True Artificer (5e Class)

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The Artificer[edit]

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"A hammer falls, shaping the sword that shall be known in legend. An elf recites an incantation enchanting rings crafted from the wood of an ancient tree and using its magic to release the curse upon his son. A dwarf at her forge finishes silvering the weapon her companions requested to face the goblins that soon will invade the town. Unasked, she has some fine adjustments to better penetrate the goblin armor. A gnome raises a weird engine in his hands, finally completing his automaton, with its power he would finally be able to protect his people. A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. She sprinkles dust over herself and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway."

The Structure of Magic[edit]

Artificers take their skill of magically modifying everyday items to the battlefield or the marketplace, as they seek new challenges, exotic materials, and fantastic wonders. No inventor is called to a simple life since they must always deal with the extraordinary, but only an artificer takes the adventuring path to gather either the materials or the knowledge to make things that seem to be taken from legends and defy even the gods. The strength of the artificer doesn’t come with the magic it wields, but in the ideas it carries. Many artificers are focused on discovering new ways to create life; building automatons and golems. Others aid adventurers making the weapons needed to slay the dragon, banish the demon or any other task the situation calls for. The greatest artificers are known to see magic as the purer form of their specialty and since items made in almost all worlds come from an artificer, every adventure has one as an acquaintance. Magic doesn’t only refer to the physical aspect of smithing and building, but to a way of life. The passion, the innovation, the desire to change the world and shape it in new ways are the goal of almost every artificer, breaking the rules of what it’s set as natural and obvious. Where others see madness, they see an opportunity. They learn to recognize patterns of magic in crafted goods and raw materials, learn to to express these patterns in fantastic ways. Whether in the laboratory, at an anvil, in dungeons, or in town trading some exotic materials, an artificer finds pleasure in wielding his or her magic to create new and exciting items that will shape the world... for better or worse.

Experimentation and Understanding[edit]

An artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. An artificer is master of all specialties and forms and is constantly inventing and questioning. If their latest infusion or creation is not their best, there is always a grander discovery to be made. Experimentation is key to success for an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.

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. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. This penchant pushes them to seek a life of adventure. Some artificers become engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists who use their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them in their adventures. All artificers are united by their curiosity and inventive nature. They usually earn the respect and become renown among their kind, by uncovering new lore or inventing new methods of creation.

Creating an Artificer[edit]

Artificers are masters of magical invention. They are deeply interested in how magic works and demand attention on what they will be creating. Their backgrounds usually revolve around experimentation. Think how your character first come into contact with magic and became so crafty. Who taught you? What drives your character to study and experiment? Is it to better the world or for the sake of knowledge alone? Is your character more focused on magical trinkets or instruments of war? What led you to adventure? Was it the craving for new knowledge? An ancient mechanism reactivating again or maybe some strange material only found in faraway lands?

  • Quick Build: You can make an Artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, you must choose the Artificer's 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
Weapons: All Simple Weapons
Tools: Tools of Trade feature
Saving Throws: Intelligence, Constitution
Skills: Choose three from: • Arcana • History • Investigation • Medicine • Perception

Equipment

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

  • (a) Light crossbow and 20 bolts or or (b) Any Simple Weapon
  • Component Pouch
  • (a) Scholar’s Pack or or (b) an Explorer’s Pack
  • Leather Armor • A set of Artisan’s Tools

Table: The Artificer

Level Proficiency
Bonus
Features Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Mechanical Servant • Tools of the Trade • Arcane Sense • Artificer Disciplines 0
2nd +2 Repair Damage • Artificer Discipline feature 2 2
3rd +2 Tool Expertise 3 3
4th +2 Ability Score Improvement, • Mechanical Upgrade 3 3
5th +3 6 4 2
6th +3 Infuse Magic • Artificer Discipline feature • Repair Damage Improvement 6 4 2
7th +3 Many-Handed Pouch 7 4 3
8th +3 Ability Score Improvement, • Artificer Discipline feature • Mechanical Upgrade 7 4 3
9th +4 9 4 3 2
10th +4 Fixer-Upper 9 4 3 2
11th +4 10 4 3 3
12th +4 Ability Score Improvement, • Mechanical Upgrade 10 4 3 3
13th +5 11 4 3 3 1
14th +5 Reliable Talent • Artificer Discipline feature 11 4 3 3 1
15th +5 12 4 3 3 2
16th +5 Ability Score Improvement, • Mechanical Upgrade 12 4 3 3 2
17th +6 Artificer Discipline feature 13 4 3 3 3 1
18th +6 Repair Damage Improvement 13 4 3 3 3 1
19th +6 Ability Score Improvement, • Mechanical Upgrade 15 4 3 3 3 2
20th +6 Soul of Artifice 15 4 3 3 3 2

Spellcasting[edit]

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.

  • Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus — specifically some kind of Artisan’s Tools — in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.

