Forgotten Artificer Subclasses

by ReignOfMagic

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Forgotten Artificer Subclasses

Artificer had two subclasses which never made it to a "published" state. The gunsmith & Archivist. Gunsmith needs tweaks to be brought up to compatible with the current Artificer. Archivist needed small tweaks specifically to the manifest mind to be brought more in line.

This document will have the "closest" adaption first, and the "modified" version of archivist at the end of the document. I personally recommend the modified version as it levels out the power curve of archivist, and gets modifies the invulnerable mind that you can deal damage through to no longer be invulnerable.

Archivist Subclass

Archivist was cut from the book Eberron Rising from the last war, which is unfortunate as it was a really cool concept and very "unified" in its theme as an information based utility subclass. Granted as written it did have a few balancing issues. This is the most directly translated version of archivist.

Archivist (closest adaptation version)

What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Calligrapher's supplies and the forgery kit. If you already have one of these tool's proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Archivist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Archivist Spells
Artificer Level Spell Type
3rd comprehend languages, dissonant whispers
5th detect thoughts, locate object
9th hypnotic pattern, tongues
13th Locate Creature, phantasmal killer
17th legend lore, modify memory

Artificial Mind

At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies are with you, you can magically rouse a keen mind within a Tiny, non magical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

The magic item has the following properties.

Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.

Manifest Mind. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell).

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.

When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.

Information Overload. As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.

Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.

Artificial Mind
Main Material Skill Proficiencies Suggested Appearance
Animal (parchment, leather, bone) Animal Handling, Insight, Medicine, Perception, Survival A beast or humanoid vissage with antlers
Mineral (glass, stone, metal) Deception, Intimidation, Performance, Persuasion A robotic or golem-like face
Plant (paper, wood, vegetable matter) Arcana, History, Investigation, Nature, Religion A bespectacled visage or a treant
The First Warforged Minds

Warforged were originally created by House Cannith to fight as subservient beings, having limited self-awareness. The development of the autonomous warforged consciousness has been presented as an accidental breakthrough. However, rumors abound that it was the work of pioneering archivist Aaren d'Cannith, who planted the seed of autonomy in the warforged mind. This fact is now difficult to verify, for the development team's records were destroyed and Aaren d'Cannith disappeared under mysterious circumstances. Many believe that Aaren is still determined to help the warforged evolve and that he might be working with the sinister Lord of Blades.

Mind over Matter

At 5th level, you've dedication to the mind and how to convey knowledge has greatly improved. As such your ability to to deal psychic damage has increased.

Psychic Damage. When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).

Mind Network

At 9th level, you've learned how to use your artifacts to access minds, and to communicate with holders of these objects over any distance.

Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.

Pure Information

At 15th level, your Artificial Mind is able to receive and transmit more information than ever before.

Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.

Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.

You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.

Gunsmith

Gunsmith was an interesting concept, a cross between a rogue & tinkerer. The original iteration of artificer had a few issues which were hammered out in the next UA and then finally in Eberron. As such Gunsmith is translated as closely as possible, any changes noted will be in blurbs. The biggest changes will be outlined here.

  • The 1st and 3rd level abilities are combined into a single 3rd level ability.
  • I have removed the bonus action to reload the Thunder Cannon every turn, instead opting for a reload 5.

Master Smith

When you choose this specialization at 3rd level, you gain proficiency with smith's tools, and you learn the mending cantrip.

Thunder Cannon

At 3rd level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.

You are proficient with the Thunder Cannon, & you may apply infusions as normal to your Thunder Cannon.

Thunder Cannon Properties
Damage Weight Properties
2d6 piercing 8 lb 150/500 Range, Two-Handed, Reload 5

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

The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet.

If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

Thunder Monger

At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Arcane Magazine

At 3rd level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.

You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.

Conjured Ammunition

Ammunition previously produced from your Arcane Magazine disappears whenever you complete a long rest, or is ever more than 10 feet away from the Arcane Magazine for longer than 1 minute.

If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Blast Wave

Starting at 5th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

Piercing Round

Starting at 9th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.

Explosive Round

Starting at 15th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.

Archivist (Modified version)

What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Calligrapher's supplies and the forgery kit. If you already have one of these tool's proficiency, you gain proficiency with one other type of artisan's tools of your choice (limit 1 even if you have both proficiencies already)

Archivist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Archivist Spells
Artificer Level Spell Type
3rd comprehend languages, dissonant whispers
5th detect thoughts, locate object
9th hypnotic pattern, tongues
13th Locate Creature, phantasmal killer
17th legend lore, modify memory, synaptic static

Artificial Mind

At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies or forgery kit are with you, you can magically rouse a keen mind within a Tiny, non magical object on which you write mystical symbols. The object is transformed into a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

The magic item has the following properties.

Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you gain an additional proficiency in a skill of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.

At 9th level you are able to better communicate with the Artificial Mind. You gain the ability to choose up to two proficiencies from the Telepathic Advisor feature, up from one.

Manifest Mind. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. Once you manifest its mind, you can't do so again until you finish a long rest, or until you expend a spell slot of 1st level or higher.

This presence is intangible and it sheds dim light in a 10-foot radius. The Manifested Mind uses the stat block below. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell).

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects although it can fit through gaps as small as 1/2 inch. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.

Information Overload. As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of either of you, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.

The First Warforged Minds

Warforged were originally created by House Cannith to fight as subservient beings, having limited self-awareness. The development of the autonomous warforged consciousness has been presented as an accidental breakthrough. However, rumors abound that it was the work of pioneering archivist Aaren d'Cannith, who planted the seed of autonomy in the warforged mind. This fact is now difficult to verify, for the development team's records were destroyed and Aaren d'Cannith disappeared under mysterious circumstances. Many believe that Aaren is still determined to help the warforged evolve and that he might be working with the sinister Lord of Blades.

Artificial Mind
Main Material Skill Proficiencies Suggested Appearance
Animal (parchment, leather, bone) Animal Handling, Insight, Medicine, Perception, Survival A beast or humanoid vissage with antlers
Mineral (glass, stone, metal) Deception, Intimidation, Performance, Persuasion A robotic or golem-like face
Plant (paper, wood, vegetable matter) Arcana, History, Investigation, Nature, Religion A bespectacled visage or a treant

Mind over Matter

At 5th level, you've dedication to the mind and how to convey knowledge has greatly improved. As such your ability to to deal psychic damage greatly increased, while other energy types improved in a minor way.

The Pen is Mightier Once per turn when you cast an artificer spell through your Calligrapher tools or Forgery kit or use an artificer ability, choose one target affected and roll 1d4. You gain a bonus to the damage or healing roll, against that creature, equal to the number rolled. If the spell or ability deals damage, you add the 1d4's result as additional psychic damage. If the spell or ability deals psychic damage innately, the 1d4 instead becomes 1d8.

Overwhelming Knowledge Whenever you deal damage with the Information Overload ability, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than first.

Mind Network

At 9th level, you've learned how to use your artifacts to access minds, and to communicate with holders of these objects over any distance.

Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication only requires that each party knows a language, and it can even cross planar boundaries.

Empowered Manifest Mind When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. Doing so causes the Manifested mind to shed bright light in a 20-foot radius and dim light for an additional 10 feet until the start of your next turn. You can cast a number of spells through your empowered Manifest mind a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.


Manifest Mind

Tiny Variable, neutral


  • Armor Class 15
  • Hit Points equal your intelligence modifier + 5 times your level in this class
  • Speed fly 30 ft (hover)

STR DEX CON INT WIS CHA
10 (0) 15 (+2) 10 (+0) 16 (+3) 12 (+1) 10 (0)

  • Saving Throws Dex +4, Int +5
  • Skills Skills it can provide its creator that do not require physical interaction (such as touch/smell)
  • Damage Resistances Non-magical physical damage, fire, cold
  • Damage Immunities Poison, Psychic
  • Condition Immunities Exhaustion, Poisoned, paralyzed, stunned, unconscious, charmed, frightened, grappled, restrained, petrified, prone
  • Senses Darkvision 60 ft, passive Perception varies
  • Languages Understands the languages its creator speaks

Evasion. If the manifest mind is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It an't use this trait if it's incapacitated

Quasi-Real. The manifest mind is quasi-real. This means it can pass through creatures, but not objects, and can fit through gaps as small as 1/2 inch. Although it cannot end its turn in a creature, if it does so it is shunted out taking 1d8 force damage.

Minor Regeneration. The Artificial Mind is capable of lightly restoring hit points to its Manifest mind, at the rate of 1 hit point per minute. This regeneration timer restarts any time it takes damage.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the Manifest Mind's skills and saving throw bonuses (above)

Pure Information

At 15th level, your Artificial Mind is able to receive and transmit more information than ever before.

Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be "befuddled" (Befuddled causes the affected creature to have half movement, and disadvantage on attack rolls, skill checks, strength, dexterity, and intelligence, saving throws. Additionally attacks have advantage against the affected creature.) until the end of your next turn as its mind is nearly incapable of controlling its own body or deciphering what is real. If the target fails the saving throw by 5 or more it is instead stunned until the end of your next turn.

Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.

You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.

 

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