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 marvellous 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 rs are engineers, students of invention and warfare who craft deadly objects 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.

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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.

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 the 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, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background. Third, choose mage hand, light, and ray of frost cantrips, along with the following first level spells for spellbook: burning hands, charm person, feather fall, mage armour, magic missile and sleep.

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 armour
  • 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.

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The Artificer

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Artificer Specialist, Magic Item Analysis, Spellcasting 2 4 2
2nd +2 Tool Expertise, Crafting Savant, Wondrous Invention 2 5 3
3rd +2 Artificer Specialist Feature 2 6 3
4th +2 Ability Score Improvement, Infuse Magic 3 8 4 2
5th +3 Superior Attunement, Wondrous Invention 3 8 4 3
6th +3 Mechanical Servant 3 8 4 3
7th +3 Infuse Weapons and Armor 3 10 4 3 2
8th +3 Ability Score Improvement 3 12 4 3 3
9th +4 Artificer Specialist Feature 3 12 4 3 3
10th +4 Wondrous Invention 4 14 4 3 3 1
11th +4 Improved Mechanical Servant 4 16 4 3 3 2
12th +4 Ability Score Improvement 4 16 4 3 3 2
13th +5 4 18 4 3 3 3 1
14th +5 Artificer Specialist Feature 4 20 4 3 3 3 2
15th +5 Attunement Mastery, Wondrous Invention 4 20 4 3 3 3 2
16th +5 Ability Score Improvement 4 22 4 3 3 3 2 1
17th +6 Artificer Specialist Feature 4 22 4 3 3 3 2 1
18th +6 Ability Score Improvement 4 22 4 3 3 3 2 1
19th +6 4 24 4 3 3 3 2 1 1
20th +6 Soul of Artifice, Wondrous Invention 4 26 4 3 3 3 2 1 1

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 armour
  • (a) a component pouch or (b) an arcane focus
  • thieves' tools and a dungeoneer's pack

Spellcasting

As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.

Cantrips

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


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 three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). 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.

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Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells and infusions, since your magic draws upon your technical knowledge and skill. You use your Intelligence whenever a spell or infusion refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell or infusion you cast and when making an attack roll with one.

Spell save DC = 8 + proficiency bonus + Int modifier

Spell attack modifier = proficiency bonus + Int modifier

Ritual Casting

You can cast any artificer spell you know as a ritual if that spell has the ritual tag.

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.


Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyse and understand their secrets. You know the 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. In addition, you always have the mending cantrip prepared.

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.

Crafting Savant

Your continued practice has resulted in superior efficiency and speed while crafting. Starting at 2nd level, your crafting speed is doubled. This mean the raw materials, gold and time required to craft magical items or items produced by tool sets in which you are proficient is halved.

Your crafting speed increases again at later levels. At 6th level, you can craft at five times the speed of others without this feature, at 10th level, you can craft at ten times the speed. At 20th level, you can craft at twenty times the speed of others. Refer to Dungeon Master's Guide page 128 for crafting requirements for magical items.

Wondrous Invention

At 2nd level, you gain the use of a magic item you have crafted. Choose a 2nd level item from the Wondrous Invention table.

Crafting a magic 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.

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 Wondrous Invention table for your current artificer level or a lower level. These items are detailed in the Dungeon Master's Guide.

Expanding Wondrous Invention

Your Dungeon Master may add addition options for each tier of Wondrous Invention, using the above list for reference.

You might want to create custom items, or use items from the Dungeon Master's Guide.

Keep in mind that weapons and armour are not intended to be created by this feature.

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Wondrous Invention table
Level Items
2nd bag of holding
cap of water breathing
driftglobe
goggles of night
sending stones
5th alchemy jug
helm of comprehending languages
lantern of revealing
ring of swimming
robe of useful items
rope of climbing
wand of magic detection
wand of secrets
10th bag of beans
chime of opening
decanter of endless water
eyes of minute seeing
folding boat
Heward’s handy haversack
15th boots of striding and springing
bracers of archery
brooch of shielding
broom of flying
hat of disguise
slippers of spider climbing
20th eyes of the eagle
gem of brightness
gloves of missile snaring
gloves of swimming and climbing
ring of jumping
ring of mind shielding
wings of flying

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can’t increase any score above 20 using this feature.


