Artificer

A gnome sits hunched over a workbench, carefully using needle and thread to weave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensinoal space springs into being in the bag's interior. She beams with pride at her newly crafted bag of holding.

A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee.

An elf scrambles up the castle's wall, Baron von Hendriks' men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in thick, black glue as she makes her escape.

Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.

Cunning Inventors

Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are engineers, students of invention and warfare who craft deadly firearms and mechancial beings that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist.

All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seak a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

The Artificer
Level Proficiency Bonus Features Cantrips Known Schematic level Infution Points
1st +2 Artificer Specialist, Infuse Magic, Magic Item Analysis 3 1 2
2nd +2 Tool Expertise, Wondrous Invention 3 1 4
3rd +2 Artificer Specialist feature 3 2 8
4th +2 Ability Score Improvement 4 2 10
5th +3 Wondrous Invention, Magic Item Analysis improvement 4 2 16
6th +3 Craftsman labour, Specialist improvement 4 3 20
7th +3 Artificer Specialist feature 4 3 24
8th +3 Ability Score Improvement 4 3 28
9th +4 Specialist improvement 4 4 36
10th +4 Emergency System, Wondrous Invention 5 4 42
11th +4 Craftsman labour improvement 5 4 48
12th +4 Ability Score Improvement 5 5 50
13th +5 Craftsman labour improvement 5 5 54
14th +5 Artificer Specialist feature, Persistent Infusion 5 5 58
15th +5 Wondrous Invention, Specialist improvement 5 5 62
16th +5 Ability Score Improvement 5 5 64
17th +6 Artificer Specialist feature 5 5 72
18th +6 Specialist improvement 5 5 76
19th +6 Ability Score Improvement 5 5 82
20th +6 Wondrous Invention, Soul of Artifice 5 5 90

Intense Rivalries

The artificers' drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they care keen to own. Evil ones have no problem committing crimes to claim what they want.

Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers 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 rivals.


Creating an Artificer

When creating an artificer character, think about your character's background and drive for adventure. Does the character have a rival? What is the character's relationship with the artisan or artificer who taught them the basics of the craft? Talk to your DM about the role played by artificers in their campaign, and what sort of organizations and NPCs you might have ties to.

Quick Build

You can make an artificer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose the guild artisan background.

Class Features

As an artificer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per artificer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies


  • Armor: Light and medium armor
  • Weapons: Simple weapons, hand crossbow
  • Tools: Thieves' tools, two other tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Perception, Religion, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any two simple weapons or (b) any martial melee weapon (if proficient)
  • a light crossbow and 20 bolts
  • (a) scale mail or (b) studded leather armor
  • any set of artisan's tools
  • thieves' tools and a dungeoneer's pack

Artificer Specialist

At 1st level, you focus your craft on a particular specialization: Alchemist, Armorer, Engineer, Mechanist or Wildcard Deviser, each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 14th, and 17th level.

Spellcasting

Cantrips

At 1st leveI, you know three cantrips of your choice from the Artificer spell list. You learn additional Artificer cantrips of your choice at higher leveis, as shown in the Cantrips Known column of the Artificer table.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells. Your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting 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 proficiency bonus +
your Intelligence modifier.


Spell attack modifier = your proficiency bonus +
your Intelligence modifier.


Infuse Magic

Starting at 1st level, you can make temporary magic objects on the go, called Fleeting Wonders. You gain a pool of Infution Points, as shown in the Infusion Points column of the Artificer table, which you can use to create those items. You can spend 1 minute infusing an object you are touching. Then, you cast a Schematic from your Schematics Book, but instead of taking effect, it is stored in the object. Then choose between the types of Fleeting Wonders described at the Fleeting Wonders Section. Once this process is complete you transfer any number of infusion points to the item.

Any spell casted from a Fleeting Wonder uses your spellcasting ability, and does not require concentration or any material components. Any Fleeting Wonder can only mantain one spell active at the same time. The Fleeting Wonders details are explained at the Fleeting Wonders Section.

No item can hold more charges than 1 + your Intelligence modifier (Min 1). You cannot infuse one item with multiple spells. When you finish a long rest, all the infused objects lose its infusion points, all spells effects from Fleeting Wonders ends, and you regain all your Infusion Points.

Schematics Book

At 1st level, You have a Schematics Book with two spells in it, called Schematics, choosen from the Artificer Schematic list.

Each time you gain a Artificer level, you can add one schematic of your choice to your Schematics Book from the Artificer Schematics List for free. Each of these Schematic must of a level equal or lower that is shown in the Schematic level of the Artificer table. On your adventures, you might find Spells that you can transcribe into Schematics and add to your Schematic Book (see “Your Schematic Book”);

Casting a Schematic does not requires any spell slots nor focus, but if the spell has a material component cost, you have to provide it. You can only cast Schematics when making Fleeting Wonders, or when another Artificer Feature let you do it.

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You can cast the spells detect magic and identify as rituals. You don’t need to provide a material component when casting identify with this class feature.

At 5th level, you can cast the spells dispel magic, nystul's magic aura, and Remove curse as rituals even if you normally can't cast them, but only targeting an object.

Tool Expertise

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Wondrous Invention

At 2nd level you create a magical invention of arcane brilliance that is able to copy the effects of a spell. Choose a 1st level spell from the Wizard spell list. If the spell requires a material component with a gold cost, you must provide that component when you complete work on the item, and the component becomes part of it. If the spell consumes its material components, you must provide those components when you complete the item and any time you use it thereafter. The item can look however you like, as long as its form is appropriate for the effects of the spell. If the spell conjures a creature, the creature may be a construct instead of whatever creature type is specified by the spell (your choice). Such constructs are immune to poison.

You can cast the spell from the item once per long rest. Only you can use the item in this way.

Crafting such an item is a difficult task. When you gain an invention from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.

You complete another item of your choice when you reach certain levels in this class, choosing from the Wizard spell list. At 5th level you create an item with a spell of 2nd level or lower. At 10th level you create an item with a spell of 3rd level or lower. At 15th level you create an item with a spell of 4th level or lower. At 20th level you create an item with a spell of 5th level or lower.

If one of your Wondrous Inventions is destroyed you can build a new one with 1 day of work per level of the spell that the item could cast (eight hours each day) and 100 gp of raw materials per day, providing any material components with a gold cost as normal by the last day. The new item must be able to cast the same spell as the original item.

Craftsman labour

At 6th level, you know how to make improved magical traps. Now you can cast Glyph of Warding, but with some changes:

  • It can only be casted as a ritual (casting time remains the same)
  • It has no material component
  • It desapears if you use this feature to cast a Glyph of Warding again.
  • If it is casted on an object, it can be moved without broking the glyph, and the maximum radio of action is an area of 15' of radius centered on the object.
  • You can cast a Schematic in the process of making a Spell Glyph.

Additionally, you can cast the spell Fabricate as a ritual.

You can cast Glyph of Warding and Fabricate once each one before you must finish a long rest for doing it again.

At 11th level, you can cast Fabricate once per short or long rest.

At 13th level, as an action you can touch and dismiss an active Glyph of Warding casted using this feature. If you do it, you can cast Glyph of Warding again before you must finish a long rest.

