Artificer, 5th Variant (5e Class)
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An amalgamation of several 5e Artificer classes.
A gnome sits hunched over a workbench, carefully using needle and thread to weave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding.
A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee.
An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape.
Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.
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 carry out 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.
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.
Creating an Artificer
When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.
- Quick Build
You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
As a Artificer you gain the following class features.
- Hit Points
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
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
|Augments||Features||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||-||Portable Forge, Magic Item Analysis||—||—||—||—||—||—|
|2nd||+2||3||Spellcasting, Artificer Specialization||3||2||—||—||—||—|
|3rd||+2||3||Tool Expertise, Wonderous Invention||4||3||—||—||—||—|
|4th||+2||4||Ability Score Improvement||4||3||—||—||—||—|
|5th||+3||4||Artificer Specialist feature, Magical Infusion||5||4||2||—||—||—|
|6th||+3||5||Masterpiece Creation, Wonderous Invention||6||4||2||—||—||—|
|7th||+3||5||Artificer Specialist feature, Superior Attunement||7||4||3||—||—||—|
|8th||+3||6||Ability Score Improvement||8||4||3||—||—||—|
|10th||+4||7||Artificer Specialist feature||10||4||3||2||—||—|
|12th||+4||7||Ability Score Improvement||11||4||3||3||—||—|
|14th||+5||8||Artificer Specialist feature||12||4||3||3||1||—|
|15th||+5||8||Wondrous Invention, Superior Attunement||13||4||3||3||2||—|
|16th||+5||9||Ability Score Improvement||13||4||3||3||2||—|
|18th||+6||9||Artificer Specialist feature||14||4||3||3||3||1|
|19th||+6||10||Ability Score Improvement||15||4||3||3||3||2|
|20th||+6||10||Soul of Artifice, Wondrous Invention||16||4||3||3||3||2|
Part of the reason that you have become an artificer is because you are a prodigy with craft; you've learned how to construct items on-the-go. At 1st level, you can craft non-magical items twice as quickly, and can use rests during adventuring time to make progress in crafting an item. To craft an item while adventuring, you can spend a short rest working on the item. You will not benefit from a short rest (using Hit Dice, etc) if you use this feature. During an adventure, two short rests spent using this feature count as one day of downtime. Therefore, a nonmagical item that costs 100 gp can be completed in one workweek, or ten short rests, rather than 2 workweeks of downtime.
Other individuals can't help you if you attempt to craft an item using this feature. This feature assumes the adoption of the rules specified in the section Crafting an Item in XGtE (p.128). However, your DM may have different rules for crafting non-magical items in your campaign. Discuss crafting for your game with your DM to amend this feature as appropriate to your campaign.
Your inventive knowledge allows you to create magic items more quickly. Starting at 4th level, you can now craft magical items using the portable forge feature. Only wondrous items may be crafted in this way, and you must still provide the appropriate formula and requisite materials to craft the item. The rules for crafting magic items is included in XGtE (pp.128-129), or the DMG (pp. 128-129). Your artificer level determines the rarity of an item you are able to craft. Refer to the Magic Item Ingredients table in XGtE (p. 129) to determine whether you are able to craft a magical item.
When you perform an identify ritual with a magical item equal to or less than your level of crafting, you may also attempt to glean the formula included in the making of the item. Upon finishing the identify ritual, make an Arcana check; the DC for a common magical item is 15, and the DC increases by 2 for every increase in rarity. On a success, you learn the formula (including components and spells) required for crafting that sort of item. If the check fails, you may make another attempt at understanding the item after a long rest, and the DC decreases by two.
Starting at 1st level, you know the cantrip mage hand, and can cast or command it as a bonus action. Also 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, but you can only cast them as rituals. You don’t need to provide a material component when casting identify with this feature.
At 11th level, you gain the ability to cast the spells detect magic and identify at will, with no material cost.
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.
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.
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.
Starting at 3rd level, choose two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, when you make a check with any tool with which you have proficiency, you may use your Intelligence modifier in place of another ability.
