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Improved Artificer 5e

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0% found this document useful (0 votes)
227 views10 pages

Improved Artificer 5e

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

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IMPROVED
Artificer
A half-elf attaches the last metal plate to the small
he Y
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construct. It flies into the air and begins packing
away tools and items into its interior space, prepar-
ing to set off on another run to find spare parts and
SM
metal.
1)
A gnome adjusts his goggles as he prepares a trap of >
sticky liquids and bubbling poisons on the stone

dungeon floor. As the gnolls approach he zips away
on his grappling hook hand to await his plan in
action.

Á
A tiefling enters the abandoned room, dual pistols in
hand. A few rats skitter across the floor as she sniffs
out the magical item in this room. In the nick of time
her guns go blasting as her enhanced eyes sees the
invisible rogue in the corner preparing to strike.
The Artificer is an inventor, always tinkering and
coming up with new inventions or augmentations.
They can build on the fly, or work on projects for a a a
long period of time. They mix the study of technolo-
Early Testing
gy and magic to create wondrous items and cre-
We designed this class to be simple yet
ations of the wildest imaginations. Some made to
full ofthings to make In play we hope the
kill, others to defend; an artificer's intentions are class is fun, easy, and completely customi-
never truly clear. Many hope they are on the good -zable. Most of the inventions are custom
side of the mad inventor. made and playtested in our home games.
If anything feels unbalanced, too weak, or
This Improved Artificer is revamped from the origi- uninteresting, please feel free to give us
nal Unearthed Arcana Artificer. It has a focus on up- feedback so we can improve the class. Anot-
her note; We want the class to feel as freeing
grading and creating a specific and customized
as possible We highly recommend coming
class. You can build anything in the order you desire.
Up with your own inventions and adding
This Artificer is to feel unique and special, No two
them to the class with your DM's permission.
inventors are the same.
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THE ÁRTIFICER
Proficiency Invention Spells Spell Slots per Spell Level
Level Bonus Features Points Known 2nd 3rd 4th
1st +2 Inventions, Magic Item Analysis +2
2nd +2 Tool Expertise, Wondrous Invention +2
3rd +2 Spellcasting +2 3 2
4th +2 Ability Score Improvement, Infuse Magic +2 4 3

5th +3 Superior Attunement, Wondrous Invention +4 4 3

6th +3 +2 4 3

7th +3 +2 5 4 2
8th +3 Ability Score Improvement +2 6 4 2
9th +4 +2 6 4 2
10th +4 Wondrous Invention +6 7 4 2
11th +4 +2 8 4 3

12th +4 Ability Score Improvement +2 8 4 3

13th +5 +2 9 4 3 2
14th +5 +2 10 4 3 2
15th +5 Superior Attunement, Wondrous Invention +8 10 4 3 2
16th +5 Ability Score Improvement +2 11 4 3 3

