Cogs of Eberron

assume nothing. seize the means of production.

Part 1: The Artificer

R&M - V.2.3 - 23.01.2018

Changelog

Coming in v.2.4

  • General document formatting
  • Scrapped Artificer's Kit, turned features into infusions
  • New Major Mechanic: Discoveries!
  • Scrapped Universal Attunement for Grand Discovery
  • 1st Chemyst revision
  • Added Craftsman subclass
  • Added Mutator subclass
  • Added Toxicant subclass

Coming Soontm

  • Add planned subclasses (names may change):
    • Chirurgeon
    • Chronomancer
    • Ectochymist/Ghostbuster
    • Trapper
    • Spirit Brewer
    • Others I may find interesting...

Coming Eventuallytm

  • Complete document proofreading
  • Major Artwork and Formatting revision

COGS OF EBERRON | ARTIFICER CLASS

The Artificer

A human imbues his crossbow with a powerful rune. The armored orc didn't even feel the last bolt... he's in for a surprise. An unarmed and unarmored elf smiles while surrounded by bandits. In a flash, the elf becomes covered from head to toe in rune-weaved plated armor, carrying a huge axe bursting with flames. A weary dwarf tinkers away building his lastest invention, all the while, his minions fill the order for the local garrison. 2000 swords in a week. Would have been impossible for a normal blacksmith... not for an artificer. A tiefling lies broken and bloodied on the ground, the evil sorcerer victorious, yet she smirks. The soup was poisoned, purple worm bilis and death root, lethal. The sorcerer falls, blood gushing from his gullet.


Artificers take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters.

The Structure of Magic

In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.


The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.


Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use
their own magic to pull it out of them in fantastic
ways. The greatest artificers are known to create
magical items with amazing effects and to master
various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any
other caster. They see magic as something purer
than its petty divisions.

Of Magic and Science

Artificers are masters of fusing both technology and magic into one brew of outstanding efficiency. From advanced prototype weaponry to devastating explosives, to gargantuan weapons of mass destruction or potions of wondrous effects, these arcane Tinkerers never believed that Sience and Magic were two different paths to take,
but rather two sides of the same coin, two lines
to cross together and fuse into one giant, often
volatile and explosive, work of wonder and art.

Arcane Engineers

A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.


Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe, and all living beings.


Every artificer has a handfull of fields to experiment on, and for the most part, every single artificer knows, at the very least, the basics of all magical engeneering fields. However, only one of those fields will be choosen to as a specialty which the individual will develop to its utmost limits, pushing the bounduary of knowledge.

COGS OF EBERRON | ARTIFICER CLASS

The Artificer
Level Proficiency Bonus Features Maximum Item Rarity Infusion Points
1st +2 Artifice Specialty, Infusion, Homunculi, Item Crafting Common 4
2nd +2 Discoveries, Natural Artisan Common 6
3rd +2 Specialty Feature, Crafting Tradition Common 14
4th +2 Ability Score Improvement, Stored Infusions Common 17
5th +3 Methodical Artisan Uncommon 27
6th +3 Specialty Feature, Superior Attunement Uncommon 32
7th +3 Uncommon 38
8th +3 Ability Score Improvement Uncommon 44
9th +4 Specialty Feature Rare 57
10th +4 Efficient Artisan Rare 64
11th +4 Rare 73
12th +4 Ability Score Improvement Rare 73
13th +5 Very Rare 83
14th +5 Specialty Feature, Masterwork Artisan, Ability Score Improvement Very Rare 83
15th +5 Very Rare 94
16th +5 Ability Score Improvement Very Rare 94
17th +6 Specialty Feature Legendary 107
18th +6 Universal Attunement Legendary 114
19th +6 Ability Score Improvement Legendary 123
20th +6 Masterpiece Artifact* 133


Creating an Artificer

An artificer is a magical engineer. They are deeply interested in how magic works, and in channeling it into objects and creatures. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war.

Quick Build

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

COGS OF EBERRON | ARTIFICER CLASS

Class Features

As an Artificer, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Artificer level
Hits Points at 1st Level: 8 + your Constitution Modifier
Hits Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Artificer level after the 1st.

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapons
Tools: Artificer's Kit and three other tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Perception and Religion.

Equipment

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

  • (a) a light crossbow and 20 bolts
  • (a) a light hammer or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • (a) leather armor or (b) chain shirt
  • Artificer's Kit and three sets of artisan tools

Artifice Specialty

At 1st level you choose a field of study that aims to fuse magic and science together, making the most of your Artificer skills in that field of knowledge. Your choice grants you features at 1st, 3rd, 6th, 9th, 14th and 17th levels.

Infusion

Unlike their wizarding peers, artificers approach magic in an almost scientific way, manipulating arcane energy through complex patterns of arcane power known as sigils which they etch onto their weapons, armor, and even their bodies for use as components for their spellcasting.


Through these sigils, artificers can craft magical items, brew potions, or even infuse themselves or allies with magically enhanced abilities. An artificer's sigils and training allows them to cast rituals, much like wizards.

Infusion Pool

You have an internal reservoir of magical energy that can be used to power any infusions you know. This energy is represented by infusion points. Each infusion describes the effect you can create by spending infusion points.


The number of infusion points you have is based on your Artificer level, as shown in the Infusion Points column of the Artificer table. The number shown is your infusion point maximum, restored on a long rest. The number of infusion points can't go below 0 or over your maximum.

Infusion Limit

Unlike most spells, infusions only imbue something with a new, single property, or enchance already existing ones. This makes infusions weaker than spells, but on the plus side, these require no concentration from the user, though the artificer is still limited by how many infusions his soul can maintain active at a time.


You can keep a number of active, temporary infusions that is equal to your proficiency bonus. If you try to create another over the limit, you must deactivate one first.

Infusion Ability

Intelligence is your spellcasting ability for your Artificer spells, since you learn your spells through dedicated study and constant trial and error. You use your Intelligence whenever a spell refers to your spellcasting ability.


In addition, you use your Intelligence modifier when setting the saving throw DC for a Artificer spell you cast and when making an attack roll with one.


Spell Save DC = 8 + proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier

Infusion List

All infusions require an action to infuse onto the target, and unless otherwise stated, last for 1min.

  • Analyse. You can analyse an item as per the Identify and Detect Magic spells. Regardless of the range stated in both spells, you can use both either upon touch, or at a range of 20ft.
  • Fortify. On weapons, it increases the hit bonus by +1 and makes them magic. On armor, it grants one type of resistance from bludgeoning, piercing or slashing to damage from non-magical weapons.
    Both cost 5 ip to infuse. If you spend 10 ip instead, you can improve the hit bonus by +2, and for 15 ip, by +3. On armor, spending 10 ip lets pick a second resistance, and 15 ip lets you pick all three.
  • Imbue. On weapons, it add one d6 of damage of any elemental type. On armors, it grants resistance to the chosen element. Both cost 5 ip. For every 5 extra ip, up to 20 ip, you can add one extra damage die. On armor, spending 30 ip grants immunity instead of resistance.
  • Mend. Heals creatures and repairs items by a number of hit points equal to the number of ip spent. Works on constructs, but not undead. This infusion ignores the requirements for repairing items such as an open flame for metal objects.
  • Recharge. Allows you to restore magic item charges at the cost of ip. Charges of Common rarity cost 1 ip, Uncommon and Rare cost 5 ip, Very Rare and Legendary cost 10 ip. Artifacts cannot be recharged with infusions, unless permitted by the DM.
  • Reinforce. On weapons, it increases damage rolls by +1 and makes them magic. On armor, it increases AC by +1.
    Both cost 3 ip to infuse. If you spend 7 ip instead, you can make them a +2, or if you spend 15 ip, a +3.

COGS OF EBERRON | ARTIFICER CLASS

Homunculi

As an Artificer, immediately at 1st level, you start with a construct pet that is soulbound to you. Said creature is a homunculus, a construct made out of clay and blood.


The homunculus follows you around, and obeys your orders to the best of its ability. In combat, it shares its turn with you, acting as you command it to as an action. If you have several, you may command each of them with your main action. If no order is given it will defend itself, and engage and attack any creatures that threaten you, or creatures designated as allies by you.


Building a new homunculus, or upgrading it into a more advanced type, takes 1 hour to mold, with the material costs being dependent on the type of homunculi. Doing so requires a successful DC 15 Craft check dependant on the type of homunculus you are building. On a fail, you can make a DC 10 INT check to reinburse half of the components spent.

  • Arbalester: 100gp in wood (Woodcarver's Tools);
  • Dedicated Wright: 100gp in clay (Potter's Tools);
  • Expeditious Messenger: 75gp in clay (Potter's Tools);
  • Homunculus (basic): 50gp in clay (Potter's Tools);
  • Furtive Filcher: 75gp in clay and ashes (Potter's Tools);
  • Iron Defender: 80gp in metal parts (Smith's Tools).
  • Packmate: 200gp in wood (Woodcarver's Tools);
  • Persistant Harrier: 80gp in raw iron (Smith's Tools);


Note that you don't need to build basic homunculi and then upgrade them to another type. You can build the others immediately, it is merely reccomended that you upgrade the one you start with. If the constructs are reduced to 0 Hit Points, they cease to function. On a short rest, you can repair them with your Mending, if they can't repair itself.

Numbers and Ergonomics

You can repurpose any homunculi you have into another type on a long rest. If the type is more expensive, you have to spend the needed money to compensate the difference, or, if it's cheaper, you gain the materials in excess for later use. Nothing is gained, nothing is lost, all is transformed.


You can create and keep an indeterminate amount of Homunculi, but only three can be directly controlled at a single time. All the others remain in a "low-power" mode merely following you, or, carrying out assignments if inside their Workshop. If engaged in combat, these "low-power" units won't even fight back, merely tanking hits until dead. You can change which units you want to control directly by concentrating on them for 1 minute.

the workshop

As time progresses you should aim to aquire a base of operations for your Dedicated Wrights to work safely, whilst Iron Defenders, Persistent Harriers and Arbalesters guard the place and Expeditious Messengers inform you of any status updates while you're on adventures, "aquiring" items with your Furtive Filchers and Packmates. All homunculi not being controlled by you remain inside the workshop carrying out your orders, crafting items, cleaning the place, or whatever else you ordered them to do.


Homunculus (basic)

Tiny construct, Any (same as creator)


  • Armor Class 13 (natural armor)
  • 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 the creator but can't speak

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 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 unconscious while poisoned in this way.

Though not stated in the stat blocks int the following pages, all homunculi possess the above's feature: Telepathic Bond. It, and the immunity to poison and the charmed condition, are the only features that the homunculus retains after being molded into a different type.

COGS OF EBERRON | ARTIFICER CLASS


Expeditious Messenger

Tiny construct, Any (same as creator)


  • Armor Class 17
  • Hit Points 2 (1d4-1)
  • Speed 20ft., fly 100ft.

STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 10 (+0) 8 (-1) 12 (+1) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses Darkvision 60 ft., passive perception 13
  • Languages All languages known by its creator

Message. An expeditious messenger’s master can talk with a creature up to 1 mile away through the homunculus. It can carry a continuous conversation.

Actions

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 3 piercing damage

invest, upgrade, save, repeat

The Dedicated Wrights reduce the cost of all your projects if it isn't a magic item, meaning they also reduce the costs of building and upgrading your homunculi. It's therefore worth investing in them before building other units to save gold.


Furtive Filcher

Tiny construct, Any (same as creator)


  • Armor Class 16
  • Hit Points 5 (1d10)
  • Speed 50ft.

STR DEX CON INT WIS CHA
8 (-1) 19 (+4) 10 (+0) 12 (+1) 10 (+0) 7 (-2)

  • Skills Stealth +10, Sleight of Hand +8
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages All languages known by its creator

Invisibility As an action, the furtive filcher may turn invisible, as per the spell. Anything it carries or wears while invisible remains as such, as long as it remains in contact with the furtive filcher.

Stealthy The furtive filcher has advantage on stealth checks, and may hide as a bonus action.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.



Iron Defender

Small construct, Any (same as creator)


  • Armor Class 17
  • Hit Points 20 (2d10+8)
  • Speed 50ft

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 18 (+4) 8 (-1) 11 (+0) 7 (-2)

  • Skills Perception +3, Intimidation +2, Athletics +2
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 13
  • Languages understands the languages of the creator but can't speak

Keen Hearing and Smell The iron defender has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics The iron defender has advantage on attack rolls against a creature if at least one of the iron defender’s allies is within 5 ft. of it.

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1d6+2 piercing damage.

