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Artificer (Revised 1.5) A Cunning Inventors Intense Rivalries
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Artificer (Revised 1.5)

Agnome sits hunched over a workbench in 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 InventorsEvery 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, Mechplate, and

mechancial beings that they can augment with magic.

All artificers are united by their curiosity 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 RivalriesThe 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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The Artificer

LevelProficiency

Bonus FeaturesSpells 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 ArtificerWhen creating an artificer character, think about your

character's background and drive for adventure. Does the

character have a rival? What drove your character down the

path of being an artificer? Is it about curiosity and invention,

or about the power the item brings? Did you character learn

from another artificer, or receive a vision or flash of

inspiration to learn their craft?

Consider how your character interacts with the a world, and

what they represent. Consult with your DM regarding guilds

or societies your character might belong to.

Quick BuildYou can make an artificer quickly by following these

suggestions. For the Cannonsmith or Gadgetsmith paths,

make your highest attribute Dexterity, followed by

Intelligence. For Runesmith, Potionsmith or Wandsmith,

Intelligence followed by Constitution or Dexterity, and for

Warsmith, choose either Strength or Intelligence, with

Constitution as your second highest attribute. Second, choose

the Guild Artisan background.

Class FeaturesHit Dice: 1d8 per artificer level

Hit Points at 1st: Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your

Constitution modifier per artificer level after 1st

ProficienciesArmor: Light and medium armor

Weapons: Simple weapons, hand crossbows, heavy

crossbows.

Tools: Thieves’ tools, one other tools of your choice

Saving Throws: Constitution, Intelligence

Skills: Choose three from Arcana, Deception, History,

Investigation, Medicine, Nature, Religion, Sleight of Hand

EquipmentYou start with the following equipment, in addition to the

equipment granted by your background:

(a) a handaxe and a light hammer or (b) any two simple

weapons.

(a) scale mail or (b) leather armor

thieves’ tools and a dungeoneer’s pack

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Artificer SpecializationAt 1st level, you focus your craft on a particular specialization:

Cannonsmith, Gadgetsmith, Potionsmith, Runesmith,

Warsmith or Wandsmith, each of which are detailed at the

end of the class description. Your choice grants you features at

1st level and again at 3rd, 5th, and 14th level.

Magic Item AnalysisStarting at 1st level, your understanding of magic items allows

you to analyze and understand their secrets. You know the

artificer spells detect magic and identify, and you can cast

them as rituals.

Tool ExpertiseStarting at 2nd level, your proficiency bonus is doubled for any

ability check you make that uses any of the tool proficiencies

you gain from this class.

SpellcastingAs part of your study of magic, you gain the ability to cast

spells at 2nd level. The spells you learn are limited in scope,

primarily concerned with modifying creatures and objects or

creating items.

Spell SlotsThe Artificer table shows how many spell slots you have to

cast your spells of 1st level and higher. To cast one of these

spells, you must expend a slot of the spell’s level or higher. You

regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and HigherYou know three 1st-level spells of your choice from the

artificer spell list (which appears at the end of this document).

The Spells Known column of the Artificer table shows

when you learn more artificer spells of your choice from this

feature. Each of these spells must be of a level for which you

have spell slots on the Artificer table.

 

Additionally, when you gain a level in this class, you can

choose one of the artificer spells you know from this feature

and replace it with another spell from the artificer spell list.

The new spell must also be of a level for which you have spell

slots on the Artificer table.

Spellcasting AbilityIntelligence is your spellcasting ability for your artificer spells;

your understanding of the theory behind magic allows you to

wield these spells with superior skill. You use your Intelligence

whenever an artificer spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting

the saving throw DC for an artificer spell you cast and when

making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your

Intelligence modifier.

Spell attack modifier = your proficiency bonus + your

Intelligence modifier.

Spellcasting FocusYou can use an arcane focus as a spellcasting focus for your

artificer spells. See chapter 5, "Equipment" in the Player’s

Handbook for various arcane focus options.

Specialization UpgradeYour expert craftsmanship allows you to improve your

Specialization's Wondrous Item with new attributes.

Starting at 3rd level, choose an upgrade from the list at the

end of your specialization. The features and properties of your

Specialization's Wondrous Item permanently improves in that

way.

You apply an additional upgrade to your Specialization's

Wondrous Item at 5th, 7th , 9th , 11th, 13th, 15th, 17th and

19th level. You cannot apply an upgrade more than once,

unless the upgrade's description says otherwise. Upgrades

cannot be replaced or changed, besides as described in the

specialization.

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In any case that Specialization allows the upgrade to be

swapped out, Upgrades must always be selected as if the

Artificer is the level they were when they got that Upgrade

slot. For example, if you replace your Thundercannon and

reselect all your upgrades at as a 5-th level Artificer, you could

select one 3rd level upgrade and one 5th level upgrade, you

would not be able to select two upgrades that both had a

prerequisite of 5th level artificer.

Customizing Artificer Upgrades

The upgrades for each Artificer Specialization ispresented in a list at the end of the Specialization,but invariably there will always be ideas forupgrades not included in that list. At the heart of anArtificer beats an unrelenting drive for creativity,after all!

It is recommended that if there is Upgrade notincluded in your class list, you consult your DM toadd it.

An custom upgrade should aim be balancedagainst the existing non-level restricted upgrades,as the level restricted upgrades are balanced aroundthe limited number of them available.

Ability Score ImprovementWhen you reach 4th, 8th, 12th, 16th, and 19th level, you can

increase one ability score of your choice by 2, or you can

increase two ability scores of your choice by 1. As normal, you

can’t increase an ability score above 20 using this feature.

Arcane ReconstructionAt 6th level, you have mastered the knowledge of using magic

to repair things. You learn the Mending cantrip, and can cast it

at will. Additionally, you learn the Cure Wounds spell. If you

already know Cure Wounds you can select another spell from

the Artificer list. When you cast Cure Wounds, it can heal

constructs in addition to normally valid targets. Both Mending

and Cure Wounds learned through this features are

considered Artificer spells for you.

Superior AttunementAt 6th level, your superior understanding of magic items

allows you to master their use. You can now attune to up to

four, rather than three, magic items at a time.

Wondrous Items ProficiencyAt 7th level, your familiarity with the workings of magical

items means that you can ignore class based restrictions on

attuning to magical items.

Improved Magical CraftingAt 10th level, your experience in creating your own wondrous

invention makes you more adept at crafting a magic item than

a normal spellcaster. Creating a magic item takes you half the

time it would normally take.

Additionally, you can make 1 hour of progress toward

crafting a magic item, scroll, or potion during a long rest.

 

Wondrous Item RechargeStarting at 10th level, you can recharge a magic item that has

has charges, as long as those charges can only be used to cast

spells. To restore charges, you perform a ritual that takes one

minute and expends a spell slot of equal or higher level then a

spell slot level of a spell cast by the item. The number of

charges restored to the item is equal to the number of charges

required to cast that spell using the item once.

Study of MagicAt 11th level, your proficieny in the workings of magic has

become so great you can cast detect magic and identify at will.

Additionally, you have advantage on all Intelligence (Arcana)

checks to understand the workings of magical traps, effects,

or runes.

Artificers and Level of Magic

It is important to keep in mind that the balance ofan Artificer is keenly tied to the availability of magicitems in the world, either that can be forged byArtificer or found in the world.

Features like Superior Attunement and WondrousItem Mastery represent a significant elements ofthe Artificers class design. While the Artificer canbe an accomplished adventurer with no additionalmagic items, when setting out in low magic settingwith an Artificer, consult with your DM if someadjustments may be needed to the features!

In a lower magic setting, consider allowing theArtificer to create some items that they will be ableto apply their class features to, and that might stillbe thematic to their character concept and theworld setting in general.

Wondrous Items MasteryStarting at 18th level, you can activate a magic item that

would normally take an action as a bonus action instead.

Soul of ArtificeAt 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

throws per magic item you are currently attuned to.

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Artificer SpecializationsCannonsmithA Cannonsmith is an Artificer who has crafted a spectacular

and terrible device. A Thunder Cannon.

A weapon of unmatched destruction, an Artificer's reason

for forging such a thing is varied. Some seek the power, some

seek the discovery.

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

details of adventuring are dedicated to.

Given the destructive potential of a Thunder Cannon, many

monsters and men may seek to seize the power for

themselves upon witnessing its potential, but even if were to

succeed they would soon find that using one of these deadly

tools is an art of equal mastery to forging one, something only

the one who forged the device will ever truly master, for each

Thunder Cannon is unique work, suited only to its creator.

Cannonsmith's ProficiencyWhen you choose this specialization at 1st level, you gain

proficiency with tinker’s tools and smith's tools.

You gain the knowledge to forge rounds for your Thunder

Cannon, and can create them with the proper tools during a

Long Rest.

You can create up to 50 rounds of ammunition during a

long rest, with materials costing 1 gold piece per 10 rounds.

Thunder CannonAt 1st level, you forge a deadly firearm using a combination of

arcane magic and your knowledge of engineering and

metallurgy. This firearm is called a Thunder Cannon.