Emergency System

At 10th level, during a long rest and expending 1500gp, you can craft a special device that can be worn. You can attune it by spending an hour wearing it. The device becomes inactive if you stop wearing it for ten minutes or more, and has to be attuned again. When you finish a long rest, you can store one Artificer cantrip or Schematic that targets you and has a casting time of one action, bonus action or reaction. When you store the spell, you designate what circumstances trigger the device. When the circumstances occur, the spell stored takes effect immediately (and only targets you, no matter the number of targets or area of effect that it has). If the spell requires concentration, instead it lasts until the end of its full duration. Charging this device takes ten minutes and, if the spell has a material cost, you have to provide it. A device can only store one Schematic of 5th level or lower at the same time. The stored spell remains in the device until its triggered or replaced for another one. The same device can be charged on each long rest, but if you lose it, you'll have to craft another one.

Persistent Infusion

Starting at 14th level, your fleeting wonders are crafted with an additional charge and no longer has limit infusion points.

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 attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Schematic Book

An Artificer's Schematics Book works like a Wizard Spellbook, but with some differences. When you find an Artificer's Schematic or a Wizard Spell, you can add it to your Schematics Book like wizards adds spells to their spellbooks. You can add spells from other classes lists to your Schematics Book, but you need the help of a caster that can cast the spell you want to add during the process of transcribing it to your book. If you lose your Schematics Book, you can use the same procedure to transcribe up to your Artificers level + your Intelligence modifier of your schematics into a new Schematics Book.

Artificer Specialists

Artificers pursue a variety of specializations, honing their crafting skills to specific applications. The three most common ones, alchemy, armorsmithing, and engineering, are presented here.

Alchemist

An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.

Potion Master

When you choose this specialization at 1st level, you gain proficiency with alchemist’s supplies. Additionally, you can drink or administer a potion as a bonus action.

Alchemist's Satchel

At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described at the end of this specialization.

After you use one of those options, the bag reclaims the materials.

If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.

Alchemical Formulae

At 1st level, you learn three Alchemical Formula options of your choice from the Alchemical Formulae list in Brilliat Ideas Section. You learn one additional formula of your choice at 3rd, 6th, 9th, 14th, and 18th level.

To use any of these options, your Alchemist’s Satchel must be within reach.

If an Alchemical Formula requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.


Volatile Concoction

At 3rd level, as a bonus action on your turn you can concentrate the materials of a formula to create a more potent effect, spending more of your Alchemist’s Satchel’s resources than normal. The next formula you pull out of your Alchemist’s Satchel has an increased effect, which you choose at the time you pull it out. In addition to this effect, if the formula requires you to roll dice for damage or healing, the type of dice used by the formula is increased by one (for example, d6 becomes d8).

• A creature that must make a saving throw as a result of the formula does so at disadvantage.

• The duration of the effect of the formula is doubled.

• If the formula affects an area, the size of the area given in feet is doubled.

• You can ignore a restriction which prevents you from using the formula again within a certain time limit.

• If the formula normally disappears if not used within a certain period of time, that duration is multipled by 5. The duration must originally be 1 minute or longer.


You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses when you finish a long rest.

Alchemical Trap

Starting at 7th level, you can use your Alchemical Formulas for making Fleeting Wonders. You can not use the same Alchemical Formula in more than one Fleeting Wonder at the same time. Triggering an Alchemical Formula from a Fleeting Wonder cost 2 infusion points.

At 15th level you can use the same Alchemical Formulas on any amount of Fleeting Wonders.

Imbibed Immunity

Starting at 14th level, you are immune to poison and the poisoned condition.

Additionally, you have advantage on rolls to resist any effects caused by your own formulas.

Expert Chemist

Starting at 17th level, when you use your Volatile Concoction feature you can select two effects instead of just one.

Additionally, you can expend a use of Volatile Concoction when creating an Alchemical Trap.

Armorer

Armorers focus their ingenuity on bolstering their martial prowess, forging arcane-powered suits of armor to protect and empower them.

Armorer's Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor, and smith's tools.

Power Armor

At 1st level, you construct a suit of magic Power Armor, granting you increased durability and physical ability. Select a type of armor you are proficient with. You can use your Infuse Magic feature on your power armor to create a Precense Trap, a Magic Clock, a Thief Catcher or a Versatile Liquid, but only you can set and unset it. You are concidered part of the armor for determining the targets of any schematic casted from it, except for versatile liquid, in wich case you are the only posible target. Wearing your Power Armor also allows you to double your carrying capacity and the weight you can push, drag, or lift. Your Power Armor can look however you want.

If you lose your Power Armor, you can create a new suit over the course of three days of work (eight hours each day) by expending an amount of gp equal to twice the base cost of the armor type you choose to base it on. You can only have one suit of Power Armor at a time.

Upgrades

Your expert craftsmanship allows you to improve your Power Armor's various attributes.

Starting at 3rd level, choose two upgrades from the list at the from the Armor Upgrades in the Brilliat Ideas Section (you cannot choose the same upgrade twice).

The features and properties of your Power Armor permanantly improves in that way. You apply one additional upgrade to your Power Armor at 6th level, 9th level, 14th level, and 18th level. You cannot apply an upgrade more than once, unless the upgrade's description says otherwise.

Additionally, when you apply a new upgrade you can choose one of the upgrades already applied to your armor and replace it with another upgrade. If you have to create new armor, you can choose new upgrades to apply to it at the time of its construction.

Shocking Response

Beginning at 7th level, when you are hit by an enemy within 5 feet, you can use your reaction to cast Shocking Grasp on it.

Reinforced Armor

Beginning at 14th level, you have resistance to bludgeoning, piercing, and slashing damage while wearing your Power Armor. In addition, you can use your reaction when hit by an attack to reduce the damage of that attack by an amount equal to your proficiency bonus. You can use this feature with your Shocking Response feature in the same reaction.

Overdrive

At 17th level, you can use a bonus action on your turn to temporarily boost the magic fueling your armor, granting you vastly increased capabilities at the cost of your stamina.

For 1 minute, your Strength and Dexterity scores and their maximums are increased by an amount equal to your Intelligence modifier, and you double any speed you have. When your overdrive ends you suffer one level of exhaustion. Once you use this feature, you can't use it again until you finish a long rest.

Engineer

A master of mechanical engineering, you can forge firearms and security systems powered by a combination of science and magic.

Master Tinker

When you choose this specialization at 1st level, you gain proficiency with tinker’s tools, and you learn the mending cantrip.

Thunder Cannon

At 1st 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. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.

You are proficient with the Thunder Cannon. Its damage is considered magical (though the weapon itself is not), and generates it's own ammunition each time it is fired.

If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

The Thunder Cannon is a complex mechanism that only you know how to use.

Thunder Cannon

Type: Ranged Martial Weapon

Range: 200/800

Properties: Two Handed, Loading

Damage: 2d6 Piercing

Modifications

Your obsessive tinkering has given you the skills to make constant refinements to your Thunder Cannon.

Starting at 3rd level, your Thunder Cannon permanently gains the Thunder Monger modification, and you choose two additional modifications from the Thunder Cannon Upgrades in the Brilliat Ideas Section. You learn one additional modification at 6th level, 9th level, 15th level, and 18th level.

At the end of a short rest, you can apply one of your modifications to your Thunder Cannon to alter its properties. Only one modification can be applied to your Thunder Cannon at a time, and applying a modification removes an existing one. Your Thunder Cannon remains modified in this way until you change it at the end of another short rest. Permanant modifications cannot be swapped or removed and do not count towards your maximum number of modifications.

Additionally, when you learn a new modification you can choose one of the modifications you already know and replace it with another modification.

If a modification allows you to make any sort of ranged attack with your Thunder Cannon you must expend a round of ammunition when you make the attack.

Mechanical Turret

At 7th level, your research and mastery of your craft allow you to make a second Thunder Cannon as a deployable Mechanical Turret.

