Artificer, 4th Variant (5e Class)

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An update of the UA Artificer.

Artificer[edit]

A lean half-elf meticulously sews the last runes needed into the leather and cloth gloves she had crafted. As she cuts off the last stitch and finishes the incantation, they shimmer and almost vanish for a moment. She carefully slips them on, and marvels as they almost seem to dematerialize, feeling like a nigh imperceptible second skin. She flexes her fingers, excited to try her new Gloves of Thievery.

A vampire spawn snarls in hunger as it stalks towards a gnome, who slides a wooden-handled metal tube from the holster at his belt. With a blast of thunder and fire, a white-hot ball of metal erupts from the tube, turning the spawn's hissing into shrieks of pain as it turns to flee.

An aasimar darts down an alleyway hoping to lose her pursuers. Her stomach turns as she sees a high wall and hears shouts echo behind her. With a last-ditch sprinting adrenaline surge, she downs a vial of red liquid and leaps for the top of the wall. Three times higher than she's ever leapt before. She hangs in the air for an eternity. It feels like flying. She hits the peak like a bag of bricks. Her lungs flatten, crushed under the weight of a thousand boulders. Desperately scrambling to the other side, her limbs are useless lumps of stone. She drops to the ground like a lead weight, breathing hard, catching up with herself, sucking labored air into her chest. She stands up and drinks from a green vial, taking the appearance of an older elf. She may have lost them for now, but she's not done yet. There's still work to do.

Tinkers, makers, and experimenters all, artificers are defined by their inventive nature. Like wizards and scholars of the arcane, they see magic as an intricate system waiting to be decoded and adapted with a combination of thorough study, investigation, and perhaps a bit of luck. Yet instead of investing solely in theory and academia, they seek to employ their knowledge in practical, day-to-day applications, often involving wonderous magical objects and concoctions. Spells, in their eyes, commonly being too ephemeral and temporary for the task at hand.

Cunning Inventors[edit]

Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are gunsmiths, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Others still are mechanists crafting clockwork servants who carryout their needs. Alchemy, mechanics, and gunsmithing are the three most common areas of study for artificers, but others do exist.

All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

Intense Rivalries[edit]

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.

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 a Artificer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Artificer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Artificer level after 1st

Proficiencies

Armor: light, medium
Weapons: simple weapons
Tools: three tool proficiencies of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a handaxe and a light hammer or (b) any two simple weapons
  • a light crossbow and 20 bolts
  • (a) scale mail or (b) studded leather armor
  • one set of tools (your choice) and a dungeoneer’s pack

Table: The Artificer

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Artificer Specialist, Magic Item Analysis
2nd +2 Spellcasting, Tool Expertise, Wondrous Invention 3 2
3rd +2 Artificer Specialist feature 4 3
4th +2 Ability Score Improvement, Arcanomechanical Armor, Infuse Magic 4 3
5th +3 Artificer Specialist feature, Wondrous Invention 5 4 2
6th +3 Mechanical Servant, Superior Attunement 6 4 2
7th +3 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 Artificer Specialist feature 9 4 3 2
10th +4 Wondrous Invention 10 4 3 2
11th +4 11 4 3 3
12th +4 Ability Score Improvement 11 4 3 3
13th +5 12 4 3 3 1
14th +5 Artificer Specialist feature, Superior Attunement 12 4 3 3 1
15th +5 Wondrous Invention 13 4 3 3 2
16th +5 Ability Score Improvement 13 4 3 3 2
17th +6 Artificer Specialist feature 14 4 3 3 3 1
18th +6 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Soul of Artifice, Wondrous Invention 16 4 3 3 3 2

Artificer Specialization[edit]

At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, 9th, 14th, and 17th level.

Magic Item Analysis[edit]

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.

Tool Expertise[edit]

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Wondrous Invention[edit]

At 2nd level, you gain the use of a magic item that you have crafted. Choose an item of the rarity listed for 2nd level from the table below.

Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.

You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be of the rarity listed for your current artificer level or a lower level. If an item you gained from this feature is lost, fully expended, or destroyed, you can replace it with another identical item over the course of three days of work (eight hours each day) by expending metal and other raw materials with a total value based on the table below. Completing the new item removes the magic from your previous item, turning it into a nonmagical item. Additionally, when you gain a level in this class, you can choose one of the magic items you gained from this feature and replace it with another magic item. The new magic item must be of the same rarity as the original magic item.

