any knock back effects.
Nimble Dodger - Scout only: Your Mechanical Companion now has advantage on dexterity saving throws, and will automatically dodge as a reaction where possible.
Symbiotic Relationship
Upon reaching 5th level, you have developed a close bond with your companion, and it can now receive commands as a free action. As well as this, the healing applied by the mending cantrip is now worth 2d6 hit points.
Mechanical Armor
At 10th level, your experimental armor is starting to show some results. As such, you are now proficient with heavy armor, and can begin applying upgrades to your new mechanical armor. Each upgrade requires one research point, and must be fitted over a short or long rest.
If the armor is lost or destroyed, it can be rebuilt at the cost of 200 gp. Only one set of the armor may exist at a time as it is a prototype that you are still testing.
Electrifying Gauntlet You can now perform the Shocking Grasp cantrip while wearing the armor.
Night Vision Goggles You now have basic darkvision, as described by the Darkvision spell. This effect is ongoing and permanent while wearing the armor.
Spiked Knuckles Your unarmed attack now deals 2d6 damage while wearing the armor.
Camouflage Paint You no longer have disadvantage on stealth checks while wearing the armor.
Simple Flight Your armor allows you to use the Fly spell once per long rest.
Hydraulic Exosuit Your armor gives you some extra strength. From now on your strength gets a 2 point (+1) boost.
Flame Retardant Your armor now gives you resistance to fire damage.
Expeditious Rebuild
By level 14, you have become so adept at rebuilding your companion, that you can now complete the repair in half the time, and complete a total rebuild using half the components. Along the way you have also learned to build upgrades directly into the companion, meaning no additional time is required for installing upgrades. From now on, the component cost for rebuilds and upgrades is now half.
Engineering Mastery
By 20th level, the enchantment powering your Mechanical Companion has advanced enough to allow the construct some semblance of intelligence. Your Mechanical Companion now has the ability to act without instruction in a situation where you may be incapacitated or absent. You may still decide its actions, but a given command is no longer required.
Mechanical Armor
heavy armor (armor)
AC: 17
Category: Items
Item Rarity: Standard
Stealth: Disadvantage
Weight: 40
Brawler
large construct, unaligned
- Armor Class 18
- Hit Points equal to your intelligence modifier plus seven times your artificer level
- Speed 20ft
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned
- Senses Blindsight 60ft (blind beyond this radius), Passive perception 6
- Languages Understands the languages of its creator but cannot speak.
Antimagic Suceptibility. The construct is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the construct must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5(1d6 + 2) bludgeoning damage.
Mount
medium construct, unaligned
- Armor Class 16
- Hit Points equal to your intelligence modifier plus five times your artificer level
- Speed 40ft
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned
- Senses Blindsight 60ft (blind beyond this radius), Passive perception 6
- Languages Understands the languages of its creator but cannot speak.
Antimagic Suceptibility. The construct is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the construct must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Charge. If the mount moved at least 20 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3(1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC15 Strength saving throw or be knocked prone.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3(1d6) bludgeoning damage.
Scout
small construct, unaligned
- Armor Class 14
- Hit Points equal to your intelligence modifier plus three times your artificer level
- Speed 40ft
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned
- Senses Blindsight 60ft (blind beyond this radius), Passive perception 6
- Languages Understands the languages of its creator but cannot speak.
Antimagic Suceptibility. The construct is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the construct must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Keen Sensors. The scout has advantage on wisdom (Perception) checks.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 2(1d4) bludgeoning damage.
Field of Expertise - Enchantment
Unlike most artificers who channel magic through the contraptions and concoctions they create, Enchanters choose to channel raw magical energy into items, especially wands, scrolls and artifacts.
The kind of artisan tools you use to cast the magic help determine your methods, woodcarver's tools may allow you to create staves or wands, while calligraphers supplies may be used for drawing runes onto scrolls.
Signature Contraption - Wand Case
When entering this field of expertise, you create a finely crafted wand case. This case has various slots in which wands can be holstered, and easily accessed. Your wand case is where you store your wands, meaning if you lose your wand case, your wands will also be lost. The Wand Case can be crafted again over a short rest, expending 50 gp worth of materials. The wands that you have researched can be re-enchanted, but only with the cantrips you have enchanted them with before. A wand can be built with 10 gp worth of wood and gems.
Wands
Through your knowledge of enchantment, you can imbue a wand with the power of any cantrip from the wizard or artificer spell lists, after using a research point to understand the complexities of this particular spell and how to resonate this with your wand. As a result of this study and infusion, you can cast a more powerful version of the cantrip when using the wand, allowing you to add your intelligence modifier to the overall damage (minimum of 1), or double the duration of the effect.
