ARTIFICER (REVISED 1.6.2)
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CUNNING INVENTORS
Every arfcer is defined by a specific craft. Artificers see
‘mastering the basie methods of a craft asthe first step to true
progress, the invention of new methods and approaches.
Anificers are arcane engineers, students of invention and
warfare who craft deadly firearms, Mechplate, and
mechanical beings that they ean augment with magic.
Allartficers are united by their curiosity and inventive
nature. To an artfcer, magic is an evolving art with a leading
ledge of discovery and mastery that pushes further ahead with
‘each passing year. Artifcers value novelty and discovery. This
‘penchant pushes them to seek a life of adventure,
A hidden ruin might hold a forgotten magic item or a
‘beautifully crafted mirror perfect for magical enhancement,
Antficers win respect and renown among their kind by
‘uncovering new lore or inventing new methods of creation.
INTENSE RIVALRIES
‘The artifcers' drive to invent and expand their knowledge
creates an intense drive to uncover new magic discoveries. An
artficer who hears news of a newly discovered magic item
‘must act fast to get it before any rivals do. Good aligned
artficers recover items on adventures or offer gold or
‘wondrous items to those who possess items they are keen to
‘own. Evil ones have no problem committing crimes to claim
what they want.
‘Almost every artificer has atleast one rival, someone whom
they seek to outdo at every turn. By the same token, artiicers
‘with similar philosophies and theories band together into
loose guilds. They share their discoveries and work together
to verify their theories and keep ahead of their rival.
Kibbles'Artiicer v1.62
peeTHE ARTIFICER
Proficiency
Level Bonus
It 42
and 42
3rd 42
4th 42
Sth 43
6th 43
7th 43
8th —43—_Abilty Score Improvement
Sth 4
Voth +4
Vth +4
12th 44
Features
Spellcasting, Tool Expertise
Ability Score Improvement
Artificer Specialist Feature
Wondrous item Proficiency
Study of Magic
Ability Score Improvement
Bh 45 =
14th —45-——_Atificer Specialist Feature
th 45 =
16th —-+5-—_—Ability Score Improvement
th 46 =
18th 46
19th 46
20th 46
Wondrous Items Mastery
Ability Score Improvement
Soul of Artifice
CREATING AN ARTIFICER
When creating an artficer character, think about your
character's background and drive for adventure. Does the
character have a rival? What drove your character down the
path of being an artficer? Is t about curiosity and invention,
for about the power the item brings? Did you character learn
from another artificer, or receive a vision or Nash of
inspiration to learn their craft?
Consider how your character interacts with the a world and.
‘what they represent. Consult with your DM regarding guilds
‘or societies your character might belong to.
Quick Burp
You can make an artificer quickly by following these
suggestions. For the Cannonsmith or Gadgetsmith paths,
‘make your highest attribute Dexterity, followed by
Intelligence. For Golemsmith, Inusionsmith, Potionsmith or
Wandsmith, Intelligence followed by Constitution or Dexterity,
‘and for Warsmith, choose either Strength of Intelligence, with
Constitution as your second highest attribute. Second, choose
the Guild Artisan background.
Artificer Specialization, Magic Item Analysis
Spells
Known Ist
Artificer Specialist Feature, Specialization Upgrade
Arcane Reconstruction, Superior Attunement
Improved Magical Crafting, Wondrous Item Recharge
Cass FEATURES
+ Hit Dice: 148 per artifcer level
+ Hit Points at Ist: Level: 8+ your Constitution modifier
+ Hit Points at Higher Levels: 108 (or 5)+ your
Constitution modifier per artficer level ater Ist
PROFICIENGIES
‘Armor: Light armor, medium armor
‘Weapons: Simple weapons, hand crossbows, heavy
crossbows,
‘Tools: Thieves’ tools, one other tool of your choice
Saving Throws: Constitution, Intelligence
‘Skills: Choose three from Arcana, Deception, History,
Investigation, Medicine, Nature, Religion, Sleight of Hand
EQuieMent
You start with the following equipment, in adlition to the
equipment granted by your background:
+ (@)a light crossbow and quiver of 20 bolts or (b) any two
simple weapons.
+ @)scale mail (b)leather armor, or (c) chain mail
+ thieves’ tools and a dungeoncer's pack
Kibbles Anifieer vL62
AARTIFICER SPECIALIZATION
At Ist level you focus your craft on a particular specialization:
Cannonsmith, Gadgetsmith, Golemsmith, Infusionsmith
Potionsmith, Warsmith or Wandsmith, each of which are
detailed atthe end of the class description. Your choice grants
you features at Ist level and again at 3rd, Sth, and 14th level
Macic ITEM ANALYSIS
‘Starting at Ist evel your understanding of magic items allows
you to analyze and understand their secrets. You know the
artficer spells detect magic and identify, and you can cast
them as rituals.
Toou EXPERTISE
‘Starting at 2nd level your proficiency bonus is doubled for any
ability check you make that uses any ofthe tool proficencies
you gain from this class.
SPELLCASTING
As part of your study of magic, you gain the ability to cast
spells at 2nd level The spells you learn are limited in scope,
primarily concerned with modifying ereatures and objects or
creating tems,
SPELL SLOTS
‘The Artticer table shows how many spel slots you have to
cast your spells of Ist level and higher. To cast one of these
spells, you must expend a slot ofthe spell’ level or higher. You
regain all expended spell slots when you finish a long rest
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
‘You know three Istlevel spells of your choice from the
artficer spel! list (which appears atthe end of this document)
‘The Spells Known column of the Arificer table shows
‘when you learn more arificer spells of your choice from this
feature,
Bach of these spells must be ofa level for which you have spell
slots on the Artficer table. Additionally, when you gain a level
inthis class, you can choose one ofthe artficer spells you
know from this feature and replace it with another spell from
the artficer spel ist. The new spell must also be of aleve for
hich you have spell slots on the Artifice table.
SPELLCASTING ABILITY
Intelligence is your spelleasting ability for your artficer spells
your understanding of the theory behind magic allows you to
wield these spells with superior skill You use vour Intelligence
whenever an artificer spell refers to your spelicasting ability
In addition, you use your Intelligence modifier when setting
the saving throw DC for an artificer spell you cast and when
‘making an attack roll with one.