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 centred 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, it’s magic fades and is wasted.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

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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. At 10th level, this limit increases to five magic items, and again at 15th level to six magic items. At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you, allowing you to attune up to eight magic items at once.

Mechanical Servant

At 6th level, your research and mastery of your craft allow 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 beast with a challenge rating of 2 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.

• 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. 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.

Infuse Weapons and Armor

Beginning at 7th level, when you spend 10 minutes focusing your magic on a mundane weapon, suit of armour, shield, or bundle of twenty pieces of ammunition, and expend a spell slot, you infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition).

You can infuse only one item at a time at 7th level, two at 10th level, or three at 15th level, four at 20th level; if you infuse more, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.

The spell slot you expend determines the type of weapon, armour, or shield you can create:

Spell Slot Item Created
2nd +1 weapon or +1 ammunition (20 pieces)
3rd +1 shield
4th +1 armour
5th +2 weapon or +2 ammunition (20 pieces)
6th +2 shield
7th +2 armour
8th +3 weapon or +3 ammunition (20 pieces)
9th +3 shield

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Improved Mechanical Servant

You've spent significant time working on your mechanical servant, improving its capabilities. Starting at 11th level, your mechanical servant's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you add your Intelligence modifier (minimum of 1) to your mechanical servant's AC, attack rolls, damage rolls, as well as any saving throws and skills it is proficient in. You may also add 3 times your artificer level to your mechanical servant's total hit points.

Attunement Mastery

At 15th level, you create a special bond between yourself and any magical items that you attune to. Once you have attuned to a magical item, you can’t be disarmed of that item unless you are incapacitated or choose to allow it. If the item is on the same plane of existence, you can summon that item as a bonus action on your turn, causing it to teleport instantly to your hand. You may also choose to attune to an item that would otherwise not require it, in order to use this feature for that item. Items attuned to you in this way still count towards your attunement limit.

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 gain a +1 bonus to all saving throws per magic item you are currently attuned to.

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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.

Alchemy Proficiency

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

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 four Alchemical Formula options: Alchemical Fire, Alchemical Acid, and two other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.

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.

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).

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.

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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).

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).

Noxious Gas

As an action, you can reach into your Alchemist's Satchel and pull out a glass vial greenish brown fluid, and hurl it at a point on the ground within 30 feet of you (the vial disappears if you don’t hurl it by the end of the current turn). The vial shatters on impact, producing a cloud of poisonous fumes. Each creature within 15 feet of the point of impact must succed on a Constitution saving throw or become poisoned for 1d4 rounds, roll a separate d4 for each creature affected. 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.


Stunning Powder

As an action, you can reach into your Alchemist’s Satchel, pull out a pouch of fine powder, and tear the pouch open (the pouch and its contents disappear if you don’t open the pouch by the end of the current turn). The contents spill forth, producing a spray of fine powder. Each creature within a 10 foot cone in front of you must succed on a Constitution saving throw or become stunned until the end of your next turn. After using this formula, you can’t do so again for 1 minute. The range of this formula increases when you reach certain levels in this class: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet.).

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.

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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.

Flash Bomb

As an action, you can reach into your Alchemist’s Satchel and pull out a small clay pot filled it explosive powder and hurl it at a creature, object, or surface within 30 feet of you (the pot disappears if you don’t hurl it by the end of the current turn). The pot explodes on impact, producing a brilliant flash. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Potent Reagents

Starting at 6th level, you gain the ability to create superior concoctions using your Alchemist's Satchel. When you use an Alchemical Formula that requires the target to make a saving throw against the effect, you may impose disadvantage on the saving throw. You can do this a limited number of times each long rest. The number equals your Intelligence modifier.

Formula Focus

At 9th level, you select one of your Alchemical Formulas which requires you to roll damage or healing. You may add your Intelligence modifier to the roll. You choose another formula for this feature at 14th level.

