Artificer Unchained (ar·tif·i·cer)

Core Artificer Class modified by Sage Young (Ser Nurp) (with certain features drawn from KibblesTasty’s Artificer/Inventory class.)
Version: 1.2
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

Artificer’s Role

As an artificer you work best as a magical support to your team, by both outfitting your team with superior gear to fit a given situation, or through the spells with which you cast, you can work through a variety of situations.

Creating an Artificer

When creating an artificer, 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 their inventions bring? 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 world, and what they represent. Consult with your DM regarding guilds or societies your character might belong to.

QUICK BUILD

You can make an artificer quickly by following these suggestions. First, make Intelligence your highest ability score. Depending on whether you want to focus on agile and dodgy, yet lightly armored combat or heavy striking and heavily armored combat choose either Dexterity or Strength respectively. It is important to hold a decent Constitution score to maintain your focus and vigor while in demanding situations. Lastly, choose the Guild Artisan background.

Multiclass

  • Ability Score Multiclass Requirements: Intelligence 13
  • Multiclass Proficiencies Gained: Light armor, medium armor, shields, thieves’ tools, tinker’s tools.
  • Spellcasting: Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
  • Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.
  • Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
  • Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
  • If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.
  • For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects.

The Artificer Unchained Table

 

Class Features

As an artificer, you gain the following class features.

Hit Points

  • Hit 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

Proficiencies

  • Armor: Light armor, medium armor, and shields
  • Weapons: Simple weapons, Scepter, Staff, Wand, and one martial weapon of your choice.
  • Tools: Thieves’ Tools, Tinker’s Tools, and one other toolkit of your choice.
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Gossip, History, Investigation, Linguistics, Medicine, Nature, Perception, Sleight of Hand, or Tactics.

Equipment

You begin the game with a coin pouch containing 125 gp; you can spend this coin, along with your starting wealth from other traits and features, to purchase your starting equipment from the options found within the equipment guide.   Alternatively, if you are starting in a non-Living World game, and your DM allows, you can choose to instead start with the following equipment, in addition to the equipment granted by your other traits and features:
  • Any two simple weapons of your choice.
  • a light crossbow and 20 bolts.
  • Your choice of studded leather armor or scale mail.
  • Thieves’ tools, one toolkit of your choice, and a dungeoneer’s pack.

Artificer Knowledge

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As an artificer you find that you hold a special knack for identifying and locating magic that resides within the world, both upon the creations of others and from the world itself. You gain the ability to cast the spell Detect Magic and Identify as a ritual, you do not need either of these spells to cast them in this way.

Essence

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As an artificer you gain the ability to imbue items with raw magical essence that can increase the magic power of an item. Essence can be used to apply enchantments to an item, or turn a simple mixture into a consumable magical item.

Essence Available

An artificer has an amount of Essence available to them as shown on table: The Artificer Table. Each essence is considered a Wild Reagent, meaning that the Essence can hold any Enchantment category chosen by the artificer at time of application.
Whenever you would finish a long rest, you can touch a number of objects up to your Proficiency bonus and imbue them with your magical essence, temporarily adding enchantments to them. In the case of consumables, you make a number of consumable magic items equal to a single batch of the desired item type. If the desired magical enchantment requires Attunement, you can attune yourself to the item the instant you infuse your magical essence into it. If you decide to attune to the item later, you must do so using the normal process for attunement. A single item can hold no more than half of your Proficiency bonus in enchantments.
Your essence remains within the imbued magical item indefinitely, or in the case of consumables, until they are consumed. Should you die, the imbued essence vanishes after a number of days equal to your Intelligence modifier (minimum 1 day).
Any item imbued by your magical essence bears the symbol of your maker’s mark; this mark cannot be hidden through magical means, and marks the item as only a temporary enchantment. Whenever you complete a long rest, you can reassign your essence following all rules of this feature. Enchantment restrictions are given below under Essence Enchantments.
Spell Scrolls made from this feature, cannot be used to copy spells to your spellbook.
The magical enchantments produced by this ability cannot be replicated through any means, thus they cannot be used for enchanting.