‘Spell save DC =8 + your proficieney bonus + your
Intelligence modifier
‘Spell attack modifier = your proficiency bonus + your
Intelligence modifier
SPELLCASTING Focus
You can use an arcane focus as a spelleasting focus for your
artficer spells. See chapter 5, "Equipment" in the Player's
Handbook for various arcane focus options,
SPECIALIZATION UPGRADE
Your expert craftsmanship allows you to improve your
Specialization's Wondrous Item with new attributes.
‘Starting at 3rd level choose an upgrade from thelist at the
tend of your specialization, The features and properties of your
‘Specialization's Wondrous Item permanently improves in that,
way.
You apply an additional upgrade to your Specialization's
Wondrous Item at Sth, 7th, 9th, 11th, 13th, 15th, 17¢h, and
19th level You cannot apply an upgrade more than once,
unless the upgrade's description says otherwise. Upgrades
cannot be replaced or changed, besides as described in the
specialization, Only the Artficer selecting the upgrade use the
upgrade unless otherwise specifiedIn any case that Specialization allows the upgrade to be
‘swapped out, Upgrades must always be selected as ifthe
Arificer isthe level they were when they got that Upgrade
slot. For example, if you replace your Thundercannon and
reselect all your upgrades at asa Sth level Artifice, you could
Select one 3rd level upgrade and one Sth level upgrade, you
‘would not be able to select two upgrades that both had a
prerequisite of Sth level artificer
at
CUSTOMIZING ARTIFICER UPGRADES
‘The upgrades for each Artificer Specialization is
presented in alist atthe end of the Specialization,
but invariably there will always be ideas for
upgrades not included in that list. At the heart of an
Astificer beats an unrelenting drive for creativity,
afterall Feel free to consult your DM for potential
custom upgrades, using the non-level restricted
upgrades as a template for balance.
Rua,
AsrLity ScorE IMPROVEMENT
When you reach 4th, Sth, 12th, 16th, and 19th level you can
increase one ability Score of your choice by 2.or you can
increase two ability scores of your choice by 1. As normal you
cearit increase an ability score above 20 using this feature,
ARCANE RECONSTRUCTION
AA 6th level you have mastered the knowledge of using magic
to repaie things. You learn the mending cantrip, and can cast it
at will Additionally, you learn the cure wounds spelt Ifyou
already know cure wounds you can select another spell from
the Artficer list. When you cast cure wounds, it can heal
‘constructs in addition to normally vali targets.
SuPERIOR ATTUNEMENT
At 6th level your superior understanding of magic tems
allows you to master their use. You can now attune to up to
four, rather than three, magic items ata time.
‘Wonprovs ITEMS PROFICIENCY
At Tih level your familiarity with the workings of magical
items means that you can ignore class based restrictions on
attuning to magical items.
IMPROVED MAGICAL CRAFTING
At LOth level your experience in creating your own wondrous
invention makes you more adept at crafting a magic item than,
anormal spellcaster. Creating a magic item takes you half the
time it would normally take.
‘Additionally, you ean make 1 hour of progress toward
crafting a magie item, scroll or potion during a long rest
Wonprous IreM RECHARGE
‘Starting at 10th level. you can recharge a magic item that has
charges, as long as those charges can only be used to cast
spells. To restore charges, you perform a ritual that takes one
‘minute and expends a spell slot of equal or higher level then a
spell slot level ofa spel cast by the item.
‘The number of charges restored to the item is equal to the
number of charges required to cast that spell using the item
Srupy oF Macic
At Ith level. your proficiency in the workings of magic has
become so great you can cast detect magic and identify at will
without expending a spel slot. Additionally you have
advantage on all Intelligence (Arcana) checks to understand
the workings of magical traps, effects, or runes.
i a,
ARTIFICERS AND LEVEL OF MAGIC
Its important to keep in mind that the balance of
an Atificer is keenly tied to the availabilty of magic
items in the worl, either that can be forged by
Astificer or found in the word,
Features like Superior Attunement and Wondrous
Item Mastery represent a significant elements of
the Artficers class design. While the Artificer can
be an accomplished adventurer with no additional
magic items, when setting out ina low magic.
setting with an Artficer, consult with your DM if
some adjustments may be needed to the features!
Ina lower magic setting, consider allowing the
‘Astificer to create some items that they will be able
to apply their class features to, and that might stil
be thematic to their character concept and the
world setting in general
eK aS
‘Wonprous ITEMS MASTERY
‘Starting at 18th level you can activate a magic item that
‘would normally ake an action asa bonus action instead.
SouL OF ARTIFICE
‘At 20th level your understanding of magic items is
‘unmatched. allowing you to mingle your soul with items linked
to you. You can now attune to five, rather than four, magic
items ata time. In addition, you gain a +1 bonus to all saving
throws per magic item you are currently attuned to.
Kibbles! Artificer v1.62ARTIFICER SPECIALIZATIONS
CANNONSMITH
A Cannonsmith is an Artficer who has crafted a spectacular
and terrible device: a Thunder Cannon,
‘Aweapon of unmatched destruction, an Artificer's reason
for forging such a thing is varied. Some seek the power, some
seek the discovery
For some itis but a tool to accomplish their goal for others
itis the culmination of the work, for which all the pesky
details of adventuring are dedicated t,
Given the destructive potential of a Thunder Cannon, many
‘monsters and men may seek to seize the power for
themselves upon witnessing its potential but even if they were
to sueceed they would soon find that using one of these deadly
tools is an art of equal mastery to forging one, something only
the one who forged the device will ever truly master, for each
Thunder Cannon is unique work, suited only to its creator.
CANNONSMITH'S PROFICIENCY
‘When you choose this specialization at Istlevel you gain
proficiency with tinkers tools and smiths tools.
