True Artificer (5e Class)

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True Artificer[edit]


"A hammer falls, shaping the gold ore that will be known in legends. An elf recites the words to enchant the rings that were built from the wood of an ancient tree, using its magic to release the curse on his beloved son. A dwarf in her smithery finishes silvering the weapon her companions requested to face the goblins that soon will invade the town. Even though she wasn't asked, she made some fine adjustments to better penetrate the goblin armor. A gnome raises a weird engine in his hands, finally completing his automaton and now being able to use that magic shield he found once found in a temple. A human in a finely crafted breastplate slice through a giant worm with a longsword painted with arcane patterns and runes. She sprinkles dust over herself and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway."

The Structure of Magic[edit]

Artificers take their skill of magically modifying everyday items to the battlefield or the marketplace, as they seek new challenges, exotic materials, and fantastic wonders. No inventor is called to a simple life since they must always deal with the extraordinary, but only an artificer takes the adventuring path to gather either the materials or the knowledge to make things that seem to be taken from legends and defy even the gods. The strength of the artificer doesn’t come with the magic it wields, but in the ideas it carries. Many artificers are mostly focused on discovering new ways to create life building automatons and golems, while other contribute with adventurers making the needed weapons to stop any danger to come. The greatest artificers are known to see magic as the purer form of their specialty and since all items made in almost all worlds come from an artificer, every adventure has one as an acquaintance. Magic doesn’t only refer to the physical aspect of smithing and building, but to a way of life. The passion, the innovation, the desire to change the world and shape it in new ways are the goal of almost every artificer, breaking the rules of what it’s set as natural and obvious. Where others see madness, they see an opportunity. They learn to recognize patterns of magic in crafted goods and raw materials, using their own magic to pull it out of them in fantastic ways. Whether in the laboratory, at an anvil, in dungeons, or in town trading some exotic materials, an artificer finds pleasure in wielding his or her magic to create new and exciting items that will shape the world... for better or worse.

Experimentation and Understanding[edit]

A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer is master of all specialties and forms and is constantly inventing and questioning. If their latest infusion or creation is not their best, there is always a grander discovery to be made. Experimentation is key to success for an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.

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. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. This penchant pushes them to seek a life of adventure. Some artificers become engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists who use their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them in their adventures. All artificers are united by their curiosity and inventive nature. They usually earn the respect and become renown among their kind, by uncovering new lore or inventing new methods of creation.

Creating a True Artificer[edit]

Artificers are masters of magical invention. They are deeply interested in how magic works and demand attention on what they will be creating. Their backgrounds usually revolve around experimentation. Think how your character first come into contact with magic and became so crafty. Who taught you? What drives your character to study and experiment? Is it to better the world or for the sake of knowledge alone? Are you character more focused on magical trinkets or instruments of war? What led you to adventure? Was it the craving for new knowledge? An ancient mechanism reactivating again or maybe some strange material only found in faraway lands?

Quick Build

You can make an Artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, you must choose the Artificer's background.

Class Features

As a True Artificer you gain the following class features.

Hit Points

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


Armor: Light • Medium
Weapons: All Simple Weapons
Tools: Choose three types of Artisan's Tools or Kits
Saving Throws: Intelligence, Constitution
Skills: Choose three from: • Arcana • History • Investigation • Medicine • Religion


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

  • (a) Light crossbow and 20 bolts or or (b) any simple weapon
  • (a) component pouch or or (b) an arcane focus
  • (a) Scholar’s Pack or or (b) an Explorer’s Pack
  • Leather Armor • Any Simple Weapon • Three sets of Artisan’s Tools

Table: The True Artificer

Level Proficiency
Features Maximum
Item Rarity
Item Formulas
Spell Slots
per Level
1st +2 Item Creation • Artificer's Focus • Magical Tool-belt Non-Magical 0 2 1st
2nd +2 Repair Damage • Artificer Knowledge • Schema's Book Common 2 2 1st
3rd +2 Specialization • Tool Expertise Common 3 3 1st
4th +2 Ability Score Improvement, Infuse Magic Common 4 4 1st
5th +3 Mechanical Servant • Soul of Artifice I: Master Attunement Uncommon 5 2 2nd
6th +3 Uncommon 6 2 2nd
7th +3 Uncommon 7 3 2nd
8th +3 Ability Score Improvement Uncommon 8 3 2nd
9th +4 Rare 9 2 3rd
10th +4 Soul of Artifice II: Unique Attunement Rare 10 2 3rd
11th +4 Rare 11 3 3rd
12th +4 Ability Score Improvement Rare 12 3 3rd
13th +5 Very Rare 13 1 4th
14th +5 Very Rare 14 1 4th
15th +5 Soul of Artifice III: Revered Attunement Very Rare 15 2 4th
16th +5 Ability Score Improvement Very Rare 16 3 4th
17th +6 Legendary 17 1 5th
18th +6 Prodigy Legendary 18 1 5th
19th +6 Ability Score Improvement Legendary 19 2 5th
20th +6 Soul of Artifice IV: Exalted Attunement Legendary 20 2 5th


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

  • Artificer's Focus

A Focus is characterized as a unique magical instrument primarily used by scholar professions. It is designed to channel the power of arcane spells through concentration of the mind to centralize their effects. You must choose one object with the appearance of your choice – like an orb, a staff, a trinket or some other similar item – to serve as your spellcasting focus. This object must always be carried on your character in order for you to cast your spells. If not, you must spend 2d4 days creating another mundane item to serve as your Artificer's Focus for 10gp, or cast your spells with a penalty of -1d4 on your checks.