At 3rd level, you gain the use of a magic item that you have crafted. Crafting an item is a difficult task. Whenever you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design. This unique item is able to copy the effects of a spell. Choose a 1st level spell from the Wizard spell list. If the spell requires a material component with a gold cost, you must provide that component when you complete work on the item, and the component becomes a part of the item. If the spell consumes its material components, you must provide those components when you complete the item and any time you use it thereafter. If the spell would normally require concentration, it instead lasts for its maximum duration, or until you deactivate it, as if choosing to break concentration. The item can look however you like, as long as its form is appropriate for the effects of the spell. If the spell conjures a creature, the creature is considered a construct.
You can cast the spell from the item once per long rest. Only you can use the item in this way. Unlike normal magical item crafting, you develop the formulae as you work on the item, and the cost of crafting is covered by your normal living expenses. Upon completion you are considered to know the formula for crafting the chosen 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: 6th, 11th, 15th, and 20th level. If the item you craft replicates a wizard spell, you must be able to cast a spell of equal level in order to craft the item. If one of your Wondrous Inventions are lost or destroyed, you can build a new one with 1 day of work per level of the replicated spell or item, and 100 gp of raw materials per day. Material components need only be added once. The new item must be a copy of the original item.
At 10th level, you have developed expertise with your wondrous inventions. During a short rest, you can prepare one of your wondrous inventions to use again.
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
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.
At 6th level, your research and dedication to your craft allow you to produce a true masterpiece which will be talked about for years to come. This creation is assumed to have been worked on for many months or possibly even years; the culmination of your first major project. You may choose one of the below options for your Masterpiece Creation.
Select a Large or smaller creature with a challenge rating of 2 or less, or create a Large or smaller monster with a challenge rating of 2 or less using the monster creation rules in the DMG. The servant uses that creature's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. After the creation of your construct you can change the type and size of the construct, to increase its size and type requires a week of down time and 250GP and to decrease its size and type requires 8 hours of down time and 25 gold. To increase the CR of the construct requires another 250GP to lower it's CR requires nothing. It has the following modifications:
- It is considered a construct instead of a living creature.
- It can't be charmed.
- It can't be feared.
- It is immune to psychic damage.
- It is immune to poison damage and the poisoned condition
- It gains darkvision with a range of 60 feet if it has eyes or tremorsense with a range of 60 feet if it has no eyes.
- It understands the languages you can speak when you create it, but it can't speak.
- It loses the multiattack ability.
- It loses any skill proficiencies it has.
- It gains proficiency in all saving throws.
- It can be upgraded (Speak with DM about upgrades).
- It replaces its proficiency bonus with yours.
- Its AC is equal to Special Plating, which has a value of 15 + its proficiency bonus (does not benefit from dexterity or barding).
- Gains the "Protection" fighting Style as listed in the Fighter class features.
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.
Upon completion of your construct you gain the mending cantrip if you didn't already have it, also anytime you use this cantrip on you construct it regains 1d4+(INT mod), this healing increases to 2d4+(INT mod)at 5th, 4d4+(INT mod)at 11th and 8d4+(INT mod)at 17th level. Only your mending cantrip is capable of this as you are the one person that understands how your construct works.
For each Artificer level you gain after 6th, your construct gains an additional hit die and increases its hit points accordingly
Each time you take a long rest, you can repair your construct to full. Other than that, it does not regenerate hitpoints naturally.
At 6th level, the CR of the creature the construct mimics is half your level rounded down. To change the form of your servant takes a week of down time.
At 10th level, sentience can be given to your construct though a process that requires 8 hours of down time and the integration of an intelligence increasing item or 3 weeks of down time and 5000GP worth of materials. Through this process your construct loses immunity to psychic damage but gains multiattack, can attune to magical items, is friendly toward your allies and can now speak and read any languages its creator can.
At 11th level, the construct can be modified for 3000GP and a week of down time to have a swim speed of 40 or a fly speed of 40 and for an additional 3000GP it can be modified to replicate the magical effects of the creature it is modeled after(speak with DM about this), it also gains the effects of the "Sentinel" Feat.
At 17th level, the construct's CR rating can now be no higher than your level and size can be no larger the huge. To create a Huge size construct requires 3 months (8 hours a day) and 25,000GP of raw materials.
If the servant is killed, it can't be returned to life via normal means, such as with the revivify spell. In the event your servant dies you can over the course of a long rest repair a slain servant if you have access to its body. Materials to return the mechanical servant to "life" are 100GP of raw material per CR of the construct creature. 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. The newly built construct doesn't have any of the modifications the previous one had but to reapply already known modifications require half the time and funds.
