Professional Documents
Culture Documents
UA ArtificerRevised JPGenn v2.2
UA ArtificerRevised JPGenn v2.2
2
The Artificer
(Revised...Again)
A
gnome sits hunched over a workbench,
pushing her self-made eyes of minute
seeing further up the bridge of her nose.
She tightens a cog, then affixes the finished
attachment to the chassis of a towering
mechanical man, its magical engine
whirring softly.
A dwarf in dark clothing steadies a long, metal pipe-
and-trigger contraption, and looks through a crystal
lens mounted atop. He views a distant tower ahead,
and then sights a single bandit lookout in front. The
dwarf grins — the bandit will feel the bite of the
bullet before he hears the crack of the gun.
An old, bearded half-orc swirls a sickly green poison
in its vial, then dips his darts into the mixture. His excite-
ment mounts, ready to test his newly brewed concoction
on any unsuspecting victim. It will be an interesting day
— even he isn't exactly sure what this potion will do...
Makers of magic-infused objects, artificers are defined
by their inventive nature. Like wizards, they see magic as
a complex system waiting to be decrypted and controlled
through a habit of thorough study. Artificers, though, focus
on creating marvelous new magical objects. Spells are often
too ephemeral and temporary for their tastes. Instead, they
seek to craft durable, useful items.
Cunning Inventors Almost every artificer has at least
Every artificer is defined by a specific craft. Artificers see one rival, someone whom they seek
mastering the basic methods of a craft as the first step to true to outdo at every turn. By the same token,
progress, the invention of new methods and approaches. artificers with similar philosophies and
Some artificers are alchemists, using their knowledge of theories band together into loose guilds. They
precious catalysts, they create potions and draughts to aid share their discoveries and work together to
them on their adventures. Other artificers are gunsmiths, verify their theories and keep ahead of their rivals.
students of warfare who craft deadly firearms that they
augment with magic. Others still are machinists, crafting
clockwork servants who carryout their needs and fight with Creating an
them on the battlefield. Alchemy, machinery, and gunsmithing Artificer
are the three most common areas of study for artificers.
All artificers are united by their curiosity and inventive When creating an artificer character, think
nature. To an artificer, magic is an evolving art with a leading about your character's background and drive
edge of discovery and mastery that pushes further ahead with for adventure. Does the character have a
each passing year. Artificers value novelty and discovery. This rival? What is the character's relation-
penchant pushes them to seek a life of adventure. A hidden ship with their mentor? Talk to your
ruin might hold a forgotten magic item or a beautifully DM about the role played by
crafted mirror perfect for magical enhancement. Artificers artificers in the campaign, and
win respect and renown among their kind by uncovering new what sort of organizations
lore or inventing new methods of creation. and NPCs to which you
might have ties.
Intense Rivalries
The artificers’ drive to invent and expand their knowledge
creates an intense drive to uncover new magic discoveries. Handbook References
An artificer who hears news of a newly discovered magic The Player's Handbook — PHB
item must act fast to get it before any rivals do. Dungeon Master's Guide — DMG
Xanathar's Guide to Everything — XGtE
Quick Build
You can make an artificer quickly by following these Equipment
suggestions. First, make Intelligence your highest ability You start with the
score, followed by Dexterity or Constitution. Second, choose following equipment, in
the guild artisan or sage background. addition to the equipment
granted by your background:
Class Features (a) a light hammer or (b) any simple weapon
As an artificer, you have the following class features. (a) a light crossbow and 20 bolts, or (b) 20 darts
(a) a scholar's pack or (b) a dungeoneer's pack
Hit Points Any two tools of your choice
Hit Dice: 1d8 Leather armor, a component pouch, and a dagger
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Portable Forge
modifier per artificer level after 1st
Part of the reason that you have become an artificer is
Proficiencies because you are a prodigy with craft; you've learned how to
Armor: Light armor construct items on-the-go. At 1st level, you can craft non-
Weapons: Club, dagger, handaxe, light hammer, quarterstaff, magical items twice as quickly, and can use rests during
light crossbow, dart, blowgun, hand crossbow adventuring time to make progress in crafting an item.
Tools: Tinker's Tools, plus one of your choice To craft an item while adventuring, you can spend a short
Saving Throws: Constitution, Intelligence rest working on the item. You will not benefit from a short
Skills: Choose three from Arcana, History, Investigation, rest (using Hit Dice, etc) if you use this feature.
Medicine, Nature, Perception, and Sleight of Hand
THE ARTIFICER, REVISED, AGAIN
4
During an adventure, two short rests spent using this feature Spellcasting Ability
count as one day of downtime. Therefore, a nonmagical item Intelligence is your spellcasting ability for your artificer
that costs 100 gp can be completed in one workweek, or ten spells; your understanding of the theory behind magic allows
short rests, rather than 2 workweeks of downtime. you to wield these spells with superior skill. You use your
Other individuals can't help you if you attempt to craft an Intelligence whenever an artificer spell refers to your
item using this feature. spellcasting ability. In addition, you use your Intelligence
This feature assumes the adoption of the rules specified in modifier when setting the saving throw DC for an artificer
the section Crafting an Item in XGtE (p.128), which is also spell you cast and when making an attack roll with one.
found in Appendix B: Crafting Rules. However, your DM may
have different rules for crafting non-magical items in your Spell save DC = 8 + your proficiency bonus + your
campaign. Discuss crafting for your game with your DM to Intelligence modifier
amend this feature as appropriate to your campaign.
