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Artisan v1.

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Forehead beading with sweat, an orc hammers the finishing
touches into the red glowing blade of her companion. She
plunges the blade into a snowbank of her makeshift forge and
inspects her work. A smile crosses her face as the blade
swings truer and more balanced than before.
A gnome squints in the dim light of the camp fire while his
deft fingers make adjustments to a gadget of his own design,
staying up late working on his craft while his companions
sleep.
A human pulls an alchemically powered grappling hook out
of his belt and uses it to pull himself up onto a ledge before
raining down covering fire with exploding crossbow bolts as
his enemies stumble their way out of the smoke he laid down
in the middle of the courtyard.
Ever Prepared
Artisans pride themselves on their work and their tools. A
good artisan knows that the right tool will always do the job
better, and so they try to make sure they always have the right
tool on hand. Whether that might be the perfect handy gadget
to bypass an obstacle, or simply a peerlessly crafted piece of
weaponry or armor to make the difference in battle.
Crafty Inventors
Artisans are always creating. They use their tools to create
wonderful weapons and gadgets to help them in all kinds of
scenarios, but each artisan is different. What trade an Artisan
follows greatly impacts the nature of their designs. A smith
may create weapons and armor, while an alchemist creates
volatile explosive compounds. A glassblower may make a
useful set of goggles, while a cobbler may design a crafty set
of boots.
Expert Outfitters
Finally, an Artisan knows that many hands make light work,
and so instead of keeping their designs to themselves they
share them with their allies, equiping their friends for
adventure as much as themselves. An Artisan looks to put
their skills in service of their allies as often as themselves,
and may create designs that are better suited for a
companion instead of using a design themselves.
Creating an Artisan
As you create your artisan character, consider not only what
artisan craft they practice, but also what drove them to give
up working at their craft full time. Most artisans don't choose
the adventuring lifestyle, instead, preferring the comfort of
their homes, and the everyday challenges presented to them
by their craft. Only select artisans choose to bring their
talents with them on the road in the pursuit of adventure.
Have they been down on their luck and business has been so
poor that they decide to put their creations to the test
themselves to prove their worth? Do they feel their work is
better suited on the road, directly assisting their fellow
adventurers. Or do they simply adventure for inspiration,
something to spark their next great piece of work?

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Quick Build
You can make an artisan quickly by following these
The Artisan suggestions. First, choose either Dexterity or Strength as
your highest ability score, followed by Intelligence. Second,
Proficiency Designs choose the Guild Artisan background.
Level Bonus Known Features
Tools of the Trade, Multiclassing
1st +2 -
Equipment Repair You must have an Intelligence score of 13 or higher in order
to multiclass in or out of this class.
2nd +2 2 Artisan Designs

3rd +2 2
Improvised Tools, Artisan
Specialization Feature
Class Features
As an artisan, you gain the following class features.
Ability Score
4th +2 3
Improvement Hit Points
5th +3 3 Extra Attack Hit Dice: 1d8 per artisan level
Hit Points at 1st Level: 8 + your Constitution Modifier
6th +3 4
Tool Expertise, Artisan Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
Specialization Feature modifier per artisan level after 1st.
7th +3 4 Flash of Genius Proficiencies
8th +3 5
Ability Score Armor: Light armor, Medium Armor, Shields
Improvement Weapons: Simple weapons, Martial Weapons
Artisan Specialization
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools
9th +4 5
Feature of your choice
Ability Score Saving Throws: Constitution, Intelligence
10th +4 6
Improvement Skills: Choose two from Arcana, History, Investigation,
Medicine, Nature, Perception, Sleight of Hand
11th +4 6 Overcharged Designs
Equipment
12th +4 7
Ability Score You start with the following equipment, in addition to the
Improvement equipment granted by your background:
13th +5 7 Tool Proficiency
any one simple weapon
14th +5 8 Materials Knowledge a light crossbow and 20 bolts
Artisan Specialization
(a) studded leather armor or (b) scale mail
15th +5 8
Feature thieves' tools and a dungeoneer's pack
tinker's tools and one type of artisan's tools of your choice
Ability Score
16th +5 8
Improvement Tools of the Trade
17th +6 9 Honed Equipment At 1st level you adopt a style of fighting that mimics the tools
18th +6 9 Calloused Skin of your craft. Choose one of the following options.
Ability Score The Hammer. When you deal bludgeoning damage with a
19th +6 9
Improvement melee weapon you gain a +2 bonus to the damage roll.
The Axe. The first time you deal slashing damage to a
20th +6 10 Magnum Opus target, you cause them to bleed for an additional 1d6
damage.
The Awl. When you make an attack with a weapon that
deals piercing damage, you gain a +2 bonus to the attack
roll.