Your mastery of your craft allows you to grant sentience to items and other things that usually have no mind.
Pick a weapon, shield or ring you possess and grant it sentience. It has the following properties:
- It has the same alignment you have
- It has telepathy up to a range of 30 ft
- It has blindsight up to a range of 30 ft
- If it is a shield you are proficient with that shield while it is sentient
While wielding (or in the case of the ring wearing) the item you gain the following benefits:
- You have advantage on saving throws against being charmed or frightened
- You are resistant to psychic damage
- You can telepathically communicate with creatures you can see within 30 ft of you
- If you cast a spell that requires concentration you may put it in the item. This means the concentration cannot be broken by taking damage or becoming incapacitated but if you cast another spell that requires concentration the previous spell still ends.
The sentient item has three ability scores a 16, 14 and 12 allocated by you into inteligence, wisdom and charisma. Depending on what ability score has a 16 it offers a different benefit.
If it has a 16 in intelligence you may add its intelligence modifier to any ability check you make that uses intelligence while wielding (or in the case of the ring wearing) the item.
If it has a 16 in wisdom you may add its wisdom modifier to your passive perception while wielding (or in the case of the ring wearing) the item.
If it has a 16 in charisma you may add half its charisma modifier (rounded down) to any ability check you make that uses charisma while wielding (or in the case of the ring wearing) the item.
Whenever you gain the ability score improvement feature you may increase one of the items ability scores by 2 or two of its ability scores by 1. As normal, you can't increase an ability score above 20 using this feature. If this makes any of the ability scores 16 or higher that weren't previously you gain the benefits of that ability score (listed above).
If your Sentient Item is ever lost or destroyed you may resummon it upon completing a long rest. If it is not destroyed the previous version of it is destroyed instantly when you do this.
When you resummon your Sentient Item you may keep it in its original item or put it into a new item you possess.
Your mastery of your craft has allowed you to make a substance so versatile it can shift form on a whim. How you use that power is up to you.
You gain a small orb of metal which can fit in one hand. As an action you may turn the orb into another object.
The objects you can turn it into you must be able to see or are familiar with. You can turn it into a non magical object no bigger than 10 by 10 ft that has a value of no more than 1000gp.
Additionally, when you turn this into a weapon which is considered magical for the sake of overcoming immunities. You may still use Arcane Infusion with this weapon.
Additionally, as an action you may touch your Versatile Substance and make it enter your body. It becomes undetectable by non magical means.
You may draw it out of you again as an action. In that action you may also turn it into another object following the original rules.
If your Versatile Substance is lost or destroyed you may make a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
At 7th 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. Additionally, you may attune to an item that does not normally require attunement, such as a mundane weapon, piece of armor or item no larger than a 5ft cube. Any item attuned to in this way can be summoned into a space adjacent to you using an action. You may only use this ability once per short rest.
At 14th level, this limit increases to five magic items and at 17th level you can attune to 6 items. Additionally, you ignore all class and race restrictions for the use of magical items.
Soul of Artifice
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. (You do not receive this bonus if the item you are attuned to does not normally require attunement.) In addition, your intelligence score and your maximum for that score both increase by 2.
Artificers pursue a variety of specializations. The two most common (if any artificer can be described as common) are alchemists and gunsmiths. Your choice grants you features at 2nd level and again at 5th, 7th, 10th, 14th, and 18th.
Through your esoteric studies, you have learned to further your specialization with artificial augments. Each specialization includes a description of how its augments function. You gain a new Augment at 4th, 6th, 8th, 10th, 13th, 16th, 18th and 20th levels, as shown by the Augments column of the Artificer's Class features table.
Alchemists are individuals who dive into the world of science in order to reshape the world before them, through the use and study of Alchemy – a craft that requires an inherent talent for manipulating matter and energy to dangerous substances. As their practice defy the physical world, these artificers thrive on answering the universe's most impenetrable questions with forgotten and long-lost ancient knowledge.
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. The most talented alchemists can even alter substances from one material to another in an instant - opening a hole through an impenetrable wall, creating endless wealth... even discovering the secrets to immortality.
When you choose this specialization at 2nd level, you gain proficiency with alchemy supplies, as well as herbalism and poisoner's kits. If you already have proficiency with any of these tools, choose another artisan's tool of your choice.
