You are on page 1of 20

Unchained Artificer

The Artificer, Unchained

A
gnome sits hunched over a workbench, All artificers are united by their curious and inventive
carefully using a weather-worn set of spindly nature. To an artificer, magic is an evolving art with a
machining tools to tighten the screws of a leading edge of discovery and mastery that pushes further
four-legged machine. With one final turn, her ahead with each passing year. Artificers value novelty and
creation shudders and springs to life, a low discovery. This penchant pushes them to seek a life of
hum emitting from its body as the clockwork adventure. A hidden ruin might hold a forgotten magic item
gears rumble into action. She beams with or a beautifully crafted mirror perfect for magical
pride as her faithful servant leaps up from the bench to enhancement. Artificers win respect and renown among
embrace its master. their kind by uncovering new lore or inventing new
A troll growls in hunger as it looms over a dwarf, who methods of creation.
slides a long, metal tube from a holster at his belt. With a
thunderous roar, a gout of flame erupts from the tube, and Capable Combatants
the troll’s growls turn into shrieks of panic as it turns to Many have made the cardinal mistake of confusing an
flee. artificer with a humble artisan or a curious tinkerer, only to
An elf scrambles up the castle’s wall, Baron von be harshly taught the difference. Where an artisan crafts
Hendriks’ men close behind her. As she clambers over the items for the sake of art and gold, or a tinkerer whets their
battlements, her suit of metal armor shimmers and shifts, whimsy on mechanical clockwork, an artificer strives to be
blending her appearance with that of the dark stones and adaptive and ever-ready for a range of challenges, using the
confounding her pursuers as she makes her escape. power of their inventions to give them an edge in whichever
Masters of invention, artificers use ingenuity and magic arena they seek to claim victory.
to unlock extraordinary capabilities in objects. They see An artificer's endeavors test not only the power of their
magic as a complex system waiting to be decoded and then creative minds, but their physical skills as well, constantly
harnessed in their spells and inventions. You can find pushing themselves to craft more powerful magical
everything you need to play one of these inventors in the devices. More often than not, they also act as test subjects
next few sections. Artificers use a variety of tools to for such an item's capabilities. In this respect, many
channel their arcane power. To cast a spell, an artificer artificers find themselves in active roles both within and
might use alchemist's supplies to create a potent elixir, apart from society, particularly where military applications
calligrapher's supplies to inscribe a sigil of power, or abound ─ arcane quartermasters, siege weapon operators,
tinker's tools to craft a temporary charm. The magic of demolitions experts, and war medics to name but a few.
artificers is tied to their tools and their talents, and few
other characters can produce the right tool for a job as well
as an artificer.
Artificers in Many Worlds
Throughout the D&D multiverse, artificers create
inventions and magic items of peace and war. Many lives
have been brightened or saved because of the work of kind
artificers, but countless lives have also been lost because of
the mass destruction unleashed by certain artificers'
creations.
In the Forgotten Realms, the island of Lantan is home to
many artificers, and in the world of Dragonlance, tinker
gnomes are often members of this class. The strange
technologies in the Barrier Peaks of the world of Greyhawk
have inspired some folk to walk the path of the artificer,
and in Mystara, various nations employ artificers to keep
airships and other wondrous devices operational.
Artificers in the City of Sigil share discoveries from
throughout the multiverse, and from there, the gnome
artificer Vi runs a cosmos-spanning business that hires
adventurers to fix problems that others deem unfixable. In
Vi's home world, Eberron, magic is harnessed as a form of
science and deployed throughout society, largely as a result
of the wondrous ingenuity of artificers.
Cunning Inventors
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 The Unchained Artificer is an unofficial
approaches. Artificers are arcane engineers, students of homebrew publication created by /u/Ozzifer.
invention and warfare who craft deadly firearms, ingenious Please support the author for additional updates
gadgets, magical armor, and mechanical beings that they and future content!
can augment with magic.

2
Ozzifer's Unchained Artificer
The Artificer
Proficiency
Infusions Infused
Cantrips
— Spell Slots —
Level Bonus Features Known Items Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Arcane Tinkering, Magic Item Analysis ─ ─ 2 2 ─ ─ ─ ─
2nd +2 Infuse Item, Inventive Style 4 2 2 2 ─ ─ ─ ─
3rd +2 Artificer Specialization 4 2 2 3 ─ ─ ─ ─
4th +2 Ability Score Improvement 5 2 2 3 ─ ─ ─ ─
5th +3 Arcane Armament, Tool Expertise 5 2 2 4 2 ─ ─ ─
6th +3 Artificer Specialization feature 6 3 2 4 2 ─ ─ ─
7th +3 Flash of Genius 6 3 3 4 3 ─ ─ ─
8th +3 Ability Score Improvement 7 3 3 4 3 ─ ─ ─
9th +4 Magic Item Adept 7 3 3 4 3 2 ─ ─
10th +4 Artificer Specialization feature 8 4 3 4 3 2 ─ ─
11th +4 Spell-Storing Item 8 4 3 4 3 3 ─ ─
12th +4 Ability Score Improvement 9 4 3 4 3 3 ─ ─
13th +5 Tool Expertise 9 4 3 4 3 3 1 ─
14th +5 Magic Item Savant 10 5 4 4 3 3 1 ─
15th +5 Artificer Specialization feature 10 5 4 4 3 3 2 ─
16th +5 Ability Score Improvement 11 5 4 4 3 3 2 ─
17th +6 Flexible Infusion 11 5 4 4 3 3 3 1
18th +6 Spell-Storing Item improvement 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

Creating an Artificer Quick Build


When creating an artificer character, think about your You can make an artificer quickly by following these
character's background and drive for adventure. Does the suggestions. First, put your highest ability score in
character have a rival? What drove your character down Intelligence, followed by Dexterity or Constitution. Second,
the path of being an artificer? Is it about curiosity and choose the guild artisan background.
invention, or about the power their inventions bring? Did
you character learn from another artificer, or receive a Class Features
vision or flash of inspiration to learn their craft? As an artificer, you gain the following class features.
Consider how your character interacts with the world,
and what they represent. Consult with your DM regarding Hit Points
guilds or societies your character might belong to. Hit Dice: 1d8

Intense Rivalries
Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your


The artificers’ drive to invent and expand their knowledge Constitution modifier per Artificer level after 1st
creates an intense drive to uncover new magic discoveries.
An artificer who hears news of a newly discovered magic Proficiencies
item must act fast to get it before any rivals do. Good- Armor: light armor, medium armor, shields

aligned artificers recover items on adventures or offer gold Weapons: simple weapons, hand crossbows, heavy
or wondrous items to those who possess items they are crossbows, nets

keen to own. Evil ones have no problem committing crimes Tools: thieves' tools, tinker's tools, one type of artisan's
to claim what they want. tools of your choice
Almost every artificer has at least one rival, someone
whom they seek to outdo at every turn. By the same token, Saving Throws: Constitution, Intelligence

artificers with similar philosophies and theories band Skills: Choose two from Arcana, History, Investigation,
together into loose guilds. They share their discoveries and Medicine, Nature, Perception, and Sleight of Hand.
work together to verify their theories and keep ahead of
their rivals.