These magic item categories are detailed in Xanathar's Guide to Everything. Magic items are detailed in the Dungeon Master's Guide.

Wondrous Invention Table
Level Rarity Replacement Cost
2nd Minor item, Uncommon / Minor item, Common 250 gp / 75 gp
5th Minor item, Uncommon 250 gp
10th Minor item, Rare 500 gp
15th Major item, Very Rare 1000 gp
20th Major item, Very Rare 1000 gp

Spellcasting[edit]

As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.

Spell Slots

The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document).

The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.

Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus

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

Arcanomechanical Armor[edit]

Innovation and artifice can be a dangerous practice. As a shield against this risk, you have developed a suit of armor.

Starting at 4th level, you can convert a suit of armor into arcanomechanical armor. The arcanomechanical armor uses the existing armor's game statistics. It has the following modifications:

  • It is a magic item that only you can attune to.
  • While you are attuned to it and wearing it, it grants you resistance to force damage.
  • It weighs half as much a regular suit of armor of its type.

You can create a new suit of arcanomechanical armor at the end of a long rest by touching a nonmagical suit of armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical armor.

Infuse Magic[edit]

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. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use the casting time of the original spell (1 action, 1 bonus action, or 1 reaction) to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell.

When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

Ability Score Improvement[edit]

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.

Mechanical Servant[edit]

At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.

Select a Large or smaller beast with a challenge rating of 2 or less, or create a Large or smaller beast with a challenge rating of 2 or less using the monster creation rules in the DMG. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

  • It is a construct instead of a beast.
  • It can't be charmed.
  • It is immune to poison damage and the poisoned condition
  • It gains darkvision with a range of 60 feet if it doesn't have it already.
  • It understands the languages you can speak when you create it, but it can't speak.
  • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it acts on your initiative, and you determine its actions and decisions. If you are incapacitated or absent, your servant acts on its own.

Your servant may spend hit dice to heal during a short rest if you are present and able to make repairs. Long rests for the construct follow the same rules as players. If the Mending spell is cast on it, it regains 2d6 hit points.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (8 hours each day) and 1,000 gp of raw materials.

Superior Attunement[edit]

At 6th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.

At 14th level, this limit increases to five magic items.

Soul of Artifice[edit]

At 20th 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 six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Artificer Specialists[edit]

Artificers pursue a variety of specializations. The most common, alchemy and gunsmithing, are presented here.

Alchemist[edit]

An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.

Master Alchemist[edit]

When you choose this specialization at 1st level, you gain proficiency with alchemist’s tools, and you learn the mending cantrip.

Alchemist’s Satchel[edit]

At 1st level, 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 both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.

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

Alchemical Formula[edit]

At 1st level, you learn three Alchemical Formula options of your choice. You learn an additional formula of your choice at 3rd, 5th, 9th, 14th, and 17th levels. Additionally, when you gain a level in this class, you can choose one of the Alchemical Formula options you know and replace it with another.

To use any of these options, your Alchemist’s Satchel must be within reach.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial 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, and the target must make a Dexterity saving throw, taking 1d6 acid damage on a failed save. An object automatically takes that damage, and the damage is maximized.

As part of the action used to pull out the vial, you can open the vial instead of hurling it, releasing a jet of acid in a line 30 feet long and 5 feet wide (the vial and its contents disappear if you don’t use the vial by the end of the current turn). The vial then disappears. Each creature in the line must make a Dexterity saving throw, taking 1d6 acid damage on a failed save. An object in the line automatically takes that damage, and the damage is maximized. After using the formula in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

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).

Alchemical Fire. As an action, you can reach into your Alchemist’s Satchel, pull out a vial 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, and each creature in the radius must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save. The liquid ignites flammable objects in the area that are not being worn or carried.

Alternately, you can cause the vial to detonate in a 15 foot radius rather than a 5 foot radius. After using the formula in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

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 Thunder. As an action, you can reach into your Alchemist’s Satchel, pull out a clay pot of volatile powder, and hurl the pot 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). On impact, the pot detonates in a 5-foot radius, and each creature in the radius must make a Dexterity saving throw. A creature takes 1d6 thunder damage on a failed save.

