Artificer (5e Class)

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Artificer[edit]

dwarven_artificer_by_scarypet-d492lo8.jpg
Not to be confused with the wizard tradition of the same name found in the Unearthed Arcana article pertaining to Eberron.

A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak.

A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.

A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over herself and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway.

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

The Structure of Magic[edit]

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

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

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

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

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

Creating an Artificer[edit]

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

Quick Build[edit]

You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Researcher background. Third, choose the following 1st-level spells: cure wounds, disguise self, and shield of faith.

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: All simple weapons
Tools: Choose three types of Artisan's tools/kits
Saving Throws: Intelligence, Constitution
Skills: Choose three from: Arcana, History, Investigation, Medicine, and Religion

Equipment

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

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

Table: The Artificer

Level Proficiency
Bonus
Features Maximum Item Rarity Magic Item Formula Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Artificer Knowledge, Item Creation, Artificer's Focus, Useful Items. Non-Magical Item Table A, And lesser Trinkets. 0 2
2nd +2 Repair Damage, Tool Expertise, Spellcasting. Common 2 3 2
3rd +2 Artificer Specialization Feature, Mechanical Servant. Common 3 4 3
4th +2 Ability Score Improvement, Ability Score Improvement, Infuse Magic. Common 4 5 3
5th +3 Magic Weapons, Attunement. Uncommon 5 6 4 2
6th +3 Artificer Specialization Feature Uncommon 6 7 4 2
7th +3 Uncommon 7 8 4 3
8th +3 Ability Score Improvement, Ability Score Improvement Uncommon 8 9 4 3
9th +4 Unique Attunement Rare 9 10 4 3 2
10th +4 Spell Storing Item Rare 10 10 4 3 2
11th +4 Rare 11 11 4 3 3
12th +4 Ability Score Improvement, Ability Score Improvement, Artificer Specialization Feature Rare 12 11 4 3 3
13th +5 Blood Attunement. Very Rare 13 12 4 3 3 1
14th +5 Spell Storing Item Very Rare 14 12 4 3 3 1
15th +5 Artificer Specialization Feature Very Rare 15 13 4 3 3 2
16th +5 Ability Score Improvement, Ability Score Improvement Very Rare 16 13 4 3 3 2
17th +6 Superior Attunement Legendary 17 14 4 3 3 3 1
18th +6 Spell Storing Item, Artificer Specialization Feature. Legendary 18 14 4 3 3 3 1
19th +6 Ability Score Improvement, Ability Score Improvement. Legendary 19 15 4 3 3 3 2
20th +6 Soul of the Artifice. Legendary 20 15 4 3 3 3 2

Spellcasting[edit]

Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. 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 and have your Artificers Focus.

You regain all expended spell slots when you finish a long rest. For example, if you cast the first level spell Mage Armor and have a 1st-level and a 2nd-level spell slot available, you can cast Mage Armor using either slot.

Spells Known of 1st Level and Higher

All Artificers start with the Cantrips, Mending, Light, Prestidigitation, Chromatic Splash, Produce Flame.

You know two 1st-level spells of your choice from the artificer spell list.

The Spells Known column of the artificer table shows when you learn more artificer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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


Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence modifier whenever a 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 = 10 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any artificer spell you know as a ritual if that spell has the ritual tag.

Artificer Spells
Spell Level Class Spells
1 alarm, armor of Agathys, color spray, comprehend languages, cure wounds, detect poison and disease, disguise self, expeditious retreat, false life, illusory script, jump, longstrider, mage armor, sanctuary, shield, shield of faith
2 aid, alter self, arcane lock, barkskin, blur, continual flame, darkness, darkvision, enhance ability, enlarge/reduce, find traps, heat metal, invisibility, knock, lesser restoration, levitate, magic mouth, magic weapon, Nystul’s magic aura, protection from poison, rope trick, see invisibility, shatter, spider climb
3 bestow curse, blink, counterspell, dispel magic, elemental weapon, feign death, fly, gaseous form, glyph of warding, haste, 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, Leomund’s secret chest, Mordenkainen’s faithful hound, Mordenkainen’s private sanctum, Otiluke’s resilient sphere, stone shape, stone skin, wall of fire
5 animate objects, awaken, creation, mislead, planar binding, swift quiver, teleportation circle, wall of force, wall of stone

Artificer's Focus[edit]

Artificer must choose a single mundane item to serve as the focus for any artificer spell, the spellcasting focus must be on the Artificer for the Artificer to cast spells.