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Equipment Repair Artisan Specialization
Additionally at 1st level, when you take a short rest, you can At 3rd level, you choose an artisan type to specialize in.
spend some time making minor repairs to the equipment of Choose from either Armorer, Artillerist, or Alchemist. Your
yourself or your allies. Choose a number of creatures equal to choice grants you additional features at 6th level and again at
your proficiency bonus and those creature gain a number of 9th and 15th level.
temporary hitpoints equal 1d6 + your intelligence modifier
(minimum +1). The same creature cannot benefit from this Ability Score Improvement
feature multiple times during the same short rest. When you reach 4th level, and again at 8th, 10th, 12th, 16th
The extra hit points increase when you reach certain levels and 19th level, you can increase one ability score of your
in this class: to 1d8 at 5th level, to 1d10 at 9th level, and to choice by 2, or you can increase two ability scores of your
1d12 at 13th level. choice by 1. As normal, you can't increase an ability score
Artisan Designs above 20 using this feature. Alternatively, you can choose a
feat instead.
Starting at 2nd level, you know how to create and alter items
to bring out their fullest potential. Extra Attack
Designs Known Beginning at 5th level, you can attack twice, instead of once,
When you gain this feature, select 2 designs to learn. When whenever you take the Attack action on your turn.
you gain certain artisan levels, you gain additional designs of Tool Expertise
your choice, as shown in the Designs Known column of the
Artisan table. A level prerequisite refers to your level in this At 6th level, your proficiency bonus is now doubled for any
class. ability check you make that uses your proficiency with a tool.
Creating Your Designs Flash of Genius
When you reach level 2 in this class, you immediately gain
your first two designs without needing to spend the time or At 7th level, you've gained the ability to come up with
gold crafting them, assuming you have been working on them solutions under pressure. When you or another creature you
for some time. You can create additional designs at any time can see within 30 feet of you makes an ability check or a
given you have the resources and time to do so. The designs saving throw, you can use your reaction to add your
do not need to be completed in one session and you can Intelligence modifier to the roll.
spend up to 4 hours of a long rest crafting your design and You can use this feature a number of times equal to your
still gain all the benefits of the rest. You can also give your Intelligence modifier (minimum of once). You regain all
designs to another sufficiently skilled artisan to complete the expended uses when you finish a long rest.
work for you, however the resource cost and time increases
by 50% each as they are unfamiliar with the intricacies of the Overcharged Designs
design. At 11th level, during a short rest you can choose one design
that deals damage and overcharge it. When a design is
overcharged it deals maximum damage to its target. For
example, if a design does 2d6 damage, when overcharged it
An artisans' designs are very important to them. would deal 12 damage instead.
They represent a creation from their own mind, and For designs that can be used multiple times, when
in many cases artisanal designs represent a working overcharged it can be used once without harm, but each
artisans' livelyhood. Consider how your Artisan additional time it is used you must roll a d4, and on a 1 the
records their designs. Maybe they guard them in a design is destroyed. Only one design may be overcharged at a
leatherbound tome, meticulously detailed like a time.
wizard's spellbook. Or perharps they are written An overcharged design can be made safe again with 1
haphazardly on scraps of paper and shoved into minute of work.
their backpack. Or maybe they keep them in the
safest place of all: their mind. Tool Proficiency
At 13th level, you gain proficiency with an additional artisan's
tools of your choice.
Improvised Tools
At 3rd level, as long as you have at least one set of artisan's
tools that you are proficient with, you can use them in place
of another set of artisan's tools that you are also proficient
with when making an artisan's tools check. Though when you
use your tools this way the check is done at disadvantage.

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Materials Knowledge Calloused Skin
Starting at 14th level, you deal double damage when Beginning at 18th level, choose from bludgeoning, slashing,
attacking buildings and objects, and you gain advantage when or piercing damage. You gain resistance to this damage type.
attacking creatures of Construct type.
Magnum Opus
Honed Equipment At 20th level you gain access to a masterwork item (detailed
Starting at 17th level, when you take a long rest you can in the Artisan Designs section). Once you create your
spend some time making sure your allies equipment is in masterwork, you develop such a strong connection with the
pristine condition. Choose up to 6 creatures, each creature item that while you wield it you gain the following benefits.
gains a +1 bonus to all attack rolls and saving throws. This
bonus lasts until the end of the first combat. You gain a +4 bonus to all saving throws.
You gain an additional +1 benefit to the item. A +3 item
becomes a +4 item while you wield it.