  • Spell Slots

The True Artificer table shows how many spell slots you have available for your spells. To cast one of these spells, you must expend a spell slot of equal level or higher. You regain all expended spell slots when you finish a long rest.

  • Spells Known as of 1st Level and Higher

You know the spells of your choice from the artificer spell list below. The Spells Known column of the True Artificer table, shows when will you learn more spells. Each of these spells must be of a level for which you have a spell slot. Additionally, when you gain a level in this class, you can choose one of the True Artificer's spells you already know and replace it with another spell of equal level, from the True Artificer spell list.

  • Spellcasting Ability

Your spellcasting ability is defined by your Intelligence. Your understanding of the theory behind the magic, allows you to wield these spells with superior skill. In addition, you can use your Intelligence modifier when setting the saving throw DC for a spell you cast or 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
True Artificer Spells
Spell Level Class Spells
1 Color Spray • Comprehend Languages • Cure Wounds • Detect Poison and Disease • Disguise Self • Expeditious Retreat • False Life • Illusory Script • Jump • Longstrider • Sanctuary • Shield • Grease
2 Aid • Alter Self • Arcane Lock • Blur • Continual Flame • Darkness • Darkvision • Enhance Ability • Enlarge Reduce • Heat Metal • Invisibility • Lesser Restoration • Levitate • Magic Mouth • Magic Weapon • Protection from Poison • Rope Trick
3 Blink • Counterspell • Dispel Magic • Fly • Gaseous Form • Magic Circle • Nondetection • Protection from Energy • Remove Curse • Revivify • Tongues • Water Breathing • Water Walk
4 Arcane Eye • Death Ward • Fabricate • Fire Shield • Freedom of Movement • Secret Chest • Private Sanctum • Resilient Sphere • Stoneskin
5 Animate Objects • Awaken • Creation • Mislead • Planar Binding • Passwall • Teleportation Circle • Wall of Force • Wall of Stone

Magical Tool-belt[edit]

This tool-belt is seemingly endless and while not totally magical in nature, useful items that can be found in an artificer's workshop can be pulled out of its pouches (within reason of the DM’s discretion). Additionally, you can store other various small-sized items and retrieve them at a later time. However, larger items, especially things that don't have to do with magic or mechanics require the belt 24 hours to recharge. It is also known that very big items, such as magical weapons, cannot be pulled out of the tool-belt because they aren't normally found in any laboratory or workshop. At 1st level, you gain the ability to pull out small (book sized or smaller) items. These items may serve a singular function, provided by the player as a general description of each item as well as how it works (i.e making noise). Regardless of its contents, retrieving an item from its pouches requires an Action.

  • Cost = 1 spell slot per Small Item • 2 spell slots per Big Item

List of useful items that can be pulled out of the tool-belt:

• Artisan’s Tools or Kits • Nuts & Bolts • Gears • Paper Scroll(s) • Quill & Ink • Nail(s) & Screw(s) • Empty Vial(s) • Medical Bandage(s) • Safety Whistle • Welding Goggles • Magnet(s)

Item Creation[edit]

The hallmark ability of all artificers is their aptitude to craft items. You can forge any item from which you have learned the proper formula. While it is possible for nearly any character to craft magical items, only an artificer possesses the necessary talent to craft without the need of a written guide or design, by re-creating such formulas from memory. You begin to play with the knowledge of a formula for every creatable item from the Dungeon Master’s Guide [1]. At each level, you learn a unique item formula as noted in the True Artificer's Class Features table. Artificers do not automatically have knowledge for the creation of drift-globes or a bag of holding. The complexity of a formula is based on the rarity of the item you wish to create.

Item Average Cost Cost to Craft Time to Craft Approximately Highest Level Spell Scroll
Common 50-100 gp 40-75 gp 1 day 1
Uncommon 100-500 gp 250 gp 4 days 3
Rare 500-1,000 gp 750 gp 25 days 1 month 5
Very Rare 1,000-5,000 gp 2,500 gp 250 days 8 months 8
Legendary 5,000-10,000 gp+ 7,500 gp+ 730 days+ 2 years 9

Crafting magical items is normally a lengthy process, and is based on the cost of crafting an item. The artificer is assumed to work for 8 hours per day and makes progress in 500gp increments. Additional workers can reduce these crafting times dramatically and add 150 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time. You might also need access to Special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor.

  • Magic items that reproduce the effects of a specific spell will require the spell in question, to be cast at least once during the creation process.The spell may be cast either by the artificer or by anyone assisting in their craft.
  • Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are Working Together in the same place. A skilled worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.
  • Artificers are able to tinker with their latest work during brief moments of downtime. At the end of a long rest, if they did not dedicate 8 hours of work in the last 24 hours, you make 10 gp of progress towards a magic item.

Repair Damage[edit]

Beginning at 2nd level, an artificer may repair any construct through touch, leaving no trace of the former damage. The construct regains a number of hit points equal to 1d8 + your Intelligence modifier + your Level. Additionally, you can repair small multiple breaks or tears in broken objects that can visibly rejoin to be as strong as new. If you have two pieces of an object that was previously broken, it will require both parts for it to work.

(Note: This feature has no effect on living creatures or undead.)