If not the Artificer must spend 2d4 days imbuing another(10gp) or cast with a -4 to DC.

Artificer Knowledge[edit]

Artificers also have a deep understanding of items and the power that lies hidden within them. You can cast the detect magic, and the identify spell; As a ritual it does not count against the number of spells you know, and it requires no components.

Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.

Useful Items[edit]

While not magical in nature and with only a limited ability ( +1 Thieves tools, + 2 to Surprise checks Broach, Etc.) There is no limit (within reason, DM decides) to how many of these items an Artificer can create. At first level you gain the ability to create small (book sized or smaller) items.

These items may serve a singular function, provided you as the player provide a general description of the item as well as how it would work (i.e making noise). (Cost = 10gp + item price + 1 Level spell slot spent).

Item Creation[edit]

The hallmark ability of an Artificer is the power to craft useful magic items. The artificer may craft any Item for which they have learned the proper formula. While it is possible for nearly any character to craft magical items, should the formula be stolen or lost the characters will normally be unable to re-create such things from memory. Only an Artificer possesses the necessary talent to truly learn said formulas, and craft without need of the a written guide or design.

The artificer begins play with knowledge of the formula of every Creatable item from Alchemist item table A (pg 144 DMG). They do not automatically have knowledge of the creation of drift globes or of a bag of holding.

At each level the artificer learns a unique item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table.

The cost of creating a magic item depends on the item's rarity, and is equal to 45% of the average cost of such an item.

Item Average Cost Cost to Craft Time to Craft Approximately Highest Level Spell Scroll
Potion of Healing 50gp 40gp 1 hour
Common 100gp 80gp 1 days 1
Uncommon 500gp 400gp 4 days 3
Rare 5,000gp 4,000gp 40 days 1 month 5
Very Rare 50,000gp 40,000gp 400 days 13 months 8
Legendary 500,000gp 400,000gp 4,000 days 11 years 9
  • note that additional workers can reduce these craft times dramatically.

"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 add 150 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.

Magic items which specifically reproduce the effects of a specific spell will also require the spell in question to be cast at least once during the creation process, consuming material components as normal, but having the effect of the spell negated as its energies are channeled into the item. The spell may be cast either by the artificer himself, or by one of those characters acting as an assistant to him.

(As described in the Player's Handbook, a skilled, non-spellcasting 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.)

(In most cases an artificer should never be allowed to learn the formula for a Manual of Bodily Health, Manual of Gainful Exercise, Manual of Quickness of Action, Tome of Clear Thought, Tome of Leadership and Influence, or Tome of Understanding. These items grant single use permanent duration effects that the DM should guard closely.)

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.

Repair Damage[edit]

An Artificer of 2nd level or higher may repair any touched construct. The construct regains a number of hit points equal to 1d8 + your intelligence modifier +1/level. This ability has no effect on living creatures or undead. This ability can only be used once per short rest.

Artificer Specialization[edit]

At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Battlesmith, Alchemist, Inventor. Your choice grants you features at 3rd, 6th, 12th, 15th, and 18th levels.

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, 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.

Schemas Book[edit]

At 2nd level you develop a deeper understanding of magical blueprints. Choose two 1st-level Magic Schemas to write in a book the Artificer has created himself (50gp). This will be your Inventions book. On your adventures, you can add other blueprints to your Schemas Book. When you find any such written blueprint, you can add it to the book if the spell’s level is equal to or less than your artificer level (rounded up) and if you can spare the time to transcribe the schema. For each level of the schema, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

You are able to 'Create' spell's schemas that you keep in your schema book. A schema differs from a spell in that a schema doesn't pull the magic to create the effect - it. The understanding needed to infuse the power of that Schema into an item but not to cast the spell itself. Therefore, you cannot cast the spell directly (but are able to create scrolls or wands with the spell's ability imbued within the blueprints).

