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The Artificer

Proficiency Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th Upgrades

1 +2 Artificer Specialisation, Magic Item Analysis - - - - - - -

2 +2 Spellcasting, Tool Expertise 3 2 - - - - -

3 +2 Specialisation Feature, Wondrous Invention 4 3 - - - - 1

4 +2 Ability Score Improvement, Magical Infusion 4 3 - - - - 1

5 +3 Superior Attunement 5 4 2 - - - 2

6 +3 Wondrous Invention 5 4 2 - - - 2

7 +3 Specialisation Feature 6 4 3 - - - 3

8 +3 Ability Score Improvement 6 4 3 - - - 3

9 +4 - 7 4 3 2 - - 4

10 +4 Study of Magic 7 4 3 2 - - 4

11 +4 Wondrous Invention 8 4 3 3 - - 5

12 +4 Ability Score Improvement 8 4 3 3 - - 5

13 +5 Specialisation Feature 9 4 3 3 1 - 6

14 +5 Superior Attunement 9 4 3 3 1 - 6

15 +5 Wondrous Invention 10 4 3 3 2 - 7

16 +5 Ability Score Improvement 10 4 3 3 2 - 7

17 +6 - 11 4 3 3 3 1 8

18 +6 Superior Attunement 11 4 3 3 3 1 8

19 +6 Ability Score Improvement 12 4 3 3 3 2 9

20 +6 Wondrous Invention, Soul of Artifice 12 4 3 3 3 2 9

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

Proficiencies
Armour:​ Light and medium armour
Weapons:​ Simple weapons, hand crossbows
Tools:​ Tinker’s tools, plus one of your choice
Saving Throws:​ Constitution, Intelligence
Skills​: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
Equipment
● (a) A handaxe and light hammer (b) any two simple weapons
● A light crossbow and 20 bolts
● (a) scale mail (b) leather armour
● Any one tool and a dungeoneer’s pack

Artificer Specialist
At 1st level, you establish yourself as a pioneer of a specific craft, one of: Gunsmith, Armourer or Alchemist. Each of
these are detailed below at the end of the class description. These specialisations grant you features at 1st level, and
again at 3rd, 7th, and 13th.

Magic Item Analysis


Starting at 1st level, you have a wealth of knowledge about magic items, allowing you to identify them and analyse
their effects. You know the Artificer spells ​Identify​ and ​Detect Magic​, and can cast them as rituals. You don’t need to
provide a material component when casting ​Identify​ with this feature.

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

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

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

Spells Known of 1st Level and Higher


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

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

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

Spell save DC​ = 8 + your proficiency bonus + your intelligence modifiers


Spell attack modifier​ = your proficiency bonus + your intelligence modifiers

Wondrous Invention
At 3rd level, you craft a magic item which you can then use on your adventures. Crafting magical items is no easy
task, and each one is the product of dozens of hours spent on research and experimentation, which you are assumed
to have been doing in your spare time. This allows you to create a unique magic item that replicates the effects of one
1st level spell from the Wizard spell list. If the spell requires material components, they must be added to the item
during the creation. If it requires material components that are consumed, they must be provided and consumed each
time the item is used. How the item looks is up to you, as long as the design allows it to feasibly be able to cast the
spell. The item is uniquely suited to you - nobody except you can use it, and you can only use it once per long rest. It
is assumed that you continue to tinker in your spare time, and you create further Wondrous Inventions at 6th, 11th,
15th and 20th level. These items operate under the same rules as the original, except they can each replicate a
single Wizard spell of a level you are capable of casting at the time of creation. Each Wondrous Invention can only be
used once per long rest.

If a Wondrous Invention is lost, destroyed, or otherwise rendered permanently unusable, a new one can be created at
the cost of 100gp plus any material components, over three days of hard work. The new one must be a copy of the
one rendered unusable.

Magical Infusion
Starting at 4th level, you gain the ability to channel your Artificer spells into objects for later use. When you cast an
Artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a
nonmagical item throughout the casting, you can 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. You can decide while enchanting the item how it is activated. The spell, once the item is activated,
is cast using your spellcasting ability, targeting the creature that activates the item. If the spell selects 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.

When you infuse a spell in this way, it must be used within 12 hours. After that time, its magic fades and it is wasted.
You can have a limited number of spells at the same time. The number equals your intelligence modifier.

Superior Attunement
At 5th level, your superior understanding of magic items allows you to master their use. You can now attune up to
four magic items, rather than three. At 14th level, this increases to five magic items.

Study of Magic
At 10th level, your proficiency in the workings of magic has become so great that you can cast ​Detect Magic​ and
Identify​ at will. Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of
magical traps, effects, and runes.

