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ARTIFICER

UA: Artificer Reforged & Simplified V1.0

Homebrew/Playtest Material

This document is a simplified & rebalanced of my previous version of Artificer Reforged, which is now depreciated

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

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

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

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

Cunning Inventors

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

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

Intense Rivalries

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

Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.

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

Creating an Artificer

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

Quick Build

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

Class Features

As an artificer, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light and medium armor
  • Weapons: Simple weapons, hand crossbow, heavy crossbow
  • Tools: Thieves’ tools, two other tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

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

  • (a) a handaxe and a light hammer or (b) any two simple weapons
  • a light crossbow and 20 bolts
  • (a) scale mail or (b) studded leather armor
  • thieves’ tools and a dungeoneer’s pack

Artificer Specialist

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

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Magic Item Analysis

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

Tool Expertise

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

Arcane Simulation

At 2nd level, you gain the ability to create simulacrums of magical items you have researched. Choose one specialty to learn from the following list.

Research Categories Table
  • Armor
  • Weapons
  • Scrolls
  • Rings
  • Wonderous
Research DC Tables
  • Common = DC13
  • Uncommon = DC15
  • Rare = DC17
  • Very Rare = DC19
  • Legendary = DC21

You may spend an hour (if done during a short rest, you do not gain the benefits of the rest) to attempt on research any magic item which you posses, provided it falls within your known specialty(ies). To research an item, roll a d12 adding your Intelligence Modifier and Proficiency Bonus (refer to the Researching Categories Table for the DC). If you fail the check, the item is disabled and nonfunctional for 1d20 day(s) and is destroyed if the number of days would exceed the item's DC to research. Any item that increases ability scores, has charges, or has ammunition of some kind (ie. Necklace of Fireballs), can't be researched.

At the end of a long rest, you may create and/or replace simulacrums of any item you have successfully researched. These simulacrums are exact duplicates of the original item, including any attunement requirements. The total number of simulacrums created by you that can exist at any given time is equal to half of your Intelligence Modifier rounded up, minimum of one.

As an action, you may dismiss any of your active simulacrums, regardless of it's location. Simulacrums are forcibly dismissed if they are a number of miles away from you exceeding your artificer level, or are on a different plane of existence from the artificer who created them for more than 1 round. If a Simulacrum is subjected to a null/anti-magic zone they disappear if they are within the zone for 1 round.

At 7th, 11th, 15th, and 20th level you may choose an additional category from the Research Categories Table.

Spellcasting

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

Spell Slots

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

Spells Known of 1st Level and Higher

You know one cantrip, and three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). You will choose 1 additional cantrip at level 11 via the Quirks in Magic feature.

The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.

Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.


  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options.

Expert Craftsman

At 3rd level, your experience and ingenuity in the creation of items allows you to craft at significantly faster pace than others. As such you can craft up to 50g * your artificer level per day.

At the end of a long rest, if you did not dedicate 8 hours of work in the last 24 hours, you make 10 gp of progress towards an item you are creating.

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Ability Score Improvement

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

Superior Attunement

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.

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

Mechanical Ally

At 7th level, your research and mastery of the ways of magical creation allow you to produce a mechanical ally. The ally is a construct that obeys your commands without hesitation. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 7th level.

Select a Large or smaller beast with a challenge rating of 1 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

• It is a construct instead of a beast, and does not require air, food, drink, or sleep.

• It counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. This doesn't stack with other similar abilities like Beast of Burden.

• It can’t be charmed, and is immune to poison damage and the poisoned condition.

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

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

• It uses your proficiency bonus instead of its own.

• Every even level after acquiring the Mechanical ally it gains 1 additional hit die.

• If it has multi-attack, it loses this ability.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.

Your familiarity with constructs allows you to expend spell slots to heal/repair any construct. The construct regains 2d4 plus your intelegience modifier as hit points. Each spell slot above 1st level grants an extra 2d4 healing.

If the ally is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1000g worth of materials.


Quirks In Magic

At 11th level you discover a quick of magic which greatly increases your casting prowess. You learn a cantrip of your choice from either the Cleric or Wizard spell lists. You also choose 1 spell that you know from the artificer spell list. You can cast this spell once per long rest without expending a spell slot. You choose to change your selected "Quirk" spell each time you level up.

If you use your free cast of a quirk spell with your infuse magic trait, the magic imbued into the item only lasts for 8 hours instead of indefinitely.