COGS OF EBERRON | ARTIFICER CLASS


Dedicated Wright

Tiny construct, Any (same as creator)


  • Armor Class 12
  • Hit Points 5 (1d10)
  • Speed 10ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses Darkvision 60 ft., passive perception 10
  • Proficiencies All tools shared by its owner
  • Languages All languages known by its creator

Item Crafting. The Wright uses its masters' proficiencies with all tools, and can craft any mundane item its master can. The homunculus can also assist on the crafting of a magic item with 10gp increments. The Dedicated Wright has a bonus +1 to all checks with all artisan tools.

Molding Clay. A single Dedicated Wright can create crafting materials from his clay body to reduce project costs by 5gp. Note that only projects of nonmagic items can have their cost reduced in this manner.

Reforming Body. The Wright will revert to a lump of clay when reduced to 0 hp, being reformed after 1h, if not healed by its Artificer earlier.

Actions

Hammer. Melee Weapon Attack: +2 hit, reach 5ft., one target. Hit: 1 bludgeoning damage.


Arbalester

Tiny construct, Any (same as creator)


  • Armor Class 16
  • Hit Points 5 (1d10+0)
  • Speed 10ft

STR DEX CON INT WIS CHA
8 (-1) 19 (+4) 10 (+0) 12 (+1) 10 (+0) 7 (-2)

  • Skills Acrobatics +5, Perception +5
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 13
  • Languages understands the languages of the creator but can't speak

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1d4-1 piercing damage.

Light Crossbow. Ranged Weapon Attack: +8 to hit, 80/320 ft., one creature. Hit: 1d8+4 piercing damage.


Persistent Harrier

Small construct, Any (same as creator)


  • Armor Class 14
  • Hit Points 18 (2d10+6)
  • Speed 40ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 7 (-2)

  • Skills Acrobatics +8, Stealth +9
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 13
  • Languages understands the languages of the creator but can't speak

Sneak Attack. The Persistent Harrier deals an extra 1d6 damage as per the Rogue class feature.

Step Up. Whenever an adjacent foe moves away, the homunculus may also move up to half its movement speed as a reaction towards the creature.

Actions

Spike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6+1 piercing damage.

COGS OF EBERRON | ARTIFICER CLASS


Packmate

Small construct, Any (same as creator)


  • Armor Class 15
  • Hit Points 20 (2d10+8)
  • Speed 30ft., fly 30ft., swim 30ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 18 (+4) 8 (-1) 12 (+1) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 13
  • Languages understands the languages of the creator but can't speak

Packer. The Packmate can carry up to 250lbs.

Feed Potion. The packmate is dexterous enough to retrieve a potion from one of its storage compartments, uncork it, and administer it to a fallen creature.

Ready Item. The telepathic connection between packmate and master allows it to known what item the master needs. If the homunculus and its master are adjacent, then the master can retrieve an item from the packmate as a Bonus action.

Throw Item. The packmate can make a ranged attack any eligible item it may have, from vials of acid, holy water, or even rocks or daggers.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 1d4+3 piercing damage.

Harder, Better, Faster, Stronger

You can upgrade your homunculi them as per the tables below. The DC indicates the Craft check you must succeed to make the upgrade successfully. As before, on a fail, a successful DC 10 INT check will reinburse half of it.

  • The Hit Die upgrade adds an extra hit die to the homunculus, and doubles in price every 5 upgrades;
  • The AC upgrade is cumulative, and can't go beyond 20;
  • The Size upgrade goes up to Large for Iron Defenders, Packmates and Persistent Harriers and Medium for the others, adding +2 to their CON score;
general upgrades
Upgrade Price Time DC
AC 400gp 30min 13
Hit Die 500gp 1h 15
Size 750gp 2h 16
unique upgrades
Upgrade Price Time DC
Craft (D.Wright) 800gp 1h 17
Message (E.Msger) 1000gp 2h 16
Speed (E.Msger) 400gp 1h 15
Void Body (F.Filcher) 500gp 2h 17
Bite (I.Defender) 400gp 1h 15
Vicious (I.Defender/ Arbalester) 900gp 2h 18
Safety Lock (Packmate) 800gp 4h 15
Deep Storage (Packmate) 700gp 2h 18
Hidden Spike (P.Harrier) 400gp 1h 15
  • Craft. Increases Craft checks by +1, and it's Gold Increments by +10gp. Can be bought up to 9 times;
  • Message. Increases telepathic range by 1 mile. After every 10 miles, the price raises by 500gp;
  • Speed. Increases Fly speed by 25ft., up to 300ft;
  • Void Body. Grants the properties of a Bag of Holding;
  • Bite. Increases number of damage dies of Bite action. Can be bought 3 times. After the 2nd, it imposes a DC 12 STR to prone the target on a fail.
  • Vicious. Increases number of attacks per attack action up to to 2 times with cumulative cost;
  • Safety Lock. Installs an Arcane Lock on the packmate. If bought a second time (cumulative cost), it can't be opened by non-authorized creatures, unless it is dead, i.e. it's unnafected by the Knock or Dispell Magic spells.
  • Deep Storage. Installs up to 12 Bag of Holdings into each of the Packmate's individual compartments.
  • Hidden Spike. Increases number of sneak damage dies up to 3 times, with cumulative cost
be inventive

Take note that like everything in the this class, the above examples are just that, examples. Come up with your own, discuss them with your DM, apply them, and have fun!

COGS OF EBERRON | ARTIFICER CLASS

Item Crafting

The hallmark ability of an Artificer is the power to craft useful magic items of varying degrees of power. At its base, an artificer knowns Replica Crafting. For more personal creations there's the Craftsman subclass who specialize in this art. Replica Crafting allows you to replicate magic items, even legendary ones, after contacting with them.

ITEM CRAFTING
Item Cost Scroll Level
Common 100gp 1
Uncommon 500gp 3
Rare 5,000gp 5
Very Rare 50,000gp 8
Legendary 500,000gp 9

Recipes

In order to craft any items whatsoever, you need to known their recipes. At first level, you known the recipes of three Common Items and one Uncommon item. These should be part of your background, explaining why you known them. To obtain additional recipes, you need to analyse magic items through your Analyse Infusion in order to Replicate them, or to create unique creations if you are of the Craftsman subclass. Obtaining said recipes must be done in game and in conjunction with your DM. You could scour the cities markets for them, or maybe buy their blueprints, or even spend some downtime studying with your collegues for more of them.

Crafting Process

After obtaining the recipes, you can get to craft the actual items. Crafting magical items is a lengthy process, based on the crafting Cost of an item. A regular character engaged in the crafting of a magic item makes progress in 25 gp increments for every 8h of work, spending that amount for each day of work until the total cost is paid.


Note that you always craft the item from scratch, and so, the project for an uncommon plate armor costs 2000gp, not 500gp. Regardless, Artificers excell at this process, doing such work with less time, and at a reduced cost.


Magic items which specifically reproduce the effects of a specific spell will also require the spell in question to be cast at least once during the creation process, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled into the item.


Multiple characters can combine their efforts to create a magic item. Each character can contribute spells, spell slots and components, as long as everyone participates during the crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item. Having more than 10 workers assisting in a project will, in some cases stretch the bounds of plausibility.

Replica Item Crafting

When trying to replicate an item, if it is of a rarity you can craft, and the item is NOT unique, the general rules of crafting to the left apply. If the item is unique, or at least legendary, there are mishaps that can happen when trying to create said item. At the end of each day of item crafting, you must succeed a Craft check dependent on the type of item. After a certain number of checks, the process carries on without trouble. Your DM is who must decide how many checks and how hard they should be; as a reference, it is suggested that the number of checks is at least 5 for legendary items, and with a DC of 20 or 25.


Everytime you fail a check, you must roll a d20 which will cause a mishap as the item is crafted... or not at all. The DM decides what property is lost or changed, and which one replaces it. In addition, it is more than welcome to come up with different mishaps depending on the nature of the item.

Mishaps
d20 Effect
1 The item blows up mid process
2-3 Item loses one major property
4-6 Item has one major property changed
7-10 Item loses one minor property
11-14 Item has one minor property changed
15-17 Item gain one major detrimental property
18-19 Item gain one minor detrimental property
20 Progress on the item gets a 1d2000gp delay
taking notes

Everytime you Identify an item, you memorize its formula for future replication. It is therefore highly advised that you note the names and/or effects of the items your party finds and that you identify.

COGS OF EBERRON | ARTIFICER CLASS

Natural Artisan

At 2nd level, you become proficient with two extra tools of your choice, and you gain another one at 5th, 10th and 14th levels. In addition, when cratfing magic items, every 8h of work progresses in 50gp increments. This value increases as you gain levels in this class to 100gp at 5th level, 150gp at 10th level and 200gp at 14th level. Finally, all nonmagic crafting projects have their materials costs cut by 10gp, and this discount increases to 30gp at 10th level.

minimum prices

Despite the effects of Natural Artisan, the price of any project can never go below 20% the original price.

Discoveries

Also at 2nd level, and again every 2 levels up to 18th level, you make a discovery. This is a unique feat of the genius mix between magic and science that alters a class or subclass feature. Unless otherwise noted, you can't select a discovery more than once. Some of them can only be made if you've has met their prerequisites first. The full list is avaiable at the end of the Class Features.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.

Stored Infusions

Also at 4th level, you learn how to store Infusions inside mundane objects. The process takes 1 minute instead of one action to complete. Once done, any creature with at least 6 intelligence can, as an interaction, spend the charge and apply the infusion as if you were casting it. Infusions created this way count towards your maximum and lose their potency after 8h if left unused.

Superior Attunement

At 6th level, you can attune to a number of items equal to your proficiency bonus. For every item you have attuned, you gain +1 to all saving throws. This only affects you, and does not stack with similar effects.

Veteran Artisan

At 8th level, your mastery over tools is such, that few can hope to match it. You gain double proficiency in any Craft checks that require a tool you are proficient with.

Grand Discovery

At 18th level, you uncover two additional discoveries and one unique Grand Discovery. As with the regular discoveries, your options are heavily dependant on your chosen subclass.

Masterpiece

At 20th level, all of your knowledge, experience and training culminate in a sigle project. A once in a lifetime chance, a stroke of genius... a miracle.


Pouring every drop of tear, sweat and blood into this final project, you bring forth an item that puts all others to shame, one that stands proudly among the rank of Artifact.

one of a kind

You cannot replicate Artifacts, unless your DM specifically allows it, and this 20th level feature is the only moment in your character's life when you can create an artifact, and the only moment you can create a unique item, if you're not of the Craftsman subclass.

The type of artifact you can create depends heavily on what your Crafting Tradition is, as its features will be derived from it. Regadless, the Artifact has the following properties:

  • One unique artifact property, either one copied from another, already existing artifact, or an entirely original one. Regardless, this is the item's main feature, and must be discussed with the DM thoroughly;
  • All three properties gained from your Crafting Tradition's formulas, if applicable;
  • Up to two properties from rare items, and one from a very rare item. Said properties must come from actual copies of said items, as such, you must craft them first;
  • Up to two major beneficial properties;
  • Up to four minor beneficial properties;
  • Up to two major detrimental properties;
  • Up to four minor detrimental properties;


In addition, take the following rules into consideration:

  • Regardless of Crafting Tradition your item must have at least one minor detrimental property.
  • If you have the Fiendish Sacrifice Tradition you must have at least one major detrimental property.
  • The above mentioned properties, both beneficial and detrimental refer to the tables found in the DMG, on the pages 219 to 221. As mentioned in the book itself, you can come up with other properties other than the ones mentioned.
  • In terms of crafting time, the item is considered to cost 5,000,000gp as such, it's highly reccommended for you to have a decent workshop before attempting to craft it.
  • You can place a curse on the item if you wish, unless you chose the Celestial Inspiration of Fiendish Sacrifice Traditions. In the former's case, you can't place curses, in the latter's, you must place one. Said curse must be discussed with your DM beforehand.
  • You can pick attunement restrictions for the item in any way you wish, from alignment, race, gender, class, and whatever other restrictions you may think of.
  • You can devise one unique and special method to destroy the artifact, however, the following methods will always work, unless otherwise ruled by your DM:
    • Dropped into the river Styx
    • Swallowed and digested by the Tarrasque
    • Pulverized between the titanic gears of Mechanus

COGS OF EBERRON | ARTIFICER CLASS

Example Properties

The following section has one example of a main feature for each Crafting Tradition. These are merely examples of what your item could have as a main property, its up to you and your DM to come up with something original, and maybe, something that fits the theme of the campaign.

Champion's Belt - Soul Forging

Light Armor, artifact, requires attunement


This pelt, belonging to the mythical nemean lion grants 15 AC + your strength modifier. While wearing this pelt, you gain immunity to bludgeoning, piercing and slashing from nonmagic weapons, and resistance to damage from spells.