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

Gunsmith
Thundergun
At 1st level you have constructed a unique weapon: a Thundergun. Made of iron, wood and magic, the Thundergun is
an enigma understood solely by the Artificer who created it. Your Thundergun is a weapon you and you alone are
proficient with, and it also be used as an arcane focus for your spellcasting.

Once fired, the Thundergun must be reloaded as a bonus action before it can fire again. In addition, when fired, the
Thundergun makes a sound audible those within 300ft.
The Thundergun can take one of three forms:

Name Damage Weight Properties

Pistol 1d8 Piercing 6lb Range 30/120, Reload 1, Light

Musket 2d4 Piercing 12lb Range 60/180, Reload 1, Two-Handed

Long Gun 2d6 Piercing 18lb Range 100/250, Reload 1, Two-Handed, Heavy

You can create additional Thunderguns, each one costing 300gp in materials to produce, and requiring three full
days’ work to build. A Thundergun requires attunement to use, and you can only be attuned to one at once.

Gunsmith’s Proficiency
At 1st level, you gain proficiency with Smith’s Tools. If you already have proficiency with these, you may instead gain
proficiency in another form of tools.

In addition, you learn the ability to create new ammunition for your Thundergun during your spare time. During a short
rest, you can craft 10 pieces of ammunition, or 40 during a long rest. To do so, you must have your Smith’s Tools to
hand, and each piece of ammunition requires 1sp worth of lead to create. This increases at 5th level to 20 in a short
rest and 60 in a long rest.

Gunsmithing
Beginning at level 3, you gain the ability to add upgrades to your Thundergun, further personalising it and increasing
its combat capabilities. The number of upgrades you are allowed is shown in the ‘Upgrades’ column of the Artificer
table, and you can only choose upgrades for which you meet the prerequisites.

While you can have multiple Thunderguns, only one at any time may have the maximum number of Upgrades
allowed at your level - all others must have at least one fewer. In addition, when you level up, you can exchange one
of the Upgrades you have currently attached to your gun for another that you fit the prerequisites for. However, if you
have an Upgrade that act as a prerequisite for another you have attached, you cannot exchange that Upgrade
without losing the one it acts as a prerequisite for.

Certain Upgrades can be taken more than once, this will be specified in their description. Upgrades may specify
another upgrade they cannot be taken alongside. In addition to this, there is a special type of Upgrade that is listed as
Underbarrel​. Two Upgrades of this type cannot be taken on the same gun until 15th level.

Thundermonger
Over time, you tweak and tinker with your gun, making small modifications that increase the force with which it can
fire. At 3rd level, your Thundergun deals an additional 1d4 thunder damage on all attacks made with it. This increases
to 1d6 thunder damage at 7th level, and 2d6 thunder damage at 11th level.

Precise Shot
At 7th level, you gain the ability to dedicate all of your focus to making a shot, even at distances some would think
beyond you. If you do not move in a round, you can shoot at a target beyond your normal range but within your
maximum range without disadvantage, or a target within your normal range with advantage. Once you have used this
ability, a long rest must be taken before it can be used again.
Gunslinger
At 13th level, you’ve become proficient in using your gun to gain the upper hand, even in situations that aren’t in your
favour. You no longer have disadvantage on ranged attacks with your Thundergun if you are within 5ft of an enemy.
In addition, once per long rest, you can choose to reroll your initiative at the beginning of combat.

Thundergun Upgrades
Bayonet
Prerequisites​: 3rd Level Artificer, Underbarrel
You attach a small blade to the underbarrel of your Thundergun, allowing it to double as a melee weapon. You can
make a melee attack with the bayonet as an Attack action. It has a range of 5ft, is a finesse weapon, and deals 1d6
damage. In addition, you add the extra damage from Thundermonger to the damage of the bayonet, and if you
moved more than 10ft before attacking, you add 1d6 to the damage.

At level 15, you can get another Underbarrel Upgrade for free, or exchange the Bayonet for the Enhanced Bayonet.

Blunderbuss
Prerequisites:​ 7th Level Artificer, Extended Barrel not taken
You modify the barrel of your Thundergun to fire a spread of ammunition out in front of you. Your Thundergun’s range
becomes a 20ft cone. Every creature within that cone must make a Dexterity saving throw or take your Thundergun’s
usual damage, taking half damage on a success.

Cabbalistic Ammunition
Prerequisites​: 15th Level Artificer
You give your Thundergun the capacity to wield ammunition understood by few. Choose from Radiant, Necrotic, or
Psychic. All Thunder damage from your Thundergun or its Upgrades now deals that type of damage instead.

Capacitor
Prerequisites​: 3rd Level Artificer
Your gun is imbued with the ability to store certain types of energy. When an attack dealing the same type of damage
as your Thundermonger hits you, you can spend your reaction to cast the spell ​Absorb Elements​ using an
appropriate spell slot.