The turret has the following characteristics:

• It has HP equals to half of your HP.

• It has a AC equals to 10 + your proficiency bonus + your intelligence modifier.

• As an Action you can use your magic power and touch your turret to Deploy or Undeploy it.

• If it's undeployed, it's size is small and weights 10 lb. If it's deployed, it's size is medium and weights 200lb

• It is a non magical object.

• It is immune to poison and psychic damage.

• Its Thunder Cannon has its own upgrades determined by your Artificer level, but it can not be equipped with the thunder monger upgrade.

• When its deployed, any attack made by the turret itself uses your proficiency bonus + your intelligence modifier, and adds your intelligence modifier to the damage.

• When its deployed, you can use your action to use your thunder cannon to see through the scope of your turret as long both of you are in the same plane of existence, and make an attack with it (this is considered your attack).

• When its deployed, if you are the target of an attack, you can see the attacker and the Turret is within 30 feet of it, you can use your reaction to make an attack against the attacker using the Turret.

• When its deployed, once per round, if the turret its attacked by a visible creature, it attacks the agressor in response, unless you use your reaction to cancel the attack.

• When it's undeployed, it has resistance to non magical damage.

• You can cast mending on the Turret, and expend one or more infusion points to heal it (Maximum your Schematic level). The Turret regains ld8 hit points per point expended plus your Intelligence modifier.

If the Turret is destroyed, over the course of a long rest, you can repair a broken turret if you have access to all of its parts. It returns to be functional with 1 hit point at the end of the rest. If the Turret is beyond recovery, you can build a new one with four days of work (eight hours each day) and 500 gp of raw materials. Once you finish building the new one, the old one permanently becomes a mundane inert object .

Advanced Tinkering

At 14th level your familiarity with your Thunder Cannon has allowed you to customize it further. When you take a short rest to apply a Modification to your Thunder Cannon you can instead apply two. You cannot have the same Modification applied more than once at a time.

Masterwork Metallurgist

At 17th level you can permanently improve your Thunder Cannon and Mechanical Turret through greater knowledge of metallurgy.

Your Thunder Cannon permanently gains one of your modifications. This modification does not count against the maximum number of modifications you can have applied to it.

Additionally, your Mechanical Turret now has a walking speed of 30 feet when its deployed, and you can use a Bonus Action insted of an Action to see through its scope, move it and make an attack.

Aditionally, you can deploy and undeploy your turret using a mental command as long it is at no more than 300 feet.

Wildcard Deviser

A master of deception and adaptation. You can get out of the most dangerous situations using your intellect and your gadgets.

People's gears

At 1st level your understanding of how people minds work grant you the following benefits:

  • You gain proficiency with Deception and Isight skills if you aren't already proficient in them.
  • You may use your int modifier instead of your cha modifier when you make a Deception, Persuation or Intimidation check in social scenarios.
  • You may use your int modifier instead of your wis modifier when you make a Insight check in social scenarios.
  • You can use Intelligence(Stealth) when you are in a crowd to pass undetected.

Tricksters secret

At 1st level you craft a special hand crossbow called Wildcard (It can be a pistol if your DM allows it). It looks like a regular weapon, but it has an intrincate mechanism inside, that allows you to shot regular ammunition and special bullets (it produce no sound when firing special ammunition). The Wildcard range is 30/120 and does 1d6 of piercing damage when firing regular ammunition, and it has the light and loading properties.

Additionally, you improve your Wildcard with one cantrip that requires to make an spell attack roll, from the Wizard or Sorcerer spell list. When you make an attack using your Wildcard, you can cast the selected cantrip instead.

If you lose your Wildcard, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of raw materials.

Your Wildcard requires your magic to function, so only you can use it. If another creature uses it, it is a regular weapon on its hands.

Dirty Play

At 3rd level you learn how to make special bullets that let you outshine your enemies in combat and most people would consider it cheating.

You start knowing three bullet blueprints from the Bullet Blueprints list in the Brilliat Ideas Section, and you learn one additional blueprint of your choice at 6th, 9th, 14th and 18th level.

At the end of a short rest, you can craft any amount of bullets for which you know their Blueprints. You can never have more bullets than your Artificer level at the same time.

When you use your attack action with your Wildcard, you can replace your normal ammunition for an special bullet. This action is still considered an attack. If any bullet let you cast a spell, it is casted without any Verbal, Somatic or Material component, and if it requires concentration, insted it last until the end of its full duration. Each bullet can be fired only once, but you can craft more than one bullet using the same blueprint.

Additionally, you create an extradimensional amunition clip on your Wildcard, where you may hide your special bullets. The clip magically loads the Wildcard with the desired bullet. Load your wildcard with a bullet that is not in the clip requires a bonus action.

If a bullet requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

He who fights and runs...

At 7th level, you have finished crafting a device that allows you to escape from the most difficult situations.

This device its a 12 inch metallic disc, and a bracelet, both paired to eachother. Activate the disc takes one minute. Once you do that, it remains active for 8 hours, or until its bracelet its used. As a reaction when you are hit by an attack or a spell, you can touch your bracelet and activate it, teleporting you next to your disc, as long both are no more than 1000 feets away and on the same plane of existence. Optonally, you can use an action to activate your bracelet.

Once you use your disc, it is inactive, it can't be activated again until you finish a long rest.

The device requires your magic to function, so only you can use it.

Magic Disruptor

At 14th level, You have improved the countermeasures against your most dangerous enemies, the magical beings. Once per short rest, you can cast counterspell using your wildcard, even if you normally can't cast it.

Ace of Spades

At 17th level, you have learned how to be an even more treacherous fighter. Now you can create another Wildcard and use both at the same time. When you take an attack action,if you have a Wildcard equiped on each hand, you can fire both, even if each one fires a special bullet,a regular ammunition or cast its cantrip.

Your new Wildcard has its own cantrip, and its own extradimensional amunition clip.

The amount of special bullets you can have at the same time its dobled, but you can store up to your artificers level on each amunition clip.

Additionally, you can use your Magic Disruptor feature once using each Wildcard before you need to finish a long rest.

Mechanist

Artificers whose expertise extends beyond enchantment, into clockwork marvels and mechanical tinkering, are known as Mechanists.

Mechanical Servant

At 1st level, you complete a mechanical servant, formed from metal and clockwork. The servant is a construct that obeys your commands without hesitation and serves you loyally. Though magic fuels its creation, the servant is not magical itself. You are assumed to have recently succeeded in this creation after working towards it for sometime.

When you build your mechanical servant, you determine its game statistics by selecting a chassis and a build, which you apply to the the mechanical servant statistics provided at the end of the Mechanist description. Your construct's chassis determines its general appearance, but it can look however you like, as long as its form is appropriate for those statistics.

The construct has its own proficiency bonus which matches your own. It increases in level whenever you do, and gains a new hit die, just as you do. Your servant may spend hit dice to heal during a short rest, however you must be present and able to make repairs. Long rests for the construct follow the same rules as players.

Additionally, whenever you gain an ability score increase from this class, your servant gains an ability score increase of its own, however the construct’s Intelligence and Charisma scores cannot be increased through this feature.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. Your mechanical servant can’t attack, but it can cast the Thunderclap cantrip (DC 10 + profiency Bonus) and take other actions as normal.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the 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 1,000 gp of raw materials.

Combat-Ready Construct

Starting at 3rd level you are able to create weapon components for your construct. Choose 2 simple weapons, the mechanical servant is considered proficient with the chosen weapons. The constuct gains the attack action, and follows the normal rules for wielding weapons and attacking.