Magical Tinkering

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At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have some kind of toolkit in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away with ease (DC 14 Wisdom (Perception) check up to 20 feet away, with a +4 increase to the DC for every 20 feet thereafter). You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

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You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically some kind of toolkit, such as thieves’ tools or smith’s tools—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. Alternatively, you can use any item imbued with your Essence feature as a spellcasting focus.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence 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

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Discovery

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Starting at 2nd level, an artificer learns a suite of powers known as discoveries, that grant them new abilities or alter their current abilities. You gain one discovery of your choice when you attain this feature, you gain an additional discovery at 5th, 7th, 9th, 12th, 15th, and 18th level, as noted on table: The Artificer Table. You cannot select an individual discovery more than once, unless otherwise noted, and you must follow all prerequisites of the desired Discovery to select it.

Field of Study

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Artificers have a variety of branches of study that hold their interests. Starting at 3rd level, choose a specialization in one of the following fields of study; Armorer, Artillerist, Mechanist, Physician, or Warsmith. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.

The Right Tool for the Job

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At 3rd level, you learn how to produce exactly the tool you need: with any toolkit with which you are proficient in, you can magically create one toolkit set in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

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When 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.

Expertise

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Starting at 6th level, choose two of your skill or toolkit proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Rapid Imbuement

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Starting at 6th level, you can assign your Essence as an action to up to your Proficiency bonus items, even drawing from your already assigned Essence, transferring its power to the newly imbued item. Any item that no longer holds the Essence required to empower its imbuements loses access to these powers. This feature otherwise functions as the Essence feature.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flash of Genius

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Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Hidden Cache

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At 7th level, an artificer can create a cache in the astral plane to store their personal equipment. You can cast the spell Secret Chest without expending its costly material components. You can cast this spell without expending a spell slot; however, you can only have one secret chest in existence at any one time gained from this feature.

Magic Item Adept

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When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual raw enchanting materials, this stacks with Efficient Enchanting.

Spell-Storing Item

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At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).
  While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant

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At 14th level, your skill with magic items deepens more:
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Magic Item Master

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Starting at 18th level, you can attune to up to six magic items at once.

Soul of Artifice

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At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to sacrifice 30 Essence, causing you to drop to 1 hit point instead of 0. Any enchantments that were tied to these 30 Essence are lost. You can use this feature once; regaining its use after completing a short or long rest.

List of Discoveries

Given herein is a list of discoveries that an Artificer can take as a part of their Discovery feature. Show Spoiler

Call Item

As an action, you can call an item to your hand that is no further than 100 feet away and within sight. Items in your Hidden Cache count as being in within range and in sight. If the item is in the possession of an unwilling creature, and not worn by the unwilling creature, you can spend 2 points of unspent Essence to force that creature to make a Strength saving throw against your Artificer spell save DC or have the item removed from their grasp and placed within your own.

Crafter

  • Prerequisite: Expertise in the desired tool, or kit.
The artificer gains the Master Craftsman feat as a bonus feat. You can select this discovery multiple times. Its effects do not stack. Each time, select a new tool to be tied to this feat.

Deadeye

You can enhance an attack you are about to make with your stored Essence; that attack is made with Advantage. This ability costs 4 points of unspent Essence to activate.

Duelist Weapon

Whenever you wield an Essence imbued weapon, that weapon gains up to 2 weapon properties of your choice, with the cost of an individual desired weapon property being no more than your Proficiency bonus. The chosen weapon properties must be from that weapon’s property list.

Efficient Enchanting

Whenever you would attempt to create a magic item or construct, you can supplement a portion of the cost with your Essence. You can spend an amount of unspent Essence equal to the highest Σ strength of the desired item, if you do so, the cost of the required raw enchanting materials is decreased by 25 percent, rounding up.

Focus Combatant

  • Prerequisite: Artificer level 5+.
Whenever you use a magical implement, such as a wand, scepter, or staff as a melee weapon and you hit a valid target with the implement, you can expend a bonus action to cast a spell from the implement with the target of the triggering attack as the target of this spell.

Focus Empowerment

  • Prerequisite: Artificer level 9+.
Whenever you use a magical implement, such as a wand, scepter, or staff, that holds spell charges, and you expend 1 or more charges; you can expend an additional charge to cast the desired spell, one spell level higher than normal, you can do this up to the 10th level.

Focus Mastery

  • Prerequisite: Artificer level 7+.
Whenever you use a magical implement, such as a wand, scepter, or staff, that holds spell charges, and you expend 1 or more charges; roll a d20, on a 16 or higher the charge or charges are not expended.