‘You gain the knowledge to forge rounds for your Thunder
‘Cannon, and ean create them with the proper tools during a
Long Rest
‘You can create up to 50 rounds of ammunition during a
Jong rest, with materials costing 1 gold piece per 10 rounds,
‘Taunper CANNON
At Ist level you forge a deadly firearm using a combination of
arcane magic and your knowledge of engineering and
‘metallurgy. This firearm is called a Thunder Cannon,
‘You are proficient with the Thunder Cannon. The firearm is
2 two-handed ranged weapon that deals 2d6 piercing damage.
Its normal range is 60 feet, and its maximum range is 180
feet.
Once fired, it must be reloaded as a bonus action
THUNDER CANNON
Wondrous tem, Magical Firearm, Attunement (creator only)
Damage 246 piercing
Reload 1
Weight 15 tb
Properties Two-handed, Loud, Relozd(1)
Range 60/180
you lose your Thunder Cannon, you can create a new one
lover the course of three days of work (eight hours each day) by
expending 200 gp worth of metal and other raw materials.
‘You can create multiple Thunder Cannons, but you can only
be attuned to one of them ata given time, and can only change
‘which one you are attuned to during a long res. Ifyou create
‘anew Thunder Cannon, you can apply a number of Upgrades
‘equal tothe value on the class table, applying each at the level,
you get it on the class table.
Loud Your weapon rings with thunder that is audible
‘within 300 feet of you whenever it makes an atack.
Kibbies'Artificer vL62
‘Some Antficers may create variant weapons beyond the
traditional Thunder Cannon, in which case the stats ofthat
‘weapon are used,
la
VARIANT WEAPON TYPES
Your DM may allow you to select on the following,
variants for your Thunder Cannon. These do not
cost a normal upgrade slot, and do not count
‘against your total upgrades.
Hand Cannon
You modify your Thunder Cannon with
lightweight components and a shorter barrel. ts
weight becomes 7 Ibs. Your Thunder Cannon
becomes a one handed ranged weapon. it deals 148
damage piercing damage (instead of 2d6) and its
rnotmal range becomes 20 feet and its maximum
range 60 feet.
Lightning Sword
"You entirely remodel your weapon into a melee
‘weapon. This can take the form of any martial melee
‘weapon, and you have proficiency with this weapon
regardless of its shape. When you apply
‘Thundermonger damage with this weapon, it deals
lightning damage instead of Thunder Damage.
‘Apply common sense in what upgrades this
eliminates as options.
‘Arm Cannon?
Pethaps most plausible for a Warforged
‘Cannonsmith, consult with your OM on replacing a
lost or removed arm with your Thunder Cannon if
you feel the need to never be parted from it In this
Configuration, it retains the normal statistics, but
becomes a one-handed weapon. As cost, you lose
the use of that arm for anything else, and the use of
the arm can only be recovered by removing the
Thunder Cannon an the eect of Regenerate or
similar magic:‘THUNDERMONGER
At 3rd level you've developed the arcane engineering skill to
‘upgrade your Thundercannon to deliver its shots with greater
force.
(Once per turn, you can deal an extra 1d6 thunder damage
to one cresture you hit with an Attack using the Thunder
Cannon. After discharging this bonus damage, the you cann
deal this bonus damage again until the start of your next turn.
‘This extra damage increases by 1d6 wien you reach certain
levels in this class: Sth level (246), 7th level (346), 9th level
(46) 11th level (Sd6), 13h level (6d6) 15th level (746) 17th
level (Sd6) and 19th level (946)
DevastaTinc BLASTS
Boginning at Sth level when you miss an attack with your
‘Thunder Cannon, you can still choose to apply your
‘Thundermonger damage to the target creature you missed,
bbut it deals only half the bonus damage. Dealing damage this
way counts as applying Thundermonger damage for the turn
ELEMENTAL SWAPPING
‘Starting at the 14th level, when you take the attack action with
your Thunder Cannon you ean adjust the firing chamber,
causing any bonus damage granted by Thundermonger to
deal fire, col, acie, or lightning damage instead of thunder
damage. Alternatively, you can consume a Vial of Holy Water
to cause your next Thundermonger bonus damage to deal
radiant damage.
ny
FIREARMS IN A CAMPAIGN SETTING
‘Alot of campaign settings do not feature firearms,
and in some of these the Cannonsmith variant of
Astificer might not be the right choice, but consider
‘hat the Arficeris fundamental someone that
tinkers and explores magic as much as technology.
A Thunder Cannon need not be a gunpowder
powered device, and in most cases is more an
engineering mare of magic than technology: it can
by syed as anything from a crossbow toa thunder
sta
——————————————_—_———
CANNONSMITH UPGRADES
Autoloading Magazine Requires Integrated Magazine
Your Thunder Cannon now automaticaly chambers the
next round, no longer requiring your bonus action to reload.
Cannon Improvement. Prerequisite: 5th level Artificer
You fine tune your Thunder Cannon's firing mechanism.
‘The Thunder Cannon gains a+ bonus to Attack and Damage
Rolls made with it. You can apply this upgrade up to 3 times.
Aer the first time you take this upgrade, the piercing
damage dealt by your Thunder Cannon is considered magical
Divination Scope. Prerequisite: Sth level Arificer
You add a scope to your Thunder Cannon and enchant the
lenses with Divination magic.
Kibble
‘The Scope has 3 Charges. As s bonus action you can use 1
‘charge to cast hunter's mark. As an action you ean use 2
charges to cast see invisibly or 3 charges to cast
clairvoyance.
‘The scope regains all charges after long rest
Echoing Boom. Incompatible with Silencer.
You pack extra power into your Thundermonger, increasing
the damage it deals by 146,
Extended Barrel
‘You extend the length of your Thunder Cannon's barrel and
add rifling. The normal weapon range of your Thunder
Cannon increases by 30 feet, and the maximum range by 90,
feet, You can apply this upgrade up to 2 times,
After applying this twice, ifyou have the Lightning Charged
Bayonet upgrade, the Bayonet gains the Reach property.
Harpoon Reel Prerequisite: Sth level Artificer
You install a secondary firemode that launches a Harpoon
attached toa tightly coiled cord This attack has a normal
‘ange of 30 feet and a maximum range of 60 feet, and it deals
146 piercing daesage. This attack ean target a surface, object,
A creature struck by this attack is impaled by the Harpoon
unless it removes the Harpoon as an action, which causes it to
‘take an additional 1d6 damage. While the Harpoon is stuck in,
the target, you are connected to the target by a 60 foot cord.
