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# Revised Artificer #### Version 2.5 With a series of faint metallic clicks, a mechanical spider the size of a dog stealthily makes its way down a dark stone corridor. Following its master's order, it uses a pair of delicate manipulator arms to jimmy open a locked door before returning the way it came.
A dwarf takes a swift draught from a crystal vial before dashing across a battlefield wreathed in smoke. After the first foe to approach him is blasted back by a flash of lightning, the rest are more hesitant to pursue. Reaching the side of his unconscious companion, the dwarf produces yet another vial from a small pouch at his side and carefully pours it onto his companion's wounds. A tiefling anarchist smirks as two soldiers check her pockets for concealed weapons. As the soldiers begin leading her to the stockade, she waits until they're off the main road before she flicks her wrist, and the tiny pistol drops from her sleeve into her bound hands. With two silent flashes of light, the anarchist walks free, leaving cooling corpses in her wake. The way of the artificer is invention - harnessing magic through quantifiable and repeatable circumstances, using ordinary tools to achieve extraordinary results. To an artificer, every obstacle is a puzzle to be solved, and every tool at their disposal becomes the means by which they can bend the Weave of the world to their exacting specifications.
#### The Artificer | Level | Proficiency Bonus | Features | Augments | Crafting Speed | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Artificer Specialty, Improved Crafting | — | — | — | — | — | — | — | | 2nd | +2 | Spellcasting, Augment Equipment | 1 | — | 2 | — | — | — | — | | 3rd | +2 | Specialty feature, Prototype Creation, Tool Expertise | 1 | — | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement, Infuse Magic | 2 | — | 3 | — | — | — | — | | 5th | +3 | ─ | 2 | x2 | 4 | 2 | — | — | — | | 6th | +3 | Superior Attunement | 2 | x2 | 4 | 2 | — | — | — | | 7th | +3 | Specialty feature | 2 | x2 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 2 | x2 | 4 | 3 | — | — | — | | 9th | +4 | Augment Equipment improvement | 3 | x2 | 4 | 3 | 2 | — | — | | 10th | +4 | Prototype Creation | 3 | x2 | 4 | 3 | 2 | — | — | | 11th | +4 | Specialty feature | 3 | x3 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 3 | x3 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 4 | x3 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Specialty feature | 4 | x3 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Augment Equipment improvement | 4 | x3 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 4 | x3 | 4 | 3 | 3 | 2 | — | | 17th | +6 | Specialty feature | 5 | x4 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Prototype Creation, Infuse Magic improvement | 5 | x4 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 5 | x4 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Soul of Artifice | 5 | x4* | 4 | 3 | 3 | 3 | 2 |
## 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 \columnbreak
#### Proficiencies Armor: Light armor, medium armor
Weapons: Simple weapons, martial ranged weapons
Tools: Thieves' tools, tinker's tools
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand, and Stealth \pagebreakNum #### Equipment You start with the following equipment, in addition to the equipment granted by your background:
• any two simple weapons
• (a) a light crossbow and 20 bolts, or if you chose the Gunsmith specialty, (b) your custom firearm and 20 bullets
• (a) leather armor or (b) scale mail
• thieves’ tools, tinker’s tools, and a dungeoneer’s pack
### Artificer Specialties All artificers share the same sense of curiosity, but each artificer is fascinated by a different kind of experimentation. You choose what type of Specialty you want to focus on at level 1 and gain additional features at levels 3, 7, 11, 14, and 17.
Available choices:
**Alchemist**
**Gunsmith**
**Mechanist** > ##### **Crafting in Fifth Edition** > An item is crafted by expending gold equal to the price of the item over time. By dedicating a day of downtime to crafting, you are able to make 25 gp of progress. (Though the Player's Handbook says 5 gp, the Dungeon Master's Guide says 25.) This 25 gp is paid each day, not deducted at the end; this reflects the cost of materials. Once you’ve expended gold equal to the item's price, the item is completed.