Homunculus Servant

  • Item: A gem or crystal worth at least 100 gp.
You learn intricate methods for magically creating a special homunculus that serves you. You must dedicate 4 points of Essence to create and maintain your Homunculus Servant. The item you imbue serves as the creature’s heart, around which the creature’s body instantly forms.
You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons, or even clay bats.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

Artificer Unchained

Homunculus Servant

Tiny construct (animated), any
Armor Class: 13
Hit Points: 1 + your Intelligence modifier + your Artificer level.
Speed: 20 ft , fly: 30 ft

STR

4 -3

DEX

15 +2

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

7 -2

Skills: Perception (Wisdom modifier plus PB x 2), Stealth (Dexterity modifier plus PB).
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft.
Languages: understands the languages you speak, but cannot speak.

  • Evasion: If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It cannot use this trait if its Incapacitated.

Actions

  • Force Strike: ranged martial attack (Atk = your spell attack modifier, range 30 ft., one target, 1d4 + PB Force damage.)

Reactions

  • Channel Magic: The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you to use this feature.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

Intuition

You can enhance an Intelligence, or Wisdom based-ability check you have just made with your stored Essence; that ability check is made with Advantage. This ability costs 4 points of unspent Essence to activate.

Mechanical Genius

You are not only an expert at creating magical items, but mundane ones as well. You increase your Craft Score when crafting mundane items by your Proficiency bonus.

Scroll Artistry

Whenever you would attempt to cast a spell from a scroll that contains a spell that is not on your spell list or that you are otherwise unable to hard cast, and you fail to cast the spell from the scroll, roll a d20, on an 11 or higher the scroll remains intact and usable.

Scroll Mastery

Whenever you cast a spell from a scroll, you can use your own Spellcasting spell DC and Attack, in place of the scroll’s.

Skilled

The artificer gains the Skilled feat as a bonus feat.

Swift Invention

Whenever you would craft or design a new object or enchanted item, you can activate this ability to have a spark of inspiration, furthering your progress in crafting the desired item. You reduce the mh requirement of the triggering item by 10 percent. An item can only be affected by this discovery once per craft.

Swift Trapper

  • Prerequisite: Artificer level 7+.
You can activate any one trap that you’ve made or placed that is within 30 feet of you as a bonus action.

Tools of the Trade

Choose one Toolkit of your choice with which you are proficient in; while using this toolkit, any Quality bonuses to your Craft Score with this toolkit are doubled. This discovery may be taken multiple times. Its effects do not stack. Choose a new toolkit each time you gain this discovery.

Transformative Weapon

Any non-firearm or alchemical weapon in your hands deals Bludgeoning, Piercing, or Slashing damage, chosen at time of attack.

Trap Expert (Ex)

  • Item: raw materials worth 50gp per spell level.
  • Prerequisite: Artificer level 5+.
Whenever you would cast a spell that requires a spell attack roll or a saving throw, you can expend a number of unused Essence equal to double the spell level to imbue the spell into a trap that you build as a part of casting the desired spell. The newly formed trapped device can hold one of five triggers, as follows:
  • Location: A location-based trap triggers when a creature or a certain amount of weight is placed upon the triggering space; typically, a 5-foot square. The triggering space can be no larger than a 5-foot square; this space increases to a space no larger than a 10-foot square at +3 Proficiency, and increases to a 15-foot square at +4 Proficiency.
  • Proximity: A proximity-based trap triggers when it detects motion within a certain distance of the trap’s trigger; typically, within 20 feet. The triggering area can be no larger than 20 feet away from the trap’s placement; this range increases to by 10 feet for every time your Proficiency bonus increases above +2.
  • Sensory: A sensory-based trap triggers when the trap trigger detects any audible, scent-based, or visual change in its environment within a certain range of the trigger. The trap has a sensor range of 15 feet for
  • every point of Proficiency you have achieved, and has a Proficiency bonus equal to your Spell Attack modifier. When you place a Sensory trap, choose which sense the trap is keyed to, only triggers of that sense can activate the trap.
  • Timed: A timed-based trap triggers when enough time has passed, typically after a number of rounds have passed; the trigger time can be no longer than a number of rounds equal to your Proficiency bonus + your Intelligence modifier. When your Proficiency bonus increases to +4, you can instead set the trigger to be a number of minutes equal to your Proficiency bonus + your Intelligence modifier. When your Proficiency bonus increases to +6, you can instead set the trigger to be a number of 10-minute intervals equal to your Proficiency bonus + your Intelligence modifier.
  • Touch: A touch-based trap triggers when something, typically a creature, comes into contact with the traps trigger.
When the trap would trigger, the spell is likewise cast, centered on the location of the triggering creature or object; if in range, otherwise the spell is cast targeting the closest space to the trap’s trigger.
So long as you maintain the essence cost of the trap, the trap remains functioning, and can be placed given 1 minute of work, and an Intelligence (Investigation) check to hide the trigger. A creature can locate your trap by making a successful Intelligence (Investigation) check with a DC equal to 1 + your Intelligence (Investigation) check made to hide the trap’s trigger; alternatively, a Wisdom (Perception) check can be used, though the DC to locate the trap is increased by 4.
 