Artificer Knowledge[edit]

At 2nd level, artificers experience a deep natural understanding of how magical items work and all the power that lies within. You innately have the ability to perform the Detect Magic[2] & Identify[3]spells to discover if an object is magical or not. You ignore all class requirements on the use of magic items that you can identify whenever you come in physical contact with a magical object. These spells don't count against the number of spells you already know or require any components to be performed.

Schema's Book[edit]

At 2nd level, you create a leather-bound tome with blank pages suitable for recording magical blueprints called "schema(s)". As you learn to recognize patterns of magic on your adventures your Schema's Book will prove to be an essential tool. Whenever you are able to Identify a magical effect or spell that has either verbal, somatic or material components, you can transfer their properties in the pages of your book. The schema itself will not allow you to cast the spell directly, like a spell scroll, but it can help you understand how its magic works. Whenever you create a mundane item, you can apply to it the magic properties of an inscribed schema.

  • Anytime you complete a short rest, you may spend a part of your time working with a quill and ink to transcribe a schema that contains one spell from those you know to your book. For each schema, the transcription process takes 2 hours and costs (50gp) per spell level, for the rare inks needed to inscribe it.
Note: Proficiency with Calligrapher's Supplies reduces the time required to inscribe a schema to 1 hour.

The spells that you add to your Schema's Book reflect all the arcane research you conduct on your own. You could, for example, discover a spell recorded on a scroll or in a dusty tome of an ancient library. When you find a spell of 1st level or higher, you can add it to your Schema's Book, but only if the spell’s level is equal to or less than your level (rounded up).

Tool Expertise[edit]

At 3rd level, as you master the art of your crafting you will have to choose the type of tools/kits you will become more proficient with. You gain Expertise with that type, which means your Proficiency Bonus is doubled for any ability check you make with it.

Infuse Magic[edit]

At 4th level, all artificers learn how to imbue a bit of their own magical energy into a mundane item, to temporarily make a magical infusion for later use. You can channel your spells through objects by expending a spell slot to cast one of your spells while holding a non-magical item throughout the casting. When it takes effect, the object becomes the point of origin of the spell. You can activate the effect or dismiss it with either a Bonus Action or a reaction if the condition for the triggering is met. In any case, the object must be in your line of sight. When you imbue an item this way, the spell must be used within the next 12 hours. After that time expires, the magic loses its potency and fades. You can have a limited number of magically infused items at the same time, equal to your Intelligence modifier + Level.

  • The item must not already contain a spell from this feature.
  • Any creature, with an Intelligence score of at least 6, holding the item thereafter can use an action to activate the spell.
  • Most common triggers are touching, hitting, approaching or even specific manipulation of the object.
  • If the spell has an area of effect, it is centered around the item.
  • If the spell is self-effective (i.e. Heal), it targets the creature that activates the item.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by (+2) points, 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.

Note: Whenever you take an Ability Score Improvement, you can choose instead to improve one of the abilities of your Mechanical Servant and one of yours.

Mechanical Servant[edit]

Starting at 5th level, your research and mastery over the fusion of magic and technology, allows you to craft a magically created automaton - your Mechanical Servant. A construct that always obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, your servant is not magical itself. The process of crafting a Mechanical Servant is a closely guarded secret, and no two artificers work to the same methodology. As such, each one is a unique and rare artifact.

You are assumed to have worked on the servant for quite some time, finally finishing it after a short or long rest. In combat, it rolls its own initiative and acts on its own turn. If it doesn't receive further directions from you, it defends and preserves itself to the best of its ability. In addition, over the course of a long rest, you can repair your servant if you have access to its body via your Repair Damage feature. If the Mechanical Servant is beyond recovery, you can build a new one over the course of 2d8 days of work and 1,000 gp of raw materials.


Select from a Tiny up to a Large beast with a challenge rating of 1/6 or less, as its basic design. Your Mechanical Servant uses that beast’s game statistics, but it can look however you like as long as its form is appropriate for its statistics. Your Mechanical Servant has the following properties:

  • It is a construct instead of a beast.
  • It is incapable of developing any strategies on its own, so it explicitly follows your instructions.
  • It is emotionless in combat and cannot be provoked.
  • It can be modified and improved through the List of Mechanical Upgrades, at the end of the page.
  • It doesn't require sleep or any metabolic activities, such as eating or breathing.
  • It has immunity to most magical effects that would alter its form - except when otherwise noted.
  • It gains darkvision with a range of 60 feet - if it doesn’t have it already.
  • It understands the languages you can speak when you create it, but it can’t speak (unless the DM approves).

Soul of Artifice[edit]

Certain magic items have a pre-require to bond with their wielder, before their magical properties can be used. This bond is called "Attunement". Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise.

Attuning to an item requires you to spend a Long Rest, focused on only that item while being in physical contact with it (this can’t be the same Long rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the attunement is interrupted, the attempt fails. Otherwise, you gain an intuitive understanding of how to activate any magical properties of that item.

Soul of Artifice I: Master Attunement

At 5th level, your understanding of magic items allows you to master their use. The time required to attune to a magic item is cut in half if you crafted the item yourself.

Soul of Artifice II: Unique Attunement

At 10th level, your intimate familiarity with magic allows you to gain benefits intuitively. You can now attune up to four magic items at a time, and gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Soul of Artifice III: Revered Attunement

At 15th level, your understanding of magic items is unmatched, allowing you to mingle your own soul when you hold a unique magical equipment. When you attune to a magic item, you slowly learn its schema (if any) over the course of 1d4 days.