When you choose this specialization at 2nd level, you learn either the poison spray or acid splash cantrip. In addition, you can drink or administer a potion as a bonus action, rather than as an action.
At 2nd level, you craft an Alchemist’s Satchel, a bag of components, crystals and chemicals that you use to create a variety of concoctions. The bag and its contents are both magical, allowing you to use special catalyst crystals to transform mundane reagents into 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.
At 2nd level, you learn three Alchemical Augments of your choice, called Formulae. You learn an additional formula of your choice at 4th, 6th, 8th, 10th, 13th, 16th, 18th and 20th levels, as shown by the Augments column of the Artificer's Class features table. 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. These formulas are described at the end of the Class description.
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.
At 5th level, as a bonus action on your turn you can concentrate the materials of a formula to create a more potent effect, spending more of your Alchemist’s Satchel’s resources than normal. The next formula you pull out of your Alchemist’s Satchel has an increased effect, which you choose at the time you pull it out. In addition to this effect, if the formula requires you to roll dice for damage or healing, the type of dice used by the formula is increased by one (for example, d6 becomes d8).
- A creature that must make a saving throw as a result of the formula does so at disadvantage.
- The duration of the effect of the formula is doubled.
- If the formula affects an area, the size of the area given in feet is doubled.
- You can ignore a restriction which prevents you from using the formula again within a certain time limit.
- If the formula normally disappears if not used within a certain period of time, that duration is multipled by 5. The duration must originally be 1 minute or longer.
You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses when you finish a long rest.
Starting at 7th level, you can spend one minute and expend one spell slot to create an Alchemist’s Trap.
When you use this feature, select one of your Alchemical Formulae. You then use your inventive ingenuity to conceal the trap on a point either upon a surface or within an object that can be closed, such as a chest or barrel. The trap is well hidden and requires a successful Intelligence (Investigation) check against your spell save DC to be found. Your magic contains the formula and prevents it from fading.
You decide what triggers the trap when you place it as described by the glyph of warding spell. When triggered the chosen formula activates, centered on the trap or targeting the triggering creature.
You can have one Alchemical Trap active at a time. At 15th level you can have two. Traps exist until triggered or you attempt to construct more than your maximum, at which point the oldest disappears.
At 10th level, 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).
The fumes that waft from your work with potions and poisons have slowly seeped into your own body and transformed you. Additionally, at 10th level, you gain resistance to poison damage, and you are immune to the poisoned condition and disease.
At 14th level, your knowledge of Alchemy has reached a new peak, and you gain the ability to craft a truly powerful potion once per day. These formulae often mimic the effects of powerful spells and can turn the tide of a battle, though the cost of their creation is steep. During a long rest, you may prepare one of these powerful Formulae
The Philosopher's Stone
You have unlocked the deepest secrets of alchemical science, and discovered how to create the legendary philosopher's stone. At 18th level, you gain the use of your own stone, which you complete when you level up. As an action, you may use this arcane stone to manifest one of the following effects.
Once the stone has been used a total of ten times, you must roll a d100 after every subsequent use of the stone. On a 1-5, the stone transmutes into lead and becomes permanently inert. If this occurs, you may craft a new stone after two workweeks (8 hours each day) and 15,000 gp of alchemical oils, powders of precious metals, and a gemstone worth at least 1,000 gp.
Life. You touch the stone to a creature, and all poisons, diseases, and curses are removed. The creature also regains all of its hit points. If the creature is dead, it is returned to life in perfect health. The stone becomes inert for 1d6-1 days.
Wealth. Touch the stone to any non-magical item that is no heavier than 10 lb (or 20 lb if the item is made of lead). The item is permanently transmuted into pure gold. After the effect has been applied, the stone becomes inert for 1d4-1 days.
Youth. You touch the stone to any willing creature, and that creature's age is reduced by 3d10 years, or less if you choose. This effect can extend the creature's lifespan. After using the stone in this way, the stone becomes inert for 1d6-1 days.
A Gunsmith is an Artificer who has crafted a spectacular and terrible device. A Thunder Cannon.
A weapon of unmatched destruction, an Artificer's reason for forging such a thing is varied. Some seek the power, some seek the discovery.
For some it is but a tool to accomplish their goal, for others it is the culmination of the work, for which all the pesky details of adventuring are dedicated to.