After you gain the Infuse Magic feature at 6th level, you can also use any item bearing one of your infusions as a spellcasting focus.

  • Preparing and Casting Spells

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

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

  • Spellcasting Ability

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

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Artificer Spells
Spell Level Class Spells
1 Armor of Agathys • Comprehend Languages • Detect Poison And Disease • Alarm • Cure Wounds • Disguise Self • Expeditious Retreat • False Life • Jump • Longstride • Sanctuary • Illusory Script • Mage Armor • Magic Missile • Shield • Shield of Faith
2 Arcane Lock • Barkskin • Blur • Heat Metal • Knock • Magic Mouth • Nystul’s Magic Aura • Aid • Alter Self • Continual Flame • Darkvision • Enlarge/Reduce • Invisibility • Lesser Restoration • Levitate • Protection from Poison • Rope Trick • See Invisibility
3 Bestow Curse • Dispel Magic • Feign Death • Glyph Of Warding • Magic Circle • Nondetection • Protection From Energy • Remove Curse • Tongues • Blink • Fly • Gaseous Form • Haste • Protection From Energy • Revivify • Water Breathing • Water Walk
4 Fabricate • Fire Shield • Otiluke’s Resilient Sphere • Stone Skin • Arcane Eye • Death Ward • Freedom Of Movement • Leomund’s Secret Chest • Mordenkainen’s Faithful Hound • Mordenkainen’s Private Sanctum • Stoneshape
5 Animate Objects • Awaken • Swift Quiver • Move Earth • Telekinesis • Globe of Invulnerability • Creation • Mislead • Planar Binding • Passwall • Teleportation Circle • Wall of Force • Wall of Stone

Artificer Disciplines[edit]

To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete and arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development, with various disciplines dedicated to its complex study.

Your choice grants you features when you choose it at 1st level, each of which is detailed at the end of the class’s description. It also grants you additional ways to use the Tools of the Trade feature and additional benefits at 2nd, 6th, 8th, and 17th levels. Choose the type of specialist you are:

Disciple of the Armorer
Disciple of the Battlesmith
Disciple of the Inventor
Disciple of the Alchemist
Disciple of the Spellwright

Arcane Sense[edit]

Artificers experience a deep natural understanding of how magical items work and all the power that lies within. As an action, until the end of your next turn, you can sense the presence of magic within 30 feet of you.

  • If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. If you instead touch a creature, you learn what Spells, if any, are currently affecting it.
  • If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires Attunement to use, and how many charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

You can use this feature a number of times equal to 1 + your intellegence modifier. When you finish a long rest, you regain all expended uses.

Tools of the Trade[edit]

Artificers become deeply familiar with employing a set of tools. You start with two abilities that are determined by your Discipline when you choose it at 1st level. Some Tools of the Trade effects might require saving throws. When you use such an effect from this class, the DC equals your Artificer spell save DC.

Crafting: An artificer subclass makes you more efficient at crafting certain items. You know how to use your tools and can practice your trade to make a decent living. However, crafting allows you to make an item of the appropriate type from the Dungeon Master’s Guide [1].
  • All crafts require artisan’s tools to give the best chance of success. Your check results determine how long it takes to make a particular item. The DC depends on the complexity of the item to be created.(DM’s discretion).

Mechanical Servant[edit]

Your research over the fusion of magic and technology, allows you to forge a magical construct. Though magic fuels its creation, your Mechanical Servant is not magical itself. Select a beast of the Small size category and the Mechanical Servant has the statistics of the chosen form. You can determine it's appearance, as long as its form is appropriate for its game statistics.

In combat, the Mechanical Servant shares your initiative count, but it takes its turn immediately after yours. It is incapable of developing any strategies on its own, so it only carries out your orders. As an action on your turn, you can command the Mechanical Servant to take the Attack, Dodge, Hide, Dash, Disengage, or Help action. If it doesn't receive further directions from you, it defends and preserves itself to the best of its ability.

  • It is a construct instead of a beast, so it doesn't require sleep or any metabolic activities, such as eating or breathing.
  • It understands the languages you can speak when you create it, but it can’t speak (unless the DM approves).
  • It can be modified and improved whenever you take the Ability Score Increase feature. You can choose one Mechanical Upgrade from the list at the end of the class’s description.

Repair Damage[edit]

Beginning at 2nd level, through years of experience and construction, you are proficient at repairing any damage on any construct even in the heat of battle.

  • The construct regains a number of hit points equal 1d8 + Intelligence modifier + your Level (rounded down) on touch. Additionally, you can repair small multiple breaks or tears in broken objects that can visibly rejoin to be as strong as new, leaving no trace of the former damage. If you have two pieces of an object that was previously broken, it will require both parts for it to work.

Beginning at 6th level, you can use Repair Damage twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Tool Expertise[edit]

At 3rd level, you master the type of tools that you are more proficient with, which means that your Proficiency Bonus is doubled for any ability checks you that uses artificer tools your are proficient with.