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Quick Repairs. As a bonus action, you can gain
Artisan Specialization temporary hit points equal to your level in this class,
replacing any temporary hit points you already have. You
Artisans seek to learn a wide variety of techniques and crafts, lose these temporary hit points if you doff the armor. You
but invariably an artisan will eventually settle on a specific can use this bonus action a number of times equal to your
craft to master. At 3rd level you choose a specialization that proficiency bonus, and you regain all expended uses when
you focus your craft. Choose from either the Armorer, you finish a long rest.
Artillerist, or Alchemist below.
Infiltrator. You customize your armor for subtle
Armorer undertakings. It has the following features:
An artificer who specializes as an Armorer modifies armor to Lightning Dart Launcher. You mount a tiny charged
function almost like a second skin. The armor is enhanced to crossbow on one of your armored fists or on one of the
hone the artisan's skill, unleash potent attacks, and generate a shoulders (your choice). It counts as a simple ranged
formidable defense. The artisan bonds with this armor, weapon, with a normal range of 90 feet and a long range
becoming one with it even as they experiment with it and of 300 feet, and it deals 1d6 lightning damage on a hit.
refine its capabilities. Once on each of your turns when you hit a creature with
it, you can deal an extra 1d6 lightning damage to that
Tools Proficiency target.
When you adopt this specialization at 3rd level, you gain Powered Steps. Your walking speed increases by 5 feet.
proficiency with heavy armor. You also gain proficiency with Dampened Movement. You have advantage on Dexterity
smith's tools. If you already have this tool proficiency, you (Stealth) checks. If the armor normally imposes
gain proficiency with one other type of artisan's tools of your disadvantage on such checks, the advantage and
choice. disadvantage cancel each other, as normal.
Armored Suit Field Repairs
Beginning at 3rd level, your metallurgical pursuits have led to Starting at 6th level, you can use an action to quickly shore up
you making an unrivaled suit of armor. During a long rest, your allies defenses. When you use this action the target
you can modify a suit of armor you are wearing into an gains the effect of your Equipment Repair feature. Once a
Armored Suit, provided you have smith's tools on hand. target benefits from this feature, they cannot benefit from it
You gain the following benefits while wearing this armor: again until they take a short rest.
If the armor normally has a Strength requirement, the Armor Modifications
armored suit lacks this requirement for you. At 9th level, you learn to incorporate your designs into your
You can use the armored suit as a spellcasting focus if you Armored Suit. You can learn 2 new Artisan designs, although
are able to cast spells. the designs are incorporated directly into the suit of armor
The armor attaches to you and can’t be removed against and can not be duplicated. You choose how the designs are
your will. It also expands to cover your entire body, incorporated into your Armored Suit.
although you can retract or deploy the helmet as a bonus
action. The armor replaces any missing limbs, functioning Perfected Armor
identically to a body part it is replacing. At 15th level, your Armored Suit gains additional benefits
You can doff or don the armor as an action. based on its model, as shown below.
Armor Model Guardian. You equip your armor with an alchemically
Beginning at 3rd level, you can customize your Armored Suit. powered grappling gun. When a Huge or smaller creature
When you do so, choose one of the following armor models: you can see ends its turn within 30 feet of you, you can use
Guardian or Infiltrator. The model you choose gives you your reaction to force the creature to make a Strength saving
special benefits while you wear it. throw against your design save DC, pulling the creature up to
Each model includes a special weapon. When you attack 30 feet toward you to an unoccupied space. If you pull the
with that weapon, you can add your Intelligence modifier, target to a space within 5 feet of you, you can make a melee
instead of Strength or Dexterity, to the attack and damage weapon attack against it as part of this reaction.
rolls. You can use this reaction a number of times equal to your
You can change the armor's model whenever you finish a proficiency bonus, and you regain all expended uses of it
short or long rest, provided you have smith's tools in hand. when you finish a long rest.
Guardian. You design your armor to be in the front line of Infiltrator. Any creature that takes lightning damage from
conflict. It has the following features: your Lightning Dart Launcher crackles with electricity until
the start of your next turn. The creature has disadvantage on
Black Powder Gauntlets. When you make an unarmed attack rolls, as the electricity jolts it if it attacks. In addition,
strike while wearing the gauntlets, the strike deals an the next attack roll against it has advantage, and if that attack
additional 1d8 thunder damage on a hit. A creature hit by hits, the target takes an extra 1d10 lightning damage.
the gauntlet is deafened and has disadvantage on attack
rolls against targets other than you until the start of your
next turn, as the noise and smoke from the blow
disorients them.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Artillerist
An Artillerist specializes in using devices to hurl energy,
projectiles, and explosions on a battlefield.
Gunsmithing
When you adopt this specialization at 3rd level, you unlock
the secrets of black powder. You gain proficiency with
firearms if you did not already have it and you gain
proficiency with a new type of artisan's tools: gunsmith's tools
(detailed at the end of this document).
Additionally, you learn your choice of the Powder Weapon -
Pistol or Powder Weapon - Musket artisan design and it does
not count towards your total number of designs known.
Alchemical Cannon
Also at 3rd level, you've learned how to create an alchemical
cannon. Using gunsmith's tools you can take an action to
deploy a Small or Tiny alchemical cannon in an unoccupied
space on a horizontal surface within 5 feet of you. A Small
cannon occupies its space, and a Tiny one can be held in one
hand. Once you deploy a cannon, you can't do so again until
you finish a long rest. You can have only one cannon at a
time.
Regardless of size, the cannon has an AC of 18 and a
number of hit points equal to five times your artisan level. It is Diffuser. The cannon emits a mist of rejuvinating
immune to poison damage and psychic damage. If it is forced chemicals that grants each creature of your choice within 10
to make an ability check or a saving throw, treat all its ability feet of it a number of temporary hit points equal to 1d8 +
scores as 10 (+0). If the mending spell is cast on it, or you your Intelligence modifier (minimum of +1).
spend 1 minute making repairs it regains 2d6 hit points. If it
is reduced to 0 hit points or if an hour passes since it was Blackpowder Specialist
deployed, it cannot be used again until it is either repaired or Also at 6th level, have concocted a special blend of
restocked with reagents during a long rest. You can dismantle gunpowder with even more explosive potential. As a bonus
it early as an action. action you can pack a firearm with your special blend, if the
When you create the cannon, you determine its appearance next attack with that firearm hits roll 1d8 and add it to the
and which type it is, choosing from the options below. You, or damage roll.
any other creature you choose that is within 5ft of the
cannon, can activate the cannon as a bonus action. A creature Explosive Cannon
can also pick up, move, and place a cannon into a new Starting at 9th level, you improve your special blend such that
unoccupied space as part of its movement. A cannon can only it can be applied to your Alchemical Cannons:
be fired once per round. The cannon's damage rolls all increase by 1d8.
Flamethrower. The cannon exhales fire in an adjacent 15- As an action, you can cause the cannon to detonate if you
foot cone that you designate. Each creature in that area must are within 60 feet of it. Doing so destroys the cannon and
make a Dexterity saving throw against your spell save DC, forces each creature within 20 feet of it to make a
taking 2d8 fire damage on a failed save or half as much Dexterity saving throw against your spell save DC, taking
damage on a successful one. The fire ignites any flammable 4d8 fire damage on a failed save or half as much damage
objects in the area that aren't being worn or carried. on a successful one.
Ballista. Make a ranged design attack, originating from the
cannon, at one creature or object within 90 feet of it. On a hit, Fortified Position
the target takes 1d8 piercing damage, and if the target is a By 15th level, you’re a master at forming well-defended
Large creature or smaller, it must succeed on a Strength emplacements using Alchemical Cannon:
saving throw against your design save DC or be pinned in
place by the ballista - reducing its speed to 0. The creature You and your allies have half cover while within 5 feet of a
can repeat the saving throw at the start of each turn. cannon you deploy with Alchemical Cannon
Blackpowder Cannon. Make a ranged design attack, You can now have two cannons deployed at the same time.
originating from the cannon, at one creature or object within You can deploy two with the same action, and they can
120 feet of it. On a hit, the target takes 2d8 bludgeoning both be activated with the same bonus action as long both
damage, and if the target is a creature, it is pushed up to 10 cannons are within 5 ft of the user. You determine
feet away from the cannon. whether the cannons are identical to each other or
different. You can't create a third cannon while you have
two.