Alternately, you can cause the pot to detonate in a 15 foot radius rather than a 5 foot radius. After using the formula in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

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).

Bottled Lightning. As an action, you can reach into your Alchemist’s Satchel, pull out a small bottle of lightning, and hurl the bottle at a creature or object within 30 feet of you (the bottle and its contents disappear if you don’t hurl the bottle by the end of the current turn). The bottle shatters on impact, and the target must make a Dexterity saving throw, taking 1d6 lightning damage on a failed save. If the target is wearing metal armor or is made of metal, it has disadvantage on the saving throw.

As part of the action used to pull out the vial, you can open the bottle instead of hurling it, releasing a bolt of lightning in a line 30 feet long and 5 feet wide (the bottle and its contents disappear if you don’t use the bottle by the end of the current turn). The bottle then disappears. Each creature in the line must make a Dexterity saving throw, taking 1d6 lightning damage on a failed save. If a creature is wearing metal armor or is made of metal, it has disadvantage on the saving throw. After using the formula in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

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).

Brightstone. As an action, you can reach into your Alchemist's Satchel and pull out a luminous crystal which emits bright light in a 20 foot radius and dim light for an additional 20 feet. Completely covering the crystal with something opaque blocks the light. You can cause the brightstone to disintegrate at any time. While the brightstone exists, you can't use this formula. As an action or as part of the action used to pull out the brightstone, you can press it against a target within 5 feet of you, making a melee spell attack against the target. On a hit, the target takes 1d8 radiant damage. The crystal disintegrates after being used in this way.

Alternately, as an action or as part of the action used to pull out the brightstone, you can hurl it at a point on a surface within 30 feet of you, causing the crystal to explode in a bright flash. Each creature within ten feet of the point of impact must succeed on a Constitution saving throw or become blinded until the end of your next turn. After using the formula in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

This formula’s damage 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).

Dragon's Breath Draught. As a bonus action, you can reach into your Alchemist's Satchel and draw an open tumbler filled with a sweet, warm liquor. As an action, a creature can drink it. The tumbler then disappears. Once a creature benefits from this alchemical formula, the creature can’t do so again until it finishes a short or long rest. If not used, the tumbler and its contents disappear after 1 hour. While the tumbler exists, you can’t use this formula.

A creature that drinks this formula gains advantage on saving throws against being frightened for 1 hour. Additionally, the creature gains the following two abilities for 1 hour. Once the creature uses one of these abilities once, it can no longer use either ability for the duration of the formula. These abilities use your saving throw DC.

1. As a reaction taken in response to being hit by a melee attack from within 5 feet, the creature can release a gout of flame, dealing 1d6 fire damage to the attacker on a failed Dexterity saving throw.

2. As an action or as part of the action used to drink the draught, the creature can release a gout of flame at a target within 5 feet, dealing 1d6 fire damage to the target on a failed Dexterity saving throw. A flammable object hit by the flame ignites if it isn't being worn or carried.

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).

Energy Draught. As a bonus action, you can reach into your Alchemist's Satchel and draw a vial filled with a hot, dark liquid. A creature can drink it as an action to gain immunity from magical sleep and the negative effects of sleep deprivation for 1 hour. The creature also gains 1d4 temporary hit points for 1 hour. The vial then disintegrates. Once a creature benefits from this alchemical formula, the creature can’t do so again until it finishes a short or long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.

This formula's temporary hit points increase by 1d4 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).

Healing Draught. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a short or long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.

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).

Frost Orb. As an action, you can reach into your Alchemist’s Satchel, pull out a glass orb filled with freezing vapors, and hurl the orb 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, and each creature in the radius must make a Constitution saving throw. A creature takes 1d4 cold damage on a failed save, and its speed is reduced by 10 feet until the end of its next turn.

Alternately, you can cause the vial to detonate in a 15 foot radius rather than a 5 foot radius. After using the formula in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

This formula’s damage increases by 1d4 when you reach certain levels in this class: 4th level (2d4), 7th level (3d4), 10th level (4d4), 13th level (5d4), 16th level (6d4), and 19th level (7d4).

