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ARTIFICER

SUBCLASSES

ARMORER
An armorer specializes in crafting and enhancing armor, weapons, and the crafting of a variety of powerful items.
Able to channel magical energy to increase the effectiveness of armor and weapons to benefit their allies in battle.

ARMORER FEATURES

Artificer Level Feature


1st Bonus Proficiencies, Master Smith, Sharpen
the Blade
3rd Arcane Armorer
9th Improved Wondrous Invention
14th Enhance Enchantment
17th Masterpiece

BONUS PROFICIENCIES
When you choose this specialization at 1st level, you gain proficiency with martial weapons.

MASTER SMITH
When you choose this specialization at 1st level, you gain proficiency with smith tools, and you learn the mending
cantrip.

SHARPEN THE BLADE


At 1st level, as long as you possess a whetstone you can spend 1 minute with a non-magical melee weapon using the
whetstone to make the weapon deal more damage, for the next hour the weapon deals an additional 1d6 damage of
the same type dealt by the weapon; additionally, when a creature makes an attack roll with the weapon, the weapon
attack scores a critical hit on a roll of 19 or 20.
This ability does not make the weapon magical.

ARCANE ARMORER
At 3rd level, you can produce magical weapons and armor. You spend 10 minutes focusing your magic on a mundane
weapon, set of armor, shield, or bundle of 20 ammunition and expend a spell slot to infuse it with magical energy. The
magic item retains it's enhancement for 1 hour or until used (In the case of the magic ammunition).
The spell slot you expend determines the types of weapon, armor, or shield you can create.

Spell Slot Item Created


1st +1 ammunition (20 pieces), +1 shield, +1 weapon
2nd +1 armor, +2 ammunition (20 pieces), +2 shield,
+2 weapon
3rd +2 armor, +3 ammunition (20 pieces), +3 shield,
+3 weapon
4th +3 armor

IMPROVED WONDROUS INVENTION


At 9th level, you can create a much wider variety of items, you can create any of the following items at 9th level, 13th
level, and at 18th level in addition to the items you've created. The item you choose must be on the list of your
current artificer level or a lower level from your Wondrous Invention and Improved Wondrous Invention.

9th Level: Boots of Elvenkind, Cloak of the Manta Ray, Eversmoking Bottle, Helm of Telepathy, Immovable Rod,
Necklace of Adaption, Periapt of Health, Ring of Warmth, Weapon of Warning

13th Level: Armor of Resistance, Belt of Hill Giant Strength, Boots of Levitation, Boots of Speed, Bracers of Defense,
Cape of the Mountebank, Cloak of Displacement, Cloak of the Bat, Dimensional Shackles, Elven Chain, Gem of Seeing,
Helm of Teleportation, Mantle of Spell Resistance, Ring of Evasion, Ring of Feather Falling, Ring of the Ram, Ring of X-
Ray Vision, Robe of Eyes, Rope of Entanglement

18th Level: Animated Shield, Belt of Frost Giant Strength, Carpet of Flying, Cloak of Arachnida, Dancing Sword, Ring
of Shooting Stars, Ring of Telekinesis, Scimitar of Speed, Spellguard Shield, Staff of Thunder and Lightning

ENHANCE ENCHANTMENT
At 14th level, you can expend a spell slot to recharge a magical item's charges, the item regains charges equal to the
spell level expended, this cannot be done on the same item for 24 hours.

MASTERPIECE
At 17th level, you craft a powerful legendary magical item, only you can attune to this item. This item is a symbol of
years of work and thought spent making this single item, you are assumed to have been working on this item for
some time. You create a legendary item, this item can be one of the following; armor, ring, rod, staff, wand, weapon, or
wondrous item. Choose a legendary item listed in the Dungeon Master's Guide chapter 7: Treasure for legendary
magic items. The creation of this item has the following modifications:

 The cost for creating the item is 10,000 gold worth of materials needed to enchant the item.
 The time it takes to create the item is 24 hours during which you are concentrating on the crafting of the
item, you cannot use hit die, take short or long rest, or preform complicated actions during the crafting of
this item.
 After creating the item, you take two levels of exhaustion.
 You expend all spell slots creating the item, you cannot cast spells for 24 hours afterwards, after 24 hours
your spell slots return.
 If this item has a Save DC the or Spell Attack bonus, DC is replaced by your current artificer spell save DC and
the Spell Attack bonus is replaced by your current artificer Spell Attack bonus.

After reaching 17th level you can wait to craft this item until a more appropriate time.

You can only create one magical item using this ability, if the magical item is lost or destroyed you can recreate the
same item using the same method of creation listed in this feature. Doing so causes the original item created to lose
it's magical power.

FABRICATOR
A Fabricator is a master at bestowing life to crafted constructs, using their construct creations in both battle and
survival. Able to both craft many minor construct minions and the ability to increase the effectiveness of their
mechanical servant.