These weapons may take a different form than a normal weapon. For example, curved blades may be attached to the wings of a flying construct, enabling it to deal slashing damage like a simitar. Whatever its physical description, you can use the game statistics provided for the weapon in chapter 5 of the Player's Handbook.

Additionally, the construct gains proficiency in all saving throws.

Upgraded Construct

At 3rd level you improve your construct by upgrading or adding components. You make three upgrades of your choice to your servant from the Mechanical Servant Upgrades list in the Brilliat Ideas Section, detailed at the end of the Mechanist description.

You choose an additional two upgrades each at level 6 and level 9, and one additional upgrade each at level 15 and level 18.

Magic Imbued Strikes

Starting at 7th level your servant’s attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.

Defensive Response

At 7th level, if you are attacked and the attacker is within 5 ft of your construct, your construct can make a single melee attack against the attacker as a reaction.

Reinforced Chasis

Beginning at 14th level, your construct have resistance to bludgeoning, piercing, and slashing from non magical sources. In addition, it can use its reaction when hit by an attack to reduce the damage of that attack by an amount equal to your proficiency bonus

Superior Servant

At 17th level you can permanently improve your Mechanical Servant.

You can select two Upgrades, found in the Armorer subclass earlier in this document, and apply them to your servant. An upgrade can only be applied once, unless the upgrade states otherwise, and the upgrade applies only to the servant and its stats. You cannot select the Optimizer upgrade, nor an upgrade with a prerequisite level of 9 or higher.

If you build a new Mechanical Servant, you may choose to give it two different upgrades.

In addition, your Mechanical Servant has an Emergency System imbued into its body that you can charge an the end of a long rest.

Mechanical Servant Statistics

Your mechanical servant uses these base statistics when created.


Mechanical Servant

Construct, unaligned


  • Armor Class 10 + proficiency bonus + Dexterity modifier

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 3 (-4) 9 (-1) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, charmed, poisoned
  • Senses passive perception 10 + Wisdom modifier, darkvision 60 ft.
  • Languages Understands creator’s languages, but cannot speak

Mechanical Servant Chassis

The basic physical form of your construct, including its size and speed. The specifics of its appearance can be tailored to your choosing.

Aerial Chassis

You construct a smaller, lighter chassis capable of flight. The servant gains the following additions to its statistics.

  • Size small
  • Skills acrobatics
  • Speed 10 ft., fly 40 ft.
  • Hit Die d6
  • Hit Points at 1st Level 6 + its Constitution modifier
  • Hit Points at Each Level After 1st 4 (or 1d6) + Constitution modifer

Biped Chassis

You construct a chassis built to stand upright on two legs. The servant gains the following additions to its statistics.

  • Size medium
  • Skills athletics
  • Speed 30 ft., climb 30 ft.
  • Hit Die d8
  • Hit Points at 1st Level 8 + its Constitution modifier
  • Hit Points at Each Level After 1st 5 (or 1d8) + Constitution modifer

Quadruped Chassis

You construct a chassis designed to move quickly using 4 legs. The servant gains the following additions to its statistics.

  • Size medium
  • Skills athletics, acrobatics
  • Speed 40 ft.
  • Hit Die d8
  • Hit Points at 1st Level 8 + its Constitution modifier
  • Hit Points at Each Level After 1st 5 (or 1d8) + Constitution modifer

Mechanical Servant Builds

The manner in which you build your mechanical servant is just as important as its components and design. The build determines your construct's strengths and weakenesses.

Strong Build

  • The servant gains a Strength score of 16.
  • The servant gains either a Wisdom, Dexterity, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:

Construct save DC = 8 + proficiency bonus + Strength modifier

Flexible Build

  • The servant gains a Dexterity score of 16.
  • The servant gains either a Wisdom, Strength, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:

Construct save DC = 8 + proficiency bonus + Dexterity modifier

Intircate Build

  • The servant gains a Wisdom score of 16.
  • The servant gains either a Strength, Dexterity, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:

Construct save DC = 8 + proficiency bonus + Wisdom modifier

Sturdy Build

  • The servant gains a Constitution score of 16.
  • The servant gains either a Strength, Dexterity, or Wisdom score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:

Construct save DC = 8 + proficiency bonus + Constitution modifier

Brilliant Ideas

Every Artificer is different, and has its own personal signature. This Section has a list of options that helps you to define your own style by tunning your Artificer Specialist's characteristic invention.

Alchemical Formulae

Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.

This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).


Alchemical Fire. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage.

This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).


Cushioning Gel. As a reaction, when you or a creature within 30 feet of you falls, you can reach into your Alchemist’s Satchel, pull out a vial of thick blue liquid, and hurl it at a surface within 30 feet of you. On impact the vial detonates in a 5-foot radius, covering the surface with a soft protective gel. A creature that lands on this surface halves any damage taken from falling. After using this formula, you can’t do so again for 1 minute.


Flash Ice. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of clear liquid, and pour it into a body of water (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). Any water filling a 30-foot cube at the point of contact freezes to solid ice. Creatures that were swimming in this area of the water when it freezes must make a Constitution saving throw. On a failed save they take 2d8 cold damage and are trapped in the ice. On a successful save the creature takes no damage and is pushed to the nearest space adjacent to the cube. A trapped creature can use an action to make a Strength saving throw to break free of the ice. The ice remains for 1 minute before melting.


Healing Draught. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.

This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).


Poison Bomb. As an action, you can reach into your Alchemist's Satchel and pull out a glass vial filled with noxious gas, and hurl it at a point on the ground within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact the vial explodes and the area in a 10-foot radius around the point is filled with poisonous fog. When a creature enters this area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save the creature becomes poisoned. On subsequent turns the poisoned creature can repeat the save at the beginning of each of its turns so long as it is not in the fog, ending the effect on a success. Creatures are affected even if they hold their breath or don't need to breathe. The fog spreads around corners. It persists for 1 minute and then disappears or until a strong wind disperses the fog, ending the effect. After using this formula, you can’t do so again for 1 minute.


Restraining Foam. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of yellow liquid, and hurl it at a point on the ground within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial bursts on impact and the contents expand into a quick-hardening adhesive that fills a 5-foot cube. Any creature in that area must succeed on a Strength saving throw or be restrained. As an action, the restrained target can make a Strength check, breaking out of the foam on a success. The foam can also be attacked and destroyed (AC 10; hp 5; immunity to poison and psychic damage). After using this formula, you can’t do so again for 1 minute.


Smoke Stick. As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.


Swift Step Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.


Tanglefoot Bag. As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.


Thunderstone. As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

Armor Upgrades

3rd level Upgrades

Armor Class. Your Power Armor's armor class increases by 1. You can apply this upgrade up to 3 times.

Darkvision. While wearing your Power Armor, you have darkvision to a range of 60 feet. If you already have darkvision, this upgrade increases its range by 60 feet.

Evasion. While wearing your Power Armor your Dexterity score is increased by half of your Intelligence modifier (rounded up), and your maximum Dexterity score increases by the same amount.

Climbing. While wearing your Power Armor you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Force Blast. Your Power Armor gains an integrated ranged weapon set into its palm or chest. The weapon doesn't require ammunition, and fires blasts of arcane energy which deal 1d8 force damage. The weapon's normal range is 30 feet and its long range is 120 feet.

Heavy. Prerequisite: heavy armor. Your Power Armor is bulky and designed with extra weight. The armor weighs 4 times as much as normal (but weighs its normal amount for you while you wear it), and any speed you have is reduced by 5 feet. In addition, you have advantage on saving throws against effects that knock you prone or move you against your will.