Soul of Artifice

At 20th level you gain the ability to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Artificer Specialists

Artificers pursue a variety of specializations. The two most common are alchemy, and gunsmithing, which are presented here.

Alchemist

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

Potion Master

When you choose this specialization at 1st level, you gain proficiency with alchemist’s supplies.

You also gain the cantrip "Spare the Dying". This does not count towards your spells known.

Alchemist’s Satchel

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

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

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Alchemical Formula

At 1st level, you learn 3 Alchemical Formula options of your choice, one of which MUST be Alchemist's Concoction. You learn two additional formula of your choice at 3rd, 6th, 9th, 11th, 14th, and 17th levels.

At the end of a long rest, you may prepare which formulas your satchel is capable of creating. These are known as Formula Slots.

Your Alchemist's Satchel starts out with two formula slots, and gains additional formula slots at the each of the following levels: 3rd, 6th, 9th, 11th, 14th levels, and finally 2 formula slots at 17th level.

Artificer Level Formula's Known Formula Slots
1 3 2
3 5 3
6 7 4
9 9 5
11 11 6
14 13 7
17 15 9

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

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

Volatile Concoction

At 3rd level, you gain a number of Alchemy points equal to your Intelligence modifier. You can spend these Alchemy points to increase the potency of your formulas. You regain any expended Alchemy points at the end of a long rest.

As a bonus action on your turn you can concentrate the materials of a formula to create a more potent effect, by spending one of your Alchemy points the next formula you pull out of your Alchemist’s Satchel has an increased effect. You choose the increased effect at the time you pull it out. In addition to this effect, if the formula requires you to roll dice for damage or healing, the type of dice used by the formula is increased by one size (for example, d6 becomes d8).

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

• If the formula affects an area, the area is doubled.

• You can ignore a restriction which prevents you from using the formula again within a certain time limit, but not if the formula requires the completeion of a short or long rest.

• If the formula normally disappears if not used within a certain period of time, that duration is multipled by 5. The duration must originally be 1 minute or longer. You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses when you finish a long rest.

Improved Potion Making

At 3rd level, your experience with your Alchemist's Satchel and Alchemical Formulas allows you to create magical potions more easily. When crafting a potion, you make progress twice as fast as usual.


Potent Reagents

Starting at 6th level, you gain the ability to create superior concoctions using your Alchemist's Satchel. You can choose to make the next formula you throw, which requires a saving throw, to make have one creature in the affect area make the saving throw at disadvantage by spending one of your Alchemy points for this effect. You can spend additional points to increase the number of targets which make the saving throw at disadvantage.

Additionally, you can drink or administer potions or formulas as a bonus action instead of as an action. This does not change the action required to create a formula.

Strong Arm

Starting at 6th level, you can throw potions and formulas an additional 15 feet. This does not increase the area of effect of any formula or potion. For example you can now toss Alchemical Acid 45 feet instead of 30 feet.

Formula Focus

At 9th level, when you are selecting which formulas you have prepared, you may select one formula that you have prepared for the day. This formula becomes your Focused Formula. When you use your Focused Formula, if it requires you to roll damage or healing, you may add your Intelligence modifier to the roll.

Perfect Concoction

At 17th level, you may select a second Formula to add to your Formula Focus trait. Additionally, when using a a formula which is currently one of your two focus' you may choose to instead deal maximum damage or provide maximum healing instead of rolling. Once you use the maximized rolls feature for a formula, you must finish a long rest before you can use it again on the same formula.

Alchemical Forumlas

Alchemist's Concoction. This concoction is your go to formula when trouble starts brewing. At the end of a long rest choose a damage type for your conction from Acid, Cold, Fire, or Poison. Your Concotion deals this elemental type for damage.

As an action, you can reach into your Alchemist’s Satchel, pull out a vial of your concoction, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The target makes a Dexterity saving throw, on a failed dexterity saving throw the vial hits the target and deals 1d6 damage of the type you have choosen for the day.

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

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

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


Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). Make a ranged spell attack, on a hit the vial shatters and deals 1d6 acid damage. When used against an object it automatically takes maximized damage on a successful hit.

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


Concentrated Health As an action, you can reach into your Alchemist’s Satchel and pull out a vial of yellow liquid , as part of this action you can drink this formula. A creature can drink it as an action to gain advantage on saving throws vs disease and poisons for the next hour. Additionally if a creature is under the effects of a disease or poison, they may immediately make a saving throw at advantage. The vial then disappears. Only one creature can be affected by Camouflage at a time. If a second creature uses Concentrated Health the magic from the previous one used disappears ending the effect. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.