Upon reaching level 8, your understanding of this infusion process has advanced, and you can now infuse a wand with any first level spell from the artificer or wizard spell list in the same way that you would a cantrip, as always making use of a research point per new wand. The spell must be of a level you can cast. Spells cast with these advanced wands have no material cost, no longer require any verbal components and do not cost a spell slot.
As well as this, any wands you have for cantrips that are cast using an action can now optionally be cast using a bonus action.
Enchanter Spells
You have access to the artificer spell list, but may also learn 1 wizard spell of a spell slot you have access to each time you level up. You also have access to one extra spell slot per spell level that you know after choosing this field of expertise, meaning your maximum spell slots for each level you have unlocked has a permanent +1 maximum.
Magic Item Initiate
Starting at 5th level, your understanding of magic items and enchantments allow you to cast the identify and detect magic spells at will without spending a spell slot or costing any materials when examining a magic item. You are assumed to always have these prepared, regardless of your prepared spells.
Magic Item Adept
Starting at 10th level, you have become skilled at creating magic items. You may use a research point to learn an enchantment for one of the magic items in the following list.
Once you have learned one of the enchantments below, you may craft a prototype of that item by enchanting the equipment it is based on, for example, creating a bag of holding only requires a basic bag. The enchantment has no material cost, but requires an hour of work (which may be performed over a short or long rest) to enchant.
The magic in the item, as a prototype, must be channeled from you and as such, only one can be sustained at a time. Should the magic item be lost or destroyed, you may perform the enchantment again on a new item, if the previous item still exists it loses all magic properties.
- Alchemy jug
- Bag of holding
- Cap of water breathing
- Cloak of the manta ray
- Goggles of night
- Lantern of revealing
- Rope of climbing
- Sending stones
- Wand of magic detection
- Wand of secrets
- Boots of elvenkind
- Boots of striding and springing
- Boots of the winterlands
- Bracers of archery
- Brooch of shielding
- Cloak of elvenkind
- Cloak of protection
- Eyes of charming
- Eyes of the eagle
- Gauntlets of ogre power
- Gloves of missile snaring
- Gloves of swimming and climbing
- Gloves of thievery
- Hat of disguise
- Headband of intellect
- Helm of telepathy
- Medallion of thoughts
- Periapt of wound closure
- Pipes of haunting
- Pipes of the sewers
- Quiver of Ehlonna
- Ring of jumping
- Ring of mind shielding
- Ring of water walking
- Slippers of spider climbing
- Winged boots
The statistics for these items can be found in the dungeon master's guide.
Magic Item Expert
Starting at 14th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to five magic items at once.
Enchantment Mastery
By 20th level, your research into enchantment has reached a critical point. Honing in on one particularly powerful spell, you discover its secrets and create a wand or staff of particularly rare materials you have been scavenging that allow the object to perfectly resonate with this spell.
Choose one 3rd level spell either from your wizard spells or artificer spell list. From now on, using your new staff or wand, you can cast this spell at 3rd level as often as you like without expending a spell slot, though any material costs still apply.
Footnote
This homebrew class was created using various features from the 2017 Artificer class and the 2019 Artificer class from Unearthed Arcana by wizards of the coast, along with various features from my imagination and inspiration from Matt Mercer's gunslinger subclass. As such, it is not perfectly balanced, nor is it extensively play tested.
This is the first homebrew content I have created, and my intent was to strike a balance between the interesting unique class that was the first UA artificer class, and the vastly more balanced but slightly lacking version released February 2019. I decided to create this to detail my opinions on how the class should play, and while it might not be as finely balanced as other classes, I believe it truly represents the wide array of subjects the artificer may be expected to cover. That being said, it was created with subclasses in mind, the base class only performing base artificer roles, and subclasses being able to give specific skills.
Any feedback is appreciated, and please let me know if you plan to use this class or create a subclass for it.
Artificer Expansions
More Fields of Expertise
https://www.gmbinder.com/share/-LjG5fvrJzVvlAeOpSwn
Variant Rule
Optionally, as part of your subclass, you may choose to forego the effects of your level 10 Field of Expertise Feature and instead, Dabble in another Field of Expertise. When you do this, you create the Signature Contraption for that subclass and may now spend research points on the items associated with it. For example, a level 10 Alchemist could build an arcane weapon and start learning to craft ammunition types for it. This does not allow you to take the other bonuses involved with this Field of expertise.
This may have negative effects on the balance of the class, for better or worse, so attempt with caution and, as always, at your DM's discretion.