Spell attack modifier = your proficiency bonus + your
Magical Analysis Intelligence modifier
Starting at 1st level, you know the cantrip mending, and can Ritual Casting
cast it as a bonus action. You can cast any artificer spell you know as a ritual if that
Also starting at 1st level, your understanding of magic spell has the ritual tag.
items allows you to analyze and understand their secrets. You
know the artificer spells detect magic and identify, but you Spellcasting Focus
can only cast them as rituals. You don’t need to provide a You can use an arcane focus (chapter 5 in the PHB) as a
material component when casting identify with this feature. spellcasting focus for your artificer spells.
In addition, when you perform an identify ritual with a
magical item equal to or less than your level of crafting, you Artificer Specialization
may also attempt to glean the formula included in the making
of the item. Upon finishing the identify ritual, make an Arcana At 2nd level, you choose a specialization on which you intend
check; the DC for a common magical item is 15, and the DC to focus your magical craft: Alchemist, Runewright,
increases by 2 for every increase in rarity. Machinist, or Leadsmith, all of which are detailed at the end
On a success, you learn the formula (including components of the class description. Your choice grants you features at
and spells) required for crafting that sort of item. If the check 2nd level and again at 5th, 7th, 10th, 14th, and 18th.
fails, you may make another attempt at understanding the
item after a long rest. Artificial Augments
Through your esoteric studies, you have learned to further
Spellcasting your specialization with artificial augments. Each specializa-
As part of your study of magic, you gain the ability to cast tion includes a description of how its augments function.
spells at 2nd level. The spells you learn are limited in scope,
primarily concerned with modifying creatures and objects or Wondrous Invention
creating items. At 3rd level, you gain the use of a magic item that you have
Spell Slots
crafted. Crafting an item is a difficult task. Whenever you gain
The Artificer table shows how many spell slots you have to a magic item from this feature, it reflects long hours of study,
cast your spells of 1st level and higher. To cast one of these tinkering, and experimentation that allowed you to complete
spells, you must expend a slot of the spell’s level or higher. an item of your own unique design.
You regain all expended slots when you finish a long rest. This unique item is able to copy the effects of a spell.
Choose a 1st level spell from the Wizard spell list. If the spell
requires a material component with a gold cost, you must
Spells Known of 1st Level and Higher provide that component when you complete work on the
You know three 1st-level spells of your choice from the item, and the component becomes a part of the item. If the
artificer spell list (Appendix C). spell consumes its material components, you must also
The Spells Known column of the Artificer table provide those components every time you use it.
shows when you learn more artificer spells of your The item can look however you like, as long as its form is
choice from this feature. Each of these spells appropriate for the effects of the spell. If the spell conjures a
must be of a level for which you have spell creature, the creature is considered a construct.
slots on the Artificer table. You can cast the spell from the item once per long rest.
Additionally, when you gain a level in Only you can use the item in this way.
this class, you can choose one of the art- You are assumed to work on this item in your leisure time
ificer spells you know from this feature and to finish it when you level up. You complete another item
and replace it with another spell from of your choice when you reach certain levels in this class: 6th,
the artificer spell list. The spell must 11th, 15th, and 20th level. If the item you craft replicates a
be of a level for which you have wizard spell, you must be able to cast a spell of equal level in
spell slots. order to craft the item.
SPECIALIZATIONS | ALCHEMIST
7
Inner Panacaea Erilaz Scroll
The fumes that waft from your work with potions and When you choose this specialization at 2nd level, it is
poisons have slowly seeped into your own body and assumed that, up to this point, you have been spending time
transformed you. Starting at 10th level, you gain resistance to during rests and downtime tinkering with your materials
poison damage, and you are immune to being poisoned. working on a secret project. When you finish a long rest and
level up, you have finished your project: the Erilaz Scroll.
Master Brewer You determine the appearance of the scroll. You use this
At 10th level, and again at 18th level, you may craft an scroll to record the runes that you discover from your studies.
additional concoction by foregoing a short rest. If your scroll is somehow destroyed or lost, you may
reproduce the scroll with three days of work (8 hours each
Ouroboros day) and 100 gp of fine inks and raw materials (vellum,
Starting at 14th level, you have extensively studied many papyrus, etc). You are able to recall your most recent runes,
alchemical secrets. Add your Intelligence modifier + half your and by expending the cost of each runic inscription (for notes
artificer level to all poisons, or other concoctions that cause and tests), you can include each in your scroll.
damage, and hit points restored by potions of healing.
Runic Augments
The Philosopher's Stone When you finish writing your scroll, you determine which
You have unlocked the deepest secrets of alchemical science, runic augment, called an inscription, you have first
and discovered how to create the legendary philosopher's discovered through your studies. You add this inscription to
stone. At 18th level, you gain the use of your own stone, your erilaz scroll. You use your calligrapher's tools to inscribe
which you complete when you level up. As an action, you may these runes into your erilaz scroll, and onto weapons, armor,
use this arcane stone to manifest one of the following effects. amulets, and clothing.