Magic items require a formula to be known for their creation, and can’t be created by characters until they reach certain level tiers. For the price of mundane items, consult the Player's Handbook. For the price of magic items, ask your DM. ### Improved Crafting As an artificer, your knack for crafting is your greatest strength. You gain the following improvements to crafting mundane or magic items that aren’t potions, poisons, or spell scrolls: * You may use your tinker’s tools for crafting rather than the tools that would normally be required, and by transmuting money along with otherwise useless scrap, you may craft items even when materials are substandard. * You are able to tinker with your work during brief moments of downtime. At the end of a long rest, if you did not dedicate a day of downtime to crafting in the last 24 hours, you may make up to 10 gp of crafting progress. * You can spend a short rest analyzing a magic item in order to understand the formula for its creation. At the end of the short rest, make an Arcana check. The DC is based on the item tiers below – DC15 for tier one, DC17 for tier two, DC20 for tier three, and DC25 for tier four. On a success, you learn the formula for the item. On a failure, you cannot make another attempt on this item for the next 24 hours. \columnbreak Also, as you refine your personal style, your craftsmanship becomes more ambitious and more efficient. You gain the following improvements to crafting as you gain artificer levels: * Starting at level 1, you can craft tier one items (up to 1,000 gp in price). * At level 5, your base crafting speed is doubled, and you can craft tier two items (up to 5,000 gp in price). * At level 11, your base crafting speed is tripled, and you can craft tier three items (up to 35,000 gp in price). * At level 17, your base crafting speed is quadrupled, and you can craft any item. ### Spellcasting By 2nd level, you have learned to channel arcane magic through the tools of your trade. #### Arcane Focus You can use any magic item or any tool in which you have proficiency as a spellcasting focus for your artificer spells. #### 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. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent 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. ### Bonus Spells At level 2, you learn the *Mending* and *Prestidigitation* cantrips. You also learn the artificer spells *Detect Magic* and *Identify*, which you always have prepared, but don't count against the number of artificer spells you prepare. Additionally, when you cast *Identify*, you don’t need to provide a material component. \pagebreakNum At level 9, you learn the artificer spell *Glyph of Warding*, which you always have prepared, but doesn’t count against the number of artificer spells you prepare. You don’t need to provide the costly material components for the glyph, though you still need to provide any costly material components for a spell you would store in the glyph. ### Augment Equipment Starting at level 2, when you learn to harness magic, you learn how to imbue mundane items with arcane force. Whenever you finish a long rest, you can touch a nonmagical weapon or armor and imbue it with an augment, turning it into a magic item. Each item can only hold one augment at a time. Your augments last indefinitely, but if you die, the augment vanishes after a number of days have passed equal to your Intelligence modifier. You can augment multiple items at the end of each long rest, up to a total number shown in the Augments column of the Artificer table. If you try to exceed your maximum number of augments, you must choose an equal number of existing augments to immediately end, and then the new augments apply. * **Enhanced Defense.** An augmented suit of armor or shield grants a +1 bonus to the AC of the wearer. * **Enhanced Offense.** An augmented weapon grants a +1 bonus to attack and damage rolls made with it. If the weapon has the thrown property, it returns to the wielder’s hand immediately after it is used to make a ranged attack. At level 9, your augments may provide the following benefits instead of the above. If so, the items now require attunement: * **Resistant Armor.** An augmented suit of armor grants resistance to one of the following damage types, which you choose when you augment the item: acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder. * **Interposing Shield.** An augmented shield grants a +1 bonus to AC and a +3 bonus to Dexterity saving throws.
In addition, whenever an attacker makes a ranged attack against another target within 5 feet of you, you can use your reaction to become the target of that attack instead. * **Radiant Weapon.** An augmented weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. (The wielder can extinguish the light as a bonus action.) At level 15, your Enhanced Defense and Enhanced Offense augments now provide +2 bonuses instead of +1. ### Prototype Creation Beginning at level 3, you gain the use of a magic item that you have crafted. (You are assumed to work on this item in your leisure time and to finish it when you level up.) Choose the item from the list of 3rd-level items below. Crafting this item reflects long hours of tinkering and experimentation. Unlike normal magical item crafting, you develop the formula as you work on this item, and the cost of creation is covered by your living expenses. Upon completion, you are considered to know the formula for crafting the chosen item; this personalized formula means you can later craft this item again at twice the speed (cost unchanged.) You complete another item of your choice at 10th and 18th level. The item you choose must be on the list for your current artificer level or a lower level. * 3rd level: Alchemy Jug, Bag of Holding, Cap of Water Breathing, Goggles of Night, Hat of Disguise, Heward’s Handy Haversack, Many-Handed Pouch (up to five pouches), Rope of Climbing * 10th Level: Boots of Elvenkind, Boots of Striding and Springing, Boots