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Alternate Artificer v1.

A
gnome sits hunched over a workbench in a room
cluttered with every sort of tool, carefully
drawing the final lines to an intricate rune. With
a crackling hum of arcane energy, the completed
rune flares with power, and she watches with a
smile of pride as the golem comes to life and
stands.
A troll growls in hunger as it looms over a dwarf, who slides
a long, metal tube from a holster at his belt. With a thundering
boom, a gout of energy erupts from the tube, and the troll's
growls turn into shrieks of panic as it turns to flee.
With a thunderous crash of energy a figure lands in the
middle of the battlefield. As the smoke clears, a towering
presence stands amidst the war-torn battlefield clad in
glowing mechanical platemail. The glowing visor swivels to
inspect the wreckage. It raises a gauntlet, and lightning
crackles forth.
Makers of magic-infused objects, artificers are defined by
their inventive nature. Like wizards, they see magic as a
complex system waiting to be decoded and controlled through
a combination of thorough study and investigation.
Artificers, though, focus on creating marvellous new
magical objects. Spells are often too ephemeral and
temporary for their tastes. Instead, they seek to craft durable,
useful items.
Cunning Inventors
Every artificer is defined by a specific craft. Artificers see
mastering the basic methods of a craft as the first step to true
progress, the invention of new methods and approaches.
Artificers are arcane engineers, students of invention and
warfare who craft deadly firearms, ingenious gadgets, magical
armor, and mechanical beings that they can augment with
magic.
All artificers are united by their curious and inventive
nature. To an artificer, magic is an evolving art with a leading
edge of discovery and mastery that pushes further ahead with
each passing year. Artificers value novelty and discovery. This
penchant pushes them to seek a life of adventure.
A hidden ruin might hold a forgotten magic item or a
beautifully crafted mirror perfect for magical enhancement.
Artificers win respect and renown among their kind by
uncovering new lore or inventing new methods of creation.
Intense Rivalries
The artificers’ drive to invent and expand their knowledge
creates an intense drive to uncover new magic discoveries. An
artificer who hears news of a newly discovered magic item
must act fast to get it before any rivals do. Good-aligned
artificers recover items on adventures or offer gold or
wondrous items to those who possess items they are keen to
own. Evil ones have no problem committing crimes to claim
what they want.
Almost every artificer has at least one rival, someone whom
they seek to outdo at every turn. By the same token, artificers
with similar philosophies and theories band together into
loose guilds. They share their discoveries and work together
to verify their theories and keep ahead of their rivals.

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Kibbles' Alternate Artificer v1.7
The Artificer
Proficiency Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th Upgrades
1st +2 Artificer Specialization, Magic Item Analysis — — — — — — —
2nd +2 Spellcasting, Tool Expertise 3 2 — — — — —
3rd +2 Artificer Specialist Feature, Specialization Upgrade 4 3 — — — — 1
4th +2 Ability Score Improvement 4 3 — — — — 1
5th +3 Artificer Specialist Feature 5 4 2 — — — 2
6th +3 Arcane Reconstruction, Superior Attunement 5 4 2 — — — 2
7th +3 Wondrous Item Proficiency 6 4 3 — — — 3
8th +3 Ability Score Improvement 6 4 3 — — — 3
9th +4 ─ 7 4 3 2 — — 4
10th +4 Improved Magical Crafting, Wondrous Item Recharge 7 4 3 2 — — 4
11th +4 Study of Magic 8 4 3 3 — — 5
12th +4 Ability Score Improvement 8 4 3 3 — — 5
13th +5 ─ 9 4 3 3 1 — 6
14th +5 Artificer Specialist Feature 9 4 3 3 1 — 6
15th +5 ─ 10 4 3 3 2 — 7
16th +5 Ability Score Improvement 10 4 3 3 2 — 7
17th +6 ─ 11 4 3 3 3 1 8
18th +6 Wondrous Items Mastery 11 4 3 3 3 1 8
19th +6 Ability Score Improvement 12 4 3 3 3 2 9
20th +6 Soul of Artifice 12 4 3 3 3 2 9

Creating an Artificer Hit Dice: 1d8 per artificer level


Hit Points at 1st: Level: 8 + your Constitution modifier
When creating an artificer character, think about your Hit Points at Higher Levels: 1d8 (or 5) + your
character's background and drive for adventure. Does the Constitution modifier per artificer level after 1st
character have a rival? What drove your character down the
path of being an artificer? Is it about curiosity and invention, Proficiencies
or about the power their inventions bring? Did you character Armor: Light armor, medium armor
learn from another artificer, or receive a vision or flash of Weapons: Simple weapons, hand crossbows, heavy
inspiration to learn their craft? crossbows.
Consider how your character interacts with the a world, and Tools: Thieves’ tools, one other tool of your choice
what they represent. Consult with your DM regarding guilds Saving Throws: Constitution, Intelligence
or societies your character might belong to. Skills: Choose three from Arcana, Deception, History,
Investigation, Medicine, Nature, Religion, Sleight of Hand
Quick Build
You can make an artificer quickly by following these Equipment
suggestions. For the Cannonsmith or Gadgetsmith paths, You start with the following equipment, in addition to the
make your highest attribute Dexterity, followed by equipment granted by your background:
Intelligence. For Golemsmith, Infusionsmith, Potionsmith or (a) a light crossbow and quiver of 20 bolts or (b) any two
Wandsmith, Intelligence followed by Constitution or Dexterity, simple weapons.
and for Warsmith, choose either Strength or Intelligence, with (a) scale mail, (b) leather armor, or (c) chain mail.
Constitution as your second highest attribute. Second, choose thieves’ tools and a dungeoneer’s pack
the Guild Artisan background.
Class Features
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Kibbles' Alternate Artificer v1.7
Artificer Specialization For instance, when you reach 5th level in this class, you can
learn one new spell of 1st or 2nd level. Additionally, when you
At 1st level, you focus your craft on a particular specialization: gain a level in this class, you can choose one of the Artificer
Cannonsmith, Gadgetsmith, Golemsmith, Infusionsmith, spells you know and replace it with another spell from the
Potionsmith, Warsmith or Wandsmith, each of which are Artificer spell list, which also must be of a level for which you
detailed at the end of the class description. Your choice grants have spell slots.
you features at 1st level and again at 3rd, 5th, and 14th level. Spell save DC = 8 + your proficiency bonus + your
Magic Item Analysis Intelligence modifier.
Spell attack modifier = your proficiency bonus + your
Starting at 1st level, your understanding of magic items allows Intelligence modifier.
you to analyze and understand their secrets. You know the
artificer spells detect magic and identify, and you can cast Spellcasting Focus
them as rituals without material components. You can use an arcane focus as a spellcasting focus for your
artificer spells. See chapter 5, "Equipment" in the Player’s
Tool Expertise Handbook for various arcane focus options.
Starting at 2nd level, your proficiency bonus is doubled for any
ability check you make that uses any of the tool proficiencies Artificer's Spell Casting
you gain from this class.
An Artificer is fundamentally someone that
Spellcasting understands and regularly interacts with magic,
leading to the ability to apply this knowledge as
As part of your study of magic, you gain the ability to cast spell casters, but how you want to approach your
spells at 2nd level. The spells you learn are limited in scope, Artificer's spell casting is up to you.
primarily concerned with modifying creatures and objects or While the Focus's listed in Chapter 5
creating items. "Equipment" are certainly functional options, feel
free to explore other approaches in coordination
Spell Slots with your DM. From a functional standpoint, the
The artificer table shows how many spell slots you have to only requirement would be that you have a defined
cast your artificer spells of 1st level and higher. To cast one of material or focus for the spell.
Consider for some spells that perhaps your
your Artificer spells, you must expend a slot of the spell’s level Artisan's Tools are your focus, or perhaps a specific
or higher. You regain all expended spell slots when you finish item you've made is your material component for a
a long rest. spell. Perhaps instead of a "Component Pouch" that
simply contains all the material components you
Spells Known of 1st Level and Higher could need for your spells, you have an "Artificer's
You know three 1st-level spells of your choice from the Toolbelt" that contains the various spellcasting
artificer spell list. assistance contraptions you've made to cast your
The Spells Known column of the Artificer table shows spells. For the purposes of mechanics, the only
when you learn more Artificer spells of your choice. Each of thing that matters is that if functions the same way,
these spells must be of a level for which you have spell slots. and is used consistently.

REVISED ARTIFICER v1.3


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Kibbles' Alternate Artificer v1.7
Specialization Upgrade Improved Magical Crafting
Your expert craftsmanship allows you to improve, modify, or At 10th level, your experience in creating your own wondrous
add to your specialization's features.. invention makes you more adept at crafting a magic item than
Starting at 3rd level, choose an upgrade from the list at the a normal spellcaster. Creating a magic item takes you half the
end of your specialization, and gain the benefits listed in the time it would normally take.
description of the Upgrade. Additionally, you can make 1 hour of progress toward
You select an additional Upgrade at 5th, 7th, 9th, 11th, crafting a magic item, scroll, or potion during a long rest.
13th, 15th, 17th, and 19th level. You cannot select an Upgrade
more than once, unless the Upgrade's description says Wondrous Item Recharge
otherwise. Upgrades cannot be replaced or changed, besides Starting at 10th level, you can recharge a magic item that has
as described in the specialization. Only the Artificer selecting charges, as long as those charges can only be used to cast
the Upgrade can use the Upgrade unless otherwise specified. spells. To restore charges, you perform a ritual that takes one
In any case that a specialization allows an Upgrade to be minute and expends a spell slot of equal or higher level than a
swapped out, Upgrades must always be selected as if the spell slot level of a spell cast by the item.
Artificer is the level they were when they got that Upgrade The number of charges restored to the item is equal to the
slot. For example, if you replace your Thunder Cannon and number of charges required to cast that spell using the item
reselect all of your upgrades as a 5th level Artificer, you could once.
select one 3rd level upgrade and one 5th level upgrade, or two
3rd level upgrades, but you would not be able to select two 5th Study of Magic
level upgrades.
At 11th level, your proficiency in the workings of magic has
become so great you can cast detect magic and identify at will
Customizing Artificer Upgrades without expending a spell slot. Additionally, you have
The upgrades for each Artificer Specialization is advantage on all Intelligence (Arcana) checks to understand
presented in a list at the end of the Specialization, the workings of magical traps, effects, or runes.
but invariably there will always be ideas for
upgrades not included in that list. At the heart of an Wondrous Items Mastery
Artificer beats an unrelenting drive for creativity,
after all! Feel free to consult your DM for potential Starting at 18th level, you can activate a magic item that
custom upgrades, using the unrestricted Upgrades would normally take an action as a bonus action instead.
as a template for balance.
For a wider selection of Upgrades, consult the Soul of Artifice
Expanded Toolbox for other's custom Upgrades and
playtesting content.
At 20th level, your understanding of magic items is
unmatched, allowing you to mingle your soul with items linked
to you. You can now attune to five, rather than four, magic
items at a time. In addition, you gain a +1 bonus to all saving
Ability Score Improvement throws per magic item you are currently attuned to.
When you reach 4th, 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can Magical or Mechanical?
increase two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature. One of the core debates that arises around an
Artificer is if they are a "Magical Engineer" or what a
magical engineer would even mean. Do they tinker
Arcane Reconstruction with mechanics and gears or with magic and runes?
At 6th level, you have mastered the knowledge of using magic The answer is, of course, whatever suits your world,
to repair things. You learn the mending cantrip, and can cast it game, and the vision of the player.
at will. Additionally, you learn the cure wounds spell. If you Much of this is written from the prospective that
already know cure wounds you can select another spell from an Artificer is the application of magical fiddling to
the Artificer spell list. When you cast cure wounds, it can heal mechanical tinkering, but this is just the default
fluff, and can be suited to either lean more toward
constructs in addition to normally valid targets. mechanical tinkering or more toward magical
fiddling depending on what an Artificer is in your
Superior Attunement world.
At 6th level, your superior understanding of magic items In some settings, perhaps a Cannonsmith is
allows you to master their use. You can now attune to up to empowering their Thunder Cannon with harnassed
four, rather than three, magic items at a time. Elemental Energy while in another setting perhaps
they are an early adaptor of a dangerous explosive
powder. Either way, the mechanics are there to
Wondrous Items Proficiency support that the Artificer is a curious mind that
At 7th level, your familiarity with the workings of magical pushes the boundries and delves into the unknown
items means that you can ignore class based restrictions on in pursuit of discovery and invention, whatever that
attuning to magical items. might entail for your game!

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Kibbles' Alternate Artificer v1.7
Some Artificers may create variant weapons beyond the
Artificer Specializations traditional Thunder Cannon, in which case the stats of that
weapon are used.
Cannonsmith
A Cannonsmith is an Artificer who has crafted a spectacular Variant Weapon Types
and terrible device: a Thunder Cannon.
A weapon of unmatched destruction, an Artificer's reason Your DM may allow you to select on the following
variants for your Thunder Cannon. These do not
for forging such a thing is varied. Some seek the power, some cost a normal upgrade slot, and do not count
seek the discovery. against your total upgrades.
For some it is but a tool to accomplish their goal, for others
it is the culmination of the work, for which all the pesky Hand Cannon
details of adventuring are dedicated to. You modify your Thunder Cannon with
Given the destructive potential of a Thunder Cannon, many lightweight components and a shorter barrel. Its
monsters and men may seek to seize the power for weight becomes 7 lbs. Your Thunder Cannon
themselves upon witnessing its potential, but even if they were becomes a one handed ranged weapon. It deals 1d8
to succeed they would soon find that using one of these deadly damage piercing damage (instead of 2d6) and its
normal range becomes 20 feet and its maximum
tools is an art of equal mastery to forging one, something only range 60 feet.
the one who forged the device will ever truly master, for each
Thunder Cannon is unique work, suited only to its creator. Lightning Sword
You entirely remodel your weapon into a melee
Cannonsmith's Proficiency weapon. This can take the form of any martial melee
When you choose this specialization at 1st level, you gain weapon, and you have proficiency with this weapon
proficiency with tinker’s tools and smith's tools. regardless of its shape. When you apply
You gain the knowledge to forge rounds for your Thunder Thundermonger damage with this weapon, it deals
Cannon, and can create them with the proper tools during a lightning damage instead of Thunder Damage.
Apply common sense in what upgrades this
Long Rest. eliminates as options.
You can create up to 50 rounds of ammunition during a
long rest, with materials costing 1 gold piece per 10 rounds. Arm Cannon?
Perhaps most plausible for a Warforged
Thunder Cannon Cannonsmith, consult with your DM on replacing a
At 1st level, you forge a deadly firearm using a combination of lost or removed arm with your Thunder Cannon if
arcane magic and your knowledge of engineering and you feel the need to never be parted from it. In this
metallurgy. This firearm is called a Thunder Cannon. configuration, it retains the normal statistics, but
You are proficient with the Thunder Cannon. The firearm is becomes a one-handed weapon. As a consequence,
a two-handed ranged weapon that deals 2d6 piercing damage. you lose the use of that arm for anything else, and
the use of the arm can only be recovered by
Its normal range is 60 feet, and its maximum range is 180 removing the Thunder Cannon and regaining the
feet. arm through the effect of Regenerate or similar
Loud. Your weapon rings with thunder that is audible magic.
within 300 feet of you whenever it makes an attack.
Reload(1). Once fired, it must be reloaded as a bonus
action.