Cushioning Gel As a reaction, when you or a creature within 30 feet of you falls, you can reach into your Alchemist’s Satchel, pull out a vial of thick blue gel, and hurl it at a surface within 30 feet of you. On impact the vial detonates and the gel inside rapidly expands to create fill a 5-foot radius area around the point of impact.

A creature that lands on this gel halves any damage taken from falling. After using this formula, you can’t do so again for 1 minute.


Dragon's Fire As an action, you can reach into your Alchemist's Satchel and pullout a pouch of fine powder, and fling it in a direction you choose (the pouch and its contents disappear if you don't hurl the pouch by the end of the current turn). The contents spill forth, producing a spray of fine powder. Each creature within a 15 foot cone in front of you must succed on a dexterity saving throw or become covered in this fine powder until the end of your next turn. If a creature covered in this powder takes fire damage from any source they immediately take an additional 1d6 fire damage and are ignited.

Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

This formula’s damage for both initial and ignition increases by 1d6 when you reach certain levels in this class, shown is ignition damage: 5th level 2d6), 9th level (3d6), 13th level (4d6), 17th level (5d6).


Dust of Light Bending As an action, you can reach into your Alchemist’s Satchel and pull out a pouch of reflective powder. A creature can use its action to cover themselves or an object in this powder, which grants the target invisibility for 1 minute. This invisibilty is broken if the target makes an attack, cast a spell, or move more than 5 feet in a single turn. Once a creature uses, or is affected by this alchemical formula, the creature can’t be affected by again until it finishes a short or long rest. If not used, the pouch and its contents disappear after 1 hour. While the pouch exists, you can’t use this formula.


Flash Bomb. As an action, you can reach into your Alchemist's Satchel and pullout a clay pot filled with explosive flash powder, and hurl it at a point on the ground within 30 feet of you (the pot and its contents disappear if you don't hurl the pot by the end of the current turn). The pot explodes on impact, producing a bright flash. Each creature within ten feet of the point of impact must succed on a Constitution saving throw or become blinded until the end of your next turn. After using this formula, you can’t do so again for 1 minute.


Flash Ice. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of clear liquid, and pour it into a body of water. Any water filling a 30-foot cube at the point of contact freezes to solid ice. Any creature in that area must succeed on Constitution saving throw or take 1d6 cold damage and become restrained, On a success they are pushed to the edge of the cube. A restrained creature can then make a Strength (Athletics) check to break free. The ice remains for 1 minute before melting.

This vial can also be thrown up at a creature using a ranged spell attack with a range of 30 feet. On a hit the target takes 1d6 cold damage.

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


Flask of Indeterminable size As an action, you can reach into your Alchemist’s Satchel and pull out a flask of liquid that flashes red, then blue, as part of this action you can drink this formula. A creature can drink it as an action to either grow or shrink, depending on the color of the liquid, as well as gain 10 temporary hit points for the next 10 minutes. The imbiber can easily time when they drink so they get their preferred effect.

If the imbiber grows they gain advantage on Strength checks and saving throws. If it shrinks they gain advantage on Dexterity checks and saving throws.

Once a creature uses this alchemical formula, this creature can’t benefit from this flask again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.

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

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


Noxious Gas. As an action, you can reach into your Alchemist's Satchel and pullout a glass vial greenish brown fluid, and hurl it at a point on the ground within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). The vial shatters on impact, producing a cloud of poisonous fumes. Each creature within 15 feet of the point of impact must succed on a Constitution saving throw or take 2d6 poison damage and become poisoned for 1d4+1 rounds. After using this formula, you can’t do so again for 1 minute.


Psychoactive Spores. As an action, you can reach into your Alchemist's Satchel and pullout a pouch of mind altering spores, and fling it in a direction you choose (the pouch and its contents disappear if you don't hurl the pouch by the end of the current turn). The contents spill forth, producing a spray of fine powder. Each creature within a 15 foot cone in front of you must succed on a Intelligence saving throw or take 2D6 psychic damage and have disadvantage on their first ability check, or attack roll the end of your next turn. After using this formula, you can’t do so again for 1 minute.