Dragging the connected party via the attached cord causes the
creature moving to move at half speed unless they are a size
‘category larger
‘While connected in this manner, you can use your bonus
action to activate the Reel action, palling yourself to the
location if the target is Medium or larger. A Small or smaller
‘ereature is pulled back to you, Alternatively, you can opt to
disconnect the cord.
This attack cannot be used again until the Reel action is
taken,
Integrated Magazine
‘Your Thunder Cannon holds 2 rounds at atime, allowing
you to attack twice before a bonus action reload is required.
Lightning Burst
‘You upgrade your Thunder Cannon to discharge its power
in within a Sfeet wide and 60-feet long line. Asan action, you
‘can make a special attack. Each creature must make a
Dexterity saving throw or take damage equal to the bon
‘damage of Thundermonger as lightning damage on a failed
save, halfas much on a successful save, Using this shot
‘counts as applying Thundermonger damage for the tura,
Firing inthis way does not consume ammo.
Lightning Charged Bayonet.
You affix a short blade to the barrel of your Thunder
Cannon, allowing you to make a melee weapon attack with it.
‘The blade isa finesse weapon melee weapon that you are
proficient with, and deals 1d6 piercing damage.
‘The blade ean be used to apply Thundesmonger bonus
‘damage. When Thundermonger bonus damage is dealt with a
bayonet attack, the damage type is lightning, Dealing damage
this way counts as applying Thundermonger damage for the
Arificer vL62Mortar Shells. Prerequisite: 15th level Artficer
You build a secondary fremode allowing you to fire your
cannon like a mortar. Pick a target point within range, and
‘make an attack roll Apply the attack roll all creatures,
within a5 foot radius ofthe target point. Creatures hit take
‘weapon damage plus half of Thunder monger bonus damage.
Dealing damage this way counts as applying Thundermonger
damage for the turn.
Creatures do not benefit from cover against this fire mode
unless they have overhead cover as well
‘Terrifying Thunder. Prerequisite: Echoing Booms.
You add an additional amplifier to maximize the shock and
awe value your cannon blasts, The first time a target i hit by
‘one of your attacks, they are deafened until the end of their
next turn. Additionally, they must make a Wisdom saving
throw against your Spell Save DC or become frightened for
fone minute. They can repeat this saving throw atthe end of
ceach of their turns,
A creature is immune to the effects of this upgrade for 24
hhours after saving from the effects of
Silencer. Incompatible with Echoing Booms.
You upgrade your Thunder Cannon with a sound
dampening module. Your Thunder Cannon loses the Loud
property.
‘Shock Absorber.
You adda reclamation device to your Thunder Cannon to
gather energy from the surroundings when itis present. As a
reaction to taking Lightning or Thunder damage, you can cast
absorb elements without consuming a spell slot. When
absorbed in this method, you can apply the bonus damage
granted by absorb elements to your next Thunder Cannon
attack even if you make a ranged attack,
‘Shock Harpoon Prerequisite: 9th level Artifice, Prerequisite:
Harpoon Reel
Alter hitting a creature wit the Harpoon fire mode, you can
use a bonus action to deliver a shock. Ifyou have not used it
since the start of your turn, you can apply Thundermonger
damage as lightning damage. Additionally, the target must
‘make a Constitution saving throw against your spell save DC
or be stunned until the end of ts next ts
Once used, the Harpoon must be reeled in before this can
be used again
Storm Blast. Prerequisite: Sth level Artiticer
You upgrade your Thunder Cannon to discharge its power
{in 30-foot cone from the gun. Asan action, you can make a
special attack, Each creature must make a Strength saving
throw, or take 1d6 + half the bonus damage of
‘Thundermonger and be knocked prone, Using this shot
counts a8 applying Thundlermonger damage for the turn,
Firing inthis way does not consume ammo.
‘Synaptic Feedback. Prerequisite: 9th level Artiicer
You install feedback loop into your cannon, allowing you to
siphon some energy from your Thunder Cannon to empower
‘your reflexes.
Whenever you deal lightning damage with your Thunder
Cannon your walking speed increases by 10ft and you can
take the Dash or Disengage actions as a bonus action. This
cffect lasts until the end of your turn.
‘Thunder Jump Prerequisite: 9th level Artiticer
Build a quick release forthe arcane thundering energy that
fils your Thunder Cannon. As an action you can channel it to
‘cast thunder step. This counts as applying your
‘Thundermonger damage.
‘Once you use this ability, you cannot use it again until you
‘complete a short or long rest.
GADGETSMITH
‘A Gadgetsmith is an Antficer whose curiosity and inventive
genius have run rampant. While other Artficers may spend
their whole career perfecting a single-minded pursuit, a
Gadgetsmith believes that quantity is at lesst as good as
quality.
‘Quick witted and quicker footed, a Gadgetsmith is never
‘caught without another trick in their sleeve. Their minds are
always jumping ahead on how to solve the problem with a
clever gadget.
‘A Gadgetsmith can come from any walk of ie, but usually
‘exemplifies a curiosity and distaste for the suppression of
‘knowledge or technology, usually favoring freedom to
‘experiment, tending toward Chaotic behaviors.
GADGETSMITH'S PROFICIENCY
‘When you choose this specialization at Ist level you gain
proficiency with nets, rapiers, whips, and tinker tools.
EssenTIAL Toors
{Av Ist level youve mastered the creation of the essential
reusable tools of surviving the battlefield as a Gadgeeter. You
have the follow
‘+ Grappling Hook. As an attack or as an action, you may
target a surface, objector creature within 20 feet. Ifthe
target is Small or Smaller, you can make a Grapple check
to pul ito you and Grapple it. Alternatively, ifthe target is
‘Medium or larger, you can choose to be pulled to it,
however, this does not grapple it.