Hidden Compartment. Your Power Armor has a hidden compartment built into it, allowing you to secretly store up to 10 lbs of material. Discovering the compartment requires an Investigation check. The DC for this check is 8 + your proficiency modifier + your Intelligence modifier. It takes a bonus action to remove an object from the compartment, and another creature can do so only if they know that the compartment exists.

Integrated Weapon. You create and stow a custom melee weapon into your armor. When you apply this upgrade you create a weapon to stow, wich cost the same amount of gold as a regular weapon of its type, and you must choose where on your armor the weapon is located. You can draw or stow your integrated weapon as normal. As a bonus action you can activate the weapon if it hasn't the Heavy property, either fully discharging it or integrating it with your armor. While the weapon remains integrated, you must treat it as though you are wielding it with one hand, but you cannot be disarmed of it.

You can apply this upgrade multiple times, selecting a new weapon and new location on your armor to install it.

Optimizer. While wearing your Power Armor, you can use your action to create Fleeting Wonders without using your schematic book. You can use a bonus action to set a Fleeting Wonder that you have created in the same turn.

Power. While wearing your Power Armor your Strength score is increased by half of your Intelligence modifier (rounded up), and your maximum Strength score increases by the same amount.

Protecting. As an action, you can spend 1 infusion point to generate an static field covering your armor for 1 minute. At the start of each of your turns while this effect is active, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.

Resistance. Choose acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. While wearing your Power Armor you have resistance to that type of damage. You can apply this upgrade more than once, but you must choose a different damage type each time.

Speed. Choose one of your speeds. While wearing your Power Armor that speed increases by 10 feet. You may apply this upgrade multiple times and can choose a different speed each time.

6th level Upgrades

Cloaking. While wearing your armor, you gain a bonus to Dexterity (Stealth) checks equal to your Intelligence modifier, and you can't be tracked except by magical means. You leave behind no tracks or other traces of your passage unless you want to. If your Power Armor normally grants disadvantage on stealth checks while wearing it, this upgrade removes that property.

Collapsable. Your Power Armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

Sealed. As a bonus action on your turn you can environmentally seal your Power Armor, giving you an air supply for up to 1 hour and making it so that you cannot be affected by inhaled or contact poisons and effects like the cloudkill spell. You can use a bonus action on subsequent turns to end this effect. You can use up this air supply all at once or in several shorter increments, each one using a minimum of 1 minute from the duration. If you use up all your air and keep your armor sealed, or are underwater when this happens, you begin to suffocate as normal. Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

In addition to the above, you are also considered adapted to cold and hot climates while wearing your armor, and you’re also acclimated to high altitude, including elevations above 20,000 feet, while wearing your armor.

Combat-ready. You can attack twice, instead of once, whenever you take the Attack action on your turn.

9th level Upgrades

Expanded. Prerequisites: heavy armor. You enlarge your Power Armor, turning it into a piloted suit. The armor's size increases accordingly, and it weighs 8 times as much as normal but no longer counts against your carrying capacity. Though your size does not change, you are considered to be one size category larger while within it, and you have advantage on Strength checks and Strength saving throws while in your armor.

Flight. While wearing your Power Armor you have a flying speed of 30 feet.

14th level Upgrades

Recall. When not being worn you can hide your Power Armor in a pocket dimension. As an action on your turn you can magically summon the armor and don it. You can use a bonus action to return the armor to the pocket dimension. While in the pocket dimension the armor cannot be affected by other abilities and cannot be interacted with in any way.

18th level Upgrades

Self-Destruct. As an action, you can initiate a self-destruct sequence on your Power Armor. When you use this feature, you begin concentrating (as if you are concentrating on a spell). You can hold concentration in this way for 10 minutes. Once your concentration ends the armor immediately explodes and is destroyed. Each creature in a 20-foot radius sphere centered on the armor must make a Dexterity saving throw vs your spell save DC. A target takes 12d6 fire damage on a failed save, or half as much damage on a successful one. You can attempt to cancel the self-destruct before it explodes, ending concentration at any time, but must succeed on an Intelligence saving throw versus your own spell save DC. On a failure, the armor explodes anyway.

Unmanned. You can control your Power Armor telepathically, allowing it to move and fight without you inside it. You can use an action to take control of your armor for up to 1 hour or until your concentration is broken (as if you are concentrating on a spell). You can see, hear, and speak through the armor as though you were in it. You must remain on the same plane of existance as the armor to use this feature. The DM determines which of your features and abilities can logically be used while you are controlling the armor in this way.

The armor's stats are identical to yours as if you were wearing it, except its Intelligence score is 1, its Wisdom score is 10, and its Charisma score is 1. The armor is considered a construct, is immune to poison and the poisoned condition, and operates as though under the effects of the mind blank spell. While controlling the armor in this way your body proper is incapacitated, and you are deaf and blind with regard to your own senses. When your concentration ends the armor becomes innert and you suffer one level of exhaustion. If the armor drops to 0 hit points while you are controlling it the armor is immediately destroyed and you suffer a psychic backlash. Roll your maximum hit dice (without spending any) as if you were rolling to regain health, adding your Constitution modifier as normal; you suffer pyschic damage equal to the amount rolled.

Thunder Cannon Upgrades

3rd level Upgrades

Bayonet. You affix a short blade to the barrel of your Thunder Cannon, allowing you to make a melee weapon attack with it. The bayonet is a finesse weapon that deals 1d6 piercing damage.

Handheld. The Thunder Cannon looses the two-handed property and gains the light property. Its normal range becomes 100 feet and its maximum range becomes 400 feet. It now deals 2d4 piercing damage. If the Thunder Cannon has any other active modification that deals d6 damage the damage changes to d4.

Long Barrel. The Thunder Cannon gains the heavy property. Its normal range becomes 300 feet, and its maximum range becomes 1200 feet. Cannot be combined with the Handheld modification.

Sighted. You gain a +2 bonus to ranged attack rolls made with your Thunder Cannon.

Silenced. Your Thunder Cannon makes no noise when fired.

Thunder Monger. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

6th level Upgrades

Double Barrel. You can use a bonus action on your turn to make an additional ranged attack with your Thunder Cannon before having to reload. This attack cannot be an attack granted by another modification.

Elemental. When you apply this modification to your Thunder Cannon you choose acid, cold, fire, or lightning. Your Thunder Cannon does an additional 1d6 damage of the chosen type.

Telescoping. As a bonus action on your turn you can magically collapse your Thunder Cannon into a pipe resembling a spyglass (though it does not function like one). You can use another bonus action to return it to a firearm.

9th level Upgrades

Blast Wave. As an action, you can make a special attack with your Thunder Cannon. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a target takes 2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

Grappling. As an action, you can fire a grappling hook from your Thunder Cannon using the cannon's normal and maximum ranges. This modification can only be used once per short or long rest. It uses an special hook an a 400 feet wire that are created when you take this upgrade and ar integrated to the weapon.

14th level Upgrades

Braced. You have advantage on ranged attack rolls made with your Thunder Cannon as long as you are prone and do not move during the same turn that you attack. Cannot be combined with the Handheld modification.

Piercing. As an action, you can make a special attack with your Thunder Cannon. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a target takes 4d6 lightning damage.

This damage increases to 6d6 when you reach 19th level in this class.

18th level Upgrades

Explosive. As an action, you can make a special attack with your Thunder Cannon. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a target takes 4d8 fire damage.