While wearing this, you can't use neither armor not shields.

Blissful Halo - Celestial Inspiration

Wondrous item, artifact, requires attunement


This magical halo floats above your head shining bright light in a 20ft. radius, and dim light 20ft. beyond that. While equipped, this item grants immunity to the charmed and frightnened conditions a permanent Protection from Evil and Good, and Aura of Purity spell effects.

Mace of Feasting - Fiendish Sacrifice

Weapon (mace), artifact, requires attunement


If a creature is reduced to 0 hit point by this mace, its soul is absorved. If the soul belonged to a creature of at least CR 3, you gain 1 permanent maximum hit point. Absorved souls cannot be freed unless the mace is destroyed first.


If you die outright, your soul is absorved by the mace.

Crown of Tyranny - Draconic Secrets

Wondrous item (mantle), artifact, requires attunement


This horned, bone crown carries the royal aura of an ancient dragon. While wearing it, you can cast Command at will and as a bonus action. Additionally, as an action, you can each of the following spells once per day: Geas, Dominate Monster.

Discoveries

COGS OF EBERRON | ARTIFICER CLASS

Artifice Specialties

Artificers excell in all things that involve craft and most dabble in many different areas at once. However, no matter how good one may be, there is always one particular field where the individual achieves the best results. There are six fields of knowledge that combine the wonders of Science and Magic into one great and powerful fusion.

Alchemist

Also known as Transmuters, these use their unique infusion powers to alter nearly everything, into almost anything. From hardening their bodies into steel, to shifting the battefield and cremating their enemies to the snap of a finger, an alchemist is a force to be feared.

Alchemical Stone

As an alchemist, you start with an Alchemical Stone as part of your background. The stone is a small miracle, and the dream of any alchemist is to eventually transform it into a Philosopher's Stone, the ultimate alchemical tool.


To reap the benefits of this subclass, you must use your alchemical stone. If you lose it, you must craft a new one, with the material cost of 100gp. Many alchemists choose to fuse the stone with their bodies, usually near the heart. To do so, you need to spend 50gp in medical supplies and one hit die (8 hit points), that are lost forever. Afterwards, the stone can no longer be removed by anyone other than you.

Alchemy Sigil - Ignis

You have access to a unique list of Infusions that focus on transmuting materials, through the sigils of the four main elements, Aer, Aqua, Ignis and Terra. The first and the simplest you learn to use, is Ignis.


Assembly. The spark of creation joins raw parts into aught of purpose. If you have the materials on hand, you can craft any nonmagic item that costs up to half your maximum gold increment as an action for 2ip.


Ignite. The simplest alchemical infusion, yet deadly as is impossible to dodge. Choose a creature within 5ft. of you. You spark the air molecules around it into a blaze of fire dealing fire damage equal to your intelligence modifier.


Equivalent Exchange. It is through the boundless energy of ignis that alchemists perform this miracle known as equivalent exchange. This infusion allows you to transform a list of materials (bone, copper, clay, flesh, iron, silver, steel, stone, wood) into other types upon touching them.


You transmute 1 cubic feet of any material into another at the cost of 2ip and after concentrating for 10 minutes. The effect lasts for 1 hour, reverting to it's original state at the end. However, if you concentrate for a full hour , the change is permanent. Steel and Silver require 4h of concentration.

Alchemy Sigil - Terra

At 3rd level, learn to use the 2nd alchemical sigil, Terra. Your infusion is channeled through your feet and into the ground in an area of 10ft., becoming difficult terrain for any creature except yourself, toggleable as a bonus action. In addition, you gain the following list of infusions:


Fueled Ignite. Your greater control over infusion allows you to use your Ignite within the 10ft. range, and to fuel it with infusion points. For every 10ip you add 1d10 to the fire damage it deals.


Mold. Within your 10ft. area, as a bonus action, or as a reaction to a creature that enters it, you can mold the earth through the Terra sigil to create an effect form the list:

  • Merge (3ip). The terrain beneath the enemy turns to soft clay, and they sink on a failed Dexterity saving throw. The target is restrained then, and must make a Strength check on its own turn to escape.
  • Impale (2ip). Iron spikes burst from the ground, dealing 3d8 piercing damage on a failed Dexterity saving throw or half that value on a success.
  • Pillar (3ip). A stone pillar propels a Large or smaller creature 30ft. into the air, who must make a Dexterity saving throw, dodging it on a success. The pillar collapses immediatly after, dealing fall 3d10 of bludgeoning (fall) damage. The pillar can be used to reach high places .


Transmute Flesh. As an action, you transform your flesh for 1 min, gaining different benefits and penalties.

  • Exoskeleton (4ip). Your AC is set to 16, and you gain resistance to piercing damage from nonmagic weapons.
  • Layered Steel (7ip). Your AC is set to 18 and you gain resistance to bludgeoning, piercing and slashing from nonmagic weapons, but you lose 10ft. of speed.
  • Packed Stone (5ip). You gain resistance to bludgeoning and slashing, and immunity to piercing damage from nonmagical weapons, but your speed is halved.
  • Segmented Wood (1ip). Your AC is set to 16 and you gain resistance to slashing from nonmagic weapons, but you are vulnerable to fire damage.
  • Soft Clay (2ip). You gain temporary hp equal to your INT modifier at the start of your turn if you have at least 1hp. If you take fire damage, your speed is halved and you are vulnerable to bludgeoning damage for 1 turn.

COGS OF EBERRON | ARTIFICER CLASS

Alquemical Sigil - Aqua

At 6th level, you learn how learn to use the 3rd alchemical sigil, Aqua. As you control the very moisture of the earth and air, your area's range increases to 20ft. In addition, you gain the following Infusion list:


Liquify Material (7ip). When you finish concentrating for Equivalent Exchange, you can spend an additional 8ip and turn the material into regular water, permanently.


While in liquid state, you can move the cube in any direction, with a speed of 200ft. per minute. You can lift the cube, but only if it has something to adhere to. After 10 minutes are passed, the cube flows as regular water does.


Liquify Equipment (8/15ip). As part of a melee attack, on a successful hit, you can choose to liquify an enemy's weapon for 8ip or its armor for 15ip. The enemy must make a Wisdom saving throw. On a fail, whatever weapon or armor it is carrying immediately liquifies into water. This does not work on magic equipment, or parts of a creature.


Dry Ignite. Your Aqua allows you to drain the moisture of the air before Igniting an enemy. It now deals double damage to plant-like creatures, and gains 20ft. of range.

Immutability

At 9th level, your mastery over transmutation makes you immune to effects that would change your form in any way against your will such as a Polymorph spell. You can still be affected if you are willing however.

Alchemical Sigil - Aer

At 14th level, you learn how learn to use the 4th and final alchemical sigil, Aer. Your effective area increases to 30ft. and your mastery over air allows you to hold your breath indefinitely. In addition, you learn the following infusions:


Sublimate (15ip). When you finish concentrating for Equivalent Exchange, you can spend an additional 15ip and turn the material into regular vapor, permanently. You can do this once per short rest. Doing it more than once causes you to gain one level of exhaustion.


Oxigenated Ignition . Your Aer allows you to concentrate the oxigen levels to extreme levels before igniting a creature. It now creates a flaming blast in a 5 foot-radius sphere centered on the creature.


Pressurize (10ip). You increase the air density around a creature's head to dangerous levels. it must make a Constitution saving throw taking 8d10 bludgeoning damage on a fail, or half on a success. If the creature dies from this damage, it's head bursts completly.


Vacuum (15ip). You drain all air from around a creature. It must make a Constitution saving throw, holding its breath on success, or suffocating on a fail. This effect requires concentration and lasts up to 1 hour.

Philosopher's Stone

At 17th level, you've amassed enough knowledge to craft the legendary Philosopher's Stone.


Preparation. To create a Philosopher's Stone, first you need to prepare the place of the ritual. You need 2h of work and 300gp in white, red and black chalk, incense and candles. To create the stone you'll need your alchemical stone and several rare materials: one perfect diamond, 100 platinum pieces, one litre of humanoid blood, and three body parts from three different mythical creatures.


Ritual Process. The ritual takes a full 8h and depletes all your infusion points which must be full during the process. You must make 3 DC 20 Craft (Artificer's Kit) checks and succeed at least 2. The rules of reinbursement apply here.


Ritual Mishaps. Succeed on all 3 and you create the Stone gaining 2 level of exhaustion. Succeed on 2, and you gain 4 levels of exhaustion. Succeed on 1, and you gain 5 levels of exhaustion, losing half your hit dies. You recover one each long rest. If you fail all 3, the stone explodes, all materials are lost, and you die instantly.

Philosopher's Stone

Wondrous item, legendary (requires attunement)
While attuned to the stone you gain the following benefits: 1. You gain immunity to one damage type of damage, changeable on a bonus action;
2. You gain temporary hit points equal to your intelligence modifier at the start of your turn if you have at least 1hp.
3. All transmutations costlier than 10ip are cut down by 3;


In adittion, the Stone has 7 charges, recovering 1d4 at dawn. As an action, you can create one effect from the list:
Panacea (5 charges). You touch a vial of water and infuse it with a charge. Any creature who drinks it is relieved of all curses, diseases, and poisons, and regains all its hit points.
Youth Elixir (6 charges). You touch a vial of water and infuse it with youth restoring power. Any creature who drinks the vial has its age reduced by 3d10 years, to a minimum of 13 years. The effect extends the creature's lifespan.
Hand of Midas (2 charges/cubic foot). While holding the stone you touch a solid material and transmute it permanently into gold. The process takes 1 minute of concentration per cubic foot.
Human Transmutation (7 charges). You recreate the body of a creature using 1000gp in raw materials. If the person you recreate existed, it is reborn as in a True Resurrection, otherwise, you create a souless minion, a homunculus with 5d20 years of lifespan and the stats of a commoner.

COGS OF EBERRON | ARTIFICER CLASS

Augmenter

Augmenters take grafted sigils to a whole new level, replacing entire parts of their bodies with mechanical variants. Harder. Better. Faster. Stronger.

Advanced Sigils - Augments

At 1st level, you begin with an Augmentation Core. The core is installed on your chest above over the sternum. It generates energy over time that you can use for your infusions. Once per day, on a short rest, you can draw energy from the core, restoring a number of infusion points equal to double your artificer level.


Your core also serves as a mainframe for augments. These are improved versions of the sigils, who instead of simple tattoos grafted on your body, are replacement mechanical parts. You can still graft sigils, but note that both occupy your "sigil slots", as seen in the Artificer Table.


Augments have a Body Region which they occupy, and you can't have more than one augment occupying the same region, needing to replace the previous one. Finally, said augments must be built beforehand, unlike sigils, and some have a prerequisite level to do so. Some require others to function, while others are upgrades to previous ones. Once built, augments can be swapped on a short rest.

Kinectic Field

At 3rd level, your Core's excess energy leaks and clings to your skin creating a protective barrier. The field grants an AC of 10+your Intelligence modifier, and with your technical expertise, you can choose either a stable or unstable field. An unstable field also adds your DEX modifer, while a stable field adds your STR modifier. You cannot wear armor, nor use a shield to gain this benefit. In addition, you unlock Tier II Augments.

Internal Infusion Circuitry

At 6th level, your unarmed and weapon attacks are considered magical for the purpose of overcoming resistances. In addition, you unlock Tier III Augments.

Overclock

At 9th level, once per day, you can put your Core in overdrive and gain the effects of the Haste spell with a few differences. The effect does not require concentration and lasts for 1h, but it can still be targetted and dispelled by a Dispel Magic or similar, though it can't be affected by a Counterspell. After the effect wears off, in addition to the Haste's negative effect, you gain 2 exhaustion levels. Finally, you learn to craft Tier IV augments.

Core Meltdown

At 14th level you can overcharge your core to critical level and trigger a massive explosion. The blast automatically kills you, and each creature within 30ft. of you must make a dexterity saving throw taking 10d8 fire damage and 10d8 thunder damage on a fail or half that amount on a success. The area is irradiated for 1min dealing 2d8 necrotic damage to creatures who enter it or start their turn on it.


If you are reduced to 0 hitpoints, you can use your reaction to immediately use this ability. Creatures within 5ft. have disadvantage on this save. You can rebuild your core with 8h of work and 500gp. In addition, you learn to craft Tier V augments.

Upload Self

At 17th level you create emergency receptacles for your soul. With 5000gp in organic materials and mechanical parts you can create a substitute body. Once complete, you can install a Calling Beacon on the body which will draw your soul into it upon death. Doing so requires 8h of concentration and your full reserve of infusion points.