‘+ Smoke Bomb. As an action, you can use this to instantly
cast fog cloud on yourself without expending a spel slot. It
lasts a number of rounds equal to your intelligence
‘modifier and does not require concentrati
‘+ Gadgetsmith Weapon. Pick one of Boomerang of Hitting,
Impact Gauntlets, Repeating Crossbow, Shock Generator
or Lightning Baton from the upgrade section. You receive
this upgrade and does not count against your upgrade total
ADDITIONAL UPGRADE
At3rd level you've mastered the essential tools, and have
‘begun to tinker with ways to expand your arsenal The number
of upgrades you have for your class level is increased by one,
‘The number of additional upgrades you get increases by
‘one more at Sth level to two more than the class table.
‘RECYCLE GADGETS
‘Starting atthe 3rd level, during a long rest and taking effect
‘when you complete it, you can disassemble your gadgets and
create different ones. When you do this, remove any upgrade
‘you would like, and pick a new upgrade its place.
Kibblee Artiicer v1.62
ae‘You sill must select upgrades that are valid forthe level you
gained the upgrade at (eg at 7th level you can only have one
‘upgrade that has a prerequisite of 7th level)
‘Additionally if gadget is destroyed, you can use this
feature to recreate it for materials worth 20 gold pieces.
Extra ATTACK
Beginning at 5th level you can attack twice, instead of onc
‘whenever you take the Attack action on your tur.
Compar Gapcers
Beginning at the 14th level when you take the attack action,
you can replace an attack with using any gadget that requires
an action to use,
GaporrsmirH UPGRADES
Airburst Mine.
‘You create a mechanical device capable of producing a
devastating blast. You can use this device to cast shatter
without expending a spell slot. Alternatively, you can set up
the mine as an action to be triggered by your reaction within a
1 minute. Once used gadget cannot be used again until you
complete a short or long rest.
Arcane Nullifier. Prerequisite: 9th level Arificer
‘You make a device that nullifies the arcane through means
you assure everyone else you understand. As an action, you
‘can use this device to cast dispel magic. Once you use this
‘gadget, you cannot use it again until you complete a short or
long rest.
Boomerang of Hitting.
You create a magical boomerang. You have proficiency in
this weapon, and it has the Finesse, Thrown (30/90) and
Special properties, and deals 1d bludgeoning damage. At
level 5, this weapon gains a +1 to attack and damage rolls; this
increases toa +2 at level 14
Special: When this weapon is Thrown, you can target two
creatures within 10 feet of each other, making a separate
attack roll against each target.
‘This weapon returns to your hand after you make an attack
with it using the Thrown property
Belt of Adjusting Size.
You create a belt with a creature size dial on it. While you
are wearing this belt, you can use an action to cast
Enlarge/Reduce on yourself. Once you use this gadget, you
cannot use it again until you complete a short or long rest.
Binding Rope. Prerequisite: Sth level Artiicer
You create a rope that is capable of animating and binding a
target. As an action, target a creature within 30 feet. The
target must make a Dexterity saving throw against your Spell
‘Save DC or become restrained until the end of your next turn,
Ifyou are currently grappling the target, it makes the
Dexterity saving throw with disadvantage. The rope can only
restrain one target atime
Bracers of Empowerment, Prerequisite: 11th level Artilicer.
You create bracers that can empower you. You can use this
to cast Tenser’s transformation without expending a Spel
Slot
(Once you use this ability, you cannot use it again until you
complete a long rest
Deployable Wings. Prerequisite: 11th level Arificer
You build a set of deployable artificial wings. You can deploy
this as a bonus action, or asa reaction co falling. When.
deployed these give youaa flying speed of 30 feet.
Disintegration Ray. Prerequisite: 15th level Artficen
You create a Disintegration Ray. You can use this (0 cast
disintegration without expending a Spell Slt.
(Once you use this ability, you cannot use it again until y
complete a long rest.
Gripping Gloves. Prerequisite: 11th level Artificer
You create a set of gloves with a powerful assisted grip. Your
‘Strength score and maximum Strength score inereases by 2
‘hile wearing these gloves. You gain advantage on Strength
(Athletics) checks involving manipulating things with your
hhands while wearing these gloves.
Element Eater.
You create a device capable of absorbing incoming
elemental damage. You can activate this device and cast
absorb elements without expending a spel slot, but the gadget
cannot be used again until you complete a short or long rest.
Enhanced Grappling Hook.
You enhance your grappling hook, increasing its range to 40
feet. Additionally the enhanced power ofthe grappling hook
‘means that when pulling yourself toa larger or larger ereature
or object, you can drag one medium or smaller willing or
grappled creature within 5 feet of you with you.
HARRY incer v1.62Fire Spitter.
You create a gadget that creates a quick blast offre. As an
action, you can cast Aganazzar's Scorcher with this gadget
without expending a spel slot, but the gadget cannot be used
‘again until you complete a short or long rest
Flashbang.
You create a high luminary discharge device. As an action,
‘you can target a point within 30 feet. Any creature within 20
feet of the targeted point must make a Dexterity saving throw
or be blinded until the end ofits nest turn. Once you use this
gadget, you cannot use it again until you complete a short or
Jong rest.
‘Impact Gauntlet,
You create a magic weapon capable of amplifying the
impact of your blows. You have proficiency in this weapon,
and it as the Finesse, Light and Special properties. It deals
1143 bludgeoning damage. At level 5, this weapon gains a +1 to
attack and damage rolls; this increases to a *2 a level 14
‘Special: When you make an attack roll you can choose to
forgo adding your Proficiency modifier tothe attack roll Ifthe
attack hits, you can add double your Proficiency modifier to
the damage roll
You can apply this upgrade up to 2 times, making a separste
item each time.
Lightning Baton.
You combine incorporate elements of a shock generator
design into a baton, creating a magic weapon. You have
proficiency in this weapon, and it has the Finesse and Light
properties. It deals 1d4 bludgeoning damage and 1d4
lightning damage on hit Ifyou score a critical strike with this
weapon, the target must succeed a Constitution saving throw
‘against your Spell Save DC or become stunned until the start
of your next turn, Atlevel § this weapon gains a-+1 to attack,
‘and damage rolls; this increases to a +2 at level 14
YYou can apply this upgrade up to 2 times, making a separate
item each time.