Fields of Study

Artificers pursue a variety of disciplines. Given below is a list of fields of study that an artificer can specialize in.

Armorer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
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Armorer Features

                                      
Level Feature
3rd Arcane Armor, Armor Model, Armorer Spells, Tools of the Trade
5th Extra Attack
9th Armor Modifications
15th Perfected Armor

Arcane Armor

  • 3rd-level Armorer feature
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.   You gain the following benefits while wearing this armor:  
  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

  • 3rd-level Armorer feature
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
  Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
  You can change the armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.
Guardian
You design your armor to be in the front line of conflict. It has the following features:  
  • Shock Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 lightning or thunder damage on a hit, chosen at time of donning this armor suit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 
Infiltrator
You customize your armor for subtle undertakings. It has the following features:  
  • Lightning Launcher. A gem-like node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, you instead remove that feature of the armor.
 

Armorer Spells

  • 3rd-level Armorer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.                                            
Artificer Level Spell
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force

Tools of the Trade

  • 3rd-level Armorer feature
You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of toolkit of your choice or expertise in smith’s tools.

Extra Attack

  • 5th-level Armorer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

  • 9th-level Armorer feature
You learn how to use your artificer essence to specially modify your Arcane Armor. You gain an additional amount of Essence that can only be applied to your Arcane Armor equal to your Artificer level + your Proficiency bonus. Essence placed upon your Arcane Armor does not count against the maximum number of items imbued through your Essence feature.

Perfected Armor

  • 15th-level Armorer feature
Your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
  You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Infiltrator
Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.
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Artillerist Features

                                      
Level Feature
3rd Artillerist Spells, Eldritch Cannon, Tools of the Trade
5th Arcane Firearm
9th Explosive Cannon
15th Fortified Position

Artillerist Spells

  • 3rd-level Artillerist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.                                            
Artificer Level Spell
3rd Shield, Thunderwave
5th Scorching Ray, Shatter
9th Fireball, Wind Wall
13th Ice Storm, Wall of Fire
17th Cone of Cold, Wall of Force

Eldritch Cannon

  • 3rd-level Artillerist feature
You've learned how to create a magical cannon. Using smith’s tools, tinker’s tools, or woodcarver’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.                              
Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Blast Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Tools of the Trade

  • 3rd-level Artillerist feature
You gain proficiency with smith’s tools, tinker’s tools, or woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of toolkit of your choice, or expertise in your chosen tool.

Arcane Firearm

  • 5th-level Artillerist feature
You know how to turn a magical implement or firearm into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use chosen tool from Tools of the trade to carve special sigils into a firearm, or a wand, staff, or scepter and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. Your arcane firearm gains the Arcanum Core property if it did not already possess it; additionally, when you cast an artificer spell through the firearm, roll a d8, you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Explosive Cannon

  • 9th-level Artillerist feature
Every eldritch cannon you create is more destructive:
  • The cannon’s damage or temporary hit point rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 4d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

  • 15th-level Artillerist feature
You’re a master at forming well-defended emplacements using Eldritch Cannon:
  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.

Mechanist

A mechanist is an Inventor that has committed themselves to creating a true work of artifice, forging a constructed servant. A painstaking life ambition, they plan and design meticulously, even if in practice sometimes compromises on materials must be made. To aid in their work, Mechanists can utilize their construct servant to defend themselves or aid their allies. Show Spoiler

Mechanist Features

                                      
Level Feature
3rd Companion’s Bond, Constructed Servant, Mechanist Spells, Tools of the Trade
5th Construct Upgrade I
9th Construct Upgrade II, Improved Construct
15th Construct Upgrade III, Greater Construct, Storm of Steel