You are proficient with the Thunder Cannon. The firearm is

a two-handed ranged weapon that deals 2d6 piercing damage.

Its normal range is 60 feet, and its maximum range is 180

feet.

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.

Loud. Your weapon rings with thunder that is audible

within 300 feet of you whenever it makes an attack.

Some Artificers may create variant weapons beyond the

traditional Thunder Cannon, in which case the stats of that

weapon are used.

Variant Weapon Types

Your DM may allow you to select on the followingVarients for your Thunder Cannon. These do notcost a normal upgrade slot, and do not countagainst your total upgrades.

Hand CannonYou modify your Thunder Cannon with

lightweight components and a shorter barrel. Itsweight becomes 7 lbs. Your Thunder Cannonbecomes a one handed ranged weapon. It deals 1d8damage piercing damage (instead of 2d6) and itsnormal range becomes 20 feet and its maximumrange 60 feet.

Lightning SwordYou entirely remodel your weapon a melee

weapon. This can take the form of any martial meleeweapon, and you have proficiency with this weaponregardless of its shape. When you applyThundermonger damage with this weapon, it dealslightning damage instead of Thunder Damage.Apply common sense in what upgrades thiseliminates as options.

Arm Cannon?Perhaps most plausible for a Warforged

Cannonsmith, consult with your DM on replacing alost or removed arm with your Thunder Cannon ifyou feel the need to never be parted from it. In thisconfiguration, it retains the normal statistics, butbecomes a one-handed weapon. As cost, you losethe use of that arm for anything else, and the use ofthe arm can only be recovered by removing theThunder Cannon and the effect of Regenerate orsimilar magic.

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ThundermongerAt 3rd level, you've developed the arcane engineering skill to

upgrade your Thundercannon to deliver its shots with greater

force.

Once per turn, you can deal an extra 1d6 thunder damage

to one creature you hit with an Attack using Thunder Cannon.

After discharging this bonus damage, the you cannot deal this

bonus damage again until the start of your next turn.

This extra damage increases by 1d6 when you reach certain

levels in this class: 5th level (2d6), 7th level (3d6), 9th level

(4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th

level (8d6), and 19th level (9d6).

Devastating BlastsBeginning at 5th level, when you miss an attack with your

Thunder Cannon, you can still choose to apply your

Thundermonger damage, but it deals only half the bonus

damage.

Elemental SwappingStarting at the 14th level, when you take the attack action with

your Thunder Cannon you can adjust the firing chamber,

causing any bonus damage granted by Thundermonger to

deal Fire, Cold, Acid, or Lightning damage instead of Thunder

damage. Alternatively, you can consume a Vial of Holy Water

to cause your next Thundermonger bonus damage to deal

Radiant Damage.

Cannonsmith UpgradesAutoloading Magazine Requires Integrated Magazine,

Your Thunder Cannon now automatically chambers the

next round, no longer requiring your bonus action to reload.

Blast Shells. Prerequisite: 15th level Artificer.

You can choose to fire a blast shell when firing your

Thunder Cannon. When firing a Blast Shell, pick a target area

within normal range of your Thunder Cannon. Make an attack

roll as normal, and apply that attack roll to all targets within a

5 foot radius of your target point.

You can apply Thundermonger damage to one target

creature hit, or apply half of Thundermonger damage to all

creatures hit.

Cannon Improvement. Prerequisite: 5th level Artificer

You fine tune your Thunder Cannon's firing mechanism.

The Thunder Cannon gains a +1 bonus to Attack and Damage

Rolls made with it. You can apply this upgrade up to 3 times.

After the first time you take this upgrade, the piercing

damage dealt by your Thunder Cannon is considered magical.

Divination Scope. Prerequisite: 5th level Artificer

You add a scope to your Thunder Cannon and enchant the

lenses with Divination magic. The Scope has 3 Charges. As a

bonus action you can use 1 charge to cast Hunter's Mark. As

an action you can use 2 charges to cast See Invisibility or 3

charges to cast Clairvoyance.

The scope regains all charges after a long rest.

Echoing Boom. Incompatible with Silencer.

You pack extra power into your Thundermonger, increasing

the damage it deals by 1d6.

Extended Barrel

You extend the length of your Thunder Cannon’s barrel and

add rifling. 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.

After applying this twice, if you have the Lightning Charged

Bayonet upgrade, the Bayonet gains the Reach property.

Harpoon Reel Prerequisite: 5th level Artificer

You install a secondary firemode that launches a Harpoon

attached to a tightly coiled cord. This attack has a normal

range of 30 feet and an maximum range of 60 feet, and it

deals only 1d6 piecing damage. This attack can target a

surface, object, or creature.

A creature struck by this attack is impaled by the Harpoon

unless it removes the Harpoon as an action, which causes it to

take an additional 1d6 damage. While the Harpoon is stuck in

the target, you are connected to the target by an 60 ft cord.

While connected in this manner, you can use your bonus

action to activate the Reel action, pulling yourself to the

location if the target if the target is Medium or larger. A Small

or smaller creature is pulled back to you. Alternatively, you

can opt to disconnect the cord.

This attack cannot be used again until the Reel action is

taken.

Integrated Magazine

Your Thunder Cannon holds 2 rounds at a time, allowing

you to attack twice before a bonus action reload is required.

Lightning Burst

You upgrade your Thunder Cannon to discharge its power

in within a 5-feet wide and 60-feet long line. As an action, you

can make a special attack. Each creature must make a

Dexterity saving throw or take damage equal to the bonus

damage of Thundermonger as lightning damage on a failed

save, half as much on a successful save. Using this shot

counts as applying Thundermonger damage for the turn.

Firing in this method does not consume ammo.

Lightning Charged Bayonet.

You affix a short blade to the barrel of your Thunder

Cannon, allowing you to make a melee weapon attack with it.

The blade is a finesse weapon melee weapon that you are

proficient with, and deals 1d6 Piercing damage.

The blade can be used to apply Thundermonger bonus

damage. When Thundermonger bonus damage is dealt with a

bayonet attack, the damage type is lightning. Dealing damage

this way counts as applying Thundermonger damage for the

turn.

Overchannel Capacitor. Prerequisite: 5th level Artificer

You gain the ability to channel your magical power into the

Thunder Cannon to overload its damage. You can expend a

spell slot to increase the damage dealt by Thundermonger by

1d8 per spell level spent.

Silencer. Incompatible with Echoing Booms.

You upgrade your Thunder Cannon with a sound

dampening module. Your Thunder Cannon loses the Loud

property.

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Snap Fire. Prerequisite: 9th level Artificer

You upgrade your Thunder Cannon for quick shots. You can

use your reaction to take a opportunity attack with your

Thunder Cannon if an enemy comes within 10 ft of you. You

have disadvantage on this attack. This attack only deals

Thundermonger bonus damage if you have not dealt the

bonus damage since the start of your last turn.

Shock Absorber.

You add a reclamation device to your Thunder Cannon to

gather energy from the surroundings when it is present. As a

reaction to taking Lightning or Thunder Damage, you can cast

Absorb Elements without consuming a spell slot. When

absorbed in this method, you can apply the bonus damage

granted by Absorb Elements to your next Thunder Cannon

attack even if you make a ranged attack.

Shock Harpoon Prerequisite: 9th level Artificer Prerequisite:

Harpoon Reel

After hitting a creature with the Harpoon fire mode, you can

use a bonus action to deliver a shock. If you have not used it

since the start of your turn, you can apply Thundermonger

damage as lightning damage. Additionally, the target must

make a Constitution saving throw against your spell save DC

or be stunned until the end of its next turn.

Once used, the Harpoon must be reeled in before this can

be used again.

Storm Blast. Prerequisite: 5th level Artificer

You upgrade your Thunder Cannon to discharge its power

in 30-foot cone from the gun. As an action, you can make a

special attack. Each creature must make a Strength saving

throw, or take half the bonus damage of Thundermonger and

be knocked prone. Using this shot counts as applying

Thundermonger damage for the turn.

Firing in this way does not consume ammo.

Firearms In a Campaign Setting

A lot of campaign settings do not feature firearms,and in some of these the Cannonsmith variant ofArtificer might not be the right choice, but considerthat the Artificer is fundamentally someone thattinkers and explores magic as much as technology.A Thunder Cannon need not be a gunpowderpowered device, and in most cases is more anengineering marvel of magic than technology.

Inversely, in a setting where firearms are morewidespread and magic is more limited, feel free tomove the slider the other direction.

Synaptic Feedback Prerequisite: 9th level Artificer

You install feedback loop into your cannon, allowing you to

siphon some energy from your Thunder Cannon to empower

your reflexes. Whenever you deal lightning damage with your

Thunder Cannon your walking speed increases by 10ft and

you can take the Dash or Disengage actions as a bonus action.

This boost lasts until the start of your next turn.

 

Turret Deployment Prerequisite: 9th level Artificer.

You can set up your Thunder Cannon and operate it

remotely. As an action, you deploy your Thunder Cannon in a

spot adjacent to you, and subsequently can attack with it as

long as you are within 100 feet of it and you can see the target

you are attacking. It still has its normal range from the point it

is attacking. A creature adjacent to it in this mode can use an

action to render it nonfunctional as a turret.