Thunder Cannon
Wondrous Item, Magical Firearm, Attunement (creator only)
Damage 2d6 piercing
Reload 1
Weight 15 lb.
Properties Two-handed, Loud, Reload(1)
Range 60/180

If you lose your Thunder Cannon, you can create a new one
over the course of three days of work (eight hours each day) by
expending 200 gp worth of metal and other raw materials.
You can create multiple Thunder Cannons, but you can only
be attuned to one of them at a given time, and can only change
which one you are attuned to during a long rest. If you create
a new Thunder Cannon, you can apply a number of Upgrades
equal to the value on the class table, applying each at the level
you get it on the class table.

REVISED ARTIFICER v1.3


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Kibbles' Alternate Artificer v1.7
Thundermonger After applying this twice, if you have the Lightning Charged
At 3rd level, you've developed the arcane engineering skill to Bayonet upgrade, the Bayonet gains the Reach property.
upgrade your Thundercannon to deliver its shots with greater Lightning Burst
force. You upgrade your Thunder Cannon to discharge its power
Once per turn, you can deal an extra 1d6 thunder damage in within a 5-feet wide and 60-feet long line. As an action, you
to one creature you hit with an Attack using the Thunder can make a special attack. Each creature must make a
Cannon. After discharging this bonus damage, the you cannot Dexterity saving throw against your Spell Save DC or take
deal this bonus damage again until the start of your next turn. damage equal to the bonus damage of Thundermonger as
This extra damage increases by 1d6 when you reach certain lightning damage on a failed save, half as much on a
levels in this class: 5th level (2d6), 7th level (3d6), 9th level successful save. Using this shot counts as applying
(4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th Thundermonger damage for the turn.
level (8d6), and 19th level (9d6). Firing in this way does not consume ammo.
Devastating Blasts Lightning Charged Bayonet.
Beginning at 5th level, when you miss an attack with your You affix a short blade to the barrel of your Thunder
Thunder Cannon, you can still choose to apply your Cannon, allowing you to make a melee weapon attack with it.
Thundermonger damage to the target creature you missed, The blade is a finesse weapon melee weapon that you are
but it deals only half the bonus damage. Dealing damage this proficient with, and deals 1d6 piercing damage.
way counts as applying Thundermonger damage. The blade can be used to apply Thundermonger bonus
damage. When Thundermonger bonus damage is dealt with a
Elemental Swapping bayonet attack, the damage type is lightning. Dealing damage
Starting at the 14th level, when you take the attack action with this way counts as applying Thundermonger damage for the
your Thunder Cannon you can adjust the firing chamber, turn.
causing any bonus damage granted by Thundermonger to
deal fire, cold, acid, or lightning damage instead of thunder Silencer. Incompatible with Echoing Booms.
damage. Alternatively, you can use a Vial of Holy Water to You upgrade your Thunder Cannon with a sound
cause your next Thundermonger bonus damage to deal dampening module. Your Thunder Cannon loses the Loud
radiant damage. property. Additionally, you can expend a 2nd level spell slot to
overcharge the Silencer, casting the spell silence.
Firearms In a Campaign Setting
Note: Sound - and consequently Thunder Damage -
A lot of campaign settings do not feature firearms, cannot pass through silence or effect a creature
and in some of these the Cannonsmith variant of inside its area of effect.
Artificer might not be the right choice, but consider
that the Artificer is fundamentally someone that
tinkers with and explores boundries of magic as
much as or more so than technology. Shock Absorber.
A Thunder Cannon need not be a gunpowder You add a reclamation device to your Thunder Cannon to
powered device, even in a setting where gun gather energy from the surroundings when it is present. As a
powder exists, but can be powered by harnassing reaction to taking Lightning or Thunder damage, you can cast
elemental powers, bound through various carefully absorb elements without consuming a spell slot. When
researched magical techniques. In most cases, the absorbed in this method, you can apply the bonus damage
wonders of an Artificer are more an engineering granted by absorb elements to your next Thunder Cannon
marvel of magic than technology, but that balance
can shift depending on what is best for your setting.
attack even if you make a ranged attack.
You do need to feel constrained to terminology 5th Level Upgrades
of a Cannon if it does not fit your setting, it can by
styled as anything from a crossbow to a thunder Autoloading Magazine Prerequisite: 5th level Artificer
staff. Your Thunder Cannon now automatically chambers the
next round, no longer requiring your bonus action to reload.
Cannon Improvement. Prerequisite: 5th level Artificer
Cannonsmith Upgrades You fine tune your Thunder Cannon's firing mechanism.
Unrestricted Upgrades
The Thunder Cannon gains a +1 bonus to Attack and Damage
Rolls made with it. You can apply this upgrade up to 3 times.
Echoing Boom. Incompatible with Silencer. After the first time you take this upgrade, the piercing
You pack extra power into your Thundermonger, increasing damage dealt by your Thunder Cannon is considered magical.
the damage it deals by 1d6.
Extended Barrel
You extend the length of your Thunder Cannon’s barrel
refining its aim. The normal weapon range of your Thunder
Cannon increases by 30 feet, and the maximum range by 90
feet. You can apply this upgrade up to 2 times.

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Kibbles' Alternate Artificer v1.7
Divination Scope. Prerequisite: 5th level Artificer After hitting a creature with the Harpoon fire mode, you can
You add a scope to your Thunder Cannon and enchant the use a bonus action to deliver a shock. If you have not used it
lenses with Divination magic. The Scope has 3 Charges. As a since the start of your turn, you can apply Thundermonger
bonus action you can use 1 charge to cast hunter's mark. As damage as lightning damage. Additionally, the target must
an action you can use 2 charges to cast see invisibility or 3 make a Constitution saving throw against your spell save DC
charges to cast clairvoyance. or be stunned until the end of its next turn.
The scope regains all charges after a long rest. Once used, the Harpoon must be reeled in before this can
be used again.
Harpoon Reel Prerequisite: 5th level Artificer
You install a secondary firemode that launches a harpoon Synaptic Feedback. Prerequisite: 9th level Artificer
attached to a tightly coiled cord. This attack has a normal You install feedback loop into your cannon, allowing you to
range of 30 feet and a maximum range of 60 feet, and it deals siphon some energy from your Thunder Cannon to empower
1d6 piercing damage. This attack can target a surface, object, your reflexes.
or creature. Whenever you deal Lightning damage with your Thunder
A creature struck by this attack is impaled by the Harpoon Cannon your walking speed increases by 10ft and you can
unless it removes the Harpoon as an action, which causes it to take the Dash or Disengage actions as a bonus action. This
take an additional 1d6 damage. While the Harpoon is stuck in effect lasts until the end of your turn.
the target, you are connected to the target by a 60 foot cord.
Dragging the connected party via the attached cord causes the Thunder Jump Prerequisite: 9th level Artificer
creature moving to move at half speed unless they are a size Build a quick release for the arcane thundering energy that
category larger. fills your Thunder Cannon. As an action you can channel it to
While connected in this manner, you can use your bonus cast thunder step. This counts as applying your
action to activate the Reel action, pulling yourself to the Thundermonger damage.
location if the target is Medium or larger. A Small or smaller Once you use this ability, you cannot use it again until you
creature is pulled back to you. Alternatively, you can opt to complete a short or long rest.
disconnect the cord. 11th Level Upgrades
This attack cannot be used again until the Reel action is
taken. Blast Radius Preqreuisite: 11th level Artificer
Your Devastating Blasts now deals half your weapon
damage in addition to half your Thundermonger damage
Connected... by a Rope. when you apply it to a missed target that is within 30 feet of
Note that Harpooning a creature means means that you.
there is a rope connecting you to them. While you
can use this to move them as per the ability, they
Stabilization Prerequisite: 11th level Artificer
can also use this to move you, particularly if they
Being prone no longer causes you to have disadvantage
are substantially larger. Many Cannonsmiths were when making a ranged weapon attack with your Thunder
last seen saying "I got this" and then Harpooning a Cannon. If neither you nor a target creature has moved since
dragon. User discretion is advised. you last made a ranged weapon attack against them, you can
make a ranged weapon attack against them with advantage.
15th Level Upgrades
Terrifying Thunder. Prerequisite: Echoing Booms.
You add an additional amplifier to maximize the shock and Mortar Shells. Prerequisite: 15th level Artificer
awe value your cannon blasts. The first time a target is hit by You build a secondary firemode allowing you to fire your
one of your attacks, they are deafened until the end of their cannon like a mortar. Pick a target point within range, and
next turn. Additionally, they must make a Wisdom saving make an attack roll. Apply the attack roll to all creatures
throw against your Spell Save DC or become frightened of within a 5 foot radius of the target point. Creatures hit take
you for one minute. They can repeat this saving throw at the weapon damage plus half of Thunder monger bonus damage.
end of each of their turns. Dealing damage this way counts as applying Thundermonger
If a creature's saving throw is successful or the effect ends damage for the turn.
for it, the creature is immune to Terrifying Thunder for the Creatures do not benefit from cover against this fire mode
next 24 hours. unless they have overhead cover as well.
Storm Blast. Prerequisite: 5th level Artificer
You upgrade your Thunder Cannon to discharge its power Variant Weapon Upgrades.
in 30-foot cone from the gun. As an action, you can make a While Cannonsmith is understandably focused
special attack. Each creature must make a Strength saving around Cannons, if you are using a variant weapon,
throw, or take 1d6 + half the bonus damage of you can find some additional ideas of upgrades for
Thundermonger and be knocked prone. Using this shot the suggested weapon variants in the Expanded
counts as applying Thundermonger damage for the turn. Toolbox including Channel Lightning, Ride the
Firing in this way does not consume ammo. Lightning, Snap Fire, and Point Blank.

9th Level Upgrades


Shock Harpoon Prerequisite: 9th level Artificer; Prerequisite:
Harpoon Reel

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Kibbles' Alternate Artificer v1.7
Gadgetsmith Beginning at the 14th level, when you take the attack action,
you can replace an attack with using any gadget that requires
A Gadgetsmith is an Artificer whose curiosity and inventive an action to use.
genius have run rampant. While other Artificers may spend
their whole career perfecting a single-minded pursuit, a Gadgetsmith Upgrades
Gadgetsmith believes that quantity is at least as good as
quality. Unrestricted Upgrades
Quick footed and quicker witted, a Gadgetsmith is never Airburst Mine.
caught without another trick in their sleeve. Their minds are You create a mechanical device capable of producing a
always jumping ahead on how to solve the problem with a devastating blast. You can use this device to cast shatter
clever gadget. without expending a spell slot. Alternatively, you can set up
A Gadgetsmith can come from any walk of life, but usually the mine as an action to be triggered by your reaction within a
exemplifies a curiosity and distaste for the suppression of 1 minute. Once used gadget cannot be used again until you
knowledge or technology, usually favoring freedom to complete a short or long rest.
experiment, leaning toward more Chaotic behaviors. Boomerang of Hitting.
Gadgetsmith's Proficiency You create a magical boomerang. You have proficiency in
When you choose this specialization at 1st level, you gain this weapon, and it has the Finesse, Thrown (30/90), and
proficiency with nets, rapiers, whips, and tinker's tools. Special properties, and deals 1d4 bludgeoning damage. At
level 5, this weapon gains a +1 to attack and damage rolls; this
Essential Tools increases to a +2 at level 14.
At 1st level, you've mastered the creation of the essential Special: When this weapon is Thrown, you can target two
reusable tools of surviving the battlefield as a gadgeeter. You creatures within 10 feet of each other, making a separate
have the following items: attack roll against each target.
This weapon returns to your hand after you make an attack
Grappling Hook. As an attack or as an action, you may with it using the Thrown property.
target a surface, object or creature within 20 feet. If the
target is Small or Smaller, you can make a Grapple check Belt of Adjusting Size.
to pull it to you and Grapple it. Alternatively, if the target is You create a belt with a creature size dial on it. While you
Medium or larger, you can choose to be pulled to it, are wearing this belt, you can use an action to cast
however, this does not grapple it. Enlarge/Reduce on yourself. Once you use this gadget, you
Smoke Bomb. As an action, you can use this to cast fog cannot use it again until you complete a short or long rest.
cloud on yourself without expending a spell slot. It lasts a Gravity Switch
number of rounds equal to your intelligence modifier and
does not require concentration. You build a switch that turns off gravity. You can cast use it
Gadgetsmith Weapon. Pick one of Boomerang of Hitting, to cast fallArtificer without expending a spell slot. Once you his
Impact Gauntlets, Repeating Crossbow, Shock Generator gadget, you cannot use it again until you complete a short or
or Lightning Baton from the upgrade section. You receive long rest.
this upgrade and does not count against your upgrade total.
Additional Upgrade
At 3rd level, you've mastered the essential tools, and have
begun to tinker with ways to expand your arsenal. The number
of upgrades you have for your class level is increased by one.
The number of additional upgrades you get increases by
one more at 5th level to two more than the class table.
Recycle Gadgets
Starting at the 3rd level, during a long rest and taking effect
when you complete it, you can disassemble your gadgets and
create different ones. When you do this, remove any upgrade
you would like, and pick a new upgrade its place.
You still must select upgrades that are valid for the level you
gained the upgrade at (e.g. at 7th level, you can only have one
upgrade that has a prerequisite of 7th level).
Additionally, if a gadget is destroyed, you can use this
feature to recreate it for materials worth 20 gold pieces.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Combat Gadgets