Lightning Generator Prerequisite: Requires Shock
Generator Prerequisite: 11th level Artficer.
You upgrade your shock generator with additional lightning
capabilities. You can cast lightning lure at-will using it, ean
overload it to cast lightning bolt. Once you overload it, you
‘cannot use it to cast lightning bolt again until you complete a
short or long rest
Mechanical Arm.
You create a mechanical arm, giving an extra hand This
‘mechanical arm only functions while itis mounted on gear
‘you are wearing, but can be operated mentally without the
need for you hands. This mechanical arm can serve any
function a normal hand could, such as holding things, making
attacks, interacting with the environment, etc, but does not
give you additional actions.
“Mechanical Familiar.
You can create the blueprint for a small mechanical
creature. At the end ofa long rest, you can choose to animate
it, and east find familiar with the following modifications: the
creatures (ype is Construct, and you cannot select a creature
witha fying speed This construct stays active uncl you
deactivate itor is destroyed. In either case, you can choose to
reactivate it atthe end ofa long rest.
Nimble Gloves. Prerequisite: 11th level Artifier.
Incompatible with Gripping Gloves.
‘You create magical gloves the increase your dexterity: Your
Dexterity score and maximum Dexterity score increases by 2
while wearing these gloves. You gain advantage on Dexterity
(Sleight of Hand) checks involving manipulating things with
your hands while wearing these gloves.
Phase Trinket. Prerequisite: 9th level Artificer
You create a magical stopwatch that manipulates ethereal
‘magic. As an action, you can cast blink or dimension door
using the Stopwatch without expending a Spell Slot.
Once you use this ability, you cannot use it again until you
‘complete a long rest
Jumping Boots.
‘You modify your boots with arcane boosters. While wearing
these boots, ou are under the effects of the Jump spel.
Repeating Hand Crossbow.
‘You build an improved hand crossbow. You have proficiency
in this weapon, and it has the Ammunition (range 30/120)
Light, and Special properties and deals 1d6 piercing damage.
Avlevel 5 this weapon gains a1 to attack and damage rolls;
this inereases to a +2 at level 14
‘Special: This weapon does not require a free-hand to load,
‘as ithas a builtin loader. When you fie this weapon with
‘advantage, once per turn you can forgo advantage on an attack
ta make one additional attack.
Bee Swarm Rockets. Prerequisite: 15th level Artilicer
‘You design a type of tiny firecracker-like device, which ean
release rockets in large numbers. You have a maximum,
number of rockets equal to your Antficer level You can release
between one and the number you have remaining as an
action. Each rocket targets a point you can see within 40 feet.
Creatures within 10 feet ofa target point must make a
dexterity saving throw. Creatures that fil take 26 fire
‘damage per rocket that effects the area they are standing i,
‘or half as much on a successful one.
You rebuild your stock to your maximum during a long rest
‘Shock Generator.
‘You create a device capable of generating potent shocks.
You can use this to cast shocking grasp. When you cast
“shocking grasp with this featsre, you can use either your
Dexterity or Intelligence modifier for the melee spell attack
roll
‘Shocking Hook. Prerequisite: Requires Shock Generator
You can integrate your Shock Generator and your
Grappling Hook. Ifthe target of your Grappling Hook is a
creature, you can cast shocking grasp using your Shock
Generator on that creature as a bonus action when palling it
to you or being pulled to it
Sight Lenses.
You create a set of lenses you can integrate into a set of
‘rogeles, glasses, or other vision assistance that allow you to
‘see through obscurement, You can see through fog, mist,
‘smoke, clouds, and nor-magical darkness as normal sight up
to 15 feet.
Kibblee Artiicer v1.62
ae‘Smoke Cloak.
YYou create a cloak that causes you to blend in with smoke:
When you start your turn lightly or heavily obscured by
‘smoke, you are invisible until your turn ends, you cast a spell,
‘make an attack, or damage an enemy.
‘Stinking Gas. Prerequisite: 9th level Ariticer
‘You make a more potent compound for your Smoke Bomb.
When you use a Smoke Bomb, you can choose to cast
stinking cloud rather than fog cloud, following the same rules.
‘Striding Boots.
‘You modify your boots with amplified striding speed. While
‘wearing these boots, ou are under the effects of the
Tongstrider spel
‘Stopwatch Trinket. Prerequisite: 9th level Artificer
You create a magical stopwatch that manipulates time
‘magic. As an action, you can cast haste or slow using the
stopwatch without expending a Spell Slo.
(Once you use this ability, you cannot use it again until you
complete a long rest.
‘Truesight Lenses, Prerequisite: Sight Lenses, Prerequisite:
11th level Artifier
‘You upgrade and fine-tune your sight lenses, granting you
‘Truesight up to 30 feet
Useful Universal Key. Prerequisite: 11th level Antficer
‘You create a Universal Key to obstacles, ransmuting them
{nto notobstacles. As an action, you can apply this key toa
surface to east passwall without expending a spel slot.
Once you use this ability, you cannot use it again until you
complete along rest.
GOLEMSMITH
‘A Golemsmith is an Artificer that has committed themselves
tocreating a true work of artifice, forging a golem. A
painstaking life ambition, they plan and design meticulously,
even ifn practice sometimes compromises on materials must
bbe made.
Why a Golemsmith embarks in on the quest to forge this
artificial construet of life can vary, For many it the pure pursuit
of forging the perfect creation, while for others, its simply so
they do not have to carry around their loot, or to have a loyal
‘companion to count on at al times.
‘A Golemsmith is rarely chaotic, as there are people of great
care and discipline: those are not would not have succeeded
‘where they have, but some have been set on their path by such
events that might drive them interact chaotically with society
asa whole.
GOLEMSMITH'S PROFICIENCY
When you choose this specialization at Ist level you gain
proficiency with smith’ tools and tinker's tools.
WaRFoRcED GOLEM
Starting at Ist level. you have forged a mechanical golem to
carry out your orders and protect you. The golem is controlled
via a pendent that only you can attune to
ConTROL PENDANT
Wondrous tem, Attunement (creator ony).