17th +6 +2 11 4 3 3

13th +6 Ability Score Improvement +2 11 4 3 3

19th +6 +2 12 4 3 3 1

20th +6 Soul of Artifice, Wondrous Invention +10 13 4 3 3 1

CLASS FEATURES INVENTIONS


As an artificer, you gain the following class features
Starting at 1st level you can begin crafting
inventions of your design. Inventions are created
Hrr PoINTS by spending Invention Points to create any
Hit Dice: 1d8 per artificer level
inventions listed below. There are four categories of
Hit Points at 1st level: 8 + your Constitution
inventions.
modifier
Alchemy.
Hit Point at Higher Levels: 1018(or 5) + your
Arcane Firearms.
Constitution modifier per artificer level after 1st
Clockwork Construct.
PROFICIENCIES Mechanical Limbs.
Armor: Light and medium armor Each category has their own unique inventions that
Weapons: Simple weapons you can craft by spending Invention Points that are
Tools: Tinker's tools, and two other tools of your listed towards the end of this class description.
choice. At 1st Level you gain 2 Invention Points. Each level
you gain more invention points. You can choose to
Saving Throws: Constitution, Intelligence save them to stack points for a later level or spend
Skills: Choose three from Arcana, Deception, them as you wish.
History, Investigation, Medicine, Nature, Religion,
Sleight of Hand
MAGIC ÍTEM ANALYSIS
Starting at 1st level, your understanding of
EQUIPMENT magic items allows you to analyze and understand
You start with the following equipment, in their secrets. You know the artificer spells detect
addition to the equipment granted by your magic and identify, and you can cast them as rituals.
background: You don't need to provide a material component
. (a) a handaxe and a light hammer or (b) any two when casting identify with this class feature
simple weapons
. (a) a light crossbow and 20 bolts
»
(a) scale mail or (b) studded leather armor
+ tinker's tools and a
dungeoneer's pack.
TooL EXPERTISE SPELLS KNOWN OF 1sT LEVEL AND
Starting at 2nd level, your proficiency bonus is HIGHER
doubled for any ability check you make that uses You know three 1st-level spells of your choice from
any of the tool proficiencies you gain from this class the artificer spell list (which appears at the end of
this document).
WONDROUS INVENTION The Spells Known column of the Artificer table
At 2nd level, you gain the use of a magic item that shows when you learn more artificer spells of your
you have crafted. Choose the item from the list of choice from this feature. Each of these
2nd-level items below. spells must be of a level for which you have spell
Crafting an item is a difficult task. When you gain slots on the Artificer table.
a magic item from this feature, it reflects long hours Additionally, when you gain a level in this class,
of study, tinkering, and experimentation that allowed you can choose one of the artificer spells you know
you to finally complete the item. You are assumed to from this feature and replace it with another spell
work on this item in your leisure time and to finish it from the artificer spell list. The new spell must also
when you level up. You complete another item of be of a level for which you have spell slots on the Ar-
your choice when you reach certain levels in this tificer table.
class: 5th, 10th, 15th, and 20th level. The item you
choose must be on the list for your current artificer SPELLCASTING ABILITY
level or a lower level. Intelligence is your spellcasting ability for your
These magic items are detailed in the Dungeon artificer spells; your understanding of the theory
Master's Guide. behind magic allows you to wield these spells with
superior skill. You use your Intelligence whenever
2nd level: eyes of eagle, cap of water breathing, an artificer spell refers to your spellcasting ability. In
driftglobe, goggles of night, sending stones, -*:, addition, you use your Intelligence modifier when
lantern of revealing QS setting the saving throw DC for an artificer spell you
5th level: alchemyjug, bag of holding, helm of cast and when making an attack roll with one.
comprehending languages, ring of swimming,
Spell save DC = 3 + your proficiency bonus + your
robe of useful items, robe of climbing, wand of
Intelligence modifier
magic detection, wand of secrets. Spell attack modifier = your proficiency bonus +
10th level: bag of beans, chime of opening, decanter
your Intelligence modifier
of endless water, gem of brightness, dimensional
shackles, gloves of swimming and climbing, eyes SPELLCASTING FOCUS
of minute seeing, folding boat, heward's handy You can use an arcane focus as a spellcasting
Y haversack focus for your artificer spells. See chapter 5,
+
*
15th level: boots of striding and springing, brooch of "Equipment," in the Player's Handbook for various
shielding, broom of flying, ¿loves of missile arcane focus options.
snaring, hat of disguise, immovable rod, ring of
jumping, slippers of spider climbing
ÍNFUSE MAGIC
20th level: wings of flying, rod of lordly might, plate Starting at 4th level, you gain the ability to channel
of etherealness, deck of many things your artificer spells into objects for later use. When
you cast an artificer spell with a casting time of 1
SPELLCASTING action, you can increase its casting time to 1 minute.
As part of your study of magic, you gain the ability to If you do so and hold a nonmagical item throughout
cast spells at 3rd level. The spells you learn are lim- the casting, you expend a spell slot, but none of the
ited in scope, primarily concerned with modifying spell's effects occur. Instead, the spell transfers into
creatures and objects or creating items that item for later use if the item doesn't already
contain a spell from this feature.
SPELL SLOTS Any creature holding the item thereafter can use
The Artificer table shows how many spell slots you
an action to activate the spell if the creature has an
have to cast your spells of 1st level and higher. To
cast one of these spells, you must expend a slot of Intelligence score of at least 6. The spell is cast
using your spell casting ability, targeting the crea-
the spell's level or higher. You regain all expended
ture that activates the item.
spell slots when you finish a long rest.
IUO