8
Kibbles' Alternate Artificer v1.7
Element Eater. Mechanical Familiar.
You create a device capable of absorbing incoming You can create the blueprint for a small mechanical
elemental damage. You can activate this device and cast creature. At the end of a long rest, you can choose to animate
absorb elements without expending a spell slot, but the gadget it, and cast find familiar with the following modifications: the
cannot be used again until you complete a short or long rest. creatures type is Construct, and you cannot select a creature
with a flying speed. This construct stays active until you
Enhanced Grappling Hook. deactivate it or is destroyed. In either case, you can choose to
You enhance your grappling hook, increasing its range to 40 reactivate it at the end of a long rest.
feet. Additionally, the enhanced power of the grappling hook
means that when pulling yourself to a larger or larger creature Jumping Boots.
or object, you can drag one medium or smaller willing or You modify your boots with arcane boosters. While wearing
grappled creature within 5 feet of you with you. these boots, you are under the effects of the jump spell.
Fire Spitter. Repeating Hand Crossbow.
You create a gadget that creates a quick blast of fire. As an You build an improved hand crossbow. You have proficiency
action, you can cast Aganazzar's Scorcher with this gadget in this weapon, and it has the Ammunition (range 30/120),
without expending a spell slot, but the gadget cannot be used Light, and Special properties and deals 1d6 piercing damage.
again until you complete a short or long rest. At level 5, this weapon gains a +1 to attack and damage rolls;
this increases to a +2 at level 14.
Flashbang. Special: This weapon does not require a free-hand to load,
You create a high luminary discharge device. As an action, as it has a built in loader. Once per turn, when you take the
you can target a point within 30 feet. Any creature within 20 Attack action with this weapon and have advantage on an
feet of the targeted point must make a Dexterity saving throw attack, you can forgo advantage on an attack to make one
or be blinded until the end of its next turn. Once you use this additional weapon attack with this weapon against the same
gadget, you cannot use it again until you complete a short or target.
long rest.
Shock Generator.
Impact Gauntlet. You create a device capable of generating potent shocks.
You create a magic weapon capable of amplifying the You can use this to cast shocking grasp . When you cast
impact of your blows. You have proficiency in this weapon, shocking grasp with this feature, you can use either your
and it has the Finesse, Light and Special properties. It deals Dexterity or Intelligence modifier for the melee spell attack
1d8 bludgeoning damage. At level 5, this weapon gains a +1 to roll.
attack and damage rolls; this increases to a +2 at level 14.
Special: When you make an attack roll, you can choose to Shocking Hook. Prerequisite: Requires Shock Generator
forgo adding your Proficiency modifier to the attack roll. If the You can integrate your Shock Generator and your
attack hits, you can add double your Proficiency modifier to Grappling Hook. If the target of your Grappling Hook is a
the damage roll. creature, you can cast shocking grasp using your Shock
You can apply this upgrade up to 2 times, making a separate Generator on that creature as a bonus action when pulling it
item each time. to you or being pulled to it.
Lightning Baton. Sight Lenses.
You combine incorporate elements of a shock generator You create a set of lenses you can integrate into a set of
design into a baton, creating a magic weapon. You have goggles, glasses, or other vision assistance that allow you to
proficiency in this weapon, and it has the Finesse and Light see through obscurement. You can see through fog, mist,
properties. It deals 1d4 bludgeoning damage and 1d4 smoke, clouds, and non-magical darkness as normal sight up
lightning damage on hit. If you score a critical strike with this to 15 feet.
weapon, the target must succeed a Constitution saving throw Smoke Cloak.
against your Spell Save DC or become stunned until the start
of your next turn. At level 5, this weapon gains a +1 to attack You create a cloak that causes you to blend in with smoke.
and damage rolls; this increases to a +2 at level 14. When you start your turn lightly or heavily obscured by
You can apply this upgrade up to 2 times, making a separate smoke, you are invisible until your turn ends, you cast a spell,
item each time. make an attack, or damage an enemy.
Mechanical Arm. Striding Boots.
You create a mechanical arm, giving an extra hand. This You modify your boots with amplified striding speed. While
mechanical arm only functions while it is mounted on gear wearing these boots, you are under the effects of the
you are wearing, but can be operated mentally without the longstrider spell.
need for you hands. This mechanical arm can serve any 5th Level Upgrades
function a normal hand could, such as holding things, making
attacks, interacting with the environment, etc, but does not Autonomous Crossbow. Prerequisite: 5th level Artificer
give you additional actions. You modify a crossbow to be able to aim and fire and its
own. As an action, you can deploy a tiny construct. Once
deployed, the tiny construct can be fired as a bonus action
making an attack from where it is deployed.

9
Kibbles' Alternate Artificer v1.7
You make a ranged spell attack, and if the attack hits it deals Stinking Gas. Prerequisite: 9th level Artificer.
1d6 + your intelligence modifier piercing damage. The You make a more potent compound for your Smoke Bomb.
construct becomes inactive after 1 minute has passed, or after When you use a Smoke Bomb, you can choose to cast
it has fired 10 times. stinking cloud rather than fog cloud, following the same rules.
Once you have activated it, you cannot activate it again until
you complete a short or long rest. Stopwatch Trinket. Prerequisite: 9th level Artificer.
Binding Rope. Prerequisite: 5th level Artificer You create a magical stopwatch that manipulates time
You create a rope that is capable of animating and binding a magic. As an action, you can cast haste or slow using the
target. As an action, target a creature within 30 feet. The stopwatch without expending a Spell Slot.
target must make a Dexterity saving throw against your Spell Once you use this ability, you cannot use it again until you
Save DC or become restrained until the end of your next turn. complete a long rest.
If you are currently grappling the target, it makes the 11th Level Upgrades
Dexterity saving throw with disadvantage. The rope can only
restrain one target a time. Bracers of Empowerment. Prerequisite: 11th level Artificer.
You create bracers that can empower you. You can use this
9th Level Upgrades to cast Tenser's transformation without expending a Spell
Arcane Nullifier. Prerequisite: 9th level Artificer. Slot.
You make a device that nullifies the arcane through means Once you use this ability, you cannot use it again until you
you assure everyone else you understand. As an action, you complete a long rest.
can use this device to cast dispel magic. Once you use this Lightning Generator Prerequisite: Requires Shock
gadget, you cannot use it again until you complete a short or Generator Prerequisite: 11th level Artificer.
long rest. You upgrade your shock generator with additional lightning
Phase Trinket. Prerequisite: 9th level Artificer. capabilities. You can cast lightning lure at-will using it, can
You create a magical stopwatch that manipulates ethereal overload it to cast lightning bolt. Once you overload it, you
magic. As an action, you can cast blink or dimension door cannot use it to cast lightning bolt again until you complete a
using the Stopwatch without expending a Spell Slot. short or long rest.
Once you use this ability, you cannot use it again until you Additionally, when deal Lightning damage during your turn,
complete a long rest. you can add your Intelligence modifier to one roll of the
damage dealt.
Gripping Gloves. Prerequisite: 11th level Artificer.
You create a set of gloves with a powerful assisted grip. Your
Strength score and maximum Strength score increases by 2
while wearing these gloves. You gain advantage on Strength
(Athletics) checks involving manipulating things with your
hands while wearing these gloves.
Deployable Wings. Prerequisite: 11th level Artificer.
You build a set of deployable artificial wings. You can deploy
this as a bonus action, or as a reaction to falling. When
deployed, these give you a flying speed of 30 feet.
Nimble Gloves. Prerequisite: 11th level Artificer.
Incompatible with Gripping Gloves.
You create magical gloves the increase your dexterity. Your
Dexterity score and maximum Dexterity score increases by 2
while wearing these gloves. You gain advantage on Dexterity
(Sleight of Hand) checks involving manipulating things with
your hands while wearing these gloves.
Truesight Lenses. Prerequisite: Sight Lenses. Prerequisite:
11th level Artificer.
You upgrade and fine-tune your sight lenses, granting you
Truesight up to 30 feet.
Useful Universal Key. Prerequisite: 11th level Artificer.
You create a Universal Key to obstacles, transmuting them
into not-obstacles. As an action, you can apply this key to a
surface to cast passwall without expending a spell slot.
Once you use this ability, you cannot use it again until you
complete a long rest.

10
Kibbles' Alternate Artificer v1.7
15th Level Upgrades Golemsmith
Disintegration Ray. Prerequisite: 15th level Artificer. A Golemsmith is an Artificer that has committed themselves
You create a Disintegration Ray. You can use this to cast to creating a true work of artifice, forging a golem. A
disintegration without expending a Spell Slot. painstaking life ambition, they plan and design meticulously,
Once you use this ability, you cannot use it again until you even if in practice sometimes compromises on materials must
complete a long rest. be made.
Why a Golemsmith embarks on the quest to forge this
Bee Swarm Rockets. Prerequisite: 15th level Artificer. artificial construct of life can vary. For many it is the pure
You design a type of tiny firecracker-like device, which can pursuit of forging the perfect creation, while for others, it is
release rockets in large numbers. You have a maximum simply so they do not have to carry around their loot, or to
number of rockets equal to your Artificer level. You can release have a loyal companion to count on at all times.
between one and the number you have remaining as an A Golemsmith is rarely chaotic, as they are people of great
action. Each rocket targets a point you can see within 40 feet. care and discipline: those that are not would not have
Creatures within 10 feet of a target point must make a succeeded where they have, but some have been set on their
dexterity saving throw. Creatures that fail take 2d6 fire path by such events that might drive them to interact
damage per rocket that effects the area they are standing in, chaotically with society as a whole.
or half as much on a successful one.
You rebuild your stock to your maximum during a long rest. Golemsmith's Proficiency
When you choose this specialization at 1st level, you gain
proficiency with smith's tools and tinker's tools.
Upgrades In Inelegant Hands
The rules-as-written state that other creatures Warforged Golem
cannot use your Upgrades, but many of the Starting at 1st level, you have forged a mechanical golem to
Gadgetsmith's upgrades may often make sense to carry out your orders and protect you. The golem is controlled
hand to a party member - is there any way to make via a pendent that only you can attune to.
this work? The Warforged Golem obeys your commands as best as it
My suggestion to DMs is that this can be allowed can. It takes its turn on your initiative, though it doesn't take
on a case by case basis by assigning an Arcana DC an action unless you command it to.
to others using the Artificer's upgrades based on if
they the Artificer showed them how it worked, how
complicated the gadget is, and how much it would
break the game.
Control Pendant
For example, a Belt of Adjusting Size may be Wondrous Item, Attunement (creator only).
quite easy to use if the Artificer spends some time
showing them how to use it, perhaps an Arcana While attuned to this gem, you have control of your
check of 5 or so, while a giving a Lightning Baton to Warforged Golem. Your Warforged Golem acts on your
a Champion Fighter would result in a likely unusable Initiative.
DC just to maintain the balance of the feature.

On your turn, you can verbally command the construct where


to move (no action required by you) and take an action, which
requires your action to do. Additionally, you can use your
reaction to direct it to take a reaction. It has Proficiency in
Shields, Simple Weapons and Martial Weapons.
Your Warforged Golem's Proficiency increases when yours
does. Additionally, it gains 5 + its Constitution modifier hit
points for every level in Artificer you gain. If the golem is
killed, it can be returned to life via normal means, such as
with 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 reproduce the
construct exactly as it was, with four days of work (eight hours
each day) and 100 gp of raw materials.
Over the course of a short rest, you can restore hitpoints
equal to your Intelligence modifier + your Artificer level to
your golem, or repair it to full health during a long rest.

Kibbles' Alternate Artificer v1.7


Perfected Design
Starting at 14th level, your golem can add your Intelligence
Warforged Golem modifier to all of its attack rolls, skill checks, and saving
Medium Construct, unaligned throws.
Armor Class 16 (Natural Armor)
Hit Points 5 + ([Golem's Constitution Modifier + 5] * Variant Golem Types
Artificer Level) The default assumption of the Golemsmith is a
Speed 25ft. humanoid golem. However, if your vision takes you
elsewhere, consider the alternate options.
STR DEX CON INT WIS CHA
Quadrupedal
16 (+3) 12 (+1) 14 (+2) 4 (-3) 5 (-3) 1 (-5)
You might make a more beast-like Golem, set on
all fours. Such a golem would probably lose its
Damage Immunities poison, psychic ability to wield weapons and shields, but may have a
Condition Immunities exhaustion, charmed, poisoned higher natural attack (1d8), higher durability (6 hp
Senses passive perception 7 per Artificer level), and faster movement (35 feet).
Languages Understands creator’s languages, but Additionally, it may be more suited as a mount for a
cannot speak small creature.
Mechanical Abomination
Actions Maybe your vision skews more toward the 'mad'
Attack. Slam: +5 to hit, reach 5ft., one target. Hit 1d4 end of the spectrum. Maybe it has mechanical
+3 tentacles that can grapple at 10 feet. The golem
gains reach 10 feet, but loses its ability to wield
__ martial weapons, and its haphazard construction
means movement is challenging (20 feet).

Intelligent Oversight
Starting at 3rd level, you can use the Help action as a bonus Golemsmith Upgrades
action when assisting your golem.
Additionally, when you use the Help action to aid an ally Unrestricted Upgrade
(including your golem) in attacking a creature, the target of Arcane Resonance.
that attack can be within 30 feet of you, rather than 5 feet of You install an essence connection into your golem to sync
you, if the allied creature can see or hear you. your magic to it. You can make any spell you cast that targets
Autonomous Action only you also target your golem.
Starting at 5th level, you no longer need to spend your action Improve Dexterity.
or reaction to direct the golem to use its action or reaction, You tune the servos in your Warforged Golem. Your
and it can act following mental commands communicated via Warforged Golem's Dexterity score increases by 2. You may
the control pendant (no action required by Artificer). apply this upgrade multiple times. A Warforged Golem's
maximum Dexterity score is 18.