Any time you complete a short rest you may use a part of that time working with the tools to create a blueprint from your Schemas Book, or to copy a new one into your Book.

Schema Book Cost to Scribe Scroll
Cantrip 50gp
1 +1 150gp
2 +1 300gp
3 +2 1,000gp
4 +2 2,000gp
5 +2 5,000gp
6 +3 8,000gp
7 +3 20,000gp
8 +4 40,000gp
9 +5-+9 75,000gp-250,000gp


Mechanical Servant[edit]

At 3rd level for the Alchemist, 5th level for the Battlesmith, and 7th level for the Inventor. Your research and mastery of your crafts 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 worked on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. Select a Tiny to Large beast with a challenge rating of 1d4 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: • It is a construct instead of a beast.

• 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 when you create it, but it can’t speak (unless DM approves).

• 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. The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. If the servant is killed, it can be returned to life via normal means, such as 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.

Infuse Magic[edit]

Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use but only items that the Artifice has attuned with, however one can use spells it does not know but owns the schema for to infuse an item. When you cast an artificer spell with a casting time of 1 action, 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 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 24 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 + Level.

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 magic items at a time.

Magic Weapons[edit]

As an action, an Artificer of 5th level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.

Unique Attunement[edit]

When an Artificer of 9th level or higher holds a magical item, weapon, ect. He over time learns not only the Schema from it but can actually attune it to him self changing or improving the current stats of said Item.

Time to Attune = 2 hours per item enchantment Level.

Time to learn = Days +(Weapon magical Bonus + # of enchantments) x 2.

Time to manipulate = Day + ( x2 Weapons enchantment Level).

Spell Storing Item[edit]

At 10th level, once a day you can create a handheld magic item that duplicates a spell of your choice from any class. The spell you choose may never be greater than 5th level, this improves to 7th level spells at 15th level, and 8th at 17th. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.

At 10th level, you may only have one spell storing item active at a time. This increases to 2 at 14th level, and 3 at 18th level.


Blood Attunement[edit]

At 13th Level the Artifier gains the ability to use the blood of others to attune them to a single item of there choice. This grants the +2 bonus to the welder of the item.( Ragnor's axe gives him a +1 AC as he uses it).

If the item is previously enchanted by someone other than the Artificer, there is a 50% fail chance -1% Per-Level.

Superior Attunement[edit]

At 17th level, the limit of Attuned Items increases to six magic items.

Soul of the Artifice[edit]

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

Artificer Traditions[edit]

Battlesmith, Alchemist, Inventor

Tradition of the Battlesmith[edit]

dnd_4new_drtoc_365_pic3_en.jpg

Bonus Proficiency

You gain proficiency with all martial weapons and Heavy Armor; One exotic weapon; and either Shields or Smith Tools.

Bonus Cantrip

You gain two cantrips from the following list; green flame blade, blade ward, shillelagh, and sword burst.

Bonus spells

You may chose to gain one of these spells from this list. 1st level, shocking grasp; 2nd level, Melf's acid arrow; 3rd haste; 4th level, ice storm; 5th level, conjure volley. Additionally you may gain additional spell slots as a free action by expending 1d4 HP per spell level of slot gained.

Smith Master

At 6th level the battlesmith treats his/her level for crafting magical weapons and armor as +1/Int mod= level modifier min +1.

Combat Infusions

At 7th level, the Battlesmith learns to infuse any hand held weapon with eldritch power, shaping that power to whichever effect they feel they need at the time.

At the end of any long rest, the artificer may designate a single weapon they touch to gain the properties of one of a list of special weapons described in the DMG. Any being may wield this weapon, though its magic lasts only 24 hours or until the Artificer completes another long rest.

