Weirdo Whoever Plays D&D:
The Artificer, Revisited
This document of Weirdo Whoever Plays D&D introduces homebrew materials, specifically a revision of the Artificer class introduced from Unearthed Arcana.
I will be honest, I didn't like how the Artificer class turned out in Unearthed Arcana. I don't know exactly what bothered me, but maybe it was the fact that the artificer creates magic item like it's some expensive toy. From what I see, that's exactly the opposite of what 5th edition tried to do. I understand the very concept of the artificer class is such invention, I'm not trying to deny it all, but still, I thought there must be some way that could be better.
Apparently I'm not the only one, and in fact, I'm one of the last in line. But that said, I can imagine in my own ways, am I not right? So here is my re-take on the Artificer class.
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Feedbacks and Suggestions
This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever (weirdowhoever@gmail.com).
Design Note
This class uses the optional Crafting a Magic Item rules from Dungeon Master's Guide (p. 128-129). For simplicity's sake, the price for all magic items use its minimum. On the DM's discretion, some or all magic items may require additional cost for the purpose of crafting, aside from normal restrictions.
On Revising Artificer
Like I said on the left, I can't point out exactly which part of the Artificer disagrees with me, but I tried to point out some things that I found rather unsatisfactory anyways:
- The most troublesome part was free magic item on some levels. That's not how magic items work in 5th edition, that's what Wizards of the Coast set up with their own works. I revised this part a bit, and as necessary, I implemented Crafting Magic Item rules from Dungeon Master's Guide, as stated above.
- The spell list was okay for me, and the one-third spellcaster stuff was fine by me, but the class seemed rather mediocre even considering the magic items. I changed the spellcasting feature as half-level caster, and modified the spell list accordingly.
- The Mechanical Servant feature, to be frank, could be a subclass on its own, much like ranger's Beast Master. I used the Effigy Master prestige class from 3.5rd supplement Complete Arcane for this.
- I added an additional subclass for the feature, benchmarked from the Golem Armor artifact from 3.5rd System Reference Document and oh-so-many superhero flicks. The subclass is named Hextech Knight.
Artificer
A gnome sits hunched over a workbench, carefully using needle and thread to weave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extra-dimensional space springs to being in the bag's interior. She beams with pride at her newly crafted bag of holding.
A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee.
An elf scrambles over the castle's wall, Baron von Hendriks' men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape.
Masters of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, usable items.
Creating an Artificer
When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.
Quick Build
You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
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
- Weapons: Simple weapons
- Tools: Three artisan's tools of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a handaxe and a light hammer or (b) one simple weapon
- (a) A light crossbow and 20 bolts or (b) one simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather armor and two tools of your choice
Artificer Specialist
At 1st level, you choose the type of Artificer Specialist you are: Alchemist Gunsmith, Effigy Master, or Hextech Knight. Each Specialist options are detailed at the end of the class description.
Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.
Magic Item Analysis
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets.
You know the detect magic and identify spells and can cast them as rituals. You do not need to provide a material component when casting identify with this class feature.
Alchemical Initiate
Also starting at 1st level, you have an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions.
When you first acquire your Alchemist's Satchel, the satchel has uses equal to half your artificer level plus your Intelligence modifier, rounded down (minimum of one use). You can recharge one use of your Alchemist's Satchel by filling it with rare alchemical ingredients and containers for the concoction over the course of 2 minutes for each use, which can be performed over the course of short rest or long rest.
As an action, you can expend one use of your Alchemist's Satchel to reach into the satchel and pull out an Alchemical Formula option of your choice. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options.
If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.
Alchemical Formula
At 1st level, you know two Alchemical Formula options of your choice. You learn an additional formula of your choice at 7th level and again at 14th level.
To use any of these options, your Alchemist's Satchel must be within reach. You can use the formula as a part of the same action that you produced it from the satchel.
Table: The Artificer
Level | Proficiency Bonus |
Features | Spells Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Artificer Specialist, Magic Item Analysis, Alchemical Initiate (2 formulae) |
─ | ─ | ─ | ─ | ─ | ─ |
2nd | +2 | Spellcasting, Tool Expertise | 2 | 2 | ─ | ─ | ─ | ─ |
3rd | +2 | Infuse Magic, Wondrous Invention (Common, Uncommon) | 3 | 3 | ─ | ─ | ─ | ─ |
4th | +2 | Ability Score Improvement | 3 | 3 | ─ | ─ | ─ | ─ |
5th | +3 | Superior Attunement | 4 | 4 | 2 | ─ | ─ | ─ |
6th | +3 | Wondrous Invention (Rare), Artificer Specialist feature |
4 | 4 | 2 | ─ | ─ | ─ |
7th | +3 | Alchemical Initiate (3 formulae) | 5 | 4 | 3 | ─ | ─ | ─ |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | ─ | ─ | ─ |
9th | +4 | ─ | 6 | 4 | 3 | 2 | ─ | ─ |
10th | +4 | Artificer Specialist feature | 6 | 4 | 3 | 2 | ─ | ─ |
11th | +4 | Wondrous Invention (Very rare) | 7 | 4 | 3 | 3 | ─ | ─ |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | ─ | ─ |
13th | +5 | ─ | 8 | 4 | 3 | 3 | 1 | ─ |
14th | +5 | Alchemical Initiate (4 formulae), Artificer Specialist feature |
8 | 4 | 3 | 3 | 1 | ─ |
15th | +5 | Superior Attunement | 9 | 4 | 3 | 3 | 2 | ─ |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | ─ |
17th | +6 | Wondrous Invention (Legendary) | 10 | 4 | 3 | 3 | 2 | 1 |
18th | +6 | Artificer Specialist feature | 10 | 4 | 3 | 3 | 2 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 1 |
20th | +6 | Soul of Artifice | 11 | 4 | 3 | 3 | 3 | 1 |
If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
Alchemical Fire. An Alchemical Fire is a vial of volatile liquid. The liquid loses its magical properties and the vial harmlessly bursts after 1 minute.