You can have multiple bodies, all of which must be stored in safe, isolated containers, like a coffin. You can also install any mods on the bodies while they are dormant as you would on yourself. If you die, your soul will automatically be draw to the oldest body you created.


Finally, you unlock the ultimate Tier VI Augments.

Augment List

tier i augments

Adaptative Tissue. Body Region: Skin; 500gp
Your healing infusion, when used on yourself, heals you by an additional 2hp for every 5 hit points you spend.


High-Reflexion Layer. Body Region: Eyes; 100gp
You can see normally in darkness, to a distance of 60 feet.


Hydralic Tendons. Body Region: Legs; 100gp
You gain +10ft. of walking speed.


Interdigital Webbing. Body Region: Feet; 100gp
You gain 10ft. of swim speed.


Residual Iron Weaving. Body Region: Skin; 500gp
You gain +1 AC.


Scopulae Grip Palms. Body Region: Hands; 100gp
You gain 10ft. of climb speed.


Slow-Motion Capture. Body Region: Eyes; 100gp
You gain you gain a +2 bonus to Perception checks that require sight.

tier ii augments

Adaptative Immune Cells. Body Region: Heart; 500gp
You gain immunity to disease.


Brain-Wave Enhancer. Body Region: Brain; 750gp
You gain telepathy 30ft., and can maintain it with a single creature. The creature must be willing and share a language with you in order to work.


Elemental Circuitry. Body Region: Hands; 750gp
Your unarmed and weapon attacks deal an extra 1d4 of an elemental type from acid, cold, fire, lightning, poison or thunder. You can change the element on a long rest.


Pressure Regulator. Body Region: Lungs; 500gp
You can hold your breath for 1h.


Speech Recognition. Body Region: Brain; 500gp
You can understand all languages.


Thermal Vision. Body Region: Eyes; 500gp
You can see invisible creatures as if they were visible.


Ultra-Violet Vision. Body Region: Eyes; 700gp
Prerequisite: High-Reflexion Layer (upgrade).
Magical darkness does not impede your sight.

COGS OF EBERRON | ARTIFICER CLASS

tier iii augments

Adaptative Hardening Tissue. Body Region: Skin; 750gp
Prerequisite: Residual Iron Weaving.
You gain resistance to either bludgenoning, piercing or slashing damage from nonmagical weapons. You can change the type on a short rest.


Adaptative Skillset. Body Region: Brain; 750gp
You gain proficiency with a single skill. You can change your choice on a long rest.


Air Filtering System. Body Region: Lungs; 800gp
Prerequisite: Pressure Regulator (upgrade).
You gain the amphibious property being able to breath both air and water. In addition, you can hold your breath for 2h.


Dopamine Injectors. Body Region: Brain; 400gp
You are immune to any effect, magic or otherwise that would make you fall asleep against your will.


Echo-Location Unit. Body Region: Ears; 1000gp
You gain advantage on Perception checks that rely on hearing and blindsight 10ft.


Elemental Coating. Body Region: Skin; 800gp
Prerequisite: Elemental Circuitry.
You gain resistance to a single elemental type from acid, cold, fire, lightning, poison or thunder.


Hydralic Injectors. Body Region: Arms; 1000gp
You can attack twice, instead of once, whenever you take the Attack action on your turn.


Language Decoding, Body Region: Brain, 800gp
Prerequisite: Speech Recognition (upgrade)
You can understand, read and speak all non-exotic languages.


Limbic Suppression Unit. Body Region: Brain; 600gp
You gain advantage on saves against being charmed or frightened.


Purging System. Body Region: Heart; 800gp
Prerequisite: Adaptative Immune Cells.
Once per long rest, you can, as an action, end either one disease or one condition afflicting you. The condition can be blinded, deafened, paralyzed, or poisoned.

tier iv augments

Advanced Elemental Coating. Body Region: Skin; 800gp
Prerequisite: Elemental Coating (upgrade).
You gain resistance to a single elemental type. You can chance the type on a long rest.


Gravity Suppression Unit. Body Region: Feet, 3000gp
You gain fly (hover) 20ft. speed while not wearing heavy armor.


Layered Tissue. Body Region: Skin, 2000gp
Prerequisite: Residual Iron Weaving and Adaptative Hardening Tissue (upgrade)
You gain +2 AC and resistance to bludgeoning, piercing and slashing from nonmagical weapons.


Protective Vibration Layer. Body Region: Ears, 800gp
You gain immunity to the deafened condition.


Piercing Sight. Body Region: Eyes, 1000gp
Prerequisite: Thermal Vision and Ultra-Violet Vision (upgrade)
You can see invisible creatures as if they were visible, and into the Ethereal Realm. In addition, you see normally in darkness, magical or otherwise, to a distance of 120 feet.

tier v

Cloaking Unit. Body Region: Skin, 3000gp
You can become invisible as an action.


Dual-Core Injectors. Body Region: Arms; 3000gp
Prerequisite: Hydralic Injectors (upgrade).
You can attack thrice, instead of twice, whenever you take the Attack action on your turn.


Elemental Cross Layering. Body Region: Skin; 2000gp
Prerequisite: Advanced Elemental Coating (upgrade).
You gain immunity to a single elemental type. You can chance the type on a long rest.


Emotion Supressor, Body Region: Brain, 1500gp
Prerequisite: Limbic Suppression Unit (upgrade)
You are immune either to the charmed effect or to fear. You retain your advantage for the one you don't choose. You can switch which one you want on a short rest.


Universal Translator, Body Region: Brain, 900gp
Prerequisite: Language Decoding (upgrade)
You can understand, read and speak all languages.

tier vi augments

Peerless Sight, Body Region: Eyes, 3000gp
Prerequisite: Piercing Sight (upgrade)
Your Piercing Sight gains Truesight 30ft. and you gain immunity to blindness.


Plated Tissue. Body Region: Skin, 4000gp
Prerequisite: Layered Tissue (upgrade)
You gain +2 AC and immunity to bludgeoning, piercing and slashing damage from nonmagical weapons.

COGS OF EBERRON | ARTIFICER CLASS

Chemyst

Chemysts are genious mixers, and the most commonly seen artificer. Those who dedicate their lives to brewing wound mending potions, love inducing elixirs, flight granting poltices and death defying periaths.

Potion Brewing

At 1st level, you gain proficiency with the Herbalist Kit or another tool of your choice, if you already have it. With it, you can brew the list of potions below. Each requires 1 minute to prepare, 1ip and extremely common ingredients found in any woods, or for 1gp at any herbalist. Bottled Bolt and Scarlet Bull do not stack effects with more doses.

  • Bottled Bolt. The liquid inside the vial glows faintly, as small amounts of static are produced in its exterior. Increases the drinker's speed by 20ft. for 1 minute.
  • Life Drop. When uncorked, the vial lets off a pleasing aroma of cherries and ...iron? Heals 1d4+INT modifier.
  • Scarlet Bull. A red liquid seems to swirl and bubble incessantly and with violence almost as if trying to escape. Grants the drinker 1d6 of extra damage on any unarmed or melee weapon attack for 1 minute.

Chemyst Bandolier

Also at 1st level, as part of your background, you start with a magic bandolier where you carry up to 10 vials for easy access, allowing you to use them as a bonus action while in combat. Vials stored in the quick-access straps do not lose their effects until consumed, otherwise losing it after 24h. If you lose this item, you can craft a new one for 100gp in raw materials such as leather and metal pieces for the straps.

Adept Mixer

At 3rd level, you develop new recipes for potions, unique to the Chemyst. Also, your familiarity with potions allows you instantly identify the effects of a potion upon touch. These and the recipes you learn at higher level require a larger amount of ip to craft, as presented in each list.

ingredient gathering

The costs mentioned are regarding the herbs and other raw materials that can be found in forests and other places. The player may wish to search for the ingredients instead of buying them. It is suggested that a moderate DC 15 Nature or Survival check be enough to gather 10gp in herbs. From there, it's up to the DM to limit the search to maybe 2/day.

recipes - 2 infusion points

Babeliaem. A pleasant mix of herbs emanates from this colorful brew. Costs 80gp The drinker receives the effects of the Tongue spell.
Cupid Shot. A pink liquid bubbles inside, with the occasional heart-shaped bubble. Costs 100gp. The drinker becomes infatuated with you for 1h, willing to do almost anything except self-harming actions. After the time is passed, it won't remember why it acted as it did. The drinker is unnafected if it is immune to charms.
Polyjuice. A smelly, disgusting brown liquid bubbles inside... Bottom's up! Costs 50gp. The drinker gains the Change Appearance effect of Alter Self spell for 1h.
Sandman. The beige liquid inside seems to made of grains of sand, yet tastes like sweet caramel. Costs 40gp. If the drinker has 50hp or less, it falls asleep.

Tongue Twister. Popping the lid makes no sound whatsoever, a side-effect of the potion. Costs 70gp The drinker receives the effects of the Silence spell.
Sizeria. Boiling this liquid even a moment more causes it to have the opposite effect. Costs 60gp. The drinker is affected either by the Enlarge or Reduce effect.
Veritaserum. It looks like normal water, yet one can feel an ominous feeling. Costs 80gp For 10min, the drinker is forced to tell the truth, and when asked a question, it must succeed a Wisdom saving throw or be forced to answer.

Chemyst's Flask

At 6th level, you learn even more recipes as well as the blueprint for a unique flask to carry one unique potion. Crafting this flask requires 300gp in carved wood and metal pieces as well as cork and leather.

recipes - 5 infusion points

Angel Kiss. A shiny golden liquid rests inside, smelling of honey and lavender. Costs 300gp. The drinker is brought back to life if dead for less than a minute.
Bottled Lightning. A bright blue liquid swirls maddly inside. It's so fast, the bottle vibrates a bit. Costs 300gp The drinker gains the effects of the Haste spell.
Drake Breath. A red liquid, almost akin to fire, fizzes inside, the vial warm to the touch. Costs 200gp. For 1min the drinker can use its action to spit fire in a 30 foot-cone, dealing 10d6 fire damage on a failed Dexterity saving throw or half on a success.
Faux Mors. A grim black liquid remains perfectly still inside, as if mimicking the drink's effects. Costs 200gp. For 1h, the drinker is blinded and it's speed reduced to 0. Upon inspection, magic or otherwise, it appears as if dead. While in this state, it is resistant to all damage but psychic.
Primordial Soup. A multicolored liquid swirls violently inside, shifting every few seconds. Costs 100gp. The next type of elemental damage the drinker takes grants it resistance for 8h, including that of the triggering attack.
Triton's Joy. A bluish liquid bubbles softly inside, smelling of sea water. Costs 80gp Grants waterbreathing and swim speed 50 ft. for 8h to the drinker.

chemyst's flask

Wondrous item, requires attunement by an artificer


A marvel of magic and science that restores its contents to be drinked again, and again, for as long as you live.


The Flask has 3 charges and restores 1 of them after a long rest. You can change its contents provided you have at least one charge. Unlike the other potions, only you can use this flask, and no one else. You spend a charge as a bonus action.


unique potion effect
Potion Effect
Felix Felicis Increases all saving throws by INT modifier for 1h.
Liquid Courage Sets your STR score to 18 and grants 3d6 of extra damage per charge to unarmed and melee weapon attacks for 1h.
Sune's Embrace Cures all diseases and poisons, and heals for 4d4+INT mod per charge.

COGS OF EBERRON | ARTIFICER CLASS

Veteran Chemyst

At 9th level, your mastery over potions is almost unmatched, and all potions costs are reduced by a percentage equal to 10 x your INT modifier, but only if the potion in question costs at least 10gp.


In addition, you've become a master at disguising detrimental potions. You can mask a potion with the looks of a different one, or as regular water. A suspicious creature can attempt to see the potion's true nature with an investigation check that must beat your infusion save DC.

not just uniques

Do not forget that a regular Artificer can craft magic items, and that includes potions. All potions you find, and try to replicate are also affected by this price reduction.

recipes - 10 infusion points

Aqua Petra. An ominous grey liquid sits perfectly still inside. It has a strange rocky texture. Costs 400gp. The drinker is affected by a Hold Monster spell.
Aqua Vitalis. A crimson liquid full of life sits camly within the flask. Costs 300gp. The drinker receives three of the benefits found in a Greater Restoration spell. You must select the effects before you craft the potion.
Obliviatis. A milky liquid rests calmly inside. A single sniff is enough to... to... what was I saying? Costs 300gp. The drinker is affected by a Modify Memory spell.
Warping Brew. This curious liquid seemingly disappears for a few moments before appering again. Costs 400gp. The drinker gains the effects of a Far Step spell.