of the Winding Path, Eyes of the Eagle, Gloves of Missile Snaring, Immovable Rod, Ring of Feather Falling, Sending Stones * 18th Level: Broom of Flying, Carpet of Flying, Helm of Telepathy, Ring of Invisibility, Ring of Mind Shielding, Winged Boots ### Tool Expertise Also at level 3, your proficiency bonus is doubled for any of your ability checks that use a tool proficiency. ### 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, 1 bonus action, or 1 reaction, you can increase its casting time to 1 minute. (This requires concentration.) If you do so and touch an item throughout the casting, you expend a spell slot and any costly material components, 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. #### Casting Infused Spells Any creature with an Intelligence score of at least 6 who is touching the item thereafter can release the spell by using the same type of action that would normally be used to cast the spell. The spell is cast using your spellcasting ability, at the same level as the expended spell slot. The creature that activates the item selects the 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. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell. Infused spells must be used within 24 hours. After that time or when you take a long rest, its magic fades and is wasted. You can have a limited number of infused spells at the same time. That number equals your Intelligence modifier. Starting at level 18, spells infused in this manner can be cast twice before the infused magic is expended. ### Superior Attunement At 6th level, your deep understanding of items allows you to master their use. You ignore all class and race requirements on the use of magic items. Also, you may optionally attune to up to a number of magic items equal to your Intelligence modifier, instead of the normal maximum of three. \pagebreakNum ### Soul of Artifice At 20th level, your understanding of magic items is unmatched. You pour your soul into your artifacts and your artifacts symbiotically protect you in turn. You gain the following benefits: * You may attune to up to a number of magic items equal to your Intelligence modifier plus one. * You gain a +1 bonus to all saving throws for each magic item you are currently attuned to. * The cost required for you to craft items is halved. (This effectively halves the time to craft an item, in addition to your quadrupled crafting speed from Improved Crafting.)
## Artificer Specialties The wide variety of people who are considered artificers are unified by their study of arcane craftsmanship, but there are many different routes to mastery. Here are three specialties you can choose from: the path of the Alchemist, the Gunsmith, and the Mechanist. ### Alchemist Specialty An alchemist is an expert at combining exotic ingredients to produce a variety of materials, brewing healing draughts that can mend a wound in moments and controlling the battlefield with clinging goo that can stop attackers in their tracks. #### Alchemist's Satchel When you choose this specialty, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Mixture options, described below. After you use one of those options, the bag magically reclaims the materials. If this satchel is lost or destroyed, you can craft a new one as if it had a price of 20 gp, but you can't have more than one satchel at a time. #### Bonus Proficiencies and Improvements When you choose this specialty, you gain proficiency with herbalism kits and poisoner’s kits, and you can use your Alchemist’s Satchel as both an herbalism kit and a poisoner’s kit. The benefits of your Improved Crafting feature apply to potions and poisons as well. Lastly, you learn the formula for a basic *Potion of Healing*. (At level 1, these can be crafted for 50 gp each over 2 dedicated days or 5 long rests.) #### Alchemical Mixtures When you choose this specialty, you learn four alchemical mixtures that you can produce from your satchel at will. Choose from the following options. You learn an additional mixture of your choice at 3rd, 7th, 11th, 14th, and 17th levels. Also, when you gain a level in this class, you may exchange one of your previously learned mixtures for a new one. For any damaging mixtures, such as Alchemical Acid, the mixture vanishes if it is not used as part of the same action in which it is produced. * **Alchemical Acid.** As an action, you can pull out a vial of acid and hurl the vial at a creature or object within 30 feet of you. The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d4 acid damage. An object automatically takes that damage, and the damage is maximized.
This mixture’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d4), 5th level (3d4), 7th level (4d4), 9th level (5d4), 11th level (6d4), 13th level (7d4), 15th level (8d4), 17th level (9d4), and 19th level (10d4). * **Alchemical Fire.** As an action, you can produce out a vial of volatile liquid and hurl the vial at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d8 fire damage.
This mixture’s damage increases by 1d6 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8). * **Alchemical Frost.** As an action, you can produce a vial rimed with frost and throw the vial at a creature within 30 feet of you. The vial explodes in a burst of ice. The target must succeed on a Dexterity saving throw or take 1d6 cold damage. A creature that takes damage in this way must then succeed on a Strength saving throw or and be restrained until the start of your next turn.
This mixture’s damage increases by 1d8 when you reach certain levels in this class: 5th level (2d6), 9th level (3d6), 13th level (4d6), 17th level (5d6). * **Buoyant Balm.** As a bonus action, you can produce a small jar filled with a light blue cream. As an action, a creature can apply this balm to its face. Doing so grants the creature a flying speed of 10 feet for 10 minutes, and the jar disappears. If unused, the jar and its contents disappear after 10 minutes. After producing this mixture, you can’t do so again for 10 minutes.