Repeating. When you use the attack action to attack with your Thunder Cannon you can unleash a volley of attacks against one or more creatures within 10 feet of a point you can see within your weapon’s range. The number of attacks you can make is equal to your Intelligence modifier, and multiple attacks can be made against the same target. Each attack is made at disadvantage. You must have ammunition for each attack, as normal, and you make a separate attack roll for each attack. These attacks cannot be attacks granted by another modification.

Mechanical Servant Upgrades

If a construct upgrade has prerequisites, you must meet them to perform it. You can perform the upgrade at the same time that you meet its prerequisites. You cannot select the same upgrade twice.

3rd level Upgrades

Aquatic Adaptation Using a special compound that you develop, you coat your construct in a friction reducing material. You attach fins, webbing, or other appropriate aquatic locomotive aids. The construct gains a swim speed equal to its base speed. If any effect increases its base speed, that increase also applies to its swim speed.

Arcane Sensors Utilizing an array of magical sensors of your own design, you enable your construct to detect threats with greater ease. The construct gains proficiency with the perception skill. Additionally the construct has advantage on perception checks relying on sound.

Charge Attack Prerequisite: Quadruped Chassis

By upgrading the construct’s joints to be more nimble at high speeds, your construct gains the ability to attack while dashing. When the construct uses its action to dash, it can use a bonus action to make a single melee attack or to shove a creature.

If the construct moves at least 10 feet in a straight line immediately before taking this bonus action, it gains either a +5 bonus to the attack’s damage roll (if it makes an attack and hits) or pushes the target up to 10 feet away from it (if it succeeds on the shove).

High Tension Springs Utilizing springs made of a superior alloy you are able to increase the construct’s movement speed. Your mechanical servant's base land speed increases by 10 ft.

Muffled Joints You upgrade the construct's joints with a lighter material, and use a special casing, of your own design, to muffle the sounds the construct makes while moving. The construct gains proficiency in the stealth skill.

Nimble Flight Control Prerequisite: Aerial Chassis

By upgrading the maneuverability of your flying construct, the construct is able to nimbly move in and out of combat. The construct does not provoke opportunity attacks while flying.

Precision Instruments You graft a set of fine tools onto your construct allowing it to manipulate small details. The construct gains proficiency with thieves’ tools, and always has theives’ tools available.

Reserve Power You install a node for conducting magical energy, enchanted to spontaneously repair your construct. By touching the construct and expending one infusion point, you can restore 2d8 + your Intelligence modifier hit points to your mechanical servant.

When you expend aditional infusion points up to a maximum of points equal to your Schematic level, the healing increases by 2d8 for each point.

Riding Harness You design and craft a special sadle or harness to aid in using the construct as a mount. When an attack targets a creature that is using the construct as a mount, your mechanical servant can force the attack to target itself instead.

6th level Upgrades

Arcane Sight You develop an arcane link with you servant’s sensors. You can use an action to don a special pair of goggles of your own design and see through your construct’s eyes. These goggles are uniquely calibrated to you. If another creature looks through the goggles they see only blackness.

Armor Plating Prerequisite: Construct’s Strength score must be 15 or higher

By replacing much of the construct’s chassis with heavy metal plates you significantly upgrade its armor at the cost of clumsier movement. The construct’s AC becomes 18 + proficiency bonus. The construct has disadvantage on stealth skill checks.

Clockwork Brain You design a clockwork brain and install it into your mechanical servant. The construct gains an intelligence score of 8, allowing it to set, unset and activate your Fleeting Wonders.

Additionally, you can use your Infuse Magic feature directly on your construct. Both, the construct and you, can set, unset and activate the infused magic.

Due to its increased intelligence, the construct loses its immunity to psychic damage.

Grapple Prerequisite: Biped Chassis

You upgrade the arms of your bipedal construct, outfitting them with hooks, clamps, or another appropriate addition. When the construct strikes a target with their basic attack, the target becomes grappled, the escape DC is calculated using the Save DC shown in the construct chassis stat block.

Relentless A variety of backup systems are installed into your construct. If the construct takes damage that would reduce it to 0 hit points, it instead is reduced to 1.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Runic Engravings Prerequisite: Construct’s Wisdom score must be 12 or higher

By inscribing arcane runes onto your mechanical servant, it is able to utilize some spellcasting abilities. The construct learns the firebolt and shocking grasp cantrips, its spellcasting ability is Wisdom.

Upgraded Build

You improve upon the foundation of your mechanical servant's build. Choose one ability score from Strength, Dexterity, Constitution, or Wisdom. The construct's score for the chosen ability becomes 16, if the score was already 16 or higher, you add 2 to the score, up to a maximum of 20.

Weapon Mastery By focusing on improving your servant’s weapon systems, you enable the construct to use more powerful weapons. Choose 2 martial weapons. Your construct becomes proficient with those weapons, and you are able to integrate the chosen weapons into the construct's design.

9th level Upgrades

Extra Attack Faster moving appendages allow your companion to attack rapidly. Your companion can make two weapon attacks whenever it takes the attack action on its turn.

Flame Spout The construct is upgraded with a flame weapon. As an action, the construct can send out a blast of fire. Each creature in a 5 ft wide 60 ft line starting from the construct extending in a direction of your choice, must make a Dexterity saving throw against the construct save DC. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 at 14th level and 14d6 at 18th level.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Larger Chassis You upgrade the chassis of your construct to create a larger, more powerful frame. The size of your construct increases one category.

Additionally the construct’s hit die increases by one size (d6 becomes d8, d8 becomes d10).

Hit points are recalculated when this upgrade is taken, according to the following table.

Hit Die 1st Level Hit Points Each Level After 1st
d6 6 + Constitution modifier 4 (or 1d6) + Constitution modifier
d8 8 + Constitution modifier 5 (or 1d8) + Constitution modifier
d10 10 + Constitution modifier 6 (or 1d10) + Constitution modifier
d12 11 + Constitution modifier 7 (or 1d12) + Constitution modifier

Additionally, you increase the reach of your servant’s melee attack, by adding tentacles, lengthening arms, or another appropriate modification. The construct's range for melee weapon attacks increases by 5 feet.

Overload The construct is upgraded with an energy discharge weapon. As an action, the construct can release a blast of electrical energy from its body. Each creature within 20 ft of the companion must make a Dexterity saving throw against the construct save DC. A target takes 5d10 lightning damage on a failed save, or half as nmuch damage on a successful one.

This damage increases to 7d10 at 14th level and 8d10 at 18th level.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Upgraded Sensor Array Prerequisite: Arcane Sensors upgrade

By working to advance the sensor modules on your construct, you enable it to see invisible creatures within 30 feet. The construct also cannot be surprised.

In addition, the construct can make a perception check to search for hidden enemies as a bonus action instead of an action.


14th level Upgrades

Advanced Materials By utilizing rare ore in upgrading the construct’s armor, the servant generates a static field that protects it against physical threats. Whenever a non magical attack hit the servat, reduce its damage in one servants hit dice + its constitution modifier, and if it is a melee attack, the attacker takes the same amount of force damage.

Hair Trigger Springs By honing your construct’s reaction times, it becomes able to avoid damage with lightning reflexes. When forced to make a dexterity saving throw to avoid taking damage, the companion takes half damage on a failed save, and no damage on a success.

Magically Warded You provide strong antimagic enchantments for your mechanical servant. The construct has advantage on saving throws against spells.