Ability Score Increase[edit]

When you reach 4th level, and again at 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.

Infuse Magic[edit]

Beginning at 6th level, you learn how to store numerous magic spells in objects, in order to rapidly create magic items for repeated use. To use this ability, you must have a set of Artisan’s Tools in hand.

Whenever you finish a long rest, you can touch one Tiny non-magical object as an action and store a spell in it, choosing one spell from the artificer spell list. With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. As an action, the wielder can touch the object again and end the property early.

  • Any creature, with an Intelligence score of at least 6, holding the item thereafter can use an action to activate the spell. Most common triggers are touching, hitting, approaching or even specific manipulation of the object.
  • If the spell has an area of effect, it is centered around the item. If the spell is self-effective (i.e. Heal), it targets the creature that activates the item.

You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one spell at a time. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier before it fades.

Many-Handed Pouch[edit]

Starting at 7th level, you can rapidly create magic-infused pouches, from which you can retrieve items that you have previously stored inside. All of these created pouches share one inventory, but it is an interdimensional space of seemingly endless capacity. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents.

Additionally, useful book-sized-or-smaller items that can be found in a laboratory or workshop can be pulled out of those pouches. These items may serve a singular function, provided as a general description (within reason of the DM’s discretion) of each item as well as how it works (i.e making noise). Regardless of its contents, retrieving an item from a pouch requires an Action.

List of items: Tool(s) or Kit(s) •  Gear(s) • Paper Scroll(s) • Quill & Ink • Nail(s) & Screw(s) • Empty Vial(s) • Medical Bandage(s) • Safety Whistle • Welding Goggles • Magnet(s)

Fixer-Upper[edit]

Starting at 10th level, your skill with magical devices allows you to integrate a set of Artisan's Tools that you are proficient with, into the body of your Mechanical Servant. Your construct always has these tools available and can adeptly perform specific tasks. Your Mechanical Servant has advantage on ability checks with these tools.

The physical appearance of the construct can be slightly altered, in order for the tools to be better adjusted to its chosen form.

Reliable Talent[edit]

By 14th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

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.


Disciple of the Armorer[edit]

"Armorers are masters of improvisation who utilize their knowledge and craft to accomplish all manner of arduous tasks with magic-infused sidearms. Some of these exotic weapons are valued by entire armies, as they shape entire wars with their influence on the battlefield. Those who underestimate their brutal accuracy will face a force to be reckoned with."


Tools of the Trade: Living Forge

You gain proficiency with Smith’s Tools, assuming you don’t already have them. You also gain Smith’s Tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

  • Crafting: If you craft a magic item in the Armor category, it takes you half of the normal time, and it costs you half as much of the usual gold. You can also use your Smith’s Tools to craft ammunition, or even draft and create new one (DM's discretion) at half the cost.

Tools of Destruction

Starting at 1st level, you specialize in ranged combat and acquire the training necessary to effectively arm yourself for battle. You have proficiency with all ranged weapons, allowing you to add your proficiency bonus to attack rolls made with those weapons.


Arcane Armament

Starting at 2nd level, you learn how to invest a spark of magic to create ammunition on the battlefield. As a Bonus Action on your turn, you can expend one spell slot and grant a ranged weapon you’re wielding additional ammunition equal to the slot's level. Ammunition made from spell slots deals bonus piercing damage equal to your Spell Attack modifier, on hit. The magic fades immediately after it hits or misses its target.


Up Your Arsenal

Starting at 6th level, your knowledge of arcane engineering allows you to bring a unique set of properties to attacks made by ranged weapons. Choose one of the following options (outlined below). Each one must be declared before the attack roll is made. You have a total number of uses equal to your Intelligence modifier (minimum of 1) and all expended uses are regained after a long rest.

  • High Caliber: The amount of ammunition made from spell slots with the Arcane Armament feature increases by two for each spell slot above a 2nd level or higher.
  • Farsight Scope: The maximum attack range of your ranged weapons increase by 30 feet. Additionally, making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
  • Arcane Resonator: Attacks with ammunition created by the Arcane Armament feature count as magical for the purposes of overcoming resistance, immunity, and vulnerability from non-magical damage.


Spark of Opportunity

Starting at 8th level, your knowledge on weapons and armor allows you to recognize momentary weaknesses in your enemy's defense. On your first turn in combat, you can give yourself advantage on a single attack roll or make one additional ranged weapon attack as part of that action.


Fortified Position

Starting at 14th level, you can take careful aim at a creature you can see within range of the ranged weapon you’re wielding. Until the end of your turn, when you make a ranged attack with ammunition created from the Arcane Armament feature, you can roll one additional damage die when determining the damage. On hit, the weapon deals bonus magic damage to the target equal to your Intelligence modifier (minimum of 1).


