Artificer

Often mistaken for ordinary tinkerers or scholars, Artificers have only recently been recognized as a legitimate form of the Unbound, those rare individuals whose Aṣé has awakened in unexpected ways. Lacking the innate spellcasting spark of traditional Unbound, these brilliant minds achieve magical parity not through blood or blessing, but through brilliance, faith, and an ancient discipline of innovation.

Forged in the workshops of Ekur-Kadû, each Artificer is trained in a divine-mechanist tradition rooted in the fractured blueprints of a long-vanished civilization, one that fused sacred geometry, elemental manipulation, and high alchemy into world-shaping tools. Izydias, Ekur-Kadû’s founder, once speculated that their ability to evolve like other Unbound was no accident, but the emergence of a lost path: a forgotten Unbound discipline reawakened through sheer determination and ingenuity. Today, the echo of that question lingers as once-humble shopkeepers, tinkerers, and field researchers now stride onto battlefields wielding flame-slinging drones, spell-storing gauntlets, and bottles that reshape reality.

Core Progression Table

LevelProficiencyFeaturesInfusions KnownInfused ItemsElixir CapacityStored Spells
1+2Infusions, Codex, Elixircraft322
2+2-423
3+2Specialty533
4+2ASI634
5+3Stored Spellcraft (1st level)6441st
6+3Specialty7451st
7+3Arcano-Mechanical Adaptation7551st
8+3ASI8561st
9+4Stored Spellcraft (2nd level)8662nd / 1st
10+4Specialty9672nd / 1st
11+4Hyperinfusion9772nd / 1st
12+4ASI10782nd / 1st
13+5Advanced Stored Spell10882nd / 1st
14+5Specialty11892nd / 1st
15+5Grandmaster’s Codex, Epic Boon129102nd / 2nd

Core Features

(1st Level)

Infusions

At 1st level, you gain the ability to imbue mundane items with magical functions through Infusions. You start with 3 known infusions and can maintain 2 at a time. These grow in number as you level up. You learn more from the Ekur-Kadû archive.

You cannot prepare spells, but you can still use spell scrolls, wands, or other stored magic items as normal. Infusions count as non-spell magical effects for the purposes of detection and resistance.

Codex of Mechanika

You maintain a personal Codex: a formula-laden journal detailing your schematics, elixirs, and infused designs. This is required to make elixirs, craft tools, or create advanced devices. You can replace or restore your Codex with a 1-hour ritual using 25 gold worth of rare ink and parchment.

Elixircraft

You can create magical Elixirs using your alchemical skill and materials. You learn a number of Elixir Recipes equal to your Intelligence modifier (minimum 1), and can craft elixirs during a long rest using materials from your satchel.

Elixirs are not randomized. You choose which ones to make, based on known formulas.

At higher levels, you gain more options and scaling improvements, such as:

  • Elixirs persisting longer
  • AOE application
  • Stored charge elixirs (multiple doses)
  • Self-replicating catalysts

Each elixir takes 30 minutes to brew, and can be activated as a bonus action by a creature who drinks it.

(3rd Level)

Department Specialty

You select your Department of Innovation, your guild’s arcane engineering focus.

(4th level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(5th Level)

Stored Spellcraft

Beginning at 5th level, you may store a single 1st-level spell from any class into a prepared item (like a ring, bracer, or gauntlet). This becomes a device others can activate. You may use Intelligence as the casting stat. It has a number of charges equal to your Int mod + 1 (min 2), and recharges daily.

(6th Level)

Department Specialty Improvement

Your understanding or your guild’s arcane engineering focus increases.

(7th Level)

Arcano-Mechanical Adaptation

At 7th level, you choose one of the following:

  • Enhanced Armor Interface: Infused armor now grants resistance to force damage and no longer interferes with stealth.
  • Aetheric Limb Refit: Gain a mechanical limb that counts as a toolset and melee weapon.
  • Neural-Lattice Array: You may reroll a failed concentration check once per long rest.

(8th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(9th Level)

Stored Spellcraft Improvement

you may store a 2nd-level spell, and share one additional 1st-level spell. These remain the only spells you can access or provide unless obtained via magic items.

(10th Level)

Department Specialty Improvement

Your understanding or your guild’s arcane engineering focus increases.

(11th Level)

Hyperinfusion

One of your infused items gains Hyperinfused status daily. This item can hold two infusion effects at once, and may be used by another creature without attunement. You may change the chosen item after a long rest.

(12th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(13th Level)

Advanced Stored Spell

(14th Level)

Department Specialty Improvement

You've mastered your guild’s arcane engineering focus.

(15th Level)

Grandmaster’s Codex

At 15th level, your innovations are recognized across the guilds. You gain the following benefits:

  • You know +2 Infusions and +2 Elixir Recipes.
  • You can craft one additional elixir during long rests.
  • You may store a 2nd-level spell in a second item (limit 2 stored spells total).
  • Choose one: regain an infused item or an elixir during a short rest, once per long rest.

Epic Boon

Choose one from the list

General Infusions

These are standard infusions that any subclass can choose from unless otherwise noted.

Infusion NameEffect
Enhanced Defense+1 bonus to AC when applied to armor or shield.
Enhanced Weapon+1 bonus to attack and damage rolls.
Repeating ShotA simple or martial ranged weapon becomes a +1 magic weapon and doesn’t require ammo.
Returning WeaponA thrown weapon gains +1 and returns automatically to the wielder’s hand.
Boots of the Winding PathTeleport up to 15 ft. to a space you’ve occupied during the turn.
Radiant WeaponWeapon emits light and can blind on hit (once per long rest).
Resistant ArmorGrants resistance to one chosen damage type.
Repulsion Shield+1 AC, and you can push creatures away as a reaction.
Mind SharpenerPrevent failed Concentration saves (max uses = proficiency bonus).
Spell-Refueling RingRegain 1st-level spell slot (1/long rest).

Hit Points

  • Hit Dice: 1d8 per Ekur-Kadû Artificer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, firearms (if available), artisan implements
  • Tools: Thieves’ tools, tinker’s tools, one artisan’s tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor, a simple weapon, and a shield
  • A set of artisan’s tools of your choice
  • A tinker's satchel (see gear section)
  • A formula codex
  • 10 units of alchemical material (used for elixirs)

Type
Artisan
Related Locations

Articles under Artificer


Comments

Please Login in order to comment!