GadgetsmithA Gadgetsmith is an Artificer whose curiosity and inventive

genius have run rampant. While other Artificers may spend

their whole career perfecting a single-minded pursuit, a

Gadgetsmith believes that quantity is at least as good as

quality.

Quick witted and quicker footed, a Gadgetsmith is never

caught without another trick in their sleeve, their minds are

always jumping ahead to how to solve the problem with a

clever gadget.

A Gadgetsmith can come from any walk of life, but usually

exemplify a curiosity and distaste for the suppression of

knowledge or technology, usually favoring freedom to

experiment, tending toward Chaotic behaviors.

Gadgetsmith's ProficiencyWhen you choose this specialization at 1st level, you gain

proficiency with nets, rapiers, whips, and tinker's tools.

Essential ToolsAt 1st level, you've mastered the creation of the essential

reusable tools of surviving the battlefield as a Gadgeeter. You

have the following items:

Grappling Hook. As an attack or as an action, you may

target a surface, object or creature within 20 feet. If the

target is Small or Smaller, you can make a Grapple check

to pull it to you and Grapple it. Alternatively, if the target is

Medium or larger, you can choose to be pulled to it, this

does not grapple it.

Smoke Bomb. As an action, you can use this to instantly

cast Fog Cloud on yourself without expending a spell slot.

It lasts rounds equal to your intelligence modifier and does

not require concentration.

Shock Generator. As an action, you can use this to cast

Shocking Grasp.

Additional UpgradeAt 3rd level, you've mastered the essential tools 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 to two

more than the class table at 5th level.

Recycle GadgetsStarting 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.

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Extra AttackBeginning at 5th level, you can attack twice, instead of once,

whenever you take the Attack action on your turn.

Combat GadgetsBeginning at the 14th level, when you take the attack action,

you can replace an attack with using any gadget that requires

an action to use.

Additionally, any weapon gadgets you have created gain a

+2 to their attack and damage rolls.

Gadgetsmith UpgradesAntimagical Shackle. Prerequisite: 5th level Artificer

You create an antimagical shackle. When you are adjacent

to a creature, as an action you can attempt to shackle them to

yourself or a nearby object using these shackles. The you

make a Dexterity (Sleight of Hand) check contested by a

Strength (Athletics) or Dexterity (Acorbatics) check. On

failure, they are shackled to the creature or object you

attempted to shackle them to, and can move only by moving it

if they are able to.

Additionally, while shackled by these shackles, they cannot

teleport, planeshift, polymorph, shapechange, dematerialize,

or turn into an amorphous form. As an action they can make a

Strength saving throw against your spell save DC to break the

shackles once shackled, otherwise these shackles last until

you remove them.

This shackles have no effect on creatures immune to being

grappled or restrained.

 

Boomerang of Hitting.

You create a magical boomerang. You have proficiency in

this weapon, and it has the Finesse, Thrown (30/90), and

Special properties, and deals 1d4 damage.

Special: When this weapon is Thrown, you can target three

creatures within 10 feet of each other, making a separate

attack roll against each target.

This weapon returns to your hand after you make an attack

with it using the Thrown property.

Belt of Adjusting Size.

You create a belt with a creature size dial on it. While you

are wearing this belt, you can use an action to cast

Enlarge/Reduce on yourself. Once you use this gadget, you

cannot use it again until you complete a short or long rest.

Binding Rope. Prerequisite: 5th level Artificer

You create a rope that is capable of animating and binding a

target. As an action, target a creature within 30 feet. The

target must make a Dexterity Saving throw against your Spell

Save or become restrained until the end of your next turn. If

you are currently grappling the target, it makes the Dexterity

saving throw with disadvantage. The rope can only restrain

one target a time.

Bracers of Empowerment. Prerequisite: 11th level.

You create bracers that can empower you. You can use this

to cast Tensor's Transformation without expending a Spell

Slot.

Once you use this ability, you cannot use it again until you

complete a long rest.

Deployable Wings. Prerequisite: Artificer level 9.

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.

Disintegration Ray. Preqrequisite: 15th level Artificer.

You create a Disintegration Ray. You can use this to cast

Disintegration without expending a Spell Slot.

Once you use this ability, you cannot use it again until you

complete a long rest.

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.

Element Eater.

You create a device capable of absorbing incoming

elemental damage. As a reaction to taking elemental damage,

you can activate this device and cast Absorb Elements without

expending a spell slot, but the gadget cannot be used again

until you complete a short or long rest.

Enhanced Grappling Hook.

You enhance your grappling hook, increasing its range to 40

feet.

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Fire Spitter.

You create a gadget that creates a quick blast of fire. As an

action, you can cast Aganazzar's Scorcher with this gadget,

but the gadget cannot be used again until you complete a

short or long rest.

Flashbang.

You create a high luminary discharge device. As an action,

you can target a point within 30 feet. Any creature within 20

feet of the targeted point must make a dexterity saving throw

or be blinded until the end of its next turn. Once you use this

gadget, you cannot use it again until you complete a short or

long rest.

Impact Gauntlet.

You create a weapon capable of amplifying the impact of

your blows. You have proficiency in this weapon, and it has the

Finesse, Light and Special properties. It deals 1d8

bludgeoning damage.

Special: When you make an attack roll, you can choose to

forgo adding your Proficiency modifier to the attack roll. If the

attack hits, you can add double your Proficiency modifier to

the damage roll.

Lightning Baton.

You combine incorporate elements of your shock generator

design into a baton, creating a new weapon. You have

proficiency in this weapon, and it has the Finesse and Light

properties. It deals 1d4 bludgeoning damage and 1d4

lightning damage on hit. If you score a critical strike with this

weapon, the target must succeed a Constitution saving throw

against your Spell Save or become stunned until the start of

your next turn.

Mechanical Arm.

You create a mechanical arm, giving an extra hand. This

mechanical arm only functions while it is mounting on gear

you are wearing, but can be operated mentally without the

need for you hands. This mechanical arm can serve any

function a normal hand could, such as holding things, making

attacks, interacting with the environment, etc, but does not

give you additional actions.

Mechanical Familiar.

You can create the blue print for a small mechanical

creature. At the end of a long rest, you can choose animate it,

and cast Find Familiar with the following modifications. The

creatures type is Construct, and you cannot select a creature

with a flying speed. This construct stays active until you

deactivate it or is destroyed. In either case, you can choose to

reactivate it at the end of a long rest.

Nimble Gloves. Prerequisite: 11th level Artificer.

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

(Slight of Hand) checks involving manipulating things with

your hands while wearing these gloves.

Phase Trinket. Prerequisite: 9th level Artificer.

You create a magical stopwatch that manipulates ethereal

magic. As an action, you can cast Blink or Dimension Door

using the Stopwatch without expending a Spell Slot.

Once you use this ability, you cannot use it again until you

complete a long rest.

Jumping Boots. You modify your boots with arcane boosters.

While wearing these boots, you are under the effects of the

Jump spell.

Repeating Hand Crossbow. You build an improved hand

crossbow. You have proficiency in this weapon, and it has the

Ammunition (range 30/120), Light, and Special properties and

deals 1d6 piercing damage.

Special: This weapon does not require a free-hand to load,

as it has a built in loader.

Bee Swarm Rockets. Prerequisite: 15th level Artificer. You

design a type of tiny firecracker like device, that can be

released in large number. You have a maximum number of

rockets equal to your Artificer level. You can release between

one and the number you have remaining as an action. Each

rocket targets a point you can see within 40 feet. Creatures

within 10 feet of a target point must make a dexterity saving

throw. Creatures that fail take 2d6 fire damage, or half as

much on a successful one.

You rebuild your stock to your maximum during a long rest.

Shocking Hook. You can integrate your Shock Generator and

your Grappling Hook. If the target of your Grappling Hook is a

creature, you can cast Shocking Grasp on that creature as a

bonus action when pulling it to you or being pulled to it.

Sight Lenses. You create a set of lenses you can integrate

into a set of goggles, glasses, or other vision assistance that

allow you to see through obscurement. You can see through

Fog, Mist, Smoke, Clouds, and non-Magical Darkness as

normal sight up to 15 feet.

Smoke Cloak. Create a cloak that causes you to blend in with

smoke. When you start your turn lightly or heavily obscured

by smoke, you are invisible until your turn ends, you cast a

spell, make an attack, or damage an enemy.

Stinking Gas. Prerequisite: 9th level Artificer. You make a

more potent compound for your Smoke Bomb. When use a

Smoke Bomb, you can choose to cast Stinking Cloud rather

than Fog Cloud, following the same rules.

Striding Boots.

You modify your boots with amplified striding speed. While

earing these boots, you are under the effects of Longstrider

spell.

Stopwatch Trinket. Prerequisite: 9th level Artificer.

You create a magical stopwatch that manipulates time

magic. As an action, you can cast Haste or Slow using the

Stopwatch without expending a Spell Slot.

Once you use this ability, you cannot use it again until you

complete a long rest.

