Artificer, 3rd Variant (5e Class)

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Artificer[edit]

A lean half-elf meticulously sews the last runes needed into the leather and cloth gloves she had crafted. As she cuts off the last stitch and finishes the incantation, they shimmer and almost vanish for a moment. She carefully slips them on, and marvels as they almost seem to dematerialize, feeling like a nigh imperceptible second skin. She flexes her fingers, excited to try her new Gloves of Thievery.

A vampire spawn snarls in hunger as it stalks towards a gnome, who slides a wooden-handled metal tube from the holster at his belt. With a blast of thunder and fire, a white-hot ball of metal erupts from the tube, turning the spawn's hissing into shrieks of pain as it turns to flee.

An aasimar darts down an alleyway hoping to lose her pursuers. Her stomach turns as she sees a high wall and hears shouts echo behind her. With a last-ditch sprinting surge, she downs a vial of red liquid and leaps for the top of the wall. Three times higher than she's ever leapt before. She hangs in the air for an eternity. It feels like flying. She hits the wall like a bag of bricks. Her lungs flatten, crushed under the weight of a thousand boulders. Desperately scrambling to the other side, her limbs feel like they're attached to lumps of stone. She drops to the ground like a lead weight, breathing hard, catching up with herself, sucking labored air into her chest. She stands up and drinks from a green vial, taking the appearance of an older elf. She may have lost them for now, but she's not done yet. There's still work to do.

Tinkers, makers, and experimenters all, artificers are defined by their inventive nature. Like wizards and scholars of the arcane, they see magic as an intricate system waiting to be decoded and adapted with a combination of thorough study, investigation, and perhaps a bit of luck. Yet instead of investing solely in theory and academia, they seek to employ their knowledge in practical, day-to-day applications, often involving wonderous magical objects and concoctions. Spells, in their eyes, commonly being too ephemeral and temporary for the task at hand.

Cunning Inventors[edit]

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 three 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[edit]

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

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

Creating an Artificer[edit]

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 a Artificer you gain the following class features.

Hit Points

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

Proficiencies

Armor: light, medium
Weapons: simple weapons, short sword, 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

Table: The Artificer

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Artificer Specialist, Magic Item Analysis
2nd +2 Tool Expertise, Wondrous Invention, Spellcasting 3 2
3rd +2 Artificer Specialist feature, Artefic Crafting 4 3
4th +2 Ability Score Improvement, Infuse Magic, The Right Tool for the Job 5 3
5th +3 Superior Attunement, Wondrous Invention, Mechanical Beast 6 4 2
6th +3 Artificer Specialist feature 7 4 2
7th +3 Flash of genius 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 Artificer Specialist feature 8 4 3 2
10th +4 Wondrous Invention 9 4 3 2
11th +4 9 4 3 3
12th +4 Ability Score Improvement 10 4 3 3
13th +5 10 4 3 3 1
14th +5 Artificer Specialist feature 11 4 3 3 1
15th +5 Superior Attunement, Wondrous Invention 11 4 3 3 2
16th +5 Ability Score Improvement 12 4 3 3 2
17th +6 12 4 3 3 3 1
18th +6 Artificer Specialist feature 13 4 3 3 3 1
19th +6 Ability Score Improvement 13 4 3 3 3 2
20th +6 Soul of Artifice, Wondrous Invention 14 4 3 3 3 2

Artificer Specialist[edit]

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 18th level.

Magic Item Analysis[edit]

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 also know the spells prestidigitation and minor illusion. You don’t need to provide a material component when casting identify with this class feature.

Tool Expertise[edit]

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

Wondrous Invention[edit]

At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.

Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design. Unlike normal magical item crafting, you develop the formula as you work on the item, and the cost of creation is covered by your normal living expenses. Upon completion you are considered to know the formula for crafting the chosen item. You are assumed to work on this item in your leisure time and to finish it when you level up.

You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level.

These magic items are detailed in the Dungeon Master’s Guide.

2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones

5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets

10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack

15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing

20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying

Spellcasting[edit]

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

Spell Slots

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

Spells Known of 1st Level and Higher

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

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

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

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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

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

Artefic Crafting[edit]

At 3rd level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. See pages 128 and 129 in the Dungeon Master’s Guide, for magic item crafting base rules.

Talent of the Trade

Your start with only the formulas for potions of healing and potions of climbing. When determining the cost and minimum artificer level needed to gain the formula for an item, you use the following table:

Crafting Table
Rarity Creation Cost Minimum Level
Common 100 gp 3rd
Uncommon 500 gp 5th
Rare 5,000 gp 9th
Very Rare 50,000 gp 11th
Legendary 500,000 gp 17th
Consistent Crafting

You are able to tinker with your latest work during brief moments of down-time. 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 a magic item.