Walking Artillery

Starting at 17th level, your Mechanical Servant can deploy a new combat mode. If you are within 60 feet of your Mechanical Servant with your Smith’s Tools in hand as a spellcasting focus, you can take a Bonus Action to make the Mechanical Servant into a functional turret in an unoccupied space on a horizontal surface. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). You can decide the type of turret your Mechanical Servant takes each time you use this feature, choosing from the following options:

  • Ballista: The turret can make a ranged spell attack at one creature or object within 120 feet of it. On a hit, the target suffers 1d4 + Intelligence modifier magic damage on a failed save or half as much damage on a successful one. If the target is a creature, it suffers half of the damage from the attack at the end of its next turn.
  • Bastion: The turret conjures a shimmering field of magical protection that grants itself and allies within 10 feet of it a number of temporary hit points equal to your Intelligence modifier (minimum of 1). Enemies who target creatures within the turret's radius with a ranged attack or spell, must first succeed an Intelligence saving throw.

Disciple of the Battlesmith[edit]

"To a Battlesmith, combat is an academic field. Those artificers who use their training as adventurers are equally capable of raining down destruction in combat. Aside from their incredible skill at crafting items of war, their ingenuity has found a number of ways to make them feel drawn to battle. Not every artificer will approach their studies beyond the edge of their fascinations, but those who do have become well-rounded fighters of great skill and knowledge."


Tools of the Trade: Universal Multitool

You gain proficiency with two Artistan's Tools of your choice, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

  • Crafting: If you craft a magic item in the Weapon category, it takes you half of the normal time, and it costs you half as much of the usual gold.


Of Tome and Blade

Starting at 1st level, you have study the art of combat and acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and all martial weapons and you can add your proficiency bonus to attack rolls made with those weapons.


Secrets of the Forge

Starting at 2nd level, you learn how to create a magical bond between yourself and one martial melee weapon of your choice. You perform the ritual over the course of 1 hour, while you hold the weapon. The weapon must be within your reach throughout the ritual, at the conclusion of which you forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. Your weapon disappears if it is more than 5 feet away from you. It also disappears if you dismiss the weapon (no action required), or if you die. If it is on the same plane of existence, you can summon your weapon in your empty hand, as a bonus action on your turn. If you perform the 1-hour ritual on a different weapon, your current weapon ceases being bonded to you.


Enhanced Combat Infusion

Starting at 6th level, you can expend one spell slot and imbue a melee weapon with certain magical infusion. For the Duration, the weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can imbue or dismiss this effect on a weapon with either as a Bonus Action or a Reaction.

You can imbue only one weapon with an Enhanced Combat Infusion at a time. If you try to exceed your maximum, the oldest property immediately loses its potency and fades, and then the new property applies. On each hit, the weapon deals bonus damage equal to your Intelligence modifier (minimum of 1). Choose one of the following infusions to imbue your weapon with:

  • Flame - The weapon ignites any flammable objects that are not being worn or carried. Whenever you hit with an Attack it deals bonus fire damage. While holding the weapon, you have resistance to cold damage.
  • Frost - The weapon can extinguish all non-magical flames within 30 feet of you. Whenever you hit with an Attack it deals bonus cold damage. While holding the weapon, you have resistance to fire damage.
  • Spark - The weapon's surface dances with arcing electricity. Whenever you hit with an Attack it deals bonus lightning damage. You have advantage on the attack roll if the target is wearing armor made of metal.
  • Light - The weapon emits bright light in a 20-foot radius and dim light 20 feet beyond that, while holding it. The wielder can extinguish the light as a bonus action. Whenever you hit with an Attack it deals bonus radiant damage.
  • Might - The weapon gains the Thrown property and returns to the wielder’s hand immediately after it is used to make a ranged attack within 30 feet of you. Whenever you hit with an Attack it deals bonus Bludgeoning damage.
  • Align - The weapon becomes good, evil, lawful, or chaotic, as you choose and can bypass the damage reduction of creatures of the opposite alignment. Whenever you hit with an Attack it deals bonus Force damage.


Student of War

Starting at 8th level, battlesmiths meticulously document every encounter they have and place great value on this information to discover resourceful ways to undercut the enemy's vulnerabilities. You have a Combat Journal that allows you to document all of your encounters. Each time you encounter a familiar type of creature, you can make an Investigation check to identify any damage immunities, resistances and vulnerabilities your target has. You gain an additional 1d4 damage to attacks made with weapons that feature an Enhanced Combat Infusion, against those enemies. This bonus increases by 1d4 when you reach certain levels in this class: 10th level (2d4), 14th level (3d4), and 19th level (4d4).


Arcane Jolt

Starting at 14th level, when you attack with a weapon bonded throught the Secrets of the Forge ritual or with weapons that feature an Enhanced Combat Infusion, you can use your Intelligence modifier (minimum of 1), instead of Strength or Dexterity, for the attack and damage rolls.