Concocter's Bandolier

At 14th level, you've amassed enough knowledge to upgrade your Bandolier into a more powerful version.
The new version is directly sewn into your armor, and you may sew it later into other armors, if you wish. The armor can be magic or not, it makes no difference for you as an Artificer, an item crafting expert.


You must spend 750gp and your entire infusion pool to complete the procedure, as well as succeed on a DC 20 Craft (Artificer's Kit). On a success, the badolier gains the following list of upgraded features:

  • Your armor gains +1 AC;
  • You can carry the astounding amount of 30 potions on the quick access straps;
  • You add a replenishing component pouch to the side. Bottled Bolt, Life Drop and Scarlet Bull can be crafted at no cost whatsoever;
  • You can spend your main action to make a DC 25 Craft (Herbalist Kit) to craft a potion in the middle of combat.


Finally, you learn the final set of unique potions.

recipes - 20 infusion points

Bone-Grow. A nasty white liquid with a foul smell awaits inside. The best remedies taste the worst! Costs 800gp. The drinker receives the effects of a Regenerate spell
Four-Seasons Soup. A special brew, extremely unstable potion whose effects change simply by lightly shaking it. Costs 700gp. The drinker gains one of the Investiture spells' effects of his choice.


Liquid Pain. A sickly green liquid bubbles inside. One can hear the fizzing in acute sounds. Costs 800gp. The drinker is affected by Power Word Pain.
Primodial Syrup. An upgrade to the regular Primordial Soup. Costs 500gp. The drinker gains the effects of a Primordial Ward spell.
Sleeping Beauty. An indigo brew fills the vial, its fumes give off a... strong... urge to... zzZZZ . Costs 800gp. The drinker is affected by a Sequester spell. You must set the conditions for the spell effect while crafting the potion.

Concocter's Flask

At 17th level, your mastery over all known concoctions allow you to upgrade your flask into a more potent version. Upgrading requires 1.000gp in raw materials and your full infusion pool as well as DC 25 Craft (Artificer's Kit) check.

concocter's flask

Wondrous item, requires attunement by an artificer


The next step of the Chemyst's Flask, coveted by many.


The Flask has 5 charges and restores 1 of them after a long rest. You can change its contents provided you have at least one charge. You spend a number of charges equal to the number found next to the name of the potion, or a single one if no number is present. As before, you use your bonus action to drink from the flask.


unique potion effect
Potion Effect
Felix Felicis Increases all saving throws by INT modifier for 8h.
Liquid Power Sets your STR score to 22 and grants 4d6 of extra damage per charge to unarmed and melee weapon attacks for 1h.
Sune's Embrace Cures all diseases and poisons, and heals for 4d4+INT mod per charge.
God's Mead (5) Grants the effects of the Invulnerability spell.
Polysoup (4) Grants the effects of a True Polymorph spell.

COGS OF EBERRON | ARTIFICER CLASS

Craftsman

While most artificers excell in magic item crafting, only one of them truly takes it to the next level. These masterful Crafsman create items of wonder with a personal touch, often putting other creations to shame. In battle, when push comes to shove, they'll trully shine along with their allies as the enemies falls to a premium-equipped party.

Legacy Item

At 1st level, as part of your background, you start with a unique Common magic item of your choice from the list below. This item will grow in power as you gain levels in this class, gaining new features and abilities.

Time to Drop Knowledge

Use notes to point out some interesting information.

Tables and lists both work within a note.

Crafting Tradition

At 3rd level, you choose a crafting tradition to follow, adopting its style and unique techniques. Whenever you replicate a magic item, or create a unique one under the Craftsman subclass, the items receive benefits depending on your chosen Crafting Tradition. Regular items also receive benefits, though much minor ones. The description of each enchantment is in the Craftsman subclass.

Soul Forging

Those who take the craft to heart and attain perfection through pure determination. In it, the crafter forges fragments of his own soul into his creations, resulting in true works of art that will always remain true to its creator.


Choosing this tradition gives all your magic items the Soul Bound and Sapient properties. In addition, non-magic Weapons and armor do not rust.

Celestial Inspiration

Some artificers are highly religious and dedicate their entire lives and craft to a single god. Gods of crafting and smithing are the most common, but others like Tyr and Lathander are often the patron of such crafters.


Choosing this tradition gives all your magic items the Cleansing, and Bliss properties. Weapons and armor can have the Light cantrip cast on them in any color.

Fiendish Sacrifice

When either time, talent or honesty is sorely lacking, and despair knocks at the door, some artificers turn to very dark beings to fuel their creations. These craftsmen, bargain the lives of others, and their own to create tools of dark power.


Choosing this tradition gives all your magic items the Corruption and Sacrifice properties. Weapons and armor release wisps of harmless, odorless smoke as per the common smouldering property.

Draconic Secrets

Though extremely rare, some dragons establish deals in which they share their breath and the scales they lose with a mortal, and sometimes, even their blood. Those lucky enough to have a dragon teaching them can create mighty crafts that invoke the magnificence of the dragon race.


Choosing this tradition gives all your magic items the Dragonheart and Wyrmhunter properties. Weapons and armor repair any damage they sustain as per the common mending property, though it won't restore parts that are completely destroyed.

Unique Item Crafting

Also at 3rd level you unlock a method of magic item crafting unique to the Craftsman, Unique Item Crafting.


This method allows you to create your own, personal, unique items. Rarity of the item is set by the highest level effect it has.


Unique items rely on the formulas known by the Artificers, each one allows you to imbue a different effect upon an item, thereby creating a different magic item.


Starting at 3rd level, you have access to the 3 formulas of your Crafting Tradition, and you can learn additional ones by studying and dismantling magic items. Items of different rarity allow you to come up with effects of higher power when you dismantle them, but you can only receive a new effect from the same dismantled item once. Dismantling a magic item must be done on a long rest, and your DM has full discretion on what items can be dismantled. Normally, unique items like Blackrazor for example, shouldn't be capable of dismantling.


The maximum number of formulas you imbue when crafting an item is equal to half your level (rounded up). Higher rarity formulas need "more space". Common formulas occupiy 1 space, Uncommon occupy 2, Rare occupy 3, Very Rare occupy 4 and Legendary occupy 5.
As such, at 20th level, you could create an item with 2 Legendary formulas or one with 10 Common formulas.

6th level

9th level

14th level

17th level

Formula List

At 3rd level you start with the 3 formulas granted by your chosen Crafting Tradition. To unlock more formulas, you need to satisfy any present prerequisites, and to dismantle an item of a rarity that is at least of the level of the formula you are trying to learn. The Slot tag indicates on what items the formula can be placed upon. This page only includes these base formulas, a suplementary document will be provided with additional options at a later date.

Bliss

Prerequisite: 3rd level, Celestial Inspiration feature
Rarity: Uncommon; Slot: Any


While attuned to an item with this formula, you are constantly under the effect of the Guidance cantrip.

Cleansing

Prerequisite: 6th level, Celestial Inspiration feature
Rarity: Uncommon; Slot: Armor


Armors with this formula grant immunity to disease and, once per long rest, a use of Lesser Restoration.

Corruption

Prerequisite: 9th level, Fiendish Sacrifice feature
Rarity: Rare; Slot: Weapons


Weapons with this formula impose a DC 16 Constitution saving throw on the target. On a fail, the target is cursed as per the Bestow Curse spell and takes 1d6 necrotic damage at the start of its turn. The creature repeats the check at the end of its turn, and on a success, is immune to the effect for 24h. A Remove Curse, Dispel Magic or greater also ends it.

Determination

Prerequisite: 9th level, Soul Forging feature
Rarity: Rare; Slot: Armor and Weapons


While attuned to an item with this formula you can reroll a failed saving throw, ability check or attack roll by 1/per day.

Dragonheart

Prerequisite: 6th level, Draconic Secrets feature
Rarity: Uncommon; Slot: Armor and Weapons


While attuned to an item with this formula, you gain advantage on saves against being frightened.

Drakehide

Prerequisite: 9th level, Draconic Secrets feature
Rarity: Rare; Slot: Armor


Armors with this formula gain +1 AC, resistance to one type of dragon breath damage (acid, cold, fire, lightning or poison), as well as advantage on saves against that breath.

Hellfire

Prerequisite: 6th level, Fiendish Sacrifice feature
Rarity: Uncommon; Slot: Weapons


Weapons with this formula deal an additional 1d6 of fire damage and set the target ablaze. At the start of each of its turns, it takes an additional 1d6 fire damage. As an action, the target or another creature may spend its action to douse the flames.

Projection

Prerequisite: 6th level, Soul Forging feature
Rarity: Uncommon; Slot: Melee Weapons


A weapon with this formula has 3 charges. By spending one charge as a bonus action, you create a Spiritual Weapon that mimics your movements. You cannot control the weapon, it will follow you around for the duration of one minute and attack any targets that you do. The weapon recovers one charge at dawn.

Sacrifice

Prerequisite: 3rd level, Fiendish Sacrifice feature
Rarity: Uncommon; Slot: Weapons


Weapons with this formula can drain your life force to empower their attacks. As a bonus action you can spend your hit dies or your own vitality to temporarily empower your weapon for 1 minute. For every hit die spent you gain an extra 1d4 necrotic damage. If you spend your vitality, you must reduce both your current as well as your maximum hit points. Just as with your hit dies, your maximum health is recovered on a long rest.

Smite

Prerequisite: 9th level, Celestial Inspiration feature
Rarity: Rare; Slot: Weapons


Weapons with this formula deal an additional 2d8 radiant damage to fiends and undead.

Soulbound

Prerequisite: 3rd level, Soul Forging feature
Rarity: Uncommon; Slot: Armor and Weapons


Any item with this formula is bound to your soul. Because of it, you can't be disarmed of weapons that have it, unless you are incapacitated, and you can both equip and unequip either of them as a bonus action. While unequiped, the items are stored in a demiplane accesible only by you.
You can't physically enter said demiplane, only store and retrieve items that are created with this formula imbued. Armor can be donned and doffed in the same fashion, i.e, instantly with a bonus action.

Wyrmhunter

Prerequisite: 3rd level, Draconic Secrets feature
Rarity: Uncommon; Slot: Any
While attuned to an item with this enchantment, you can spend 1 minute meditating to detect the nearest dragon with 5 miles, how old it is, and of what type it is. You regain the ability to do so at the next dawn.

COGS OF EBERRON | ARTIFICER CLASS

Grenadier

Grenadiers, in simple terms, are artificers who saw their creations blow up one too many times... and began to like seeing the pretty colors the blast makes. There's no one better when the job is blowing things up.

Explosive Kit

At 1st level, you start with an Explosive Kit with which you can create small explosives, as means of combat. They are simple, ranged weapons that weigh 1/2 pound and have the thrown property with a range of 20/60. You are proficient with these weapons, and use your Intelligence atributte for the attack roll when using a Concussion grenade. The other two impose a saving throw on the target, but you still need to be within the effective throw range. You don't add any score modifiers to the damage of the grenade... yet.


There are three types of explosives which you can create for offensive purposes:

  • Concussion - Creates powerful impact on a single creature dealing 1d6 force damage.
  • Fragmentation - Creates a wide spread of shrapnel. Each creature in a 10-foot radius, centered on the point you chose, must make a DEX saving throw, taking 1d6 piercing damage on a fail, or half on a success.
  • Molotov - (This refers to the default Fire Molotov). Centered on a point of your choice, this creates a 10-foot radius pool of fire. All creatures that enter, or start their turn inside must make a DEX saving throw taking 1d6 fire damage on a fail, or half that value on a success.


Additionally, you have several utility archetypes to aid you in and out of battle. Unless otherwise stated, the materials of the grenades remain for 1 minute.

  • Flashbang - Creates a loud bang and a bright flash in a 10-foot radius centered on a point of your choice. Any creature inside the radius must make 2 CON saves. With 1 fail, they are deafened and with 2 fails they are also blinded. The creature repeats the save at the end of each of its turns removing both effects on a success.
  • Greasy Cheese - Creates a sticky surface of difficult terrain with 10-foot radius. Creatures that enter it or start their turn inside are grappled by the substance and must succeed a STR check to escape. The roll can be repeated each turn.
  • Olive Oil - Creates an oily surface of difficult terrain with 10-foot radius. Creatures that try to move while inside must make a DEX check (Acrobatics), falling prone on a fail. If a creatures uses the Dash action, it has disadvantage on the check.
  • Smoke Screen - Creates an area of thick smoke in a 10-foot radius sphere. Creatures inside are blinded.
  • Tear Jerker - Creates a gas in a 10-foot radius sphere that induces uncontrolled laugher. Each creature that enters it or starts its turn inside must make a CON save, becoming prone and incapacitated with laughter on a fail. The creature remains incapacitated while inside the cloud, or until it takes damage from any source.
player tip

These grenades are merely examples, you may come up with other interesting ideas. It's up to you to work them out with your DM to see if they can work.