Truesight Lenses. Prerequisite: Sight Lenses. You upgrade

and fine tune your sight lenses, granting you Truesight up to

15 feet.

Useful Universal Key. Prerequisite: 11th level Artificer.

You create a Universal Key to obstacles, transmuting them

into not-obstacles. As an aciton, 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.

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Zombie Wires. Prerequisite: 15th level Artificer.

You create an advanced system of magical threads that you

can shoot out, and use to make nearby corpses dance to your

commands. As an action, you can cast Danse Macabre

without expended a spell slot.

Once you use this ability, you cannot use it again until you

complete a long rest.

PotionsmithAn alchemist is an artificer who has pursued the secrets of

alchemy. While many a village has an apothecary grinding odd

herbs and roots into potent (or not so potent) concoctions, the

careful process of mixing and brewing is just one way to

achieve results. Through the use of the intricate secrets of the

craft and direct infusions using magical rituals, a real

alchemist can come up with explosive results in the blink of

an eye... sometimes literally.

An alchemist can be a scholar who has delved much of the

knowledge the world has to offer or an explorer that has

unlocked the secrets of the wilderness. Their knowledge

could come being friends of the fey, or unfettered access to the

royal library. As such, alchemists can be good or evil, lawful or

chaotic.

Alchemist's ProficiencyWhen you choose this specialization at 1st level, you gain

proficiency with Blowguns, Alchemist’s supplies and

Glassblower’s tools.

Your knowledge of alchemy gives you a natural affinity for

brewing potions. Creating a potion through normal crafting

takes you only half the time and cost it would normally take.

Alchemists and Potions

Immediately on making an alchemist, one may thinkof the magic potions that exist in most D&Dsettings, from the simple Healing Potion to thelegendary Potion of Storm Giant Strength, however,someone does not need to be an Alchemist tomake these, as crafting rules for them are open toall classes, and best outlined in Xanathar's Guide toEverything.

An alchemist with their proficiency will certainlyhave the edge in potion crafting, but these potionsare not fundamental to the class.

Alchemical Reagent's PouchAt 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

them as part of using an ability that might require them. As

long as you have this pouch on, you can do alchemy. This

pouch is considered as alchemy supplies for the purposes of

crafting.

If you lose your reagent pouch, you can spend 50 gold

pieces to reacquire the various stocks you need, or spend 1

full day gathering them from a natural environment without

expense.

 

Instant ReactionsAt 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.

Alchemical Fire. As an action you can produce a reaction

causing a searing flame. At point within 15 feet, you can toss

quick combination of things that will cause searing fire to

flare up in a 5 foot radius. Creatures in that area have to make

a dexterity saving throw, or take 1d8 fire damage.

The damage damage increases by 1d8 when you reach 5th

level (2d8), 11th level (3d8), and 17th level (4d8).

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Poisonous Gas. As an action you can produce a reaction

causing noxious fumes. At point within 15 feet, you can toss

quick combination of things that will cause a whiff of poisonus

gas to erupt spreading to a radius of 5 feet. Creatures in that

area have to make a constitution saving throw, or take 1d4

poison damage and become poisoned until the end of their

next turn.

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

combination that will provide potent magical healing.

Immediately after creating the draught, you can use your

action to consume it or administer it to a creature within 5

feet. A creature who drinks this draught 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 the end of

your turn loses its potency.

The healing increases by 1d8 when you reach 5th level

(2d8), 11th level (3d8), and 17th level (4d8).

Alchemical InfusionsAt 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

take a short or long rest and have an empty vial on your

person, you may choose one the following spells and can use a

spell slot to cast it.

Spell Level Infusion Spells

1st cure wounds, entangle, grease

2nd barkskin, shatter, lesser restoration

3rd blink, water breathing, stinking cloud

4th stoneskin, confusion

5th cloudkill, skill empowerment

When you cast the spell 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.

If the spell has an area of effect area, that area of effect take

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.

On Creativity and Catapults

While as per the feature, you can only throw the vialcontaining an Infused Potion 30 feet, the triggermerely specifies that the effect takes place where itbreaks. If you can find another way to deliver thevial, such as the catapult spell on the artificer spelllist, you can apply these methods as well.

If the spell has a persistent effect that requries concentration,

it does not require concentration to maintain, but it's duration

is shortened to a number of rounds equal to your intelligence

modifier. A spell that does not require concetration lasts its

normal duration. An infused potion loses its potency if it is not

used by the end of your next long rest.

You can gain additional spells for your Alchemical Infusions

through your Alchemist upgrades.

Empowered AlchemyStarting at 5th level, when you deal damage or restore health

with an instant reaction or alchemical infusion, you can add

your intelligence modifier to the damage dealt or health

restored.

Infusion ExpertiseStarting at 14th level, when you create an Alchemical Infusion

during a short rest, the first alchemical infusion you create

does not require a spell slot to infuse, and you can select an

alchemical infusion that you would otherwise not have a spell

slot of high enough level for when making this infusion.

Alchemist UpgradesAroma Therapies. Prerequisite: 9th level Artificer.

You expand your alchemical knowledge to be able to

produce incense and simmering reagents that grant effects to

those that inhale their fumes. If creatures spend a long rest

inhaling fumes from a concoction you devise with this feature,

creatures regain all of their expended hit dice when they

would normally only recovering half, and cured of any non-

magical diseases they are suffering from.

Adrenaline Serum. Prerequisite: 9th level Artificer.

You create a potent serum. As an action on your turn, you

can consume this serum, granting you the effects of Haste and

Heroism for a number of rounds equal to your Intelligence

modifier (minimum 1). These effects do not require

concentration, but you still suffer the normal effects of the

Haste spell ending when it ends. You can use this a number of

times equal to your constitution modifier (minimum 1) before

you must take a long rest to gain the effects from the serum

again.

Another creature can take this dose, but they must pass a

Constitution saving throw equal to your spell save to gain the

effects, and become poisoned on a failed save.

Auto Injector.

You create an automatic potion injector that you can wear.

As an action, you can load a potion (either an infused potion

or a normal potion) into this injector at any time.

Subsequently while a potion is loaded into the injector, you

can consume the potion using your reaction. Only one option

can be held in the injector at a time.

Delivery Mechanism.

You modify the stability of your reagents and develop a

better delivery mechanism. You can target a point within 30

feet for your instant reactions 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.

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Elixir of Life. Prerequisite: Philosopher's Stone.

You can brew a special potion using your Philosopher

stone. Brewing this potion takes 8 hours and requires 1000

gold pieces of special ingredients. An Elixir of Life causes a

creature that drinks it to cease aging, and be under the effects

of death ward for one year, or until the death ward is triggered.

Explosive 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, 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).

 

Fortifying Fumes 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 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 made before the

end of your next turn, and have advantage on their next

Constitution saving throw before 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).

Frostbloom Reaction.

You formulate a new endothermic reaction, a devastating

localized cold snap that creates an instant bloom of ice. Target

a point within 15 feet, as an action, you cause an the area to

erupt in frost. The area within 10 feet of the target becomes

difficult terrain until the end of your next turn, and any

creature in the area must make a dexterity saving throw, or be

caught by the ice taking 1d6 cold damage; a creature entirely

in the area of effect that fails also becoming restrained until

the end of their next turn. They can use their action to make a

Strength saving throw to break free of the ice early.

The damage damage increases by 1d6 when you reach 5th

level (2d6), 11th level (3d6), and 17th level (4d6).

Greater Adrenaline Shot. Prerequisite: Adrenaline Serum.

You upgrade your adrenaline shot to produce even more

extreme and magical effects in the creature it effects. The

adrenaline shot also adds the effect of Tensor's

Transformation when you consume it. This effect only takes

place if you are the one consuming the serum. You do not

suffer the effects of Tensor's Transformation wearing off when

the serum effect ends.

Inoculations.

You and up to five allies of your choice are inoculated

against the poisonous effects you can produce that require a

constitution saving throw (such as the poisonous gas instant

reaction or the cloudkill infusion). Additionally, you gain

resistance to poison damage.

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 minute.

As an action, a creature can consume a mana potion to

restore a spell slot of its choice, up to third level.

Philosopher Stone. Prerequisite: 15th level Artificer.

You create a Philosopher's Stone allowing you recreate

wonders of alchemy. So long as you have a supply of non-gold

metal, you can create up five pounds of gold a day (250 gold

pieces worth).

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Persistent Reactions.

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

against the effect. You can choose to make a reaction not

persist at the time of taking the action to cause it.

Potent Reactions. Prerequisite: 9th level Artificer.

You refine your reactions increasing the potency. The die

you roll to determine the damage or healing effect of your

reactions is increased by one. A d4 becomes a d6, a d6

becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.

Poisoner's Proficiency.

You delve into the secrets of the darkest secrets of herblore,

learning the potent secrets of poison. During a long rest, you

can create one of the three following poisons.

Contact poison. You can apply this to a weapon or up to ten

pieces of ammunition, lasting until the end of your next

long rest. That weapon deals an additional 1d4 poison

damage to targets it strikes.