3
Ozzifer's Unchained Artificer
 
For example, if you are a 5th-level artificer, you have four
Optional Proficiency: Firearms 1st-level and two 2nd-level spell slots. With an Intelligence
The secrets of creating and operating gunpowder of 14, your list of prepared spells can include four spells of
weapons have been discovered in various 1st or 2nd level, in any combination. If you prepare the 1st-
corners of the multiverse. If your DM uses the level spell cure wounds, you can cast it using a 1st-level or a
rules on firearms in chapter 9 of the DMG (see 2nd-level slot. Casting the spell doesn't remove it from your
"Adventuring Options") and your artificer has
been exposed to the operation of such weapons,
list of prepared spells.
your artificer is proficient with them.
You can change your list of prepared spells when you
finish a long rest. Preparing a new list of artificer spells
requires time spent tinkering with your spellcasting
focuses: at least 1 minute per spell level for each spell on
Starting Equipment your list.
You start with the following items, plus anything provided
by your background. Spellcasting Ability
Intelligence is your spellcasting ability for your artificer
(a) studded leather armor or (b) scale mail spells; your understanding of the theory behind magic
any two simple weapons of your choice allows you to wield these spells with superior skill. You use
a light crossbow and 20 bolts your Intelligence whenever an artificer spell refers to your
tinker's tools and a dungeoneer's pack spellcasting ability. In addition, you use your Intelligence
Alternatively, you may start with 5d4 × 10 gp to buy your modifier when setting the saving throw DC for an artificer
own equipment. spell you cast and when making an attack roll with one.
Spellcasting Spell save DC = 8 + your proficiency bonus + your
You have studied the workings of magic and how to Intelligence modifier
channel it through objects. As a result, you have gained the Spell attack modifier = your proficiency bonus + your
ability to cast spells. To observers, you don't appear to be Intelligence modifier
casting spells in a conventional way; you look as if you're
producing wonders using mundane items or outlandish Ritual Casting
inventions. You can cast an artificer spell as a ritual if that spell has the
Tools Required ritual tag and you have the spell prepared.
You produce your artificer spell effects through your tools.
You must have a spellcasting focus — specifically thieves'
tools or some kind of artisan's tool — in hand when you The Magic of Artifice
cast any spell with this Spellcasting feature (meaning the As an artificer, you use tools when you cast your spells.
spell has an 'M' component when you cast it). You must be When describing your spellcasting, think about how you're
proficient with the tool to use it in this way.
After you gain the Infuse Item feature at 2nd level, you using a tool to perform the spell effect. If you cast cure
can also use any item bearing one of your infusions as a wounds using alchemist's supplies, you could be quickly
spellcasting focus. producing a salve. If you cast it using tinker's tools, you
might have a miniature mechanical spider that binds
Cantrips (0-Level Spells) wounds. When you cast Tasha's caustic brew, you could
At 1st level, you know two cantrips of your choice from the fling foul chemicals or use a wand that spits venom. The
artificer spell list. At higher levels, you learn additional effect of the spell is the same as for a spellcaster of any
artificer cantrips of your choice, as shown in the Cantrips
Known column of the Artificer table. other class, but your method of spellcasting is special.
When you gain a level in this class, you can replace one The same principle applies when you prepare your spells.
of the artificer cantrips you know with another cantrip from As an artificer, you don't study a spellbook or pray to
the artificer spell list. prepare your spells. Instead, you work with your tools and
Preparing and Casting Spells create the specialized items you'll use to produce your
The Artificer table shows how many spell slots you have to effects. If you replace cure wounds with heat metal, you
cast your artificer spells. To cast one of your artificer spells might be altering the device you use to heal — perhaps
of 1st level or higher, you must expend a slot of the spell's modifying a tool so that it channels heat instead of healing
level or higher. You regain all expended spell slots when energy.
you finish a long rest.
You prepare the list of artificer spells that are available Such details don't limit you in any way or provide you
for you to cast, choosing from the artificer spell list. When with any benefit beyond the spell's effects. You don't have
you do so, choose a number of artificer spells equal to your to justify how you're using tools to cast a spell. But
Intelligence modifier + half your artificer level, rounded describing your spellcasting creatively is a fun way to
down (minimum of one spell). The spells must be of a level
for which you have spell slots. distinguish yourself from other spellcasters.

4
Ozzifer's Unchained Artificer
Arcane Tinkering Infuse Item
At 1st level, you can invest a tiny spark of magic into At 2nd level, you gain the ability to imbue mundane items
mundane objects, the most common uses of which are to with certain magical infusions. The magic items you create
repair and to enchant. with this feature are effectively prototypes of permanent
items.
Spark of Repair
You learn the mending cantrip. This cantrip counts as an Infusions Known
artificer cantrip for you, but it doesn't count against the When you gain this feature, pick four artificer infusions to
number of artificer cantrips you know. learn, choosing from the "Artificer Infusions" section at the
end of the class's description. You learn additional
Spark of Enchantment infusions of your choice when you reach certain levels in
While you have a set of artisan's tools or thieves' tools in this class, as shown in the Infusions Known column of the
hand, you can take an action to create a minor magical Artificer table.
enchantment and then touch a Tiny nonmagical object, Whenever you gain a level in this class, you can replace
giving it one of the following magical properties of your one of the artificer infusions you learned with a new one.
choice:
Infusing an Item
The object sheds bright light in a 5-foot radius and dim Whenever you finish a long rest, you can touch a
light for an additional number of feet equal to that nonmagical object and imbue it with one of your artificer
radius. As an action, a creature holding the object can infusions, turning it into a magic item. An infusion works
alter the radius of bright light by 5 feet, up to a on only certain kinds of objects, as specified in the
maximum 20-foot radius. infusion's description. If the item requires attunement, you
Whenever tapped by a creature, the object emits a can attune yourself to it the instant you infuse the item. If
recorded message that can be heard up to 10 feet away. you decide to attune to the item later, you must do so using
You utter the message when you bestow this property the normal process for attunement (see "Attunement" in
on the object, and the recording can be no more than 6 chapter 7 of the DMG).
seconds long. Your infusion remains in an item indefinitely, but when
The object continuously emits your choice of an odor or you die, the infusion vanishes after a number of days have
a nonverbal sound (wind, waves, chirping, or the like). passed equal to your Intelligence modifier (minimum of 1
The chosen phenomenon is perceivable up to 10 feet day). The infusion also vanishes if you give up your
away. knowledge of the infusion for another one.
A static visual effect appears on one of the object's You can infuse more than one nonmagical object at the
surfaces. This effect can be a picture, up to 25 words of end of a long rest; the maximum number of objects appears
text, lines and shapes, or a mixture of these elements, as in the Infused Items column of the Artificer table. You must
you like. As an action, a creature holding the object can touch each of the objects, and each of your infusions can be
cause the visual effect to briefly shift in a manner in only one object at a time. Moreover, no object can bear
determined by you when you give it this property, after more than one of your infusions at a time. If you try to
which it reverts to its original form. exceed your maximum number of infusions, the oldest
A creature holding the object can use an action to infusion immediately ends, and then the new infusion
spontaneously clean a different object no larger than 1 applies.
cubic foot that it touches. If an infusion ends on an item that contains other things,
The chosen property lasts indefinitely. As an action, you like a bag of holding, its contents harmlessly appear in and
can touch the object and end the property early. around its space.
You can bestow enchantments on multiple objects,
touching one object each time you use this feature, though
a single object can only bear one property at a time. The
maximum number of objects you can enchant with this
feature at one time is equal to your Intelligence modifier
(minimum of one object). If you try to exceed your
maximum, the oldest property immediately ends, and then
the new property applies.
Magic Item Analysis
At 1st level, your understanding of magical items allows
you to understand their secrets. You learn the detect magic
and identify spells. You always have these spells prepared,
and they don't count against the number of artificer spells
you can prepare each day.
When you cast identify as a ritual, you don't need to
provide its costly material component, although you must
still use a spellcasting focus to cast the spell.

5
Ozzifer's Unchained Artificer
Inventive Style  
Additionally, whenever you reach a level in this class that
At 2nd level, you have developed a particular talent born grants this feature, you can do one of the following,
from your experiments with prototype inventions. Choose representing a change in your magical focus:
one of the following options.
Replace the option you chose for your Inventive Style
Arcane Deflection with one of the feature's other options.
When a creature you can see deals damage to a target Replace a number of your known artificer infusions with
within 5 feet of you with a spell, you can use your reaction different ones you can learn, up to a number equal to
to reduce the damage the target takes by 1d8 + your your proficiency bonus.
proficiency bonus (to a minimum of 0 damage). You must
be wielding a shield or a simple or martial weapon to use Arcane Armament
this reaction. At 5th level, you learn to synergize your spellcasting with
the magical enchantments of your weapons. When you take
Bulwark Shielding the Attack action on your turn and attack with a magic
As a bonus action while wearing medium or heavy armor, weapon, you can immediately cast one of your artificer
you can adopt a defensive stance that lasts until the start of cantrips as part of the same action. The cantrip must have
your next turn. While in this defensive stance, your speed a casting time of 1 action, and you can't cast another spell
becomes 0, and you are protected by half cover. on your turn.
Close-Quarters Shooter Tool Expertise
You gain a +1 bonus to ranged attack rolls made against
targets within 30 feet of you, and making a ranged attack At 5th level, choose two of your tool proficiencies. Your
while in close combat doesn't impose disadvantage on your proficiency bonus is doubled for any ability check you make
attack roll (see "Making an Attack" in chapter 9 of the that uses either of the chosen proficiencies.
PHB). At 13th level, you can choose another two tool
proficiencies to gain this benefit.
Fast Hands
You can take the Use an Object action as a bonus action on Flash of Genius
your turn. Starting at 7th level, you gain the ability to come up with
Minor Translocator solutions under pressure. When you or another creature
Immediately after you cast an artificer spell, you can choose you can see within 30 feet of you makes an ability check or
one loose object you can see within 30 feet of you that is a saving throw, you can use your reaction to add your
Small or smaller, and you move it a number of feet to an Intelligence modifier to the roll.
unoccupied space you can see, up to 5 feet per level of the You can use this feature a number of times equal to your
spell (or 5 feet in total, if you cast a cantrip). You can move Intelligence modifier (a minimum of once). You regain all
the target horizontally, vertically, or both, and you can move expended uses when you finish a long rest.
a Tiny object to or from your hand as part of this Magic Item Adept
movement.
When you reach 9th level, you achieve a profound
Right Tool for the Job understanding for how to use and craft magic items. You
With a set of artisan's tools or thieves' tools in hand, you can now attune to up to four items at once (rather than
can spend 10 minutes of uninterrupted work, which can three).
coincide with a short rest, to magically create one set of In addition, if you craft a magic item, you make four
artisan's tools. The tools are magical, they appear in an times as much progress as normal per day, and it costs you
unoccupied space within 5 feet of you, and they vanish half as much of the usual gold to acquire the necessary
when you use this feature again. amount of materials.
Artificer Specialization Spell-Storing Item
At 3rd level, you choose an area of specialization from the At 11th level, you learn how to store a spell in an object.
list of available options, which forms the primary focus of Whenever you finish a long rest, you can touch one simple
your research and experiments. Your choice grants you or martial weapon or one item that you can use as a
features at 3rd level, and again at 6th, 10th, and 15th level. spellcasting focus, and you store a spell in it, choosing a
1st-level spell from the artificer spell list that requires 1
Ability Score Improvement action to cast (you needn't have it prepared).
When you reach 4th level, you can increase one ability While holding the object, a creature can take an action to
score of your choice by 2, or you can increase two ability produce the spell's effect from it, using your spellcasting
scores of your choice by 1. As normal, you can't increase an ability modifier. If the spell requires concentration, the
ability score above 20 using this feature. creature must concentrate. The spell stays in the object
If your DM allows the use of feats, you may instead take until it's been used a number of times equal to twice your
a feat. Intelligence modifier (minimum of twice) or until you use
this feature again to store a spell in an object.
Starting at 18th level, you can store a 2nd-level spell in
the item, and any 1st-level spell stored in the item is
produced as a 2nd-level spell.