Given the destructive potential of a Thunder Cannon, many monsters and men may seek to seize the power for themselves upon witnessing its potential, but even if were to succeed they would soon find that using one of these deadly tools is an art of equal mastery to forging one, something only the one who forged the device will ever truly master, for each Thunder Cannon is unique work, suited only to its creator.
When you choose this specialization at 2nd level, you gain proficiency with smith’s tools and tinkers tools, you learn the mending cantrip, and can cast it as a bonus action. If you already have proficiency with any of these tools, choose another artisan's tool of your choice.
At 2nd 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. (Developing this weapon counts as your first Augmentation.)
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 100 feet, and its maximum range is 300 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.
At 10th level, you may spend the same amount of time and materials to craft a second Thunder Cannon, using different Modifications if you wish. These must still be of a level which you could normally access them.
Along with your Thunder Cannon, 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.
At 3rd level, your tinkering has allowed you to develop additional Augments for your Thunder Cannon, called Mods. You automatically gain the Thunder Monger modification, and two modification of your choice, and can choose additional Modifications at 6th, 8th, 10th, 13th, 16th, 18th and 20th levels, as shown by the Augments column of the Artificer's Class features table. Additionally, when you gain a level in this class, you can choose one of the Modification options you know and replace it with another. These modifications are described at the end of the Class description.
Beginning at 5th level, when you miss an attack with your Thunder Cannon, the target still takes half of the bonus damage from Thundermonger. In the case you gain multiple attacks in one round, this damage may still only occur once.
At 7th level, you develop a gyroscopic brace for your Thunder Cannon, increasing your accuracy and the deadliness of your shots. Your Thunder Cannon now receives +1 to attack and damage rolls.
In addition, by laying Prone and spending no movement on your turn, you gain Advantage to all attacks with your Thunder Cannon. (As per standard rules, this Advantage will normally cancel out the Disadvantage from attacking at Long Range. However, if you have a feat or Augment which removes the Disadvantage, attacks at Long Range will have Advantage as well.)
Beginning at 10th level, you gain the ability to use your own magical energy to guide your shots towards their target. Once per round, you can expend a spell slot to gain a bonus to the attack roll of your next shot equal to twice the level of the spell slot expended.
Alternatively, you may forsake accuracy to directly infuse your ammunition with magical power. When you expend a spell slot, you may choose one element from Force, Fire, Lightning, Cold, Acid, Necrotic and Radiant. Before you attack, you may change the damage type of your attack to this element. Such an attack deals an additional 1d8 damage per level of the spell slot expended, and produces an additional effect based on the element used, as described below.
- Fire = creatures within 5ft take 1/2 damage
- Cold = Target's speed is reduced by 5ft per level of spell slot used. The target may use their action to make a Strength check against your spell save DC to remove this penalty.
- Lightning = target is (1)Restrained/(2)Incapacitated/(3)Stunned/(4)Paralyzed until the start of your next turn, depending on the level of the spell slot used. Once affected, a creature is immune to any further incidences of this effect for 24 hours.
- Acid = Target's AC is reduced by 1 per level of spell slot used. The target may make a Constitution check against your spell save DC at the start of their turns to end this effect.
- Necrotic = Target is Frightened of you for 1 round per level of spell slot used.
- Radiant = all creatures between you and the target take 4 damage per level of the spell slot used
- Force = the target is pushed back 10ft per level of the spell slot used.
At 14th level, your experience with your Thunder Cannon, the magical energies that run through it and the daily rigors of combat have resulted in occasional breakthroughs of near-supernatural accuracy as your mind analyses every possible aspect of your shot and adjusts your aim to line up a deadly attack. At the start of your turn, you may begin Concentrating, as if on a spell, and add your Intelligence modifier to the attack roll of your next attack. As long as you maintain concentration, you may continue to add your intelligence modifier to subsequent shots, to a maximum of 5 attacks. However, for every attack enhanced in this way, you gain 1 level of Exhaustion as soon as you lose concentration, whether through choice or because an attack or other circumstance has caused you to fail your Constitution check.
As a side effect of your increased familiarity with your weapon, your bonuses to hit and damage become +2.
At 18th level, when you use the attack action to attack with your Thunder Cannon you can unleash a volley of attacks against one or more creatures within 10 feet of a point you can see within your weapon’s range. The number of attacks you can make is equal to your Intelligence modifier, and multiple attacks can be made against the same target. Each attack is made at disadvantage. You must have ammunition for each attack, as normal, and you make a separate attack roll for each attack. These attacks cannot benefit from Thunder Monger bonus damage, though all other Augments and abilities work as normal. You must complete a short rest before you can use this ability again.