Double Barrel
Prerequisites​: 5th Level Artificer, Taenau not taken
You add a second barrel to your gun, allowing for a higher rate of fire. When you take the Attack action with your
Thundergun, you may make an additional attack. You do not need to reload inbetween these attacks, but you must
still use your bonus action to reload before you can fire again.

Elemental Ammunition
Prerequisites​: 7th Level Artificer
You modify the chamber of your Thundergun to allow for more types of abnormal ammo. When you take this
Upgrade, choose from Acid, Cold, Fire, or Lightning. Any Thunder damage dealt by your Thundergun or its Upgrades
now becomes that type of damage instead.

Enhanced Bayonet
Prerequisites​: 15th Level Artificer, Underbarrel.
Cannot be taken if there is another Underbarrel
You’ve forged your Bayonet to work in tandem with the force of your Thundergun. Your bayonet’s damage increases
to 2d6. As a bonus action, you can cause the last creature you attacked with your Bayonet to automatically take 3d6
damage of the same element as your Thunder Monger.
Explosive Round
Prerequisites:​ 11th Level Artificer, Underbarrel
You fit your Thundergun with the ability to fire a shot that explodes when it hits its target. As a bonus action, you can
make a shot at one target up to 60ft away that deals 3d6 damage and forces the target to make a Strength saving
throw or fall prone. Any creature within 10ft of the target is also forced to make a Dexterity saving throw, or take half
the damage. Once used, the Explosive Round cannot be used again until you have taken a short or long rest.

At level 15, you can either get a second Underbarrel Upgrade for free, or get a second use of the Explosive Round
per short or long rest.

Extended Barrel
Prerequisites​: 3rd Level Artificer
You extend the barrel of your Thundergun and add rifling to the interior, allowing for precise shots at much further
ranges. Add 30ft to the normal range of your Thundergun, and 60ft to the maximum range. This upgrade applies to all
barrels of your Thundergun, and may be taken up to twice.

Extended Magazine
Prerequisites​: 3rd Level Artificer
You extend the magazine within your Thundergun, allowing for the storage of more ammunition. You can now take
the Attack action twice with your Thundergun before needing to reload. This Upgrade can be taken twice, and on the
second time, you can take the Attack action three times before you need to reload.

Forcecaster
Requirements​: 9th Level Artificer, Underbarrel
You rig your Thundergun with a weapon capable of sending foes flying. As a bonus action, you can make an attack
that hits enemies in a 30-foot cone. Each enemy hit by this attack must make a saving throw. On a fail, they take 4d6
Force damage, and are knocked prone. If they succeed, they take half damage and are not knocked prone. Once
used, the Forcecaster cannot be used again until you have taken a short or long rest.

At level 15, you can either get a second Underbarrel Upgrade for free, or get a second use of the Forcecaster per
short or long rest.

Flashbulb
Prerequisites​: 3rd Level Artificer, Underbarrel
You attack a flashbulb to your Thundergun, which you can use to blind an enemy. As a bonus action, you can use the
flashbulb to inflict Blindness on a failed saving throw, as per the spell ​Blindness/Deafness​, without using a spell splot,
on an enemy within 40ft. Once used, the Flashbulb cannot be used again until you have taken a short or long rest.

At level 15, you can either get a second Underbarrel Upgrade for free, or get a second use of the Flashbulb per short
or long rest.

Grapeshot
Prerequisites​: 9th Level Artificer, Underbarrel
You alter your Thundergun to have an additional barrel capable of firing a spray of bullets hit foes at close range. As
a bonus action, you can make an attack with advantage against one enemy within 20ft of you. This damage is not
affected by Taenau/Tonitrus. Once used, Grapeshot cannot be used again until you have taken a short or long rest.

At level 15, you can either get a second Underbarrel Upgrade for free, or get a second use of Grapeshot per short or
long rest.
Grappling Hook
Prerequisites​: 5th Level Artificer, Underbarrel
You install a small grappling hook under the barrel of your Thundergun. It has a range of 30ft, and can fired and
retracted as a bonus action. If fired at an object of small or smaller (requiring an attack roll against the target’s AC),
the hook can be retracted to pull the object towards you. If targeted at a medium or larger object, you can pull
yourself towards the object by retracting the hook.

The hook can also be fired at a creature. If the target is willing, the hook automatically hits. If the target is unwilling,
you must first hit them with a ranged attack, and if they are small or smaller, they must pass a Strength saving throw
to avoid being pulled to you. Otherwise, you can pull yourself to them. Once used, the Grappling Hook cannot be
used again until you have taken a short or long rest.

At level 15, you can either get a second Underbarrel Upgrade for free, or get a second use of Grappling Hook per
short or long rest.

Improved Engineering
Prerequisites​: 5th Level Artificer
You fine-tune and enchant the inner workings of your Thundergun, improving its overall performance. Your
Thundergun gains +1 to hit and to its damage, and its piercing damage is now considered to be magical. You can
take this Upgrade again from 9th onwards, and a third time from 13th level onwards, each time increasing +1 to hit
and to damage.

