The Artificer

A gnome sits hunched over a workbench, carefully using needle and thread to wave 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 extradimensional space springs to 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 a 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 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 seek 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.


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 are 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.

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PART 1 | Artificer

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 the basics of the craft? Talk to your DM about the role played by artificers in ©2017 Wizards of the Coast LLC 2 the campaign, and what sort of organizations and NPCs you might have ties to.

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

Tools: Thieves’ tools, two other tools of your choice

Saving Throws: Constitution, Intelligence

Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

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

• (a) a handaxe and a light hammer or (b) any two simple weapons

• a light crossbow and 20 bolts

• (a) scale mail or (b) studded leather armor

• thieves’ tools and a dungeoneer’s pack

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PART 1 | Artificer

The Artificer

Level Proficiency Bonus Spells Known Features 1st 2nd 3rd 4th 5th
1st +2 Artificer Specialist, Magic Item Analysis
2nd +2 2 Tool Expertise, Wondrous Invention, Spellcasting 2
3rd +2 3 Artificer Specialist feature 3
4th +2 3 Ability Score Improvement, Infuse Magic 3
5th +3 4 Superior Attunement, Wondrous Invention 4 2
6th +3 4 Mechanical Servant 4 2
7th +3 5 Mechanical Servant Modification 4 3
8th +3 5 Ability Score Improvement 4 3
9th +4 6 Artificer Specialist feature 4 3 2
10th +4 6 Wondrous Invention 4 3 2
11th +4 7 Mechanical Servant Modification 4 3 3
12th +4 7 Ability Score Improvement 4 3 3
13th +5 8 Mechanical Servant Modification 4 3 3 1
14th +5 8 Artificer Specialist feature 4 3 3 1
15th +5 9 Superior Attunement, Wondrous Invention 4 3 3 2
16th +5 9 Ability Score Improvement 4 3 3 2
17th +6 10 Artificer Specialist feature 4 3 3 3 1
18th +6 10 Ability Score Improvement 4 3 3 3 1
19th +6 11 - 4 3 3 3 2
20th +6 11 Soul of Artifice, Wondrous Invention 4 3 3 3 2

Artificer Specialist

At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.

Magic Item Analysis

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

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.

Wonderous Invention

At 2nd level, you gain the use of a magic item that you have crafted.

Crafting an item is a difficult task. When you gain a magic item 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 after a long rest.

By the Dungeon Master's discretion, you can describe what you want to create the level before crafting a new item through this feature. Also, the new item cannot contain any spells that you yourself are unable to cast. When you reach the acquired level, you must make a DC check based on the rarity of the item with the appropriate tool. The table below describes the DC Checks accordingly.

Wonderous Invention Check
Rarity Wonderous DC Check
Uncommon Yes 19
Uncommon No 16
Rare Yes 22
Rare No 19
Very Rare Yes 25
Very Rare No 22
Legendary Yes 28
Legendary No 25

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PART 1 | Artificer

If you do not make the DC Check when reaching the appropraite level and after a long rest, you may retry again after your next long rest. If you fail after three checks, you make a prototype that they DM will roll to see if it has a flaw or a weird side effect.

You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level, and it cannot have any spell of which you are unable to learn.

Spellcasting

As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.

Spellbook

At 2nd level, you have a Schematic Spellbook containing two 1st-level wizard Spells of your choice. Your Schematic Spellbook is the repository of the knowledge of the intricacies of spells you know.

Spell Slots

The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the artificer spell list (which appears at the end of this document) at level 2. The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on 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


Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options. Depending on the DM discretion, you may ask for an altercation to how the arcane focus is used based on your specialization chosen.

Infuse Magic

Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier (with a minimum of 1).

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PART 2 | BORING STUFF

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you can’t increase an ability score above 20 using this feature.

Superior Attunement

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. In addition, for every two magic items attuned to, you gain +1 to your AC.

At 15th level, this limit increases to five magic items.

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Mechanical Servant

At 6th level, your research and mastery of your crafting and infusing magic items has allowed you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. Select a Large or medium beast, construct, or dragon with a challenge rating of 3 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

• It is a construct instead of a beast or dragon.

• It can't fly or swim without modifications, but it doesn't need to breath.

• It can’t be charmed.

• It is immune to poison damage and the poisoned condition.

• It gains darkvision with a range of 60 feet if it doesn’t have it already.

• It understands the languages you can speak when you create it, but it can’t speak.

• If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. It doesn't need any sleep, but the servant needs to recharge to that of a trance (four hours). The servant cannot be awoken during a trance. The only way to activate the servant is with a command word set upon construction when first acquired to only the artificer's voice. In combat, it rolls its own initiative and acts on its own.

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 build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.