Rebounding Resin. As an action, or as a reaction when you or a creature within 30 feet of you falls, you can reach into your Alchemist's Satchel, pull out a ball of expanding, bouncy resin, and hurl it at a point on a surface within 30 feet of you (the ball disappears if you don’t hurl the ball by the end of the current turn). If thrown in a downward direction, the ball continues falling until it hits a surface. The ball expands on impact and covers the surface in a 10-foot radius with a thick layer of bouncy resin for 1 minute. Any creature landing in the area during the duration of the formula takes no fall damage and can land on its feet. A creature landing in the area can choose to rebound to a height of up to half the height of the drop without expending movement. Additionally, the jump distance of any jump made from within the area is tripled.

Alternately, as a reaction when you or a creature within 30 feet of you is hit by an attack, you can reach into your Alchemist's Satchel, pull out a ball of expanding, bouncy resin, and throw it at the creature, enveloping it in a sphere of thick, bouncy resin. Until the start of its next turn, the creature gains a bonus to AC equal to your Intelligence modifier (minimum of 1), including against the triggering attack. The resin then crumbles away. After using the formula in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

Smoke Stick. As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. When you pull out the smoke stick, you can decide to make the smoke poisonous. 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. If the smoke is poisonous, each creature in the area of the smoke when this formula is used and each creature that starts its turn in the smoke must succeed on a Constitution saving throw or become poisoned. Once it has exited the smoke, a creature may repeat this saving throw at the end of each of its turns, ending the effect on a success. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.

Stunning Spray. As an action, you can reach into your Alchemist's Satchel and pull out a pouch of fine powder, and fling it in a direction you choose (the pouch and its contents disappear if you don't hurl the pouch by the end of the current turn). The contents spill forth, producing a spray of fine powder. Each creature within a 10 foot cone in front of you must succeed on a Constitution saving throw or become stunned until the end of your next turn. After using this formula, you can’t do so again for 1 minute.

The range of this formula increases when you reach certain levels in this class: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).

Swift Step Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out 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, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.

Tanglefoot Bag. As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on a surface within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the surface in a 5-foot radius with sticky goo for 1 minute. The area becomes difficult terrain for the duration. Any creature that enters the area, starts its turn there, or is in the area when you use this formula has its speed halved for that turn and must succeed on a Strength saving throw or be restrained by the sticky goo. A creature restrained by the goo can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained. After using this formula, you can’t do so again for 1 minute.

Thunderstone. As an action, you can reach into your Alchemist’s Satchel and 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 make a Constitution saving throw. On a failed save, a creature takes 1d6 force damage, is knocked prone, and is pushed 10 feet away from that point.

When you pull out the thunderstone, you can decide to make the thunderstone deafening. If it is deafening, each creature within the radius that fails its save also becomes deafened until the end of your next turn. After using the formula in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

This formula’s damage increases by 1d6 when you reach certain levels in this class: 7th level (2d6), 13th level (3d6), and 19th level (4d6).

Alchemical Secrets[edit]

At 5th level, you gain one of the following features of your choice.

Alchemical Launcher. You create an Alchemical Launcher, a launching device that can shoot your alchemical formulas with substantial force.

You are proficient with the Alchemical Launcher. The launcher is a one-handed ranged weapon that deals 1d4 bludgeoning damage. Its normal range is 30 feet, and its maximum range is 120 feet. As part of an attack with the launcher, you may load it with ammunition produced by your Alchemical Satchel. If you lose your Alchemical Launcher, you can create a new one over the course of 8 hours by expending 50 gp worth of metal and other raw materials.

As a bonus action, an alchemical formula can be pulled out and loaded into the Alchemical Launcher instead of the normal ammunition. When you take the attack action with the launcher loaded in this way, make an attack with the launcher against a target within 30 feet and deal damage as normal. The loaded alchemical formula also takes effect on the target, even if the launcher attack missed. If the alchemical formula has an area of effect, the effect is activated and is centered on or originates on the target. If the alchemical formula includes an attack roll, saving throw, or ability check in order to take effect, resolve these as normal.

Explosive Reagents. Your damaging alchemical formulas affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your alchemical formula, the creature takes half the formula's damage (if any).