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Alchemist Alchemical Savant
At 6th level, you've developed masterful command of
An Alchemist is an expert at combining reagents to produce chemicals and their effects, enhancing the healing and harm
wonderous effects. Alchemists use their creations to give life you create through them.
and to leech it away.
Whenever you restore hit points to a creature with your
Tool Proficiency Healing Salve or deal damage using your Alchemical
When you adopt this specialization at 3rd level, you gain Cantrips feature, you gain a bonus to the roll equal to your
proficiency with alchemist's supplies. If you already have this Intelligence modifier (minimum of +1).
proficiency, you gain proficiency with one other type of
artisan's tools of your choice. When you score a critical hit with a cantrip using your
Alchemical Cantrips feature, you roll one additional
Alchemical Cantrips damage die.
Beginning at 3rd level, you have learned to create several
chemical reactions which produce powerful spell-like effects. Reactive Reagents
You learn the following cantrips: Acid Splash, Fire Bolt, Starting at 9th level, you incorporate more potent reagents
Frostbite, Light, Poison Spray, and Shocking Grasp. During a into your concoctions:
long rest you can prepare a number of these cantrips equal to Whenever a creature regains hitpoints from your healing
your proficiency bonus and can cast them using your salve, you can additionall end either one disease or one
alchemist's supplies as a focus. condition afflicting it. The condition can be blinded,
Spellcasting Ability. Your spellcasting ability is deafened, paralyzed, or poisoned.
Intelligence as it comes from your study and understanding Your cantrips cast using the Alchemical Cantrips feature
of the chemical reactions with which you produce your spells. now score a critical hit on a roll of 19 or 20.
Spell Save DC = 8 + your proficiency bonus + Chemical Mastery
your Intelligence modifier By 15th level, you have been exposed to so many chemicals
that they pose little risk to you, and you can use them to their
Spell attack modifier = your proficiency bonus + fullest potential:
your Intelligence modifier You gain resistance to acid damage and poison damage,
Healing Salve and you are now immune to the poisoned condition.
At 3rd level, you produce a potent healing concoction that you Your cantrips cast using the Alchemical Cantrips feature
can use to heal yourself and allies. As an action you can now score a critical hit on a roll of 18 to 20.
administer the salve to a creature and that creature regains Chrysopoeia
2d6 hitpoints. Additionally at 15th level, you learn the art of transmuting
You can produce a number of doses of the salve equal to lesser metals into gold. During a long rest, you can transmute
your proficiency bonus and you regain all doses during a long copper into silver, or silver into gold. The maximum amount
rest. of material you can transmute at one time is 2 pounds worth
of metal (100 coins).