Kibbles' Alternate Artificer v1.7


Improve Strength. Heavy Armor Plating Prerequisite: 5th level Artificer.
You reinforce the power of your golem’s core and limbs. You can incorporate a suit of Heavy Armor into your
Your Warforged Golem's Strength score increases by 2. A Warforged Golem. Your Warforged Golem's AC becomes the
Warforged Golem's maximum Strength score is 18. AC granted by the incorporated armor. While incorporated
with your Warforged Golem in this way, the Warforged Golem
Magical Essence. has Proficiency with that armor.
You infuse a fragment of magical essence into your golem, While equipped with Heavy Armor, your Warforged Golem
allowing it to attune to one magical item. has disadvantage on Dexterity (Stealth) checks.
Precision Movements. Incompatible with Expanded. Iron Fortress. Prerequisite: Stabilization
Your Warforged Golem gains Proficiency in the Stealth skill You increase the size and durability of your golem’s frame.
and with Thieves' Tools. Additionally, it gains an integrated set Your Warforged Golem now counts as full cover for people
of Thieves' Tools that are always available. behind it or riding it. Additionally, it cannot be moved against
Redundant Systems. its will while in contact with a floor.
You have reinforced your Warforged Golem with layers of Shielding Bond
protection and redundant systems. It gains additional Studying shield golems, you gain some insight that you can
hitpoints equal to twice your Artificer level. Additionally, it building into your golem on how they shield their controllers.
gains advantage on death saving throws. Your golem gains the ability to cast warding bond without
Remote Connection expending a spell slot. When cast in this method, it does not
You integrate a magical relay into your golem, allowing you require material components. Once the golem casts warding
to use it as a magical familiar. As an action, you can see bond in this way, it cannot use this feature to cast it again until
through your golem's eyes and hear what it hears until the it completes a short or long rest.
start of your next turn. During this time, you are deaf and 9th Level Upgrades
blind with regard to your own Senses. Expanded. Prerequisite: 9th level Artificer.
Additionally, when you Cast a Spell with a range of touch, You enlarge your Warforged Golem, increasing its size
your golem can deliver the spell as if it had cast the spell. Your category by one. It has advantage on Strength checks and
golem must be within 100 feet of you, and it must use its Strength saving throws. During the process, you can
reaction to deliver the spell when you cast it. If the spell determine if your golem will have the appropriate physiology
requires an Attack roll, you use your Attack modifier for the to serve as a mount.
roll.
Stabilization. Mark of Life. Prerequisite: 9th level Artificer.
You increase the resilience and stability of your Warforged You have attained the understanding of magic and you craft
Golem. It gains proficiency in Constitution Saving Throws a Mark of Life on the forehead of your Warforged Golem,
and has advantage against saving throws to be knocked prone. turning it into a Warforged Companion. It gains an
Intelligence score of 10, a Wisdom score of 10 and a
Warfare Routines. Your Warforged Golem gains one Fighting Charisma score of 8. This allows it to follow more complex
Style of your choice from Archery, Defense, Duelling, or Great commands without direct input, speak, and remember things.
Weapon Fighting.
5th Level Upgrade Roleplaying a Warforged Companion
Arcane Barrage Armament. Prerequisite: 5th level Artificer. If you choose the Mark of Life upgrade, your
You install an mounted armament to your golem, charged Warforged golem becomes a sentient companion,
with arcane power. As an action, the golem can cast Magic capable of learning, thinking, and having opinions.
Missile as a 3rd level spell. When cast this way, it has no Consider how this may impact your interactions.
Verbal or Somatic components. Fundamentally, a Warforged Companion is still
entirely loyal to their creator, but their develop a
Once used, this armament cannot be used again until the personality and thoughts of their own.
Artificer completes a short or long rest.
Environmental Adaptation. Prerequisite: 5th level Artificer.
You add integrated climbing hooks, deployable fins, and Overdrive. Prerequisite: 9th level Artificer
insulated seals to your Golem. Your Warforged Golem gains a You build in a special mode allowing your golem go beyond
climbing and swimming speed equal to its walking speed. its limitations. As your action, you can overcharge your golem
Additionally, it gains resistance to Cold and Fire damage. with energy, granting it the effects of haste for a number of
rounds equal to your intelligence modifier. Once used, you
Flamethrower Armament. Prerequisite 5th level Artificer. cannot use this again until you complete a long rest.
You install an armament to your golem, capable for
reproducing powerful flames. As an action, the golem can cast
Burning Hands as a 3rd level spell.
The spell save DC is equal to your spell save DC. When cast
this way, it has no Verbal or Somatic components.
Once used, this armament cannot be used again until the
Artificer completes a short or long rest.

13
Kibbles' Alternate Artificer v1.7
Your knowledge of infusion magic gives you a natural
11th Level Upgrade affinity for scribing spell scrolls. Creating a magic spell scroll
Multiattack Protocol. Prerequisite: 11th level Artificer. only takes you half the time and material cost it would
Your Warforged Golem gains multiattack. When your normally take.
Warforged Golem uses the Attack action, it can attack twice.
Animated Weapon
Thundering Stomp. Prerequisite: Expanded Starting at 1st level, you can infuse a weapon with powerful
Your warforged golem can leverage its increased size and magic, causing it spring to life under your command. At the
magical nature to unleash a crushing stomp of magical energy end of a long rest, you can touch a melee weapon in your
when it brings down its foot. Your golem can replace any possession and animate it. An animated weapon can be
attack with the thunderclap spell using the Artificers level and carried or sheathed, but when readied it floats next to you.
spell save for casting the spell. While you have an animated weapon readied, as an action
Transforming Golem. Preqrequisite: Expanded you can make a ranged spell attack against a target within 40
Your warforged golem can collapse its size back down to feet. If your animated weapon is a weapon with the Heavy
medium. The process takes 1 minute to invoke or revert. property, that range decreases to 20 feet. If your animated
weapon has the Light property, that range increases to 60 feet.
Runic Wings. Prerequisite: 11th level Artificer. Incompatible This attack ignores cover, and does not suffer disadvantage
with Expanded. from attacking creatures within 5 feet of you, but there must
You add magical wings to your Warforged Golem, granting be a path the blade can take without going beyond its range,
it a flying speed of 25 feet. or the attack fails. If the attack hits, it deals the weapon
damage (as if wielded by two hands, if applicable) plus your
15th Level Upgrade intelligence modifier damage to the target creature. After
Cloaking Device. Prerequisite: 15th level Artificer. making the attack, the animated weapon returns to your side.
You install an Arcane Cloaking device on your Warforged You can use an animated weapon to take an attack of
Golem. This device has 4 Charges. You can direct the golem opportunity using a melee spell attack.
to expend 1 or more charges to cast one of the following If something happens to your animated weapon or you want
spells using its action: Invisibility (2 charges), Greater to change which weapon you have animated, you can animate
Invisibility (4 charges). another weapon in a special ritual that takes 10 minutes,
It regains all charges after a long rest. ending the animation on any previous weapons.
Warforged Apprentice. Prerequisite: Mark of Life. 15th level
Artificer. Variant Weapon Enchantments:
Your Warforged Companion begins to apply its abilities to Animated Weapon serves as the main driver for an
learn new things, gaining a class level in a class of your Infusionsmith's attacks, but there are alternative
choosing. Your Warforged Companion gains all the first level approaches. Consult your DM if you would prefer
features of the chosen class. This does not include health or the following variant:
class proficiencies (for example, selecting Fighter grants only Infused Weapon
Fighting Style and Second Wind). Rather than Animating a weapon, you can Infuse a
weapon. An Infused weapon can be wielded like a
Warforged Adept. Prerequisite: Warforged Apprentice. normal weapon, but gains the following properties:
Your growth as a Golemsmith is such that your creation is you can apply your Intelligence modifier to the to
capable of learning and adapting even more skills. It gains all attack and damage roll of the weapon where you
the second level features of the class you selected for the usually apply your Strength or Dexterity modifier.
Warforged Apprentice upgrade. This does not include health Additionally, the first time the weapon deals
or class proficiencies (for example, selecting Fighter grants damage to an enemy on your turn, it deals an
only Action Surge). additional 1d4 Force damage. You (and only you)
have proficiency with this weapon while it is
Infusionsmith Infused.
Once per turn on your turn, when you weapon
An Infusionsmith is, in some ways, perhaps the most attack with Infused Weapon, you can make a ranged
quintessential type of Artificer. While other Artificers may spell attack with any Animated Weapons you have
delve into mechanics and tinkering, an Infusionsmith is an from Artificer features (like Twin Animated
artificer that tinkers with magic itself. Weapon). These do not have to be against the same
These are cutting edge of magical engineering, target.
understanding the principle applications of magic. An Any upgrade that effects your Animated Weapons
Infusionsmith would have ground to stand on in calling a also applies to your Infused Weapons when using
wizard an impulsive spell slinger, for these are the artificers this Variant.
that work their magic through careful and meticulous method,
laying down magic they may not use for hours, or
painstakingly crafting a long lasting enchantment. Store Magic
Starting at 3rd level, you gain the ability to channel your
Infusionsmith's Proficiency artificer spells into a non-magical item for later use. At the end
When you choose this specialization at 1st level, you gain of a short or long rest, pick a spell you know. You can infuse
proficiency with jeweler's tools and calligrapher's supplies. this spell into an item for later use.

14
Kibbles' Alternate Artificer v1.7
You must expend any components the spell requires, but this Infusionsmith Upgrades
does not expend a spell slot. Subsequently, any creature
holding the item with an Intelligence of 6 or higher that is Unrestricted Upgrades
aware there is magic infused in it can expend the stored Animated Archer
magic to cast the spell. You master animation enchantments allowing you to use
The spell uses your spellcasting modifiers, but is in all other your Animate Weapon feature on a ranged weapons and a
ways treated as if the creature holding it cast the spell. The quiver of ammunition. An animated ranged weapon hovers
magic infused in the item fades if you complete a short or long near you, and can target anything inside the weapon's normal
rest without expending the stored spell. range with a ranged spell attack, dealing weapon damage +
Twin Animated Weapon. your intelligence modifier on hit. This attack does not ignore
Starting at 5th level, you can animate a second weapon. cover. The weapon requires ammunition, and can carry up 30
Whenever you make a ranged spell attack with your animated pieces of ammunition at a time, after which it needs to be
weapon, you can attack independently with both animated reloaded as an action.
weapons, making separate attack and damage rolls. The Arcane Armament
weapons can attack the same target, or two different targets You master armoring yourself with magical enchantments.
that are both within range. You learn the mage armor spell. While under the effect of
mage armor, you can add your Intelligence modifier to your
Infused Focus AC instead of your Dexterity modifier. You can only do this if
Starting at 14th level, you can anchor a powerful spell into an you are not adding your Intelligence modifier to your AC from
item. When you cast a concentration spell, you can anchor it another source. Additionally you gain resistance to force
to an item, and do not need to maintain concentration. The damage.
spell lasts a number of rounds equal to your intelligence
modifier, after which the spell ends. Deflecting Weapon
Once you use this ability, you must complete a short or long While you have an animated melee weapon, if you are
rest before using it again. attacked you can use your reaction to defend yourself with
them, granting you +2 AC against an single attack. If the
attack misses you and the attacker is within 5 feet of you, you
can immediately attack the creature that attacked you, making
a melee spell attack with one animated weapon against the
attacker if they are in range.
Enhance Attribute
You can enhance a piece of non-magical jewelery with
power that boosts the wearers abilities. Select an attribute
from Strength, Dexterity, Constitution, Wisdom, Intelligence
or Charisma, the current and maximum attribute score for
that attribute is increased by one while wearing this item.
This piece of jewelry provides a benefit only to you. You can
take this upgrade twice.
Infuse Elements
You can infuse elements with your magic temporarily,
granting you limited control of them. You learn the cantrips
control flames, mold earth, and shape water.
Skilled Animation
You manage to make the magic your Animated Weapons so
potent that attacks made with them are made with a fighting
style. Attacks made with one handed weapons gain Dueling,
attacks made with two-handed weapons gain Great Weapon
Fighting, and attacks made with ranged wepaons gain
Archery.
Soul Saving Bond
You set up a special magical bond between you and another
creature. When either creature bound by this abilities fails
Wisdom, Intelligence, Charisma, or Death saving throw, the
other character can make their own saving throw, replacing
the failed saved with their own roll. If this ability is used on a
death saving throw, the replacement roll is a 20. Once a roll is
replaced by this feature, it cannot be used again until both
creatures in the bond have completed a short or long rest.

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Kibbles' Alternate Artificer v1.7
This bond can be set up with a different creature at the end of
a long rest. 9th Level Upgrades
Alter Time Infusion Prerequisite: 9th level Artificer
Triggered Infusion You learn a special infusion for manipulating the flow of
When you use your Store Magic feature, you can set a time. When you use your Store Magic feature, rather than
trigger for the effect to occur. If the triggering event occurs, picking a spell you know, you can cast haste or slow. Unless
you can use your reaction to activate the stored spell. The you know these spells from another source, you can only cast
trigger event can be a verbal key. these spells using the Store Magic feature.
Warding Stone Detonate Armament Prerequisite: Arcane Armament. 9th
You learn how to weave a protective enchantment on an level Artificer
item. That item gains a pool of temporary hit points equal to As a reaction to taking damage, you can end the effect of
your Artificer level. Whoever is carrying this item gains any mage armor to cast thunder step without expending a spell
temporary hit points remaining in this pool, but these are lost slot. When you cast thunder step in this manner, it deals force
when that creature is no longer carrying this item. damage instead of thunder damage.
This pool of temporary hit points refreshes when the Once you do this, you cannot use this ability again until the
Artificer that created it completes a long rest. end of your next short or long rest.
Worn Enchantment Spell Trapping Ring. Prerequisite: 9th level Artificer
You can enchant an item you a wearing, such as as scarf or You set a powerful magic into a non-magical ring. You can
cloak to animate and assist you with a task, be it climbing a use this ring to cast counterspell without expending a spell
wall, grappling an enemy, or picking a lock. You can expend a slot. When you cast counterspell in this way and it succeeds,
1st level spell slot to gain proficiency in a Strength or the spell countered is stored in the ring. You can then cast the
Dexterity skill until you complete a long rest. You can use up stored spell without expending a spell slot, but spell fades if it
all the magic in the item to gain advantage on one check of is not used before you complete a long rest.
that skill, immediately ending the effect. Once you use this ring, you cannot use it again until you
5th Level Upgrades complete a long rest.
Malicious Infusion. Prerequisite: 5th level Artificer
As a reaction to being hit with a metal weapon, you can cast
heat metal targeting the weapon that struck you. Additionally,
you learn the spell heat metal.
Quick Enchantments. Prerequisite: 5th level Artificer
The art of infusion is best practiced with care and time, but
you've learned to cut corners and compromise when in the
heat of battle. You gain the ability to cast levitate and dragon's
breathe as Artificer spells. Additionally, you learn the spell fly
when you reach level 9.
Thunder Mine Prerequisite: 5th level Artificer
You learn the thunderburst mine spell and can cast it once
without expending a spell slot. You cannot cast it again in this
way until you complete a long rest, but you can still cast the
spell normally during that time.
Weapon Enchantment Expertise Prerequisite: 5th level
Artificer
When you cast magical weapon, elemental weapon, or
vorpal weaponArtificer you can target a weapon that is already
magical, adding to any effect the weapon already has.
Additionally, magical weapon or vorpal weaponArtificer
increases the damage dealt by 1d4 force damage, and
elemental weapon makes the weapon deal an additional 1d4
damage of the selected type.
Weapon Enchantment Mastery Prerequisite: Weapon
Enchantment Expertise
When cast magical weapon, elemental weapon, or vorpal
weaponArtificer targeting any weapon, all of your Animated
Weapons also gain the benefit of the enchantment.
Additionally, when you make a Constitution saving throw to
maintain Concentration on arcane weaponArtificer, magical
weapon, elemental weapon, holy weapon, or vorpal
weaponArtificer you have advantage on the roll.