If the spell targets more than one creature, the INVENTIONS


creature that activates the item selects the addition- Inventions can be taken at any level so long as you
al targets. If the spell has an area of effect, it is cen- spend the Invention Points listed next to the
tered on the item. If the spell's range is self, it tar- description. If an Invention can be upgraded, you
gets the creature that activates the item. must create the invention before upgrading it.
When you infuse a spell in this way, it must be
used within 8 hours. After that time, its magic fades ALCHEMY
and is wasted. You can have a limited number of in- You can craft potions, acids, and different chemical
fused spells at the same time. The number equals compounds infused with magic. Once you create a
your Intelligence modifier. alchemical compound you can continue to make
more without spending Invention Points.
ABILITY SCORE IMPROVEMENT
When you reach 4th, 8th, 12th, 16th, and 18th ALCHEMICAL FIRE
level, you can increase one ability score of your 2 Invention Points
choice by 2, or you can increase two ability scores of As an action, you can pull out a vial of volatile liquid,
your choice by 1. As normal, you can't increase an and hurl the vial at a creature, object, or surface
ability score above 20 using this feature. within 30 feet of you. On impact, the vial detonates
in a 5foot radius. Any creature in that area must
SUPERIOR ATTUNEMENT succeed on a Dexterity saving throw or take 1d6 fire
At 5th level, your superior understanding of magic damage.
items allows you to master their use. You can now This formulas damage increases by 1d6 when
attune to up to four, rather than three, magic items you reach certain levels in this class: 4th level (2d6),
at a time. 7th level (3d6), 10th level (4d6), 13th.
At 15th level, this limit increases to five magic ALCHEMICAL ÁCID
items. 2 Invention Points
As an action, you can pull out a vial of acid, and hurl
SOUL OF ARTIFICE the vial at a creature, object, or surface within 30
At 20th level, your understanding of magic items is feet of you. On impact, the vial shatters. Any crea-
unmatched, allowing you to mingle your soul with ture in that area must succeed on a Dexterty saving
items linked to you. You can attune to up to six throw or take 1d6 acid damage. A
magic items at once. In addition, you gain a +1 This formula's damage increases by 1d6 when J