Ingested poison. This a simple flavorless powder. If a

creature consumes a full dose of this poison before the end

of your next long rest, after one minute has passed they

must make a Constitution saving throw with disadvantage

against your spell save DC or take a number of d10 equal

to your Artificer level in poison damage, and become

poisoned until they complete a long rest.

Inhaled poison. This poison can be used to modify your

poisonous gas reaction. Anytime before the end of your

next long rest, you can use this dose of poison to make

your poisonous gas instant reaction have a radius of 10

feet and deal twice as much damage on a failed save.

Secrets of Enhancement.

You learn the secrets of infusing powerful enhancements

into your Alchemical Infusions. You can add the following

spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells

1st heroism

2nd enlarge/reduce

3rd haste

Secrets of Fire.

You learn the secrets of infusing fire into your Alchemical

Infusions. You can add the following spells to your list of

available spells for alchemical infusions:

Spell Level Infusion Spells

1st faerie fire

2nd dragon's breath

3rd fireball

Secrets of Frost.

You learn the secrets of infusing fire into your Alchemical

Infusions. You can add the following spells to your list of

available spells for alchemical infusions:

Spell Level Infusion Spells

1st armor of agathys

2nd snilloc's snowball swarm

3rd ice storm

Secrets of...Almost any set of three spells, a 1st level, 2nd level,and 3rd level spell of either short term buffs or areaof effect damage spells is a valid combination of aSecrets of upgrade, so long as there is a thematicconnection between the spells. Consult with yourDM for other options if the spells you want aren'tpresent here, but the spells should always be eithershort term buffs or area of effect damage spells,and should not be higher than 3rd level unless theyare exceptionally weak for their level.

Weapon Coating.

You learn to how to coat a weapon or piece of ammunition

with one of your instant reactions to take effect on hit. As a

bonus action, you can apply your instant reaction to a melee

weapon or piece of ammunition. Until the end of your turn,

the next hit with that weapon or with a coated piece of

ammunition will cause the effect of the instant reaction to the

target. The creature automatically takes and damage or

healing associated with the reaction, but makes a saving

throw as normal against any additional effects.

The ImplicationsThere is an Instant Reaction that restores health,rather than deals damage. This can be applied viaweapon coating as well, though the weapondamage of the implement is not negating, perhapsyour allies will forgive a blowgun dart coated in ahealing draught... if you hit the attack.

RunesmithA Runesmith is an Artificer that has delved into the power and

mystery of Runes that forge the the basis of many of the

greatest feats of magic ever wrought. They pursue ancient

knowledge and uncover new secrets never known to the

world. They build on structured systematic magic to bend the

laws of the world to their will.

A typical Runesmith is a voracious mind that seeks to

unlock the very secrets of life and magic. By drawing and

infusing their Runes, they can work powerful magic.

Runesmith's ProficiencyAt 1st level, you gain proficiency with smith's tools and

jeweler's tools, and can select two more languages that you

can read and write (but not speak).

Your knowledge of runic magic gives you a natural affinity

for scribing spell scrolls. Creating a magic spell scroll only

takes you half the time and material cost it would normally

take.

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RunecraftAt 1st level, you gain the ability to Runecraft items. At the end

of a Long Rest, you can place up to two runes on nonmagical

items. The number of items increases to 3 runes at 5th level

Artificer, 4 runes at 9th, 5 runes at 13th, and 6 runes at 17th.

The runes effects fade at the end of your next long rest, at

which point the same rune or a different rune may be selected.

These runed items grant the following benefits only to you.

A weapon or piece of armor can have multiple Runes active

on it, a piece of jewelry can only have a single Rune active on

it at a given time.

Rune of Ability. A piece of jewellery or armor with this

Rune grants grants a +1 to an Ability Score of your choice,

as well as the maximum for that score while it is active.

Rune of Flametongue. A melee weapon inscribed with

this Rune deals 1d6 bonus fire damage. This spell's

damage increases by 1d6 when you reach 5th level

Artificer (2d6), 11th level (3d6), and 17th level (4d6).

Rune of Protection. A piece of jewellery or armor with

this Rune grants +1 to armor class. At 5th level Artificer it

grants +1 to all Saving Throws as well.

Rune of Regeneration. A piece of jewellery or armor with

this Rune allows you to recover health equal to your

Artificer level when you take a short rest.

Rune of Recovery. A piece of jewellery with this Rune

allows you to recover Spell Slots equal to or less than

quarter your Artificer level (rounded up) during a short

rest. For example, you can recover a 1st level spell slot if

you're 1st level artificer, and two 1st level spells slots or a

2nd level at level if you're a 5th-level artificer.

Rune of Enhancement. A weapon inscribed with this

Rune gain a +1 bonus to attack and damage rolls. The

bonus increases to +2 at 9th level, and increases to +3 at

17th level.

Rune of Vorpal Force. A weapon inscribed with this Rune

deals all damage dealt with it as Force damage.

 

Rune of Warding. A piece of armor inscribed with this

Rune generates a shield of temporary hitpoints equal to

you Artificer level. These temporary hitpoints are refreshed

when you take a short or long rest.

You can be effected by only a single instance of any given

rune.

Warforged GolemAt 3rd level, you have attained the forging skill, arcane

knowledge, and mastery of rune magic to create a Warforged

Golem. This golem is controlled by a magic Runed Pendant:

Runed Pendant

Wondrous Item, Attunement (creator only).

While attuned to this gem, you have control of your

Mechanical Servant. Your Mechanical Servant acts on your

Initiative.

The Warforged Golem obeys your commands as best as it can.

It takes its turn on your initiative, though it doesn't take an

action unless you command it to. On your turn, you can

verbally command the construct where to move (no action

required by you) and take the Help or Attack action. It has

Proficiency in Simple Weapons.

Your Warforged Golem's Proficiency increases when yours

does. Additionally, it gains 5 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 1,000 gp of

raw materials. It regains all health at the end of a long rest.

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Infuse MagicStarting at 5th level, you gain the ability to channel your

artificer spells into runic symbols for later use.

When you cast an artificer spell with a casting time of 1

action, you can increase its casting time to 1 minute. If you do

so and hold a nonmagical item throughout the casting, you

expend a spell slot, but none of the spell’s effects occur.

Instead, the spell transfers into that item for later use if the

item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use an action

to activate the spell if the creature has an Intelligence score of

at least 6. The spell is cast using your spellcasting ability,

targeting the creature that activates the item.

If the spell targets more than one creature, the creature that

activates the item selects the additional targets. If the spell

has an area of effect, it is centred on the item. If the spell’s

range is self, it targets the creature that activates the item. If

the spell requires concentration, the creature that activates

the item maintains the concentration as if they had cast the

spell.

When you infuse a spell in this way, it must be used within 8

hours. After that time, its magic fades and is wasted. You can

have a limited number of infused spells at the same time. The

number equals your Intelligence modifier.

Instant RunesAt 14th level, when you cast a spell with a somatic component,

you can use your bonus action to trace an runic symbol,

choosing from one of three effects.

Rune of Power: You can increase the spell level of the

effect by one (if applicable).

Rune of Dominion: You can increase the DC of the saving

throw by an amount equal to your Intelligence modifier.

Rune of Persistence: You can make the Rune persist,

maintaining concentration on the spell for you. This last a

number of rounds equal to your Intelligence Modifier.

You must then finish a short or long rest to use this feature

again.

Runesmith UpgradesArcane Barrage Armament. Prerequiste 9th level.

You install a shoulder mounted armament to your golem,

charged with arcane power. This armament has 3 charges. As

an action, the golem can expend 1 charge to cast Magic

Missile as a 3rd level spell. When cast this way, it has no

Verbal or Somatic component.

The charges are regained after a long rest.

Cloaking Device. Prerequisite 15th level.

You install an Arcane Cloaking device on your Warforged

Golem. This device has 4 Charges. You can direct the golem

to expend 1 or more charges to cast one of the following

spells using its action: Invisibility (2 charges), Greater

Invisibility (4 charges).

It regains all charges after a long rest.

Environmental Adaptation. Prerequisite: 5th level.

You add integrated climbing hooks, deployable fins,

insulated seals to your Golem. Your Warforged Golem gains a

climbing and swimming speed equal to its walking speed.

Additionally, it gains resistance to Cold and Fire damage.

Expanded. Prerequisite: 9th level.

You enlarge your Warforged Golem, increasing its size

category by one. It has advantage on Strength checks and

Strength saving throws.

Evasive Maneuvers

Warforged Golem may add its Dexterity Modifier to its AC

while not wearing heavy armor. Additionally, you can now

command it to take the Dash, Disengage and Dodge actions.

Flamethrower Armament. Prerequiste 9th level.

You install a shoulder mounted armament to your golem,

heavily enchanted with flame spells. This armament has 3

charges. As an action, the golem can expend 1 charge to cast

Burning Hands as a 3rd level spell. The DC of the spell is 15.

When cast this way, it has no Verbal or Somatic component.

The charges are regained after a long rest.

Powerful Grappler.

You increase the power of the golem’s grip, your Warforged

Golem gains proficiency in the Athletics skill and has

advantage on attacks against creatures that it is grappling.