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Kibbles' Alternate Artificer v1.7
11th Level Upgrades Potionsmith
Enchanted Broom Prerequisite: 11th level Artificer A potionsmith is an artificer who has pursued the secrets of
You can enchant a broom (or broom like object) into a alchemy. While many a village has an apothecary grinding odd
Broom of Flying. You set the command word for the broom, herbs and roots into potent (or not so potent) concoctions, the
and the Broom only obeys you. careful process of mixing and brewing is just one way to
achieve results. Through the use of the intricate secrets of the
Empower Weapon Prerequisite: 11th level Artificer craft and direct infusions using magical rituals, a potionsmith
As a bonus action, you can infuse a weapon you touch with can come up with explosive results in the blink of an eye...
arcane power. The next time this weapon strikes a target sometimes literally.
before the start of your next turn, it deals an additional 2d4 An potionsmith can be a scholar who has delved into of the
force damage. When infusing the weapon you can expend a knowledge the world has to offer or an explorer that has
1st level spell slot or higher spell slot to increase the damage unlocked the secrets of the wilderness. Their knowledge
be an additional 4d4 force damage. could come from being friends of the fey, or from unfettered
Life Infusion Prerequisite: 11th level Artificer access to the royal library. As such, potionsmith's can be good
You learn a potent magical infusion that suffuses a creature or evil, lawful or chaotic.
with life energy. You can cast regenerate without expending a Potionsmith's Proficiency
spell slot. Once you cast this spell in this manner, you cannot When you choose this specialization at 1st level, you gain
use it again until you complete a long rest. proficiency with Blowguns, Alchemist’s supplies and
15th Level Upgrades Herbalism kit.
Advanced Object Animation Prerequisite: 15th level Artificer Your knowledge of alchemy gives you a natural affinity for
When you cast the animate objects spell, your animated brewing potions. Creating a potion through normal crafting
objects add +1 to their attack and damage rolls per object it takes you only half the time and cost it would normally take.
counts as (tiny objects gain +1, huge objects gain +8).
Explosive Mine Prerequisite: Thunder Mine, 15th level Alchemists and Potions
Artificer Immediately on making an Potionsmith, one may
You learn the fireburst mine spell. When you set a magical think of the magic potions that exist in most D&D
trap using the Thunder Mine upgrade, you can set a fireburst settings, from the simple Healing Potion to the
mine instead. legendary Potion of Storm Giant Strength, however,
someone does not need to be an Potionsmith to
Radiant Infusion Prerequisite: 15th level Artificer make these, as crafting rules for them are open to
You learn a special infusion for bestowing radiant energy. all classes, and best outlined in Xanathar's Guide to
Everything.
You learn the holy weapon spell. An alchemist with their proficiency will certainly
Third Animated Weapon Prerequisite: 15th level Artificer have the edge in potion crafting, but these potions
Your mastery of weapon animation expands to greater are not fundamental to the class.
breadth of control. You can animate a third weapon with your
Animate Weapon feature. When you make a spell attack with
your animated weapons, you can attack with this weapon as Alchemical Reagents Pouch
well. At 1st level, you've acquired a pouch of useful basic reagents,
much as a wizard might carry a component pouch. You've
tucked away things that will come in handy, and can retrieve
Changing & Replacing Infusions them as part of using an ability that might require them. As
An Infusionsmith learns upgrades permanently. If long as you have this pouch on, you use the potionsmith's
you feel you must change one, discuss with your features. This pouch is considered as alchemy supplies for the
DM appropriate methods and what would be purposes of crafting.
involved to learn a new one. This may make an If you lose your reagent pouch, you can spend 50 gold
appropriate downtime activity, as you research a pieces to reacquire the various stocks you need, or spend 1
new method and forgo the old one. full day gathering them from a natural environment without
You can remake any lost or destroyed infused
item at the end of a long rest, with the original item
expense.
losing any magical properties as the power is Instant Reactions
infused into a new item if it still exists.
At 1st level, you know how to get instant reactions to occur
without the niceties of grinding, simmering and brewing
required for more refined concoctions.
Moreover, you know enough ways to do these that with just
a few standards supplies, you can get these results out of a
wide range of things you can gather in almost any locale and a
pinch from your reagent pouch.
You know the following instant reactions.

17
Kibbles' Alternate Artificer v1.7
Alchemical Fire. As an action you can produce a reaction A spell that does not require concentration lasts its normal
causing a searing flame. At a point within 15 feet, you can a duration. An infused potion loses its potency if it is not used
toss quick combination of reagents that will cause searing fire by the end of your next long rest.
to flare up in a 5 foot radius. Creatures in that area have to You can gain additional spells for your Alchemical Infusions
make a Dexterity saving throw against your Spell Save DC, or through your Alchemist upgrades.
take 1d8 fire damage.
The damage damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8). On Creativity and Catapults
While as per the feature, you can only throw the vial
Poisonous Gas. As an action you can produce a reaction containing an Infused Potion 30 feet, the trigger
causing noxious fumes. At a point within 15 feet, you can toss merely specifies that the effect takes place where it
a quick combination of reagents that will cause a whiff of breaks.
poisonous gas to erupt spreading to a radius of 5 feet. If you can find another way to deliver the vial,
Creatures in that area have to make a Constitution saving such as the catapult spell on the artificer spell list...
throw against your Spell Save DC, or take 1d4 poison damage or, well, an actual catapult, you can apply these
and become poisoned until the end of their next turn. methods as well.
The damage damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Healing Draught. As a bonus action, you can produce a Empowered Alchemy
combination that will provide potent magical healing. Starting at 5th level, when you deal damage, grant temporary
Immediately after creating the draught, you or another hit points, or restore health with an instant reaction or
creature can use their action to consume it or administer it to alchemical infusion, you can add your intelligence modifier to
a creature within 5 feet. A creature who drinks this draught the damage dealt or health restored.
regains 1d8 health. A creature can benefit from a number of
these healing draughts equal to their constitution modifier
(minimum 1), after which they provide no additional benefit
until they complete a long rest. A Healing Draught that is not
consumed by start of your next turn loses its potency.
The healing increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Alchemical Infusions
At 3rd level, you have found a way to skip most of the brewing
process for alchemically creating potent magically effects by
directly infusing the potion with your own magic. When you
finish a short or long rest and have an empty vial on your
person, you may choose one or more the following spells and
use a spell slots to cast them.
Spell Level Infusion Spells
1st cure wounds, entangle, grease, heroism
2nd barkskin, shatter, lesser restoration, web
3rd blink, water breathing, stinking cloud, haste
4th stoneskin, confusion
5th cloudkill, skill empowerment

When you cast spells in this way, the spell does not take
effect immediately, but is infused into the potion. If the spell
grants an effect or restores health, the creature will gain the
effect of the spell when the potion is consumed as an action.
If the spell has an area of effect, that area of effect takes
place when the vial is broken, with the effect centered on
where the vial breaks. As an action, you or another creature
can either consume the vial, or throw it up to 30 feet where it
shatters on impact.
If the spell has a persistent effect that requires
concentration, it does not require concentration to maintain,
but its duration is shortened to a number of rounds equal to
your intelligence modifier.

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Kibbles' Alternate Artificer v1.7
Infusion Expertise Adrenaline Serum.
Starting at 14th level, when you create an Alchemical Infusion You create a potent serum. As a bonus action on your turn,
at end the end of a short or long rest, the first alchemical you can consume a dose of this serum. Consuming this
infusion you create does not require a spell slot to infuse, and Serum increases your Strength and Dexterity modifiers by
you can select an alchemical infusion that you would your Intelligence modifier for a number of rounds equal to
otherwise not have a spell slot of high enough level for when your Intelligence modifier. On the round that this wears off,
making this infusion. your movement speed is zero and you cannot take any actions
until the end of your turn. You can use this a number of times
Potionsmith Upgrades equal to your Constitution modifier (minimum 1) before you
must take a short or long rest to be able to gain the effects
Unrestricted Upgrades from the serum again.
Alchemical Acid. Instant Reaction. Auto Injector.
As an action you can produce a reaction causing a caustic You create an automatic potion injector that you can wear.
acid to form. At a creature within 15 feet, you can a toss quick As an action, you can load a potion (either an infused potion
combination of reagents that will cause a splatter of acid in a or a normal potion) into this injector at any time.
5 foot radius. Creatures in that area have to make a Dexterity Subsequently while a potion is loaded into the injector, you
saving throw against your Spell Save DC, or take 2d4 acid can consume the potion using your reaction. Only one potion
damage. Damage from this acid deals double damage against can be held in the injector at a time.
structures and objects.
The damage damage increases by 2d4 when you reach 5th Delivery Mechanism.
level (4d4), 11th level (6d4), and 17th level (8d4). You modify the stability of your reagents and develop a
This Upgrade counts as a new Instant Reaction, and all better delivery mechanism. You can target a point within 30
rules for Instant Reactions apply to it. feet for your instant reactions (including ones gained from
Upgrades, such Alchemical Acid or Explosive Reaction) that
target a point. The additional precision allows you to better
target the effects, allowing creatures of your choice within the
target area to automatically pass a dexterity saving throw
against your effects.
Explosive Reaction. Instant Reaction.
You formulate a new instant reaction, a devastating minor
explosion. Targeting a point within 15 feet, as an action, you
cause an explosion. Creatures within 10 feet of the target
point must make a Constitution saving throw against your
Spell Save DC, or take 1d10 thunder damage from the
shockwave of the explosion.
The damage damage increases by 1d10 when you reach 5th
level (2d10), 11th level (3d10), and 17th level (4d10).
This Upgrade counts as a new Instant Reaction, and all
rules for Instant Reactions apply to it.
Fortifying Fumes Reaction. Instant Reaction.
You formulate a new instant reaction, a powerful fortifying
stimulate. Targeting a point within 15 feet, as an action, you
cause fumes to erupt. Creatures within 10 feet of the target
point can choose to hold their breath and not inhale, but
creatures that inhale the fumes gain 1d4 temporary hit points,
deal 1d4 additional damage on their next melee weapon
attack, and have advantage on their next Constitution saving
throw. Any remaining benefits fade at the end of your next
turn.
The both the temporary hit points and damage bonus
increase by 1d4 when you reach 5th level (2d4), 11th level
(3d4), and 17th level (4d4).
This Upgrade counts as a new Instant Reaction, and all
rules for Instant Reactions apply to it.
Frostbloom Reaction. Instant Reaction.
You formulate a new endothermic reaction, a devastating
localized cold snap that creates an instant bloom of ice.
Targeting a point within 15 feet, as an action, you cause an the
area to erupt in frost.