Once the stone has been used a total of ten times, you must Whenever you learn a new inscription, you may inscribe it
roll a d100 after every subsequent use of the stone. On a once onto an item of the appropriate type, listed in its
1 through 5, the stone transmutes into lead and becomes description. The resulting rune remains on this item until you
permanently inert. If this occurs, you may craft a new stone inscribe that same rune on a different item.
after two workweeks (8 hours each day) and 15,000 gp of When you gain certain artificer levels, you gain additional
alchemical oils, powders of precious metals, and a gemstone runes of your choice, as shown in the Artificial Augments
worth at least 1,000 gp. column of the Artificer table. Inscriptions gained this way do
Life. You touch the stone to a willing craeture, and all not require a gold cost in fine inks when they are inscribed.
poisons, diseases, and curses are removed. The creature also Whenever you level up after 2nd level, you can add another
regains all of its hit points. The stone becomes inert until you inscription to your erilaz scroll. The inscription must be of a
finish a long rest. level that you could learn at at the time that you learn it. A
Wealth. Touch the stone to any non-magical item that is rune learned in this way must be written with the necessary
10 lb or lighter (20 lb if the item is made of lead). The item is fine ink every time it's inscribed. However, you can only have
permanently transmuted into pure gold. After the effect has as many active runes as the number of augments for your
been applied, the stone becomes inert for 1d4-1 days. artificer level. If you inscribe a rune past this number, one of
Youth. You touch the stone to any willing creature, and that your active runes, chosen at random, disappears. If the
creature's age is reduced by 3d10 years, or less if you choose. chosen rune is etched onto an object, the object is destroyed.
This effect can extend the creature's lifespan. After using the
stone in this way, the stone be-comes inert for 1d6-1 days, Ink
and you must immediately roll a d100 to see if the stone Runes are inscribed by one of two methods. The usual
transmutes into lead and becomes permanently inert. method is by using calligrapher's tools to apply the rune
using fine ink to an object. An object with an inscription
Runewright retains its effect until the same rune is inscribed again. It
takes one hour to inscribe a rune in this way.
Some artificers have become masters in the art of weaving The other way to inscribe a rune is to etch it into an object
the fabric of magic into the physical world of the multiverse. permanently. The process of etching a rune takes one
A weaver of magic of this type is called an Runewright. workday (8 hours), but does not require the use of ink. If a
rune is etched onto an item, that item must be destroyed for
Bonus Proficiency the rune to be usable again.
When you choose this specialization at 2nd level, you gain
proficiency with calligrapher's tools. If you already have this Alu Runes
proficiency, you can choose another artisan's tool. At 5th level, you have mastered the complex alu runes, which
you can inscribe onto a wand or other arcane focus.
Runic Words You can use this focus to cast the special runic bolt cantrip.
When you choose this specialization at 2nd level, you learn an This cantrip follows the casting rules for the firebolt cantrip,
exotic language (deep speech, celestial, abyssal, etc.). You use but you can choose whether it deals fire, cold, or lightning
this language to inscribe your runic magic. damage. Runic bolt follows cantrip damage progression.
SPECIALIZATIONS | RUNEWRIGHT
8
If your runic focus is lost or destroyed, you may make another The process of tattooing a rune onto a creature takes one
with two days of study (8 hours each day) and 100 gp of wood workday (8 hours) multiplied by the rune's prerequisite level
and rare inks to test the proper runes to be etched onto the (minimum of 2), and the cost in fine inks to apply the rune is
wand. If you inscribe the alu runes onto a focus with multiplied by four. The effects of a tattoo are permanent. You
additional magical properties, the new runic focus retains all can tattoo a number of runes equal to twice your Intelligence
of its existing enchantments. modifier, but no creature can have more tattoos than your
At 10th level, you have learned to channel your spellcasting Intelligence modifier.
through this inscription. Using the runic focus, you may Once a rune has been applied twice in this way, you may no
expend a spell slot of the appropriate level and cast one of the longer apply it in any way, unless the body, or part of the body,
following spells: Aganazzar's Scorcher, Chaos Bolt, Ice Knife, of a creature with this tattoo is destroyed.
Lightning Arrow, or Lighting Bolt. You may cast any of these
spells at a higher level if you have the spell slots to do so. Somatic Runes
At 14th level, when you cast a spell with somatic component,
Expert Scrivener you can use your bonus action to trace a runic symbol in the
At 5th level, you have learned a myriad of esoteric secrets. air. This rune augments the spell in one of three ways.
You may now apply the benefits of the portable forge feature You must finish a short or long rest in order to use this
to your scroll crafting. Refer to the Magic Item Ingredients feature again.
table in Appendix B, or XGtE (p.129) — your artificer level Ansuz Rune. You can increase this spell's level by 1
must be greater than the lowest CR Range to inscribe a scroll without expending a higher spell slot.
of that rarity. Laguz Rune. You can maintain concentration on this spell
for a number of rounds equal to your Intelligence modifier.