Finally, your mastery of your Thunder Cannon increases your bonuses to hit and damage to +3.
- 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. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage.
This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 6th level (3d6), 9th level (4d6), 12th level (5d6), 15th level (6d6), and 18th level (7d6).
- 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. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
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).
- Flash Bomb. As an action, you can reach into your Alchemist's Satchel and pull out a clay pot filled with explosive flash powder, and hurl it at a point on the ground 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 a 5-foot radius of the point of impact must succeed on a Constitution saving throw or become blinded until the end of your next turn. After using this formula, you can’t do so again for 1 minute.
- Frozen Marble. As an action, you can reach into your Alchemist's Satchel and pull out a tiny white marble, and hurl it at a point on the ground within 30 feet of you (the marble disappears if you don't hurl the marble by the end of the current turn). The marble shatters on impact, producing one of the following effects, depending on where it impacted.
Water: The liquid freezes as if affected by the shape water cantrip, with a 10ft radius.
Ground: The ground becomes frozen over, as if affected by the Grease spell, with a 10ft radius.
Creature: The creature must make a Dexterity saving throw or be affected it as if by the hold person spell.
- 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 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).
- Noxious Gas. As an action, you can reach into your Alchemist's Satchel and pullout a glass vial greenish brown fluid, and hurl it at a point on the ground 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, producing a cloud of poisonous fumes. Each creature within a 5-foot radius of the point of impact must succeed on a Constitution saving throw or become poisoned for 1d4 rounds, roll a separate d4 for each creature affected. After using this formula, you can’t do so again for 1 minute.
- 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 5-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.
- 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. 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 using this formula, you can’t do so again for 1 minute.
- Stunning Powder. As an action, you can reach into your Alchemist's Satchel and pullout 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 succed 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.
- 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 the ground 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 ground in a 10-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. 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 a 5-foot radius of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
Prerequisite: 15th level, a diamond worth 1,000 gp
This milky, opaque fluid is contained within a sealed leaden flask with a lead cap. As an action, you can unseal the flask and pour the concoction onto any object or material; this concoction will proceed to affect the material as if by the disintegration spell. If an object is Medium or smaller, it is disintegrated entirely; if it is Large or larger, a 5-foot deep, 5-foot diameter hole is created.
You can also make a ranged attack on a creature. On a hit, the creature must make a Dexterity saving throw. On a failure, the creature is affected as if by the disintegrate spell.
Prerequisite: 15th level, a cube of lead or gold worth 1,000 gp
This concoction appears to be water, with small flecks of gold, and is contained within a glass flask. As an action, pour the contents of this flask on a single non-magical item that fits within a 5-foot cube and is no heavier than 10 pounds, composed entirely of wood, stone (but not a gemstone), iron, copper, or silver. The potion quickly transforms it into a different one of those materials of your choice.
You can also make a ranged attack on a creature. On a hit, the creature must make a Constitution saving throw. On a failure, the creature is affected as if by the flesh to stone spell.
Prerequisite: 15th level, at least one pearl worth 250 gp
This watery amber-colored fluid is contained within a small, stoppered glass flask. As an action, you or another creature can drink it and be affected as if by the greater restoration spell. Constructs and undead are unaffected by this concoction. For each additional pearl used in the creation of this concoction, an additional affect of the greater restoration spell can be applied.
- True Elixir
Prerequisite: 15th level, herbalism kit, a ruby worth 1,000 gp
This bright red fluid glows softly in its stoppered glass flask. This concoction restores all hit points to whomever drinks it.
You may also pour this concoction into the mouth of a creature that has been deceased for no longer than ten days. Roll a d20. On an 11 or higher, the creature is affected as if by the raise dead spell. On a 10 or lower, nothing happens.
The drinker of this concoction cannot benefit from its effects again for 1d8-1 days. The drinker makes the roll.