The flying speed increases when you reach certain levels in this class: 5th level, 20 feet; 11th level, 30 feet; 17th level, 40 feet. * **Flash Bomb.** As an action, you can produce a clay pot filled with flash powder, engraved with runes that compel a creature's attention. You hurl it at a creature, object, or surface within 30 feet of you. The pot and its contents disappear if you don’t hurl the pot by the end of the current turn.
The pot explodes on impact, producing a bright flash. Each creature within 10 feet of that point must succeed on a Constitution saving throw or become blinded until the end of your next turn. After using this mixture, you can’t do so again for 1 minute. \pagebreakNum * **Healing Draught.** As a bonus action, you can produce a mystical elixir that can knit wounds. A creature can use an action to drink it or to administer it to another unconscious creature within 5 feet. That creature regains 1d6 hit points, then the vial disappears. You can only produce one vial of this draught at a time; if you produce a second, the first vial disappears. If not used, the vial and its contents disappear after 1 hour.
Once a creature regains hit points from this mixture, the creature can’t do so again until it finishes a long rest.
This mixture’s healing 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). * **Hive Jar.** As an action, you can produce a faintly buzzing clay jar and hurl the jar at a creature within 30 feet of you. On impact, the jar shatters into a cloud of spectral bees. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage. Whether a creature takes this damage or not, it must then succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
This mixture’s damage increases by 1d8 when you reach certain levels in this class: 5th level (2d6), 9th level (3d6), 13th level (4d6), 17th level (5d6). * **Liquid Pebbles.** As a bonus action, you can produce a vial filled with mottled sludge. If not used, the vial disappears after 1 minute. As an action, a creature can drink it or apply it to an ally's skin. Doing so grants the creature resistance to the next bludgeoning, piercing, slashing, or falling damage they take during the next minute. After producing this mixture, you can't do so again for 1 minute. * **Noxious Fumes.** As an action, you can produce a vial filled with pungent greenish-brown fluid and hurl it at a creature, object, or surface within 30 feet of you. The vial shatters on impact, producing a cloud of poisonous fumes. Each creature within 10 feet of that point must succeed on a Constitution saving throw or become poisoned until the end of your next turn. After producing this mixture, you can’t do so again for 1 minute. * **Smoke Stick.** As an action, you can create a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After producing this mixture, you can’t do so again for 1 minute. * **Static Investiture.** As an action, you can produce and drink a vial of inky black fluid, and electricity briefly arcs from your body. Until the start of your next turn, the next creature that moves, attacks, or casts a spell within 5 feet of you must make a Dexterity saving throw or take 1d6 lightning damage. A creature that takes damage this way can’t take reactions until the end of your next turn.
This mixture’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). * **Swift Step Draught.** As a bonus action, you can produce a vial 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, then the vial disappears. If not used, the vial and its contents disappear after 10 minutes. After producing this mixture, you can’t do so again for 10 minutes.
This benefit increases when you reach certain levels in this class: 5th level, 30 feet; 11th level, 40 feet; 17th level, 50 feet. * **Tanglefoot Bag.** As an action, you can create a bag filled with sticky black tar and throw it at a point on the ground within 30 feet of you. The bag and its contents disappear if you don’t throw it by the end of the current turn. The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any Large or smaller creature that starts its turn on the ground in that area has its speed halved for that turn. After producing this mixture, you can’t do so again for 1 minute. * **Thunderstone.** As an action, you can pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you. The shard disappears if you don’t hurl it by the end of the current turn. The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. (This blast is not loud enough to damage hearing.) > ##### **Additional Mixtures** > It's possible that you may want to produce an effect that isn't described here. If you want to create a new mixture, consult with your DM!