Tactical Ingenuity

Starting at 17th level, your keen mind allows you to react more quickly in battle. You gain a bonus to your Initiative Rolls equal to your Intelligence modifier (minimum of 1). Whenever you take the Attack action on your turn with weapons that feature an Enhanced Combat Infusion, you can attack twice, rather than once. On a successful hit, your target must succeed on a Dexterity saving throw against your Spell Save DC or has disadvantage on the next saving throw.


Disciple of the Inventor[edit]

"Inventors are artificers who devote their lives to understand precise designs to construct their creations by using nothing more than their own two hands and a heap of their intelligence. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else’s work."


Tools of the Trade: Magical Tinkering

You gain proficiency with Tinker's Tools, assuming you don’t already have them. You also gain Tinker's Tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

  • Crafting: If you craft a magic item in the Trinket category, it takes you half of the normal time, and it costs you half as much of the usual gold.


Mechanical Affinity

Starting at 1st level, you know how to create more sturdy mechanical creations. When you create your Mechanical Servant—in order to make it even more efficient—you can select a beast up to a Medium size category as its chosen form. You also gain additional Mechanical Upgrades from the list at 6th level, 10th level, 14th level and 18th level.


Techmaturgy

Starting at 2nd level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

You can now use your Arcane Sense to communicate with sentient magical constructs and identify the presence of magical traps. Make an Investigation check to examine a fairly simple magical device and disable it or attempt to disarm a magical lock (in either the open or closed position) using your Tinker's Tools.


Mobile Workroom

Starting at 6th level, you become accustomed to craft as they travel. You have a portable backpack that holds all of your tools required to craft items. On command, it expands into a suitable work environment in any area you set it up. There is no limit on the use of the equipment contained within. Any craft that normally would require a special area to craft in such as a forge or laboratory, no longer requires such an area. Once per long rest, if you fail an ability check using your Tinker's Tools, you can treat the d20 roll as a 20.

Once per day, you may choose to forgo the normal benefits of your rest to complete one day's worth of crafting (check with your DM for other time restraints/increases). You become inured to the effects of Fatigue and Exhaustion, and can ignore their effects for a number of hours equal to your level. At the end of this time, if the condition remains, you succumb to the effects.


Clockwork Companion

Starting at 8th level, making devices, toys, and tools is no strange thing for you. You've always been mechanically inclined, tinkering with gears and parts for as long as you can remember. As such, you craft a Tiny construct in any form you choose that follows you around. Only you determine its actions, decisions, attitudes, and so on.

  • You determine the Clockwork Companion's appearance — which includes bits of mechanical-looking equipment — as long as its appearance is appropriate for its size category.
  • The Clockwork Companion gains hit points equal to your Artificer level.
  • The only action the Clockwork Companion can take is the Dodge or Help action.
  • The Clockwork Companion can perform simple tasks (i.e. such as fetching things or serving food) at your command, to the best of its ability until it completes the task, then waits for your next command.
  • If you command the Clockwork Companion to perform a task that would move it more than 60 feet away from you, or if you are incapacitated or absent, it acts on its own.
  • If the Clockwork Companion has died within the last hour, you can use your Tinker's Tools as an action to fix it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher.


Arcane Craftsmanship

Starting at 14th level, when you are using a magical item with charges, you may use your spell slots to power up the device. As a Bonus Action on your turn, you can expend a spell slot of 1st level or higher in order to grant the device additional charges equal to the slot's level.


Wondrous Invention

Starting at 17th level, inventors wish to show to the world a new age of technology. You create the prototype of a handheld magical device that combines the best aspects of magic through technology and reflects long hours of study, tinkering, and experimentation. It is assumed that you were working on your Wondrous Invention in your spare time, but did not declare what it was until it was finished.

With the Wondrous Invention in hand, describe the assistance you seek when your need is great. How you choose to use the device, is entirely up to you. As an Action on your turn, roll the percentile dice. If you roll a number equal to or lower than your level, the device will activate and the DM will choose the nature of the effect that would take place. To an observer, it would appear as if you’re producing wonders through the device. The Wondrous Invention can be used a number of times equal to your Intelligence modifier (minimum of 1), otherwise, you can use it again for 7 days.


Disciple of the Alchemist[edit]

"Alchemists are artificers 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 combining exotic reagents to produce mystical effects in hopes of making the next great discovery in arcane research. Among artificers, alchemists are the greatest healers, as well as the ones most adept at wielding dangerous chemicals."


Tools of the Trade: Apothecary

You gain proficiency with Alchemist's Supplies and one kit of your choice between Herbalism Kit, Healer's Kit, Poisoner's Kit or Brewer's Supplies assuming you don’t already have them. You also gain Alchemist's Supplies and the kit of your choice for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

  • Crafting: If you craft a magic item in the Potion category, it takes you half of the normal time, and it costs you half as much of the usual gold.