The weapon may gain properties mimicking one of the following weapon types:

Dagger of Venom,
Dragon Slayer,
Dwarven Thrower,
Flame Tongue,
Frost Brand,
Giant Slayer,
Mace of Disruption,
Mace of Smiting,
Sword of Wounding,
Vicious Weapon,
Weapon of Warning.

Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power. Despite this, any weapon may be used, and gain the qualities of any of the listed items. For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.

Upgraded Construct

At 5th level you improve your Mechanical Servant by upgrading or adding components. You make three upgrades of your choice to your servants from the Mechanical Servant Upgrades list.

You may choose an additional two upgrades each at level 10 and level 15, and one final upgrade at level 20.

By taking 24 hours to do so, you may either alter the chosen upgrades from the available list, or copy over the abilities onto another available construct.

Combat-Ready Construct

Starting at 5th level you are able to create weapon components for any construct. Choose 2 weapons you have proficiency in, the target is considered proficient with the chosen weapons. The construct gains the attack action, and follows the normal rules for 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.

Magic Imbued Strikes

Starting at 8th level your servant’s attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.

Extra Attack

Starting at 13th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternately you may attack once, and use your second attack to activate any magic item you carry (such as a wand).

Battlemind

Starting at level 13 you may try to suppress any magical effect from any magical weapon attacking you. Charisma save vs DC = 14 + the weapons magical mod.

Tactical Infusions

By 17th level, the Battlesmith has become intimately familiar with the tools of warfare. He may use his Combat Infusions ability up to once per short rest, and may have up to 2 weapons so infused at any given time.


Tradition of the Inventor[edit]

Bonus Proficiencies

When you take up the tradition of the Inventor at 3rd level, you gain proficiency with one martial weapon, And two Kits or Tools for expertise.

Arcane Adaptability ( Inventor)

When you learn a spell you may instead learn a variant of that spell (chosen upon leveling up), if the spell does a damage type, you may cast a variant of the spell which does another form of damage or gives another equal condition (ie - deaf and silenced; restrained and grappled) or requires a different Save (Dex vs Wis). You may develop a variant version of 1 spell at every even level taken in the Artificer class.

At 6th level:

You may cast a spell the requires an melee/touch attack roll on a willing recipient that you can touch -- casting the spell as normal but spending an additional Spell Level. The recipient thereafter become the "wielder" of that spell on their turn and can use it with their own attack/action rolls.

Mobile Workroom ( Inventor's Bag)

By 3th level, a Inventor is accustom to traveling as they craft.

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.

Additionally, any craft that normally would require a special area to craft in, such as a forge or laboratory, no longer requires such an area, as you created an Inventor's Bag similar to a bag of holding that holds all of those tools to produce a suitable work environment in any area you set up at.

Finally, up to once per week you may spend up to 1 full day without rest, ignoring any normal penalties (exhaustion and lack of ability to prepare spells) for doing so.

Upgraded Construct

At 5th level you improve your Mechanical Servant by upgrading or adding components. You make two upgrades of your choice to your servants from the Mechanical Servant Upgrades list.

You may choose one additional upgrade each at level 10 and level 15, and one final upgrade at level 20.

Arcane Implement ( Inventor)

At 6th level, you craft an implement. The implement costs 500gp and takes 2 weeks to build. This implement can be an orb, a medallion, a staff, a rod, a libram, or a wand.

When you craft the implement you must choose Verbal or Somatic. When you cast through this implement you can't spend more points than your level maximum level of known spells, but your spells cast through the object no longer require the chosen component (verbal or somatic).

Additional Spell Storing Item ( Inventor)

As an inventor At 9th level, once a day you can create a handheld magic item that duplicates a spell of your choice from any class. The spell you choose must be of a level equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character. This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.

OverCharge ( Inventor)

At 9th level, when using a magical item with charges, you may use your own spell points to power the device. By expending 1 spell point plus 1 point per spell slot level of the effect, you grant the device an additional charge, and/or (where possible) increase the effective spell slot of the effect being generated.