Some general rules of thumb are that a damaging mixture should deal damage that scales comparably to a cantrip spell, a mixture that inflicts conditions should have a limited duration, and a mixture that grants a positive benefit should have a limit on how often it can be produced. #### Focused Mixture At 3rd level, you’ve begun to perfect your favorite mixtures. Choose two of your mixtures that either restore hit points or have a damage roll. Whenever you roll for those mixtures, add a bonus to the roll equal to your Intelligence modifier (minimum of one). Whenever you learn another mixture, you may change your choice to the new mixture, if eligible. At level 14, this bonus improves to equal twice your Intelligence modifier (minimum of two). #### Healing Mastery Starting at 7th level, whenever you produce a mixture or cast a spell which restores hit points, when the dice are rolled for those hit points, you can treat any 1 on a die as a 2. In addition, you can cast *Lesser Restoration* without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses of it when you finish a long rest. \pagebreakNum #### Precision Reagents At 11th level, you’re more accurate than ever with the detonation of your volatile mixtures. When you use an alchemical mixture that requires a creature to make a saving throw against the effect, for one of those saving throws, you may impose disadvantage on the saving throw or you can choose to have the creature automatically succeed. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses of it when you finish a long rest. #### Chemical Savant By 17th 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 or 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. ### Gunsmith Specialty Rather than intricate clockwork or delicate brews, gunsmiths are fascinated with the newly developed technology of firearms. While the explosive properties of black powder have been applied for some time to fireworks and bombs, and rudimentary cannons can be found mounted on ships or castle walls, most guns are seen as cumbersome novelties rather than tools of war. However, a gunsmith can fuse chemistry and magic into a deadly handheld weapon. #### Firearms Firearms count as nonmagical martial ranged weapons. You learn the formulae for crafting the following items:
| Item | Price | Damage | Weight | Properties | |:---:|:---:|:---|:---:|:---:| | Long rifle | 75 gp | 1d10 piercing | 10 lb. | Ammunition (range 100/400), loading, steady, thunderous, two-handed | | Pistol | 50 gp | 1d6 piercing | 5 lb. | Ammunition (range 30/120), light, loading, thunderous | | Scattergun | 150 gp | 2d6 piercing | 9 lb. | Ammunition (range 25/100), loading, thunderous, two-handed | | Palm pistol | 60 gp | 1d4 piercing | 3 lb. | Ammunition (range 25/100), concealable, light, loading, thunderous | | Repeating rifle | 180 gp | 1d10 piercing | 15 lb. | Ammunition (range 80/320), steady, thunderous, two-handed | | Bullets (10) | 2 gp | | | Special |
**Bullets:** The bullets used by firearms cannot be recovered once used, but can be crafted with your Improved Crafting feature. **Concealable:** A palm pistol includes a retracting mechanism that can hide it up your sleeve. When you do so, you can draw or stow this weapon without using an action. When the pistol is hidden by your sleeve, it can’t be seen with Perception checks and can only be found by a physical Investigation check. **Steady:** Firing a rifle while prone does not incur disadvantage. **Thunderous:** The magic used in creating these weapons prevents their blasts from damaging the hearing of any nearby creatures. However, they do emit a boom that is audible up to 300 feet away. #### Custom Firearm As part of choosing this specialty, you craft your first customized gun. Choose a firearm from the options above. This choice will be your custom firearm for all subsequent features. Your custom firearm has the following features: * This firearm counts as a magical weapon, and deals magical damage for the purposes of immunity and resistance. (This makes it ineligible for your Augment Equipment feature.) * If your custom firearm is wielded by another creature, it functions as a basic nonmagical firearm of that type. * This firearm may be upgraded further with advanced customizations starting at level 3. If your custom firearm is lost, destroyed, or you wish to alter it, you may expend 10 gp to re-customize it or another firearm over the course of a long rest, but you cannot have more than one custom firearm at a time. #### Lightning Channel At 3rd level, you gain the ability to charge your shots with electricity. The first time you hit with your custom firearm each turn, it deals an extra 1d8 lightning damage. This damage increases by 1d8 when you reach certain levels in this class: 7th level (2d8), 11th level (3d8), 14th level (4d8), and 17th level (5d8). #### Advanced Customizations Also at 3rd level, choose one of the below features to upgrade your custom firearm. When you gain an artificer level, or by expending 10 gp to re-customize, you may change which customizations you’ve chosen. Choose another feature at 7th level (2 customizations), 11th level (3), 14th level (4), and 17th level (5). * **Akimbo.** *Applies only to custom pistol/palm pistol.* You can reload your pistol without a free hand, you can use pistols for two-weapon fighting, and you add your Dexterity modifier to the damage of a pistol in your offhand. In addition, as long as you have this feature, you can customize a second pistol to have the same features as the first. * **Capacitor Channeling.** When you take acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to expend a spell slot and reduce the damage by 1d8 per spell level. This damage is absorbed by your custom firearm. The next time you use your Lightning Channel feature, the absorbed damage is dealt in addition to the Lightning Channel damage. (This feature can’t absorb more damage than the triggering attack would have dealt.) \pagebreakNum * **Elemental Experimentation.** Your Lightning Channel feature now does acid, cold, fire, poison, or thunder damage instead of lightning damage. You may change this type at the end of each long rest. * **Exquisite Handiwork.** Your custom firearm gains +1 to attack and damage rolls. You may choose this customization up to three times. * **Fine Equilibrium.** You do not incur disadvantage for making ranged weapon attacks with your custom firearm while a hostile creature is within 5 feet, and you can make attacks of opportunity with your custom firearm as if it is a melee weapon with a reach of 5 feet. * **Painful Rounds.** You reinforce your firearm to produce bursts of debilitating firepower. Before you make an attack with your custom firearm, you can choose to take a -5 penalty to the attack roll. If the attack hits, you deal an additional 1d6 psychic damage, and the target must succeed on a Wisdom saving throw or be frightened of you for 1 minute.