Alchemical Servant

Starting at 1st level, using a combination of arcane magic and ancient methods, you create your Mechanical Servant through a lengthy procedure that involves alchemical substances from your own blood. This allows you to telepathically see and hear everything that the construct experiences, although the construct can not verbally speak. Otherwise, the same rules still apply to the construct.

  • The Alchemical Servant can project an adhesive noxious fluid with a Ranged Attack on a target you can see within 20 feet. On a hit, the target must succeed a Constitution saving throw or suffer 1d4 poison damage at the start of each of its turns.
  • If the Alchemical Servant is destroyed within the last hour, you can use your Alchemist’s Supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The construct returns to life with all its hit points restored.


Reagent Studies

Starting at 2nd level, your studies as a novice alchemist have made you an expert in the nature of the human body, metals and other materials that your study focused on. To determine the nature of your alchemical specialty, roll a d4 or choose one from the following options:

Reagent Studies
D4
1 Poisons - You have advantage on all ability checks you make with Poisoner's Kit. As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
2 Medicine - You have advantage on all ability checks you make with the Healer's Kit. You can improve the potency of a potion of healing of any rarity. The creature drinking the potion regains the maximum number of hit points that potion can restore.
3 Elixirs - You have advantage on all ability checks you make with Herbalism Kit. You can craft extracts that greatly enhance the effects of potion you fomulate. You can cause any potion that does not have an instantaneous duration to function at twice its normal duration.
4 Brewing - You have advantage on all ability checks you make with Brewer's Supplies. When you fomulate a potion, you can place two effects into one extract. When the extract is consumed, both formulas take effect.


Herbal Salve

Starting at 6th level, you learn concoctions made from plants, roots, berries, and other naturally occurring ingredients using special instruments and processes. You can produce a Herbal Salve, which must be stored in a container like a tube or flask. You can do so a number of times per day equal to your Intelligence modifier (minimum of 1). As an Action, you can apply the salve onto one willing creature within reach. The creature instantly receives one of the following benefits of your choice for the next hour:

  • Enhancement: The target can roll a d6 and add the number rolled to one attack roll of its choice for the Duration.
  • Durability: The target can roll a d6 and add the number rolled to one saving throw of its choice for the Duration.
  • Resolve: The target can roll a d6 and gain a number of temporary hit equal to the number rolled for the Duration.
  • Inspiration: The target can roll a d6 and add the number rolled to one ability check of its choice for the Duration. It can roll the die before or after making the ability check.


Retain Essence

Starting at 8th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your Alchemist’s Supplies as the spellcasting focus, you gain a 1d4 bonus to one roll of the spell. This bonus increases by 1d4 when you reach 10th level (2d4), 14th level (3d4), and 18th level (4d4).


Adept Physician

Starting at 14th level, long hours spent mixing ingredients has increased your ability to recognize and appreciate the rarest components. You have advantage on Wisdom (Nature) checks to gather rare ingredients in merchants stalls and caravans, though they may not even be aware of their value, and you always get the highest quality ingredients. You also have a chance of finding rare ingredients in the wild. Additionally, you can add your Proficiency bonus to all damage and healing done by your Reagent Studies feature.


Grand Discovery

Starting at 17th level, you make one grand discovery from the list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

  • Awakened Intellect - You unlocked secrets that have expanded your mind. Your Intelligence and Wisdom score permanently increases by 2. Your maximum for those scores is now 22. In addition, you can choose a second specialty from the Reagent Studies feature.
  • Philosopher’s Stone - You learn how to create a Philosopher’s Stone, and can do so once per month. The philosopher’s stone can transmute base metals – no larger than a 5-foot cube – into a different substance of similar size, mass & value. However, once the stone is used, it loses its potency within 24 hours, so all transmutations must take place within that period.
  • Elixir of Life - You have discovered the Elixir of Life so that you no longer suffer of the frailty of old age. You can still die of old age, however. In addition, you no longer need food or water and from this point forward you take no penalty to your physical ability scores from advanced age or the poisoned condition. If you already take such penalties, they are removed at this time.

Disciple of the Spellwright[edit]

"Spellwrights wish to understand the essence of magic. They believe that innovation is best served through experimentation and utilize their empirical knowledge to bend spells to their whims. These artificers weave the mysterious laws of magic to make the impossible possible. Yet others seek to answer the mysteries of the magical force that infuses spells."


Tools of the Trade: Wandlore

You gain proficiency with Woodcarver’s Tools, assuming you don’t already have them. You also gain the Woodcarver’s Tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

  • Crafting: If you craft a magic item in the Wand category, it takes you half of the normal time, and it costs you half as much of the usual gold.


Archetype Wand

Starting at 1st level, your devotion to the craft of magic items drives you to carved in your spare time a nonmagical, wooden wand and turn it into a magic item. Whenever you finish a short or long rest and your Woodcarver’s Tools are with you, you can carve a nonmagical, wooden wand and turn it into a magic item. As an action, you can cause the magic wand to produce the effects of the Prestidigitation cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand’s magic). If you lose your wand, you can use the same procedure with your Woodcarver’s Tools over the process of 1 hour to create a brand new replacement.