Emet Rune Uruz Rune. You can increase the DC of this spell for one
At 7th level, you have discovered through your studies the round by an amount equal to your Intelligence modifier.
emet rune, an ancient inscription that gives life to non-living
material. You can etch this rune onto an amount of malleable Signature Inscription
material, like clay, that fits within a 5-foot cube. At 18th level, you have achieved such mastery over your runic
With 8 hours of work and 100 gp of material, you etch the arts that you can inscribe your favorite rune at will. Choose
emet rune and animate the material, forming an obedient any rune that does not have a prerequisite that you have
construct called a claywight. You can only have one of these recorded in your erilaz scroll. You can inscribe, etch, or tattoo
constructs at a time. You can etch this rune onto another this rune freely, without it counting toward your total number
amount of material to form a new claywight, or etch it again of augments. The time and cost of the rune still applies.
onto the old form if it was slain.
When formed , the claywight takes on the statistics found in Claywight Statistics
the Claywight table (at the end of this specialization
description). However, the construct may take any form of When you inscribe your claywight, choose the shape for it
Medium size that you choose. It obeys your commands as and use the statistics provided in the Runic Golem table. The
best it can. It rolls for initiative like any other creature, but contructs's form and other etched runes may amend these
you determine its actions, decisions, etc. If you are statistics. Hit points at first level and higher are calculated as
incapacitated or absent, it acts only to defend itself or in typical classes, and the claywight's spell save DC is your
coninue acting on any ongoing commands. spell save DC.
The claywight uses your proficiency bonus. In addition, it
adds this bonus to its AC and attack rolls, and all saving Claywight Forms
throws. It also gains proficiency in two skills of your choice. The form of your claywight determines its strengths and
The number of the claywight's hit dice is equivalent to weaknesses.
yours, and it increases its hit points accordingly. In addition,
the claywight gains one Ability Score Improvement, and Strong Form
whenever you gain an Ability Score Improvement class The claywight gains the following statistics.
feature, its abilities also improve, though Intelligence and
Charisma scores can't be improved. A Strength score of 16
Finally, you can etch into the body of the claywight any rune A Dexterity, Constitution, or Wisdom score of 13
that you know and have prepared, and it acts as a tattoo for This construct can make a single melee attak that deals
the claywightl. These etched inscriptions do not count against 1d8 bludgeoning damage
your number of inscriptions used.
If you wish to change the claywight's shape or form, you Flexible Form
must spend one workday (8 hours) to reshape the claywight The claywight gains the following statistics.
and etch the emet rune again. Reshaping the claywight in this
way removes all other etched runes on its form. A Dexterity score of 16
A Strength, Constitution, or Wisdom score of 13
Fleshwright This construct can make a single attack that deals 1d6
At 10th level, you have discovered another method of applying piercing damage; when it is formed, you decide if the
your inscriptions. Instead of other methods, you can use your attack is melee or ranged (ammunition, 20/60)
calligrapher's tools to tattoo the rune onto a creature.
SPECIALIZATIONS | RUNEWRIGHT
9
Sturdy Form In addition, you can use this cantrip as a healing spell for
The claywight gains the following statistics. your mechanical marvel (described below) — your construct
instead regains Hit Points equal to half the lightning damage
A Constitution score of 16 (minimum of 1 HP). You may only use shocking grasp in this
A Strength, Dexterity, or Wisdom score of 13 way if the construct is at 0 HP.
This contruct can make a single melee attack that deals
1d10 bludgeoning or slashing damage Mechanical Marvel
When you choose this specialization at 2nd level, it is
Delicate Form assumed that, up to this point, you have been spending time
The claywight gains the following statistics. during rests and downtime tinkering with your materials to
A Wisdom score of 16 the completion of a mysterious contraption. When you finish
A Strength, Dexterity, or Constitution score of 13 a long rest and level up, you have finished your contraption:
This contruct can make a single ranged attack that deals your Mechanical Marvel.
1d8 piercing damage (ammunition, 20/60) Though magic played a part in its creation, the marvel is
not considered magical itself.
The marvel's proficiency bonus matches your own, and for
every increase in class level, the marvel increases in level and
Claywight gains an additional hit die. Additionally, whenever you gain an
ability score increase from this class, the marvel gains one as
Construct, unaligned
well, though it can't improve its Intelligence or Charisma.
Armor Class 10 + its proficiency bonus + its During a short rest, you may decide to spend the marvel's
Dexterity modifier hit dice to heal the marvel, though you must be present to
provide aid via your shocking grasp spell to power the
Shapes marvel's magical repair process. Long rests for the marvel
Monster Man Mouse follow the same rules as players.
The marvel obeys your orders to the best of its ability. In
Size large medium small combat, it rolls its own initiave and acts on its own. When
Skills athletics athletics, acrobatics, your marvel makes an attack action, it can attack only once,
acrobatics stealth unless an upgrade specifies otherwise. The marvel's attack
Speed 40 ft. 30 ft. 25 ft. and damage type is determined by the marvel's build
(detailed at the end of the machinist description).