The target can repeat this saving throw at the end of each of its turns, ending the condition on a success. If a creature's saving throw is a success, it is immune to this effect for 24 hours. * **Scope.** *Applies only to custom rifle.* Your rifle’s normal range increases by 25 feet and its maximum range increases by 100 feet. While you’re wielding your rifle, you have darkvision equal to your rifle’s maximum range. * **Silencer.** The thunderous property is removed from your custom firearm. If you are hidden from a creature and miss it with an attack from your custom firearm, the missed attack doesn’t reveal your position. * **Stopping Power.** When you hit a Large or smaller target with your custom firearm, you may also push the target 5 feet. A creature pushed this way has their speed reduced by 5 feet until the start of your next turn. * **Wide Spread.** *Applies only to custom scattergun.* You’ve added a secondary chamber to your scattergun that can shatter a bullet into fragments when you fire. When you make an attack roll with your custom firearm, you can choose to make that roll against any two creatures who are within 5 feet of each other.
The same attack roll applies to both creatures, and all damage is evenly divided (rounded down) between them. If the attack roll is only successful against one of the two creatures, only that half of the damage is dealt. #### Lightning Blast Starting at 11th level, you’ve learned to release lightning without infusing it into a bullet. As an action, you can make a special attack with your custom firearm, releasing a bolt of lightning 5 feet wide and 50 feet long from the barrel. Each creature in that area must make a Dexterity saving throw. On a failed saving throw, a creature takes lightning damage equal to 2d10 plus your Intelligence modifier, or half as much damage on a successful one. The damage increases by 1d10 when you reach 17th level (3d10 + your Intelligence modifier). \columnbreak #### Overwatching Eye At level 14, you become an expert at marking the movements of your foes. On your turn, you may use a bonus action to enter a vigilant stance that watches for enemies. If a hostile creature you can see moves, makes an attack, or casts a spell within your custom firearm’s normal weapon range before your next turn, you may use your reaction to make a ranged attack on that creature with your custom firearm. This attack does not deal Lightning Channel damage. If the attack deals damage, you gain a second reaction before your next turn. This additional reaction can only be used to make another attack with this feature. Starting at level 17, if you deal damage with both your first and second reaction through this feature, you gain a third reaction that can be used only for this feature. #### Explosive Mortar At 17th level, you’ve modified your custom firearm to launch fireballs. As an action, you can make a special attack, lobbing an arcane round to any point you can see within your custom firearm’s maximum range, on a surface or in midair. The round detonates in a 30-foot radius sphere centered on that point. Each flammable object in that area that isn’t being worn or carried is lit on fire. Each creature in that area must make a Dexterity saving throw. On a failed saving throw, a target takes fire damage equal to 4d6 plus your Intelligence modifier. On a success, the target takes half that damage. This feature can be used a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses of this feature when you finish a long rest. ### Mechanist Specialty Some artificers dedicate themselves to the pursuit of pure innovation, pushing the bounds of what can be achieved with clockwork mechanisms and eldritch difference engines. Those who dedicate themselves to creating robotic beings are known as Mechanists, and their talent for tinkering is unmatched. #### Arcane Automaton When you choose this specialty, you build your own best friend: an automaton, forged equally by mechanical pieces and magical sparks. This companion can be in any Small shape that approximates a creature. It is friendly to you and your companions and it obeys your commands. (The creature's statistics are in the stat block below.) Your automaton may walk alongside you, ride atop your shoulders, or attach itself to your pack when inactive. Your automaton can take no actions on its own. It operates on your initiative, and will only perform commands that it hears you give using your bonus action. It can follow simple instructions like "go pick that up" or "follow them until they go indoors", which it will follow until complete, at which point it will return to you, or until you give it another order. Beyond these simple commands and its own movement, your bonus action can be used to command it to Dash, Disengage, Use an Object, or use one of the actions provided by this class. #### Healing Your Automaton Your automaton's intricate clockwork mechanisms are self-winding, but require at least 4 hours of dormancy during a long rest. As such, as the gears gradually wind down, your automaton may suffer exhaustion if it does not rest. \pagebreakNum Your automaton is immune to healing magic. If damaged, it can be fully repaired during a long rest. During a short rest, you can choose to expend your hit dice to heal your automaton (reflected as taking the time to repair it), adding your Intelligence modifier rather than Consitution for these rolls. If your automaton is destroyed beyond repair, you can reconstruct it over the course of eight hours using your tinker's tools and 50 gp worth of