Soul of Artifice IV: Exalted Attunement

At 20th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class and race requirements on the use of magic items.


At 18th level, you have mastered the general functionality of magic as well as engineering. Due to this, you are able to think on a level that transcends logic, so your Intelligence score limit increases to 22.


At 3rd level, you begin to follow one tradition of magical crafting that you emulate in your creations and infusions:

Tradition of the Armorer
Tradition of the Maverick
Tradition of the Inventor
Tradition of the Alchemist

(Each choice grants you different features at additional levels.)

Tradition of the Armorer[edit]


"Armorers are individuals who study magical energy through the science of motion release. Along with their smithing talent, they apply this knowledge to craft powerful firearms of mass destruction. As beautiful as horrific, each new creation is a stepping stone to something unparalleled in the rest of the world. Some of these exotic weapons shape entire wars with their influence on the battlefield and those who underestimate their brutal accuracy will face a technological force to be reckoned with."

Tools of Destruction

When you take up the Tradition of the Armorer, you have Tool Expertise for any ability check you make that uses Smith’s Tools. In addition, you gain your Proficiency Bonus to attack & damage rolls made with all types of ranged weapons.

Precursor Weapon

Beginning at 4th level, your knowledge of arcane engineering allows you to channel your own magic power into a damaging form. Designate one Loading or Ammunition weapon of your choice to act as your Precursor Weapon. That weapon can now convert spell slots into missiles of pure magical force that deal piercing & force damage equal to your Level + Intelligence modifier, on hit. On your turn, you can expend spell slots and gain ammunition equal to the slot's level. Each round thereafter, your Precursor Weapon can either fire or be loaded with ammunition, as a Bonus Action.

  • Attacks made with your Precursor Weapon count as magical for the purposes of overcoming resistance, immunity, and vulnerability from non-magical damage.
  • Each time you Attack with your Precursor Weapon, you expend one piece of ammunition, but only after you have converted a spell slot – Firing while prone, does not incur disadvantage.
  • If your Precursor Weapon is destroyed, you can always create a new one using your Smith's Tools over the course of three days of work (8 hours each day) and by expending 100 gp worth of metal and raw materials.

Heart of the Armaments

Beginning at 6th level, the Mechanical Servant and the armorer, form a more potent fighting team. Whenever you attack an enemy, your Mechanical Servant gains advantage on all saving throws and can use its reaction to make an attack against your target, on your turn.

Up Your Arsenal

Beginning at 8th level, obsessive tinkering has given you the skills to customize your devices and impact the way they act in combat, by significantly altering their design. Choose either one modification from the List of Precursor Upgrades for your Precursor Weapon or an upgrade from the List of Mechanical Upgrades for your Mechanical Servant. You can make additional modifications again at 13th and at 17th level.

List of Precursor Upgrades:
At 8th Level, choose one upgrade between:
  • High Caliber: Your Precursor Weapon ignores penalties when attacking within long or melee range. The amount of ammunition for your Precursor Weapon increases by two, for each spell slot expended above a 2nd level or higher.
  • Farsight Scope: The maximum attack range of your Precursor Weapon increases by 30 feet. Additionally, it gives you eyesight vision at a 50 feet radius, when searching a wide area for a target of a particular type, without risk.
  • Sharpshooting Resonator: A creature of a Small or Medium size that gets hit by an attack from your Precursor Weapon, must succeed a Constitution saving through to avoid being knocked down.
At 13th Level, choose one upgrade between:
  • Arcana Aim: Once per round, you can expend an additional spell slot to your Precursor Weapon's next attack roll and gain a bonus equal to the level of the spell slot expended.
  • Armor Piercing: Attacks made with your Precursor Weapon become quite effective against armor, by passing straight through unsealed areas. Targets with natural or worn armor take a -1d6 penalty to AC.
At 17th Level, choose one upgrade between:
  • Mana Beam: Your Precursor Weapon can perform a special attack towards any number of creatures you can see within a 20 feet radius, on the same turn. With the required ammunition, you can direct each Mana Beam at different targets on a separate Attack roll for each one. The targets must make a Dexterity saving throw or receive extra damage per level of the spell slot expended, upon a hit.
  • Arcane Blaster: Your Precursor Weapon becomes more potent at concentrating the full extent of its magical power into a single devastating blast. Your attacks explode on hit, creating a 15 feet burst radius of arcane energy, centered around your target until the end of your next turn. Creatures who enter or start their turn in the zone, receive extra damage per level of the spell slot expended.

Living Forge

Beginning at 11th level, your knowledge of metallurgy on weapons and armor allow you to see their weaknesses. As a Bonus Action on your turn, you can make an ability check with your Smith's Tools to either learn about the construction of a non-magic item or attempt to destroy it, if it isn't being worn or carried.

Side Arm

At 15th level, your Precursor Weapon becomes more portable to ensure its safety by storing, equipping or drawing it within arm’s reach. For your convenience, it can expand into its true size only when needed without using an interaction. Once " unshrunk" the weapon remains operational until re-activated to shrink. If your Precursor Weapon gets lost, it is mysteriously found immediately following your next long rest.


At 18th level, the Mechanical Servant can help you fight creatures you can't see. Your inability to see the creature doesn't impose disadvantage on your Attack rolls. Your construct is aware of the location of the invisible creature within 30 feet of its position. Additionally, whenever the invisible creature attacks your Mechanical Servant, your construct can use its reaction to halve the creature's attack damage.