Magical Analysis

Your expertise in magical crafting allows you to analyze an enchanted item of a rarity that you are capable of crafting during a short or long rest, in order to understand the formula necessary for its creation. At the end of the rest, so long as you were touching the item for at least 1 hour, make an Arcana check. The DC for a common item is 10, and the DC increases by 3 for each rarity level above common.

On a successful check, the formula for the item is imparted to you, including what components and spells are required for crafting. If the check fails, you may make another attempt at understanding the item after a 24 hours.

Cooperative Effort

Crafting a magical item from a formula sometimes requires the use of spellcasting that is beyond your own capabilities. Because of your skill in manipulating magical energies, you are able to receive the help of another spellcaster to craft an item.

During your 8-hour work day, the aiding caster must spend at least 2 hours each day assisting you in the the item creation, during which time they cast the spells required.

Wondrous Recreation

When crafting an item previously created using your Wondrous Invention feature, you make progress twice as fast as usual each day with no additional cost(so you can make 50 gp of progress with only 25 gp).

The Right Tool for the Job[edit]

At 4th level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Infuse Magic[edit]

Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 10 minutes. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell.

When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.

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

Ability Score Improvement[edit]

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[edit]

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 and You ignore all class, race, spell and level requirements on attuning to or using a magic item.

Mechanical Beast[edit]

At Level 5, your research and mastery of your craft allow you to produce a mechanical beast, it levels with you taking ability score improvements as the player dose.

The mechanical beast is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the mechanical beast is not magical itself. You are assumed to have been working on the beast for quite some time, finally finishing it during a short or long rest after you reach 5th level.

Select a Large or smaller beast with a challenge rating as high as 1. The servant uses that beast’s game statistics. Starting at 8th level, you can upgrade your beast to a beast with a challenge rating as high as your artificer level divided by 4, rounded down. Provided you spend at least 1 hour and 100gp worth of raw materials to do so. You can perform this during a long rest. Regardless of the beast, it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

  • Its Intelligence score becomes 4 if it is lower.
  • It is a construct instead of a beast.
  • It can’t be charmed.
  • It is resistant to poison and psychic damage, and immune to the poisoned condition.
  • It gains darkvision with a range of 60 feet if it doesn’t have it already.
  • It understands the languages you speak when you create or upgrade it, but it can’t speak.
  • It uses your proficiency bonus whenever it makes an attack roll, damage roll, ability check or saving throw.
  • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.
  • It follows your verbal commands to the best of its ability.
  • In combat, its turn is after yours.
  • You can force an attack targeted at you to target your mechanical beast instead, and vice versa.
  • If the Mending spell is cast on it, it regains 2d6 hit points.
  • If the beast 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 a combined total of 48 hours of work (at least 1 hour each day) and 1,000 gp of raw materials. Building an upgraded beast this way does not take extra time or materials.

Flash of Genius[edit]

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

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

Soul of Artifice[edit]

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items. You gain a +1 bonus to all saving throws per magic item you are currently attuned to. Also, if you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Artificer Specialists[edit]

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

Alchemist[edit]

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.

Master Alchemist[edit]

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

Alchemist’s Satchel[edit]

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. To bag as well as the materials inside count as a simple weapon.

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

Alchemical Formula[edit]

At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn one additional formula of your choice at 3rd, 9th, 14th, 18th, and 19th level.

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

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

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

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

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

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

Alchemical Thunder. As an action, you can reach into your Alchemist’s Satchel, pull out a clay pot of volatile powder, and hurl the pot at a creature, object, or surface 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). On impact, the pot detonates in a 5-foot radius, and each creature in the radius must make a Dexterity saving throw. A creature takes 1d6 thunder damage on a failed save.

Alternately, you can cause the pot to detonate in a 15 foot radius rather than a 5 foot radius. After using the formula in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

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).

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 succeed 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.

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

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

Noxious Gas As an action, you can reach into your Alchemist's Satchel and 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 succeed on a Constitution saving throw or become poisoned for 1d4 rounds, roll a separate d4 for each creature affected. After using this formula, you can’t do so again for 1 minute.

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

Stunning Powder. As an action, you can reach into your Alchemist's Satchel 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 succeed on a Constitution saving throw or become stunned until the end of your next turn. After using this formula, you can’t do so again for 1 minute.

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

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

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.

Improved Potion Making[edit]

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[edit]

Starting at 6th level, you gain the ability to create superior concoctions using your Alchemist's Satchel. When you use an Alchemical Formula that requires the target to make a saving throw against the effect, you may impose disadvantage on the saving throw.