6
Ozzifer's Unchained Artificer
Magic Item Savant Armorer Spells
At 14th level, your skill with magic items deepens further. Starting at 3rd level, you gain access to additional spells
You can attune to up to five magic items at once, and you when you reach certain levels in this class, as shown in the
ignore all class, race, spell, and level requirements on Armorer Spells table. These spells count as artificer spells
attuning to or using a magic item. for you, but they don't count against the number of artificer
spells you can prepare each day.
Flexible Infusions Armorer Spells
At 17th level, you can quickly retrofit your infused items to Artificer Level Spells
adapt to changing conditions. As an action, you can touch 3rd magic missile, thunderwave
an item bearing one of your artificer infusions and end that
infusion, replacing it with another artificer infusion of your 5th mirror image, shatter
choice that you know. You must follow any requirements for 9th hypnotic pattern, lightning bolt
infusing an item, as normal.
Once you use this feature, you can't do so again until you 13th fire shield, greater invisibility
finish a long rest. 17th passwall, wall of force

Soul of Artifice Arcane Armor


At 20th level, you develop a mystical bond with your magic At 3rd level, your metallurgical pursuits have led to you
items which protects you from harm. You can attune to up making armor a conduit for your magic. As an action, you
to six magic items at once, and you gain a +1 bonus to all can turn a suit of armor you are wearing into Arcane
saving throws per magic item you are currently attuned to. Armor, provided you have smith's tools in hand.
Additionally, if you're reduced to 0 hit points but not You gain the following benefits while wearing this armor:
killed outright, you can use your reaction to end one of your
artificer infusions, causing you to drop to 1 hit point If the armor normally has a Strength requirement, the
instead. arcane armor lacks this requirement for you.
You can use the arcane armor as a spellcasting focus for
Artificer Specializations your artificer spells.
The armor attaches to you and can't be removed against
Artificers pursue many disciplines in their ambition and your will. It also expands to cover your entire body,
drive to create ever more wondrous inventions, but each although you can retract or deploy the helmet as a
naturally gravitates over the course of their research bonus action. The armor replaces any missing limbs,
toward one particular specialty that captivates their functioning identically to a limb it replaces.
interest. Your choice of specialization reflects the fruits of You can doff or don the armor as an action.
your research thus far, and the genre of artifice in which The armor continues to be Arcane Armor until you don
you believe the most promising and exciting results lay another suit of armor or you die.
ahead for you. The options available for you to choose from
are listed below. Armor Model
The Armorer, who clads themselves in advanced suits Also at 3rd level, when you create your Arcane Armor, you
of mail imbued with protective magic. can determine its model by modifying the nature of the
The Artillerist, whose fearsome magic hurls energy enchantment placed upon it, choosing one of the following
across the battlefield to sow explosive destruction. models: Guardian or Infiltrator. Each model grants
The Battle Smith, guided by a steel companion as they additional benefits while you wear your Arcane Armor.
dispense war and medicine in equal parts. Each model also includes a special weapon, which
The Forge Knight, a warrior reputed for peerless ability counts as magical for the purposes of overcoming
with enchanted weaponry. resistance and immunity to nonmagical attacks and
The Potioneer, a master of reagents who imbues their damage. When you attack with that weapon, you can add
items with the transmuting power of alchemy. your Intelligence modifier, instead of Strength or Dexterity,
to the attack and damage rolls.
Armorer You can change the armor's model whenever you finish a
An artificer who specializes as an Armorer modifies armor short or long rest, provided you have smith's tools in hand.
to function almost like a second skin. The armor is Guardian. You design your armor to be in the front line
enhanced to hone the artificer's magic, unleash potent of conflict. It has the following features:
attacks, and generate a formidable defense. The artificer Thunder Gauntlets. Each of the armor's gauntlets
bonds with this armor, becoming one with it even as they counts as a simple melee weapon while you aren't
experiment with it and refine its magical capabilities. holding anything in it, and it deals 1d8 thunder damage
on a hit. A creature hit by the gauntlet has disadvantage
Tools of the Trade on attack rolls against targets other than you until the
When you choose this specialization at 3rd level, you gain start of your next turn, as the armor magically emits a
proficiency with heavy armor. distracting pulse when the creature attacks someone
You also gain proficiency with smith's tools. If you else.
already have this tool proficiency, you gain proficiency with Defensive Field. As a bonus action, you can gain
one other type of artisan's tools of your choice. temporary hit points equal to 1d6 + half your artificer
level. You lose these temporary hit points if you doff the
armor.

7
Ozzifer's Unchained Artificer
 

Infiltrator. You customize your armor for subtle Armor Modifications


undertakings. It has the following features: At 10th level, you learn how to use your artificer infusions
to specially modify your Arcane Armor. That armor now
Lightning Launcher. A gemlike node appears on one of counts as separate items for the purposes of your Infuse
your armored fists or on the chest (your choice). It Item feature: armor (the chest piece), boots, helmet, and
counts as a simple ranged weapon, with a normal range the armor's special weapon. Each of those items can bear
of 90 feet and a long range of 300 feet, and it deals 1d6 one of your infusions, and the infusions transfer over if you
lightning damage on a hit. Once on each of your turns change your armor's model with the Armor Model feature.
when you hit a creature with it, you can deal an extra In addition, the maximum number of items you can infuse
1d6 lightning damage to that target. at once increases by 2, but those extra items must be part
Powered Steps. Your walking speed increases by 5 of your Arcane Armor.
feet.
Dampening Field. If your armor normally imposes Perfected Armor
disadvantage on Dexterity (Stealth) checks, you ignore At 15th level, your Arcane Armor gains additional benefits
this property of the armor. If the armor lacks this based on its model, as shown below.
property, you instead have advantage on such checks. Guardian. When a Huge or smaller creature you can see
ends its turn within 15 feet of you, you can use your
Arcane Repulsor reaction to magically force the creature to make a Strength
At 6th level, you incorporate a rudimentary form of energy saving throw against your spell save DC; on a failed save,
projection into the designs of your armor. As a bonus action the creature is pulled up to 10 feet in a straight line toward
while wearing your Arcane Armor, you can activate its you to an unoccupied space. If you pull the target to a space
Arcane Repulsor to gain one of the following benefits based within 5 feet of you, you can make a melee weapon attack
on the armor's model: against it as part of this reaction.
Guardian. When a hostile creature you can see makes a Infiltrator. Any creature that takes lightning damage
ranged attack, it has disadvantage on the attack roll if it is from your Lightning Launcher glimmers with magical light
within 15 feet of you, rather than 5 feet (see "Making an until the start of your next turn. The glimmering creature
Attack" in chapter 9 of the PHB). sheds dim light in a 5-foot radius, and it has disadvantage
Infiltrator. You gain a flying speed of 10 feet, and you on attack rolls against you, as the light jolts it if it attacks
can hover. you. In addition, the first attack roll made against it while it
The armor's benefit lasts for 1 minute or until you are glimmers has advantage; if that attack hits, the target takes
incapacitated. Once you use this feature, you can't do so an extra 1d6 lightning damage.
again until you finish a long rest, unless you expend a spell
slot of 1st level or higher to use it again.