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Noise-bot. This toy can be programmed to cause a very
Artisan Designs loud noise at a specific time. The noise can be heard up to
300 ft away. You choose the nature of the sound.
Artisan designs are incredible works of craftsmanship that Bomb-bot. This toy can be programmed to self-destruct at
require careful forethought as well as a skilled hand wielding a specific point in time. Any creatures or objects within 5 ft of
the right tool to create. The descriptions of each of the the toy when it explodes must make a dexterity saving throw
designs are detailed below as well as the tools that are or take 3d6 fire damage or half as much on a successful save.
required to craft it, the material resources required given in Any flammable objects that are not being carried or worn
an equivalent gold value as well as any specific items ignite.
required, and the crafting time required to complete the
work. Deployable Shield
Some designs specify a minimum artisan level. You can't Tools Required: Carpenter's Tools or Mason's Tools
learn such designs until you are at least that level. Material Cost: 50 gp, a shield
Some designs specify a specific set of artisan's tools. In Time Required: 8 hours
order to create this design you must have access to these A creature wielding this shield can use an action to deploy
tools and you must be proficient with them. If you have the the shield onto an unoccupied point on the ground. The
tools but are not proficient with them you can still create the shield takes up 5 feet of space but the space can be shared
design, but the time and gold cost is doubled as errors cause with one creature who is using the shield as cover. A creature
material to be scrapped and work done over. Working using the shield in this way gains half cover.
alongside someone else with proficiency with these tools can At 10th level the cover improves to three-quarter cover.
bring the cost and time back to the regular amount.
Number of Designs. You can create multiple copies of a Diamond Dust Blowgun
design as long as you have the necessary time and resources Tools Required: Glassblower's Tools or Jeweler's Tools
to do so, however, the maximum number of copies of one Material Cost: 10 gp
design you can have created at one time is equal to your Time Required: 1 hours
Intelligence modifier. You create a single shot of a mixture of finely crushed glass
Artisan Ability. The quality of your designs is dictated by and minerals that can be shot from a small tube as a cloud of
your Artisan ability. Your Artisan ability is Intelligence as it razor sharp debris. As an action, a creature can blow into the
comes from your knowledge of the materials and techniques blow gun and force every creature in a 15 ft cone in front of
of your craft. Certain designs may require a saving throw or them to make a Dexterity saving throw. On a failure, a
an attack roll which are given below. creature takes 2d4 slashing damage and is blinded until the
end of their next turn. On a successful save the creature takes
Design Save DC = 8 + your proficiency bonus + half damage and is not blinded.
your intelligence modifier

Design attack modifier = your proficiency bonus +


your intelligence modifier Alternate Design Rules
The design options in this class are limited based
on gold cost and build time with the assumption
2nd Level Designs that the player will be able to create as many
copies of a design as they wish as long as they
Clockwork Toy have the resources to do so. However, this may not
Tools Required: Tinker's Tools work well for every table or in every adventure for a
Material Cost: 50 gp variety of reasons, in which case you can use these
Time Required: 4 hour alternate rules instead:
You create a tiny toy powered by clockwork mechanisms
choosing from one of the options below. Each time you level up in this class and learn a
The toy has walking and climbing speeds of 10 ft each and new design, you immediately get the design
using a complicated sequence of winding gears and springs without needing to spend any time or resources
you can program the toy to carry out a specific set of actions to create it, however you cannot get multiple
copies of a design.
that take place over a span of time up to 10 minutes long. The Any designs that are consumable (smoke
exact sequence of actions must be stated before the toy is bombs, explosive arrows, etc.) are refreshed for
released. The toy has an AC of 10 and a number of hit points free every long rest, but you cannot have more
equal to your Artisan level. than one of each at once.
At 6th level in this class, when you create this design you During a short rest, you can refresh a single
can combine 2 of the options, and at 10th level you can consumable design at no cost.
combine all 3 options. If a design is destroyed for whatever reason, it
Grabber-bot. This toy has a rudimentary set of claws or is rebuilt during a long rest for no cost.
pincers that can pick up a loose object weighing up to 1
pound. The grabber can also be used to activate an item it is
carrying if it reasonable for it to do so.