bonus to all saving throws per magic item you are you reach certain levels in this class: 3rd level (2d6),
currently attuned to. 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th
level (6d6), 13th level (7d6), 15th level (8d6), 17th
level (9d6), and 19th level (1046)
HEALING DROUGHT
2 Invention Points
As an action, you can pull out a vial of healing liquid,
A creature can drink it as an action to regain 1d8 hit
points. Once a creature regains hit points from this
A alchemical formula, the creature can't do so again
until it finishes a long rest.
This formula's damage increases by 1d8 when
you reach certain levels in this class: 3rd level (2d8),
5th level (3d8), 7th level (4d8), 9th level (5d8), 11th
level (6d8), 13th level (748), 15th level (8d8), 17th
level (948), and 19th level (1048)
SMOKE STICK ARCANIC FIREARMS
2 Invention Points With your skills as an engineer, you can craft rifles,
As an action, you can pull out a stick that produces a guns, and pistols. Each firearm has unique upgrades
thick plume of smoke. You can hold on to the stick and special abilities. The firearms are built
or throw it to a point up to 30 feet away as part of specifically for you and can look however you desire.
the action used to produce it. The area in a 10-foot
ÁMMO
radius around the stick is filled with thick smoke Ammunition for the firearms can only be crafted.
that blocks vision, including darkvision. The stick The materials cost 5gp for every 10 rounds. You
and smoke persist for 1 minute and then disappear. must spend 1 hour of down time and use your
After using this formula, you can't do so again for 1 tinker's tools to craft the ammo out of the materials.
minute. Ammo is universal and can be used for any gun.
MISFIRE
Due to the chaotic and unpredictiable sciences
SWIFT STEP DRAUGHT
2 Invention Points involved in these machines, they can backfire when
As a bonus action, you can pull out a vial filled with you least expect it. If you roll a natural 1 when
a bubbling, brown liquid. As an action, a creature attacking with any firearm, you misfire. Roll a D6, if
can drink it. Doing so increases the creature's speed you roll a 1 through 5 the shot is a dud and requires
by 20 feet for 1 minute. If not used, its contents spoil an extra action to fix. If you roll a 6 the firearm back-
after 1 minute. After using this formula, you can't do fires. You must succeed a dexterity saving throw or
so again for 1 minute. take the weapon damage. If you succeed you take
half damage.
TANGLEFOOT BAG If anyone other than you attempts to use the
2 Invention Points weapon, it automatically misfires.
As an action, you can pull out a bag filled with
writhing, sticky black tar and hurl it at a point on the DuaL PISTOLS
ground within 30 feet of you. The bag bursts on 2 Invention Points
impact and covers the ground in a 5-foot radius with You craft two pistols that fire rapidly but take long to
sticky goo. Any creatures caught in the area must reload. Your attack bonus while using the pistols is
succeed a dexterity saving throw or become your dexterity modifier + proficiency. The pistols
restrained. That area becomes difficult terrain for 1 operate as if dual wielding; they use seperate at-
minute, and any creature that starts its turn on the tacks but do not add a bonus to AC.
ground in that area has its speed halved for that Damage: 1d4 piercing damage + INT modifier.
turn. After using this formula, you can't do so again Range: 50/100
for 1 minute. Rate of fire: Reload every 3 shots per pistol.
Reload time: 1 action to reload both pistols.
THUNDERSTONE Weight: 3lbs each
2 Invention Points Upgrades:
As an action, you can pull out a crystalline shard 1 Invention Point Increase rate of fire to 5 shots.
and hurl it at a creature, object, or surface within 30 2 Invention Points: Increase damage dice to a d6.
feet of you. The shard shatters on impact with a 2 Invention Points: All ammo fired from pistols
blast of concussive energy. Each creature within 10 becomes magical for overcoming resistances.
feet of the point of impact must succeed on a 3 Invention Points: Increase damage dice to a d8.
Constitution saving throw or be knocked prone and (requires damage upgrade to d6)
pushed 10 feet away from that point. Any 3 Invention Points: Increase reload speed to a
spellcasters that are concentrating on a spell must bonus action.
succeed a concentration check at disadvantage if Rapid Fire 3 Invention Points: You can fire both
within the area of affect. pistols again in one round (4 attacks). You can do
this as many times as your Intelligence modifier per
long rest.
BLUNDERBUSS SNIPER RIFLE
2 Invention Points 2 Invention Points
You craft a firearm with a short range and large You craft a rifle made for long range, steady
barrel which is flared at the muzzle that can pack a accuracy, and deadly precision.
large punch. Your attack bonus while using the
Your attack bonus while using the sniper rifle is your dexterity modifier + proficiency.
blunderbuss is your dexterity modifier + proficiency. The sniper rifle requires two hands to operate.
The blunderbuss's damage changes based on the Damage: 1010 + Intelligence modifier.
range at which you fire it. Range: 150/300
The blunderbuss requires two hands to operate. Rate of fire: Reload every 3 shots.
Damage: Reload time: 1 action.
Any range: 1d6 piercing damage. Weight: 10lbs.
Within 20ft: 2d6 piercing damage. Upgrades:
Within 10ft: 3d6 piercing damage. 1 Invention Point Increase rate of fire to 5

Range: 30/60 shots.