8
Ozzifer's Unchained Artificer
Artillerist
An Artillerist specializes in using magic to hurl energy, Eldritch Cannons
projectiles, and explosions on a battlefield. This destructive
power is valued by armies in the wars on many different Cannon   Activation
worlds. And when war passes, some members of this
specialization seek to build a more peaceful world by using The cannon exhales fire in a 15-foot
their powers to fight the resurgence of strife. The world- cone in a direction that you designate.
hopping gnome artificer Vi has been especially vocal about Each creature in that area must make a
Dexterity saving throw against your
making things right: "It's about time we fixed things instead Flamethrower   spell save DC, taking 2d8 fire damage
of blowing them all to hell." on a failed save or half as much damage
on a successful one. The fire ignites any
Tools of the Trade flammable objects in the area that aren't
When you choose this specialization at 3rd level, you gain being worn or carried.
proficiency with martial ranged weapons.
You also gain proficiency with woodcarver's tools. If you Make a ranged spell attack, originating
already have this proficiency, you gain proficiency with one from the cannon, at one creature or
object within 120 feet of it. On a hit,
other type of artisan's tools of your choice. Force Ballista  
the target takes 2d8 force damage, and
if the target is a creature, it is pushed up
Artillerist Spells to 5 feet away from the cannon.
Starting at 3rd level, you gain access to additional spells
when you reach certain levels in this class, as shown in the The cannon emits a burst of positive
Artillerist Spells table. These spells count as artificer spells energy that grants itself and each
for you, but they don't count against the number of artificer Protector  
creature of your choice within 10 feet
spells you can prepare each day. of it a number of temporary hit points
equal to 1d8 + your Intelligence
Artillerist Spells modifier (minimum of +1).
Artificer Level Spells
3rd shield, thunderwave
5th scorching ray, shatter
 
9th counterspell, fireball When you create the cannon, you determine its
13th ice storm, wall of fire appearance and whether it has legs. You also decide which
type it is, choosing from the options on the Eldritch
17th cone of cold, wall of force Cannons table. On each of your turns, you can take a bonus
action to cause the cannon to activate if you are within 60
Battle Ready feet of it. As part of the same bonus action, you can direct
At 3rd level, your combat training and your experiments the cannon to walk or climb up to 15 feet to an unoccupied
with magic have paid off. When you make an attack with a space, provided it has legs.
magic weapon, you can use your Intelligence modifier, While you are holding a Tiny eldritch cannon, it counts
instead of your Strength or Dexterity modifier, for the as a simple ranged weapon, with a normal range of 120
attack and damage rolls. feet and no long range, and it deals 1d8 thunder damage on
a hit. You can also use a Tiny cannon as a spellcasting
Eldritch Cannon focus for your artificer spells.
Also at 3rd level, you learn how to create a magical cannon.
Using woodcarver's tools or smith's tools, you can use an Arcane Battery
action to magically create a Small or Tiny eldritch cannon Starting at 6th level, you can use a spellcasting focus as a
in an unoccupied space on a horizontal surface within 5 conduit for destructive energy. Once on each of your turns
feet of you. A Small eldritch cannon occupies its space, and when you hit a creature with an attack roll using your
a Tiny one can be held in one hand. spellcasting focus (either by casting a spell from it or
You can create a number of eldritch cannons equal to making a weapon attack with it) and deal damage to it, you
your proficiency bonus, and you regain all expended uses can deal an extra 1d8 damage to that target.
when you finish a long rest. While you have no uses
available, you can expend a spell slot of 1st level or higher Explosive Cannon
to create one. You can have only one cannon at a time, and Starting at 10th level, every Eldritch Cannon you create is
you can't create another one while your cannon is present. more destructive:
The cannon is a magical object. Regardless of size, the The cannon's damage rolls all increase by 1d8.
cannon has an AC of 18 and a number of hit points equal to As an action, you can command the cannon to detonate
five times your artificer level. It is immune to poison if you are within 60 feet of it. Doing so destroys the
damage and psychic damage, and all conditions. If it is cannon and forces each creature within 20 feet of it to
forced to make an ability check or a saving throw, treat all make a Dexterity saving throw against your spell save
its ability scores as 10 (+0). If the mending spell is cast on DC, taking 3d8 force damage on a failed save or half as
it, it regains 2d6 hit points. It disappears if it is reduced to much damage on a successful one.
0 hit points or after 1 hour. You can dismiss it early as an
action.

9
Ozzifer's Unchained Artificer
Fortified Position Battle Smith Spells
Starting at 15th level, you're a master at forming well- Artificer Level Spells
defended emplacements using your Eldritch Cannon:
3rd heroism, shield
You and your allies have half cover while within 10 feet
of a cannon you create with Eldritch Cannon, as a result 5th hold person, warding bond
of a shimmering field of magical protection that the 9th beacon of hope, conjure barrage
cannon emits.
You can now have two cannons active at the same time. 13th death ward, fire shield
You can create two with the same action (but not the 17th mass cure wounds, steel wind strike
same spell slot), and you can activate both of them with
the same bonus action. You determine whether the Battle Ready
cannons are identical to each other or different. You At 3rd level, your combat training and your experiments
can't create a third cannon while you have two. with magic have paid off. When you make an attack with a
Battle Smith magic weapon, you can use your Intelligence modifier,
instead of your Strength or Dexterity modifier, for the
Armies require protection, and someone has to put things attack and damage rolls.
back together if defenses fail. A combination of protector
and medic, a Battle Smith is an expert at defending others Steel Defender
and repairing both materiel and personnel. To aid in their By 3rd level, your tinkering has borne you a faithful
work, Battle Smiths are accompanied by a steel defender, a companion, a steel defender. It is friendly to you and your
protective companion of their own creation. Many soldiers companions, and it obeys your commands. See this
tell stories of nearly dying before being saved by a Battle creature's game statistics in the Steel Defender stat block,
Smith and a steel defender. which uses your proficiency bonus (PB) in several places.
In the world of Eberron, Battle Smiths played a key role You determine the creature's appearance and whether it
in House Cannith's work on battle constructs and the has two legs or four; your choice has no effect on its game
original warforged, and after the Last War, these artificers statistics.
led efforts to aid those who were injured in the war's In combat, the defender shares your initiative count, but
horrific battles. it takes its turn immediately after yours. It can move and
use its reaction on its own, but the only action it takes on
Tools of the Trade its turn is the Dodge action, unless you take a bonus action
When you choose this specialization at 3rd level, you gain on your turn to command it to take another action. That
proficiency with martial melee weapons. action can be one in its stat block or some other action. If
You also gain proficiency with smith's tools. If you you are incapacitated, the defender can take any action of
already have this proficiency, you gain proficiency with one its choice, not just Dodge.
other type of artisan's tools of your choice. If the mending spell is cast on it, it regains 2d6 hit
points. If it has died within the last hour, you can use your
Battle Smith Spells smith's tools as an action to revive it, provided you are
Starting at 3rd level, you gain access to additional spells within 5 feet of it and you expend a spell slot of 1st level or
when you reach certain levels in this class, as shown in the higher. The steel defender returns to life after 1 minute
Battle Smith Spells table. These spells count as artificer with all its hit points restored.
spells for you, but they don't count against the number of At the end of a long rest, you can create a new steel
artificer spells you can prepare each day. defender if you have your smith's tools with you. If you
already have a steel defender from this feature, the first one
immediately perishes. The defender also perishes if you
die.