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


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


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


Stunning Powder. As an action, you can reach into your Alchemist's Satchel and pullout a pouch of fine powder, and fling it in a direction you choose (the pouch and its contents disappear if you don't hurl the pouch by the end of the current turn). The contents spill forth, producing a spray of fine powder. Each creature within a 10 foot cone in front of you must succed on a Wisdom saving throw or become stunned until the end of your next turn. After using this formula, you can’t do so again until you complete a short or long rest.

The range of this formula increases when you reach certain levels in this class: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet.).


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


Sun Stick. As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces light. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is bright light, and 10 foot radius dim light. As part of this action you can choose for the stick to radiate sunlight instead of torch light. Regardless of the light type, the stick radiates light for 1 minute and then disappears. After using this formula to create Sunlight, you must complete a short or long rest to be able to produce another stick which radiates sunlight. After using this formula, you can’t produce another stick for 1 minute.

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


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

Gunsmith

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

Master Smith

When you choose this specialization at 1st level, you gain proficiency with smith’s tools

You also learn the mending cantrip. This does not count towards your spells known.

Thunder Cannon

At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires magic infused leaden bullets.

You gain proficency with the Thunder Cannon. This firearm is a two-handed ranged weapon that deals 3d4 piercing damage, and counts as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. Its normal range is 150 feet, and its maximum range is 500 feet. Firing the thunder cannon while prone does not incur disadvantage so long as it is not a 1 handed weapon. Once fired, it must be reloaded as a bonus action.

When fired it makes a loud bang that is easily audible out to 300 feet.

Only one special attack granted by any modification can be made with the Thunder Cannon per turn.

You can replace your original Thunder Cannon over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

You can build up to one additional Thunder Cannon as a backup, but this second Thunder Cannon has 1 less mod slot than your primary Thunder Cannon, costing 1000g pieces for the materials and extra liscencing you require.

The Thunder Cannon weighs 7 pounds before any mods are added. Mods may change the weight of your weapon.


Arcane Magazine

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

You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.

You can create a new Arcane Magazine as part of a long rest, using 25 gp of leather and other raw materials.

Thunder Monger

At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an attack action, you can make a special attack with your Thunder Cannon that deals an extra 1d4 thunder damage on a hit.

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

Weapon Tinkering

At 3rd level, you modify your Thunder Cannon by upgrading its capabilities. Choose two of the following modifications. You select two additional modifications at 6th, 9th, 11th, 14th, and 17th levels.

Your Thunder Cannon gains 1 modification slot at the each of the following levels: 3rd, 6th, 9th, 11th, 14th levels, and finally 2 modification slots at 17th level.

This modification slot can fit any of the following weapon mods, you can switch these mods out at the end of either a short or long rest, assuming that any requirements or prerequisites are met.

Artificer Level Mods Known Mod Slots
3 2 1
6 4 2
9 6 3
11 8 4
14 10 5
17 12 7

Armor Piercing Rounds Prerequisite: 6th level.

You gain a bonus to the damage roll of attacks made with the Thunder Cannon. This damage is equal to your half your proficiency bonus rounded down. Additionally, you can shoot through an object that is 3ft thick or less that provides cover. If the cover is half, or three quarters you negate the accuracy penalty. You can attempt to shoot a target with full cover but your attack has disadvantage. By shooting through cover you grant the target resistance to your attack.

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


Compensator Prerequisite: 6th Level

A compensator, when added to the end of the barrel, helps compensate for the recoil that is produced. If you miss an attack, until the end of your next turn, you gain advantage on your next attack roll against the target you missed with your Thunder Cannon. If your weapon has a missfire chance use the first die rolled to determine a missfire. Adds 0.5 pounds to your weapon's weight.


Double Barrel. Prerequisite: 6th level, not combinable with Gas Opperated Reloading, Integrated Clip, or Integrated Magazine

You can use a bonus action on your turn to make an additional attack with your Thunder Cannon before having to reload, so long as neither attack was a special attack granted by another modification (Thunder Monger, Piercing, Scatter Shot, or Explosive Shot, etc.). This bonus action does not reload either barrel of your Thunder Cannon.

Adds 1 pound to your weapon's weight.


Elemental Monger Prerequisite: 6th level.

When you apply this modification to your Thunder Cannon, whenever you attack, you may choose to change the damage type of your Thunder Monger feature to acid, cold, fire, lightning, or poison instead.You may change the elemental damage dealt a number of times equal to your intelligence modifier. You regain all uses of Elemental Monger after you complete a long rest.