Wandcraft/RingCraft( Inventor)

At 12th level, a Inventor learns the secret of crafting personal use wands and rings. The Inventor may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create. Wands created with this ability are inferior to other wands, and unless the Artificer has explicitly learned the formula for a particular wand, only he may activate it. The artificer may only have 3 personal wands created this way in existence at any given time (wands for which you know the appropriate formula do not count against the limit). Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert. No modification to how many rings you can wear.

Frugal Fabricator ( Inventor)

At 12th level the Artificer may destroy 2 magic items and use magical energy to make a new item of equal rarity. Though this does not cover the cost in raw materials for crafting the new item, it does cover nearly the full cost of enchanting such an item. If appropriate magical items are available for the artificer's use, he may destroy 2 of them in order to reduce the gold value cost of crafting 1 new magical item by 90%. The time required to craft the new item is based on the original cost of the item, but is reduced by 50%. At 17th level, the Artificer need only destroy a single magic item of equivalent value (rather than 2) in order to gain this benefit. the costs (gold) for the Item is now 1/2 the listed expense and 2/3rds the time.

Intelligent Servant( Inventor)

At 15th level, The Artificer's Servant gains the effects of Clockwork Brain and A Spark of Intellect Innately. The Construct also shares a mental connection with the artificer like that of a familiar.

Universal Attunement( Inventor)

At 18th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively. The artificer is automatically considered attuned to any magic item he holds, which requires attunement.

The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item.

Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it. The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.

The artificer is not limited to any particular number of items they may have attuned.

Tradition of the Alchemist[edit]

A young human studies a pile of books by candlelight, surrounded by mountains of custom made notes. In a library surrounded by other like minded individuals An old elf passes through a ravaged town and rebuilds a destroyed house caused by a roaming band of barbarians. Taking time to fix whatever needs it with the materials given. A dwarf lights a match and enlarges the flame into a roaring inferno leaving a mushroom cloud that can be seen for miles around. The dwarf orders troops deeper into city walking in behind them. Transmutation Alchemists are individuals who master the art of manipulating the physical world around them through the use of study and practicing alchemy. As the craft of alchemy requires a full understanding of the natural world around them and alchemical theory, alchemists are scientists not magicians, the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy, so not all people can become competent alchemists by studying alone. Alchemist dive into the world of science and understanding in order to reshape the world before them. As such alchemists shun the worlds of religion and Arcane as their arts defy the physical world by using powers not originally from this world. As believed by the alchemist. Think about why you first started to study alchemy? Did you grow up with the strong influence of alchemy and science around you? Were you an apprentice of a master alchemist? Did you study long hours in your village with one day dreams of leaving and exploring the world.

Master Alchemist

you gain expertise with alchemist’s tools.

Alchemist’s Satchel

At 3rd 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

At 3rd level, you learn three Alchemical Formula options, These are spell like effect potions, bull strength, guidance, etc. You learn an additional formula of your choice at 3rd, 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. Any creature in that area must succeed on a Dexterity saving throw or take 1d4 fire damage per round a Dex save vs DC 12 to put out. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d4), 7th level (3d4), 10th level (4d4), 13th level (5d4), 16th level (6d4), and 19th level (7d4).

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: 4th level (1d6), 7th level (2d6), 10th level (3d6), 13th level (4d6), 16th level (5d6), and 19th level (7d6). 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 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: 4th level (2d8), 6th level (3d8), 8th level (4d8), 10th level (5d8), 12th level (6d8), 14th level (7d8), 16th level (8d8), 18th level (9d8), and 20th level (10d8).

Noxious Gas

As an action, you can reach into your Alchemist's Satchel and pull out 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 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 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

At 5th 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 and with -10% cost.

Potent Reagents

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.

Combine Consumables

At 6th level, when you create a Consumable, you can create a single Consumable out of the effects of two Consumables. If both Consumables require a ranged attack, you resolve the Consumable with a single attack roll. For example, you can spend 2 points on an Acid effect, and 2 point on an Alchemist's Fire effect. On a hit, this Consumable would deal 4d6 + 2 acid damage, and cause the target to begin taking 1d4 fire damage at the start of each of its turns. (Note normally mixing magical potions results in very possible Miscibility Misfires See DMG) At 14th level, you can combine 3 Consumable effects.