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Explosive Arrows Parachute
Tools Required: Tinker's Tools Tools Required: Weaver's Tools
Material Cost: 25 gp, arrows or bolts Material Cost: 50 gp, a backpack
Time Required: 4 hour Time Required: 8 hours
You modify a number of pieces of ammunition equal to your A creature wearing the parachute can use its reaction to
intelligence modifier (minimum 1) into explosive arrows. deploy the parachute while it is falling and slow its rate of
They can be loaded and fired from their respective weapons falling to 60 ft per round. A creature falling in this way takes
as normal and if they hit they deal their regular damage and no damage when it hits the ground. While the parachute is
the target must succeed on a dexterity saving throw or take deployed on the ground, a creature wearing it moves at half
an additional 2d6 fire damage or half as much on a speed and has disadvantage on all dexterity checks. A
successful save. creature can use an action to quickly stuff the parachute back
This damage increases by one die at 6th level (3d6), 10th into the backpack, although the parachute cannot be used
level (4d6), and 16th level (5d6). again until it is properly repacked, which takes 1 minute of
careful folding.
Grapple-hook Launcher
Tools Required: Tinker's Tools Poison Pen
Material Cost: 100 gp Tools Required: Calligrapher's Tools or Painter's Tools
Time Required: 8 hours Material Cost: 100 gp
This powerful grappling hook launcher allows you to access Time Required: 8 hours
hard to reach places. The launcher has a range of 30 ft and is This covert weapon looks like an ordinary writing implement,
equipped with a winch that can retract at a rate of 15 ft per however it has been modified to deliver a controlled dose of
round. The winch can support 1 medium creature or 2 small poison to its victim. Make a melee weapon attack, on a hit,
creatures. As an action, a creature holding the launcher can the target takes 1 piercing damage and suffers the effect of
fire it at a fixed object and pull themselves towards it using whatever poison was loaded into the pen. The pen can hold
their movement. The grappling hook automatically succeeds one vial of poison which provides enough poison for 3
on grabbing onto most surfaces but at the DM's discretion a separate doses, each one dealing the full effects of the
surface may require a grappling check in order to poison. It takes 1 minute to load a vial of poison into the pen,
successfully grab on, in which case you roll a d20 and add and the poison stays potent until it is used.
your Design Hit Modifier to the roll. At 10th level in this class, you can upgrade the pen to fire a
dart tipped with poison from range. The pen gains the option
Hidden Blade to be used as a ranged weapon (range 30/60) in addition to
Tools Required: Tinker's Tools being used as a melee weapon (material cost increases to
Material Cost: 100 gp, any weapon with the finesse property 250 gp).
Time Required: 8 hours
You modify any bladed weapon with the finesse property to Powder Weaponry - Musket
appear innocent to the untrained eye such a blade hidden in a Tools Required: Gunsmith's Tools
coin, a cane or a boot. You can use a bonus action to Material Cost: 300 gp
withdraw the blade, and another bonus action to store it Time Required: 12 hours
again. Anyone attempting to discern the weapon must You create a handcrafted musket. It has a Range of 40/120 ft,
succeed on an Intelligence (Investigation) check against your requires bullets for ammunition and has the loading and two-
Design Save DC. handed properties. On a hit it deals 1d12 piercing damage.
Multifocal Glasses Powder Weaponry - Pistol
Tools Required: Glassblower's Tools or Jeweler's Tools Tools Required: Gunsmith's Tools
Material Cost: 250 gp Material Cost: 150 gp
Time Required: 8 hours Time Required: 8 hours
These glasses consist of multiple lenses that can be adjusted You create a handcrafted pistol. It has a Range of 30/90 ft,
for either viewing fine details of objects up close, or requires bullets for ammunition and has the loading property.
magnifying distant objects. While a creature wears these On a hit it deals 1d10 piercing damage.
glasses they gain a bonus to wisdom (perception) or
intelligence (investigation) checks that rely on sight equal to
your intelligence modifier (minimum +1). The glasses only
provide a benefit when focusing on a specific object, they
would provide no benefit when searching for an object in a
room, for example.

9
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Prosthetic Limb Acid Trap
Tools Required: Tinker's Tools Prerequisite: 6th-level artificer
Material Cost: 100 gp Tools Required: Alchemist's Tools or Brewer's Supplies
Time Required: 8 hours Material Cost: 50 gp
You create an artificial limb to replace one that a creature has Time Required: 1 hours
lost. The limb functions identically to the body part that it is You create a corrosive, sticky substance that eats away at
replacing. anything it touches. The substance lasts for up to a minute in
open air before it loses its potency. As an action, you can
Repeating Shot throw a vial of the substance to a point you can see within 30
Tools Required: Smith's Tools or Woodcarver's Tools ft of you and create a hazardous zone with a radius of 5 ft
Material Cost: 100 gp, a weapon with the loading property around the point. Any creatures who starts their turn, or
(excludes firearms) moves into the area must succeed on a strength saving throw
Time Required: 8 hours or become restrained. A creature restrained by the acid trap
This weapon ignores the loading property. can repeat the saving throw at the start of each of its turns. A
creature that starts its turn in the acid trap takes 2d6 acid
Silent-Step Boots damage.
Tools Required: Cobbler's Tools or Leatherworker's Tools The damage increases by one die at 10th level (3d6), and
Material Cost: 100 gp 16th level (4d6).
Time Required: 8 hours
Any creature wearing these boots gains a bonus to dexterity Black Dragon Pen
(stealth) checks equal to your intelligence modifier (minimum Prerequisite: 6th-level artificer
+1). Tools Required: Calligrapher's Tools or Painter's Tools
Material Cost: 250 gp
Smoke Bomb Time Required: 8 hours
Tools Required: Alchemist's Tools or Potter's Tools This pen holds a number of uses equal to your intelligence
Material Cost: 10 gp modifier of an extremely corrosive acid, strong enough to
Time Required: 1 hours melt through most materials including metal, glass, and
You fill a breakable container with chemical reagents. As an stone. Each use of the pen can melt a thin line of material up
action you can throw the smoke bomb to a point you can see to half an inch deep and one foot long. It requires 1 minute of
within 60 ft. The smoke bomb creates a dark cloud of fumes careful work to draw the line on the material and a full use is
that fill a 30 ft sphere at the point where the bomb was always consumed regardless of the size. Magic items and
thrown. This area is heavily obscured and lasts for 1 minute items made from adamantine are not affected by the acid.
before the smoke dissipates or after 1 round if it is blown Other especially resistant materials may also be unaffected at
away by a strong wind. your DM's discretion.
Stink Bomb Diving Suit
Tools Required: Brewer's Supplies or Cook's Utensils Prerequisite: 6th-level artificer
Material Cost: 10 gp Tools Required: Glassblower's Tools or Leatherworker's
Time Required: 1 hours Tools
You create a vile concoction of foul smelling substances. As Material Cost: 250 gp
an action you can throw the stink bomb to a point you can see Time Required: 16 hours
within 60 ft. The stink bomb creates a cloud of noxious fumes While a creature wears this suit, they gain a swimming speed
that fill a 30 ft sphere at the point where the bomb was equal to half their walking speed (rounded up to the nearest
thrown. Any creature who starts their turn in this area must multiple of 5) and can breath underwater for up to an hour,
succeed on a constitution saving throw or have disadvantage before they must resurface to replenish the air stores.
on attack rolls and ability checks while they remain in the
cloud. The stink bomb lasts for 1 minute before the fumes Flame Spitter
dissipate or after 1 round if it is blown away by a strong wind. Prerequisite: 6th-level artificer
Tools Required: Alchemist's Tools or Woodcarver's Tools
Timekeeper Material Cost: 250 gp
Tools Required: Tinker's Tools Time Required: 16 hours
Material Cost: 50 gp You create a device that when activated as an action, shoots a
Time Required: 8 hours gout of sticky, red hot, flaming substance at a target. Make a
While a creature has this device on them, they always know design attack roll against a target within 100 ft, on a hit the
the time of day and the current date. target takes 3d8 fire damage. If the target is a creature or a
flammable object it ignites and takes 1d6 fire damage at the
6th Level Designs end of each of its turns unless it uses an action to douse the
flames. The fire spitter has a number of charges equal to your
intelligence modifier (minimum 1) and recharges on a long
rest when you restock the chemical reagents.
The initial damage increases by one die at 10th level (4d8),
and 16th level (5d8).

