Artificer, 4th Variant (5e Class)

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An update of the UA Artificer.

Artificer[edit]

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[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 carry out 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, hand crossbows, heavy crossbows, nets
Tools: Thieves' tools and two tool proficiencies 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 Wondrous Invention, Spellcasting 3 2
3rd +2 Artificer Specialist feature 4 3
4th +2 Ability Score Improvement, Infuse Magic 4 3
5th +3 Artificer Specialist feature, Wondrous Invention 5 4 2
6th +3 Mechanical Servant, Superior Attunement 6 4 2
7th +3 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 Artificer Specialist feature 9 4 3 2
10th +4 Wondrous Invention 10 4 3 2
11th +4 11 4 3 3
12th +4 Ability Score Improvement 11 4 3 3
13th +5 12 4 3 3 1
14th +5 Artificer Specialist feature, Superior Attunement 12 4 3 3 1
15th +5 Wondrous Invention 13 4 3 3 2
16th +5 Ability Score Improvement 13 4 3 3 2
17th +6 Artificer Specialist feature 14 4 3 3 3 1
18th +6 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Soul of Artifice, Wondrous Invention 16 4 3 3 3 2

Artificer Specialization[edit]

At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, 9th, 14th, and 17th 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 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. If an item you gained from this feature is lost or destroyed, you can replace it with another identical item over the course of a long rest. Additionally, when you gain a level in this class, you can choose one of the magic items you gained from this feature and replace it with another magic item from this list. The new magic item must be from the same level as the original magic item.

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

2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, ring of jumping, sending stones, wand of magic detection

5th Level: alchemy jug, boots of striding and springing, hat of disguise, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, 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, saddle of the cavalier

15th Level: bracers of archery, brooch of shielding, broom of flying, gloves of thievery, periapt of wound closure, ring of x-ray vision, slippers of spider climbing

20th Level: apparatus of Kwalish, eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, 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.

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, 1 bonus action, or 1 reaction, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use the casting time of the original spell (1 action, 1 bonus action, or 1 reaction) 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 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Mechanical Servant[edit]

At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.

Select a Large or smaller beast with a challenge rating of 2 or less, or create a Large or smaller beast with a challenge rating of 2 or less using the monster creation rules in the DMG. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

  • It is a construct instead of a beast.
  • It can't be charmed.
  • It is immune to poison damage and the poisoned condition
  • It gains darkvision with a range of 60 feet if it doesn't have it already.
  • It understands the languages you can speak, but it can't speak them unless its intelligence is at least 6.
  • 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 make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative, but you determine its actions and decisions. If you are incapacitated or absent, your servant acts on its own.

Your servant may spend hit dice to heal during a short rest if you are present and able to make repairs. Long rests for the construct follow the same rules as players.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (8 hours each day) and 1,000 gp of raw materials.

Superior Attunement[edit]

At 6th 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 14th level, this limit increases to five magic items.

Soul of Artifice[edit]

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

Artificer Specialists[edit]

Artificers pursue a variety of specializations. The most common, alchemy 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, and you learn the mending cantrip.

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.

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 of your choice. You learn an additional formula of your choice at 3rd, 5th, 9th, 14th, and 17th levels.

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

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

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

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

Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact, and the target must make a Dexterity saving throw. The target takes 1d6 acid damage on a failed save, or half as much on a success. An object automatically fails its save, 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 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, and each creature in the radius must make a Dexterity saving throw. A creature takes 1d6 thunder damage on a failed save, or half as much on a success.

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

Bottled Lightning. As an action, you can reach into your Alchemist’s Satchel, pull out a small bottle of lightning, and hurl the bottle at a creature or object within 30 feet of you (the bottle and its contents disappear if you don’t hurl the vial by the end of the current turn). Make a ranged spell attack against the target. The bottle shatters on impact, and a creature takes 1d6 lightning damage on a 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).

Flash Bomb. As an action, you can reach into your Alchemist's Satchel and pull out 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 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 pull out a glass vial of 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. 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 pull out 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 a surface 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 surface in a 5-foot radius with sticky goo. The area becomes difficult terrain for 1 minute, and any creature that starts its turn in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.

Additionally, a creature in the area when you use this formula must succeed on a Strength saving throw or be restrained by the sticky goo. A creature restrained by the goo or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained.

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 make a Constitution saving throw. On a failed save, a creature takes 1d6 force damage, is knocked prone, and is pushed 10 feet away from that point.

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

Alchemical Launcher[edit]

At 5th level, you create an Alchemical Launcher, a launching device that can shoot your alchemical formulas with substantial force.

You are proficient with the Alchemical Launcher. The launcher is a one-handed ranged weapon that deals 1d4 bludgeoning damage. Its normal range is 30 feet, and its maximum range is 120 feet. As part of an attack with the launcher, you may load it with ammunition produced by your Alchemical Satchel. If you lose your Alchemical Launcher, you can create a new one over the course of 8 hours by expending 50 gp worth of metal and other raw materials.

As a bonus action, an alchemical formula can be pulled out and loaded into the Alchemical Launcher instead of the normal ammunition. When you take the attack action with the launcher loaded in this way, make an attack with the launcher against a target within 30 feet and deal damage as normal. The loaded alchemical formula also takes effect on the target, even if the launcher attack missed. If the alchemical formula has an area of effect, the effect is activated and is centered on or originates on the target. If the alchemical formula includes an attack roll, saving throw, or ability check in order to take effect, resolve these as normal.

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 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), 17th level (8d6), and 19th level (9d6).

Fighting Style[edit]

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter. You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.

Explosive Shot[edit]

Starting at 5th level, you can load an explosive cartridge into your Thunder Cannon. Once per turn when you hit a target with an attack from your Thunder Cannon, you can choose to have the target and all creatures within 5 feet of it take 2d6 thunder damage on a failed Dexterity saving throw, or half as much on a success. You can use this ability a number of times equal to your intelligence modifier (minimum of 1) per long rest.

This damage increases to 3d6 when you reach 13th level in this class.

Blast Wave[edit]

Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. A target takes 3d6 force damage and is pushed 10 feet away from you on a failed saving throw. A creature that succeeds on its saving throw takes half as much damage and is not pushed away.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (4d6) and 17th level (5d6).

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 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. A target takes 4d6 lightning damage on a failed saving throw, or half as much damage on a successful one.

This damage increases to 5d6 when you reach 17th level in this class.

Explosive Blast[edit]

Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot-radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. A target takes 6d6 fire damage on a failed saving throw, or half as much damage on a successful one.

Artificer Spell List[edit]

1st Level

Absorb Elements, Alarm, Cure wounds, Disguise self, Expeditious retreat, False life, Feather Fall, Goodberry, Jump, Longstrider, Sanctuary, Shield, Shield of faith, Unseen servant

2nd Level

Aid, Alter self, Arcane lock, Blur, Continual flame, Darkvision, Dragon's Breath, 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, Dispel Magic, Fly, Gaseous form, Glyph of warding, Haste, Protection from energy, Revivify, Tiny servant, 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

Animate Objects, 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 tool proficiency, light armor, medium armor, simple weapons



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