IMPROVED
Artificer
Ahalf-lf attaches the last metal plate to the small
construct. It fies into the air and begins packing,
away tools and items into its interior space, prepar
ing to set off on another run to find spare parts and,
metal
A gnome adjusts his goggles as he prepares a trap of
sticky liquids and bubbling poisons on the stone
dungeon floor. As the gnolls approach he zips away
on his grappling hook hand to await his plan in
action,
A tiefing enters the abandoned room, dual pistols in
hand. A few rats skitter across the floor as she sniffs
‘uit the magical item in this room. In the nick of time
her guns go blasting as her enhanced eyes sees the
isible rogue in the comer preparing to strike
The Artificer is an inventor, always tinkering and
coming 1p with new inventions or augmentations,
The nthe fly, ar work on projects for a
long period of ime. They mix the study of technolo.
gy’ and magic to create wondrous items and ere-
build
ations of the wildest imaginations. Some made to
kill, others to defend; an artificer’s intentions are
never truly clear. Many hope they are on the good:
side of the mad inventor.
This Improved Artificer is revamped from the origi
nal Unearthed Arcana Artificer: It has a focus on up-
grading and creating a specific and customized
n build an
‘This Artificer is to feel unique and special, No two
class. You c
hing in the order you desire
inventors are the same.
Early Testing
We designed this class to be simple yet
full of things to make In play we hope the
class is fun, easy, and completely customi-
-zable, Most of the inventions are custom
made and playtested in our home games.
If anything feels unbalanced, too weak, or
uninteresting, please feel free to give us
feedback so we can improve the class. Anot-
her note; We want the class to feel as freeing
as possible We highly recommend coming
up with your own inventions and adding
them to the class with your DM’s permission
SETHe ARTIFICER
Proficiency
Level Bonus Features
ist Inventions, Magie Item Analysis
2nd +2_—— Too Expertise, Wondrous Invention
3rd 42, Spelicasting
ath 32
sth 43
Ce
Th 3 =
Sth +3. Ability Score Improvement
Sh 4
Vth +4 Wondrous Invention
Mth 4400 =
12th 4_——_Ability Score Improvement
Bho 45
Mth 43 =
1Sth 45
T6th —«5.——_Ability Score Improvement
Vth 46 =
18th +6 Ability Score Improvement
1th 46
20th 35 Soul of Artifice, Wondrous Invention
Ability Score Improvement, Infuse Magic +2
Superior Attunement, Wondrous Invention
Superior Attunement, Wondrous Invention
Invention Spells —Spell Slots per Spell Level—
Points Known Ist 2nd 3rd 4th
42
42
#2
42
32
32
+6
42
+2
42.
+2
+2
2
“2
42
CLASS FEATURES
As an artificer, you gain the following class features
Hirt Points
Hit Dice: 18 per artficer level
Hit Points at Ist level: § + your Constitution
modifier
Hit Point at Higher Levels: 148 (or 5) + your
Constitution modifier per artificer level after Ist
PROFICIENCIES
Armor: Light and medium armor
‘Weapons: Simple weapons
Tools: Tinker’s tools, and two other tools of your
choice.
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception,
History, Investigation, Medicine, Nature, Religion,
‘Sleight of Hand
EQUIPMENT
You start with the following equipment, in
addition to the equipment granted by your
background ‘
+ (a) # handaxe and a light hammer or (b) any two
simple weapons
+ (a) light crossbow and 20 bolts
+ (a) scale mail or (6) studded leather armor
+ tinker's tools and a dungeaneer's pack.
INVENTIONS
Starting at Ist level you can begin crafting
inventions of your design. Inventions are created
by spending Invention Points to create any
inventions listed below. There are four categories of,
inventions,
earms.
Clockwork Construct.
Mechanical Limbs.
Each category has their own unique inventions that
‘you can craft by spending Tnyention Points that are
listed towards the end of this class description.
At Ist Level you gain 2 Invention Points. Each level
‘you gain more invention points. You can choose to
save them to stack points fora later level or spend
them as you wish,
Maaic ITEM ANALYSIS
Starting af Ist level, your understanding of
Magic items allows you to analyze and understand
their secrets. You know the artificer spells detect
magic and identify, and you can cast them as rituals.
need to provide a material component
when casting identify with this class featureTOOL EXPERTISE
Starting at 2nd level, your proficiency bonus is.
doubled for any ability cheek you make that uses.
any of the tool proficiencies you gain from this class
WONDROUS INVENTION
At 2nd level, you gain the nse of a magi
you have crafted. Choose the item from the list of
2nd-level items below.
Crafting an item
a magic item from this feature, it reflects long hours
of study, tinkering, and experimentation that allowed
‘you to finally complete the item, You are assumed to
‘work on this item in your leisure time and to finish it
when you level up. You complete another item of
your choice when you reach certain levels in this.
class: Sth, 10th, 15th, and 20th level. The item you
choose must be on the list for your current artificer
level or a lower level
These magic items are detailed in the Dungeon
Master's Guide,
fem that
‘a difficult task. When you gain
2nd level: eves of eagle, cap of water breathing,
driftélobe, goggles of night, sending stones,
eee -
5th level: alchemy jug, bag of holding, helm of
comprehending languages, ring of swimming,
robe of useful items, robe of climbing, wand of
magic detection, wand of
10th level: bas of beans, chime of opening, decanter
ofendless water, gem of brightness, dimensional
shackles, gloves of swimming and elimbing, eves
of minute seeing, folding boat, heward’s handy
haversack
16th level: boots of striding and springing, brooch of
shielding, broom of flying, loves of missile
-snaring, hat of disguise, immovable rod, ring of
Jumping, slippers of spider climbing
20th level: wings of fving, rod of lordly might, plate.
of etherealness, deck of many things
SPELLCASTING
As part of your study of magic, you gain the ability to
cast spells at 3rd level. The spells you learn are lim-
ited in scope, primarily concerned with modifying
creatures and objects or creating items
SPELL SLOTS
The Avifcer table shows how many spell slots you
have to cast your spells of Ist 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
ecrets.
SPELLS KNOWN OF 1ST LEVEL AND
HIGHER
You know three Istlevel spells of your choice from
the artficer spell list (which appears at the end of
this document).
The Spells Known column of the Artificer table
shows when you learn more artficer 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,
yout 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 Ar
tificer table.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your
artificer spells; your understanding of the theory
behind magic allows you to wield these spells with
superior skill. You use your Intelligence whenever
an attificer 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 madifier
SPELLCASTING Focus.
You cai use an arcane focus as a spelleasting
focus for your artificer spells. See chapter 5,
“Equipment,” in the Player's Handbook for various
arcane focus options,
INFUSE Macic
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, you can incresse its casting time to 1 minute
Ifyou 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 ifthe item doesn't already
contain a spell from this feature.
Any creature holding the item thereafter can use
‘an aotion to activate the spell ifthe creature has an
Intelligence score of at least 6. The spell is cast
using your spell casting ability, targeting the crea:
ture that activates the item.