18th level Upgrades

Arcane Shielding You install a device which can generate a bubble of arcane energy. As a bonus action the construct can activate the shield. While the shield is active the construct gains resistance to all damage for 1 minute.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Overdrive You develop a system which allows your mechanical to generate a surge of energy for a short flurry of activity. As an action the target may double its speed until the end of its turn. The construct may then make a single melee weapon attack agains each creature it can reach during its turn. It has advantage on attack rolls, and opportunity attacks have disadvantage against it.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Spark of Intellect Prerequisite: Clockwork Brain Upgrade

Through an inexplicable breakthrough in the design of the clockwork brain, your mechanical servant gains an Intelligence score of 13. In addition, the companion gains the ability to speak in one language of your choice that you know.

Choose a single level 1 Schematic and a single level 2 Schematic from the Artificer Schematic list. The companion can spontaneously cast each of those Schematics once per short rest, without providing components. Intelligence is its spellcasting ability.

Bullet Blueprints

Special Bullets

Binding Bullet: When you hit a creature, object or surface with this bullet, immediately you can attack again against another creature, object or surface that is no more than 30 feet of it. If both attacks hits, a static force bind both targets and pull them towards each other. Each living target must succeed on a Strength Saving Throw to deny the effect. At the begnning of each of its turns, they can make another Strength Saving Throw.

The lighter target its pulled towards the heavier until both are tied together. If both targets are creatures, they make an Strenght (Atletics) check against each other, and the loser is pulled against the winner. If both targets are creatures and one of them succeed the saving throw, the one who have failed its pulled against ground. If both targets are surfaces, or objects that weights more than 300lb, this bullet has no effect.

Tracking Bullet: On a hit, this bullet silently sticks to the target. If the target its a creature, it must succeed on a Investigation (Intelligence) check against your DC to notice that was shot and see the bullet glued to it.

For the next 8 hours, you always know the bullet location as long both of you are in the same plane of existence. This effect ends if you take a short or long rest.

Ilusion Bullet: When you target the ground, instead of the attack, you cast the Silent Image spell. You still can use your subsequent actions to control the ilusion.

When you target an ally, instead of the attack, you cast Disguise Self on that ally.

When you target an enemy, instead of the attack, you cast Phanstasmal Force on that enemy.

When you target yourself, insted of the attack, you cast Invisibility on yourself. The spell ends if you are damaged.

Harvest Bullet: You can only target the ground with this bullet. If you target any creature or object, the bullet falls on the ground beneath them. When the bullet touch the ground, it creates an 30-foot-radius invisible sphere field centered on it. When any spell of 1st level or higher is casted in the area (except those casted by Fleeting Wonders), the bullet stores a number of charges equal to the spell level. The bullet can hold charges up to a maximum equal to your intelligence modifier + 1.

Later, you can reclaim the bullet. You regain a number of infusion points equal to the bullet charges. Then the the bullet disapears.

Grappling Bullet: You can fire this bullet targeting a surface or an object as a bonus action. If you target a surface or an object heavier than you, you are pulled towards it. This movement provokes opportunity attacks. If you target an object lighter than you, it is pulled towards you, and you can catch it as part of the bonus action.

If your target its at 30 feet or less, this bullet does not lose its magic, reapear inside the clip and can be reused after 1 minute. You still can use another bullet crafted using this Blueprint.

Linking Bullet: On a hit, this bullet silently sticks to the target. If the target its a creature, it must succeed on a Investigation (Intelligence) check against your DC to notice that was shot and see the bullet glued to it.

You hear everything in a radius of 30 feet centered on the bullet.

If the target its an ally, both of you can speak to each other without been noticed.

If the target its an enemy, you may speak to it.

Everytime you speak, the target may make an Investigation (Intelligence) check to find the bullet.

This effect last for 8 hours as long you and your target are at no more than 1000 feet of distance in the same plane of existence. Magical Silence, 20 foot of stone, 20 inch of common metal, 60 feet of wood, or 60 feet of dirt blocks this effect.

Smoke Bullet: When this bullet hits, a dense dark smoke spreads from the point of impact to fill a 20-foot-radius sphere for 1 minute. The smoke dim the light in the area. Any creature in the area can't see throw the darkness without magical means, even if it has darkvision. Non magical lights can't illuminate the area.

When you craft this bullet, you can craft a pair of googles especially deigned for seeing in the smoke. As a bonus action you can put on this googles and see in the darkness produced by this bullet. If you wear the googles outside the darkness, you have disadvantage on wisdom(perception) checks, and attack rols.

Thunder Bullet: When you fire this bullet, every creature in an area of 20 feet around you must suceed a strenght saving throw. On a failed check, the creature is pushed away from you outside the area and takes 2d6 of thunder damage. On a succesful check it takes half damage and is pushed 5 feet away from you.

This bullet’s damage increases by 1d6 when you reach certain levels in this class: 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

Stuning Bullet: Prerequisite: 6th level.

When you hit an enemy or an unwilling ally with this bullet, it must succeed on a constitution saving throw or be paralyzed until the end of its next turn.

When you hit an willing ally with this bullet, you cast Feing Death on it. You can end this effect by touching your ally with your Wildcard.

Wonder Bulltes

When a Wonder Bullet hits, it is setted.


Displayer Bullet: This bullet can be used as a Distant Displayer. You still have to infuse it like a regular Fleeting Wonder. On a hit, this bullet silently sticks to the target. If the target its a creature, it must succeed on a Investigation (Intelligence) check against your DC to notice that was shot and see the bullet glued to it.

Trap Bullet: This bullet can be used as a Presence Trap. You still have to infuse it like a regular Fleeting Wonder. On a hit, this bullet silently sticks to the target. If the target its a creature, it must succeed on a Investigation (Intelligence) check against your DC to notice that was shot and see the bullet glued to it.

Clock Bullet: This bullet can be used as a Magic Clock. You still have to infuse it like a regular Fleeting Wonder. On a hit, this bullet silently sticks to the target. If the target its a creature, it must succeed on a Investigation (Intelligence) check against your DC to notice that was shot and see the bullet glued to it.

Matching Bullet: When you create a pair of matching bullets, the second does not count against your maximum bullets. ou still have to infuse them like a regular Fleeting Wonder. On a hit, this bullet silently sticks to the target. If the target its a creature, it must succeed on a Investigation (Intelligence) check against your DC to notice that was shot and see the bullet glued to it.

You can fire both bullets as part of the same attack action. Once both hits, they are setted.

Aid Bullet: This bullet can be used as a Versatile Liquid. You still have to infuse it like a regular Fleeting Wonder. On a hit, the target is affected with the Schematic in the bullet. If the target try to resist this effect, it must succeed on a Constitution Saving throw to do it. This bullet has no effect on objects and surfaces.

Catcher Bullet: This bullet can be used to make a Thief Catcher. You still have to infuse the bullet like a regular Fleeting Wonder. On a hit, this bullet silently sticks to the target. If the target its an object that is being carried or used by a creature, it must succeed on a Investigation (Intelligence) check against your DC to notice that was shot and see the bullet glued to it. As long the bullets stays glued, the target becomes a Thief Catcher using the bullets magic to function. If the bullet is removed, who removes it must succeed on a Dextery(Sleight of Hand) check against your spell DC or activate the Thief Catcher. This bullet has no effect on targets that can not normally be used to make a Thief Catcher.

Fleeting wonders

When you craft a Fleeting Wonder, you decide the level of the Schematic stored in it (it must be of a level you can normally add to your book). A Fleeting Wonder can only cast a Schematic by expending a number of charges equal to the Schematic's level. If the Schematic requires concentration, insted it last until the end of its full duration. When a Fleeting Wonder lose all its charges, it becomes a mundane object.

If a Schematic stored in a Fleeting wonder requires a magic attack rol, the DM makes it using the Artificer magic atack.