10
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Glider Staff Shrapnel Grenade
Prerequisite: 6th-level artificer Prerequisite: 6th-level artificer
Tools Required: Weaver's Tools or Carpenter's Tools Tools Required: Mason's Tools, Pottery's Tools, Gunsmith's
Material Cost: 150 gp Tools
Time Required: 16 hours Material Cost: 50 gp
This design appears to be a simple quarterstaff but it unfolds Time Required: 1 hours
into a wonderous glider. As a bonus action, or as a reaction to This explosive cannister explodes when thrown, sending
falling, you can deploy the glider and begin gliding. While razor sharp shrapnel flying. As an action, a creature can
gliding you gain a flying speed of 60 ft, although this flying throw the shrapnel grenade to a point it can see within 60 ft
speed cannot be used to move upwards, you must use the and every creature within 20 ft of that point must succeed on
entirety of your movement each turn, and you must move at a dexterity saving throw or take 3d6 piercing damage or half
least 5 ft downwards per turn, unless there is a sufficiently as much on a successful save. Any creatures within 10 ft of
powerful updraft to keep you aloft. Especially powerful the explosion, take an additional 2d6 thunder damage.
updrafts may allow you to gain altitude at the DM's The piercing and thunder damage both increase by one die
discretion. The glider can only support 1 medium creature or at 10th level (4d6 and 3d6), and 16th level (5d6 and 4d6).
smaller, and it can be folded back up using an action.
Spring Boots
Glow-light Goggles Prerequisite: 6th-level artificer
Prerequisite: 6th-level artificer Tools Required: Cobbler's Tools
Tools Required: Glassblower's Tools or Jeweler's Tools Material Cost: 250 gp
Material Cost: 500 gp Time Required: 16 hours
Time Required: 16 hours While wearing these boots a creature gains +10 ft of
A combination of finely honed lenses and alchemical trickery movement and their jump distances are doubled. However,
allow the light that passes through the lenses of these the boots impose disadvantage on dexterity (stealth) checks
goggles to be amplified. Any creature who wears these due to the loud noise of the springs. It takes 1 minute to don
goggles gains darkvision up to a range of 60 ft. If the creature or doff the boots.
wearing them already has darkvision the range of their At level 14 in this class when you create this design, the
darkvision is extended to 90 ft unless it is already higher. movement bonus increases to +20 ft of movement and your
While a creature is wearing these goggles they have jump distances are tripled.
disadvantage on saving throws to avoid being blinded from
light-based spells or effects. Spring-Powered Weapon
Prerequisite: 6th-level artificer
Improved Weapon Tools Required: Tinker's Tools
Prerequisite: 6th-level artificer Material Cost: 250 gp, any melee weapon
Tools Required: Smith's Tools, Woodcarver's Tools, or Time Required: 16 hours
Gunsmith's Tools This weapon uses springs and clever weighting to create a
Material Cost: 250 gp, any weapon powerful and unsuspecting strike regardless of the user.
Time Required: 24 hours When a creature makes an attack with this weapon, they use
You modify a weapon to become a +1 item. your intelligence score for the attack instead of their own
You further improve the item to a +2 item when you reach dexterity or strength.
14th level in this class (material cost increases to 2500 gp).
10th Level Designs
Reinforced Armor
Prerequisite: 6th-level artificer Cushioned Armor
Tools Required: Smith's Tools or Leatherworker's Tools Prerequisite: 10th-level artificer
Material Cost: 250 gp, a suit of armor Tools Required: Leatherworker's Tools or Smith's Tools
Time Required: 24 hours Material Cost: 500 gp, any suit of armor or robes
You modify a shield or set of armor to become a +1 item. Time Required: 24 hours
You further improve the item to a +2 item when you reach Any creature wearing this armor gains a bonus to
14th level in this class (material cost increases to 2500 gp). Constitution saving throws to maintain concentration on
spells equal to your intelligence modifier.
Revolving Chamber
Prerequisite: 6th-level artificer
Tools Required: Gunsmith's Tools
Material Cost: 250 gp, any firearm with the loading property
Time Required: 24 hours
This weapon ignores the loading property.