Natural Marksmanship

At 20th level, whenever your weapon misfires on your Attack roll, you may spend an action focusing on a target within sight. On your next turn, you have advantage on ranged attack rolls made with your Precursor Weapon against that target, dealing an additional 2d6 damage when you roll a critical hit. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Tradition of the Maverick[edit]


"Mavericks are adventurous individuals who dare to approach their studies beyond restrictions, where they can explore their fascinations more freely and do things that nobody in their right mind would even consider. Although these artificers revel in imagination and change, this freedom can always twist a situation to their advantage. An encounter with them can quickly turn into an all-out assault, and it is often extremely dangerous."

Reactive Prowess

When you take up the Tradition of the Maverick, you gain Tool Expertise with one set of Artisan’s Tools and Proficiency with one Martial Weapon of your choice. If an enemy attack misses you, as a reaction you can roll a d4 before the end of your next turn and add the result to one ability check of your choice. You can make the roll before or after making the ability check.

Arcane Impulse

As a thin sheet of magic flows through your veins, it begins to spark from your fingertips. At any given time you may cast either the Produce Flame [4] or the Shocking Grasp [5] cantrips. You can use this feature twice before a rest, but only once on the same turn.

Spell Menace

Starting at 4th level, you become a living nexus of resourceful magic. You may gain a temporary spell slot, by expending 1d4 Hit points per spell level. Temporary spell slots can have a combined level. (For example, you can recover either a 2nd-level spell slot or two 1st-level spell slots.)

Refined Toolkit

At 6th level, your skill with magical devices allows you to integrate a set of Artisan's Tools onto your Mechanical Servant's design. As a Bonus Action, the construct can make a Dexterity (Sleight of Hand) check and use the available tools to adeptly perform specific tasks related to a single craft that normally couldn’t employ.

Combat Infusion

Beginning at 8th level, the maverick learns how to temporary bestow eldritch magic to a handheld weapon, shaping the power to whichever effect they feel they need at the time. The weapon also becomes magical, if it isn't already and any pre-existing magical quality it might have, becomes replaced by one infusion from the following list. At any given time, you can withdraw your Combat Infusion as a Bonus Action, otherwise, its effect ends within 24 hours or if another creature attempts to wield the infused weapon. For the duration, you can use your Intelligence for the damage rolls. You learn an additional Combat Infusion of your choice when you reach 10th, 12th, 14th, 16th, 18th levels and 20th level.

List of Combat Infusions:
  • Flame - Flames erupt from your weapon. While it is ablaze, it deals an extra 1d6 fire damage to any target on hit. Any flammable object hit by your attack(s), ignites if it isn't being worn or carried. This damage increases by 1d6 when you reach 14th level (2d6) and 18th level (3d6).
  • Frost - Your weapon can cause freezing temperatures to extinguish all non-magical flames within a 15-foot radius of you. When you hit with an attack, your target takes an extra 1d6 cold damage and its speed is reduced by 10 feet until the start of your next turn. This damage increases by 1d6 when you reach 14th level (2d6) and 18th level (3d6).
  • Venom - A noxious poison coats your weapon and remains until an attack hits a creature. On a failed save, the poison begins to slowly drain the creature's vitality, which suffers 1d6 poison damage in its subsequent turns and has disadvantage on attack rolls & ability checks.
  • Bane - Your weapon excels at slaying a certain type of creature. Before you infuse your weapon, designate one type or subtype of beasts, celestials, dragons, elementals, fey, plants, undead...etc, that you have you have encountered on your adventures. Whenever you strike, that type of creature receives an extra 1d8 piercing damage on hit from your weapon. This damage increases by 1d8 when you reach 14th level (2d8) and 18th level (3d8).
  • Siege - Your weapon gains a (+3) bonus to attack & damage rolls made on constructs. When you roll a 20 on an attack roll with your weapon, the construct will receive an extra 1d10 bludgeoning damage. A construct that has less than 25 Hit points after taking this damage, is destroyed.
  • Smite - Your weapon sheds a bright light in a 15-foot radius and has the Thrown property within a range of 30 feet. Whenever you hit a creature, your weapon deals an extra 1d8 radiant damage. You can also toss your weapon into the air and hit one target of your choice with a ranged attack. Immediately after, the weapon flies back to your hand.
  • Force - Your weapon releases waves of concussive force. Each time you strike a creature, your target must succeed on a Constitution saving throw. On a failure, the creature is pushed up to 10 feet away from you and receives an extra force damage equal to your Intelligence modifier on impact.
  • Might - Your weapon grows more bulk, doubling its size, but remains easy to handle. It can now be used with either one or two hands. Any attack & damage rolls made with it increase by 1 size (d4 becomes d6, d6 becomes d8...etc) as appropriate to its new proportions.

Renegade Construct

At 10th level, your time between adventures is a great chance to perform research and show to the world what you are capable of. Make three improvements of your choice to your Mechanical Servant, from the List of Mechanical Upgrades. You can choose two additional improvements at 15th level, and one final at 20th level, to make the construct even more efficient.

Tactical Aptitude

Beginning at 14th level, your keen focus to assess tactical situations allows you to react more quickly in battle. On your turn, you can choose either to attack twice instead of just once or designate two weapons of your choice with a Combat Infusion each, as a Bonus Action.

Intense Rivalry

At 16th level, you have an uncanny knack for succeeding when you need to. You gain a bonus to your Initiative Rolls equal to your Intelligence modifier (minimum of +1). Additionally, all damage rolls made by a weapon imbued with Combat Infusion, now score a critical hit on a roll of 19 or 20.