Formula Focus

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 another formula for this feature at 14th level.

Enhanced Consumables

At 11th level, the dice used by your Consumables increases by 1 size (d4 increases to d6, d6 increases to d8, d8 increases to d10, d10 increases to d12, and d12 increases to 2d8).

Perfect Concoction

At 17th 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.

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. You cannot replace an upgrade if it is a prerequisite for another of the construct's current upgrades.

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 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: Quadrupedal Construct

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).

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.

Grapple[edit]

Prerequisite: Bipedal Construct

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.

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.

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.

Nimble Flight Control[edit]

Prerequisite: Aerial Construct

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 17th level.

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

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 17th level.

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

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.

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.

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.

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 non-magical weapons.

Arcane Shielding[edit]

Prerequisite: 17th 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.

Spark of Intellect[edit]

Prerequisite: 17th level Artificer, Clockwork Brain Upgrade

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

The Construct also gains the ability to use Magic Items attuned to their Creator.

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.

Overdrive[edit]

Prerequisite: 17th 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.

Artificer Homunculi[edit]

Dedicated Wright[edit]

Tiny construct, lawful neutral

Armor Class 11

Hit Points 8

Speed 30 ft.

Str 6 (-2) Dex 13 (+1) Con 17 (+3) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills Perception +2, Investigation +2, Stealth +3, Senses Darkvision 60 ft., passive perception 12

Languages: All languages known by its creator

Challenge 1/4

Crafter A crafter homunculus uses its masters proficiencies with artisans tools, and may craft any mundane item its owner could. The homunculus can also assist its master on the crafting of a magic item, allowing the item to be completed much faster.

Clay Body A crafter homunculus will revert to a useless lump of clay when it would be reduced to 0 hit points, and will revert to its normal form 1 hour after it was destroyed. If it is not completely destroyed into dust, the largest piece will reform into the main form.

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

Expeditious Messenger[edit]

Tiny construct, lawful neutral

Armor Class 13

Hit Points 2

Speed 40 ft., fly 60 ft.

Str 3 (-4) Dex 18 (+4) Con 10 (+0) Int 14 (+2) Wis 13 (+1) Cha 11 (+0)

Skills Perception +3, Stealth +5

Senses Darkvision 60 ft., passive perception 13

Languages All languages known by its creator

Challenge 1/4

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

Sting Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+4 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.

Furtive Filcher[edit]

Tiny construct, lawful neutral

Armor Class 17

Hit Points 6

Speed 50 ft., climb 40 ft.

Str 5 (-3) Dex 20 (+5) Con 10 (+0) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills Perception +3, Stealth +8, Sleight of Hand +8

Senses Darkvision 60 ft., passive perception 13

Languages All languages known by its creator

Challenge 1/4

Invisibility

As an action, the furtive filcher may turn invisible, as per the spell invisibility. This effect lasts until it attacks or until its concentration ends. Anything the invisible furtive filcher is carrying or wearing is invisible as long as it remains in contact with the furtive filcher (including items the homunculus lifts from other creatures).

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage.

Iron Defender[edit]

Small construct, lawful neutral

Armor Class 14

Hit Points 11

Speed 40 ft.

Str 12 (+1) Dex 15 (+2) Con 12 (+1) Int 6 (-2) Wis 12 (+1) Cha 6 (-2)

Skills: Perception +3, Stealth +4, Intimidation +2, Athletics +2

Senses: Darkvision 60 ft., passive perception 13

Languages: -

Challenge: 1/4

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

Pack Tactics The iron defender has advantage on attack rolls against a creature if at least one of the iron defender’s allies is within 5 ft. of the creature and isn’t incapacitated.

Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Multiclassing[edit]

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

  • Intelligence 13
  • Proficiency in one or more set of Artisan's Tools


Proficiencies. When you multiclass into the class, you gain the following proficiencies:

  • Light armor
  • one set of artisan’s tools

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