19
Kibbles' Alternate Artificer v1.7
The area within 5 feet of the target point becomes difficult Secrets of Fire.
terrain until the end of your next turn, and any creature in the You learn the secrets of infusing fire into your Alchemical
area must make a Dexterity saving throw against your Spell Infusions. You can add the following spells to your list of
Save DC, or be caught by the ice taking 1d6 cold damage; a available spells for alchemical infusions:
creature entirely in the area of effect that fails also becomes
restrained until the end of their next turn. They can use their Spell Level Infusion Spells
action to make a Strength saving throw to break free of the ice 1st faerie fire
early.
The damage damage increases by 1d6 when you reach 5th 2nd dragon's breath
level (2d6), 11th level (3d6), and 17th level (4d6). 3rd fireball
This Upgrade counts as a new Instant Reaction, and all
rules for Instant Reactions apply to it. Secrets of Frost.
Inoculations. You learn the secrets of infusing frost into your Alchemical
You gain resistance to poison damage. Infusions. You can add the following spells to your list of
available spells for alchemical infusions:
Additionally, you and up to five allies of your choice are
inoculated against the poisonous effects you can produce that Spell Level Infusion Spells
require a constitution saving throw (such as the poisonous gas 1st armor of agathys
instant reaction or the cloudkill infusion), allowing them to
automatically pass the saving throw. 2nd snilloc's snowball swarm
Persistent Reactions. 3rd ice storm
Your reactions that effect a target area persist in that area
until the start of your next turn. Creatures entering the effect
or ending their turn there have to repeat the saving throw Secrets of...
against the effect. You can choose to make a reaction not Almost any set of three spells, a 1st level, 2nd level,
persist at the time of taking the action to cause it. and 3rd level spell of either short term buffs or area
of effect damage spells is a valid combination of a
Poisoner's Proficiency. Secrets of upgrade, so long as there is a thematic
You delve into the secrets of the darkest secrets of herblore, connection between the spells. Consult with your
learning the potent secrets of poison. During a long rest, you DM for other options if the spells you want aren't
can create one of the three following poisons. present here, but the spells should always be either
short term buffs or area of effect damage spells,
Contact poison. You can apply this to a weapon or up to ten and should not be higher than 3rd level unless they
pieces of ammunition, lasting until the end of your next are exceptionally weak for their level.
long rest. That weapon deals an additional 1d4 poison
damage to targets it strikes.
Ingested poison. This a simple flavorless powder. If a Weapon Coating.
creature consumes a full dose of this poison before the end You learn to how to coat a weapon or piece of ammunition
of your next long rest, after one minute has passed they with one of your instant reactions to take effect on hit. As a
must make a Constitution saving throw with disadvantage bonus action, you can apply your instant reaction to a melee
against your spell save DC or take a number of d10 equal weapon or piece of ammunition. Until the end of your turn,
to your Artificer level in poison damage, and become the next hit with that weapon or with a coated piece of
poisoned until they complete a long rest. ammunition will cause the effect of the instant reaction to the
Inhaled poison. This poison can be used to modify your target. The creature automatically takes the damage or
poisonous gas reaction. Anytime before the end of your healing associated with the reaction, but makes a saving
next long rest, you can use this dose of poison to make throw as normal against any additional effects.
your poisonous gas instant reaction have a radius of 10
feet and deal twice as much damage on a failed save.
Secrets of Flight The Implications
You learn the secrets of infusing the ability escape the There is an Instant Reaction that restores health,
shackles of gravity into your Alchemical Infusions. You can rather than deals damage. This can be applied via
add the following spells to your list of available spells for weapon coating as well, though the weapon
alchemical infusions: damage of the implement is not negated, perhaps
your allies will forgive a blowgun dart coated in a
Spell Level Infusion Spells healing draught... if you hit the attack.
1st feather fall
2nd levitate
3rd fly

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Kibbles' Alternate Artificer v1.7
Potent Reactions. Prerequisite: 9th level Artificer.
5th Level Upgrades You refine your reactions increasing their potency. The die
Alchemical Homunculus Prerequisite: 5th level Artificer. you roll to determine the damage or healing effect of your
You learn the alchemical process for creating a homunculus reactions is increased by one. A d4 becomes a d6, a d6
minion. You can cast create homunculus without expending a becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.
spell slot or requiring material components beyond your
alchemical reagents and blood (as described in the spell). 11th Level Upgrades
Once you cast the spell using this feature, you cannot do so Empowered Homunculus Prerequisite: 11th level Artificer
again until you complete a long rest. When you create a As your expertize grows, you can create a true wonder of
homunculus in this method, if it goes more than 100 * your alchemy. Your Homunculus gains max health equal to twice
Artificer level feet from you, it collapses back into an your Artificer level, gains your Proficiency bonus in place of it
inanimate object until it is created using this feature once own, and adds your Proficiency bonus to its armor class and
more. saving throws. Additionally, it gains Proficiency in two skills of
In combat, a homunculus created this way acts on your your choice that you are Proficient in.
initiative.
Panacea Prerequisite: 11th level Artificer
When you create a Healing Draught, you can add more a
Design Notes: Create Homunculus more potent concoction. That Healing Draught heals the
The spell create homunculus is a 6th level spell, but maximum value of the dice rolled when restoring health and
the power behind the spell is very specific - the has the effect of greater restoration. Once you make an
ability to function as a second set of eyes and ears improved Healing Draught like this, you cannot make one
at a remote location - and that power curtailed in again until you complete a long rest.
this implementation, and compares more closely to
the find familiar spell with some pros and cons. 15th Level Upgrades
Elixir of Life. Prerequisite: Philosopher's Stone.
You can brew a special potion using your Philosopher
9th Level Upgrades stone. Brewing this potion takes 8 hours and requires
Aroma Therapies. Prerequisite: 9th level Artificer. crushing a diamond worth at least 2,000 gold pieces. An Elixir
You expand your alchemical knowledge to be able to of Life causes a creature that drinks it ceases to age for 4d4
produce incense and simmering reagents that grant effects to years. A creature drinks this Elixer gains a death ward effect
those that inhale their fumes. If creatures spend a long rest that lasts until triggered.
inhaling fumes from a concoction you devise with this feature, A more potent elixer can be created, adding an additional
creatures regain an extra 2d4 hit dice, recover from 1d4 levels 1d4 years for regained for each diamond spent.
of exhaustion and are cured of any non-magical diseases they Philosopher's Stone. Prerequisite: 15th level Artificer.
are suffering from. You create a Philosopher's Stone allowing you recreate
Greater Adrenaline Serum. Prerequisite: Adrenaline Serum. wonders of alchemy. So long as you have a supply of non-gold
Prerequisite 9th level Artificer. metal, you can create up five pounds of gold a day (250 gold
You upgrade your adrenaline shot to produce even more pieces worth). Additionally, the Philosopher's Stone can be
extreme and magical effects in the creature it effects. Your used in place of a Diamond costing 500gp or less as spell's
Adrenaline Serum now additionally grants you temporary hit Material Component, and is not consumed when used in such
points equal to twice your Artificer level when you consume it, a way, but loses its powers for 24 hours.
and advantage on Strength (Athletics) checks as well as the
effects of haste and heroism for its duration. These effects do
not require concentration, but end when the serum ends.
Infusion Stone. Prerequisite: 9th level Artificer.
You use the secrets of Alchemy to create an Infusion Stone.
You can use this stone in the process of infusing potions in
place of a spell slot level less than or equal to the highest level
spell slot you can cast.
You can use this stone to replace a spell slot for an infusion
once. It regains this charge after you complete a long rest.
Mana Potion. Prerequisite: 9th level Artificer.
During a short rest, you can create a mana potion. A mana
potion loses its potency if it is not consumed within 1 hour. As
an action, a creature can consume a mana potion to restore a
spell slot of its choice, up to third level.

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Kibbles' Alternate Artificer v1.7
Warsmith
A Warsmith is an Artificer that has turned their wondrous Design Note: Warplate & Magical
talent of invention to a singular goal: making themselves a Armor
juggernaut of war. The reasons behind this could be By the rules laid out here, using magical armor as a
benevolent or nefarious. Some Warsmiths seek to turn their base for you Warplate has no additional effect. This
invention into a machine of death and terror; others become is intentionally the ruled-as-written rules, but there
the arbiter of justice and order, and others still perhaps merely is certainly some flexibility here. Personally in my
seek to refine their craft in pursuit of pure innovation. games, I allow it use magic armor as the base armor
Because few individuals would pursue such a wondrous with the following considerations:
invention without a driven purpose to their endeavour, Using Admantite or Mithril, the properities carry
Warsmiths tend to be Lawful, usually driven to their actions by over to the Warplate.
a greater purpose they seek the power to accomplish, be it Using +1/+2/+3 armor carries over, but counts
righting the wrongs of the world, or bringing it to heel beneath as taking a free "Armor Class" upgrade for each
their ironshod boot. +1 the armor has, meaning that upgrade cannot
be taken to make the armor +4 or better.
Warsmith's Proficiency Armor of Resistance carries over, counting as
At 1st level, you gain proficiency with heavy armor and smith's taking "Resistance" upgrade for that damage
tools. type for free.
Other cases can be handled on a case by case
Warplate Gauntlet basis. Consult with your DM and work something
At 1st level, when you take this specialization, you construct a out that would be reasonable to combine making
Warplate Gauntlet. This is a specialized Wondrous Item that recieving magic armor a cool bonus, but not
only you can attune to. something that breaks the game!

Warplate Gauntlet
Wondrous Item, Attunement (creator only).
Weight 2 lb.
While wearing this gauntlet, you have proficiency in Martial
Weapons, unarmed strikes using this gauntlet deal 1d6
bludgeoning damage, and you can use the shocking grasp
cantrip.

If you lose your Warplate gauntlet, you can remake it during a


long rest with 25 gold worth of materials, or can scavenge for
materials and forge it over two days of work (eight hours a
day) without the material expense.
Warplate
At 3rd level, you've attained the Forging skill, arcane
knowledge, and mastery of tinkering to create a set of
Warplate from a standard, non-magical, set of heavy armor
using resources you've gathered. This process takes 8 hours
to complete, as well as a place to forge and incorporates your
Warplate Gauntlet (they do not require separate attunement).
You can create a new set of Warplate by forging it from a set
of Platemail, in a process takes 1000 gold pieces and eight
hours.
You can create multiple sets of Warplate, but you can only
be attuned to one of them at a given time, and you can only
change which one you are attuned to during a long rest. If you
create a new set of Warplate, you can apply a number of
Upgrades equal to the value on the class table, applying each
at the level you get it on the class table.

22
Kibbles' Alternate Artificer v1.7
Armor Class
Warplate You reinforce the structure and materials that make up your
Wondrous Item, Plate Armor, Attunement (creator only).
Warplate. Your Warplate's Armor Class (AC) increases by 1.
Armor Class (AC) 18
You can apply this upgrade up to 3 times.
Strength Requirement — Darkvision Visor
Stealth Disadvantage While wearing your Warplate, you have darkvision to a
Weight 105 lb. range of 60 feet. If you already have darkvision, this upgrade
increases its range by 60 feet.
While wearing your Warplate your Strength score increases
by 2, and your maximum Strength score increase by the same
Energy Surge
You upgrade your Warplate gauntlet to support delivering
amount. Additionally, you count as one size larger when
an energy surge. Once per turn, you can empower your next
determining the weight you can push, drag, or lift. shocking grasp or Force Blast you hit an enemy with during
that turn deals an additional 1d8 lightning damage and
A small creature wearing Warplate becomes a medium sized
knocks a Large or smaller target 10 feet directly away from
creature while wearing the Warplate. you.
You can do this a number of times equal to your Intelligence
modifier, regaining all uses on a long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, Force Blast.
whenever you take the Attack action on your turn. You upgrade your Warplate gauntlet to allow you to make a
ranged spell attack. The weapon fires blasts of arcane energy
which deal 1d8 + your Intelligence modifier Force damage.
What Does Your Armor Look Like? The range it has a range of 30 feet.
Nothing in this document specifies that visual You are proficient in this weapon. When you take the attack
appearance of your armor beyond that it is heavy action, you can use this ranged spell attack in place of any
armor, but it very likely does not look like a standard attack made. At level 5, this spell attack gains a +1 to attack
set of platemail. Consider what the visual and damage rolls; this increases to a +2 at level 14.
differences are - are you enhancements more
mechanical in nature or more magical in nature? Grappling Reel
Does it have geared joints, glowing runes, or both? Your Warplate gains an integrated grappling reel set into
Consider how your setting might react to your gauntlet. As 1 attack or 1 action, you may target a
someone standing around in such armor. In all but surface, object or creature within 30 feet. If the target is Large
the highest magical settings, such a set of armor is or Smaller, you can make a Grapple check to pull it to you and
likely to attract some curiosity or concern... or at Grapple it on success. Alternatively, if the target is Large or
very least some notoriety. larger, you can choose to be pulled to it, this does not grapple
it.
Fully Customized Gear Mechsuit. Incompatible with Piloted Golem and Sealed Suit
Starting at 14th level, you've mastered the customization of upgrades.
your Warplate. You can immediately select two additional You rebuild your Warplate to remove the heavy plating. You
upgrades that do not count against your class upgrade total can retain all benefits and upgrades of the Warplate, but now
for your Warplate. serves only as Medium armor, providing an Armor Class of 15
Additionally, during a long rest, you can now swap out any + Dexterity modifier (maximum 2), and its weight is reduced
one upgrade for any other upgrade of the same level to 40 lbs. It no longer causes disadvantage on stealth checks.
requirements, so long as you don't have an upgrade that Power Fist.
requires the upgrade you are removing as a prerequisite, or an You upgrade your Warplate gauntlet to reflect a
incompatible upgrade. commitment to using it to punch things, with increased
Warplate Upgrades reinforcement and weight, and better arm support from your
suit. Your Warplate gauntlet's is upgraded to a magical
Unrestricted Upgrades weapon you have proficiency with dealing 1d8 bludgeoning
damage and gains the Light and Special properties. At level 5,
Accelerated Movement this magic weapon gains a +1 to attack and damage rolls; this
You reduce the weight of your Warplate’s bulk and increase increases to a +2 at level 14.
the power to its joints. The Warplates weight is reduced by 15 Special: When you make an attack roll, you can choose to
lbs. While wearing your Warplate your speed increases by 10 forgo adding your Proficiency modifier to the attack roll. If the
feet. This applies to all movement speeds you have while attack hits, you can add double your Proficiency modifier to
wearing your armor. You can apply this upgrade up to 2 times. the damage roll.
You can apply this upgrade again to upgrade to gain another
augmented gauntlet weapon.