Additionally you increase the potency of the elemental damage you deal with your Thunder Monger (now Elemental Monger) trait. Instead of rolling d4's you instead roll d6's. All restrictions that apply to Thunder Monger also apply to Elemental Monger. Adds 0.5 pounds to your weapon's weight


Explosive Round Prerequisite: 17th level.

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


Extendable Bipod Prerequisite: 6th level.

As a action, you can drop prone and deploy your bipod. When you are prone with the Bipod deployed you gain a 45 degree cone in a direction of your choosing. If you do not move on your turn you gain advantage on attacks with your Thunder Cannon against targets within your 45 degree cone until the end of your turn. You can use a bonus action to pack up the bipod again. You have disadvantage on attacks made when you are not prone while the bipod is extended. You may adjust the cone of fire your bipod allows by using an action. If your weapon has a missfire chance use the first die rolled to determine a missfire. Adds 1 pound to your weapon's weight.


Extended Barrel The weapon range of your Thunder Cannon increases by 200 feet for both normal and long distance. This makes its range 350/700. This modification cannot used with the Handheld modification. Adds 1 pound to your weapon's weight.


Gas Operated Reloading. Prerequisite: Level 11 & Integrated Clip, or Integrated Magazine.

You have discovered a way to take advantage of the rapidly expanding gases that propel your ammunition, harnessing a small portion allows for the next round to be automatically chambered. This grants you the Extra Attack 1 feature. Only one of these attacks can be a special attack (Thunder Monger, Piercing, Scatter Shot, or Explosive Shot, etc.)

Adds 0.25 pounds to your weapon's weight


Grappling Hook.

As an action, you can fire a grappling hook from your Thunder Cannon using up to its maximum range, hopefully you will have enough rope!
Adds 0.5 pounds to your weapon's weight


Handheld. The Thunder Cannon looses the two-handed property and gains the light property. When you use the Attack action and you attack with a one-handed light weapon, you can use a bonus action to attack with your Handheld Thunder Cannon if you are holding it. This bonus action attack can only utilize the Thunder Monger trait, just so long as it has not been used this turn.

Its normal range becomes 80 feet and its maximum range becomes 300 feet. It now deals 2d4 piercing damage. If the Thunder Cannon has any other active modification that uses d6s damage the damage changes to d4s (This includes Elemental Monger). Reduces the weapon' and any modification's weight by half.


Integrated Clip Your Thunder Cannon holds 4 rounds at a time, allowing you to attack four times before a bonus action reload is required. NOTE: This does not grant the Extra Attack feature. Adds 0.25 pounds to your weapon's weight.


Integrated Magazine Prerequisite: Integrated Clip as a Known Mod

Expanding on the integrated clip design, Your Thunder Cannon now holds 8 rounds at a time, allowing you to attack eight times before a bonus action reload is required. NOTE: This does not grant the Extra Attack feature. Adds 0.5 pounds to your weapon's weight.


Net Shot As an action, you can make a special attack with your Thunder Cannon. This attack fires a elongated slug which opens upon exiting the barrel into a reinforced net. This attack only has a range of 30 feet. This range is unafected by other modifications or feats. On a hit a Large or smaller creature hit by this net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check vs your spell dc, freeing itself or another creature within its reach on a success.

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Piercing Shot Prerequisite: 15th level.

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

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


Quick Draw Prerequisite: 9th level and Handheld Modification

On your turn when you are surprised, when you gain your reaction you can choose to use this reaction to make an attack. This attack cannot be an special attack granted by another modification (Thunder Monger, Scatter Shot, Grappling Hook, Piercing Shot, or Explosive Shot).

Scatter Shot. Prerequisite: 9th level.

As an attack action, you can make a special attack with your Thunder Cannon. Instead of a normal bullet, you insert a specialized shell which unleshes a large number of small lead pellets in 15-foot cone from the gun. Make a separate attack roll for each creature in that area. On a hit the target takes 2d6 force damage + your proficiency bonus as bludgeoning damage, and then must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a target is pushed 10 feet away from you.

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


Scoped Prerequisite: level 9, and Sighted

With the addition of Calibrated Scope, your accuracy greatly increases at distances over 100 feet. When attacking from a distance which is greater than 100 feet, add an additional +2 to your to hit modifier. This modification does nothing at distances under 100 feet.