At 7th level, your servant is able to use Body Mods, special attachments for its body that enhance its capabilities. During a long rest, choose a Body Mod(s) from the list given in Section: Mechanical Servant Body Modifications; the chosen Body Mod(s) may be attached to your servant. You can change the attached Body Mod(s)during another long rest. This requires a set of smith’s tools and a set of tinker’s tools.

At 11th level, and again at 15th level, your Mechanical Servant can have one additional Body Mod attached to it. Each associated body part can only use one Body Mod at any given time.

Soul 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.

Artificer Specialists

Artificers pursue a variety of specializations. The two most common ones, alchemy 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.

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 below. 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 Formula

At 1st level, you learn three Alchemical Formula options through experimentation: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. In addition, your concoctions will increase as you level due to studying the effects and furthering your experimentations through trial and error (DM may have you roll for role-playing aesthetics).

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

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

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You may have vials equal to your twice your spellcasting ability modifier and proficiency bonus. Also, you must spend a short rest to replenish half of your maximum amount, or you must spend a long rest to replenish to your maximum amount.

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, and the vial is considered finesse to see if it hits the intended target). 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, or half on a success.

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).

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 1d4 acid damage, on a success the creature takes half. An object automatically takes that damage, and the damage is maximized.

This formula’s damage increases by 1d4 when you reach certain levels in this class: 3rd level (2d4), 5th level (3d4), 7th level (4d4), 9th level (5d4), 11th level (6d4), 13th level (7d4), 15th level (8d4), 17th level (9d4), and 19th level (10d4).

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 1d6 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 (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). 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.

Gunsmith

A master of engineering, you forge a firearm powered by a combination of science and magic.

Master Smith

When you choose this specialization at 1st level, you gain proficiency with smith’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. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet. Once fired, it must be reloaded as a bonus action. Also, special attack actions require 3 ammunition. You use your Dexterity modifier for the attack bonus, and you use your Intelligence modifier for the damage bonus.

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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.

Arcane Magazine

At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep the weapon functioning.

You can use the arcane magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 35 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. Your maximum arcane magazine can hold up to 35 rounds only.

If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Thunder Monger

At 1st level, you learn to channel thunder energy into your Thunder Cannon for the same amount as a special attack. When you hit with your Thunder Cannon, you deal 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), 9th level (3d6), 13th level (4d6), 17th level (5d6).

Thunder Cannon Specialization

At 3rd level, you make a major breakthrough that allows you to improve your Thunder Cannon’s design. You gain one of the following specializations of your choice:

Pistol Specialization. You modify the Thunder Cannon for maximum effect at close range. Being within 5 feet of a hostile creature no longer imposes disadvantage on your ranged attack rolls with the Thunder Cannon. In addition, you can now fire the Thunder Cannon a total of three times before reloading. However, you do not add your modifier damage to the extra two rounds fired. The range of Thunder Cannon becomes 30/120. In addition, your damage die becomes a d4.

Rifle Specialization. You modify the Thunder Cannon to increase its range and stopping power. Your Thunder Cannon’s normal range is now 300 feet, and its maximum range is 1,000 feet. In addition, the Thunder Cannon’s damage die becomes a d8.

Shotgun Specialization. You modify the Thunder Cannon for use against groups of enemies and to deliver devastating damage at extreme close range. On a hit, you can make another attack against up to two additional targets within 5 feet of the original target and within range of the Thunder Cannon. Shots against additional targets incur a -5 penalty to attack rolls.

Alternatively, if you make a ranged weapon attack against a creature within 10 feet, the target takes an additional 1d6 piercing damage. This damage increases by 1d6 when you reach certain levels in this class: 13th level (2d6) and 17th level (3d6).

Changing Specializations. You can redesign your Thunder Cannon and choose a different specialization over the course of a day (eight hours of work) by expending 25 gp worth of metal and other raw materials.

Improved Arcane Magazine

At 6th level, you learn an efficient method of infusing your ammunition with arcane energy. Your Thunder Cannon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Gunsmith Modifications

At 7th level, you learn to perform additional modifications to your Thunder Cannon. You learn two modifications of your choice, detailed below. You learn an additional modification at 9th, 14th, and 17th level.

Shots with the “special” tag place extraordinary stress on your Thunder Cannon. When you make an attack using a shot with the special tag, you can make only one attack on your turn.

If you make an attack roll as part of a special shot, then you may add your Thunder Cannon’s normal damage to the shot. However, you cannot add the elemental damage from your Improved Arcane Magazine.

When you gain a level in this class, you can choose one modification and replace it with another by expending 25 gp worth of metal and other raw materials.

Rapid Fire. You modify your Thunder Cannon to increase its rate of fire. The number of shots you can fire before reloading increases by two. Additionally, when you fire a shot with your Thunder Cannon, you can fire one shot as a bonus action.