FABRICATOR FEATURES

Artificer Level Feature


1st Bonus Proficiencies, Constructed Familiar
3rd Mechanical Minions
9th Mechanical Servant Upgrades
14th Superior Mechanical Servant
17th Metallurgeon

BONUS PROFICIENCIES
When you choose this specialization at 1st level, you gain proficiency with smith tools.

CONSTRUCTED FAMILIAR
When you choose this specialization at 1st level, you can cast the find familiar spell as a ritual, the familiar created
using this spell has the following modifications. When casting this spell, the 10 gold worth of charcoal and herbs is
instead replaced by 10 gold worth of metal scraps and quartz.

It is a construct instead of a beast or any other creature type it might have.


It gains a +1 bonus to its AC.
It can't be charmed.
It is immune to poison damage and the poisoned condition.
It gains darkvision with a range of 30 feet if it doesn't already have it already.
It understands the languages you can speak when you create it, but it can't speak.

If the familiar is ever destroyed the body does not vanish. In order to return your familiar, you must spend 10 gold
for the necessary materials to cast the spell again or retrieve the body of the fallen familiar.

MECHANICAL MINIONS
At 3rd level you can expend a spell slot to create a mechanical minion, much weaker and smaller than the mechanical
servant. Each mechanical minion lasts for a number of hours equal to three times the spell slot level expended, after
which the magic within becomes inert and leaves the construct's body dead.
Creating the minion requires spend 20 gold worth of materials for each minion created, a short rest spent
concentrating on creating the minion during which you cannot use hit die.
The mechanical minions obey your orders to the best of their abilities. In combat, you can command all of them
collectively or individually as a bonus action to do something general or specific, like directing movement and what
action they will take, or be more general, as in guarding a person or place. They will continue to follow your orders
until they are complete, directed to do something else, or the ability ends. If you don't command them, they will do
nothing but defend themselves against an attack.
Select a tiny or small beast with a challenge rating of 1/8 or less. The minion uses that beast's game statistics, but it
can look however you like, as long as its form is appropriate for its statistics. It has the following modifications.
At 11th you can create a medium or smaller sized breast with a challenge rating of 1/4 or less.

It is a construct instead of a beast.


It gains a +1 bonus to its AC.
It can't be charmed.
It is immune to poison damage and the poisoned condition.
It gains darkvision with a range of 30 feet if it doesn't already have it already.
It understands the languages you can speak when you create it, but it can't speak.

The minion obeys your orders to the best of its ability. In combat it takes its turn on your initiative, though it
doesn't take an action unless you command it to or is following a previous command.
If the minion's hit points are 0 it dies. If the minion is killed, it cannot be revived, and such spells have no effect on
it. You may reuse the minion's body to expend another spell slot to recreate that same minion without paying for the
scrap metal used to make it.
You can only control a number of mechanical minions equal to your Intelligence modifier, if you attempt to create
another mechanical minion beyond your Intelligence modifier you lose control of one of the mechanical minions of
your choice, that mechanical minion becomes inert and leaves the construct's body dead.

MECHANICAL SERVANT UPGRADES


At 9th level, you can upgrade your mechanical servant, you give them an additional trait helping them in combat and
out of combat. You can spend 3 hours and 200 gold to upgrade your mechanical servant with one of the following
traits. This trait lasts until your reuse this ability again.
At 16th level you can give your mechanical servant two upgrades at one time.

Armor. Your mechanical servant gains +2 to their AC and their speed decreases by 10 feet.
Extra Attack. Your mechanical servant gains an extra attack in addition to the number of attacks it can already
make, you attach one simple or martial weapon to it, it makes the attack with proficiency.

Speed. Your mechanical servant gains 10 feet to their movement speed and their AC decreases by 2.

Life. Your mechanical servant gains a bonus to its hit points equal to your artificer level + your proficiency bonus.

Reconstruction. Your mechanical servant gains the ability, once per long rest your mechanical servant can use a
bonus action to regain hit points equal to your artificer level + your Intelligence modifier + your proficiency bonus.

Cold Resistance. Your mechanical servant gains resistance to cold damage.

Fire Resistance. Your mechanical servant gains resistance to fire damage.

Lightning Resistance. Your mechanical servant gains resistance to lightning damage.

Hyper Awareness. Your mechanical servant has advantage on all Wisdom (Perception) checks.

Auto Repair. Your mechanical servant can as a bonus action regain hit points equal to 1d10 + your artificer level,
your mechanical servant can only do this once, you and your mechanical servant must spend short rest to regain this
ability.

Mithral Plating. Your mechanical servant gains advantage on Dexterity (Stealth) checks and its weight is
decreased by half of it's normal weight.

Adamantine Plating. Your mechanical servant takes less damage, any critical hit against your mechanical servant
becomes a normal hit. Your mechanical servant has disadvantage on Dexterity (Stealth) checks.