10
Ozzifer's Unchained Artificer
Improved Defender
At 15th level, your defender becomes more powerful, as
Steel Defender does the arcane energy flowing between the two of you:
Medium construct, unaligned
Your steel defender's size becomes Large, and its Hit
Dice become d10s.
Armor Class 12 + PB (natural armor) The healing of your Arcane Jolt increases to 4d6.
Hit Points 2 + your Intelligence modifier + five
times your artificer level (the defender has a
Whenever your steel defender uses its Deflect Attack
number of Hit Dice [d8s] equal to your artificer
reaction, the attacker takes force damage equal to 1d6 +
level) your Intelligence modifier.
Speed 40 ft.
Forge Knight
Artificers who swear allegiance to kingdoms and empires
STR DEX CON INT WIS CHA find ready work as weapon smiths, forging and maintaining
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2) the land's weapons for a steady supply of warriors. Some of
the finest smiths among them prove their worth as Forge
Damage Immunities poison Knights, masters of the ancient traditions who create
Condition Immunities charmed, exhaustion, mystical weapons the likes of which are seldom seen but
poisoned universally feared. No self-respecting Forge Knight is found
Senses darkvision 60 ft., passive Perception 10 far from their most prized creation: the Artifice Weapon,
Languages understands the languages you speak which draws out the deepest arcane powers that linger
Proficiency Bonus (PB) equals your bonus within the artificer and is bound to their very soul.
Bond of Steel. You can add your proficiency bonus Tools of the Trade
to any ability check or saving throw the defender When you choose this specialization at 3rd level, you gain
makes. proficiency with martial weapons. You also gain proficiency
Vigilant. The defender can't be surprised.
with smith's tools. If you already have this tool proficiency,
you gain proficiency with one other type of artisan's tools of
Actions your choice.
Force-Empowered Rend. Melee Weapon Attack: Forge Knight Spells
your spell attack modifier to hit, reach 5 ft., one
target. Hit: 1d8 + PB force damage.
Starting at 3rd level, you gain access to additional spells
when you reach certain levels in this class, as shown in the
Repair (3/Day). The magical mechanisms inside Forge Knight Spells table. These spells count as artificer
the defender restore 2d8 + PB hit points to itself spells for you, but they don't count against the number of
or one construct or object within 5 feet of it. artificer spells you can prepare each day.
Reactions Forge Knight Spells
Deflect Attack. The defender imposes Artificer Level Spells
disadvantage on the attack roll of one creature it 3rd armor of Agathys, zephyr strike
can see that is within 5 feet of it, provided that
the attack roll is against a creature other than the 5th mirror image, spiritual weapon
defender.
9th crusader's mantle, thunder step
13th freedom of movement, locate creature
Arcane Jolt 17th hold monster, steel wind strike
At 6th level, you've learned new ways to channel arcane
energy to heal. When either you hit a target with a magic Battle Ready
weapon or your steel defender hits a target, you can choose At 3rd level, your combat training and your experiments
one creature or object you can see within 30 feet of the with magic have paid off. When you make an attack with a
target. Healing energy flows into the chosen recipient, magic weapon, you can use your Intelligence modifier,
restoring 2d6 hit points to it. instead of your Strength or Dexterity modifier, for the
You can use this energy a number of times equal to your attack and damage rolls.
Intelligence modifier (a minimum of once), and you regain
all expended uses when you finish a long rest. Artifice Weapon
Union of Steel Staring at 3rd level, you can imbue a weapon with a
Starting at 10th level, your defender exudes magical power fraction of your spirit, bonding it to you. You can transform
while you are nearby. While you and your steel defender one simple or martial weapon into your artifice weapon by
are within 5 feet of each other, when one of you hits with a performing a special ritual while you hold the weapon. (You
weapon attack, you can have the attack deal an extra 1d6 can't perform this ritual on an artifact or a sentient weapon,
force damage. You can use this benefit no more than once but you can perform it on a weapon bearing one of your
per turn. artificer infusions.) You perform the ritual over the course
of 1 hour, which can be done during a short or long rest.

11
Ozzifer's Unchained Artificer
   
At the end of the ritual, the weapon becomes your artifice Precaution. The first time you attack with the weapon
weapon, and it gains the following benefits while you are on each of your turns, you can transfer some or all of the
holding it: weapon's bonus to your Armor Class, instead of using the
bonus on any attacks that turn. For example, at 15th level
The weapon becomes magical if it isn't already, and you you could reduce the bonus to your attack and damage rolls
can use it as a spellcasting focus for your artificer spells. to +1 and gain a +1 bonus to AC. The adjusted bonuses
The weapon gains a +1 bonus to attack and damage remain in effect until the start of your next turn, although
rolls, unless the weapon already grants a higher bonus. you must hold the weapon to gain a bonus to AC from it.
This bonus increases when you reach certain levels in
this class, increasing to +2 at 10th level and +3 at 18th Potioneer
level.
If the weapon's damage die is normally 1d4 or 1d6, it A potioneer is a disciple of arts both immutable and
instead becomes 1d8. ephemeral, an artificer who takes pride in magical mixtures
You can't be disarmed of the weapon unless you are and harness the power of alchemical reactions to create
incapacitated. potent elixirs. From healing draughts that can mend a
wound in moments, to clinging goo that traps enemies in
The weapon ceases to be your artifice weapon if you die, their tracks, an alchemist strives to always, quite literally,
if you perform the 1-hour ritual on a different weapon, or if have a solution to any situation.
it is more than 5 feet away from you for 1 hour or more.
Tools of the Trade
Bolstering Magic When you choose this specialization at 3rd level, you gain
Beginning at 6th level, you can draw on your latent magic to proficiency in the Medicine skill if you don't already have it.
bolster yourself or a companion. As an action, you touch a You also gain proficiency with alchemist's supplies. If you
creature (which can be yourself) and confer one of the already have this proficiency, you gain proficiency with one
following benefits of your choice to that creature: other type of artisan's tools of your choice.
For 10 minutes, the creature can roll a d4 whenever Potioneer Spells
making an attack roll or an ability check and add the Starting at 3rd level, you gain access to additional spells
number rolled to the d20 roll. when you reach certain levels in this class, as shown in the
The creature regains one expended spell slot, the level Potioneer Spells table. These spells count as artificer
of which equals half your proficiency bonus (rounded spells for you, but they don't count against the number of
up) or lower (the creature's choice). Once a creature artificer spells you can prepare each day.
receives this benefit, that creature can't receive it again
until after a long rest. Potioneer Spells
You can take this action a number of times equal to your Artificer Level Spell
proficiency bonus, and you regain all expended uses when 3rd fog cloud, healing word
you finish a long rest.
5th blindness/deafness, flaming sphere
Spirit Reclamation 9th gaseous form, slow
At 10th level, you learn to draw the magic power of your
arsenal back into yourself in times of crisis. When you are 13th greater invisibility, polymorph
reduced to 0 hit points but not killed outright, you can 17th cloudkill, mass cure wounds
break your bond with your artificer weapon to drop to 1 hit
point instead and gain temporary hit points equal to half
your hit point maximum. These temporary hit points
disappear when you bond with a new artifice weapon.
Once you use this feature, you can't use it again until you
finish a long rest.
Perfected Weapon
At 15th level, you learn how to empower your artifice
weapon to its fullest potential. When you finish a long rest,
you can imbue one of the following properties of your
choice into your artifice weapon, which it retains until the
end of your next long rest.
Bloodshed. Your attacks with the weapon deal an extra
1d8 damage and score a critical hit on a roll of 19 or 20.
Detachment. You have resistance to psychic damage,
and you can't be charmed or frightened. In addition, if you
score a critical hit with this weapon against a creature's
astral body, you can cut the silvery cord that tethers the
target to its material body, instead of dealing damage.

12
Ozzifer's Unchained Artificer
Potioneer's Stimulant  
At 3rd level, you learn to transmute a substance to keep its Creating a formulation requires you to have alchemist's
drinker alert and ready for battle. As an action while you supplies on your person, and any formulation you create
have alchemist's supplies on your person, you can touch a with this feature lasts until its effect is triggered or until the
willing creature (which can be yourself) and give it a bonus end of your next long rest.
to the next initiative roll it makes. This bonus equals your You can create additional alchemical formulations by
Intelligence modifier (minimum of +1). The benefit ends expending a spell slot of 1st level or higher for each one.
immediately after the roll or if you use this feature again. When you do so, you spend 1 minute to create the
formulation in an empty flask you touch.
Alchemical Formulations As an action on your turn, you can trigger the effect of
Starting at 3rd level, you can create special potions known one of your alchemical formulations. After you gain the
as alchemical formulations, which have a wide array of Arcane Armament feature at 5th level, you can trigger one
effects. Whenever you finish a long rest, you can touch a of your formulations in place of casting a cantrip as part of
number of empty flasks and magically produce alchemical the Attack action. If a formulation requires a saving throw,
formulations of your choice in them, up to a number equal the save DC equals your spell save DC.
to your proficiency bonus. Choose an effect from the Your alchemical formulations are tailored for your use,
Alchemical Formulations table for each flask, or roll to and some of their effects are too delicate to be handled by
randomly generate the formulation's effect. The others. Unless noted otherwise in its description, an
formulations needn't be the same for every flask, but a flask alchemical formulation can't be triggered by creatures
can hold only one of your formulations at a time. other than you.
 
 