Sighted With the addition of refined iron sights, your accuracy greatly increases. Add +2 to your to hit modifier.


Suppressor. Your Thunder Cannon makes much less noise when fired, and is now audible only out to 15 feet away. This is possible due to a combination of engineering and magic which both work in concert to muffle the Thunder Cannon's retort. Adds 0.5 pounds to your weapon.


Telescoping. Prerequisite: 6th level.

As a bonus action on your turn you can magically collapse your Thunder Cannon into a pipe resembling a spyglass (though it does not function like one), pipe (not recommended that you smoke from it), cane or similar object. You can use another bonus action to return it to a firearm. When collapsed your Thunder Cannon only weighs 0.5 pounds.


Underslung Lamp.

Attaching a lamp which you have considerably decreased in size grants you the ability to shine a light whever you point your Thunder Monger. The range for this light is 30 ft bright, and 30 ft dim. As an action you can open or close the shutter turn off this light. The flame within this lamp will go out if the shutter is closed for 30 seconds or more. As an action you can dazzle a target within the bright light, which grants the next attack against that target advantage as per the "Help" action.


Unstable Ammunition. Prerequisite: 9th level.

You magically augment the power of your amunition, increasing its chances to do tremendous damage, but also giving your Thunder Cannon to missfire. Your Thunder Cannon deals 1d4 additional piercing damage, and your critical strike range increases to 19 or 20, but if you roll a 4 or less prior to any modifiers on your attack roll (use the first d20 rolled if you have advantage, or the lowest d20 if you have disadvantage) your weapon jams, and requires a successful smithing, or Tinkering check DC 15 to clear it as an action.


Volatile Ammunition. Prerequisite: 14th level. Unstable Ammunition as a Known Mod. Not Combineable with Unstable Ammunition

You futher increase power of your amunition to do tremendous damage, but also giving your Thunder Cannon to much higher chance missfire. Your Thunder Cannon deals 2d4 additional piercing damage, and your critical strike range increases to 18, 19 or 20, but if you roll a 6 or less prior to any modifiers on your attack roll (use the first d20 rolled if you have advantage, or the lowest d20 if you have disadvantage) your weapon jams, and requires a successful smithing, or Tinkering check DC 15 to clear it as an action.

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Artificer Spell List

Cantrips
  • Acid Splash
  • Guidance
  • Light
  • Mending
  • Prestidigitation
  • Shocking Grasp
  • Spare the Dying
1st Level
  • Alarm
  • Cure wounds
  • Disguise self
  • Expeditious retreat
  • Feather Fall
  • False life
  • Jump
  • Longstrider
  • Sanctuary
  • Shield of faith


2nd Level
  • Aid
  • Alter self
  • Arcane lock
  • Blur
  • Continual flame
  • Darkvision
  • Enhance ability
  • Enlarge/reduce
  • Invisibility
  • Knock
  • Lesser restoration
  • Levitate
  • Magic weapon
  • Protection from poison
  • Rope trick
  • See invisibility
  • Spider climb
3rd Level
  • Blink
  • Elemental Weapon
  • Fly
  • Gaseous form
  • Glyph of warding
  • Haste
  • Protection from energy
  • Revivify
  • Water breathing
  • Water walk
4th Level
  • Arcane eye
  • Death ward
  • Fabricate
  • Freedom of movement
  • Leomund’s secret chest
  • Mordenkainen’s faithful hound
  • Mordenkainen’s private sanctum
  • Otiluke’s resilient sphere
  • Stone shape
  • Stoneskin

Art Credits
  • "Artificer" by wocstudios
  • "Arcane Items" by OlgaDrebas
  • "Artificer" by Magic of Eberron
  • "Iron Kingdoms Gun Mage" by Privateer Press
  • "Alchemist's workshop" by mischeviouslittleelf

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Special Thanks & Other Credits

Special thanks to the following for providing homebrewery versions, which I have shamelessly taken from and then modified further.

https://www.reddit.com/r/UnearthedArcana/comments/64kiul/class_modified_unearthed_arcana_artificer_v12/ https://www.reddit.com/r/UnearthedArcana/comments/5phy6s/5e_ua_artificer_revised_and_mechanist_specialty/

Want to contribute/make a suggestion?

Feel free to join me on my Hombrewery discord.

https://discord.gg/xj7UNAn

Changes made from the above are in the following Changelog

http://homebrewery.naturalcrit.com/share/HyVYqaZHz