Scholarly Pursuits

Starting at 2nd level, you have become so familiar with the forms and varieties of magic in the world. You gain proficiency in the Arcana skill. If you are already proficient in the skill, you double your proficiency bonus to checks you make with it. You also gain a bonus equal to your Intelligence modifier (minimum of 1) on rolls made for spells from a School of Magic. To determine the nature of your training, roll a d8 or choose from the options in the table below.

Scholarly Pursuits
D8 School of Magic
1 Abjuration
2 Conjuration
3 Divination
4 Enchantment
5 Evocation
6 Illusion
7 Necromancy
8 Transmutation


Spellcraft

Starting at 6th level, you can weave two spells together in your mind and release them in a single burst of magic. You learn how to unite two Artificer spells of the same level. Effectively, both spells take effect, while the duration of those spells overlaps. (i.e a Mage Hand with an Acid Arrow, create an Acid Hand.) Each of the chosen spells has its normal effect, including range, target, area, duration, saving throw, and spell resistance as appropriate to the spell's level, including high or low-level versions of the spells. As an Action on your turn, you can prepare a Spellcraft by expending any additional spell slots to cast those spells.


Arcane Exploits

Starting at 8th level, by bending and sometimes even breaking the laws of magic, you have learned how to exploit exceptions in the nature of magic itself. This research is reflected by Arcane Exploits, which allow you to disrupt magic in various forms, provided that you use the Archetype Wand as the spellcasting focus. To perform an exploit you need to expend one spell slot of the spell’s level or higher. Over a Short or Long rest, you can prepare two of the following options, for the day.

  • Spell Thief: When you fail a saving throw against a spell cast by an enemy, as a Reaction you can temporarily acquire the spell. The ability to cast this spell remains in your wand for a number of rounds equal to your Intelligence modifier (minimum of 1).
  • Spell Siphon: You can siphon some of the power of a spell affecting one creature. If the creature is unwilling, you must succeed at a Spell save DC to siphon the spell; the creature can attempt a Charisma saving throw to negate that effect. If you succeed, you restore one spell slots equal to the spell’s level.
  • Spell Counter: You can attempt to take advantage of openings that magic can provide. When you are targeted by a spell, you can use your Reaction to attempt to disrupt it. Make an Intelligence Saving Throw. The result has to match or exceed the spell's DC to avoid all effects of the spell.
  • Spell Tinker: You can increase or decrease the duration of a spell effect that is neither instantaneous nor has a permanent duration, by a number of rounds equal to your Intelligence modifier (minimum 1). You cannot tinker the same spell more than once.
  • Spell Compass: You can control a spell cast by another spellcaster. Make a Spell save DC check opposed by the creature controlling the spell. If you are successful, you can direct the spell's effect for 1 round, making all decisions allowed by the spell.
  • Spell Revision - You can alter a spell's effect that deals damage or grants protection from an energy type between acid, cold, fire, lightning, or thunder damage. You can substitute that type, with a different energy type of those options.


Sunder Magic

Starting at 14th level, you can use your knowledge of magic to disrupt or even destroy magical objects, provided that you use the Archetype Wand as the spellcasting focus. Choose a magic object within range that you can see. The following effects occur depending on the object's rarity. If a magical object does not have an assigned rarity, it is determined by the DM.

Sunder Magic
Item Rarity Effect
Common The object is destroyed
Uncommon The object loses its magic properties permanently.
Rare The object loses its magic properties for 1 month.
Very Rare The object loses its magic properties for 1 day.
Legendary The object loses its magic properties for 1 hour.

If a creature is attuned to the targeted object, that creature must succeed a Charisma saving throw against your Spell save DC. On a fail, the creature loses its attunement with the object. Once you have used this ability, it cannot be used again until you complete a Short or Long rest.


Spellweave

Starting at 17th level, you can pour more power into a Spellcraft and can add more spells to your Spellcraft feature. You can continue to control your Spellcraft by another round over its duration, provided that you keep expending additional spell slots each turn. Expending a spell slot for prepared spells reduces the spell slot by one level lower than normal.


Mechanical Upgrades[edit]

The Artificers' continuous work on their Mechanical Servant has reached a new milestone. Select an upgrade from the list below to advance the technological features of your construct. You can perform the upgrade at the same time that you meet each prerequisite, but select each upgrade only once...unless the upgrade's description says otherwise.


• Defensive Array •

Utilizing an array of magical sensors of your own design, you enable your Mechanical Servant to detect threats with greater ease. Now the construct gains your Proficiency Bonus in all Perception checks relying on hearing or sight.