Alchemical Formulations
d12 Effect   d12 Effect
Adhesive Naphtha. You hurl the formulation up to 30
feet, shattering it and spreading fire in a 10-foot
Healing Elixir. As an action, a creature drinks the
radius. Each creature in the area must succeed on a
formulation or administers it to an incapacitated
1 Dexterity saving throw or take 2d6 fire damage and   7
creature. The drinker regains hit points equal to 2d4 +
catch fire, taking 1d6 fire damage at the start of each
your Intelligence modifier.
of its turns until it or another creature within 5 feet
uses its action to douse the flames.
Blizzard Brine. You drink the formulation and exhale Morphic Mutagen. As an action, a creature drinks the
frigid air in a 20-foot cone, and each creature in the formulation. For 10 minutes, one of the drinker's
area must make a Constitution saving throw. On a ability scores (your choice when you create the
2 failed save, a creature takes 2d6 cold damage and its   8 formulation) increases by 2, up to a maximum of 20;
speed is halved until the end of your next turn. On a it can't concentrate on spells; and it has disadvantage
successful save, a creature takes half as much damage on Wisdom saving throws. The effect ends early on
and its speed isn't affected. the drinker when it receives magical healing.
Cinereous Vapor. You hurl the formulation up to 30
feet, shattering it and releasing a cloud of thick black Quicksilver Cocktail. As an action, a creature drinks the
3 smoke in a 10-foot-radius sphere. The smoke spreads   9 formulation. For 1 hour, the drinker's speed increases
around corners, heavily obscures its area, and lingers by 10 feet.
for 1 minute.
Durable Draught. As an action, a creature drinks the Soarwing Drop. As an action, a creature drinks the
4 formulation. For 10 minutes, the creature gains a +1   10 formulation. For 10 minutes, the drinker gains a flying
bonus to Armor Class. speed of 10 feet.
Tanglefoot Tonic. You hurl the formulation up to 30
feet at a Large or smaller creature within range,
Fortifying Solution. As an action, a creature drinks the
shattering it and releasing a wave of tarlike goo. The
formulation. For the next minute, whenever the
5   11 target must succeed on a Strength saving throw or be
drinker makes an attack roll or saving throw, it can roll
restrained for 1 minute. A creature restrained by the
a d4 and add the number to the result.
goo can use its action to make a Strength check
against your spell save DC, freeing itself on a success.
Whiplash Bomb. You hurl the formulation up to 30
Fuming Vitriol. You hurl the formulation up to 30 feet, feet, detonating it and creating a gravitational
making a ranged spell attack against a creature or distortion in a 5-foot-radius sphere. All creatures and
object within range. On a hit, the target takes 2d10 objects within the area that aren't somehow anchored
6   12
acid damage; an object takes maximum damage. in place are pushed up to 15 feet in a direction you
Instead of hurling the formula, you can splash its choose. A creature can make a Dexterity saving throw
contents on an object within reach. to grab onto a fixed object within reach, thus
avoiding the effect.

13
Ozzifer's Unchained Artificer
Alchemical Savant Armor of Magical Strength
At 6th level, you develop masterful command of magical Item: A suit of armor (requires attunement)
chemicals, enhancing the healing and damage you create
through them. Whenever you cast a spell using your This armor has 6 charges. The wearer can expend the
alchemist's supplies as a spellcasting focus, you gain a armor's charges in the following ways:
bonus to one roll of the spell. The roll must restore hit When the wearer makes a Strength check or a Strength
points or be a damage roll that deals acid, cold, fire, saving throw, it can expend 1 charge to add a bonus to
necrotic, or poison damage, and the bonus equals your the roll equal to its Intelligence modifier.
Intelligence modifier (minimum of +1). This benefit also If the creature would be knocked prone, it can use its
applies to the healing and damage rolls of your Alchemical reaction to expend 1 charge to avoid being knocked
Formulations. prone.
Chemical Tolerance The armor regains 1d6 expended charges daily at dawn.
By 10th level, your exposure to harmful chemicals now
poses little risk to you, and you are capable of spreading Bane Weapon
this protection to others. You gain the following benefits: Prerequisite: 6th level

Whenever a creature drinks an alchemical formulation Item: A simple or martial weapon (requires attunement)
you created, the drinker gains temporary hit points This magic weapon grants a +1 bonus to attack and
equal to 2d6 + your Intelligence modifier (minimum of 1 damage rolls made with it.
temporary hit point). When you infuse this item, choose one of the following
You gain resistance to acid and poison damage, and you creature types: aberration, beast, celestial, dragon, fiend,
are immune to the poisoned condition. giant, or undead. The weapon has 4 charges. When the
Potion Master
wielder hits a creature of the chosen type with the weapon,
they can expend 1 charge and inflict an additional 2d6
At 15th level, your unparalleled skill allows you to damage of the weapon's type with the attack. The weapon
seamlessly blend chemistry with magic. When you roll regains 1d4 charges daily at dawn.
healing or damage for one of your Alchemical
Formulations, you roll an additional number of dice equal Boots of the Winding Path
to the level of the spell slot used to create the formulation Item: A pair of boots (requires attunement)
(or 1 additional die if it was created without a spell slot).
While wearing these boots, a creature can teleport up to 15
Artificer Infusions feet as a bonus action to an unoccupied space the creature
can see. The creature must have occupied that space at
Artificer infusions are extraordinary processes that rapidly some point since the end of its last turn.
turn a nonmagical object into a magic item. The
description of each infusion details the type of item that Enhanced Arcane Focus
can receive it, along with whether the resulting magic item Item: A rod, staff, or wand (requires attunement)
requires attunement.
Some infusions specify a minimum level. A level While holding this item, a creature gains a +1 bonus to
prerequisite in an infusion refers to artificer level, not spell attack rolls. In addition, the creature ignores half
character level. You can't learn such an infusion until you cover when making a spell attack.
are at least that level. The bonus increases to +2 when you reach 10th level in
Unless an infusion's description says otherwise, you can't this class.
learn an infusion more than once.
Enhanced Defense
Arcane Propulsion Armor Item: A suit of armor or a shield
Prerequisite: 14th level
A creature gains a +1 bonus to Armor Class while wearing
Item: A suit of armor (requires attunement) (armor) or wielding (shield) the infused item.
The wearer of this armor gains these benefits: The bonus increases to +2 when you reach 10th level in
this class.
The wearer's walking speed increases by 5 feet.
The armor includes gauntlets, each of which is a magic Enhanced Weapon
melee weapon that can be wielded only when the hand Item: A simple or martial weapon
is holding nothing. The wearer is proficient with the
gauntlets, and each one deals 1d8 force damage on a hit This magic weapon grants a +1 bonus to attack and
and has the thrown property, with a normal range of 20 damage rolls made with it.
feet and a long range of 60 feet. When thrown, the The bonus increases to +2 when you reach 10th level in
gauntlet detaches and flies at the attack's target, then this class.
immediately returns to the wearer and reattaches.
The armor can't be removed against the wearer's will. Fortified Armor
If the wearer is missing any limbs, the armor replaces Prerequisite: 6th level

those limbs — hands, arms, feet, legs, or similar Item: A suit of armor (requires attunement)
appendages. The replacements function identically to
the body parts they replace. A creature gains a +1 bonus to Armor Class while wearing
this armor.

14
Ozzifer's Unchained Artificer
   
As a reaction when the wearer suffers a critical hit, they In combat, the homunculus shares your initiative count,
can count that hit as a normal hit instead. Any effects but it takes its turn immediately after yours. It can move
triggered by the critical hit are negated. The armor regains and use its reaction on its own, but the only action it takes
the use of this ability daily at dawn. on its turn is the Dodge action, unless you take a bonus
action on your turn to command it to take another action.
Folding Armor That action can be one in its stat block or some other
Prerequisite: 10th level
action. If you are incapacitated, the homunculus can take
Item: A suit of armor (requires attunement) any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending
A creature gains a +1 bonus to Armor Class while wearing spell is cast on it. If you or the homunculus dies, it
this armor. vanishes, leaving its heart in its space.
As an action while wearing the armor, a creature can
choose to doff it by dismissing the armor into an
extradimensional space. The armor remains in the space
until the creature uses an action to summon it, instantly Homunculus Servant
donning the armor as it materializes around their body. If Tiny construct, unaligned
the armor is in the extradimensional space when the
infusion ends, it appears in the unoccupied space nearest
to the creature. Armor Class 13 (natural armor)
When a hostile attacker the creature can see hits it with Hit Points 1 + your Intelligence modifier + your
an attack roll, the creature can use its reaction to summon artificer level (the homunculus has a number of
the armor from its extradimensional space and don it. The Hit Dice [d4s] equal to your artificer level)
Speed 20 ft., fly 30 ft.
creature's AC changes to incorporate any bonuses granted
by the armor, if any, potentially causing the attack to miss.
Once it uses this reaction, the creature can't do so again STR DEX CON INT WIS CHA
until it finishes a long rest.
4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)
Gloves of Storing
Prerequisite: 6th level Saving Throws Dex +2 + PB
Item: A pair of gloves Skills Perception +0 + (PB x 2), Stealth +2 + PB
Damage Immunities poison
While wearing the gloves and holding an object that weighs Condition Immunities exhaustion, poisoned
no more than 20 pounds and can be held in one hand, you Senses darkvision 60 ft., passive Perception 10 +
can use a bonus action to store that object inside the glove's (PB x 2)
extradimensional space. When an object is stored inside Languages understands the languages you speak
the extradimensional space, you can use a bonus action to Proficiency Bonus (PB) equals your bonus
summon it back into your empty hand. You can only store a
single object in each glove's extradimensional space, for a Evasion. If the homunculus is subjected to an
total of two items between the pair. effect that allows it to make a Dexterity saving
throw to take only half damage, it instead takes no
The gloves' weight is negligible, regardless of their damage if it succeeds on the saving throw, and
contents. If a glove is pierced or torn, it ruptures and is only half damage if it fails. It can't use this trait if
destroyed, and any object stored within is lost in the Astral it's incapacitated.
Plane.
Placing a glove inside an extradimensional space created Actions
by a bag of holding, portable hole, or similar item instantly
destroys both items and opens a gate to the Astral Plane. Force Strike. Ranged Weapon Attack: your spell
attack modifier to hit, range 30 ft., one target. Hit:
The gate originates where the one item was placed inside 1d4 + PB force damage.
the other. Any creature within 10 feet of the gate is sucked
through it to a random location on the Astral Plane. The Reactions
gate then closes. The gate is one-way only and can't be Channel Magic. The homunculus delivers a spell
reopened. you cast that has a range of touch, provided the
homunculus is within 120 feet of you.
Homunculus Servant
Item: A gem or crystal worth at least 100 gp
You learn intricate methods for magically creating a special Mind Sharpener
homunculus that serves you. The item you infuse serves as Item: A suit of armor or a set of robes
the creature's heart, around which the creature's body The infused item can send a jolt to the wearer to refocus
instantly forms. You determine the homunculus's their mind. The item has 4 charges. When the wearer fails
appearance. Some artificers prefer mechanical-looking a Constitution saving throw to maintain concentration on a
birds, whereas some like winged vials or miniature, spell, the wearer can use its reaction to expend 1 of the
animate cauldrons. item's charges to succeed instead. The item regains 1d4
The homunculus is friendly to you and your companions, expended charges daily at dawn.
and it obeys your commands. See this creature's game
statistics in the Homunculus Servant stat block, which
uses your proficiency bonus (PB) in several places.