At 18th level, the maverick becomes intimately familiar with the tools of arcane warfare and attains the pinnacle of resilience in battle. Whenever you are attacked by a Magical Weapon, you can roll an Intelligence saving throw to resist any of its special qualities from affecting you. On a success, the magic of the weapon fails to affect you. On a failed save, you can reroll your check to receive only half the amount of damage from the attack.

Tradition of the Inventor[edit]


"Inventors are individuals who channel their energy into the discovery of inventions. They devote their lives to understand how to thread the essence of magic and the marvel of engineering into a perfect fabric. In this never-ending quest, those artificers spend most of their time working out precise designs to construct the creations of their mind by using nothing more than their own two hands and a heap of considerable intelligence."

Innovative Proficiency

When you take up the Tradition of the Inventor, you gain Tool Expertise for any ability check you make that uses Tinker's Tools. Additionally, when using a magical item with charges, you may use your spell slots to power the device. By expending one spell slot, you grant the device an additional charge of its effect.

Mobile Workroom

All inventors are accustom to travel as they craft. Your Magical Tool-belt becomes a "Mobile Workroom" - a portable backpack that holds all of your tools required to craft items. On command, it expands into a suitable work environment in any area you set it up. Any craft that normally would require a special area to craft in, such as a forge or laboratory, no longer requires such an area. There is no limit on the use of the equipment contained within. Once per day, during any long rest you may choose to forgo the normal benefits of your rest to complete one day's worth of crafting (check with your DM for other time restraints/increases). Additionally, up to once per week, you may spend up to 1 full day without rest, ignoring any normal penalties for doing so.

Wondrous Invention

At 5th level, you dedicate yourself to leaving a mark on the world with what you have crafted. It is assumed that you were working on your new invention in your leisure time (between game sessions), but did not declare what it was until it was finished. That invention reflects long hours of study, tinkering, and experimentation that allowed you to finally complete it. The item you create must be one magic item of your choice from the following list. You craft another new invention when you reach certain levels at 9th, 13th, and 17th level.

List of Wondrous Inventions:
  • At 5th Level: • Lantern of Revealing [6] • Sovereign Glue [7] • Chime of Opening [8] • Pearl of Power [9]
  • At 9th Level: • Winged Boots [10] • Decanter of Endless Water [11] • Rope of Climbing [12] • Marvelous Pigments [13]
  • At 15th Level: • Hat of Disguise [14] • Bag of Beans [15] • Gem of Brightness [16] • Ring of Mind Shielding [17]
  • At 17th Level: • Folding Boat [18] • Instant Fortress [19] • Robe of Useful Items [20] • Amulet of the Planes [21]

(Note: These magic items are detailed in the Dungeon Master’s Guide.)

Flawless Craftmanship

At 8th level, your experiences in building complicated creations efficiently has given you the ability to multitask. Once per day, when you fail an ability check using your Tinker's tools, you can choose to succeed instead.

Mechanical Adaptability

At 10th level, you become more efficient at constantly improving your Mechanical Servant. Put your knowledge to apply up to two upgrades of your choice, from the List of Mechanical Upgrades. You may alter your chosen upgrades at any given time, for two different ones from the list by taking 24 hours of work, to do so.


At 12th level, when looking for tinkering materials, by using your Tinker's Tools you can dismantle two magical items in your possession, and use their components to create a new item of equal rarity. The cost of raw materials and time required to craft the new item is based on the item's original cost but is reduced by 50%.

Presence of Explosive Intellect

At 15th level, the inventor's Mechanical Servant gains the effects of "Clockwork Brain" & "Spark of Intellect" innately from the List of Mechanical Upgrades. The construct also now shares a mental connection with the inventor like that of a familiar.

Intuitive Craftitude

At 19th level, you gain an uncanny understanding of how any magical device works and have the ability to expertly operate machines that you have had no prior experience with, simply by touch. You can also sense faults in metal ore, communicate with sentient constructs and identify the presence of mechanical traps.

  • As an action, you can use this skill to examine a fairly simple magical device and disable it. You can attempt to disarm a mechanical trap or jam a magical lock (in either the open or closed position). Your DM makes the magical device's DC secretly from you so that you don’t necessarily know whether you’ve succeeded. The DC must depend on how tricky the magical device is.
  • As an action, you can open your awareness — within 30 feet — to detect and locate a specific magical device known to you, as long as you have seen it up close at least once. You can use this feature a number of times equal to your Charisma modifier. Whenever you finish a Long Rest, you regain all expended uses. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

Tradition of the Alchemist[edit]

Work In Progress


"Alchemists are individuals who dive into the world of science in order to reshape the world before them, through the use and study of Alchemy – a craft that requires an inherent talent for manipulating matter and energy to dangerous substances. As their practice defy the physical world, these artificers thrive on answering the universe's most impenetrable questions with forgotten and long-lost ancient knowledge."

Alchemical Studies

When you take up the Tradition of the Alchemist, you gain Tool Expertise for any ability check you make that uses Alchemist’s Supplies. Choose one elemental affinity (i.e. acid, cold, fire...etc.) as your field of study. Potions and spell effects associated with the element of your choice receive your Proficiency Bonus to their check result.