Heavy Armor Plating Prerequisite: 5th level Artificer.

Warforged Golem Strength Score of 15 or higher.

You can incorporate a suit of Heavy Armor into your

Warforged Golem. Your Warforged Golem's AC becomes the

AC granted by the incorporated armor. While incorporated

with your Warforged Golem in this way, the Warforged Golem

has Proficiency with that armor.

While equipped with Heavy Armor, your Warforged Golem

has disadvantage on Dexterity (Stealth) checks.

15

Warforged GolemMedium Construct, unaligned

Armor Class 14 (Natural Armor)Hit Points 10 + (5 per Artificer Level)Speed 25ft.

STR DEX CON INT WIS CHA

14 (+2) 12 (+1) 14 (+2) 4 (-3) 5 (-3) 1 (-5)

Damage Immunities poison, psychicCondition Immunities exhaustion, charmed, poisonedSenses passive perception 7Languages Understands creator’s languages, but

cannot speak

ActionsAttack Protocol. Slam: +4 to hit, reach 5ft., one target.Hit 1d4 + 2

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Improve Dexterity. You tune the servos in your Warforged

Golem. Your Warforged Golem's Dexterity score increases by

2. You may apply this upgrade multiple times. A Warforged

Golem's maximum Dexterity score is 18.

Improve Strength. You reinforce the power of your golem’s

core and limbs. Your Warforged Golem's Strength score

increases by 2. You may apply this upgrade multiple times. A

Warforged Golem's maximum Strength score is 18.

Integrated Shields. Your Warforged Golem gains Proficiency

with shields, allowing it to equip a shield without penalty.

Iron Fortress. Prerequisite: Stabilization You increase the

size and durability of your golem’s frame. Your Warforged

Golem now counts as full cover for those adjacent to it and it

cannot be moved against its will while in contact with a floor.

Multiattack Protocol. Prerequisite: 11th level Artificer. Your

Warforged Golem gains multiattack. When your Mechanical

Servant uses the Attack action, it can attack twice.

Martial Weapons Protocols. Prerequisite: 5th level Artificer.

Your Mechanical Servant gains Proficiency with Martial

Weapons.

Mark of Life. Prerequisite: 9th level Artificer. You have

attained the understanding of magic and craft a Mark of Life

on the forehead of your Warforged Golem, turning it into a

Warforged Companion. It gains and Intelligence score of 8

and a Charisma score of 6. This allows it to use Infused Magic

you create, as well as follow more complex commands

without direct input, speak, and remember things.

Roleplaying a Warforged Companion

If you choose the Mark of Life upgrade, yourWarforged golem becomes sentient companion,capable of learning, thinking, and having opinions.Consider how this may impact your interactions.

Precision Movements. Your Warforged Golem gains

Proficiency in the Stealth skill and with Thieves' Tools.

Additionally, it gains an integrated set of Thieve's Tools that

are always available (unless removed).

Redundant Systems.

You have reinforced your Warforged Golem with layers of

protection and redundant systems. It gains additional

hitpoints equal to twice your Artificer level. Additionally, it

gains advantage on death saving throws.

Rune Golem. Prerequisite: 5th level.

You've leaned to draw runes in such a way that the golem

can benefit from the effect if the Rune is drawn on the golem

or its gear. You can apply runes from Runecraft to your golem,

each rune applied to the golem counts toward the maximum

runes drawn, and the golem gains the benefits of the rune

instead of you.

Runic Wings. Prerequisite: 11th level Artificer. Incompatible

with Expanded. You add rune engraved wings to your

Warforged Golem, granting it a flying speed of 20 feet.

Warfare Routines. Your Warforged Golem gains one Fighting

Style choosing from Duelling, Great Weapon Fighting,

Defence, or Archery.

Stabilization. You increase the resilience and stability of your

Warforged Golem. It gains proficiency in Constitution Saving

Throws and has advantage against saving throws to be

knocked down.

Warforged Apprentice. Prerequisite: Mark of Life. 15th level

Artificer.

Your Warforged Companion begins to apply its abilities to

learn new things, gaining a class level in a class of your

choosing. Your Warforged Companion gains all the first level

features of a class of your choice. This does not include health

or class proficiencies (for example, selecting Fighter grants

only Fightiny Style and Second Wind).

Warforged Adept. Prerequisite: Warforged Apprentice.

Your growth as a Runesmith is such that your creation is

capable of learning and adapting even more skills. It gains all

the second level features of the class you selected for the

Warforged Apprentice upgrade. This does not include health

or class proficiencies (for example, selecting Fighter grants

only Action Surge).

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WarsmithA Warsmith is an Artificer that has turned their wondrous

talent of invention to a singular goal: making themselves a

juggernaut of war. The reasons behind this could be

benevolent or nefarious. Some Warsmiths seek to turn their

invention into a machine of death and terror; others become

the arbiter of justice and order, and others still perhaps merely

seek to refine their craft in pursuit of pure innovation.

Because few individuals would pursue such a wondrous

invention without a driven purpose to their endeavour,

Warsmiths tend to be Lawful, usually driven to their actions by

a greater purpose they seek the power to accomplish, be it

righting the wrongs or the world, or bringing it to heel beneath

their ironshod boot.

Warsmith's ProficiencyAt 1st level, you gain proficiency with heavy armor and smith's

tools.

Mechplate GauntletAt 1st level, when you take this specialization, you construct

Mechplate Gauntlet. This is a specialized Wondrous Item that

only you can attune to.

Mechplate Gauntlet

Wondrous Item, Attunement (creator only).

Weight 5 lb.

While wearing this gauntlet, you have proficiency in Martial

Weapons, unarmed strikes using this gauntlet deal 1d6

bludgeoning damage, and you learn the Shocking Grasp cantrip

and can cast it through the gauntlet.

If you lose your mechplate 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.

MechplateAt 3rd level, you've attained the Forging skill, arcane

knowledge, and mastery of tinkering to create a set of

Mechplate from a standard, nonmagical, set of heavy armor

using resources you've gathered. This process takes 8 hours

to complete, as well as place to forge and incorporates your

Mechplate Gauntlet (they do not require separate attunement).

You can create a new set of Mechplate be forging it from a

set of Platemail, in a process takes 1000 gold pieces and eight

hours.

You can create multiple sets of Mechplate, 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 Mechplate, 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.

 

Mechplate

Wondrous Item, Plate Armor, Attunement (creator only).

Armor Class (AC) 18

Strength Requirement —

Stealth Disadvantage

Weight 105 lb.

While wearing your Mechplate your Strength score increases

by 1, and your maximum Strength score increase by the same

amount. Additionally, you count as one size larger when

determining the weight you can push, drag, or lift.

A small creature wearing mechplate becomes a medium

sized creature while wearing the mechplate.

Extra AttackBeginning at 5th level, you can attack twice, instead of once,

whenever you take the Attack action on your turn.

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Standing About In Fancy Magic

Armor

How closely you model your suit to what a moretypical set of plate armor might look like can vary,but in all but most exotic settings a set ofMechplate will tend to stand out.

Consider how this might effect interactions withthe inhabitants of the world - some may be in awe,some may form devious schemes, and some maysee a threat.

Fully Customized GearStarting at 14th level, you've mastered the customization of

your Mechplate. You can immediately select two additional

upgrades that do not count against your class upgrade total

for your Mechplate.

Additionally, during a long rest, you can now swap out any

one upgrade for any other upgrade of the same level

requirements, so long as you don't have upgrade that requires

the upgrade you are removing as a prerequisite, or an

incompatible upgrades.

Mechplate UpgradesAccelerated Movement

You reduce the weight of your Mechplate’s bulk and

increase the power to joints. The Mechplates weight is

reduced by 15 lbs. While wearing your Mechplate your speed

increases by 10 feet. This applies to all movement speeds you

have while wearing your armor. You can apply this upgrade up

to 2 times.

Active Camouflage. Prerequisite: 5th level.

As an action, you can activate active camouflage causing

your suit to automatically blend into its surroundings. This

lasts until deactivated. While this active, you are considered

lightly obscured, and can hide from a creature even when they

have a clear line of sight to you. Wisdom (Perception) checks

to find you that rely on vision are made with disadvantage.

Adaptable Armor

You integrate deployable hooks and fins into your armor,

augmenting its mobility. While wearing your Mechplate you

gain a climbing speed equal to your walking speed, and you

can move up, down, and across vertical surfaces and upside

down along ceilings, while leaving your hands free.

Additionally, you gain a swim speed equal to your walking

speed.

Arcane Visor. Prerequisite: 15th level. Prerequisite:

Darkvision Visor

You add a heavily enchanted visor to your Mechplate that

augments your vision. The Visor has 6 Charges.

Once it is integrated into your armor, you can use an Action

to expend 1 or more of its Charges to cast one of the following

Spells from it, using your spell save DC: See Invisibility (2

charges) or True Seeing (4 charges).

It regains all charges on a long rest.

 

Armor Class. Prerequisite: 5th level.

You inforce the structure and materials that make up your

Mechplate. Your Mechplate's Armor Class (AC) increases by 1.