Companion’s Bond

  • 3rd-level Mechanist feature
Starting at 3rd level, your construct servant gains a variety of benefits while it is linked to you. The construct servant obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your construct servant acts on its own.
  • Your construct servant has abilities and game statistics determined in part by your level. Your construct servant uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a construct servant also adds its proficiency bonus to its AC and to its damage rolls.
  • Your construct servant gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
  • For each level you gain after 3rd, your construct servant gains an additional hit die and increases its hit points accordingly.
  • Whenever you gain the Ability Score Improvement class feature, your construct servant's abilities also improve. Your construct servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your construct servant shares your alignment and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The artificer who travels with me is a beloved companion for whom I would gladly give my life.”
Companion Traits
                                                        
D6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see a simple tool and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
Companion Flaws
                                                    
D6 Flaw
1 If there's metals left unattended, I'll eat it.
2 I am slow to trust strangers, and all people except my artificer are strangers to me.
3 Any time is a good time for a quick recharge.
4 I'm deathly afraid of water.
5 My idea of hello is a flurry of head pats, or a soul-crushing hug.
6 I provide the ultimate of high-fives to show people how much I love them. I do not realize my strength when I do so, often to the pain of those I love.

Constructed Servant

  • 3rd-level Mechanist feature
Starting at 3rd level, your tinkering has borne you a faithful companion, a construct servant. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the construct servant options below. The form you use as your construct servant’s chassis determines the creature’s appearance and statistics. With 8 hours of work and the expenditure of 50 gp worth of raw materials, you craft a construct to serve as your faithful companion.
  • Your constructed companion utilizes one of the following chassis which sets its form and function as a companion: Golem or Steel Defender.
  • At the end of the 8 hours, your constructed servant appears and gains all the benefits of your Companion’s Bond ability. You can have only one constructed servant at a time.
  • If your constructed servant is ever slain and beyond repair from the feature given below, you can repair the new companion or build a new one with the old one’s spare parts. With 8 hours of work and the expenditure of 25 gp worth of raw materials per Artificer level you possess, you construct your companion’s chassis and infuse within it the Essence of a soul. You can return a construct servant to life in this manner even if you do not possess any part of its body.
  • If you use this ability to return a former construct servant to life while you have a current construct servant, your current servant dismantles and falls apart and is replaced by the restored servant.
  • If the mending spell is cast on your construct servant, it regains 2d6 hit points, this spell can repair the servant a number of times equal to your Proficiency bonus, after which you must complete a long rest before it can benefit from this spell again; however, healing spells such as Cure Wounds effect your companion as if they were not a construct; albeit at 50% effectiveness. If your construct servant has died within the last minute, you can use your chosen toolkit as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The construct servant returns to life after 1 minute with 1 hit point.

Mechanist Spells

  • 3rd-level Mechanist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.                                            
Artificer Level Spell
3rd Hunter's Mark, Magnify Gravity
5th Blur, Shatter
9th Haste, Thunder Step
13th Gravity Sinkhole, Locate Creature
17th Passwall, Temporal Shunt

Tools of the Trade

  • 3rd-level Mechanist feature
You gain proficiency with one toolkit of your choice. If you already have this proficiency, you gain proficiency with one other type of toolkit of your choice, or expertise in your chosen tool.

Construct Upgrade I

  • 5th-level Mechanist feature
You have honed your constructed servant, providing you with 2 upgrade points with which you can spend to provide your companion with additional features.

Construct Upgrade II

  • 9th-level Mechanist feature
You have honed your constructed servant yet again, providing you with an additional 2 upgrade points with which you can spend to provide your companion with additional features. You can replace previously used upgrades with new ones.

Improved Construct

  • 9th-level Mechanist feature
You have learned how to improve your construct servant, applying these upgrades unto them to make a stronger companion, it gains the Improved Construct benefits of its chassis type, see your construct servant’s stat sheet below for more information.

Construct Upgrade III

  • 15th-level Mechanist feature
You have honed your constructed servant to its core, providing you with an additional 4 upgrade points with which you can spend to provide your companion with additional features. You can replace previously used upgrades with new ones.

Greater Construct

  • 15th-level Mechanist feature
You have learned how to improve your construct servant, applying these upgrades unto them to make a stronger companion, it gains the Greater Construct benefits of its chassis type, see your construct servant’s stat sheet below for more information.