- Thunder Monger (chamber)
You've developed the arcane engineering skill to upgrade your Thundercannon to deliver its shots with greater force. Once per turn, you can deal an extra 2d6 thunder damage to one creature you hit with an Attack using Thunder Cannon. After discharging this bonus damage, the you cannot deal this bonus damage again until the start of your next turn. When using this ability, your Thunder Cannon lets out a resounding boom that can be heard up to 100ft away. This extra damage increases by 1d6 when you reach certain levels in this class: 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
- Harpoon Reel (barrel)
You install a secondary firemode that launches a Harpoon attached to a tightly coiled cord. This attack has a normal range of 30 feet and an maximum range of 60 feet, and it deals only 1d6 piecing damage. This attack can target a surface, object, or creature. A creature struck by this attack is impaled by the Harpoon unless it removes the Harpoon as an action. Removing the Harpoon requires a DC 14 Strength check. While the Harpoon is stuck in the target, you are connected to the target by an 60 ft cord. While connected in this manner, you can use your bonus action to activate the Reel action, pulling yourself to the location if the target if the target is Medium or larger. A Small or smaller creature is pulled back to you. Alternatively, you can opt to disconnect the cord. This attack cannot be used again until the Reel action is taken.
- Lightning Charged Bayonet. (barrel)
You affix a short blade to the barrel of your Thunder Cannon, allowing you to make a melee weapon attack with it. The blade is a finesse weapon melee weapon that you are proficient with, and deals 1d6 Piercing damage. The blade can be used to apply Thundermonger bonus damage. When Thundermonger bonus damage is dealt with a bayonet attack, the damage type is lightning. Dealing damage this way counts as applying Thundermonger damage for the turn.
- Divination Scope. (scope)
You add a scope to your Thunder Cannon and enchant the lenses with Divination magic. The Scope has 3 Charges. As a bonus action you can use 1 charge to cast Hunter's Mark (as a 1st level spell). As an action you can use 2 charges to cast See Invisibility or 3 charges to cast Clairvoyance. Spells cast in this way count as a Magical Effect rather than a spell, and as such do not require concentration and last for the full duration, though the Artificer only benefits from their effects while looking down the scope of the weapon. The scope regains all charges after a long rest.
- Silencer. (Incompatible with Echoing Booms.) (barrel)
You upgrade your Thunder Cannon with a sound dampening module. Your Thunder Cannon becomes whisper quiet, even when using the Thunder Monger modification. Making a shot while Hidden does not automatically reveal your location.
- Snap Fire. (chamber)
You upgrade your Thunder Cannon for quick shots. You can use your reaction to take a opportunity attack with your Thunder Cannon if an enemy comes within 10 ft of you. You have disadvantage on this attack. This attack only deals Thundermonger bonus damage if you have not dealt the bonus damage since the start of your last turn.
- Blunderbuss (barrel)
You have converted the barrel of the thunder cannon to magically shatter ammunition as it leaves the barrel, causing shrapnel to be expelled from the weapon instead of a single round. Instead of an attack roll, your weapon now hits all targets in a 15-foot cone. If a creature is within the cone and within 5 feet of you, it takes double damage. All creatures in the cone of effect can make a Dexterity saving throw against your spell save DC to halve the damage it receives. Large or larger creatures make this saving throw at disadvantage. If you target a surface or unattended object with this attack, it is considered to have automatically failed. A weapon with this mod installed is unaffected by other range grade modifications. ThunderMonger damage is applied to all creatures hit by this attack, but is not doubled. This modification is incompatible with the Laser Sight and Stabilizers modifications.
- Double Barrel (barrel)
You have affixed an additional barrel to the thunder cannon. You can now make an additional attack with your Thunder Cannon whenever you take the attack action. At 15th level, you can use another augment to install this mod again and add a third barrel to your weapon, and so gain a third attack whenever you take the attack action.
- Laser sight (scope)
You have attached a series of magical focusing lenses to the thunder cannon that produce a beam of light visible only through the aiming sight of your weapon. While wielding the thunder cannon, you benefit from the Sharpshooter feat (PHB p.170). This modification is incompatible with the Blunderbuss modification.
- Overcharge (prerequisite - level 10) (chamber)
You have modified the firing mechanism of the weapon by removing many safety features, allowing you to temporarily overcharge a single shot. At the start of your turn, you may choose to activate this modification. For your next attack, the damage dice from your thunder cannon is multiplied by 4, but you can no longer make any additional attacks for that round. In addition, the weapon's overheating mechanisms produces smoke which lightly obscures a 5-foot cube in front of you. Finally, the weapon takes an entire round to reload. If you take damage while reloading, you must make a Constitution saving throw (as if maintaining concentration for a spell), or be forced to restart. Using this mod with the Blunderbuss modification instead causes the weapon to deal maximum damage instead of rolling. Damage is still doubled for creatures within 5ft, and halved if they succeed the Dexterity saving throw.