Rate of fire: Reload every 2 shots. 2 Invention Points: Increase range to 300/450.
Reload time: 1 action. 2 Invention Points: All ammo fired from
Weight: 8lbs. sniper rifle becomes magical for overcoming
Upgrades: resistances.
2 Invention Points: Increase rate of fire to 4 2 Invention Points: Increase damage to 2d10.
shots. 3 Invention Points: Increase damage to 3d10.
2 Invention Points: Increase rate of fire to 6 (requires damage upgrade to 2d10)
shots. (requires rate of fire upgrade to 4 shots) Aimed Fire 4 Invention Points: You charge the rifle
2 Invention Points: All ammo fired from with magical energy to aim precisley for a weak
blunderbuss becomes magical for overcoming spot. If you hit when attacking with this rifle, you
resistances. can turn the hit into an automatic critical. You can
2 Invention Points: Increase damage dice to d8. use this ability as many times as your Intelligence
3 Invention Points: Increase damage dice to d10. modifier and resets each long rest.
(requires damage upgrade to d8)
Knockdown 2 Invention Points: You can charge CLOCKWORK CONSTRUCT
your shot with some magical energy. When you Being a master tinkerer, you can bring to life a
attack and you hit, target creature makes construct that does your bidding. The construct is
a dexterity saving throw or is pushed made of metal, clockwork, and magic. It can look
7 10 ft away and knocked prone. You however your desire, and can have any sort of
can use this ability as many times as personality you want to give it (if it has one).
your Intelligence modifier, and resets When you invent any new construct, you also
each long rest. ¿ learn the mending cantrip. Mending

can heal your construct up to your


Intelligence modifier. You also gain the ability to cast
7
mending at higher levels. Each level of spell you add
into your mending cantrip increases the healing by
1d8. You can also spend a short rest repairing your
construct by rolling its hit dice and healing it the
total you roll, or to full health during a long rest.
If the construct is killed, it can be returned to life
via revivify spell. In addition, over the course of a
long rest, you can repair a slain servant if you have
2
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 build new one with one week of work
Cca

(eight hours each day) and 1,000 gp of raw


materials.
CLOCKWORK DRONE CLOCKWORK FIGHTER
2 Invention Points 2 Invention Points
You craft a small flying construct made for discreet You craft Cca humanoid sized constrauct made for
stealth and recon. The drone follows your com- brawling and fighting. The drone follows your com-
mands and acts on your turn in combat. mands and rolls its own initiative during combat.

Clockwork Drone Clockwork Fighter


Small construct, unaligned Medium construct, unaligned

Armor Class 17 Armor Class 14


Hit Points 15 (6d4-6) Hit Points 28 (5d8)
Speed O ft., fly 50 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (1) 16 (+3) 8 (1) 1
(5) 10 (+0) 165) 16 (+3) 14 (+2) T1O*0) 1(5) 10(+0) 1(5)

Saving Throws DEX +5 Skills Athletics +5, Intimidation +3


Skills Arcana +2, History +2, Perception +4, Religion +2, Damage Immunities Poison, Psychic
Stealth +4 Condition Immunities Charmed, Deafened, Frightened,
Damage Immunities Poison, Psychic Paralyzed Petrified, Poisoned.
Condition Immunities Charmed, Deafened, Frightened, Senses passive Perception 10
Paralyzed, Petrified, Poisoned. Languages -

Senses passive Perception 14 Challenge 3 (700 XP)


Languages -

Challenge 3 (700 XP) ACTIONS


Claw Grab The drone has a claw that can grab and pick things up Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
that weigh no more than 60 pounds. creature. Hit: 11 (2d6+3) bludgeoning damage.