11
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Electric Net Launcher Flying Machine
Prerequisite: 10th-level artificer Prerequisite: 14th-level artificer
Tools Required: Tinker's Tools Tools Required: Tinker's Tools
Material Cost: 1000 gp Material Cost: 10,000 gp
Time Required: 24 hours Time Required: 5 workweeks
This device fires a net an electrically charged net at a foe. This machine is the peak of artisan ingenuity. The machine
Make a ranged design attack against a creature (range can comfortably fit 4 medium creatures and can lift a total of
20/60), on a hit the creature takes 2d8 lightning damage, and 1000 pounds of weight. The flying machine requires at least
becomes restrained. The creature must also succeed on a 2 creatures to operate, and it requires 1 minute to takeoff
constitution saving throw or become stunned until the end of from the ground, but once in operation the machine has a
your next turn. As an action the restrained creature can flying speed of 120 ft. The flying machine has an AC of 18, a
attempt to break free of the net by succeeding on a dexterity number of hit points equal to 5 times your artisan level, and
or strength saving throw (creatures choice). immunity to poison and psychic damage. You can repair the
The net must be loaded back into the launcher using an flying machine at no cost at a rate of 10 hit points per hour as
action before it can be fired again, and the launcher can be long as you have your artisan's tools on hand. If the flying
fired a number of times equal to your intelligence modifier machine is reduced to 0 hit points it is destroyed beyond
(minimum 1) per long rest. quick repair and must be repaired to full hit points before it
If the target is huge creature or larger, they cannot be can fly again.
restrained by the net but can still become stunned. If a The exact look and method of operation of the flying
creature is immune to lightning damage, they cannot be machine depends on the artisan who crafts it, it could be
stunned by the net. powered by propellers, hot air, flapping wings, or any number
The lightning damage increases by two die at 16th level of other methods.
(4d8).
20th Level Designs
Knockout Gas
Prerequisite: 10th-level artificer Masterwork Weapon
Tools Required: Alchemist's Supplies Prerequisite: 20th-level artificer
Material Cost: 250 gp Tools Required: Tinker's Tools
Time Required: 1 hours Material Cost: 50,000 gp, any weapon
You create a vial of a deadly gas that can quickly knock Time Required: 10 workweeks
creatures unconscious. As an action, a creature can throw the This weapon is a +3 weapon and has one of the following
vial to a point it can see within 60 ft, and all creatures within properties.
15 ft of the point must succeed on a constitution saving throw Lithe. This weapon's critical hit threshold is reduced by
or fall unconscious for 1 minute. An unconscious creature two. (If you would normally score a critical hit on a roll of 19-
wakes up if it takes damage or if another creature uses its 20, you now score a critical hit on a roll of 17-20).
action to shake it awake. Alchemical Enhancement. Choose one from fire,
lightning, acid, or poison. When this weapon hits, it deals an
Scattershot additional 2d6 damage of the chosen type.
Prerequisite: 10th-level artificer
Tools Required: Gunsmith's Tools Masterwork Armor
Material Cost: 1000 gp Prerequisite: 20th-level artificer
Time Required: 24 hours Tools Required: Tinker's Tools
This short range firearm weapon fires a shot of shrapnel in a Material Cost: 50,000 gp, any suit of armor
wide area. When this weapon is fired as an action, all Time Required: 10 workweeks
creatures within a 30 ft cone must succeed on a dexterity This suit of armor is +3 armor and has one of the following
saving throw or take 4d10 piercing damage or half as much properties.
on a successful save. The scattershot has a number of Sturdy. You are immune to critical hits while wearing this
charges equal to your intelligence modifier (minimum 1) and armor.
recharges on a long rest when it can be reloaded. Elemental Protection. Choose one from fire, cold,
This damage increases by two die at 16th level (6d10). lightning, acid, or poison. You are immune to this damage
type while you wear this armor.
14th Level Designs Invulnerable. You gain resistance to bludgeoning, slashing,
and piercing damage while you wear this armor.

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The following is a description of gunsmith's tools following
the format for all artisan's tools found in Xanathar's Guide to
Everything.
Gunsmith's Tools
Training with gunsmith's tools includes the techniques
needed to craft precision metalwork devices that can
withstand and harness the destructive power of gunpowder.
Components. Gunsmith's tools include hammers, files,
bore drills, a balance, and a small vice and press.
Arcana and History. Your expertise lends you additional
insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions
that others might overlook when an investigation involves
fine metalwork or the aftermath of an explosion.
Create Ammunition. With access to your tools and a
supply of metal and gunpowder you can spend time crafting
ammunition for your firearms. During a long rest you can use
10 gp worth of supplies to create a number of pieces of
ammunition equal to the value of a gunsmith's tools check
(1d20 + tool proficiency).
Activity DC
Create an improvised explosive 15
Determine the cause of a fire 20
Disarming an explosive 20

13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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