23
Kibbles' Alternate Artificer v1.7
Resistance You can use an action to expend 1 or more of its Charges to
You tune your Warplate against certain forms of damage. cast one of the following Spells from it, using your spell save
Choose acid, cold, fire, force, lightning, necrotic, radiant, or DC: burning hands (1 charge), fireball (3 charges), or wall of
thunder damage. While wearing your Warplate you have fire (4 charges).
resistance to that type of damage. If you apply this upgrade It regains all charges when you complete a long rest.
more than once you must choose a different damage type.
Lightning Projector. Prerequisite: 9th level. Incompatible
Sentient Armor with other projectors.
You install an artificial personality into your Warplate, You integrate a magical projector into your armor that has 6
making it a sentient item. This sentience assists you in many Charges. You can use an action to expend 1 or more of its
ways. The bonus your Warplate grants to your Intelligence Charges to cast one of the following Spells from it, using your
score and maximum Intelligence score increases by 1 while spell save DC: thunderwave (1 charge), lightning bolt (3
wearing this armor. You can apply this upgrade up to 2 times. charges), or storm sphere (4 charges).
Additionally, when this is fully upgraded, you cannot be It regains all charges on a long rest.
surprised while wearing your Warplate.
Piloted Golem. Prerequisite: Fully upgraded Powered Limbs.
Level 5 Upgrades Incompatible with Collapsible.
Active Camouflage. Prerequisite: 5th level. You enlarge your Warplate, turning it into a piloted
As an action, you can activate active camouflage causing mechanical golem. Your size category when wearing the
your suit to automatically blend into its surroundings. This armor increases by one, and you have advantage on Strength
lasts until deactivated. While this is active, you are considered checks and Strength saving throws.
lightly obscured, and can hide from a creature even when they
have a clear line of sight to you. Wisdom (Perception) checks Large Creatures & Large Weapons
to find you that rely on vision are made with disadvantage.
Large weapons are not defined in the Player's
Cloaking Device Prerequisite: Active Camouflage. Handbook for 5e, so what a Large weapon will be (if
You install an Arcane Cloaking device on your Warplate. anything) is up to your DM.
This device has 4 Charges. You can expend 1 or more The Dungeon Master's Guide provides guidance
charges to cast one of the following spells using its action: for doubling a Large weapon's damage dice on page
Invisibility (2 charges), Greater Invisibility (4 charges). 278 when discussing monster's weapons, but other
DMs opt for a more modest increase akin to the
It regains all charges when you complete a long rest. spell enlarge of just having large weapons deal 1d4
Collapsible. Prerequisite: 5th level. Incompatible with Piloted additional damage.
Golem
Your Warplate can collapse into a case for easy storage.
When transformed this way the armor is indistinguishable Level 11 Upgrades
from a normal case and weighs 1/3 its normal weight. As an Arcane Visor Prerequisite: 11th level. Prerequisite:
action you can don or doff the armor, allowing it to transform Darkvision Visor
as needed. You add a heavily enchanted visor to your Warplate that
Powered Limbs Prerequisite: 5th level. augments your vision. The Visor has 6 Charges.
You upgrade your armor's frame and limbs. The bonus your Once it is integrated into your armor, you can use an Action
Warplate grants to your Strength score and your maximum to expend 1 or more of its Charges to cast one of the following
Strength score increases by 1 while wearing this armor. You Spells from it, using your spell save DC: see invisibility (2
can apply this upgrade up to 2 times. charges) or true seeing (4 charges).
It regains all charges when you complete a long rest.
Sealed Suit. Prerequisite: 5th level. Ether Reactor Prerequisite: 11th level Artificer
As a bonus action on your turn you can environmentally You enhance your arcane power source of your armor,
seal your Warplate, giving you an air supply for up to 1 hour upgrading the amount power you can draw from it. If you have
and making you immune to poison (but not curing you of the Force Blast Upgrade, its range becomes 40 feet, and if you
existing poisoned conditions). have the Energy Surge Upgrade, its damage bonus increases
Your armor regains 1 minute of air for every minute that to 2d8, and it gains unlimited uses (though still once per turn).
you are not submerged and the armor is not sealed. Additionally, you can draw directly from this source to fuel
In addition to the above, you are also considered adapted to your magic at great cost to your armor's functionality. If you
cold and hot climates while wearing your armor, and you’re have no spell slots at a level available or no charges for an
also acclimated to high altitude while wearing your armor. Artificer upgrade that can cast spells, you can use your Ether
Level 9 Upgrades Reactor to cast the spell, but your speed while wearing the
Flame Projector. Prerequisite: 9th level. Incompatible with armor becomes zero for a number of rounds equal to the level
other projectors. of spell you cast.
You integrate a magical projector into your armor that has 6 Once you do this, you cannot do this again until you
Charges. complete a long rest.

24
Kibbles' Alternate Artificer v1.7
Flash Freeze Capacitor Prerequisite: 11th level. You install a sun cannon into your Warplate, allowing you to
Incompatible with other capacitors. unleash devastating solar laser blasts. As an action, you can
You install a capacitor that builds an icy chill until it cast sunbeam without expending a spell slot.
unleashed in a deadly burst. As an action, you can unleash it, Once you use this ability, you can not use it again until you
casting cone of cold, and the area affected freezes, becoming complete a long rest.
difficult terrain until the start of your next turn.
Once you use this ability, you cannot use it again until you Virtual Wizard Prerequisite: 15th level. Prerequisite: Fully
complete a long rest. upgraded Sentient Armor. While wearing your Warplate, your
Warplates built-in intelligence assists your spell casting. Your
Flight Prerequisite: 11th level. Incompatible with Piloted spell save DC and spell attack bonus are each increased by 2.
Golem.
You integrate a magical propulsion system into your
Warplate. While wearing your Warplate you have a Magical Warsmith Variant: Self-Forged
flying speed of 30 feet.
An alternative approach for the Warsmith that your
Integrated Attack. Prerequisite: 11th level. DM may allow you to take is the Self-Forged. While
You integrate a melee weapon into your Warplate. When a traditional Warsmith is a creature wearing
you apply this upgrade you must have a weapon to integrate, Warplate, these upgrades can be integrated... more
and you must choose where on your armor the weapon is directly.
located. The weapon cannot have the Heavy property. You are A Self-Forged can use the full Warsmith rules
with the following changes.
proficient with this weapon. As a bonus action you can
activate the weapon. Your Warplate Gauntlet and your Warplate are
You must treat it as though you are wielding it with one integrated into your body.
hand, but you cannot be disarmed of it. Once activated, you You cannot unequip or stow your Warplate.
can use this weapon when you take the attack action, and it The upgrades "Piloted Golem," "Collapsible"
does not require the use of a hand or your Warplate gauntlet. and "Recall" are not available.
You can apply this upgrade multiple times, selecting a new You do not incur any recovery penalties from
weapon and new location on your armor to install it. resting in your Warplate.
When you activate your Integrated weapon, you can
immediately make one attack with it. While it is active, you
can make an attack with it using your bonus action.
Power Slam Capacitor. Prerequisite: 11th level.
Incompatible with other capacitors.
You install a capacitor that builds up destructive energy. As
an Action, you can leap a distance up to your movement speed,
casting destructive wave upon landing.
Once you use this ability, you can not use it again until you
complete a long rest.
Relocation Matrix Prerequisite: 11th level.
You install an arcane transmutation matrix that you can use
to convert your magical power into dimensional warp. As an
action, you can cast dimension door without expending a spell
slot. Once you use this ability, you can not use it again until
you complete a long rest.
Level 15 Upgrades
Reactive Plating Prerequisite: 15th level.
You install special heavy plating, giving you resistance to
bludgeoning, piercing, and slashing damage from non-magical
sources while wearing your Warplate. In addition, you can use
your reaction when hit by an attack to reduce the damage of
that attack by an amount equal to your proficiency bonus.
Recall. Prerequisite: 15th level.
When not being worn you can hide your Warplate in a
pocket dimension. As an action on your turn you can
magically summon the armor and don it. You can use a bonus
action to return the armor to the pocket dimension.
While in the pocket dimension the armor cannot be affected
by other abilities and cannot be interacted with in any way.
Sun Cannon. Prerequisite: 15th level Artificer.

25
Kibbles' Alternate Artificer v1.7
Wandsmith If you would like to select a different spell from your
Spellmanual for one of your wands, you can discard a wand or
A wandsmith is an Artificer who has mastered a technique, rod of the appropriate level and forge a new wand or rod in a
more than a singular invention: the technique of quickly process that takes 200 gold pieces of materials for research
forging powerful Wands. and crafting, as well as eight working hours, at the end of
A wandsmith is a dangerous opponent, quick on their feet which you have a wand or rod for a different spell for that
and quicker with a magic spell from one of their wands. A upgrade slot.
wandsmith is a constant balance of extensive preparation,
lightning reflexes, and fast thinking. Learning Spells of 1st Level and Higher
A Wandsmith can come from any walk of life, a scholar of Each time you gain a artificer level, you can add one wizard
magic or an outlaw taking arcane shortcuts for potent results. Spell of your choice to your Spellmanual for free. Each of
these spells must be of a level for which you have Spell Slots,
Wandsmith's Proficiency as shown on the Artificer table.
When you choose this specialization at 1st level, you gain On your adventures, you might find other Spells that you
proficiency with woodcrafter's tools and jeweler's tools. can add to your Spellmanual. For each level of the spell, the
Additionally, when using wondrous item Wand that rolls a process takes 2 hours and costs 50 gold pieces.
d20 when the last charge is consumed, rolling a 1 on that roll
will no longer result in that wand being destroyed.
Blasting Rod
At 1st level, you've mastered the arcane secrets and fine
craftsmanship to forge a wand. The first wand you create is
your Blasting Rod.
When you craft your Blasting Rod, select one Evocation
Cantrip from the Wizard spell list that does not require
concentration. Thereafter, as an action, you can use the
Blasting rod to cast that cantrip. Once per turn, when you deal
damage to a creature or object with your Blasting Rod or with
a spell using a charge of a Wand, you can add your Intelligence
modifier to damage dealt to that target.
Starting at 5th level, you can add +1 to spell attack rolls or
spell save DCs for spells cast by your Blasting Rod. This
bonus increases to +2 at 14th level.

Blasting Rod
Wondrous Item, Attunement.

As an action, you can use this wand to cast a Evocation


Cantrip (selected from the Wizard spell list).

You can only have a single blasting rod at a time. If your rod is
lost or destroyed, you can make a new one during a long rest
with 10 gold pieces of materials and 2 hours of work.
You can use your Blasting Rod as an arcane focus for
Artificer spells.
Spellmanual
At 3rd level, you have a Spellmanual containing three 1st-level
wizard evocation Spells of your choice. Your Spellmanual is
the repository of any non-Artificer spell you know.
You cannot prepare these spells and these spells do not
count against your spells known, but when you level up, you
can choose to take one the spells from your Spellmanaul as a
spell known replacing a choice from the Artificer spell list, at
which point you can cast it as normal. You can choose to
scribe any Artificer spell you can cast into the Spellmanual.
The Wands you craft from your Specialization Upgrade
select spells from this Spellmanual. You can remake any
Wand you create with an Upgrade with 10 gold pieces of
materials during a long rest if you have lost a wand, but the
old wand (wherever it is), loses all magical properties when
you do so.
26
Kibbles' Alternate Artificer v1.7
Wands Akimbo
Starting at 5th level, when you use your action to cast a spell
using charges of a wand (any wand), if you are holding your
Blasting Rod in your other hand, you can cast the Blasting
Rod's cantrip with it as bonus action, picking either the same
target or a different target.
Additionally, you can draw or stow two wands or rods when
you would normally be able to draw or stow only one.
Masterwork Wands
Starting at 14th level, if you use a magical wand from an
Upgrade to cast a concentration spell, as long as you continue
to hold the wand you have advantage on checks to maintain
concentration on that spell.
Additionally, when you create a wand with and Upgrade
that causes spell damage of fire, cold, acid, thunder, or
lightning damage, you can choose a different damage type
from those types for the spell when cast by that Wand.
Spells you cast with a wand you crafted or created through
an Upgrade gain +1 to any spell attack roll or spell save DC.
Wandsmith Upgrades
Magical Wand.
You create a new Wand that you can infuse with a Spell of
1st level or higher that you have recorded in your
Spellmanual. This wand does not require attunement, but can
only be used by you. The Spell must be of a level that you can
cast. This wand has three charges.
As an action, you can expend a charge to cast the selected
spell at its base level. The wand regains all charges at the end
of a long rest.
You can select this upgrade multiple times, selecting a
different spell each time you take this upgrade.
Magical Rod. Prerequisite: Artificer level 11.
You create a new Rod that you can infuse with a spell of 5th
level or higher you have recorded in your Spellmanual. This
rod does not require attunement, but can only be used by you.
The Spell level must be equal to half or less of your Artificer
level (as of when you would get this upgrade), rounded down.
This rod has one charge. As an action, you can expend the
charge to cast the selected spell at its base level. The rod
regains all charges at the end of a long rest.
You can select this upgrade multiple times, selecting a
different spell each time you take this upgrade.

How to get high level spells?


Astute players will note that you can only add spells
of a level you can cast through leveling to your Spell
Manual, but you cannot cast a 5th level spell until
higher level than Magical Rod upgrade becomes
available. Spells for Magical Rods will primarily have
to be found in the wild, in the form of scrolls, and
copied into your Spellmanual that way.

27
Kibbles' Alternate Artificer v1.7
Artificer Spell List
1st Level 2nd Level 3rd Level
Alarm Aid Dispel Magic
Arcane Ablation Artificer Alter Self Dispel Construct Artificer
Arcane Weapon Artificer Arcane Lock Elemental Weapon
Bond Item Artificer Blur Feign Death
Catapult Cloud of Daggers Flame Arrows
Comprehend Languages Darkvision Fireburst Mine Artificer
Cure Wounds Earthbind Gaseous Form
Detect Magic Enhance Ability Glyph of Warding
Disguise Self Enlarge/Reduce Life Transference
Expeditious Retreat Find Traps Lightning Arrow
Fall Artificer Heat Metal Magic Circle
False Life Hold Person Nondetection
Feather Fall Knock Protection from Energy
Grease Imbue Luck Artificer Sending
Identify Invisibility Tiny Servant
Illusory Script Locate Object Wall of Sand
Jump Magic Weapon Water Breathing
Longstrider Magic Mouth Water Walk
Sanctuary Protection from Poison Wind Wall
Snare See Invisibility
Unburden Artificer Spider Climb 4th Level
Unseen Servant Thunderburst Mine Artificer Arcane Eye
Tenser’s Floating Disk Death Ward
Fabricate
Fire Shield
Freedom of Movement
Greater Invisibility
Leomund’s Secret Chest
Otiluke’s Resilient Sphere
Repair Artificer
Stone Shape
Stoneskin
Sickening Radiance

5th Level
Animate Objects
Creation
Hold Monster
Legend Lore
Mislead
Passwall
Skill Empowerment
Telekinesis
Teleportation Circle
Transmute Rock
Vorpal Weapon Artificer
Wall of Stone