Perfect Concoction

At 17th level, when you use an Alchemical Formula that you have selected for your Formula Focus, you deal maximum damage or provide maximum healing instead of rolling. Once you use this feature for a formula, you must finish a short or long rest before you can use it again on the same formula.


Constructor

Constructors specialise in combating and supporting automatons, especially their assistant homunculi. They focus on the workings of all types of constructs, especially animated armour and weapons, golems, and homunculi.

Bonus Proficiency

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

Force Blade

At 1st level, as an action, you can create an animated sword-shaped plane of force that appears within 60 feet of you. When the sword appears, you can make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 2d6 + your spell casting modifier of force damage.

As an action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

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

Homunculus

At 3rd level, you can spend eight hours of downtime creating a homunculus to aid you. You can only have one homunculus at a time, but if it is destroyed, you can construct another.

Your homunculus acts independently of you, but it always obeys your commands. Commanding the homunculus is a bonus action. In combat, it takes its turn on your initiative.

Your homunculus can deliver artificer touch spells for you as if it were a familiar (see find familiar, Player’s Handbook p.240). If it is within 100 feet and is holding an arcane device or prototype you created, you can activate the item on the homunculus’ behalf as an action (in addition to the bonus action needed to command the homunculus).

Your homunculus's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you add your Intelligence modifier (minimum of 1) to your homunculus's AC, attack rolls, damage rolls, as well as any saving throws and skills it is proficient in. You may also add 3 times your artificer level to your homunculus's total hit points.


Homunculus

Tiny construct, neutral


  • Armor Class 13 (natural armour)
  • Hit Points 5 (2d4)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

Telepathic Bond. While the homunculus is one the same plane of existence as its master, it can magically convey what it senses to it's master, and the two can communicate telepathically.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconsciuous while poisoned this way.


Homunculus

Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond.

Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.

Animation Expert

At 9th level, you know the animate objects spell, and it does not count towards your number of spells known. When you cast animate objects, the number of objects you can target is doubled, and the spell duration lasts an hour.

Whenever you create an animated creature using animate objects or your Armoured Automata feature it has the following additional benefits:

• The creature's hit point maximum is increased by an amount equal to your artificer level.

• The creature adds your proficiency bonus to it's attack and damage rolls.

Armoured Automata

At 14th level, you can spend a minute and 150gp to create magical guards that will protect you. Choose up to three un-enchanted sets of metal armour designed for medium or small creatures within 10 feet of you. Each suit becomes an Animated Armour under your control. (The DM has the game statistics for these creatures. DMG pg. 19) You cannot use this feature again until you long rest.

As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.


The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

The number of creatures you can animate or reassert control over increases a higher levels. At 17th, the limit becomes 4 creatures, and at 20th level, it becomes 5 creatures.


Animated Armor

Medium construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius)
  • Languages -
  • Challenge 1 (200 XP)

Antimagic Susecptibility the armor is incapacitated while in the area of an antimagic field. if targeted by a dispel magic, the armor must succeed on a constituion saving throw against the casters spell save DC or fall unconscious for 1 minute.

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.

Command Constructs

Starting at 17th level, you can use magic to bring constructs under your control, even those created by other artificers or wizards. As an action, you can choose one construct that you can see within 60 feet of you. That creature must make a Charisma saving throw against your Artificer spell save DC. If it succeeds, you can't use this feature on it again for a week. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

More advanced constructs are harder to control this way. If the construct has a challenge rating (CR) of 7 or higher, it has advantage on the saving throw. If it fails the saving throw and has a CR of 10 or higher, it can repeat the saving throw at the end of every hour.

Gunsmith

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

Firearm Proficiency

When you choose this specialization at 1st level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

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 armour 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 if 500 feet. Once fired, it must be reloaded as a bonus action.

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 that 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 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.

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 3rd level, you learn to channel thunder energy into your Thunder Cannon. 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).

