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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 SE THe 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 feature TOOL 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.

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