materials. You can only have one automaton at a time. #### Integrated Cantrips When you construct your automaton, choose two damaging cantrips from the wizard spell list. These cantrips are integrated into your automaton, and you can command it to use one of them with your bonus action. This feature can be used a total number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses of this feature when you finish a long rest. ___ > ## Mechanist's Automaton >*Small construct, neutral* > ___ > - **Armor Class** 10 + your Intelligence modifier + your proficiency bonus > - **Hit Points** five times your artificer level > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|12 (+1)|4 (-4)|10 (+0)|6 (-2)| >___ > - **Saving Throws** Str 2 + your proficiency bonus, Con 1 + your proficiency bonus > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, frightened, petrified, poisoned > - **Senses** darkvision 60 ft, passive Perception 10 > - **Languages** understands the languages you speak >___ > > #### Actions (requires your bonus action) > > >***Dash, Disengage, or Use an Object*** > > ***Integrated Cantrip (INT/long rest).*** The automaton casts one of its two integrated cantrips, using your spellcasting ability and attack modifier. > > ***Slam (3rd level).*** *Melee:* 2 + your proficiency bonus to hit, 5 ft, one target. *Hit:* 1d8 + 2 bludgeoning damage > > ***Protective Field (11th level, INT/long rest).*** In a 10-ft radius, each other creature gains temporary HP equal to your Intelligence modifier + your proficiency bonus. Until the start of your next turn, each creature within the field has half cover from attacks originating outside the field. > > ***Flamethrower (14th level, once/short rest).*** Each creature in a 15 ft cone must make on a Dexterity saving throw, taking 6d6 fire danage on a failed save, or half as much damage on a successful one. \columnbreak #### Practical Application At level 3, you begin modifying your automaton to fit the needs of your adventuring lifestyle. Your automaton becomes proficient in two skills of your choice from the artificer skill list, and you can command your automaton to perform tasks that require those skills. It uses your proficiency bonus for any skill checks. Your automaton can now make a melee attack with your bonus action, as shown in the stat block above. This attack deals nonmagical bludgeoning damage. #### Practical Construction Also at level 3, choose one of the following options: * **Built to Assist.** Your automaton is equipped with fine implements that can help you like an extra set of hands. Your automaton is considered to have integrated thieves' tools and tinker's tools and is proficient in their use.
Also, your automaton can now perform the Help action when prompted by your bonus action. * **Built to Assess.** As an action, if your automaton is on the same plane of existence, you can see and hear through your automaton's sensors until the start of your next turn, gaining the benefits of any special senses that the automaton has. During this time, you are deaf and blind with regard to your own senses. #### Tinker's Trickery Starting at level 7, you've become adept at improvising small mechanisms on a moment's notice. Using the spare parts that you keep on hand for your automaton, you can quickly construct a small single-use clockwork device to perform a simple function. This could be a small gear that turns a doorknob after a delay, a bell that rings continuously when a string is pulled, a noisemaker that makes a loud bang after rolling away from your position, or any other device that can perform one small mundane task. As an action on your turn, you can construct such a mechanism that runs for up to 1 minute. If you spend 5 minutes constructing the mechanism, the clockwork can run for up to 8 hours before winding down. This feature can be used a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest. #### Tinker's Tactics Also at level 7, choose one of the following options: * **Built to Attack.** When your automaton hits with a melee attack, add your proficiency bonus to the damage of that attack. * **Built to Defend.** When a creature within your automaton's reach makes an attack against you or an ally, the automaton can use its reaction to make a Slam attack against the attacking creature. * **Built to Last.** Your automaton's maximum hit points are equal to seven times your artificer level. \pagebreakNum #### Adaptive Protection Beginning at level 11, you've equipped your automaton with an additional defensive measure. With your bonus action, you can activate a protective field built into your automaton that lasts until the start of your next turn that extends in a 10-foot radius around your automaton. Each creature within the field when it is activated gains temporary hit points equal to your Intelligence modifier plus your proficiency bonus. Until the start of your next turn, each creature within the field has half cover from attacks originating outside the field. This feature can be used a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest. #### Adaptive Architecture Also at level 11, choose one of the following options: * **Built to Hide.** You're able to miniaturize your automaton, making it easier to conceal while sacrificing its offensive power. As an action, you can trigger this transformation. Your automaton's size becomes Tiny, its Strength score becomes 6, its Slam attack deals only 1d4 damage, and it gains proficiency in Stealth. If it already has proficiency in Stealth, it adds double your proficiency bonus instead.