ACTIONS
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 6 (1d4+3) slashing damage. Upgrades:
1 Invention Point Increase Hit Points by +10
1 Invention Point: Increase Attack bonus by +1
Upgrades: 2 Invention Points: Increase Armor class by +1 to
1Invention Point: Increase Hit Points by +10 a maximum of +6.
2 Invention Points: Increase Armor class by +1 to 2 Invention Points: Construct gains multiattack.
a maximum of +6. 3 Invention Points: Increase Damage Dice to a
2 Invention Points: Increase carrying capacity by dl0
+50lbs to a maximum of +2001bs. Shrink 3 Invention Points: As a bonus action, the-
Stealth Field 2 Invention Points: As an action the drone can shrink down to the size of a few inches.
drone can turn invisible for 1 hour. It can use this The drone operates as normal and can transform
feature as many time as half your intelligence back as a bonus action when you decide.
modifier rounded down and resets each long rest. Grapple Hands 3 Invention Points: You upgrade the
Shrink 3 Invention Points: As a bonus action, the- hands of the construct that can fire up to 60ft away.
drone can shrink down to the size of a few inches. The hands are attached via rope and can pull items,
The drone operates as normal and can transform pull itself, hang from ceilings, etc.
back as a bonus action when you decide. Head Bomb 1 Invention Point: As an action the
Lockpick 2 Invention Points: You give the drone fighter can serew off its head and make a ranged
built in lockpicking tools. The drone can automati- attack. +10 to hit. If it hits, the head explodes and
cally open any non-magical locks. lt can use this fea- the target takes 5d10 fire damage € 5d10
ture as many time your intelligence modifier and bludeeoning damage. While the construct is missing
resets each long rest. its head, it moves in a random direction dictated by
Remote Detonation 1 Invention Point: As an action, a roll of a d8 when moving in combat. It costs 200gp
the drone can explode. Each creature in a 10ft
radius must succeed a dexterity saving throw or
take 10d10 fire damage, or half of much if they
to repair the head.

E
succeed. Once the drone has detonated it cannot be
brought back to life by magical means and a new
one must be crafted as described on page 6.
CLOCKWORK MOUNT MECHANICAL LIMBS
2 Invention Points
You craft a large construct in the shape of an animal You take your knowlege of construct creations and
that you can ride. The drone follows your com- engineering and apply them to your own body. You
mands and acts on your turn in combat. can augment yourself to improve aspects of your
body. Each augmentation replacing your old body
Clockwork Mount part and cannot be repaired unless by magical
Large construct, unaligned
means.
Armor Class 10 MADNESS
Hit Points 40 (4d10+12)
Chopping off arms and replacing them with magical
Speed 50 ft.
metal comes at a cost. Every time you take 3
STR DEX CON INT WIS CHA mechanical upgrades, roll Constitution save against
18 (+4) 10(+0) 16 (+3) 1(5) 10 (+0) 1
(-5)
your own DC, If you fail you gain 1 random
Skills Athletics +5
indefinite madness from the Dungeon Masters
Damage Immunities Poison, Psychic Guide that cannot be resolved except from a wish
Condition Immunities Charmed, Deafened, Frightened,
spell.
Paralyzed Petrified, Poisoned.
Senses passive Perception 10 After 3 failures, you become a construct. Losing
Languages -

all intelligence, sentience, and charisma. The DM


Challenge 3 (700 XP) takes control of your character.
Baggage Space The mount has an extra space on the inside that
can hold up to 8olbs of equipment.
FACE
ACTIONS Arcane Scent 1 Invention Point: You craft a
Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one mechanical nose that can smell if an item is magic if
creature. Hit: 6 (1d10) bludgeoning damage.
you hold it up to your nose.
1 Invention Point Know the school of magic.

Upgrades: 1 Invention Point Increase range to 30ft.