Apothecary Satchel

At 4th level, your Magical Tool-belt becomes an Apothecary Satchel, that now also acts as a form of portable storage for reagents you can use to create a variety of concoctions. Due to the magical nature of the bag, you known where the ingredients you need for your Concoction Formulas are likely to be found, and even how to prepare them. Its contents allow you to pull out the exactly right materials without any roll. If you lose your satchel, you can create a new one over the course of 1d8 days of work, by expending (100 gp) worth of leather, glass, raw materials etc.

Concoction Formula

Starting at 4th level, you learn three spell-like effect potions from the following list. You can learn an additional concoction formula of your choice at 6th, 9th, 13th, and 17th levels. Your Schema's Book can also be used to inscribe these formulas. If a formula requires a saving throw, the DC equals to your Proficiency Bonus + your Intelligence modifier. As long as your Apothecary Satchel is within reach, use your Alchemist’s Supplies to produce any of these potions.

List of Formulas:
(coming soon)


Starting at 6th level, you modify your Mechanical Servant to appear more humanoid in form, but with the unique animal traits of its previous design that make it stand out. The Golem's physical body can be now made out of any semi-natural material component (like stone, iron, wood...etc). Additionally, it gains one permanent improvement of your choice from the List of Mechanical Upgrades.

  • Dedicated Crafter - Alchemists use their golems as skilled and dedicated assistants. Beyond the service of its creator, the Golem can now assist you to craft any mundane item you are able to, allowing that item to be completed much faster.


At 11th level, the alchemist has the skills and knowledge to Infuse Magic through arcane inscriptions, called Runes. Different types of Runes channel magic in a certain way to create an effect, though one thing that all runes require physical contact with a creature, a surface, or an object upon which they are is placed, in order for their magic to take effect. To perform the inscription of a rune, you must first succeed on an Arcana check and expend a spell slot equal to the spell's level. Runes exist as one of three types:

  • Mark - (Lasting Effect) - The inscription of a Mark appears to last for a number of days equal to your Intelligence modifier - until the rune is activated. Placing such a rune onto the body of a creature requires that it must be willing or helpless, while placing the rune upon an object requires it to be attuned first. After the spell’s empowerment ends, the rune fades away.
  • Seal - (Triggered Effect) - The inscription of a Seal subsequently appears to act as the rune's trigger. The first creature to step on or touch the inscribed surface activates it. Seals last until triggered, dispelled or erased. An activated Seal always generates a radius effect centered on the rune a number of feet equal to your Level, affecting all creatures in its area.
  • Glyph - (Combining Effect) - The inscription of a Glyph appears to weave together the effects of two different spells, while the duration of those spells overlaps. A Glyph is spontaneous, and generate both spells' effect immediately upon completion. Unlike other types, it is only a one-step process: Inscribing the rune on your target and activating it, occur at the same time.

Retain Essence

At 14th level, any roll used by your potions increases by 1 size (i.e d4 increases to 1d6, d6 increases to d8, d8 increases to d10, d10 increases to d12, and d12 increases to 2d8).

Potent Reagents

Starting at 16th level, you gain the ability to create superior concoctions using your Alchemist’s Supplies. Once per day, when you use a potion that requires your target to make a saving throw against its effect(s), you may impose disadvantage on the saving throw. You can use this feature a number of times equal your Intelligence modifier.

Effective Elixir

Starting at 17th level, the alchemist can combine two concoction formulas to create an Elixir. The resulting formula will provide the effects of both potions with a single attack roll, but it must be used within 24 hours or it loses all special properties, becoming useless sludge.

Transmute Matter

Starting at 19th level, the alchemist has learned to alter the basic chemical structure of a creature, raw mineral substance or natural ingredient, into a different component of your choice. As a ritual, attempt to cut yourself and receive 1d8 damage. Then drip your blood on the material's surface, to transmute it for the next 24 hours. The quality of the new product is commensurate with the sufficient quantity of the substance transmuted. However, if your target is made of flesh, it must first succeed on a Constitution saving throw. On a failed check, its substance isn’t affected. The drop of blood cannot be applied by anyone except you.

List of Mechanical Upgrades[edit]


The artificer’s continuous work on their Mechanical Servant has reached a new milestone. Select an upgrade from the list below to advance the technological features of your construct. You can perform the upgrade at the same time that you meet each prerequisite, but select each upgrade only once...unless the upgrade's description says otherwise.

• Defensive Array •

Utilizing an array of magical sensors of your own design, you enable your Mechanical Servant to detect threats with greater ease. Now the construct gains your Proficiency Bonus in all Perception checks relying on hearing or sight.

• Arcane Sensors •

You develop an arcane link with your Mechanical Servant’s sensors. As an action, you can turn on/off 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. This mechanism is uniquely calibrated to you. If another creature uses the mechanism, they receive no information. During this time, you gain the benefits of any special senses your Mechanical Servant has, but you are blind and deaf in regard to your own senses.

• Internal Locator •

You install a magical energy node to know the exact location of your Mechanical Servant regardless if the construct's location is magically blocked by spells or it is incapacitated on another plane of existence. If your Mechanical Servant is on the same plane of existence, you can summon it from up to 1 mile away, as a Bonus Action.

• Pondskater •

You apply to your Mechanical Servant the magical property to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground. If it crosses molten lava the construct can still take damage from the heat. If your Mechanical Servant is submerged in a liquid, it slowly submerges to the surface of the liquid at a rate of 60 feet per round. This costs an action to activate the effect and a Bonus Action to deactivate it.