15
Ozzifer's Unchained Artificer
Nullifying Weapon Replicable Magic Items (2nd level)
Prerequisite: 6th level Magic Item Attunement
Item: A simple or martial weapon
Alchemy jug No
This magic weapon grants a +1 bonus to attack and
damage rolls made with it. Bag of holding No
The weapon has 4 charges. When the wielder hits a Cap of water breathing No
creature with a weapon attack, they can expend 1 charge to Goggles of night No
negate all of that creature's damage resistances until the
end of the creature's next turn, including for that hit. The Rope of climbing No
weapon regains 1d4 charges daily at dawn. Sending stones No
Radiant Weapon Wand of magic detection No
Prerequisite: 6th level Wand of secrets No
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and Replicable Magic Items (6th level)
damage rolls made with it. While holding it, the wielder Magic Item Attunement
can take a bonus action to cause it to shed bright light in a
30-foot radius and dim light for an additional 30 feet. The Boots of springing and striding Yes
wielder can extinguish the light as a bonus action. Boots of elvenkind No
The weapon has 4 charges. As a reaction immediately Cloak of elvenkind Yes
after being hit by an attack, the wielder can expend 1
charge and cause the attacker to be blinded until the end of Cloak of the manta ray No
the attacker's next turn, unless the attacker succeeds on a Eyes of charming Yes
Constitution saving throw against your spell save DC. The
weapon regains 1d4 expended charges daily at dawn. Folding boat No
Gloves of thievery No
Repeating Shot
Item: A simple or martial weapon with the ammunition Lantern of revealing No
property (requires attunement) Pipes of haunting No
This magic weapon grants a +1 bonus to attack and Ring of water walking No
damage rolls made with it when it's used to make a ranged
attack, and it ignores the loading property if it has it. Replicable Magic Items (10th level)
If you load no ammunition in the weapon, it produces its Magic Item Attunement
own, automatically creating one piece of magic
ammunition when you make a ranged attack with it. The Boots of the winterlands Yes
ammunition created by the weapon vanishes the instant Bracers of archery Yes
after it hits or misses a target.
Brooch of shielding Yes
Replicate Magic Item Cloak of protection Yes
Using this infusion, you replicate a particular magic item.
You can learn this infusion multiple times; each time you Eyes of the eagle Yes
do so, choose a magic item that you can make with it, Gauntlets of ogre power Yes
picking from the Replicable Magic Items tables below. A
table's title tells you the level you must be in the class to Gloves of missile snaring Yes
choose an item from the table. Alternatively, you can Gloves of swimming and climbing Yes
choose the magic item from among the common magic
items in the game, not including potions, scrolls, or tattoos. Hat of disguise Yes
In the tables, an item's entry tells you whether the item Headband of intellect Yes
requires attunement. See the item's description in the Helm of telepathy Yes
DMG for more information about it, including the type of
object required for its making. Medallion of thoughts Yes
Necklace of adaptation Yes
Periapt of wound closure Yes
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of jumping Yes
Ring of mind shielding Yes
Slippers of spider climbing Yes
Winged boots Yes

16
Ozzifer's Unchained Artificer
   

Replicable Magic Items (14th level) Resistant Armor


Magic Item Attunement Prerequisite: 6th level

Amulet of health Yes


Item: A suit of armor (requires attunement)
Belt of hill giant strength Yes While wearing this armor, a creature has resistance to one
of the following damage types, which you choose when you
Boots of levitation Yes infuse the item: acid, cold, fire, force, lightning, necrotic,
Boots of speed Yes poison, psychic, radiant, or thunder.
Bracers of defense Yes Returning Weapon
Cloak of the bat Yes Item: A simple or martial weapon with the thrown property
Dimensional shackles No This magic weapon grants a +1 bonus to attack and
Gem of seeing Yes damage rolls made with it, and it returns to the wielder's
hand immediately after it is used to make a ranged attack.
Horn of blasting No
Periapt of proof against poison No Spell-Refueling Ring
Prerequisite: 6th level

Ring of free action Yes Item: A ring (requires attunement)


Ring of protection Yes
While wearing this ring, a creature can recover one
Ring of the ram Yes expended spell slot as an action. The recovered slot can be
Ring of X-ray vision Yes
of 3rd level or lower. Once used, the ring can't be used
again until the next dawn.
Wand of enemy detection Yes
Vigilance Visor
Repulsion Shield Prerequisite: 10th level

Item: A shield (requires attunement) Item: A helmet or a pair of eyeglasses


A creature gains a +1 bonus to Armor Class while wielding While wearing this item, a creature has advantage on
this shield. initiative rolls. In addition, the wearer can't be surprised
The shield has 4 charges. While holding it, the wielder unless it is incapacitated.
can use a reaction immediately after being hit by a melee
attack to expend 1 of the shield's charges and push the Artificer Spells
attacker up to 15 feet away. The shield regains 1d4 The list of artificer spells below is presented in alphabetical
expended charges daily at dawn. order, sorted by spell level. The spell list notes which
artificers spells are rituals, and spells which were not
originally included in the artificer spell list are written in
bolded italics.

17
Ozzifer's Unchained Artificer
List of Spells 1st Level Darkvision Protection from Energy
Absorb Elements Enhance Ability Revivify
Cantrips (0 Level) Alarm (ritual) Enlarge/Reduce Tiny Servant
Acid Splash Catapult Find Traps Water Breathing (ritual)
Blade Ward Color Spray Heat Metal Water Walk (ritual)
Booming Blade Cure Wounds Invisibility
Lesser Restoration
4th Level
Create Bonfire Detect Magic (ritual)
Levitate Arcane Eye
Dancing Lights Disguise Self
Locate Object Elemental Bane
Fire Bolt Expeditious Retreat
Magic Mouth (ritual) Fabricate
Frostbite Faerie Fire
Magic Weapon Freedom of Movement
Green-Flame Blade False Life
Protection from Poison Leomund's Secret Chest
Guidance Feather Fall
Pyrotechnics Mordenkainen's Faithful
Light Grease
Rope Trick Hound
Lightning Lure Identify (ritual)
See Invisibility Mordenkainen's Private
Mage Hand Illusory Script (ritual)
Skywrite (ritual) Sanctum
Magic Stone Jump
Spider Climb Otiluke's Resilient Sphere
Mending Longstrider
Web Stone Shape
Message Purify Food and Drink
Stoneskin
Poison Spray (ritual)
3rd Level Summon Construct
Prestidigitation Sanctuary
Blink
Ray of Frost Snare 5th Level
Catnap
Resistance Tasha's Caustic Brew
Create Food and Water Animate Objects
Shocking Grasp Unseen Servant (ritual)
Dispel Magic Bigby's Hand
Spare the Dying
2nd Level Elemental Weapon Creation
Sword Burst Greater Restoration
Aid Flame Arrows
Thorn Whip Mass Cure Wounds
Alter Self Fly
Thunderclap Skill Empowerment
Arcane Lock Glyph of Warding
True Strike Transmute Rock
Blur Haste
  Intellect Fortress Wall of Stone
Continual Flame