While atuned to this gem, you have control of your
\Warforged Golem, Your Warforged Golem acts on your
Inisitive‘The Warforged Golem obeys your commands as best as it can,
Tetakes its turn on your initiative, though it doesn't take an
action unless you command ito, On your turn, you can
verbally command the construct where to move (no action
required by you) and take an action, which requires your
action to do. Additionally, you can use your reaction to direct it
totake a reaction. It has Proficiency in Shields, Simple
Weapons and Martial Weapons.
Your Warforged Golem's Proficiency increases when yours
docs. Additionally, it gains 5 + its constitution modifier hit
points for every level in Artifice you gain. IFthe golem is
Jalled it can be returned to life via normal means, such as
with the revvify spell In addition, aver the course of a long.
rest, you can repair a slain servant if you have access to its
body. It returns to life with I hit point atthe end of the rest. If
the servant is beyond recovery, you can reproduce the
construct exactly as it was, with four days of work (eight hours
each day) and 100 gp of raw materials
Over the course of a short rest, ou can restore hitpoints
equal to your Intelligence modifier + your Artificer level to
‘your golem, or repair ito full health during a long rest.
WARFORGED GOLEM
Medium Construct, unaligned
‘Armor Class 16 (Natural Armor)
Hit Points 5 ~ ([Golem's Constitution Modifier + 5] *
Artificer Level)
Speed 25ft
STR DEX «CON INT WIS CHA
16 (+3) 12 (41) 1462) 4¢3) 563) 165)
Damage Immunities poison, psychic
Condition Immunities exhaustion, charmed, poisoned
Senses passive perception 7
Languages Understands creator's anguages, but
cannot speal
Actions
“Attack Slam:-+5 to hit, each Sfe, one target. Hit 144
13
‘SNTELUGENT OVERSIGHT
‘Starting at 3rd level you can use the Help action as a bonus
action when assisting your golem.
‘Additionally, when you use the Help action to aid anally
(including your golem) in attacking a creature, the target of
that attack can be within 30 feet of you, rather than 5 feet of
‘you, ifthe allied creature can see or hear you,
Auronomous AcTION
‘Starting at 5th level you no longer need to spend your action
for reaction to direct the golem to use its action or reaction,
and it can act following mental commands communicated via
the control pendant (no action required by Artificer)
Perrectep Desicn
‘Starting at 14th level your golem can add your Intelligence
modifier to all ofits attack rolls, skil checks, and saving
throws.
aca
VARIANT GOLEM TyPES
‘The default assumption of the Golemsmith is @
humanoid golem. Ifyour vision as takes you
elsewhere, work with your DM on if ths is merely a
reflavoring, or if there are mechanical differences.
Some examples might include:
Quadrupedal
You might make a more beast-like Golem, set on
all fours. Such a golem would probably lose its
ability to wield weapons and shields, but may have a
higher natural attack (148), higher durability (6 hp
per Arifcer level), and faster movement (35 feet).
Mechanical Abomination
Maybe your vision skews more toward the ‘mad’
tend of the spectrum, and is not easy to quantify.
Maybe it has mechanical tentacles that can grapple
at 10 feet. The golem gains reach 10 feet, but loses
its ability to wield martial weapons, and its
hhaphazard construction means movernent is
challenging (20 feet).
ee.
GoteMsMITH UPGRADES
Arcane Barrage Armament. Prerequisite: 5th level Artifice:
‘You install a shoulder mounted armament to your golem,
‘charged with arcane power. As an action, the golem can cast
Magic Missile asa 3rd level spell When cast this way, it has
zo Verbal or Somatic component.
Once used this armament cannot be ased again until the
Actficer completes a short or long rest
Arcane Resonance.
Install an essence connection into your golem to syne your
magic tit. You can make any spell you cast that targets only
you also target your golem.
Cloaking Device. Prerequisite: 15th level Artificer.
‘You install an Arcane Cloaking device on your Warforged
Golem. This device has 4 Charges. You can direct the golem
to expend 1 or more charges to cast one ofthe following
‘spells using its action: Invisibility (2 charges) Greater
Invisibility (4 charges)
It regains all charges after along rest.
Environmental Adaptation, Prerequisite: Sth level Artificer
‘You add integrated climbing hooks, deployable fins,
{insulated seals to your Golem. Your Warforged Golem gains a
climbing and swimming speed equal (its walking speed
‘Additionally it gains resistance to Cold and Fire damage.
Expanded. Prerequisite: 9th level Artificer,
You enlarge your Warforged Golem, increasing its size
‘category by one. Ithas advantage on Strength checks and
‘Strength saving throws. During the process, you can
{determine ifyour golem will have the appropriate physiology
to serve as a mount
Kibblee Artiicer v1.62Flamethrower Armament. Prerequisite 5th level Artifice.
You install a shoulder mounted armament to your golem,
heavily enchanted with flame spells. As an action, the golem
can cast Burning Hands as a 3rd level spell
‘The spell save DC is equal to your spell save DC. When cast
this way, ithas no Verbal or Somatic component.
(Once used, this armament cannot be used again until the
Arificer completes a short or long rest.
‘Heavy Armor Plating Prerequisite: 5th level Artficer
You can incorporate a suit of Heavy Armor into your
Warforged Golem. Your Warforged Golems AC becomes the
AAC granted by the incorporated armor, While incorporated
with your Warforged Golem in this way, the Warforged Golem
has Proficiency with that armor,
While equipped with Heavy Armor, your Warforged Golem
has disadvantage on Dexterity (Stealth) checks
Improve Desterity.
You tune the servos in your Warforged Golem. Your
Warforged Golem's Dexterity score increases by 2. You may
apply this upgrade multiple times. A Warforged Golem's
maximum Dexterity score is 18
Improve Strength.
You reinforce the power of your golemis core and limbs.
Your Warforged Golem's Strength score increases by 2 A
Warforged Golemis maximum Strength score is 18
Tron Fortress. Prerequisite: Stabilization
You increase the size and durability of your golem’s frame.
Your Warforged Golem now counts as full cover for people
behind itor riding it. Additionally, it cannot be moved against
its will while in contact with a floor.