Storm of Steel

  • 15th-level Mechanist feature
Your servant can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Physician

A Physician is an expert at combining reagents to produce mystical effects. Physicians use their creations to give life and to leech it away. This practice is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
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Physician Features

                                      
Level Feature
3rd Experimental Elixir, Physician Spells, Tools of the Trade
5th Alchemical Savant
9th Restorative Reagents
15th Chemical Mastery

Experimental Elixir

  • 3rd-level Physician feature
Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.
Creating an experimental elixir requires you to have alchemist’s supplies or surgery supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.                                                   
D6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2 Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker’s body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Physician Spells

  • 3rd-level Physician feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Physician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.                                            
Artificer Level Spell
3rd Healing Word, Ray of Sickness
5th Lesser Restoration, Melf's Acid Arrow
9th Gaseous Form, Mass Cure Wounds
13th Blight, Death Ward
17th Cloudkill, Raise Dead

Tools of the Trade

  • 3rd-level Physician feature
You gain proficiency with alchemist supplies or surgery supplies. If you already have this proficiency, you gain proficiency with one other type of toolkit of your choice, or expertise in your chosen tool.

Alchemical Savant

  • 5th-level Physician feature
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your chosen toolkit as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Restorative Reagents

  • 9th-level Physician feature
You can incorporate restorative reagents into some of your works:  
  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast cure wounds, healing word, or lesser restoration without expending a spell slot and without preparing the spell, provided you use your chosen toolkit as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. The spell is cast at the highest spell level you can normally cast.

Chemical Mastery

  • 15th-level Physician feature
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:  
  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use your chosen toolkit as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Warsmith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Warsmith is an expert at defending others and repairing both material and personnel.
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Warsmith Features

                                      
Level Feature
3rd Arcane Rejuvenation, Battle Ready, Tools of the Trade, Warsmith Spells
5th Extra Attack
9th Arcane Jolt
15th Improved Enchantment

Arcane Rejuvenation

  • 3rd-level Warsmith feature
You can as a bonus action expend up to your level plus proficiency bonus in Essence. You gain temporary hit points equal 2 x the number of Essence spent. You can do this once, regaining this use after completing a short rest. Any magical items tied to the spent Essence lose the magic gained from the lost Essence.

Battle Ready

  • 3rd-level Warsmith feature
Your combat training and your experiments with magic have paid off in two ways:  
  • You gain proficiency with martial weapons and heavy armor.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Tools of the Trade

  • 3rd-level Warsmith feature
You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tool of your choice or expertise in smith’s tools.

Warsmith Spells

  • 3rd-level Warsmith feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Warsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.                                            
Artificer Level Spell
3rd Heroism, Shield
5th Branding Smite, Warding Bond
9th Aura of Vitality, Conjure Barrage
13th Aura of Purity, Fire Shield
17th Banishing Smite, Mass Cure Wounds

Extra Attack

  • 5th-level Battle Smith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn. You can as a bonus action make a single martial attack in the same round that you have used your action to cast a spell or activate a spell-activation item, such as a scroll or wand.

Arcane Jolt

  • 9th-level Battle Smith feature
You've learned new ways to channel arcane energy to harm or heal. When you hit a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:  
  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Enchantment

 
  • 15th-level Battle Smith feature
Your essence empowers you and your companions:
  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • As an action you can spend your Proficiency bonus in Essence to extend your Essence to cover not just your own gear, but that of your allies as well. Choose up to half of your Proficiency bonus in allies (rounding down), these allies’ benefit from one enchantment created through your Essence ability so long as they remain within 30 feet of you and have in their possession an item that can hold the chosen enchantment. This extended enchantment remains in effect for 1 minute. This enchantment cannot cost more Essence than your Artificer level; however, your allies’ targeted items need not be mundane to benefit from this feature. Any imbued item that no longer holds the Essence required to maintain its enchantments lose the chosen enchantments.

Essence Enchantments

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Unrestricted Enchantments

An artificer can use their Essence to imbue an item with an enchantment of a strength no greater than Fine grade.

5th Level Enchantments

An artificer can use their Essence to imbue an item with an enchantment of a strength no greater than Excellent grade.

9th Level Enchantments

An artificer can use their Essence to imbue an item with an enchantment of a strength no greater than Superior grade.

13th Level Enchantments

An artificer can use their Essence to imbue an item with an enchantment of a strength no greater than Masterpiece grade.

17th Level Enchantments

An artificer can use their Essence to imbue an item with an enchantment of a strength no greater than Legacy grade.
Type
Artisan

Articles under Artificer Unchained


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