Hit d10 d8 d6 If the construct's HP drops to 0, it will cease to function,
Die but will automatically stabilize; casting shocking grasp on the
Limbs quadrupedal bipedal any marvel will allow it to operate again. However, the marvel
may be destroyed in one of the following ways: the isntant
death rule (PHB p.197), or by sustaining total damage up to
STR DEX CON INT WIS CHA half its maximum HP while unconscious.
If your marvel is lost or destroyed, you may reproduce the
10 (+0) 10 (+0) 10 (+0) 3 (-4) 9 (-1) 1 (-5) construct, exactly as it was, with three days of work (8 hours
each day) and 1,000 gp of raw materials. You may also choose
Damage Immunities poison, psychic to build a new marvel, by engaging in a full workweek (8
Condition Immunities exhaustion, charmed, hours each day), and 2,000 gp of raw materials.
poisoned, frightened, sleep
Senses passive Perception 10
Languages Creator's languages, but cannot speak Clockwork Augments
The creation of the mechanical marvel counts as your first
artificial augment. When you gain certain artificer levels, you
gain additional augments of your choice, as shown in the
Machinist Artificial Augments column of the Artificer table.
A Machinist is first and foremost a tinkerer, one who has Chassis and Build
unlocked the secrets that merge magic with the very physics When you finish building the marvel, determine its chassis
of the universe. They use their knowledge to construct type, and select a build option (detailed at the end of the
clockwork marvels to carry out their far-reaching plans. specialization description). Your construct's chassis
determines its frame and stance, but it can look however you
Bonus Proficiency like, as long as its form reflects its chassis and build.
When you choose this specialization at 2nd level, you gain
proficiency with smith's tools. If you already have this Cogs in the Machine
proficiency, choose another artisan's tool of your choice. Starting at 5th level, and whenever you level up, you can
choose one of the marvel's upgrades and replace it with
Reinvigoration another upgrade that you could learn at that level. Each
When you choose this specialization at 2nd level, you learn upgrade replaced in this way has a cost, listed in the
the shocking grasp cantrip if you don't know it already. description of the chosen upgrade.
SPECIALIZATIONS | MACHINIST
10
Magic-Imbued Strikes
Starting at 7th level, your mechanical marvel's attacks count Mechanical Marvel
as magical for the purposes of overcoming resistances and Construct, unaligned
immunity from non-magical attacks and damage.
At 10th level, attacks made by your marvel increase in Armor Class 10 + its proficiency bonus + its
potency (+1 to attack and damage rolls). its attacks increase Dexterity modifier
in magical potency again at 14th level (+2 to attack and
damage rolls), and again at 18th level (+3 to attack and Chassis Types
damage rolls). Monstrous Humanoid Tiny Beasty
If the marvel already has use of magical weapons, as by the
deadly weaponry upgrade, it uses those weapon's statistics. Size large medium small
Skills athletics athletics, acrobatics,
Animated Servant acrobatics stealth
At 10th level, you learn a special, artificer's tiny servant spell. Speed 40 ft. 30 ft. 25 ft.
(XGtE pp.168-169 for the spell and stat block.)
You can cast this spell once per long rest. The servant Hit d10 d8 d6
summoned from this casting lasts until its HP drops to 0, it is Die
subjected to a dispel magic spell, you cast this spell again on Limbs quadrupedal bipedal any
a different object, or you cast your unseen servant spell.
Unless explicitly stated earlier in this description, the
animated servant follows the guidelines set out for conjured STR DEX CON INT WIS CHA
familiars in the find familiar spell description (PHB p.240).
10 (+0) 10 (+0) 10 (+0) 3 (-4) 9 (-1) 1 (-5)
Deus ex Machina
At 14th level, if you are attacked and the attacker is within 5 Damage Immunities poison, psychic
feet of your mechanical marvel, the marvel can either impose Condition Immunities exhaustion, charmed,
disadvantage on the attack, or move to intercept the attack poisoned, frightened, sleep
and receive the damage itself. Senses passive Perception 10, darkvision 30 ft.
Languages Creator's languages, but cannot speak
Scrap Metal
At 18th level, you have become supremely familiar with your
mechanical marvel's construction. Whenever you finish a
long rest, you may choose any single Upgrade equipped to
your marvel, and replace it with any other upgrade. You do Flexible Build
not need to pay the cost in raw materials for making these The mechanical marvel gains the following statistics.
upgrades — you recycle the materials from the old upgrade
to construct the new one. A Dexterity score of 16
A Strength, Constitution, or Wisdom score of 13
Mechanical Marvel Statistics This marvel can make a single attack that deals 1d6
piercing damage; when the marvel is built, you decide if
When you construct your marvel, choose the chassis for your the attack is melee or ranged (bolt ammunition, 20/60)
marvel and use the statistics provided in the "Mechanical
Marvel" table. The marvel's build and any upgrades may Sturdy Build
overwrite these statistics except for it's Intelligence and The mechanical marvel gains the following statistics.