• Powerful Build •

You strengthen the lifting and pulling capabilities of your construct. Your Mechanical Servant gains proficiency in the Athletics check(s). Additionally, the construct counts as one size larger when determining it's carrying capacity and the weight it can push, drag, or lift.

• Locomotive Adaptation •

You attach fins, webbing, grappling hooks, burrowing claws, or other appropriate locomotive aids into your Mechanical Servant. 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.

• Gear Wonders •

By focusing on improving your Mechanical Servant’s weapon systems, you enable the construct to become more powerful. Choose two weapons you are proficient with, and it becomes proficient with those weapons. You are able to integrate the chosen weapons into the construct's design. When adding more than one of these, your construct uses only the highest modifier. You can select this upgrade multiple times.

• Healbolt Initiative •

A variety of backup systems are installed into your Mechanical Servant. If the construct takes damage that would reduce it to 0 hit points, it instead is reduced to 1 hit point instead. Your Mechanical Servant is able to use this feature, once every 24 hours before it can use it again.

• Larger Chassis •

You modify the foundation of your Mechanical Servant to create a larger, more powerful build. Its size increases by one category. 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). Additionally, the construct’s hit die increases by one size (d6 becomes d8, d8 becomes d10...etc).

• Riding Harness •

Prerequisite: Powerful Build or Larger Chassis upgrade

You design and craft a special saddle or harness to properly aid your Mechanical Servant to serve as a combat-trained mount. The construct must be at least one size category larger than its rider.

• Improved Repertoire •

Prerequisite: Terrestrial Construct

Utilizing springs made of a superior alloy, you increase your Mechanical Servant’s movement speed by 10 ft. It gains the ability to attack while dashing at high speeds. This attack is now a more nimble primary attack, which pushes its target up to 10 feet away from it with enough force to cause damage equal to 1d6 + Strenght modifier of bludgeoning damage.

• Nimble Flight Control •

Prerequisite: Aerial Construct

You install a node for the flying maneuverability of your Mechanical Servant. It is now able to not provoke opportunity attacks while moving nimbly in and out of combat while flying. The servant's fly speed can be increased, gaining additional fly speed equal to 20-feet, by selecting this upgrade multiple times.

• Hextech Capacitor •

Prerequisite: 6th Level

You design an experimental arcane device as a viable way to empower the magic that fuels your Mechanical Servant – into its attacks. The construct receives a +1 bonus to all attack and damage rolls, which are now considered magical for the purposes of overcoming resistance, immunity, and vulnerability from non-magical damage.

• Runic Engravings •

Prerequisite: 6th Level

By inscribing powerful arcane runes onto your Mechanical Servant, it is able to utilize some spellcasting abilities. The construct learns a cantrip of your choice, with Wisdom as its spellcasting ability. You can select this upgrade multiple times.

• Counterspell Attachment •

Prerequisite: 6th Level

The Mechanical Servant’s sensors have been programmed to protect its creator from magical effects. The construct can now attempt to interrupt the process of a spell being cast, that will affect its creator. If a spell is of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spellcasting fails and has no effect.

• Clockwork Brain •

Prerequisite: 6th Level

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 and the ability to speak one language of your choice that you know. Additionally, you can now use your Infuse Magic feature directly on your Mechanical Servant, without counting against your maximum number of infused spells. Due to its increased intelligence, the construct loses its immunity against psychic damage.

• Reserve Overload •

Prerequisite: 9th Level

Your Mechanical Servant is upgraded with an energy discharge. As an action, it can release a magic blast of electrical energy from its body. Each creature within 20 feet of the construct must succeed on a Dexterity saving throw or take 3d10 lightning damage on a failed save. Your Mechanical Servant is able to use this feature, once every 24 hours before it can use it again.

• Cloaking Mechanism •

Prerequisite: 9th Level

Through a series of magical and mechanical enhancements, you manage to create an advanced stealth system for your Mechanical Servant. As an action, the construct can become invisible for 1 hour, or until it attacks on its turn. Your Mechanical Servant is able to use this feature, once every 24 hours before it can use it again.

• Magical Ward •

Prerequisite: 9th Level

You install a device that can generate a bubble of arcane energy to provide strong antimagic shield on your Mechanical Servant. As a Bonus Action, the construct can activate the bubble to gain resistance against all spell damage for 1 hour.

• Protocol Overdrive •

Prerequisite: 14th Level

You develop a system which allows your Mechanical Servant to hone its reaction times, for a short flurry of activity. As an action, the construct's faster-moving appendages allow it to double its speed and perform two attacks until the end of its turn. It will have advantage on attack rolls, and opportunity attacks have disadvantage against it.

• Advanced Exoskeleton •

Prerequisite: 14th Level

You utilize a type of a rare magical ore in your Mechanical Servant’s frame, by replacing most of its body with heavy plates. The construct gains a bonus equal to your Proficiency Bonus to its Strength Saving Throws and has resistance against bludgeoning, piercing, and slashing from non-magical weapons, but at the cost of a more noticeable movement on its Stealth checks.

• Spark of Intellect •

Prerequisite: Clockwork Brain Upgrade

Through an inexplicable breakthrough in the design of the clockwork brain, your Mechanical Servant gains the instantaneous hight intellect and its Intelligence score raises to 13. In addition, the construct gains the ability to speak in all languages you know and can now use magical items attuned to its creator.

  • Choose two spells up to Level 2 from the True Artificer spell list. Your Mechanical Servant can spontaneously cast each of those spells once per day, without providing material components with either Intelligence or Wisdom as its spellcasting ability.

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