Kibbles' Alternate Artificer v1.7


Appendix A: Artificer Spells
1st Level Spells If you collide with something during this time, you take
falling damage as normal, but you can control your fall as you
Arcane Ablation could under normal conditions by holding onto objects or
1st-;evel Transmutation Spell move along a surface according to your new orientation as
Casting Time: 1 action normal until your turn ends and gravity returns to normal.
Range: Touch
Components: V,S Public Service Warning.
Duration: 1 hour.
This spell has killed more young Wizards than
You touch a piece of worn armor or clothing and imbue it with goblins, blood magic, and polymorph pranks
magic. The creature wearing this the imbued item gains 4 combined. It is recommended to only be used with
temporary hit points for the duration. When these temporary extreme caution by trained professionals.
hit points are exhausted, at the start of the creatures next turn
it will gain 3 temporary hit points. This repeats when those
temporary hit points are exhausted as the previous total Unburden
minus one, until no temporary hit points would be gained and 1st-level Transmutation Spell
the spell ends.
At Higher Levels: The initial temporary hit points increases Casting Time: 1 action
by 1 for each slot level above 1st. Range: Touch
Components: V,S
Arcane Weapon Duration: 1 hour.
1st-level Transmutation Spell A creature you touch no longer suffers the penalties to
Casting Time: 1 action movement speed or to their Dexterity (Stealth) check while
Range: Touch wearing heavy armor, and is no long encumbered from carry
Components: V,S weight unless they are carrying more than twice the weight
Duration: Concentration, Up to 1 hour. that would encumber them.
You touch a weapon and imbue it with magic. For the duration 2nd Level Spells
the weapon counts as a magical weapon, any damage dealt by
it is Force damage. Imbue Luck
2nd-level Abjuration Spell
Bond Item
1st-level Conjuration Spell Casting Time: 1 action
Range: Touch
Casting Time: 1 minute Components: V,S
Range: Touch Duration: 1 hour.
Components: V,S
Duration: 8 hours. You touch a weapon and worn item and imbue luck into it. If
imbued on a weapon, for the duration, on an attack roll, the
You touch a item weighing no more than 100 pounds and wielder can roll an additional d20 (they can choose to this
form a link between you and it. Until the spell ends, you can after they roll, but before the outcome is determined). The
recall it to your hand as a bonus action. creature can choose which of the d20s is used for the attack
If another creature is holding or wearing the item when you roll.
try to recall it, they make a Charisma saving throw, and if they If imbued into a worn item, they can roll a d20 when
succeed, the spell fails. They make this save with Advantage if attacked, then choose whether the attack uses the attacker's
they have had possession of the item for more than 1 minute. roll or theirs.
With either use, the spell immediately ends upon rolling the
Fall extra d20.
1st-level transmutation
Classes: Artificer, Sorcerer, Wizard Thunderburst Mine
Casting Time: 1 action. 2nd-level Abjuration Spell
Range: Self Casting Time: 1 minute
Components: V, S Range: Touch
Duration: Instantaneous Components: V,S,M
You alter gravity for yourself, causing you to reorient which Duration: 8 hours.
way is down for you until the end of your turn. You can pick You can set a magical trap by infusing explosive magic into an
any direction to fall as if under the effect of gravity, falling up item. You can set this item to detonate when someone comes
to 500 feet before the spell ends. within 5 feet of it, or by a verbal command using your reaction
(one or more mines can be detonated).

29
Kibbles' Alternate Artificer v1.7
When the magic trap detonates, Each creature in a 10-foot- Once this spell has discharged 6 times (dealing up to 6d6
radius Sphere centered on item must make a Constitution damage), the spell ends.
saving throw. A creature takes 3d8 thunder damage on a
failed save, or half as much damage on a successful one. If a 4th Level Spells
creature is in the area of effect of more than one thunderburst
mine during a turn, they take half damage from any Repair
subsequent effects of the mines. 4th-level Transmutation Spell
A magical mine must be set 5 feet or more from another Casting Time: 1 action
mine, and cannot be moved once placed; any attempt to move Range: Touch
it results it in detonating unless the Artificer that set it Components: V,S
disarms it with an action. Duration: Instantaneous
3rd Level Spells You touch a construct or inanimate object, causing it regain
10d6 hit points. This causes any parts or material that has
Dispel Construct broken away from the construct or object to reattach,
3rd-level Abjuration Spell repairing it to the condition it when before losing those hit
Casting Time: 1 action points.
Range: 60 feet If the construct or object damaged state is the result of age,
Components: V,S you can instead repair to the condition it was in 10d6 years
Duration: Instantaneous ago, if it was previously in a better condition during that time
(the condition can only improve or not change).
You can attempt to purge the magic animating a construct At Higher Levels: The hit points restored increases by 2d6
within range, rendering it inert. The target must succeed on a (or the years restored) for each slot above 4th.
Constitution saving throw, or be reduced to zero hit points. If
the target has more than 100 hit points remaining, it makes 5th Level Spells
this roll with advantage.
Vorpal Weapon
Fireburst Mine 5st-level Transmutation Spell
3rd-level Abjuration Spell Casting Time: 1 action
Casting Time: 1 minute Range: Touch
Range: Touch Components: V,S
Components: V,S,M Duration: Concentration, Up to 1 hour.
Duration: 8 hours. Until the spell ends, a weapon touch becomes indescribably
You can set a magical trap by infusing explosive magic into an sharp, ignoring resistance to slashing damage, and gains the
item. You can set this item to detonate when someone comes Siege property, dealing double damage to inanimate objects
within 5 feet of it, or by a verbal command using your reaction such as structures. The weapon has a modifier of less than +3
(one or more mines can be detonated). to attack and damage rolls, its modifier becomes +3 to attack
When the magic trap detonates, Each creature in a 20-foot- and damage rolls for the duration of the spell.
radius Sphere centered on item must make a Dexterity saving Additionally, if a critical strike of this weapon would leave a
throw. A creature takes 5d8 fire damage on a failed save, or creature with less than 50 hitpoints, the target creature is
half as much damage on a successful one. If a creature is in killed.
the area of effect of more than one fireburst mine during a
turn, they take half damage from any subsequent effects of the
mines.
A magical mine must be set 5 feet or more from another
mine, and cannot be moved once placed; any attempt to move
it results it in detonating unless the Artificer that set it
disarms it with an action.
Lightning Charged
2nd-level Evocation Spell
Casting Time: 1 action
Range: Touch
Components: V,S,M (a piece of once used lightning rod)
Duration: 10 minutes.
You channel lightning energy into a creature. The energy is
harmless to the creature, but escapes the creature with
dangerous bursts to other creatures.
Every time that creature strikes another creature with a
melee attack, a spell with a range of touch, is struck by
another creature with melee attack, or ends their turn while
grappling or being grappled by another creature, they deal
1d6 Lightning damage to that creature.

Kibbles' Alternate Artificer v1.7


Appendix B: Creating Your Artificer
Building Your Artificer (Fluff!) d6 Methodology

While all the mechanically steps of building your Artificer are Devotion. You dedicate your successes and
included in the primary document, Xanthaur's Guide to 1 failures to Gond, so you follow your intuition as
he provides it.
Everything introduced certain tables for further flavoring the
creation of each class. While these have no mechanical Random chance. You meddle with the very laws
impact, they are optional ways to inspire the roleplaying and 2
of magic, no one can predict exactly what will
backstory to your character. work. You throw ideas at the wall into something
sticks... maybe literally.
First Invention Improvisation. You start with a plan, and finish
The ultimate subject of your Artificing area of expertise is 3
with a plan, but never the same one.
expressed with your subclass, but most Artificers had their
first spark of eccentric brilliance in something somewhat Confirm and verify. When something works, you
more modest... or at least a good bit less useful. Regardless of 4 immediately take it apart just to see if you can
its utility, many Artificers will remember fondly the first time recreate it reliably.
they mocked the laws of possibility by creating something that 5
Curiosity. You put things together in ways that
defied conventional rationality and shocked their peers. shouldn't work just to see if they do.
Perhaps you still carry it around, or you've left it behind, or Perfectionism. You work carefully, planning each
you've lost it and check every pawn shop and black market to 6 step extensively on paper to ensure that you get
see if it will turn back up. it right the first time.
d6 Invention
Quirks
A pocketwatch that not only worked, but made
your hair change color slightly every hour on the
Artificers tend to be an eccentric lot, and you should consider
1
hour. The secondary functionality was intentional.
in some ways if your characters various drives bubble to the
You swear. surface in ways that may make them seem somewhat strange.
Here are some potential Quirks for an Artificer, feel free to roll
2
A mechanical cat that actually worked, and came on the following table, pick one or two that seems interesting,
to life. Unfortunately it acts like a cat. or make your own! These are just to help you consider the
A crossbow that fired four bolts at once in a flavor your Artificer might have.
3 lethal barrage. Unfortunately usually not at
anything you were aiming at. d6 Quirk

A mechanical head imbued with divination magic You tend to lose track of things that not your
to serve as an oracle, unfortunately it was a little 1 work. Pretty much as soon as they stop talking to
4 you.
too authentic and answers only in indecipherable
riddles. Your solutions to problems make most people
2
A potion that was supposed to disguise your prefer the problem.
identity... unfortunately it ended up being perfect. You are convinced that if all parties behave
5 You may still trying being able to figure out how 3 rationally, there is always an equitable solution to
to undo that one and return to your original any problem.
appearance.
You will go great lengths to get your hand on
A working astrolabe of astonishing precision and 4 ancient relics of past civilizations. For museum,
6
craftsmanship. of course. Eventually.
You fear what your inventions could do to the
Methodology world, so lie about how they work. The lies
One of the things that defines any Artificer is why they do 5
usually make more sense to people than the truth
what they do. No matter how peculiar their path was, no one would anyway.
ends up an Artificer on accident. More than just how they You believe in having the right tool for the job. As
define their relationship with their work, frequently an 6 you don't know what the job is, better to just
Artificer's methodology defines their relationship with the have all the tools.
world... and just as often the world's relationship with them.
How do you decide what to work on, and how to do work on
it once you've decided?
While it is often advisable to spend some time thing about
this subject, below are some ideas that may start you down
your path... or if you really want to leave it in the hands of fate,
you can simply roll on the table:

Kibbles' Alternate Artificer v1.7


Additional Notes Supported By
Multiclassing
Creation is made possible by generous patrons:
Should you want to multiclass into Artificer, the prerequisites Allin Knight
and proficiencies are listed below: Ara Enzeru
Austin Fox
Prerequisite: 13 Intelligence. Christoph Haaß (Rune)
Proficiencies gained: Arcana skill, light armor. Code Ghoul
For the purpose of multiclassing and spell slots, add half Ethan Reinhart
your Artificer levels rounded down when calculating your David Ramero
Spell Slots on the multiclassing spells slots table (like Paladin GMBinder
or Ranger). . HerdSheep
James Sant
Lawrence Eger
Art Credits Matt Eger
Artificer as a class was created by Wizards of the Coast. Mr. Stark
All images are randomly taken from the internet: Rory Collier
Russel Hobson
Class image credit: theDURRRRIAN on deviantart. Seth Lang
Magic Cube Thing credit: Wizards of the Coast. Spenser Birney
Belt potion thing credit: Wizards of the Coast. Thought-Knot
Library image: Wizards of the Coast. Unlikely Alpaca
Workshop image: Wizards of the Coast. Zachary Zumstein
Potionsmith image credit: Pathfinder Alchemist. ...and many more!
Cannonsmith image credit: Privateer Press. Want to support KibblesTasty in keeping this updated and
Gadgetsmith Image - Maximize Velocity - Magic the creating more homebrew like this? You can join them here on
Gathering - Wizards of the Coast Patreon.
Gadgetsmith image credit: Wizards of the Coast.
Subclass image credit: Paizo. Thank you!
2nd Infusionsmith image credit: Paizo
Golemsmith Subclass Image: Wizards of the Coast.
Warsmith Subclass Image (Fantasy Iron Man):
theDURRIAN (Artstation).
Self Forged Image (Cyborg): theDURRIAN (Artstation).
Wandsmith image credit Wizards of the Coast.

Kibbles' Alternate Artificer v1.7


Change Log
1.5.1 Changes Added Empowered Homunculus.
Healing Draught's decay at the start of your next turn,
1.5.2 Chances rather than the end of your turn. This allows allies to use
their action to drink them if they are passed off with an
1.6.1 Changes object interaction. They still require a bonus action to
create, so it you still would not be able to create more than
1.6.2 Changes one, and the overall action economy cost is unchanged.
1.7 Changes Infusion Expertize slightly buffed to be a short or long rest
(instead of only short). Many people were playing this way
All Expanded Toolbox spells moved to the main document anyway.
as they have been extensively playtested. The Philosopher's Stone can be used to replace a
Ordered all upgrades by their level restriction in tiers of Diamond of 500gp or less as a spell material component,
unrestricted, 5th, 9th, 11th, and 15th. Organized all and is not consumed when used in such a way.
upgrade restrictions to one of those levels.
Magic Item analysis spells no longer require material Warsmith
components. Mechplate renamed to Warplate - this is just a cosmetic
Lots of spelling and grammar clarifications/fixes. change. Your Warplate can still be Mechplate, but the term
Added more notations/design notes, including my guidance seemed to trouble some people, and was never intended to
on if Warplate can be made out of magical armor (RAW, indicate the nature of special plate, just to differentiate it
no, but I personally allow it the rules for how I allow it). from normal plate armor. How mechancial vs magical your
Note on how you want to fluff your Artificer's magic Artificer is is enntirely up to the player and DM about what
fits their setting.
Cannonsmith Added Ether Reactor from the Expanded Toolbox as an
Expanded Magazine removed; autoloading magazine now 11th level upgrade.
has 5th level preqrequisite and does not require expanded
magazine.
Taking the Silencer upgrade now allows you to cast
silence. This is mostly added to help people understand
that it's well, magical. Obviously dampening the sound of
Thunder damage is a ridiculous notion on the face of it, the
upgrade exists to make the weapon more viable for more
playstyles.
Added Stabilization and Blast Radius to the 11th level
upgrade slot.
Gadgetsmith
Gravity Switch moved back to main document now that it
has proper rules via fall spell.
Added Autonomous Crossbow
Lightning Generator now allows you to add your
Intelligence modifier to lightning damage dealt on your
turn.
Golemsmith
Added Shielding Bond from Expanded Toolbox as 5th level
upgrade.
Intelligence and Wisdom granted by Mark of Life
increased to 10.
Infusionsmith
For Animated Weapons, the range was increased to 40
feet, while the ranged of Heavy Weapons was reduced to
20 feet and the range of Light weapons was increased to
60 feet. This makes the choice of what kind of weapon to
use somewhat more interesting, and provides benefits for
using lighter weapons.
You can now switch your animated weapon with a 10
minute ritual during the day.
Potionsmith
Added Alchemical Homunculus upgrade.

Kibbles' Alternate Artificer v1.7

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