CLASSES | ARTIFICER

Other Firearms
Name Cost Damage Weight Range Properties
Thunder Cannon (Artificer only) Crafted/100gp 2d6 piercing 5 lbs (150/500) Reload 1, misfire 1
Pistol 250gp 1d10 piercing 3 lbs (100/400) Reload 4, misfire 1
Musket 500gp 1d12 piercing 10 lbs (200/800) Two-handed, reload 1, misfire 2
Pepperbox 450gp 1d10 piercing 5 lbs (150/600) Reload 6, misfire 2
Scattergun/Thunderer 500gp 1d8 piercing 10 lbs (15/30) Reload 2, misfire 3, scatter
Sniper Crafted 2d12 piercing 25 lbs (300/1200) Two-handed, reload 1, misfire 3
Hand Mortar Crafted 2d8 fire 10 lbs (30/60) Reload 1, misfire 3, explosive

Firearm Properties

Your DM may allow you to craft or buy other firearms. Firearms are a new and volatile technology, and as such bring their own set of unique weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master's Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you have to spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal or lower to the weapons Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.

Scatter. Rather than making an attack roll, each creature in the cone must make a Strength saving throw. On a failed saving throw, a target takes the damage and is pushed 10 feet away from you. Creatures adjacent to you take double damage.

Explosive. Rather than making an attack roll, each creature in the radius must make a Dexterity saving throw. On a failed saving throw, a target takes 4d8 fire damage.

Blast Wave

Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. 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 saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. Creatures adjacent to you take double damage.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

Piercing Round

Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it.

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 Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage, this damage increases to 6d6 when you reach 19th level in this class.


Explosive Round

Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. 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 saving throw, a target takes 4d8 fire damage.

CLASSES | ARTIFICER

Artificer Spell List

Cantrips (0 Level)
  • Dancing Lights
  • Friends
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
1st Level
  • alarm
  • armour of agathys
  • comprehend languages
  • cure wounds
  • detect magic
  • detect poison and disease
  • disguise self
  • expeditious retreat
  • false life
  • illusory script
  • jump
  • longstrider
  • mage armour
  • sanctuary
  • shield
  • shield of faith
2nd Level
  • aid
  • alter self
  • arcane lock
  • barkskin
  • blur
  • continual flame
  • cordon of arrows
  • darkness
  • darkvision
  • enhance ability
  • enlarge/reduce
  • find traps
  • heat metal
  • invisibility
  • knock
  • lesser restoration
  • levitate
  • magic weapon
  • nystul's magic aura
  • protection from poison
  • rope trick
  • see invisibility
  • shatter
  • spider climb
3rd Level
  • bestow curse
  • blink
  • conjure barrage
  • dispel magic
  • elemental weapon
  • feign death
  • fly
  • gaeous form
  • glyph of warding
  • haste
  • magic circle
  • nondetection
  • protection from energy
  • remove curse
  • revivify
  • slow
  • tongues
  • water breathing
  • water walk
4th Level
  • arcane eye
  • death ward
  • fabricate
  • fire shield
  • freedom of movment
  • Leomund's secret chest
  • Mordenkainen's faithful hound
  • Mordenkainen's private sanctum
  • Otiluke's resilient sphere
  • polymorph
  • stone shape
  • stoneskin
5th Level
  • animate objects
  • antilife shell
  • awaken
  • Bigby's hand
  • conjure volley
  • creation
  • legend lore
  • mislead
  • modify memory
  • passwall
  • planar binding
  • Rary's telepathic bond
  • scrying
  • seeming
  • swift quiver
  • telekinesis
  • telepathic bond
  • teleportation circle
  • transmute rock
  • wall of stone
6th Level
  • arcane gate
  • contingency
  • disintegrate
  • Drawmij's instant summons
  • eyebite
  • flesh to toone
  • globe of invulnerability
  • guards and wards
  • magic jar
  • Otto's irresistible dance
  • programmed illusion
  • true seeing
7th Level
  • delayed blast fireball
  • etherealness
  • forcecage
  • Mordenkainen's magnificent mansion
  • Mordenkainen's Sword
  • plane shift
  • project image
  • reverse gravity
  • sequester
  • simulacrum
  • symbol
  • teleport

CLASSES | ARTIFICER