Charisma scores. Hit points at first level and higher are
calculated as in typical classes, and the marvel's spell save A Constitution score of 16
DC is your spell save DC. A Strength, Dexterity, or Wisdom score of 13
The marvel's appearance can be tailored to your choosing. This marvel can make a single melee attack that
deals 1d10 bludgeoning or slashing damage
Mechanical Marvel Builds
The manner in which you build your marvel is just as Intricate Build
important as its components and design. The build The mechanical marvel gains the following statistics.
determines your construct's strengths and weaknesses. A Wisdom score of 16
A Strength, Dexterity, or Constitution score of 13
Strong Build This marvel can make a
The mechanical marvel gains the following statistics. single ranged attack that deals
1d8 piercing damage (bolt
A Strength score of 16 ammunition, 20/60)
A Dexterity, Constitution, or Wisdom score of 13
This marvel can make a single melee attak that deals 1d8
bludgeoning damage
SPECIALIZATIONS | MACHINIST
11
Leadsmith During a crafting session, you must have 2 gp of lead and
smith's tools available. To craft, roll a check with your smith's
Artificers whose expertise extends beyond enchantment, into tools; you are able to craft a number of bullets equal to half
engineering the very gears of war, are spoken of in awe and the value of the check that you rolled, rounded up.
fear as the humble Leadsmiths.
Gears of War
Bonus Proficiency Starting at 5th level, and whenever you level up, you can
When you choose this specialization at 2nd level, you gain choose one of the mods you have built and replace it with
proficiency with smith's tools. If you already have procifiency another mod that you could learn at that level. Each upgrade
with smith's tools, you can choose another artisan's tool of replaced in this way costs a certain amount of gold in raw
your choice. materials, as specified in the description of each mod.
Kickback Lord of War
When you choose this specialization at 2nd level, you learn Starting at 5th level, whenever you level up, you may also
either the thunderclap or the gust cantrip, if you don't know choose to forge an additional thundergun, of any type
the cantrip already. described in the thundergun feature. You must provide 500
gp of raw materials in order to forge this weapon.
Thundergun In addition, you may swap certain mods between your
When you choose this specialization at 2nd level, it is thunderguns. Whenever you finish a long rest, you can
assumed that, up to this point, you have been spending time reattach the following mods to any of your thunderguns:
during rests and downtime tinkering with your materials to aiming brace, bayonet, eagle's eye, hawk's eye, or owl's eye.
the completion of a secret weapon. When you finish a long
rest and level up, you finish the weapon: your Thundergun. Magic Bullets
The thundergun is a unique weapon made of heavy wood Starting at 7th level, attacks made with your thundergun
and iron, with which only you are proficient. You may use the count as magical for the purposes of overcoming resistances
thundergun as an arcane focus for your artificer spells. Also, and immunity from non-magical attacks and damage.
if you have an extra attack feature, you may use your bonus At 10th level, attacks made with this weapon increase in
action to reload, even in between attacks. potency (+1 to attack and damage rolls). Your attacks increase
This weapon uses the following statistics. You choose in magical potency again at 14th level (+2 to attack and
which type when you reach this level. All thunderguns have damage rolls), and again at 18th level (+3 to attack and
the loading property. damage rolls).
Name Damage Weight Properties
Arm of Fire
Pistol 1d8 5 lb. range 30/120, light At 10th level, you have learned to channel your spellcasting
piercing through your thundergun. Using your thundergun, you may
Musket 2d4 12 lb. range 80/320, two-handed cast one of the following spells: Aganazzar's Scorcher, Chaos
piercing Bolt, Fireball, Ice Knife, Lightning Arrow, Lightning Bolt.
Long 2d6 20 lb. range 100/400, heavy, two- Spells channeled through the thundergun follow standard
gun piercing handed spellcasting rules: you must expend a spell slot of the
appropriate level for the spell being channeled, and you may
If your thundergun is lost or destroyed, you may reproduce up-cast any spell for which you have available spell slots. The
the weapon, exactly as it was, with three days of work (8 thundergun acts as an arcane focus for these spells.
hours each day) and 500 gp of raw materials, plus any gold
and materials needed to reproduce its mods. Shootin' from the Hip
At 14th level, you have learned how to wield your thundergun
Iron Augments even more effectively. You are no longer at disadvantage while
The creation of the thundergun counts as your first artificial making a ranged attack with the thundergun at a creature
augment. When you gain certain artificer levels, you gain within 5 feet of you. The benefits of this feature are extended
additional augments of your choice, as shown in the Artificial to include the use of channeled spells.
Augments column of the Artificer table. In addtion, if provided an attack of oppportunity, you may
use your thundergun to make this attack within melee range
Leaden Ammunition
(channeled spells may not be used in this way, unless allowed
In addition to your weapon, you have studied the method of by another feat, such as Warcaster).
crafting the ammunition needed to use your thundergun. You
begin this specialization with 20 leaden rounds. To craft War Never Changes
additional ammunition, you must spend one hour to attempt At 18th level, your thundergun has become an extension of
to forge the individual bullets. You may also spend up to one your arm... a very malleable one. Whenever you finish a long
hour of a long rest to craft ammunition, and you still gain the rest, you may choose any single modification equipped to
benefits of that long rest. your thundergun, and replace it with any other mod. You do
not need to pay the cost in raw materials for making these
upgrades — you are now able to completely recycle the
materials from the old mod to build the new one.