1 Invention Point: Increase Hit Points by +10
1 Invention Point: Increase carrying capacity by Mechanical Sense 1 Invention Point: You craft
+50lbs to a maximum of +5001bs. mechanical ears and gain a +3 to perception checks
1 Invention Point Give mount a horn that is that rely on hearing.
whatever sound you choose. 1 Invention Point Translates 2 languages.
1 Invention Point You craft a remote with a 3 Invention Points: As a bonus action you cannot
single button, when the button is pressed the be snuck up on or surprised for 10 minutes. You
mount comes to you as quick as possible as long can use this upgrade as many times as your
as you are on the same plane of existense. intelligence modifier and resets each long rest.
2 Invention Points: Increase Armor class by +1 to
a maximum of +6. Robotic Eye 1 Invention Point: You craft a
Shrink 3 Invention Points: As a bonus action, the- mechanical eye and gain a +3 to perception checks
drone can shrink down to the size of a few inches. that rely on sight.
The drone operates as normal and can transform 2 Invention Points: Gain a +2 to ranged attacks.
back as a bonus action when you decide. 3 Invention Points: You can see invisible
Shielding Seat 3 Invention Point You craft an creatures for 10 minutes. You can .,
interior to the mount that you can sit inside of yet use this upgrade as
still see out of. While inside the mount, you cannot many times as your
be targeted by attacks or spells, you also cannot intelligence modifier
target any creatures with spells or attacks. and resets each long * y
4
It is a bonus action to go inside or outside. rest.
Auto Mobile Mount 4 Invention Points: You craft
magical motorized wheels on the mount, replacing
the legs. This increases the speed of the mount to
80ft and gains a trample attack. One creature must
succeed a dexterity save or take 2d10 bludgeoning
damage.
ARMS TORSO
Grappling Hook Hand 2 Invention Points: You craft Armored Torso: 2 Invention Points: You replace
a mechanical hand that has a rope attached. The pieces of your flesh with metal and armor,
hand has a range of 40ft, can pull or carry up to increasing your armor class by +2.
250lbs. 2 Invention Points: Increases your maximum hit
1 Invention Point The rope becomes a rope of points by 10 to maximum of 50.
a

entanglement. 3 Invention Points: Increase your armor class


additionally by +2
Arcane Hand 2 Invention Point: You craft a me- 3 Invention Points: Replace your digestive
chanical hand that can cast spells. Choose up to 3 system, organs, and other important bits for
level 1 spells from the Sorcerer Spell List. You can magical artificer metal and remove your ability to
cast each spell once each long rest. eat food or drink water.
2 Invention Points: Choose 2 spells from level 2 3 Invention Points: Replace your blood with new
spells. magical super blood! You can no longer take
2 Invention Points: Choose 2spells from level 3 poison damage or suffer the poisoned condition.
spells. (Prerequisite: Upgrade 1) 3 Invention Points: Replace your lungs with new
2 Invention Points: Choose 2 spells from level 4 super high-tech magical resperators that oxidize
spells. (Prerequisite: Upgrade 3) your blood just the same. You no longer need to
breathe air.
Arm Guard 2 Invention Points: You craft a
mechanical hand that can create a shield. You must
ARTIFICER SPELL LIST
attune to the arm with a spell slot. As an action you 1st Level 3rd Level
can cast a spell slot into the arm to generate a alarm blink
shield. The shield grants AC bonus of +2. If the
a cure wounds fly
bonus added to your armor class is met on an attack disguise self gaseous form
roll, the shield takes damage. The shield has 30 expeditious retreat élyph of warding
hitpoints until it is destroyed. false life haste
1 Invention Point: You can cast a spell slot above jump protection from energy
Level 1 into the shield. For every level above longstrider revivity
1st the shield gains AC +1 and 10 extra hit sanctuary water breathing
points. shield of faith water walk

LEGS 2nd Level 4th Level


Calibrated Legs 2 Invention Points: You augment aid arcane eye
both of your legs which increases your carrying alter self death ward
capacity by 25 lbs. arcane lock fabricate
1 Invention Point Increases your carrying blur freedom of movement
capacity by another 25 lbs. continual flame Leomund s secrei chest
2 Invention Points: Increases your walking speed darkvision Mordenkainen's faithful hound
by +10 ft. enhance ability Mordenkainen's private sanctum
2 Invention Points: Increases your jump height by enlarge/reduce Otiluke's resilient sphere
double. invisibility stone shape
3 Invention Points: As a bonus action you can lesser restoration stoneskin
gain tremorsense for 10 minutes. You can use levitate
this upgrade as many times as your intelligence magic weapon
modifier and resets each long rest. protection from poison
rope trick
see invisibility
spider climb
CREDITS
Written by Jacob Budz and Marshall Thompson.
Original Class owned by Wizards of the Coast LLC.

Photoshop template provided by


Walrock Homebrew and DéD Homebrew Tumblr.

Art by Jesper Ejsing, Tibor Sulyok, bchart, and


scary pet.

PATREON

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