Improved Artificer 5e
Improved Artificer 5e
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IMPROVED
Artificer
A half-elf attaches the last metal plate to the small
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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
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metal.
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A gnome adjusts his goggles as he prepares a trap of >
sticky liquids and bubbling poisons on the stone
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dungeon floor. As the gnolls approach he zips away
on his grappling hook hand to await his plan in
action.
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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
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
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
19th +6 +2 12 4 3 3 1
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
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)
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.
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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 -
PATREON