You can apply this upgrade up to 3 times.

Cloaking Device. Requires Active Camouflage.

You install an Arcane Cloaking device on your Mechplate .

This device has 4 Charges. You can expend 1 or more charges

to cast one of the following spells using its action: Invisibility

(2 charges), Greater Invisibility (4 charges).

It regains all charges after a long rest.

Darkvision Visor

While wearing your Mechplate, you have darkvision to a

range of 60 feet. If you already have darkvision, this upgrade

increases its range by 60 feet.

Collapsible. Prerequisite: 5th level. Incompatible with Piloted

Golem

Your Mechplate can collapse into a case for easy storage.

When transformed this way the armor is indistinguishable

from a normal case and weighs 1/3 its normal weight. As an

action you can don or doff the armor, allowing it to transform

as needed.

Energy Surge

You upgrade your Mechplate gauntlet to support delievering

a energy surge. You can use a bonus action to overcharge your

gauntlet, and the next Shocking Grasp or Force Blast you hit

an enemy with during that turn deals an additional 1d8

lightning damage and knocks a Large or smaller target 10 feet

directly away from you.

Flame Projector. Prerequisite: 9th level. Incompatible with

other projectors.

The Projector has 6 Charges. Once it is integrated into your

armor, you can use an action to expend 1 or more of its

Charges to cast one of the following Spells from it, using your

spell save DC: Burning Hands (1 charge), Fireball (3 charges),

or Wall of Fire (4 charges).

It regains all charges on a long rest.

Flash Freeze Capacitor Prerequisite: 11th level.

Incompatible with other capacitors.

You install a capacitor that builds an icy chill until it

unleashed in a deadly burst. As an action, you can unleash it,

casting Cone of Cold, and the area effected freezes, becoming

difficult terrian until the start of your next turn.

Once you use this ability, you cannot use it again until you

complete a long rest.

Flight Prerequisite: 9th level.

You integrate a magical propulsion system, integrated in

into your Mechplate. While wearing your Mechplate you have

a Magical flying speed of 30 feet.

Force Blast

You upgrade your Mechplate 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. The range is 30 feet. You are proficient in this

weapon. When you take the attack action, you can use this

ranged spell attack in place of any attack made.

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Grappling Reel

Your Mechplate gains an integrated grappling reel set into

your gauntlet. As 1 attack or 1 action, you may target a

surface, object or creature within 30 feet. If the target is Large

or Smaller, you can make a Grapple check to pull it to you and

Grapple it on success. Alternatively, if the target is Large or

larger, you can choose to be pulled to it, this does not grapple

it.

Integrated Weapon

You integrate a melee weapon into your Mechplate. When

you apply this upgrade you must have a weapon to integrate,

and you must choose where on your armor the weapon is

located. The weapon cannot have the Heavy property. You are

proficient with this weapon. As a bonus action you can

activate the weapon.

You must treat it as though you are wielding it with one

hand, but you cannot be disarmed of it. Once activated, you

can use this weapon when you take the attack action, and it

does not require the use of a hand or your mechplate gauntlet.

You can apply this upgrade multiple times, selecting a new

weapon and new location on your armor to install it.

Integrated Attack. Prerequisite: 9th level. Prerequisite

Integrated Weapon.

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.

Lightning Projector. Prerequisite: 9th level. Incompatible

with other projectors.

The Projector has 6 Charges. Once it is integrated into your

armor, you can use an action to expend 1 or more of its

Charges to cast one of the following Spells from it, using your

spell save DC: Thunderwave (1 charge), Lightning Bolt (3

charges), or Storm Sphere (4 charges).

It regains all charges on a long rest.

Mechsuit. Incompatible with Piloted Golem and Sealed Suit

upgrades.

You rebuild your Mechplate to remove the heavy plating.

You can retain all benefits and upgrades of the Mechplate, but

now serves only as Medium armor, providing a base of 15 AC,

and its weight is reduced to 40 lbs.

Piloted Golem. Prerequisite: Fully upgraded Powered Limbs.

Incompatible with Collapsible.

You enlarge your Mechplate, turning it into a piloted

mechanical golem. Your size category when wearing the

armor increases by one, and you have advantage on Strength

checks and Strength saving throws.

Powered Limbs

You upgrade frame and limbs of your armor. The bonus

your Mechplate grants to your Strength score and maximum

Strength score increases by 1 while wearing this armor. You

can apply this upgrade up to 3 times.

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.

Power Fist.

You upgrade your Mechplate gauntlet to reflect a

commitment to using it to punch things, with increased

reinforcement and weight, and better arm support from your

suit. Your Mechplate gauntlet's unarmed strike is upgraded to

deal 1d8 bludgeoning damage and gains the Special properity.

Special: When you make an attack roll, you can choose to

forgo adding your Proficiency modifier to the attack roll. If the

attack hits, you can add double your Proficiency modifier to

the damage roll.

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 Mechplate. 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.

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Recall. Prerequisite: 15th level.

When not being worn you can hide your Mechplate 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.

Resistance

You tune your Mechplate against certain forms of damage.

Choose acid, cold, fire, force, lightning, necrotic, radiant, or

thunder damage. While wearing your Mechplate you have

resistance to that type of damage. If you apply this upgrade

more than once you must choose a different damage type.

Relocation Matrix Prerequistive: 15th 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.

Sealed Suit. Prerequisite: 5th level.

As a bonus action on your turn you can environmentally

seal your Mechplate, giving you an air supply for up to 1 hour

and making you immune to poison (but not curing you of

existing poisoned conditions).

Your armor regains 1 minute of air for every minute that

you are not submerged and the armor is not sealed.

In addition to the above, you are also considered adapted to

cold and hot climates while wearing your armor, and you’re

also acclimated to high altitude while wearing your armor.

Warsmith Variant: Self-Forged

An alternative approach for the Warsmith that yourDM may allow you to take is the Self-Forged. Whilea traditional Warsmith is a creature wearingMechplate, for a creature that purely values combatreadiness, these upgrades can be integrated moredirectly, starting by simply replacing one of yourhands with the Mechplate Gauntlet, and continuingto directly applying upgrades and replacing parts ofyour body as appropriate.

A Self-Forged can use the full Warsmith ruleswith the following changes.

Your Mechplate Gauntlet and your Mechplateare integrated into your body.You cannot unequip or stow your Mechplate.The upgrades "Expanded," "Collapsible" and"Recall" are not available.You do not incur any recovery penalities fromresting in your Mechplate.

Sentient Armor

You install an artificial personality into your Mechplate,

making it a sentient item. This sentience assists you in all

ways. The bonus your Mechplate grants to your Intelligence

score and maximum Intelligence score increases by 1 while

wearing this armor. You can apply this upgrade up to 2 times.

Additionally, when this is fully upgraded, you cannot be

surprised while wearing your Mechplate.

Sun Cannon. Prerequisite: 15th level Artificer.

You install a sun cannon into your mechplate, allowing for

emmiting devestating solar lazer blasts. As an action, you can

cast Sunbeam without expending a spell slot.

Once you use this ability, you can not use it again until you

complete a long rest.

Virtual Wizard Prerequisite: 15th level. Prerequisite: Fully

upgraded Sentient Armor. While wearing your Mechplate,

your Mechplates built in intelligence assists your spell casting.

Your spell save DC and spell attack bonus are each increased

by 2.

WandsmithA wandsmith is an Artificer who has mastered a technique,

more than a singular invention. The technique of quickly

forging powerful Wands.

A wandsmith is a dangeorus opponent, quick on their feet

and quicker with a magic spell from one of their wands. A

wandsmith is a constant balance of extensive preperation and

lightning quick reflexes and thinking.

A Wandsmith can come from any walk of life, a scholar of

magic or an outlaw taking arcane shortcuts for potent results.

Wandsmith's ProficiencyWhen you choose this specialization at 1st level, you gain

proficiency with woodcrafter's tools and jeweler's tools.

Additionally, when using wondrous item Wand that has rolls

a d20 when the last charge is consumed, rolling a 1 on that

roll will no longer result in that wand being destroyed.

Blasting RodAt 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 spell. 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.

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.

SpellmanualAt 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.

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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.

If you would like to select a different spell from your

Spellmanual for one of your wands, you can discard a wand of

the appropriate level and forge a new wand in a process that

takes 200 gold pieces of materials for research and crafting,

as well as eight working hours, at the end of which you have a

wand for a different spell for that upgrade slot.

Learning Spells of 1st Level and HigherEach time you gain a artificer level, you can add one wizard

Spells of your choice to your Spellmanual for free. Each of

these Spells must be of a level for which you have Spell Slots,

as shown on the Artificer table.

On your adventures, you might find other Spells that you

can add to your Spellmanual. For each level of the spell, the

process takes 2 hours and costs 50 gold pieces.

Wands AkimboStarting at 5th level, when you use your action to cast a spell

using charges of a 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 when you

would normally be able to draw or stow only one.

Masterwork WandsStarting at 14th level, If you use a wand you made 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 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.

Wandsmith UpgradesMagical Wand.