You can do this a limited number of times each long rest. The number equals your Intelligence modifier (minimum of 1).

Formula Focus[edit]

At 9th level, you select one of your Alchemical Formulas which requires you to roll damage or healing. You may add your Intelligence modifier to the roll.

You choose 2 more formula for this feature at 14th level.

Chemical Savant[edit]

By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition. In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.

Perfect Concoction[edit]

At 18th level, when you use an Alchemical Formula that you have selected for your Formula Focus, you deal maximum damage or provide maximum healing instead of rolling.

Once you use this feature for a formula, you must finish a short or long rest before you can use it again on the same formula.

Mechanist[edit]

Artificers whose expertise lies in clockwork marvels and mechanical tinkering are known as Mechanists.

If you take this artificer archetype, this archetype replaces the Mechanical Servant feature of the base artificer class.

Master Tinker[edit]

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

Mechanical Servant[edit]

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

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

Whenever it would add its proficiency bonus to a roll it uses yours instead, and it gains a new hit die whenever you gain a level in artificer. Your servant may spend hit dice to heal during a short rest, however you must be present and able to make repairs. Long rests for the construct follow the same rules as players.

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

The servant obeys your orders to the best of its ability. In combat, it takes its turn immediately after yours. Your mechanical servant can’t attack, but it can take other actions as normal.

If the Mending spell is cast on it, it regains 2d6 hit points.

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

If the servant is beyond recovery, you can reproduce the construct exactly as it was, with a combined total of 48 hours of work (minimum 1 hour each day) and 1,000 gp of raw materials.

Combat-Ready Construct[edit]

Starting at 3rd level you are able to create weapon components for your construct. Choose 2 simple weapons, the mechanical servant is considered proficient with the chosen weapons. Your servant can now make attacks as a normal creature, and follows the normal rules for wielding weapons and attacking.

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

Additionally, the construct gains proficiency in all saving throws.

Upgraded Construct[edit]

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

As you gain levels in artificer you can add more upgrades to your construct. You choose an additional two upgrades each at 6th and 9th level, and one additional upgrade each at 14th and 18th level. Additionally, when you gain a level in this class, you can choose one of the upgrades you know and replace it with another upgrade that you could learn at that level.

Magic Imbued Strikes[edit]

Starting at 6th level your servant’s attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.

Mechanical Servant Statistics[edit]

Your mechanical servant uses these base statistics when created.

Mechanical Servant
  • Construct, unaligned
  • Armor Class 10 + proficiency bonus + Dexterity modifier
Str Dex Con Int Wis Cha
10 (+0) 10 (+0) 10 (+0) 3 (-4) 10 (+0) 1 (-5)
  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, charmed, poisoned
  • Senses passive perception 10 + Wisdom modifier, darkvision 60 ft.
  • Languages Understands creator’s languages, but cannot speak

Mechanical Servant Chassis[edit]

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

Aerial Chassis[edit]

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

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

Biped Chassis[edit]

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

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

Quadruped Chassis[edit]

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

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

Expanding Chassis Options[edit]

Depending on the nature of your campaign, the DM might choose to expand the options for your mechanical servant. Any form for a servant can do, but these general guidelines should be followed.

  • The chassis size should not exceed medium
  • Skills should not be added that are available via upgrades
  • Mechanical benefits, such as a fly speed, should be offset by negatives, such as small size, or lack of features, such as a single skill proficiency.
  • Special abilities or extreme values can be used sparingly, but again should be offset. For example creating a limbless tank-like chassis with a d10 hit die, but a slow land speed.

Mechanical Servant Builds[edit]

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

Strong Build[edit]

  • The servant gains a Strength score of 16.
  • The servant gains either a Wisdom, Dexterity, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC = 8 + proficiency bonus + Strength modifier

Flexible Build[edit]

  • The servant gains a Dexterity score of 16.
  • The servant gains either a Wisdom, Strength, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC = 8 + proficiency bonus + Dexterity modifier

Intricate Build[edit]

  • The servant gains a Wisdom score of 16.
  • The servant gains either a Strength, Dexterity, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC = 8 + proficiency bonus + Wisdom modifier

Sturdy Build[edit]

  • The servant gains a Constitution score of 16.
  • The servant gains either a Strength, Dexterity, or Wisdom score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC = 8 + proficiency bonus + Constitution modifier

Mechanical Servant Upgrades[edit]

If a construct upgrade has prerequisites, you must meet them to select it. You can perform the upgrade at the same time that you meet its prerequisites. You can select each upgrade only once, unless the upgrade's description says otherwise.