SUPERIOR MECHANICAL SERVANT


At 14th level, your mechanical servant gains a set of bonuses to its statistics. You add your proficiency bonus to your
mechanical servant's damage and half your proficiency bonus (rounded down) to its AC.
Your mechanical servant gains proficiency in two skills of your choice and adds your proficiency to all saving
throws.
For each artificer level you gain after 14th level, your mechanical servant gains additional hit die and increases its
hit points accordingly.
You can adjust your mechanical servant's ability scores improve as well, your mechanical servant can increase two
ability scores of your choice by 2, increase four ability scores of your choice by 1, or one ability score of your choice
increase by 2 and two ability scores of your choice increase by 1.
Your mechanical servant can use its action as long as it's within 5 feet of you to give you advantage on any ability
check you make that uses any of the tool proficiencies you gain from this class.

METALLURGEON
At 17th level, you can cast fabricate without expending a spell slot, you can only use this spell to transmute metal.

ARTIFICER SUBCLASSES
As the Artificer class is still in development and playtesting
with Wizards of the Coast, the subclasses presented here
might not function correctly with following releases of the
Artificer class. Some might become irrelevant, overpowered,
or no longer possible to work within the class. This being the
case, upon further releases of the Artificer I'll be sure to
update the subclasses as soon as possible.
ADDITIONAL ALCHEMIST'S FORMULAS
Choking Vapor. As an action, you can reach into your Alchemist's Satchel and pull out a vial of sickly green smoke,
and hurl the vial at an object or surface within 30 feet of you (the vial and its contents disappear if you don't hurl the
vial by the end of your current turn). On impact, the vial detonates in a 5-foot radius. Any creature who moves into
the area or starts their turn within the area, must make a Constitution saving throw or take 1d8 poison damage and
is poisoned until the end of their next turn. This smoke only lasts for 1 minute. This formula's damage increases by
1d8 when you reach certain levels in this class: 4th level (2d8), 7th level (3d8), 10th level (4d8), 13th level (5d8),
16th level (6d8), and 19th level (7d8).

Freezing Ice. As an action, you can reach into your Alchemist's Satchel and pull out a vial filled with frosty clear
liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if
you don't hurl the vial by the end of your current turn). On impact, the vial detonates in a 5-foot radius. Any creature
in that area must succeed on a Constitution saving throw or take 1d6 cold damage. This formula's damage increases
by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6),
16th level (6d6), and 19th level (7d6).

Glass Explosion. As an action, you can reach into your Alchemist's Satchel and pull out a small bottle filled with glass
shards and black powder, and hurl the bottle at any creature, object, or surface within 30 feet of you (the vial and its
contents disappear if you don't hurl the vial by the end of your current turn). On impact, the vial detonates in a 10-
foot radius. Any creature within that area must succeed on a Dexterity saving throw or take 2d4 nonmagical piercing
damage. This formula's damage increases by 2d4 when you reach certain levels in this class: 4th level (4d4), 7th level
(6d4), 10th level (8d4), 13th level (10d4), 16th level (12d4), and 19th level (14d4).

Liquid Torch. As an action, you can reach into your Alchemist's Satchel and pull out a vial of light blue liquid with
powdered crystal inside of it. A creature can as a bonus action shake the vial, when doing so the vial emits a bright
light-blue light out to 30 feet, and dim light out to an additional 30 feet. This light lasts for 1 hour or until the vial is
broken.

Monstrous Strength. As an action, you can reach into your Alchemist's Satchel and pull out a vial of dark grey liquid.
A creature can drink it as an action, when they do that creature's Strength ability score changes to 22, for 1 minute.
They gain advantage on Strength saving throws and Strength ability checks.

SPELLS
ENHANCE WEAPON
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, 1 minute

Touch a nonmagical weapon. It becomes magical with a +1 to attack and damage rolls, and deals an additional 1d4
force damage, until the spell ends.
At Higher Levels. When you use a spell slot of 3rd or 4th level; the bonus increases to +2 and deals an additional
1d8 force damage. When you use a spell slot of 5th level or higher, the bonus is +3 and deals an additional 1d12 force
damage.

(Artificer, Occultist, Paladin, Ranger, Wizard)

HEAVY
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (An iron or lead weight, weighing at least 5 lbs.)
Duration: 10 minutes

You touch a physical object, increasing the weight of the object 10 times.
If you increase the weight of a weapon or piece or ammunition, the attack has disadvantage and deals an extra 1d6
of the same damage used for the attack.

(Artificer, Bard, Occultist, Sorcerer, Wizard)

INARILEON’S DRAW
4th-level transmutation
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (A small bar magnet)
Duration: Concentration, up to 1 minute

At the start of each of your turns until the spell ends, you draw all metallic objects 5 feet closer, objects worn or
carried resist this pull, metallic objects that weighs more than 50 lbs don't move. If a metallic objects ends its
movement within 5 feet of you it stops.
Metallic constructs and creature's wearing armor must make a Strength saving throw at the start of its turn while
in range of this spell or be pulled 5 feet closer to you.

(Artificer, Bard, Occultist, Wizard)

INFUSION
2nd-level transmutation (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: Instantaneous

You imbue a nor-magical item with magical energy, making the item indestructible unless the item's magic is
dispelled or in the area of effect of an antimagic circle. Any ability that would destroy a magical item can destroy this
item.

(Artificer, Occultist, Wizard)

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