You create a new Wand that you can infuse with a Spell of

1st level or higher 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 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 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.

How to get high level spells?Astute players will note that you can only add spellsof a level you can cast through leveling to your SpellManual, but you cannot cast a 5th level spell untilhigher level than Magical Rod upgrade becomesavailable. Spells for Magical Rods will primarily haveto be found in the wild, in the form of scrolls andcopied into your Spellmanual that way.

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Artificer Spell List

Additional NotesMulticlassing

Should you want to multiclass into Artificer, the prerequisites

and proficiencies are listed below:

Prerequisite: 13 Intelligence.

Proficiencies gained: Arcana skill.

For the purpose of multiclassing and spell slots, add half

your Artificer levels rounded down when calculating your

Spell Slots on the multiclassing spells slots table (like Paladin

or Ranger).

Credits

Artificer as a class was created by Wizards of the Coast.

All images are randomly taken from the internet:

Class image credit: theDURRRRIAN on deviantart.

Alchemist image credit: Pathfinder Alchemist.

Gunsmith image credit: Privateer Press.

Runesmith image credit: Wizards of the Coast.

Mechplate image credit: theDURRRRIAN on deviantart.

Wandsmith image credit Wizards of the Coast

1st LevelAlarmCatapult

Comprehend LanguagesCure Wounds

Detect MagicDisguise Self

Expeditious RetreatFalse LifeFeather FallGreaseIdentifyIllusory ScriptFalse LifeJumpLongstriderSanctuarySnareUnseen ServantTenser’s Floating Disk

2nd Level

AidAlter SelfArcane LockBlurCloud of Daggers

DarkvisionEarthbindEnhance AbilityEnlarge/ReduceFind TrapsHeat MetalHold PersonKnockInvisibilityLocate ObjectMagic WeaponMagic MouthProtection from PoisonSee InvisibilitySpider Climb

3rd Level

Elemental WeaponFeign DeathFlame Arrows

Gaseous FormGlyph of WardingLife TransferenceLightning ArrowMagic CircleNondetectionProtection from EnergySendingTiny ServantWall of SandWater BreathingWater WalkWind Wall

4th Level

Arcane EyeDeath WardFabricateFire ShieldFreedom of Movement

Greater InvisibilityLeomund’s Secret ChestOtiluke’s Resilient SphereStone ShapeStoneskinSickening Radiance

5th Level

Animate ObjectsCreationHold MonsterLegend LoreMisleadPasswallSkill EmpowermentTelekinesisTeleportation CircleTransmute RockWall of Stone

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Change Logv1.1

Rebalanced level of upgrades

Changed upgrades to use class table.

Updated Cannonsmith's Devestating Blasts to only deal

half of Thundermonger damage, rather than half the

attack's total damage.

Misc. defunct features removed.

Added Wondrous Item Proficiency, level 7th

Added Wondrous Item Recharge, level 10

Added Wondrous Item Mastery level 18

v1.2General Changes

Added clarifying langage on the upgrades for Warsmith

and Cannonsmith that upgrades must be selected as per

the level the upgrade is recieved.

Added (creator only) tag to the attunement of the Artificer's

subclass items.

Added spells "Illusery Script" and "Snare" to their spell

list.

Fixed a lot of consistency/spell issues, editing pass thanks

to /u/Leonyx_

Warsmith ChangesAdded Warsmith Variant: Self-Forged Note.

Removed the "Heavy" Upgrade from Warsmith Mechplate

Upgrades.

Removed the "Agile Digits" upgrade from Warsmith

Mechplate Upgrades.

Reduced the total upgrades in Sentient Armor from 3 to 2,

and removed the previous +1 and +2 benefits.

Removed internal storage upgrade from Warsmith

Mechplate Upgrades.

Changed "Speed" upgrade to "Accelerated Movement".

Changed "Environmental Suit" upgrade to "Seal Suit" and

simplified language.

Runesmith ChangesChanged the Warforged Golem's Natural Armor from 12 to

14. This still does not add Dexterity without Evasive

Maneuvers.

Increased basic Dexterity of Warforged Golem to 12.

Increased base Golem speed to 25

Removed speed increase from Dexterity increases for the

Golem.

Added Iron Fortress Upgrade to Warforged Golem

upgardes.

Added Powerful Grappler to the Warforged Golem

upgrades

Cannonsmith ChangesCollapsed Advanced Ballastics and Advanced Optics into

Cannon Improvements, which is a generic +1 to attack and

damage rolls.

Combined Extended Barrel and Farsight Scope.

Changed Marking Scope to Divintion Scope in Thunder

Cannon Upgrades.

Added Echoing Booms to Thunder Cannon Upgrades

Added Synapic Feedback to the Cannonsmith upgrades.

Reduced Thunder Cannon Range to 60/120.

Added Hand Cannon upgrade to Cannonsmith.

Added Varient Upgrade: Arm Cannon.

v1.2.1Added Wandsmith, Gadgetsmith, work in progress will be

finalized with the 1.3 version.

v1.3 - view document.General Changes

Added Gadgetsmith Subclass (Gadgeteer).

Added Wandsmith Subclass (Wandslinger).

Gunsmith ChangesAdded new upgrade, Blast Shells (15th level)

Runesmith ChangesChanged the Strength and Dexterity stat increases for the

Warforged Golem to +2, but capped the strength and

dexterity of it at 18.

Added Rune of Recovery and Rune of Regeneration,

removed Rune of Resilience.

Changed Rune of Protection from +1 to All Saving throws

to +1 to AC, and +1 to All Saving Throws at 5th level.

Renamed Rune of Force to Rune of Vorpal Force

Renamed Rune of Flame to Rune of Flametongue

Added Rune of Warding as an additional option.

Wandsmith ChangesWands changed from 2 charges per long rest to three

charges per long rest.

v1.4 - view documentGeneral Changes

Added the Potionsmith (Alchemist) as a specialization

option

Numerous additional upgrades for all Artificer

specializations added.

Streamlined creating additional copies of your Wondrous

Item for Cannonsmiths and Warsmiths.

Minor expansions to spell list.

Added Arcane Reconstruction as level 6 class feature.

Cannonsmith ChangesElemental swapping is no is no longer limited to int/long

rest times for usage.

Variant Weapon Types are no longer upgrades, but can be

selected when you forge a Thunder Cannon without

additional cost.

Overchannel Capacitor upgrade added

Extended Magazine upgrade replaced with Autoloader

Upgrade

Turret Deployment upgrade added.

Shock absorber upgrade added.

Changed Thundercannon range to 60:180 from 60:120 for

better consistency with ranged weapons.

Changed Extended barrel upgrade to +30/90 from +50/50

in range.

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Gadgetsmith ChangesUpgraded Impact Gauntlet to 1d8 bludgeoning damage.

added Antimagic Shackle upgrade.

Added Zombie Wires upgrade

Added Useful Universal Key ugprade

Added Mechnical Arm upgrade

Added Element Eater upgrade.

Clarified language around Smoke Bomb. These do not

require concentration, but last a # of rounds equal to the

intelligence modifier.

Runesmith ChangesInstant Runes is now a 1/short rest ability, rather than long

rest.

Rune of Dominion now only increases the first saving

throw of a spell.

Removed exclusivity of 'Armament' upgrades.

Added Warforged Apprentice Upgrade.

Added Warforged Adept Upgrade.

Warsmith ChangesChanged the 14th level ability to "Fully Customized Gear"

and moved Reactive Armor to an upgrade (nerfed; no

longer grants resistance to bludgeoning piercing and

slashing from magical damage).

Small creatures wearing mechplate now count as Medium.

Added Mechsuit upgrade.

Added Active Camouflage upgrade.

Added Power Fist upgrade.

Added Sun Cannon upgrade.

Wandsmith ChangesWandsmiths can now change their upgrade wands with a

cost of time and gold.

Added New Magical Rod upgrade for Wandsmith artificers.

Changed Wandsmith to require using a charge of their

Wand to gain the benefits of casting a spell with it.

Reworded how the Intelligence modifier is added to

damage to avoid cases of double dipping and avoid 'the

magic missile problem'.

1.5 Changes.Cannonsmith changes

Harpoon no longer requires a strength check to remove,

but deals an additional 1d6 damage when they remove it.

Blast Shells; damage is now either all Thundermonger

damage to one creature hit, or half Thudnermonger

damage to all creatures hit, not both.

Potionsmith changes(...also known as Frostbloom nerfs)

Frostbloom's restrain effect on a creature ends at the end

of their next turn now, so the effect does not cause

disadvantage against the reapplication of the ability.

Frostbloom only restrains a creature that fails and is

entirely in the area of effect (making it less effective against

large or larger creatures).

Weapon coating no longer bypasses the saving throw for

instant reactions for status effects. The damage is still

applied automatically, but poisoned and restrained are still

gated behind saving throws.

Infusion Stone is "less than" not "greater than" the highest

level spell slot you can cast.

The duration of Alchemical Infusion for Concentration

spells has been shortened to a number of rounds equal to

your Intelligence modifier, not Intelligence Modifier +

Proficiency Modifier.

Mana Potion has a 9th level requirement.

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