SPECIALIZATIONS | LEADSMITH
12
Elemental Oil
Specialization Augments A diamond worth 50 gp
Gnostic Concoctions This concoction appears to be glistening oil, contained in a
If a gnostic concoction has prerequisites, you must meet small flask. As an action, throw the flask at a creature, or
them to learn it. You can learn the concoction at the same splash it on two creatures within 5 feet of each other, and
time that you meet its prerequisites. A concoction is usually within 5 feet of you. In either case, make a ranged attack. On
consumed, thrown (up to 60 feet away), or used as a ranged a hit, the creature takes 1d6 of either fire, cold, or acid
attack (with a range of 20/60). damage (you choose when the concoction is made).
On its next turn, the creature must make a Dexterity saving
Alkahest throw (if the damage is fire or acid), or a Constitution saving
Prerequisite: 15th level, a diamond worth 1,000 gp throw (if the damage is cold), or take an additional 1d6
damage of the chosen type.
This milky, opaque fluid is contained within a sealed leaden Both the initial and additional damages increase by 1d6
flask with a lead cap. As an action, you can unseal the flask whenever you gain a feature through this specialization.
and pour the concoction onto any object or material; this
concoction will proceed to affect the material as if by the Flash Point
disintegration spell. If an object is Medium or smaller, it is A crystal worth 50 gp
disintegrated entirely; if it is Large or larger, a 5-foot deep, 5-
foot diameter hole is created. This white powder ignites when exposed to air, and is
You can also make a ranged attack on a creature. On a hit, contained within a large clay bead. As an action, you can
the creature must make a Dexterity saving throw. On a throw this bead at any solid surface within range. The bead
failure, the creature is affected as if by the disintegrate spell. explodes on impact, mimicking the blindness/deafness spell.
You choose which effect when the concoction is made.
Chrysopoeia
Prerequisite: 15th level, a cube of lead or gold worth 1,000 gp Icicle
Prerequisite: 6th level, a diamond worth 100 gp
This concoction appears to be water, with small flecks of gold,
and is contained within a glass flask. As an action, pour the This concoction, when catalyzed, solidifies into a form like an
contents of this flask on a single non-magical item that fits icicle. As an action, you can use the concoction in one of the
within a 5-foot cube and is no heavier than 10 pounds. Only following ways.
materials listed in the table below can be transmuted. The Frozen. Freeze liquid as if by the shape water cantrip
table below to determines the effect. (does not consume the concoction)
Material Effect
Chilly Shield. Crush it into powder over a willing creature,
affecting the creature as if by the armor of agathys spell
Wood, soil, or organic material Stone Encased in Ice. Throw it at a creature, affecting it as if by
Crystal Gemstone the hold person spell (the target makes a Dexterity saving
throw instead)
Lead Gold
Gold Lead Panacaea
Prerequisite: 8th level or 12th level, a pearl worth 250 gp
You can also make a ranged attack on a creature. On a hit,
the creature must make a Constitution saving throw. On a This watery amber-colored fluid is contained within a small,
failure, the creature is affected as if by the flesh to stone spell. stoppered glass flask. As an action, you or another creature
can drink it and be affected as if by the lesser restoration
Draught of Healing spell. Constructs and undead are unaffected by this
Herbalism kit concoction.
If this conoction is made at 12th level or highter, the
This concoction appears as water, and is contained in a large drinker is cured of blindness, deafness, poison, and all
flask. As an action, you or another creature can drink it, and diseases currently affecting it.
be affected as if affected by the cure wounds spell on yourself
at 1st level. This concoction is potent, and can be used twice Quickening Draught
before the flask is empty. However, the concoction takes time Prerequisite: 8th level, an amethyst worth 250 gp
to catalyze, and therefore can't be brewed during a short rest.
The concoction's healing power increases by 1d8 whenever This pale violet liquid is contained in a small glass vial. As an
you gain a feature through this specialization. action, you or a another creature can drink this concoction
and gain the benefits of the mobility feat (PHB p.168) for 1
minute.
APPENDIX A | CUSTOMIZATION
20
Appendix B: Crafting Rules
The relevant information regarding item crafting, from XGtE Magic Item Ingredients
and the DMG, has been compiled into this appendix. Item Rarity CR Range Character Level
This information has not been changed to reflect the Common 1-3 2nd level
crafting features of the artificer class.
Uncommon 4-8 5th level
Clarifications for the Portable Forge Rare 9-12 10th level
The artificer can make progres toward the crafting of an item Very Rare 13-18 14th level
during adventure time, as well as downtime. Two short rests
spent crafting are the equivalent of one day of downtime. Legendary 19+ 20th level
In addition, the 4th level portable forge feature allows an
artificer to progress in crafting magical items twice as quickly Magic Item Crafting and Cost
(rounded up): an uncommon magic item can be completed in Item Rarity Workweeks* Cost*
one workweek, instead of two.