• Magical Detector •

You develop an arcane link with your Mechanical Servant’s sensors. As an action, you can turn on/off a special mechanism which allows you to see through your construct’s eyes and hear what it hears while it is within 100 feet of you. During this time, you gain the benefits of any special senses your Mechanical Servant has, but you are blind and deaf in regard to your own senses.


• Internal Locator •

You install a magical energy node to know the exact location of your Mechanical Servant regardless if the construct's location is magically blocked by spells or it is incapacitated on another plane of existence. If your Mechanical Servant is on the same plane of existence, you can summon it from up to 1 mile away, as a Bonus Action.


• Larger Chassis •

You modify the foundation of your Mechanical Servant to create a larger, more powerful build. The construct's size increases by one category and counts as one size larger when determining it's carrying capacity and the weight it can push, drag, or lift. Additionally, your Mechanical Servant gains proficiency in the Athletics check(s) and its hit die increases by one size (d6 becomes d8, d8 becomes d10...etc).


• Pondskater •

You apply to your Mechanical Servant the magical property to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground. If it crosses molten lava the construct can still take damage from the heat. If your Mechanical Servant is submerged in a liquid, it slowly rises to the surface of the liquid at a rate of 60 feet per round. This costs an action to activate the effect and a Bonus Action to deactivate it.


• Locomotive Adaptation •

You attach fins, webbing, grappling hooks, burrowing claws, or other appropriate locomotive aids into your Mechanical Servant. The construct gains a swim speed equal to its highest speed, a climb speed equal to its highest speed, or a burrowing speed equal to half its highest speed. You can select this upgrade multiple times.


• Healbolt Initiative •

A variety of backup systems are installed into your Mechanical Servant. If the construct takes damage that would reduce it to 0 hit points, it instead is reduced to 1 hit point instead. Your Mechanical Servant is able to use this feature, once every 24 hours before it can use it again.


• Riding Harness •

Prerequisite: Larger Chassis upgrade

You design and craft a special saddle or harness to properly aid your Mechanical Servant to serve as a combat-trained mount. (The construct must be at least one size category larger than its rider).


• Improved Repertoire •

Utilizing springs made of a superior alloy, you increase your Mechanical Servant’s movement speed by 10 ft. It gains the ability to attack while dashing at high speeds and its jump distance is tripled.


• Nimble Flight Control •

You install a node for the flying maneuverability of your Mechanical Servant. It is now able to not provoke opportunity attacks while moving nimbly in and out of combat while flying. The servant's fly speed can be increased, gaining additional fly speed equal to 20-feet, by selecting this upgrade multiple times.


• Hextech Capacitor •

You design an experimental arcane device as a viable way to empower the magic that fuels your Mechanical Servant – into its attacks. The construct receives a +1 bonus to all attack and damage rolls, which are now considered magical for the purposes of overcoming resistance, immunity, and vulnerability from non-magical damage.


• Clockwork Brain •

You design a clockwork brain and install it into your Mechanical Servant. The construct gains an Intelligence score of 6, allowing it to utilize items imbued with your magical infusion and the ability to speak one language of your choice that you know. Additionally, you can now use your Infuse Magic feature directly on your Mechanical Servant, without counting against your maximum number of infused items. Due to its increased intelligence, the construct loses its immunity against psychic damage.


• Reserve Overload •

Your Mechanical Servant is upgraded with an energy discharge. As an action, it can release a magic blast of electrical energy from its body. Each creature within 20 feet of the construct must succeed on a Dexterity saving throw or take 3d10 lightning damage on a failed save. Your Mechanical Servant is able to use this feature, once every 24 hours before it can use it again.


• Cloaking Mechanism •

Through a series of magical and mechanical enhancements, you manage to create an advanced stealth system for your Mechanical Servant. Once per day, as an action the Mechanical Servant can become invisible for 1 hour, until it attacks on its turn.


• Magical Ward •

You install a device that can generate a bubble of arcane energy to provide strong antimagic shield on your Mechanical Servant. As a Bonus Action, the construct can activate the bubble to gain resistance against all spell damage for 1 hour.


• Protocol Overdrive •

You develop a system which allows your Mechanical Servant to hone its reaction times, for a short flurry of activity. As an action, the construct's faster-moving appendages doubles its speed and allows to make two attacks that turn. It will have advantage on attack rolls, and opportunity attacks have disadvantage against it during that turn. Your Mechanical servant can do this a number of times equal to your intelligence modifier.


• Spark of Intellect •

Prerequisite: Clockwork Brain Upgrade

Through an inexplicable breakthrough in the design of the clockwork brain, your Mechanical Servant gains sentience (DM’s discretion) and its Intelligence score raises to 13. In addition, the construct gains the ability to speak in all languages you know and can now use magical items attuned to its creator.

  • Choose two Level 2 spells from the Artificer spell list. Your Mechanical Servant can spontaneously cast each of those spells once per day, without providing material components, using Intelligence or Wisdom as its spellcasting ability.

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