Costs and Preparation

You must spend at least 30 minutes during a long rest to make a batch of any 6 explosives or your choice, using your artificer's kit and your explosive kit.
Crafting offensive explosives is free since it is assumed these are your specialty and that your kits provide what you need, much like a Component Pouch.
However, when crafting an utility explosive, you must spend 1gp per grenade since the special effects are more complicated to create. You may spend extra time to create more grenades, just take care not to ruin your long rest.
The number of explosives you can make per batch during a long rest, and the maximum number that you can carry, increase as you gain Artificer levels, as shown below.


Explosive Kit Preparation
Starting at... Batch Size Max Carry
1st level 5 10
3th level 7 15
6th level 9 17
9th level 11 21
14th level 13 25
17th level 15 30

Duck and Cover

Also at 1st level, when subjected to a saving throw by the effect of one of your own explosives, you automatically succeed the saving throw, taking no damage if you would normally take half damage on a successful save.


In addition, your throwing expertise allows you to accuratetly pick targets apart. You can choose a number of targets equal to half your Proficiency Bonus (rounded up) to "avoid", who receive the bonus mentioned above.

Infused Charges

At 3rd level, you can now add your Intelligence modifier to the damage dies of all grenades, as they draws from your infusion power. Additionally, you can charge your Concussion Grenades further by spending your infusion points. Every 5 points increases the total number of damage dies of that grenade by 1.

Grenade Launcher

At 6th level, you develop the designs for an apparatus that can exponentially increase the range of your grenades. The grenade launcher costs 200gp to craft and can hold 3 grenades of any type at any time. The launcher comes with an internal clockwork that changes the grenade to be launched, allowing you to choose which to launch as a free action. The launcher has the loading property, and must be reloaded after 3 shots with a bonus action.


With the launcher equipped, the effective range of the grenades increases to 80/320ft.

COGS OF EBERRON | ARTIFICER CLASS

Unstable Grenades

At 9th level, you can develop a type of unstable grenades that fuse the effects of two grenades into a single one. Doing so requires a craft check with a DC 15 if trying to fuse two utility grenades and a DC 20 if trying to fuse an offensive with an utility. You cannot fuse two offensive grenades together.


If you fail the check, the grenades blow up in your hands and you suffer any of its effects. These unstable grenades count as 2, both for the amount you can create in a batch, and the amount you can carry at one time.


Combo Synergy. Some grenades have a specially good synergy when fused, as seen below:

  • Greasy Cheese + Olive Oil will impose a STR check on a creature that fails both saves. On a fail, the creature is restrained.
  • Smoke Screen + Tear Jerker doubles the area of the smoke sphere to 20-foot radius.
  • Concussion + Flashbang will create an overwhelming shock. If the target fails at least one save from the Flashbang it can't take reactions.
  • Fragmentation + Flashbang will hide the shrapnel in the flash of light. Any creature that relies on sight has disadvantage on that particular Fragmentation save.
  • Molotov + Greasy Cheese will cause the fire to cling to the target. If the target fails the inital Molotov saving throw, it takes 1d6 fire damage at the start of each of its turns. The fire must be put out as an action either by the target or another creature.

All-In

Starting at 13th level, you can do a desperate attempt of survival by throwing all your remaining explosives against a number of targets equal or lower than your proficiency bonus. You can choose the targets and how many explosives to throw against each one.
At the end of your turn, you gain two levels of Exhaustion and have 0 walking speed on your next turn.

Eberon Project

Starting at 17th level you develop the plans for a massive explosive called:
I.C.B.M. (Imploding Catasthropic BOOM Magic).


The explosive costs 1000gp in metal, gunpowder and unstable components. It's equipped with a propulsion attachment that allows you to use your grenade launcher with it, gaining its range.


All creatures within the impact zone, a 30-foot-radius sphere, that spreads around corners, centered on the point you chose, must make a Dexterity saving throw.
A creature takes 20d6 fire damage and 20d6 force damage on a failed save, or half as much damage on a successful one.


On a 10-foot radius from the point of impact, the area becomes radioactive and any creature that enters or starts its turn inside it takes 5d8 necrotic damage. This effect dissipates after 3 days or with a Greater Restoration Spell cast at the area of effect.


The ICBM damages non-magical objects in the area and disintegrates those that aren't being worn or carried.

Grenade Modding

You can apply different modifications to your offensive explosives, giving them special properties. When you craft explosives during a long rest, you can choose to apply a modification, spending the cost associated with it.


The three explosives function differently and possess a unique list of mods and upgrades, as seen below. These mods are applied to the Explosive Kit and not the individual explosives meaning you only need to craft them once. However, in the case of Mods that have several options, with the exception of the Elemental Molotovs, you need to repurchase it if you choose another option.

general mods

These are meant to be applied to all explosives.

primary
ModName Cost Description & Effects
Streamlined Casing 100gp +150/lv Each level increases range by 10/20ft. Max 3 times
Extra Gunpowder 800gp The damage die increases in rank
Infusion Concentration 500gp Increases the number of damage dies by 1
  • Extra G. Can be bought up to 3 times with cumulative price for a d8, d10 and d12.
  • Mana C. Can be bought up to 8 times with cumulative price.
arcane
ModName Cost Description & Effects
Phasing Grenade 800gp/level of cover The explosive ignores increasing levels of cover
Gravity Well 1000gp All creatures within 10ft. are pulled 5ft. towards it.
  • Phasing Grenade. Each ignores one level of cover; half cover 800gp, three-quarters cover 1.600gp.
  • G. Well. The creature succeeds if it's Huge or larger.
elemental
ModName Cost Description & Effects*
Acid 750gp Reduces AC by 2
DEX saving throw
Cold 750gp Reduces speed by 10ft
CON saving throw
Fire 750gp Deals an extra damage die
DEX saving throw
Force 750gp Disadvantage on next sell save
DEX saving throw
Lightning 750gp Prevents reactions
CON saving throw
Poisoned 750gp Afflicted become Poisoned
CON saving throw
  • Once bought, you can change types on a short rest. Description and Effects only refer to the Molotov.

COGS OF EBERRON | ARTIFICER CLASS

unique concussion mods

The following list of mods are for the concussion grenade.

special
ModName Cost Description & Effects
Remote Detonator 350gp You can blow the grenade from up to 120ft as a bonus action
Sticky Glue Casing 350gp On hit, it will stick to the target. When hit with fire it explodes dealing an extra damage die
Timed Fuse 350gp The explosive blows up at the end of the turn instead of on hit
C4 Power Charge 750gp Deals double damage to constructs and buildings, and deals maxed damage to objects.
High Impact 1.000gp Con save to stun the target until the start of your next turn
  • R. Detonator. Throwing the explosive still expends your main action. You can blow up all explosives in a single bonus action.
  • S. Glue. Targets must spend their action to remove the sticky grenade. The extra die is the one of the grenade.
  • T. Fuse. The grenade no longer blows on hit, allowing for ricochet tactics. This Mod cannot be combined with neither Remote Detonator nor Sticky Glue Casing.


unique fragmentation mods

The following list of mods are for the frangmentation grenade.

special
ModName Cost Description & Effects
Anti Personnel 750gp Deals double damage to Unarmored creatures
Anti Material 1.000gp/per level Shreds armor reducing AC by 1
Magnetic Shrapnel 1.000gp Wearing metal forces disadvantage on the save
Ultra Rapid Fire 650gp/per 5ft Increases radius by 5ft per level. Max 3 times
  • Anti P. A creature is considered unarmored when:
    • It isn't using any armor in the case of humanoids;
    • It's a monster without Hardened Skin or similar.
  • Anti M. The price is cumulative at all three levels. At 10 AC or below a creature is considered unarmored. Magic armor is unaffected by this effect.
  • P Shrapnel. Every level one level of cover; half cover with 900gp, three-quarters cover with 1.800gp and total cover with 2.700gp.
  • M. Shrapnel. This affects humanoid creatures wearing metallic armor and monsters made of metal or who have metallic parts.
unique molotov mods

The following list of mods are for the molotov.

special
ModName Cost Description & Effects
Concentrated Cocktail 100gp Affects a 5-foot radius, targets have a -3 penalty on the save
Regular Cocktail 100gp Affects a 10-foot radius
Diluted Cocktail 100gp Affects a 20-foot radius, targets have a +3 bonus on the save
grenade launcher mods

These mods are unique to the Grenade Launcher.

primary mods
ModName Cost Description & Effects
Accelerator 500gp Adds 1d6 thunder damage to launched concussion grenades
Trajectory Adjusters 600gp Increases the range to 120/320ft.
Arcane Infuser 900gp Launched grenades are considered magic weapons
  • Accelerator. Can be bought up to four times with cumulative cost.
  • A. Infuser. Grenades launched through the launcher are magical for the purpose of overcoming resistance.

COGS OF EBERRON | ARTIFICER CLASS

Gunsmith

Gunsmiths are masters of arcane engineering with their prototype firearm, the Thunder Cannon. This weapon is the pinnacle of advanced weaponry, a perfect fusion between magic and science into one deadly weapon.

Thunder Cannon

At 1st level, you start -as part of your background- with 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 weapon that fires leaden bullets, punching through armor with ease.


You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage at a range of 150/500ft. You use your Dexterity modifier for the attack roll and damage rolls. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new by expending 250 gp worth of metal and other raw materials.

Arcane Magazine

You also start with a leather bag used to carry your tools and ammunition for your guns. 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 40 pieces of ammunition for your gun on a long rest, or 10 on a short rest. For every 20 pieces of ammunition, you need at least 1gp in the crafting materials mentioned above. If you lose your Arcane Magazine, you can create a new one using 25gp of leather and other raw materials.

Lead Corrosion

Starting at 3rd level, your bullets, infused with your mana release little bits of hazardous lead after hitting a creature. Your attacks deal an extra 1d6 acid damage and reduce the target's speed by 10ft.


In addition, you can develop modifications that you can apply to your Thunder Cannon allowing you to have greater freedom with how you use the weapon.

Precision Shot

At 6th level, you can channel your infusion power to make a high precision shot at a single target. As part of an attack, you channel 10 ip into a single bullet. On a successful hit, the creature takes an additional 2d6 force damage and must make a constitution saving throw. On a fail, it suffers an effect dependent on the body part you aimed for.


Arm. Drop whatever it is holding on that arm, and can't use it until the start of your next turn.
Head. Disadvantage on the next attack roll or saving throw.
Leg. Fall prone and halved speed until the start of your next turn.
Torso. Inflicts bleeding wound. Takes an extra 1d6 necrotic damage at the start of each of its turns until it receives any amount of healing, magic or otherwise. The effect wears out after 1min if not healed before.
Wing. Descend 30ft. Applies fall damage as normal.

player reminder

Don't forget that the Thunder Cannon is also a weapon, meaning that it benefits from your Crafting Tradition.

Lock and Load

At 9th level, you perform a feat of inhuman reflexes as you load and shoot three bullets in lightning-quick succession. As a special attack, choose up to three targets and how many bullets each of them take, and make the necessary attack and damage rolls as normal. The number of bullets you can shoot increases to 4 at 13th level, 5 at 16th level and 6 at 19th level. Once you've used this feature, you can't use it again until you make a short rest.

One Down

At 14th level, you can make a special shot as part of the attack action. This shot ignores all cover, and never misses, provided you known where the target is. The target itself must make a Constitution saving throw taking 8d6 force damage or half as much on a successful save. On a fail, the target is crippled and falls prone. While crippled, the creature can't stand up, being able to repeat the save at the end of each of its turns. Once you use this feature, you can't use it again until you make a short rest.

Starlight Breaker

At 17th level, your peerless mastery with the cannon, and the ample infusion pool you've developed over time allows you to unleash a blast of incredibly destructive power. Rather than making an attack roll, you cause the gun to unleash a continuous beam of raw mana, in a 5-feet wide and 60-feet long line. Each creature in that area must make a Dexterity saving throw. On a failed saving throw, a target takes 20d6 force damage and 20d6 radiant damage. Once you've used this feature, you cannot use it again until you finish a long rest.


thunder cannon modding

The following is a list of all the mods you can craft and install. These either improve its base features or add new ones. Those with a minimum level requirement refer to your Artificer level and not character level.