This feature stacks for the Alchemist, starting at 5th level: Common 1 50 gp
an uncommon potion or poison can be brewed in three days, Uncommon 2 200 gp
instead of two workweeks. (The cost is still only halved.) The Rare 10 2,000 gp
time it takes to brew a potion of healing is also halved with
this feature. Very Rare 25 20,000 gp
Legendary 50 100,000 gp
Crafting an Item
Xanathar's Guide to Everything (p.128) * Halved for a consumable item, like a potion/poison, or scroll
A character who has the time, the money, and the requisite To complete a magic item, a character also needs the
tools can use downtime to craft armor, weapons, clothing, or appropriate tool proficiency, as for crafting a nonmagical
other kidns of nonmagical gear. object. If all of the above requirements are met, the result of
Resources and Resolution. In addition to the appropriate the process is a magic item of the desired sort.
tools for the item to be crafted, a character needs raw
materials worth half of the item's selling cost. To determine Brewing Potions of Healing
how many workweeks it takes to create an item, divide its Xanathar's Guide to Everything (p.130)
gold piece cost by 50. A character can complete multiple
items in a workweek if the items' combined cost is 50 gp or A character who has proficiency with the herbalism kit can
lower. Items that cost more than 50 gp can be completed over create these potions. The times and costs for doing so are
longer periods of time, as long as the work in progress is summarized below.
stored in a safe location.
A character needs to be proficient with the tools needed to Potion of Healing Creation
craft an item and have access to the appropriate equipment. Type Time Cost
If need be, the DM will make any judgment calls regarding Healing (common) 1 day 25 gp
whether a character has the correct equipment.
If all of the above requirements are met, the result of the Greater healing (uncommon) 1 workweek 100 gp
process is an item of the desired sort. Superior healing (rare) 3 workweeks 1,000 gp
Supreme healing (very rare) 4 workweeks 10,000 gp
Magical Item Crafting
Xanathar's Guide to Everything, (pp.128-129)
Poisons
Creating a magic item requires more than just time, effort, Dungeon Master's Guide (pp.257-258)
and materials. To start with, a character needs a formula for a
magic item in order to create it. The formula is like a recipe: A character who has proficiency with the poisoner's kit can
It lists the materials and steps required to make the item. create poisons. Poisons can be applied in the following ways.
In addition, your DM may determine that an item also Contact. A creature that touches contact poison with
requires an exotic material to complete it. This material exposed skin suffers its effects.
should be of a type related to the sort of magical effect the Ingested. A creature must swallow an entire dose of
item reproduces, and finding this material will likely take ingested poison to suffer its effects. Your DM might decide
place as part of an adventure. that a partial dose has a reduced effect, such as allowing
The Magic Item Ingredients table suggests the CR of a advanteage on the saving throw or dealing only half damage
creature that the characters need to face to acquire the on a failed save.
materials for an item. In addition, the character crafting the Inhaled. These poisons are powders or gases that take
item (namely, the Artificer) must be of a level greater than the effect when they are inhaled. A single dose fills a 5-foot cube.
lowest CR range of the related creature involved in acquiring Injury. A creature that takes slashing or piercing damage
the material. from a weapon or piece of ammunition coated with injury
poison is exposed to its effects.
APPENDIX B | CRAFTING RULES
21
Appendix C: Artificer Spell List
1st Level Barkskin 3rd Level Leomund's Secret Chest
Absorb Elements x Blur Catnap x Mordenkainen's Faithful
Alarm Continual Flame Counterspell Hound
Catapult x Darkvision Dispel Magic Mordenkainen's Private
Detect Poison and Disease Enhance Ability Elemental Weapon Sanctum
Expeditious Retreat Find Traps Flame Arrows x Otiluke's Resilient Sphere
False Life Flaming Sphere Glyph of Warding Polymorph
Jump Gust of Wind Haste Sickening Radiance x
Longstrider Heat Metal Meld into Stone Stone Shape
Mage Armor Invisibility Nondetection Stoneskin
Purify Food and Drink Knock Protection from Energy
Ray of Sickness Locate Object Sending 5th Level
Sanctuary Magic Mouth Slow Antilife Shell
Shield Magic Weapon Water Breathing Contagion
Sleep Protection from Poison Water Walk Creation
Snare x Pyrotechnics x Legend Lore
Tenser's Floating Disc Rope Trick 4th Level Passwall
Zephyr Strike x Shatter Arcane Eye Skill Empowerment x
Spider Climb Elemental Bane x Telekinesis
2nd Level Warding Bond Fabricate Transmute Rock
Alter Self Freedom of Movement
Arcane Lock Greater Invisibility
Content Credits
UA:Artificer released by WotC — the premise
of this D&D 5e class revision
UA: Artificer (Revised) by /u/forgottenduck —
"Mechanist" subclass & "Alchemist" potions
Artificer by Jeff "Hageshii01" Venancio —
"Wondrous Invention" & magical crafting rules
Artificer v3.2 by an unidentified HB author —
"Rune Smithing" subclass
Artistic Credits
Orc Wizard by Xiaodi-Jin (cover art)
Alternate logo and page stains by DracoExe
kingdoms by artcobain
Bramblewine by Lord_AO
Bearman by artcobain
rune by goldentigers
Gnome trinkets by OlgaDebras
Clockwork Dragoline by 000Fesbra000
Flintlock Pistol by Nosslak
Alchemist's workshop by Micheviouslittleelf
Gunslinger by Nick Robles