This transformation lasts until you end it as a bonus action. * **Built to Ride.** With concealed panels and careful augmentation, you're able to temporarily expand your automaton's size to be used as a steed. As an action, you can activate this transformation. Your automaton becomes Large, its Strength score becomes 18, its Slam attack deals 1d10 + 4 bludgeoning damage, it gains a move speed of 45 feet, and its design transforms to include an integrated saddle. This feature can be used twice, regaining all expended uses when you finish a short or long rest.
Starting at 14th level, you can expend both uses of this feature to transform your automaton into a Huge construct with an open cockpit. Its move speed becomes 60 feet, its Strength score becomes 22, and its Slam attack deals 1d12 + 6 bludgeoning damage. While seated in the cockpit, you have half cover.
Either transformation lasts for 1 hour, or until you end it as a bonus action. #### Experimental Arsenal At level 14, you modify your automaton to expel stored arcane power in a single powerful conflagration. As a bonus action, you can command it to expel fire in a 15-foot cone. Each creature in that area must make on a Dexterity saving throw, taking 6d6 fire danage on a failed save, or half as much damage on a successful one. You can use this feature once, regaining the ability to do so when you finish a short or long rest. #### Experimental Drive Also at level 14, choose one of the following options: * **Built to Burrow.** Your automaton is outfitted with digging implements and seismic sensors. It gains a burrow speed of 20 feet and tremorsense up to a range of 30 feet. * **Built to Fly.** Specialized powerstones are added to the body of your automaton. It gains a flying speed equal to its normal speed and can hover in place. \columnbreak #### Awakened Link At level 17, you've unlocked the full potential of your creation, granting it a spark of true sapience. Your automaton gains an Intelligence score of 10, it can speak all the languages you speak, and it loses its immunity to psychic damage. You and your automaton can now communicate with each other telepathically over any distance, though not across planar boundaries. In combat, it moves on its own initiative and uses its own action rather than requiring the use of your bonus action. As a bonus action, if you and your automaton are on the same plane, you can teleport to an unoccupied space within 5 feet of your automaton or cause your automaton to teleport to you. This feature can be used a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest.
### New Artificer Spell The Unearthed Arcana supplement for Artificers contains a new spell: *Arcane Weapon.*
#### Arcane Weapon 1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration. As a bonus action, you can change the damage type, choosing from the options above.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
### Multiclassing To qualify to multiclass in or out of the Artificer class, you must have an Intelligence score of 13, as well as meet the prerequisites for the other class. When you multiclass into this class, you gain proficiency in light armor, medium armor, simple weapons, martial ranged weapons, thieves' tools, and tinker's tools. \pagebreakNum # Artificer Spell List
#### Cantrip Mending *(automatically known)*
Prestidigitation *(automatically known)*
#### 1st Level Alarm
Arcane Weapon *(from Artificer UA)*
Bless
Comprehend Languages
Cure Wounds
Detect Magic *(automatically known)*
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Identify *(automatically known)*
Jump
Longstrider
Sanctuary
Shield
Shield of Faith
#### 2nd Level Aid
Alter Self
Arcane Lock
Blur
Continual Flame
Darkvision
Enhance Ability
Enlarge/Reduce
Invisibility
Knock
Lesser Restoration
Levitate
Magic Mouth
Magic Weapon
Mirror Image
Protection from Poison
Rope Trick
See Invisibility
Spider Climb
\columnbreak
#### 3rd Level Blink
Counterspell
Dispel Magic
Fly
Gaseous Form
Glyph of Warding *(automatically known)*
Haste
Leomund’s Tiny Hut
Protection from Energy
Remove Curse
Revivify
Sending
Tiny Servant
Tongues
Water Breathing
Water Walk
#### 4th Level Arcane Eye
Fabricate
Freedom of Movement
Greater Invisibility
Leomund’s Secret Chest
Mordenkainen’s Faithful Hound
Mordenkainen’s Private Sanctum
Otiluke’s Resilient Sphere
Stone Shape
Stoneskin
#### 5th Level Animate Objects
Awaken
Bigby’s Hand
Creation
Far Step
Greater Restoration
Mass Cure Wounds
Rary’s Telepathic Bond
Seeming
Skill Empowerment
Teleportation Circle