Iron Sights
Requirements​: 3rd Level Artificer
You affix a pair of sights to your Thundergun, increasing your accuracy with it. Ranged attacks made with your
Thundergun now count as having the ​Archery​ fighting style.

Knockback
Prerequisites​: 3rd Level Artificer
You upgrade your Thundergun to fire shots at higher force. When you hit a creature with an attack from your
Thundergun, they have to make a Strength saving throw. On a fail, they are pushed back 10ft. With Taenau, this
knockback increases to 15ft. With Tonitrus, it increases to 25ft.

Marking Shot
Prerequisites​: 7th Level Artificer, Underbarrel
You load your Thundergun with a barrel that can fire a shot that, through mystical means, guides your bullets to the
target. As a bonus action, you can make a single attack that does not benefit from Thundermonger or
Taenau/Tonitrus. If it hits, your next attack against the same enemy gains advantage. Once you have used this
Upgrade, you cannot use it again until you have taken a short or long rest.

At level 15, you can either get a second Underbarrel Upgrade for free, or get a second use of Marking Shot per short
or long rest.

Piercing Shot
Prerequisites​: 7th Level Artificer
Your bullets are empowered to strike through the cover of a foe. Your attacks ignore ½ cover, and ¾ cover only
provides +2 to AC
Silent Killer
Prerequisites:​ 3rd Level Artificer
Your Thundergun is designed, through magic or technology, to dampen the noise made when it fires. Your
Thundergun can now only be heard 25ft away when you fire, rather than 300ft.

Taenau
Prerequisites​: 5th Level Artificer, Double Barrel not taken
You have further upgraded the force of the shots of your Thundergun, allowing it to wreak even more havoc amongst
your foes. The damage dice of ranged basic attacks with your Thundergun are doubled.

Triple Barrel
Prerequisites​: 17th Level Artificer, Double Barrel taken
You further modify your Thundergun to fit a third barrel to it. When you take the Attack action with your Thundergun,
you now make three attacks. You do not need to use a bonus action to reload between these attacks, but you must
reload before you can fire again.

Tonitrus
Prerequisites​: 17th Level Artificer, Taenau taken
You’ve pushed the power of your Thundergun to its maximum capacity, turning it almost into a force of nature. The
damage dice of ranged basic attacks with your Thundergun are now tripled, instead of doubled.

Uncanny Ammunition
Prerequisites​: 19th Level Artificer
You’ve crafted your gun to be able to accept ammunition that even you yourself barely understand. All Thunder
damage from your Thundergun or its Upgrades is now Force damage instead.

Underbarrel Shot
Prerequisites​: 3rd Level Artificer, Underbarrel
You install a second, smaller barrel into your gun. As a bonus action, you can make a single attack (that does not
benefit from the effects of Taenau/Tonitrus if you have it) with a normal range of 30 feet and a maximum range of 60
feet. Once you have used this Upgrade, it cannot be used again until you have taken a short or long rest.

At level 15, you can either get a second Underbarrel Upgrade for free, or get a second use of Underbarrel Shot per
short or long rest.

Vicious Rounds
Prerequisites​: 5th Level Artificer
You modify the ammunition for your Thundergun to increase its stopping power at the cost of precision. Basic attacks
from your Thundergun deal +1 damage with this upgrade, but the normal range is lowered by 10ft, and the maximum
range by 30ft. This Upgrade can be taken twice; the second time the range is not lowered.

Artificer Spell List


1st Level
Alarm
Comprehend languages
Cure wounds
Detect magic
Detect poison and disease
Disguise self
Expeditious retreat
False life
Identify
Illusory script
Jump
Longstrider
Sanctuary
Shield of faith
Tenser’s floating disk
Unseen servant

2nd Level
Aid
Alter self
Arcane lock
Blur
Continual flame
Darkvision
Earthbind
Enhance ability
Enlarge/reduce
Find traps
Invisibility
Knock
Lesser restoration
Levitate
Locate object
Magic weapon
Protection from poison
Rope trick
See invisibility
Spider climb

3rd Level
Blink
Dispel magic
Fly
Gaseous form
Glyph of warding
Elemental weapon
Haste
Magic circle
Nondetection
Protection from energy
Revivify
Sending
Water breathing
Water walk
4th Level
Arcane eye
Death ward
Fabricate
Freedom of movement
Leomund’s secret chest
Mordenkainen’s faithful hound
Mordenkainen’s private sanctum
Otiluke’s resilient sphere
Stone shape
Stoneskin

5th Level
Animate objects
Antilife shell
Creation
Legend lore
Mislead
Passwall
Skill empowerment
Telekinesis
Transmute rock

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