Additionally, when you gain a level in this class, you can choose one of the construct's upgrades and replace it with another upgrade. The new upgrade cannot have a level prerequisite greater than the level prerequisite of the original upgrade. You cannot replace an upgrade if it is a prerequisite for another of the construct's current upgrades.

Advanced Materials[edit]

Prerequisite: 14th level Artificer

By utilizing rare ore in upgrading the construct’s armor, the construct gains resistance against bludgeoning, piercing, and slashing from nonmagical weapons.

Arcane Link[edit]

You develop an arcane link with your servant’s sensors. As an action, you can don or doff a special mechanism which allows you to see through your construct’s eyes and hear what it hears while it is within 100 feet of you. During this time, you gain the benefits of any special senses the construct has, and you are blind and deaf with regard to your own senses.

This mechanism is uniquely calibrated to you. If another creature uses the mechanism, they receive no information.

Arcane Shielding[edit]

Prerequisite: 18th level Artificer

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

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

Arcane Sensors[edit]

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

Charge Attack[edit]

Prerequisite: Quadruped Chassis

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

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

Cloaking Mechanism[edit]

Prerequisite: 9th level Artificer

Through a series of enhancements, magical and mechanical, you create an advanced stealth system. As an action, the construct can become invisible. The invisibility ends after one hour, or if the construct attacks or casts a spell.

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

Clockwork Brain[edit]

Prerequisite: 6th level Artificer

You design a clockwork brain and install it into your mechanical servant. The construct gains an intelligence score of 6, allowing it to utilize items imbued with your magical infusion. It gains the ability to speak one language of your choice that you know.

Additionally, you can use your Infuse Magic feature directly on your construct once without counting against your max number of infused spells. Only the construct can activate the infusion.

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

Defensive Array[edit]

By upgrading the construct's protective plates and shielding, you allow it to defend itself more effectively. The construct gains proficiency with shields and always has a shield available.

Exoskeleton[edit]

Prerequisite: 6th level Artificer, Construct’s Strength score must be 15 or higher

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

Extra Attack[edit]

Prerequisite: 6th level Artificer

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

Flame Spout[edit]

Prerequisite: 9th level Artificer

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

This damage increases to 10d6 at 13th level and 12d6 at 18th level.

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

Grapple[edit]

You upgrade the arms of your bipedal construct, outfitting them with hooks, clamps, or another appropriate addition. When the construct strikes a target with their basic attack, the target becomes grappled. The escape DC is the Save DC shown in the construct chassis stat block or 10 + the construct's strength (athletics) skill, whichever is higher.

Greater Runic Engravings[edit]

Prerequisite: 6th level Artificer, Runic Engravings upgrade

By inscribing more powerful arcane runes onto your mechanical servant, it is able to utilize more spellcasting abilities. The construct learns a cantrip of your choice. Its spellcasting ability is Wisdom.

Hair Trigger Springs[edit]

Prerequisite: 14th level Artificer

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

High Tension Springs[edit]

Utilizing springs made of a superior alloy, you increase the construct’s movement speed. Your mechanical servant's base land speed increases by 10 ft. If the construct has other movement types, their speed also increases by 10 ft.

Improved Repertoire[edit]

You make modifications to the construct that allow it to perform certain tasks more effectively. The construct gains proficiency in a skill of your choice. You can select this upgrade multiple times.

Larger Chassis[edit]

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

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

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

Hit Die 1st Level Hit Points Each Level After 1st
d6 6 + Constitution modifier 4 (or 1d6) + Constitution modifier
d8 8 + Constitution modifier 5 (or 1d8) + Constitution modifier
d10 10 + Constitution modifier 6 (or 1d10) + Constitution modifier
d12 12 + Constitution modifier 7 (or 1d12) + Constitution modifier

Locomotive Adaptation[edit]

You attach fins, webbing, grappling hooks, burrowing claws, or other appropriate locomotive aids. The construct gains a swim speed equal to its highest speed, a climb speed equal to its highest speed, or a burrowing speed equal to half its highest speed. You can select this upgrade multiple times.

Longer Reach[edit]

Prerequisite: Large size

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

Magically Warded[edit]

Prerequisite: 14th level Artificer

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

Nimble Flight Control[edit]

Prerequisite: Aerial Chassis

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

Overdrive[edit]

Prerequisite: 18th level Artificer

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

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

Overload[edit]

Prerequisite: 9th level Artificer

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

This damage increases to 6d10 at 13th level and 7d10 at 18th level.