‘Magical Essence.
You infuse fragment of magical essence into your golem,
allowing ito atune to one magical item,
Maltiattack Protocol Prerequisite: 11th level Artificer
Your Warforged Golem gains multiattack When your
Warforged Golem uses the Attack action, it can atack twice.
‘Mark of Life. Prerequisite: 9th level Artificer You have
attained the understanding of magie and craft a Mark of Life
fn the forehead of your Warforged Golem, turning it into a
Warforged Companion. It gains an Intelligence score of 8, a
Wisdom score of 8 and a Charisma score of & This allows it
tofollow more complex commands without direct input,
speak, and remember things.
Ped el
ROLEPLAYING A WARFORGED COMPANION.
If you choose the Mark of Life upgrade, your
\Warforged golem becomes sentient companion,
‘capable of learning, thinking, and having opinions.
Consider how this may impact your interactions.
————————
Overdrive Protocal Prerequisite: 9th level Artificer
You build ina special mode allowing your golem go beyond
its limitations. As your action, you can overcharge your golem
with energy, granting it the effects of haste for a number of
rounds equal to your intelligence modifier. Once used, you
ccannot use this again until you complete a long rest.
Kibble
Precision Movements. Incompatible with Expanded.
‘Your Warforged Golem gains Proficiency inthe Stealth skill
‘and with Thieves’ Tools. Additionally it gains an integrated set
‘of Thieves! Tools that are always available.
‘Thundering Stomp. Prerequisite: Expanded
‘Your warforged golem can leverage its increased size and
magical nature to unleash a crushing stomp of magical energy
‘when it brings down its foot. Your golem can replace any
attack withthe thunderclap spell using the Artificers level and
spell save for casting the spell
‘Transforming Golem. Preqrequisite: Expanded
‘Your warforged golem can collapse its size back down to
‘medium, The process takes 1 minute to invoke or revert.
Redundant Systems.
You have reinforced your Warforged Golem with layers of
protection and redundant systems. It gains additional
hitpoints equal to twice your Artficer level Additionally, it
sins advantage on death saving throws.
Remote Casting
You integrate a magical relay into your golem, allowing you
‘use it as a magical familiar. As an action, you can see through
your golem's eyes and hear what it hears until the start of your
next turn, During this time, you are deaf and blind with regard,
to your own Senses.
‘Additionally, when you Cast a Spell with a range of touch,
your golem can deliver the spell as ifit had cast the spell Your
golem must be within 100 feet of you, and it must use its
reaction to deliver the spell when you cast Ifthe spell
requires an Attack roll you tse your Attack modifier for the
roll
Runic Wings. Prerequisite: 11th level Artficer Incompatible
with Expanded.
‘You add magical wings to your Warforged Golem, granting
ita fying speed of 25 feet.
Stabilization,
‘You inevease the resilience and stability of your Warforged
Golem. It gains proficiency in Constitution Saving Throws
‘and has advantage against saving throws to be knocked down,
Warfare Routines, Your Warforged Golem gains one Fighting
‘Seyle of your choice from Archery; Defense, Duelling, or Great
‘Weapon Fighting.
Warforged Apprentice. Prerequisite: Mark of Life. 15th level
Antificer
‘Your Warforged Companion begins to apply ite abilities to
learn new things, gaining a class level ina class of your
‘choosing. Your Warforged Companion gains all the frst level
features ofthe chosen class. This does not include health or
class proficiencies (for example, selecting Fighter grants only
Fighting Style and Seconé Wind).
Warforged Adept. Prerequisite: Warforged Apprentice
‘Your growth as a Golemsmith is such that your creation is
‘capable of learning and adapting even more skills. It gains all
the second level features of the class you selected for the
‘Warforged Apprentice upgrade. This does not include health
‘or class proficiencies (for example, selecting Fighter grants,
only Action Surge).
Arificer vL62INFUSIONSMITH
‘An Infusionsmith is, in some ways, perhaps the most
quintessential type of Artificer. While other Artificers may
delve into mechanics and tinkering, an Infusionsmith is an
artficer that tinkers with magic itself
‘These are cutting edge of magical engineering,
‘understanding the principle applications of magic. An
Tnfusionsmith would have ground to stand on in calling a
‘wizard an impulsive spell slinger, for these are the atificers
that work their magic through careful and meticulous method,
laying down magic they may not use for hours, oF
painstakingly crafting along lasting enchantment.
INFUSIONSMITH'S PROFICIENCY
When you choose this specialization at Ist level you gain
proficiency with jewelers tools and calligrapher's supplies.
‘Your knowledge of infusion magic gives you a natural
affiniy for scribing spell scrolls, Creating a magie spell scroll
only takes you half the time and material cost it would
normally take.
ANIMATED WEAPON
Starting at Ist level you can infuse a weapon with powerful
‘magic, causing it spring to life under your command. At the
cend of along rest, you can touch a melee weapon in your
possession and animate it, An animated weapon can be
carried or sheathed, but when readied i loats next to you.
While you have an animated weapon drawn, asan action you
‘can make a ranged spell attack against a target within 30 feet.
‘This attack ignores all cover, and does not suffer disadvantage
from attacking creatures within 5 feet, ut there must be a
path the blade can take to make the attack without traveling
‘more than 30 feet away from you, or the attack fails. IFthe
attack hits, it deals the weapon damage (as if wielded by two
hhands, if applicable) plus your intelligence modifier damage to
the target creature, After making the attack, the animated
‘weapon returns to your side.
You can use an animated weapon to take an attack of
opportunity using a melee spell attack.
a
VARIANT WEAPON ENCHANTMENTS:
‘Animated Weapon serves as the main driver for an
Infusionsmith’s attacks, but there are alternative
approaches. Consult your DM if you would prefer
the following variant:
Infused Weapon
Rather than Animating a weapon, you can Infuse a
‘weapon. An infused weapon can be wielded like a
normal weapon, but gains the following properties:
you can apply your Intelligence modifier to the to
attack and damage roll of the weapon where you
usually apply your Strength or Dexterity modifier.
‘Additionally, the fist time the weapon deals