Explosive Round (special). You modify your Thunder Cannon to channel blasts of fiery energy. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere centered at 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 saving throw, the target takes 8d6 fire damage, or half as much damage on a successful save. The damage increases by 1d6 when you reach certain levels in this class:9th level (9d6) 13th level (10d6) and 17th level (11d6).

Shock Round (special). You modify your Thunder Cannon to channel more powerful lightning energy. Make a ranged weapon attack with your Thunder Cannon. On a hit, the target takes 5d6 lightning damage and it can’t take reactions until the start of its next turn. The damage increases by 1d6 when you reach certain levels in this class:9th level (6d6) 13th level (7d6) and 17th level (8d6).

Overwatch. You modify your Thunder Cannon to incapacitate targets at close range. When a creature moves within 15 feet of you, you can use you reaction to fire a shot. On a hit, the target takes an additional 1d6 (1d8 with Rifle Specialization) piercing damage and must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature is knocked prone by the impact. Thunder Cannnon must be loaded in order to use this ability.

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PART 3 | Artificer

Blast Wave (special). You modify your Thunder Cannon to channel waves of force energy. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in the area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, the target takes 4d8 force damage and is pushed 10 feet away from you. On a successful save, the target takes half as much damage and is not pushed. This damage increases by 1d8 when you reach certain levels in this class: 9th level (5d8) 13th level (6d8) and 17th level (7d8).

Elemental Shots. You modify your Thunder Cannon to infuse your shots with elemental energy. When you make a ranged weapon attack with your Thunder Cannon, you can cause the attack to deal an additional 1d6 cold, fire, acid, or lightning damage (your choice) to the target. This extra damage increases by 1d6 when you reach certain levels in this class:9th level (2d6) 14th level (2d6), and 19th level (3d6).

Telescopic Sight. You affix a telescopic sighting device to your Thunder Cannon to improve its accuracy. As a bonus action, you can use the sight to take aim at a creature within the Thunder Cannon’s range, provided that the creature is at least 30 feet away from you. You may add +5 to any ranged weapon attack rolls against the target. In addition, attacking the target at long range doesn’t impose disadvantage on your ranged weapon attack rolls. The effect ends if you make an attack against a different creature, or if you make an attack with a weapon other than your Thunder Cannon.

Acid Round (special). Drawing on your knowledge of alchemy, you modify your Thunder Cannon to infuse shots with acid. Make a ranged weapon attack with your Thunder Cannon. On a hit, the target must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes 3d8 acid damage, or half as much damage on a successful save. If the saving throw fails by 5 or more, the target also has disadvantage on attack rolls until the start of your next turn. This damage increases by 1d8 when you reach certain levels in this class: 9th level (4d8) 13th level (5d8) and 17th level (6d8).

Tracer Round (special). You modify your Thunder Cannon to infuse rounds with luminous arcane energy. Make a ranged weapon attack with your Thunder Cannon. On a hit, the target is wreathed in blue, green, or purple light (your choice), and the next attack roll made against the target before the end of your next turn has advantage.

Variant: Improved Thunder Cannon

At your Dungeon Master’s discretion, you can use the Thunder Cannon Improvement table to increase the accuracy and damage of your Thunder Cannon when you reach certain levels in this class. The table shows the minimum level at which you can improve your Thunder Cannon, the cost in gp of metal and rare materials, and the bonus conferred to attack and damage rolls.


Thunder Cannon Improvement
Level Cost Bonus
5 200 gp +1
10 1,000 gp +2
15 5,000 gp +3

Mechanical Servant Body Modifications

Through tinkering and modifications with magical means, an artificer is able to enhance their servant over their travels through ingenuity.

Aura of Wrath (Torso)

The plated armor of the mechanical servant flashes with a brilliant light when struck, unleashing a burst of elemental energy. When the mechanical servant is hit by a melee weapon attack, it deals 1d4 + Constitution modifier (creature's) damage to the attacker. The type of damage is based on the type of damage harnested into the servant: Air (lightning), Earth (force), Fire (fire), Water (cold).

Elemental Breath (Head)

Once per day, the servant can spray a deadly payload of its Core element from its mouth. It gains one of the following attacks based on damage harnested into the servant. For the servant to make the attack, one of your spell slots must be spent.

Air: Line of lightning, 30-foot line, 5 feet wide, every creature in the line must make a Dexterity saving throw (using your spell save DC). On a failed save, a creature takes 3d8 lightning damage. It takes half damage on a successful save.

Earth: Cone of shooting stones, 15-foot cone, every creature in the cone must make a Constitution saving throw (using your spell save DC). On a failed save, a creature takes 3d8 bludgeoning damage. It takes half damage on a successful save.

