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ARTIFICER (REVISED 1.6.2) PO ih et ariel Behn hg cag hawing te foal ies oa ntte ane, Wi Decry scl ttteacgy tbe aioolrd tae ares wh power and she watches witha Wet cease wien ges lle XC stand seat GRR ein ore «Sidon along etal ube rom okt at ik Wiha Gunderog teow «got of energy erp the abe, andthe ol {ows tar into ae of pan anit tr toe With thunderous crash of energy age lands nthe Pattee estes bac caro toring presence tans amie the warm basil clad in (Goving aechaaical atau Towing vor owes to saped c yochn align gg clef Maers of magic infused objects ricer ar defined by clr ove ne ge eg complex system waiting tobe decoded and onal through ‘combination o thorough study and investignton re ae cael te. Seale ME a ad ep foi He coe ea ra, cages 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 pee THE 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 A ARTIFICER 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 specified In 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 v1.62 ARTIFICER 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 vL62 Mortar 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 v1.62 Fire 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 v1.62 Flamethrower 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 vL62 INFUSIONSMITH ‘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

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