18
Ozzifer's Unchained Artificer
 
Class Changes Magic Item Adept. The artificer now gains this feature
As the most recently published class, the artificer is at 9th level, instead of 10th level (when the artificer instead
characterized by a notable difference in the function of its gains a new specialization feature).
class features in comparison to the original classes, as Spell-Storing Item. When the artificer gains this
much of its functionality revolves around its use of the feature, it can only use 1st-level spells, instead of 1st- or
Infuse Item feature. With this in mind, the alterations 2nd-level spells, for its effect. At 18th level, the artificer
presented in this document are intended to bring the class regains the ability to use 2nd-level spells with this feature,
more in line with the philosophies of the original classes, and also sets the level of any 1st-level stored spell to 2nd
particularly in regards to being an Intelligence-based level.
counterpart to the paladin and ranger. Flexible Infusions. This is a new feature, designed so
Proficiencies. The artificer now also gains proficiency that an artificer at the highest tier of play can reliably call
with hand crossbows, heavy crossbows, and nets. upon a much-needed infusion at a critical moment.
Starting Equipment. The artificer starts with tinker's Soul of Artifice. This feature incorporates the benefits
tools, rather than thieves' tools. of the Magic Item Master feature (which artificers
Spellcasting. The artificer gains their third cantrip at previously received at 18th level).
7th level, rather than 10th level. Armorer
Arcane Tinkering. This feature incorporates the The changes to the Armorer specialization are listed below.
benefits of Magical Tinkering (renamed as Spark of Tools of the Trade. Renamed from Tool Proficiency, this
Enchantment), and provides additional ways to enchant a feature is otherwise unchanged.
suitable object. The feature also grants the mending Armor Model. The armor model's weapon is explicitly
cantrip for free (as the Spark of Repair ability). counted as a magic weapon.
Magic Item Analysis. This is a new feature, intended to Armor Model: Guardian. The armor's bonus action
reflect the artificer's intrinsic connection to magic items. grants temporary hit points equal to 1d6 + half the
Infuse Item. Instead of granting two new known artificer's class level, rather than the artificer's class level.
infusions every 4 levels, this feature now grants one new The bonus action can now be used an unlimited number of
known infusion every 2 levels until 18th level; the total times, instead of a number of times equal to artificer's
number of known infusions at 20th level remains the same. proficiency bonus between long rests.
Inventive Style. This is a new feature, akin to the Armor Model: Infiltrator. The armor nullifies
Fighting Style of other martial-inclined classes, which disadvantage on Dexterity (Stealth) checks on armor which
provides the artificer with a means of customizing its has that penalty, and only grants advantage on such checks
personal utility in and out of combat. to armor which lacks this penalty.
Artificer Specialization. The artificer's choice of Arcane Repulsor. This is a new feature, and its benefits
subclass now provides features at 3rd, 6th, 10th, and 15th can be activated again by expending spell slots.
level, rather than at 3rd, 5th, 9th, and 15th level. The Perfected Armor: Guardian. The range of this ability
Alchemist specialization has been renamed to Potioneer, has been reduced to 15 feet, and the maximum distance of
and a new subclass, the Forge Knight, has been added. its pull effect reduced to 10 feet. In exchange, the
Ability Score Improvement. The artificer can swap out conditional attack used as part of this ability can now be
their chosen Inventive Style, or replace a large number of used an unlimited number of times.
their known artificer infusions at once, each time they gain
this feature from this class. Artillerist
Arcane Armament. This is a new feature, intended to The changes to the Artillerist specialization are listed
act as a replacement the Extra Attack features of the below.
martial-inclined subclasses (which received the feature at Tools of the Trade. Renamed from Tool Proficiency, the
5th level) and as a counterpart to those features on the artillerist now also gains proficiency with martial ranged
paladin and ranger, and to equalize the artificer's damage weapons.
scaling regardless of subclass choice. Artillerist Spells. At 9th level, the artillerist gains access
Tool Expertise. Previously, this feature was gained at to the spell counterspell, instead of wind wall.
6th level, and doubled the proficiency bonus of all the Battle Ready. This is a new feature, identical to the
artificer's tool proficiencies. Instead, the artificer gains this feature of the same name from the Battle Smith
feature twice (once at 5th level and again at 13th level), and specialization (see below).
it provides its benefit to two of the artificer's tool
proficiencies each time, bringing it in line with the
Expertise features of other classes.

19
Ozzifer's Unchained Artificer
   
Eldritch Cannon. The artificer can now create a number The potioneer can now produce a number of elixirs (now
of cannons equal to their proficiency bonus before needing formulations) between long rests equal to their proficiency
to expend spell slots to create more. In addition, a Tiny bonus, rather than one (and later two or three), and they
eldritch cannon being held in one hand can now be used as choose which formulation to create from the feature's table
a ranged weapon and a spellcasting focus for the instead of rolling randomly. Creating formulations by
artillerist's class spells. expending spell slots now requires 1 minute to accomplish,
Arcane Battery. This is a new feature, which is intended rather than an action. Formulations can now be triggered
to emphasize the synergy between the artillerist's abilities in a manner that varies by formulation; some can only be
and magic-based damage. triggered by the potioneer, who can also trigger their
formulations during the Attack action starting at 5th level.
Battle Smith Alchemical Formulations: Table. There are 12
The changes to the Battle Smith specialization are listed formulations to choose from, rather than 4. Healing is now
below. Healing Elixir, Swiftness is now Quicksilver Cocktail,
Tools of the Trade. Renamed from Tool Proficiency, the Resilience is now Durable Draught, and Boldness is now
battle smith now also gains proficiency with martial melee Fortifying Solution.
weapons. Alchemical Savant. The potioneer gains this feature at
Battle Smith Spells. At 5th level, the battle smith gains 6th level, instead of 5th level, and its effect also applies to
access to the spell hold person, instead of branding smite. their Alchemical Formulations where suitable.
At 9th level, they gain access to beacon of hope, instead of Chemical Tolerance. Renamed from Restorative
aura of vitality. At 13th level, they gain access to death Reagents, the potioneer no longer gains access to the spell
ward, instead of aura of purity. At 17th level, they gain lesser restoration or its associated benefits, and instead
access to steel wind strike, instead of banishing smite. gains resistance to acid and poison damage, and immunity
Steel Defender. The steel defender's AC equals 12 + the to the poisoned condition (as with the 15th-level feature
battle smith's proficiency bonus, rather than 15. The Chemical Mastery, which has been replaced; see below).
defender has no skill or saving throw proficiencies, but it Potion Master. This is a new feature, which replaces
gains the Bond of Steel trait, which allows the battle smith Chemical Mastery entirely and increases the potency of the
to add their proficiency bonus to any ability check or saving potioneer's Alchemical Formulations which involve rolling
throw the defender makes. This brings the defender more dice.
in line with the "companion" subclasses of other classes.
Arcane Jolt. The battle smith gains this feature at 6th Artificer Infusions
level, instead of at 9th level. In exchange, the feature's The list of artificer infusions has been changed, as detailed
ability to inflict damage has been removed in order to be below.
reincorporated into the 10th-level feature (see below). New Infusions. The artificer can now choose from the
Union of Steel. This is a new feature, intended to following additional infusions, to give them a greater
replace the extra-damage effect of the previous version of variety of options: Bane Weapon (6th-level), Folding Armor
Arcane Jolt (then a 6th-level feature). (10th-level), Gloves of Storing (6th-level) and Nullifying
Improved Defender. The steel defender's size increases Weapon (6th-level).
to Large, and its Hit Dice change accordingly. In addition, Existing Infusions. The infusion Helm of Awareness
as Arcane Jolt no longer provides an option to deal damage, has been renamed to Vigilance Visor, and can now also be
neither does the feature's improved effect deal additional applied to a pair of eyeglasses.
damage. Replicable Magic Item. The 6th-level table for this
infusion now includes the magic items boots of springing
Potioneer and striding (previously 10th-level) and folding boat. The
Renamed from the Alchemist, the changes to the Potioneer 14th-level table now includes periapt of proof against
specialization are listed below. poison, ring of X-ray vision, and wand of enemy detection.
Tools of the Trade. Renamed from Tool Proficiency, the
potioneer now also gains proficiency in the Medicine skill. Art Credits
Potioneer Spells. At 3rd level, the potioneer gains
access to the spell fog cloud, instead of ray of sickness. At The artists below are credited in alphabetical order. Where
5th level, they gain access to blindness/deafness, instead of possible, an art credit includes the website where the
Melf's acid arrow. At 9th level, they gain access to slow, artist's work can be found, and the pages on which their
instead of mass healing word. At 13th level, they gain illustrations appear.
access to greater invisibility and polymorph, instead of Artist unknown (p5)
blight and death ward. At 17th level, they gain access to Chris Rahn (© RahnArt; p18)
mass cure wounds instead of raise dead. Jesper Ejsing (© Jesper Ejsing Illustration; cover)
Potioneer's Stimulant. This is a new feature, designed Paizo (© Paizo; p12)
to be the potioneer's counterpart to the Battle Ready Wizards of the Coast (© Wizards; p2, p8, p10, p16, p17,
feature of other specializations at 3rd level. p19)
Alchemical Formulations. Renamed from Experimental
Elixir, this feature has been altered in several ways in order
to address serious and persistent issues with the subclass's Thank You ...
abilities relative to other subclasses. ... for taking the time to read this reimagining of the
Artificer class! If you have any feedback or suggestions,
please contact the author ─ /u/Ozzifer on Reddit ─ or
consider joining their Patreon.

20
Ozzifer's Unchained Artificer

You might also like