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885802-Artificer Risen (v1.0) PDF
885802-Artificer Risen (v1.0) PDF
A
nd it's finally here! After three UAs and a lot of
feedback, the Artificer has been officially Artificer
released as the 13th class for 5e in the Eberron: An artificer has access to the following features.
Rising from the Last War supplement.
Featuring three subclasses; the Alchemist, Magic Item Analysis
Artillerist, and Battle Smith, the Artificer is a 1st-level artificer feature (replaces Magical Tinkering)
unique kind of preperation arcane half-caster. At 1st level, your understanding of magic items allows you
In general, I like to stay within WotC's design space. I try to to analyze and understand their secrets. You know the spells
only create homebrew or changes to the rules (whether for detect magic and identify, which are artificer spells for you,
my own games or as content online) if I find that something is and don't count against the number of spells you can prepare
lacking in some department (whether balance, flavor, each day. You can cast these spells as rituals, and don’t need
gameplay, or some combination of these). to provide a material component when casting identify. You
I always intended on taking a hard look at my own also learn the mending cantrip, which does not count against
attempts at creating an artificer class once we had an official your number of cantrips known.
release. My honest hope was that the official class would be Additionally, you can use any spell scroll regardless of what
so amazing that there would be no need for my own; that I'd spell it bears. Intelligence is your spellcasting ability for spells
be able to create my own artificer characters using only the not found on your class's spell list. If the spell is of a higher
official rules. level than you can normally cast, you must make an ability
As it stands now, I think the official rules do offer most of check using your spellcasting ability to determine whether
what I was looking for in a base class, with perhaps one or you cast it successfully, as normal.
two tweaks. When it comes to the subclasses, I believe the
three we were given are all functional, but don't have quite the Cantrip Versatility
flavor I was hoping for (save for the Battle Smith; it seems to 1st-level artificer feature (enhances Spellcasting)
fulfill the role of a pet subclass very well). Whenever you finish a long rest, you can replace one
cantrip you learned from this Spellcasting feature with
What Does this Document Do? another cantrip from the artificer spell list.
Much like the Athenæum's Ranger (which you can also find Silent Magic
on DMsGuild), this document is intended to build off the 1st-level artificer feature (enhances Spellcasting)
existing artificer class. You will need the Eberron: Rising Because of your unique method of using magic, you ignore
from the Last War book in order to play it. the verbal components of your artificer spells when you cast
This document offers new variant features or one using a spellcasting focus.
enhancements for the artificer's existing features. Options
that alter or enhance the core class are presented to the right. Magical Infusion
On the next page, you can find enhancements for the 2nd-level artificer feature (enhances Infuse Item)
Alchemist specialist, which aim to address its shortcomings You are able to imbue magic items with your artificer
without vastly altering it. Below that are variant features and infusions. If both the magic item and the infusion require
enhancements which alter the Battle Smith specialist from a attunement, the creature must attune to both.
pet-focused melee class to a heavily armored tank; inspired If both the magic item and the infusion provide a bonus to
by my original Armorer. A new specialization is also attack and damage rolls, or both provide a bonus to AC, you
presented; the Gunsmith, which focuses on the use of dealing must choose which of the two bonuses to use; they can't be
damage from long range. Similar in concept to the Artillerist, added together.
the Gunsmith is different enough to warrent an entirely
separate specialization and is a true firearm user. Magic Item Expert
Finally, new infusion options allow you more way to build 10th-level artificer feature (replaces Magic Item Adept)
your artificer exactly the way you want, including the ability to When you reach 10th level, you achieve a profound
copying another class's spell. understanding of how to use and make magic items:
• You can attune to up to four magic items at once.
What does this Document NOT Do? • If you craft a magic item of any rarity, it takes you half of
Replace the official Artificer entirely. the normal time.
The features presented are all variants; by their nature you
do not have to take them. Some of these options, particularly
the enhanced features, are straight up improvements to the
book class; it's up to you and your DM if you feel they are still
balanced within your game's design space.
The gunsmith specialist is also designed to be used with
the official base class, whether you use any of variant features
or not.
Heavy Defense
3rd-level Battle Smith feature (enhances Battle Ready)
You gain proficiency with heavy armor.
Arcane Armor
3rd-level Battle Smith feature (replaces Steel Defender) Empowered Strikes
By 3rd level, your tinkering has forged you an 9th level Battle Smith feature (enhances Arcane Jolt)
encompassing suit of arcane armor. Your arcane armor is Your unarmed strikes are considered magical weapons
heavy armor. It has an AC of 18, weighs 60 lbs, and wearing it while you are wearing your arcane armor.
imposes disadvantage on Dexterity (Stealth) checks. No other
creature can wear your arcane armor. Improved Armor
While wearing your arcane armor, you can double your 15th-level Battle Smith feature (replaces Improved Defender)
carrying capacity and the weight you can push, drag, or lift. In At 15th level, your Arcane Jolt and arcane armor become
addition, you can roll a d6 in place of the normal damage of more powerful.
your unarmed strikes. You can also imbue your arcane armor
with more than one infusion; up to half your Intelligence The extra damage and the healing of your Arcane Jolt both
modifier (rounded up), attuning to each infusion as normal. If increase to 4d6.
more than one infusion provides a bonus to your arcane You gain a +1 bonus to your Armor Class while wearing
armor's AC, you must choose which of the bonuses to use; your arcane armor.
they can't be added together. You can use a bonus action on your turn to overcharge
You can use your smith's tools to transform one suit of your arcane armor, giving you increased capabilities at the
heavy armor into your arcane armor over the course of 1 cost of your stamina. For 1 minute, you have advantage on
hour, which can be done during a short rest. Thereafter, the attack rolls and ability checks. You also double any speed
armor counts as your new arcane armor, and your existing you have. When this effect ends you suffer one level of
arcane armor is destroyed. exhaustion.
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The Artificer: Risen v1.0
The Arcane Athenaeum
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