Ammunition Generator. Requirements: 14th level, 2000gp
Your Thunder Cannon magically creates a loaded bullet at the start of your turn.
Arcane Circuitry. Requirements: 6th level, 800gp
Your Thunder Cannon attacks are considered magical for the purpose of overcoming resistances.
Chambered Cannon. Requirements: 500gp
Can be bought 5 times. Each level increases the amount of shots you can make before having to reload.
Elemental Cartrige. Requirements: 3rd level, 400gp
You can buy different bullet cartriges that change attack type to either acid, cold, fire or lightning. Each costs 400gp, and can be changed on a bonus action.
Hazardous Materials. Requirements: 200gp
Increases the number of damage dies of Lead Corrosion up to 9 times with cumulative cost.
Laser Tag. Requirements: 6th level, 800gp
You tag a creature you hit. You always know where this creature is regardless of stealth, magic or otherwise.
Magic Bullet. Requirements: 9th level, 1000gp
On a miss, you can spend your reaction to make an attack roll against a creature within 30ft. of the original target.
Repelling Blast. Requirements: 300gp
Shot creatures are pushed back 10ft.
Shocking Taser. Requirements: 6th level, 800gp
Shot creatures can't use reactions.

COGS OF EBERRON | ARTIFICER CLASS

Mechanist

Mechanists are the ultimate testament to the phrase: "Laziness is the mother of invention." These inventors have taken the usual Homunculi all artificers use and made them into true weapons of convenience... and mass destruction. From medium sized bodyguards to colossal mechas capable of leveling a city.

Live Bots

Mechanists focus on their homunculi, more specifically, in turning them into veritable war machines... or butlers, or even companions for life. Repurposed into a metallic frame, and equipped with an internal engine granting it autonomy, a Bot is the Mechanist's pride and joy.


At 1st level, you develop the schematics or building a simple metal golem otherwise known as a Bot. Creating the Bot must be done during a long rest, requiring 250gp for metal components and an engine of some kind that costs at least 50gp in materials. (The engine doesn't really need to make sense, as is supplemented by magic.)


It is assumed that you already have a Bot from your background, the above paragraphs are merely in case your bot is destroyed. For added immersion, you might have a debt of 300gp to be payed to your supplier or something. Work it out with your DM, or if you can't, start saving!


In combat, the bot shares its turn with you, and uses your proficiency bonus for attack rolls and saving throws.


Bot

Medium construct, Any (same as the creator)


  • Armor Class 12
  • Hit Points 3d4+3 (12hp)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 12 (+1) 3 (-4) 11 (+0) 1 (-5)

  • Damage Immunities Poison, Psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages understands the languages of the creator but can't speak

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Actions

Slam. Melee Weapon Attack: +3 to hit, one target. Hit: 4 (1d6+1) bludgeoning damage.

player warning

Keeping Tabs on your Bot is simple at first... but can get incredibly complex later. It is HIGHLY recomended that you start taking notes to keep track of your Bots and all related mods, upgrades, conversions etc.

death is not the end

If your Bot is reduced to 0 hp, and is not outright destroyed, you can repair it on a long rest by expending 100gp to bring it back to 1hp, after which you can repair it normally with your repair hammer or other methods you, or the bot may already have. Depending on how damaged your bot is, the DM may demand a higher price. For a simple method, roll a d100. Any roll up to 10 maintains the 100gp cost, for every number above that, add 10gp, up to 1000gp on a 100 roll.


If the bot is completely destroyed, well... time to start over, let's just hope you have a decent Workshop make it quick.

Modding Paths

At 3rd level, your Bot can follow one of two paths of evolution, either Bodyguard or Mecha. A bodyguard will follow you around and will never go beyond medium size.
A mecha will carry you and your party around, as a literal walking tank. Take into account what you'd prefer, and how frequent you go dungeon crawling. That huge mecha isn't going to fit on those tiny halls. You must first choose your evolution path before installing and applying mods.

evolution paths
Name Effect Price
Bodyguard Emergency Protocol 300gp
Mecha Vehicle Conversion 300gp
  • E.Protocol. A set of rules the Bodyguard follows . If you fall unconscious, it stabilizes you on its turn, carries your body to safety and resumes combat. If there are no allies nearby, the bot retreats whilst carrying you. If the bot can't secure a safe route, it fights to the death.
  • Vehicle Conversion. Your Bot becomes a Large creature which you can ride and control. Your actions are spent controlling the Bot in place of his own. While outside the Bot, it follows you around but it is unable to defend itself without any additional upgrades.

Bot Modifications

You have access to a small list of mods that you craft and attach to your Bot. Mods are divided between those that can be applied to both types and those unique to each type.


The Mods that you can install are determined by the Complexity Level of your Bot. After choosing your modding path, your Bot is considered a complexity I construct, meaning that it can install complexity I mods.
In order to install mods of higher complexity, you need to repurpose the main frame on a long rest.

Bot Complexity Level
Complexity Artificer Level Cost
I 3rd 300gp (default price)
II 6th 1000gp
III 9th 2.500gp
IV 14th 5.000gp
V 17th 10.000gp

Whenever you increase the Complexity Level of your bot, its Hit Die increases to the next rank. As such, at I level it's a d4, at II a d6, at III a d8, at IV a d10 and, and at V a d12. The change, and resulting hp gain, is retroactive.

COGS OF EBERRON | ARTIFICER CLASS

Recycling

When you upgrade a Bot to the next Complexity Level, you must remove all upgrades first. These can be recycled returning 10 + your Intelligence modifier x 5 percent of its total value in spare parts which you can either repurpose or scrap for parts. You can reinstall any mods of lower complexity on a higher complexity Bot.

Bot Modding Options

The following pages list all avaiable Mods for Complexity Levels from I to V, but, as always, you are welcome develop your own inventions along with your DM. When primary and secondary weapons are mentioned, primary weapons require the bot's main action, while secondary weapons require its bonus action in order to be used.


cutting costs

Some of the prices in the following tables may seem too steep for what they do, but remember that your Natural Artisan feature applies to everything you build, including this, and that, as usual, any Dedicated Wrights you assign to the building and upgrading of these Bots will greatly reduce your material costs and the time required to complete them.

mods - complexity level i
Mod Effect Cost
Circuitry I Sets Intelligence to 5 100gp
Climbing Clasps Grants Climb 10ft. speed 10gp
Flexible Joints Sets Dexterity to 10 100gp
Headlights Creates a Light cone 30ft. 5gp
Side Floaters Grants Swim 10ft. speed 10gp
Steel Frame Sets Strength and Constitution to 14 500gp
Iron Plating Sets AC to 14 50gp
Voice Module Sets Charisma to 3. Allows the Bot to speak: "Affirmative" and "Negative" 100gp
Core Quality Increases number of hit dies by 1. Doubles price every 5 purchases. Used at all complexity levels 500gp
OFFENSIVE MODS - COMPLEXITY LEVEL I
Steel Mace Improves primary weapon. 1d8 bludgeoning damage 40gp
Repeater Installs a Hand Crossbow as primary weapon 30gp
Frost Beam Installs Frost Ray cantrip (1d8 cold damage) as secondary weapon 200gp
Fire Spitter Installs Fire Bolt cantrip (1d10 fire damage) as secondary weapon 200gp
Grappler Installs a grappling hook with 30ft. reach as secondary weapon. Used grapple or reach high places 50gp
BODYGUARD MODS - COMPLEXITY LEVEL I
Defensive Reaction Upon being hit by a target attack, if the bot is within 5ft. of you, it can use its reaction to imterpose himself to take the attack instead. 200gp
Nanomachines At the start of your turn, your bot repairs and restores a number of missing hitpoints equal to your intelligence modifier 500gp
MECHA MODS - COMPLEXITY LEVEL I
Protective Casing The casing is covered in black glass which prevents seeing to what's inside. A creature that can see in magical darkness, can see through it. While inside you cannot be targetted, but you also can't interact directly with anything not inside the Bot. 700gp
Storage Unit Installs a large storage space on the back with a carrying capacity of 500lbs. Can be accessed both from inside the Bot, or the outside. If from the outside, it can only be accessed without your permition if the bot is at 0 hitpoints. 300gp

Expert Mechanist

At 6th level, your permanent mental connection with your bot's mind has developed in a greater mental fortitude. Both you and your Bot become proficient in Wisdom saving throws. In addition, your bot receives one of the two benefits below, and you unlock Complexity Level II mods.


Bodyguard. The bot attacks twice with his primary weapon when using the attack action.
Mecha. The bot gains the Tough feat. +2hp per level.

COGS OF EBERRON | ARTIFICER CLASS

mods - complexity level ii
Mod Effect Cost
Circuitry II Sets Intelligence to 8 500gp
Magnetic Clasps Grants Climb 30ft. speed 400gp
Steel Plating Sets AC to 18 1800gp
Thrusters Walking speed +10ft. 400gp
Titanium Frame Sets Strength and Constitution to 16 1500gp
Voice Module Sets Charisma to 6. Allows the Bot to speak in simple sentences 100gp
Water Helix Grants Swim 30ft. speed 400gp
OFFENSIVE MODS - COMPLEXITY LEVEL II
Shooter Installs a Light Crossbow as primary weapon 70gp
Freezer Installs Frost Ray cantrip (2d8 cold damage) as secondary weapon 500gp
Flamer Installs Fire Bolt cantrip (2d10 fire damage) as secondary weapon 500gp
Grappler Installs a grappling hook with 30ft. reach as secondary weapon. Used grapple or reach high places 50gp
BODYGUARD MODS - COMPLEXITY LEVEL II
Distraction The bot can use Help action as a bonus action 1.000gp
Party Tactics The party has advantage on attack rolls if there is an allied creature within 5ft. of the target 2.500gp
MECHA MODS - COMPLEXITY LEVEL II
All-Terrain Your bot ignores difficult terrain 400gp
Carrier Vehicle Can carry a total of 2 weight units. A medium creature weights 1. Sizes above double in size, sizes below halve in value. As such it can carry either 1 large creature, 2 medium, 4 small or 8 tiny. This mod only takes other creatures into consideration. The driver seat, where you are is separated 800gp
Electrified Plate Meelee attackers take lightning damage equal to your intellience modifier with each hit 800gp
Heat/Pressure Regulator Creatures inside are immune to extreme weather effects 800gp

Veteran Mechanist

At 9th level, your familiarity with constructs gives you an edge few possess. You deal an 2d8 extra weapon damage against constructs. In addition, once per short rest, you can impose a Wisdom saving throw on any construct within 30ft. of you. On a fail the construct is disabled for 24h. In addition, your bot receives one of the two benefits below, and you unlock Complexity Level III mods.


Bodyguard. The bot adds your INT modifier to its cantrips damage
Mecha. The bot can't fall prone, nor be displaced.

mods - complexity level iii
Mod Effect Cost
Burrowing Drills Grants Burrow 20ft. speed 600gp
Circuitry III Sets Intelligence to 10. Buying this and Personality Module makes the bot sentient 2000gp
Magnetic Clasps Grants Climb 30ft. speed 400gp
Mithril Frame Sets Strength and Constitution to 19 2.800gp
Personality Module Sets Charisma to 8. Allows the Bot to speak properly 100gp
Rocket Jets Grants Fly 20ft. speed 600gp
Titanium Plating Sets AC to 20 2.500gp

COGS OF EBERRON | ARTIFICER CLASS

_ _
Mod Effect Cost
OFFENSIVE MODS - COMPLEXITY LEVEL III
Titanium Mace Improves primary weapon. 1d10 bludgeoning damage 100gp
BODYGUARD MODS - COMPLEXITY LEVEL III
Infusion Battery Stores up to 30 infusion points for you use later. Drawing and storing requires your action 2.000gp
MECHA MODS - COMPLEXITY LEVEL III
Huge Conversion Bot increases size to Huge. Carrier mod now allows for 4 weight units 2.500gp

Genius Mechanist

At 14th level, your mental connection is so strong, you gain some of your bot's apathy, and with it, its immunity to the charmed condition. In addition, your bot receives one of the benefits below, and you unlock Complexity Level IV mods.