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

Powerful Build[edit]

You strengthen the lifting and pulling capabilities of your construct. The construct gains proficiency in the athletics skill. Additionally, the construct counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Precision Instruments[edit]

You graft fine tools onto your construct allowing it to adeptly perform specific tasks. The construct gains three tool proficiencies of your choice, and it always has those tools available. You can select this upgrade multiple times.

Relentless[edit]

Prerequisite: 6th level Artificer

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

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

Reserve Power[edit]

You install a node for conducting magical energy, enchanted to spontaneously repair your construct. By touching the construct and expending a 1st level spell slot, you can restore 2d8 + your Intelligence modifier hit points to your mechanical servant.

When you expend a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Riding Harness[edit]

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

Runic Engravings[edit]

Prerequisite: Construct’s Wisdom score must be 13 or higher

By inscribing arcane runes onto your mechanical servant, it is able to utilize some spellcasting abilities. The construct learns a cantrip that requires a ranged spell attack. Its spellcasting ability is Wisdom. You can select this upgrade multiple times.

Smoke Screen[edit]

You attach a mechanism capable of creating a 20-foot-radius sphere of thick grey smoke centered on a point within 120 feet. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

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

Spark of Intellect[edit]

Prerequisite: 18th level Artificer, Clockwork Brain Upgrade

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

Choose two level 1 spells and a single level 2 spell from the artificer spell list. The companion can spontaneously cast each of those spells once per short rest, without providing material components. Intelligence or Wisdom is its spellcasting ability.

Upgraded Build[edit]

Prerequisite: 6th level Artificer

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

Upgraded Sensor Array[edit]

Prerequisite: 9th level Artificer, Arcane Sensors upgrade

You work to advance the sensor modules on your construct. The construct gains blindsight out to a range of 30 feet and cannot be surprised.

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

Weapon Mastery[edit]

Prerequisite: 6th level Artificer

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

Gunsmith[edit]

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

Master Smith[edit]

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

Thunder Cannon[edit]

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

You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage, which 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 from close range or while prone does not incur disadvantage. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

Arcane Magazine[edit]

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

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

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

Thunder Monger[edit]

At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 178h level (8d6), and 19th level (9d6).

Wave Of Thunder[edit]

At 6th level, through extensive tinkering you learn how to spread your Thunder Monger rounds into a cone. As an action, each creature in a 15-foot cone must make a Dexterity saving throw equal to your spell DC. On a failed save they take damage equal to your Thunder Monger rounds

Arcane Armament[edit]

Starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon.

Weapon Tinkering[edit]

At 6th level, you modify your Thunder Cannon by upgrading its capabilities. Choose one of the following upgrades to apply to the weapon. You select an additional upgrade at 9th level, and again at 14th level.

Farsight Scope The maximum weapon range of your Thunder Cannon increases by 100 feet.

Extended Barrel The normal weapon range of your Thunder Cannon increases by 100 feet.

Integrated Magazine Your Thunder Cannon holds 2 rounds at a time, allowing you to attack twice before a bonus action reload is required.

Extended Magazine Requires Integrated Magazine, your Thunder Cannon holds 4 rounds at a time, allowing you to attack 4 times before a bonus action reload is required.

Extendable Stand On your turn, if you haven't moved during this turn, you can reduce your speed to 0 until the end of the current turn, and fall prone if you are not already. If you do, you negate any disadvantage to your attack rolls from being prone, and you have advantage on attack rolls with your Thunder Cannon.

Blast Wave[edit]

Starting at 9th level, you can channel force energy from your Thunder Cannon into the ground around you. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot radius from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 5d6 force damage and is pushed 10 feet away from you.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (6d6) and 18th level (7d6).

Piercing Round[edit]

Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 60-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.

Explosive Round[edit]

Starting at 18th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot-radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.

Artificer Spell List[edit]

You know all of the spells on the basic Artificer spell list.

1st Level

Alarm, Cure wounds, Disguise self, Expeditious retreat, False life, Jump, Feather fall, Longstrider, Sanctuary, Shield of faith, Unseen servant

2nd Level

Aid, Alter self, Arcane lock, Blur, Continual flame, Darkvision, Enhance ability, Enlarge/reduce, Invisibility, Lesser restoration, Levitate, Magic weapon, Protection from poison, Rope trick, See invisibility, Silence, Spider climb

3rd Level

Blink, Enemies Abound, 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

5th Level

Circle of Power, Contact Other Plane, Dream, Greater Restoration, Mislead, Passwall, Raise Dead, Rary's Telepathic Bond, Seeming

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Artificer class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Artificer class, you gain the following proficiencies: one skill from the Artificer skill list, one set of tools



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