Gunsmith[edit]

A master of engineering, you forge a firearm powered by a combination of science and magic.

Master Smith[edit]

When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.

Thunder Cannon[edit]

At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.

You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage, which counts as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. Its normal range is 150 feet, and its maximum range is 500 feet. Once fired, it must be reloaded as a bonus action. 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.

Arcane Magazine[edit]

At 1st 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.

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.

Thunder Monger[edit]

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).

Gunsmith Upgrades[edit]

At 5th level, your constant tinkering allows you to improve your Thunder Cannon. Choose one of the following upgrades. You make an additional upgrade to your Thunder Cannon at 9th, 14th, and 17th levels. Additionally, when you gain a level in this class, you can choose one of the Thunder Cannon upgrades you have made and replace it with another.

Destructive Blast. You upgrade your Thunder cannon with an additional firing mode chosen from the list below. As an action, you can make a special attack with your Thunder Cannon, projecting an area of destructive power from it. Each creature in the area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. A target takes 3d6 damage on a failed saving throw, or half as much damage on a successful one.

This damage increases by 1d6 when you reach certain levels in this class: 8th level (4d6), 11th level (5d6), 14th level (6d6), 17th level (7d6), 20th level (8d6).

You may choose this upgrade multiple times. Each time, you must choose a different firing mode.

  • Scattershot. You unleash a close range blast of force energy in a 15-foot cone, dealing force damage to any affected creatures. At 11th level, the area of effect increases to a 30-foot cone.
  • Piercing Round. You unleash a bolt of lightning 5-feet wide and 30-feet long, dealing lightning damage to any affected creatures. At 11th level, the area of effect increases to a line 5-feet wide and 60-feet long.
  • Explosive Round. You launch an explosive round from the gun at a point within 30 feet of you. The round detonates in a 5-foot-radius sphere, dealing fire damage to any affected creatures. The fire ignites any flammable objects in the area that aren't being worn or carried. At 11th level, you can launch the round at a point within 60 feet of you, and the area of effect increases to a 10-foot-radius.

Lightning Bayonet. You affix a short blade to the barrel of your Thunder Cannon, allowing you to make a melee weapon attack with it. The bayonet is a two-handed melee weapon with the finesse property that deals 1d6 piercing damage. You are proficient with the bayonet. As an action, you can make a special attack with the bayonet, applying your extra Thunder Monger damage on a hit. When you deal damage with Thunder Monger in this way, the damage type is lightning.

Repelling Blast. You make your Thunder Cannon's attacks especially forceful. When you hit a creature or object with your Thunder Cannon or Lightning Bayonet, you can push the creature or object up to 10 feet away from you in a straight line. When you use Scattershot, Piercing Round, or Explosive Round, you can change the saving throw to a Strength saving throw. If you do so, in addition to the normal effects, any creatures that fail the saving throw are knocked prone and are pushed 10 feet away from the origin of the effect.

Artificer Spell List[edit]

1st Level

Absorb elements, Alarm, Cure wounds, Disguise self, Expeditious retreat, False life, Feather fall, Healing elixir, Jump, Longstrider, Sanctuary, Shield of faith, Unseen servant

2nd Level

Aid, Alter self, Arcane lock, Blur, Continual flame, Darkvision, Dragon's breath, Enhance ability, Enlarge/reduce, Invisibility, Knock, Lesser restoration, Levitate, Magic weapon, Protection from poison, Rope trick, See invisibility, Spider climb, Warding bond

3rd Level

Blink, Elemental weapon, Dispel Magic, Fly, Gaseous form, Glyph of warding, Haste, Protection from energy, Revivify, Tiny servant, Water breathing, Water walk

4th Level

Arcane eye, Death ward, Fabricate, Freedom of movement, Leomund’s secret chest, Mordenkainen’s faithful hound, Mordenkainen’s private sanctum, Otiluke’s resilient sphere, Stone shape, Stoneskin

5th Level

Animate objects, Circle of power, Contact other plane, Dream, Greater restoration, Mislead, Passwall, Raise dead, Rary's Telepathic bond, Seeming

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Artificer class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Artificer class, you gain the following proficiencies: one skill from the Artificer skill list, one tool proficiency, light armor, medium armor, simple weapons



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