Choose between the following types when you craft a fleeting wonder:

Presence Trap

You can make a Presence Trap when you choose an Artificer Schematic or cantrip with range of touch, self, an area, targets one o more creatures, or summon a creature.

A Presence Trap its an object (it can be any object that fits in one hand) that has to be setted to be actived. When a creature with intelligence 8 or more sets the Presence Trap, decides an area of effect betwen a radius of 5' and a radius of 15'. When a fisical creature that is not the setter, enters or exits the area, the Presence Trap cast the Schematic. If the Schematic targets one or more creaures, now it targets the creature who has activated the trap.

Setting or unsetting a Presence Trap requires an action. If the Schematic has an area of effect that has a direction, the direction is towards the creature who has activated the trap. If the Schematic summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the creature who has activated the trap and attack it.

Once unseted, if there is enough charges to cast the stored Schematic at least one more time, it becomes inactive until its setted again.


Magic Clock

You can make a Magic Clock when you choose an Artificer Schematic or cantrip with range of touch, self, an area, or that targets one creature or object.

A Magic Clock its an object (it can be any object that fits in one hand, not necesarry a clock) that has to be setted to be actived. When a creature with intelligence 8 or more sets the Magic Clock, decides any amount of time (rounds, seconds, minutes or hours). At the end of the setted time, the magic clock cast the Schematic stored in it. The target of the Schematic its the nearest creature or object. If the range is an area, it is centered on the clock.

Setting a Magic Clock requires an action. If the Schematic has an area of effect that has a direction, you decide it when you are setting the clock.

Once activated, if there is enough charges to cast the stored Schematic at least one more time, it becomes inactive until its setted again.

Matching Trinkets

You can make a pair of Matching Trinkets when you choose an Artificer Schematic or cantrip with range of an area, or targets an object, or one o more creatures.

A pair of Matching Trinkets are two identical objects (they can be any object that fits in one hand) that have to be setted to be actived. A creature with intelligence 8 or more can set a pair of Matching Trinkets touching one of them, and when it does, it decides if they are triggered when they get close or move away from each other at a distance between touch and 15'. If they are triggered, both objects cast the Schematic that they have. The target of the Schematic its the nearest creature or object. If the range is an area, it is centered on the the trinket, and if the area has a direction, it is towards its Matching Trinket.

Setting or unsetting a pair of Matching Trinkets requires an action. Each object has it own charges and they can store different Schematics or cantrips. At least one of the paired Matching Trinkets has to have a cantrip or Schematic stored, and both have to be charged.

Once unseted, if there is enough charges to cast the stored Schematic in one of the objects at least one more time, they become inactive until they are setted again, otherwise they both lose their magic.

Distant Displayer

You can make a Distant Displayer when you choose an Artificer Schematic or cantrip with range of an area, or targets an object, or one o more creatures.

A Distant Displayer its an object (it can be any object that fits in one hand) that has to be setted to be actived. When a creature with intelligence 8 or more sets the Distant Displayer, decides an area of effect betwen a radius of 5' and a radius of 15'. A small mark appears on the setters wrist. As an action, the setter can press its mark to make the Distant Displayer cast the Schematic.

You have to be at least at 150' from the Distant Displayer to ativate it. If the Schematic targets a one or more creaures, now it targets nearest ones on the setted area. If the Schematic targets an object, it targets the nearest one on the setted area. If the Schematic has an area of effect that has a direction, you decide it when you set the device.

Once activated, the object lose its magic after the Schematic's effect ends, and the setters mark disappears.

Thief Catcher

You can make a Thief Catcher when you choose an Artificer Schematic or cantrip with range of an area, or targets one o more creatures.

A Thief Catcher can be any object that fits in one hand. When you craft this item, you assign any number of creatures you can see or you can remember, and a any form of interaction (it can be general, like touching the object, or specific, like opening the book on page 175 when standing on the left foot). If any unassigned creature interacts with the object in the way you choosed, it cast its Schematic. If the Schematic has one or more targets, it only targets the creature who has activated it. If the Schematic has an area of effect that has a direction, the direction is towards the creature who has activated it, otherwise, it's centered on the Thief Catcher.

Versatile Liquid

You can make a Versatile Liquid when you choose an Artificer Formula or cantrip with range of self or touch.

You must use an empty flask for this Fleeting wonder. The flask magically fills when you tranfer infuse points to it.

You spend one or more charges when you finish drinking the Versatile Liquid, and the Schematic is cast on yourself. Then, if there is enough charges to cast the stored Schematic at least one more time, the flask refills magically.

Alternate Starting Equipment

When you create an Artificer, you receive equipment based on a combination of those available to Artificers (as detailed at the beginning of this class description) and your background. Alternatively, you can start with a number of gold pieces, shown below, and spend them on items from the lists in Chapter 5 of the Player's Handbook.

Starting Wealth for Artificers
Funds
5d4 x 10 gp

Multiclassing

When you advance in level, and at your DM's discretion, you may take the option to multiclass into an Artificer. You must meet the following prerequisites to qualify for an Artificer.

Multiclassing Prerequisites
Ability Score Minimum
Intelligence 13
Proficiences

When you first multiclass into Artificer, you gain only some of the class's starting proficiences as shown below.

Proficiences Gained
Light armor, one skill from the class's skill list, one tool of your choice

Artificer Schematics

Cantrips
  • Blade Ward
  • Control Flames
  • Dancing Lights
  • Guidance
  • Gust
  • Light
  • Mage Hand
  • Magic Stone
  • Mending
  • Mold Earth
  • Prestidigitation
  • Shape Water
  • Thaumaturgy
1st Level
  • Absorb Elements
  • Alarm
  • Catapult
  • Cure wounds
  • Disguise self
  • Earth Tremor
  • Expeditious retreat
  • False life
  • Jump
  • Longstrider
  • Sanctuary
  • Shield of faith
  • Snare
2nd Level
  • Aid
  • Alter self
  • Arcane lock
  • Blur
  • Continual flame
  • Darkvision
  • Dragon's Breath
  • Enhance ability
  • Enlarge/reduce
  • Hold Person
  • Invisibility
  • Lesser restoration
  • Levitate
  • Magic weapon
  • Maximilian's Earthen Grasp
  • Mind Spike
  • Protection from poison
  • Rope trick
  • See invisibility
  • Skywrite
  • Spider climb
  • Web

3rd Level
  • Blink
  • Catnap
  • Fly
  • Gaseous form
  • Haste
  • Protection from energy
  • Revivify
  • Tiny Servant
  • Wall of Water
  • Wall of Sand
  • Water breathing
  • Water walk
4th Level
  • Arcane eye
  • Death ward
  • Freedom of movement
  • Leomund's secret chest
  • Life Transference
  • Mordenkainen's faithful hound
  • Mordenkainen's private sanctum
  • Otiluke's resiliant sphere
  • Stone shape
  • Stoneskin
  • Summon Greater Demon
5th Level
  • Holy Weapon
  • Immolation
  • Maelstrom
  • Transmute Rock
  • Circle of power
  • Animate Objects
  • Creation
  • Dispel Evil and Good
  • Hold Monster
  • Mass Cure Wounds
  • Modify Memory
  • Wall of Stone
Playtest material

This class was made heavily inspired by Jeff "Hageshii01" Venancio and forgottenduck. I really love their work and you can check it here http://homebrewery.naturalcrit.com/share/Bkclf0Mvx and here https://www.reddit.com/r/UnearthedArcana/comments/5phy6s/5e_ua_artificer_revised_and_mechanist_specialty/. .

All content will probably be tweaked for purposes of balance

English is not my native language, so I hope that there aren't a lot of mistakes in the text.