Fire: Cone of fire, 15-foot cone, every creature in the cone must make a Constitution saving throw (using your spell save DC). On a failed save, a creature takes 3d8 fire damage. It takes half damage on a successful save.

Water: Line of acid, 30-foot line, 5 feet wide, every creature in the line must make a Dexterity saving throw (using your spell save DC). On a failed save, a creature takes 3d8 acid damage. It takes half damage on a successful save.

Elemental Fangs (Head)

The servant deals an extra 1d4 points of damage with its bite attack; the type of damage is based on its the damage type harnested into it: Air (lightning), Earth (force), Fire (fire), Water (cold). The piercing damage is now treated as damage from a magic weapon for the purpose of overcoming damage resistance or immunity.

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PART 3 & 4 | Artificer

Horns of Penetration (Head)

The servant has sharp pointed horns attached to its head. It can make a gore attack with the horns: melee weapon attack, reach 5 feet, one creature, Hit: 1d6 + Strength modifier piercing damage. Add an additional 1d6 piercing damage if the rune golem moved at least 10 feet before attacking. This is treated as damage from a magic weapon for the purpose of overcoming damage resistance or immunity.

Horns of Ramming (Head)

The servant has hard, blunt horns attached to its head. It can make a ram attack with the horns: melee weapon attack, reach 5 feet, one creature, Hit: 1d6 + Strength modifier bludgeoning damage. If the rune golem moved at least 10 feet before attacking, then the target must make a Constitution saving throw. On a failed save, the creature is pushed back 10 feet from the rune golem. The bludgeoning damage is treated as damage from a magic weapon for the purpose of overcoming damage resistance or immunity.

Razor Claws (Legs)

The servant gains a claw attack: melee weapon attack, reach 5 feet, one creature, Hit: 1d6 + Strength modifier slashing damage. This is treated as damage from a magic weapon for the purpose of overcoming damage resistance or immunity.

When the servant performs a bite attack, you can use a bonus action immediately afterwards to command the rune golem to perform a claw attack. When the servant performs a claw attack, you can use a bonus action immediately afterwards to command the servant to perform a bite attack.

Reinforced Plating (Torso)

The servant’s (unarmored) AC is increased by 1.

Sonic Filters (Head)

The servant is immune to the deafened condition.

The servant is granted Advantage on Wisdom (Perception) checks made to listen.


Spiked Plating (Torso)

When a creature grapples with the servant, the grappling creature takes 1d6 piercing damage, and another 1d6 piercing damage at the end of each of its turns. This only applies if the creature grappling with the servant is in contact with the servant’s torso during the grapple.

The servant can shoot a spike from its torso as a ranged weapon attack: range 20/60, one creature, Hit: 1d6 + Dexterity modifier piercing damage.

Undersea Rotors (Back)

Several small blades attached to a spinning mechanism spin vigorously when the servant’s body is in a watery environment. The servant gains a swim speed of 30 feet.

Venomous Stinger (Back)

The servant gains a tail with a stinger at the end. This tail grants the following attacks.

Tail Sting, melee weapon attack, reach 5 feet, one creature, Hit: 1d6 + Strength modifier piercing damage, and the creature must make a Constitution saving throw (using your spell save DC). On a failed save, the creature takes 1d4 + Constitution modifier poison damage and must make a Constitution saving throw (using your spell save DC) at the end of each of its turns or take an additional 1d4 points of poison damage. The piercing damage is treated as damage from a magic weapon for the purpose of overcoming damage resistance or immunity.

The damage die increases to 2d6 at character level 8th, 3d6 at character level 13th, and 4d6 at character level 19th.

Tail Whip, melee weapon attack, reach 5 feet, one creature, Hit: 1d6 + Strength modifier bludgeoning damage, and the creature must make a Constitution saving throw (using your spell save DC). On a failed save, the creature is pushed 5 feet away from the servant. The bludgeoning damage is treated as damage from a magic weapon for the purpose of overcoming damage resistance or immunity.

9

PART 4 | Artificer

Spell List

1st Level
  • Alarm
  • Cure Wounds
  • Disguise Self
  • Expeditious Self
  • False Life
  • Jump
  • Longstrider
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Continual Flame
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Magic Weapon
  • Protection from Poison
  • Rope Trick
  • See Invisibility
  • Spider Climb
3rd Level
  • Blink
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Protection from Energy
  • Revivify
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Death Ward
  • Fabricate
  • Freedom of Movement
  • Leomund's Secret Chest
  • Mordenkalnen's Faithful Hound
  • Mordenkalnen's Private Sanctum
  • Otiluke's Resillent Sphere
  • Stone Shape
  • Stoneskin
5th Level
  • Animate Objects
  • Circle of Power
  • Creation
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Rary's Telepathic Bond

10

PART 5 | Artificer