- Stabilizers (barrel)
You have added various fins and shock dampeners to your thunder cannon. You gain a +2 bonus to attack rolls when wielding this weapon. This modification is incompatible with the Blunderbuss modification.
- Long Barrel (barrel)
You have attached a longer barrel to the thunder cannon. The weapon's minimum range increases to 150ft, and the maximum range to 500ft.
- Owl's Eye (scope)
You have added a magical vision-enhancing lens to the thunder cannon. Looking through the lens grants you darkvision up to 60 feet; if you already have darkvision, this lens doubles the range of that ability. In addition, in non-magical darkness or dim light, any creature or object seen through the lens is outlined as if affected by faerie fire (no other effects of the spell occur).
- Quick Mag (chamber)
You have tinkered with the reloading mechanism of the thunder cannon, making it faster and easier. Reloading normally is now a free object interaction instead of a bonus action. The revolver modification now takes a bonus action to reload, instead of a full action. The Overcharge modification still takes a full round to reload, though you have advantage on the saving throws to maintain concentration if you are damaged.
- Revolver (prerequisite: level 10) (chamber)
You have replaced the firing chamber with a six-chamber revolving mechanism. Due to pre-loading your weapon, it has a higher magical capacity, and all uses of Arcana Shots are considered to be one spell slot level higher. You can choose to reload only after all chambers are empty, though reloading now takes a full action, regardless of how many chambers are empty.
- Shadowshot (barrel)
You have magically enhanced the barrel of your thunder cannon to draw dark magic from the Shadowfell. Any hit you score against a creature that is surprised is automatically a critical hit. If the attack misses, you take 1d6 necrotic damage as the dark energies backlash against you, hungry for blood. This damage cannot be avoided or reduced in any way. Using this modification with the Blunderbuss mod gives a single target disadvantage on their saving throw, with the self-damage raising to 2d6 and triggering if that target succeeds the save.
- Disguise (barrel)
As a bonus action on your turn you can magically collapse your Thunder Cannon into a pipe resembling a spyglass. All (scope) modifications remain functional, but the weapon is otherwise inert. You can use another bonus action to return it to a firearm.
- Echoing booms (incompatible with Silencer) (barrel)
You have removed several limiters on your thunder cannon to increase its damage at the expense of stealth. On a hit, your Thunder cannon now does an additional 1d6 damage, and creatures must make a DC 10 Strength saving throw or be knocked prone. The sound of your thunder cannon firing can be heard from up to 300ft away.
Artificer Spell List
- 1st Level
Absorb Elements, Alarm, Catapult, Detect Poison and Disease, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Jump, Healing Elixer, Longstrider, Mage Armor, Purify Food and Drink, Sanctuary, Shield, Shield of faith, Unseen Servant, Snare, Tenser's Floating Disc
- 2nd Level
Aid, Alter Self, Arcane Lock, Assay, Barkskin, Blur, Continual Flame, Darkvision, Dragon's breath, Enhance Ability, Enlarge/reduce, Find Traps, Heat Metal, Invisibility, Knock, Lesser restoration, Levitate, Locate Object, Magic Mouth, Magic Weapon, Mirror Image, Protection from Poison, Pyrotechnics, Rope Trick, Shatter, Spider Climb, Warding Bond
- 3rd Level
Blink, Catnap, Counterspell, Dispel Magic, Elemental Weapon, Flame Arrows, Fly, Gaseous form, Glyph of Warding, Haste, Meld into Stone, Nondetection, Protection from Energy, Revivify, Tiny Servant, Sending, Slow, Water Breathing, Water Walk
- 4th Level
Arcane Eye, Death ward, Elemental Bane, Fabricate, Freedom of Movement, Greater Invisibility, Leomund's Secret Chest, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Polymorph, Stone Shape, Stoneskin
- 5th Level
Animate objects, Antilife Shell, Contact other plane, Contagion, Creation, Legend Lore, Passwall, Skill Empowerment, Telekinesis, Transmute Rock
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