Bodyguard. The bot attacks thrice with his primary weapon when using the attack action.
Mecha. The bot gains the Grappler Feat.

mods - complexity level iv
Mod Effect Cost
Adamantine Frame Sets Strength and Constitution to 21 5.000gp
Arcane Thrusters Grants Fly (Hover) 40ft. speed 2000gp
Nitro Boosters Walking speed +30ft. 1000gp
Mithril Plating Sets AC to 22 4.000gp
BODYGUARD MODS - COMPLEXITY LEVEL IV
Arcane Sensors The bot gains blindsight 240ft. and the Alert feat 2.000gp
MECHA MODS - COMPLEXITY LEVEL IV
Gargantuan Conversion Bot increases size to Gargantuan. Carrier mod now allows for 8 weight units 5.000gp

Peerless Mechanic

At 17th level, your skill peaks and you rule unopposed over all constructs. Constructs always have disadvantage when trying to attack you, and you have advantage on all saving throws imposed by them. In addition, you unlock the final two experimental mods, those of complexity level V.

mods - complexity level v
BODYGUARD FINAL EVOLUTION COMPLEXITY LEVEL IV
Synthesis You create a new being with the stats of a 1st level player character with a regular score array. The new creature loses all mods, is sentient and completely indepentent. As such, it isn't bound to you, nor forced to obey any commands. Nevertheless, it will likely be friendly as it retains all its memories as a machine. You can choose its race, class, age, height and weight. 10.000gp
MECHA FINAL EVOLUTION COMPLEXITY LEVEL IV
Deus Ex Domus Machina Unstoppable, colossal, mobile metal machine... or home! Why leave the house when you can punch Tiamat in the face with it? Your bot becomes colossal sized and can be optionally turned into a building. Carrier gains 16 weight units. 20.000gp

COGS OF EBERRON | ARTIFICER CLASS

Mutator

Of all the artificers who dabble in concoctions, the Mutators are by far the craziest of them all. Dabbling in mutating reagents that change their body compostion to acquire inhuman capabilities and features, one of the most common sights of the mutator is seeing them imbibe whatever crazy concoction they came up with.

Mutagen

At 1st level, as part of your background, you start with a Mutator's Kit with all the reagents necessary to produce these brews. If you lose this item, you can craft a new one with 100gp in raw materials. You need 1h to prepare a unit of the mutagen, and it maintains its potency by keeping a constant link with you through infusion. Upon leaving your possession, they become inert, or if you create a second, the first loses potency becoming useless.


When you brew a mutagen, select a physical score, from Strength, Dexterity, or Constitution. As an action, you can drink the mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting the following effects:

  • +2 AC (if not wearing any armor);
  • +4 to the selected ability score;
  • -2 to the opposite score.


The effects last for 10 minutes per alchemist level, and as for the opposite score,for STR, its INT, for DEX its WIS and for CON its CHA.

Bestial Mutagen

At 3rd level,

Mutant Blood

At 6th level,

Greater Mutagen

At 9th level,

Persistent Mutagens

At 14th level,

Metamorph

At 17th level, mightiest mutagen

COGS OF EBERRON | ARTIFICER CLASS

Toxicant

Toxicants are considered by many to be the dark side of the Chemysts, constantly experimenting with different reagents to create the deadliest poisons and acids. Some toxicants become so obsessed with virulent materials, they inject themselves with their substances, infused with their power, eventually becoming as dangerous as their own vials.

Tools of the Trade

At 1st level, as part of your background, you start with a Toxicant's Kit. You have proficiency with it and also with the Nature skill, or another if you already have it. The kit has a multitude of vials, reagents, formulas and a couple of syringes for local aplication. With it, you can create several different poisons and acids from the reagents it contains, or specials ones found in many creatures of the wild.


Poisons can be used as coating for weapons and ammunition, or injected directly into food, drink or even creatures. When trying to inject a poison into a creature, you must load it with a bonus action, and make a melee attack roll as an action. You are proficient with the syringe, and on a successful hit, you deal 1 piercing damage, and the creature is subjected to the poison.


Acids are different from poisons, in that you only known a single formula. As part of your attack action, you generate an extremely fragile vial of consolidated air. The acid inside is created through your blood that is drained and altered through your infusion power to make it acidic.


You take 1 necrotic damage everytime you create an acid vial, as your blood is drained into it, and then make the attack roll. You are proficient with these vials and add your dexterity modifier to the attack and damage rolls. On a successful hit, the target takes 1d6 acid damage. As you gain levels in this class and your infusion pool grows stronger, your vials become more powerful and useful. The vials are a ranged, thrown weapon with a range of 20/60ft.


Your acid flask deals additional damage at higher levels: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, 5d6 at 9th level, 6d6 at 11th level, 7d6 at 13th level, 8d6 at 15th level, 9d6 at 17th level, and 10d6 at 19th level.


At 1st level you only known how to produce basic poison, but learn new recipes as you gain levels in this class. More powerful poisons are more costly, and may require special ingredients found in dangerous creatures, and/or an expenditure in infusion points. Most poisons can be applied multiple times before running out, but you cannot stack poison damage from multiple uses. A poison use can coat a melee weapon for 1 minute or 10 pieces of ammo.

recipes - tier i
Name Effect Uses Cost
Poison Vial (Basic) 1d4 extra poison damage 3 10gp

Toxic Blood

At 3rd level, your constant manipulation of poisons has taken its toll on your blood composition. You gain resistance to poison damage and immunity to the poisoned condition. In addition, you learn how to craft the list of reagents below.

ingredient gathering

All recipes of Tier II and above require special ingredients that you must gather or buy to produce its effects. For simplicity's sake, once you've gathered it from the creature once, you become capable of replicating it afterwards.


For the actual monetary cost, the materials are always for the components which can be gathered in the wild just as with the Chemyst. As a measuring stick, a successful DC 15 Nature check should yield 10gp worth of reagents.

recipes ii
Name Effect Uses Cost
Paralytic Poison 1d6 extra poison damage and induces paralysis 3 100gp, 4ip
Sleeping Poison 1d6 extra poison damage and induces sleep 3 50gp
Virulent Poison 4d6 extra poison damage 5 100gp, 4ip
  • P. Poison. Requires venom extracted from any Large Insect. On a failed Constitution saving throw the target is paralyzed for 1h. The target can repeat the save at the end of each of its turns, ending the effect on a success. If the creature is reduced to 0 hit points while affected by this poison, it is stabilized instead, and remains paralyzed for the duration. If the creature succeeds the save after being poisoned, it is immune to it for 24h.
  • Sleeping Poison. Requires venom extracted from a Giant Poisonous Snake. If the target has less than half its maximum hit points, it must make a Constitution saving throw, falling asleep on a fail. This effect is not magical. The sleeping creature remains that way for 1h if left undisturbed or until it takes any damage.
  • Virulent Poison. Requires poison extracted from a Manticore.

COGS OF EBERRON | ARTIFICER CLASS

Corrosive Blood

At 6th level, constant drainage and mixing of your blood into acidic substances has altered your toxic blood further. You gain resistance to acid damage as well as immunity to diseases, as no disease can survive for long inside your poisonous, acidic blood.


In addition, your constant practice with throwing acid vials now grants it a superior range of 30/120ft.

Noxious Body

At 9th level, your body is so used to the poison and acid within you, it has begun mass producing it, making you a menace to any and all who near you.


You constantly exuding noxious fumes in a 5ft. radius. Any creature that needs to breathe that enters this radius or starts its turn inside takes 1d6 poison damage. In addition, whenever a melee attacker makes a successful attack while within 5ft. of you, your acidic blood spurts over, dealing acid damage equal to your intelligence modifier.


With 500gp in metal parts, filters and cogs, you can craft a gas mask to inhibit the first effect of this ability. While you have said mask equipped, you activate and deactivate the noxious fumes as a bonus action. Finally, you learn the next tier of recipes below.

recipes tier iii
Name Effect Uses Cost
Affliction Destroys internal organs 3 300gp, 15ip
Despair Severs sensory nerves 2 500gp, 30ip
Red Haze Induces madness 3 200gp, 20ip
  • Affliction. Requires poison extracted from a Wyvern. A creature that contacts with it must succeed a Constitution saving throw or it begins losing 2d6 maximum hit points at the start of each of its turns. The creature may repeat the save at the end of each of its turns, on a success, it takes 10d6 poison damage and becomes immune to the poison for 24h.
  • Despair. Requires poison extracted from a fiend. A creature that comes in contact with it, must make three Constitution saving throws. One fail causes it to become deafened, two fails causes it to become blinded and deafened, three fails causes to become deafened, blinded and incapacitated. The target can make another save at the end of each of its turns. On a success, it loses one of the effects of the poison and becomes immune to it for 24h. Otherwise, the effects last for 1min.
  • Red Haze. Requires poison extracted from a fey. A creature that comes in contact with it must succeed a Constitution saving throw or go mad with rage, always attacking the closest creature to it on its turn. If the creature takes any damage, it can repeat the save, ending the effects and becoming immune to them for 24h, otherwise, the effect lasts for 1min.

Bio-Hazard

At 14th level, your body has been dealing with poisons and acids for so long, it has become completely adapted to them. You gain immunity to both poison and acid damage, and your poisonous breath now deals 2d6 poison damage.


In addition, all your poisons costs are halved and deal an extra damage die, as you produce much of it by yourself. Poisons that didn't deal any damage gain a single d4.

Plaguebringer

At 17th level, the virulent reagents your body produces are so deeply infused with magic, they corrupt everything to the very core, truly, you've become a walking Plague.


Your noxious fumes affect a 10ft. radius while active and deal 2d6 poison damage and 2d6 necrotic damage. These gases ignore resistance but not immunity to the element. In addition, if you take any poison damage, you heal for half the amount dealt instead.


Finally, you learn the final tier of poisons for this subclass.

recipes tier iv
Name Effect Uses Cost
Baator's Bile Destroys internal organs 2 2000gp, 30ip
Bitter End Induces extreme exhaustion, followed by death 1 4000gp, 80ip
Verdant Death 8d6 extra poison damage 2 1000gp, 30ip
  • Baator's Bile. Requires poison extracted from a Pit Fiend. A creature that contacts with it must succeed a Constitution saving throw or it begins losing 6d6 hit points at the start of each of its turns. While poisoned, it can't be healed in any way.
  • Bitter End. Requires poison extracted from Qorgeth, or a Greater Purple Worm. A creature that comes in contact with it, can only be cured with a Greater Restoration or greater. At the start of each of its turns, the creature must make a Constitution saving throw, gaining 1 level of exhaustion on a success, or 2 on a fail.
  • Verdant Death. Requires poison extracted from an Ancient Green Dragon or greater.

COGS OF EBERRON | ARTIFICER CLASS

Final Notes

from the author

The artificer introduced in 5e was disappointing to say the least. The original ideas of the 3.5e are there, but they are overly simplified or outright missing in what could have been a fantastic class for a budding tinkering genius.
This homebrew is not meant to adapt the 3.5e artificer into 5e, but merely to create a true experience where you actually tinker and toil towards a goal, like a true inventor.

regarding balance

The class is balanced by the gold it requires and the time it needs to use said gold and transform it into upgrades and sub-class feature improvements.
The player has a great deal of freedom in how he or she plays, from crafting magic items, to creating trading empires, but, at the same time, the DM maintains full control of how fast and how powerful the player can grow.

be creative

The final note is that, the examples for every upgrade, mod, item effect and everything else are just that, examples. New homunculi, weapons, upgrades, mods, sigils and potions, you are formally invited to come up with your own and to share it with your DM and myself if you're interested.

Credits

All work was done by me, myself, and I.

original concept

(Very loosely) based on the 5e Unearthed Arcana's Artificer, and the 3.5e Alchemist.

special thanks

Matt Mercer, for his inspiration, and because I used a variant of Precision Shot from his Gunslinger.


Scott Tolksdorf for creating the fantastic Homebrewery.


Wizards of the Coast for this amazing game.


artwork

Cover Art from Tattoos and Doodles
Homunculus (basic) from Brynn Methenei
Tinkering Gnome (to the right) from Jesper Ejsing
Dedicated Wright from Parrillo
Other Homunculi Art from Klubb Saga
Magical Items on page 10 from Gloroh
Alchemical Symbols from myself
Chemyst's Bandolier from Dein LARP Shop
Chemyst's Flask from PolyCount
Plague Doctor from Giovanni Roschini
Poison Flask drom ArtLanding
Mutator from Joshcorpuz85. The original account has been terminated so if anyone knows what the current is, I'd appreciate it.
Mutator Gentlement from karamlik
Mechanical Heart from Kurtssingh
Lion Belt from Addison Rankin
Grenade Launcher from ThoRCX
Steampunk Grenade from Artguy21
Grey Mecha from Aleksey Bayura
Steampunk Mechas from A.J. Caparo


A Note to the Authors. I try to credit every artwork used on this document, but sometimes finding the original source can be a real quest. If you see one of your artworks being displayed here without credit, or you'd rather see it removed, send me a private message at /u/DMRMS/ and I'll credit you/remove it as soon as I can.

COGS OF EBERRON | ARTIFICER CLASS