As an action, you can hurl the vial at a creature, object, or surface within 30 feet of you. On a hit, the vial detonates in a 10-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 2d6 fire damage.
Alchemical Acid. An Alchemical Acid is a vial of acid. The acid loses its magical properties and the vial bursts harmlessly after 1 minute.
As an action, you can hurl the vial at a creature or an object within 30 feet of you. On a hit, the vial shatters on impact, and a creature must succeed on a Dexterity saving throw or take 2d8 acid damage. An object automatically takes the maximum damage from this formula.
Healing Draught. A Healing Draught is a vial of healing beverage. The beverage loses its magical properties and the vial bursts after 1 hour.
A creature can drink the vial as an action to regain 1d6 hit points. Alternatively, you can use an action throw this vial to a creature you can see within 30 feet of you. Make a ranged attack against the target, treating the vial as an improvised weapon that you are proficient in. On a hit, the vial shatters on impact, and the target regains 2d4 hit points.
Constructs and undeads cannot gain regain hit points from this formula. Once a creature regains hit points from this formula, it cannnot do so again until it finishes a long rest.
Poisonous Concoction. A Poisonous Concoction is a glass orb of volatile and toxic liquid. The liquid loses its magical properties and the orb bursts harmlessly bursts after
1 minute.
As an action, and hurl the vial at a creature or an object within 30 feet of you. On a hit, the vial shatters on impact, and a creature must succeed on a Constitution saving throw or take 2d6 poison damage and becomes poisoned for 1 minute. Constructs and undeads are unaffected by this formula.
Tanglefoot Orb. A Tanglefoot Orb is a glass orb filled with writhing, sticky black tar. The tar loses its magical properties and the orb harmlessly bursts after 1 hour.
As an action, you can throw the orb at a point on the ground within 30 feet of you. On impact, the orb shatters and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn.
Alternatively, you can use an action to throw the orb to a creature you can see within 30 feet of you. On a hit, the orb bursts, and the creature must make a Strength saving throw. On a failed save, the creature is engulfed in sticky goo, becoming restrained for 1 minute. At the end of each of its turn, the engulfed creature can make another Strength saving throw, escaping the goo on a successful save.
Thunderstone. A Thunderstone is a crystalline shard that makes a soft, buzzing noise. The shard loses its magical properties and is harmlessly shattered after 1 hour.
As an action, you can hurl this shard at a creature, object, or surface within 30 feet of you. On impact, the shard shatters with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Strength saving throw or be knocked prone and pushed 10 feet away from that point.
Spellcasting
When you reach 2nd level, you gain the ability to cast spells as a part of your study of magic. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.
Spell Slots. The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher. You know two 1st-level spells of your choice from the artificer spell list.
The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.
Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.
Spellcasting Ability. Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence modifier whenever a artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a 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
Tool Expertise
Also starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gained from this class.
Infuse Magic
When you reach 3rd level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.
You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
Wondrous Invention
Your intellectual inspiration grants you to craft a blueprint that allows you to craft specific magic items at reduced costs and efforts.
At 3rd level, you know two blueprints of magic items of your choice: One of common magic item and one of uncommon magic item. At higher levels, you gain additional blueprints of magic items of your choice: One of rare or lower rarity at 6th level, one of very rare or lower rarity at 11th level, and one of legendary or lower rarity at 17th level.
When you craft a magic item for which you have a blueprint, the time and cost for you to craft it is halved.
When you find a magic item on your adventure, you can analyze it and craft a blueprint for it. Crafting a blueprint takes half the amount of time and cost for you to craft it as normal. The cost includes the rare ink and paper for the blueprint.
Ability Score Improvement
When you reach 4th level, and again at 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 cannot increase an ability score above 20 using this feature.
Superior Attunement
At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.
At 15th level, this limit increases to five magic items.
Soul of Artifice
At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once.
Additionally, you gain a +1 bonus to all ability checks, attack rolls, and saving throws for every two magic items you are currently attuned to.
Artificer Specialists
Artificers pursue a variety of specializations. There are three typical specializations for artificers: the Mastery Alchemist, the Gunsmith, the Effigy Master, and the Hextech Knight.
Alchemist
An Achemist is an expert at combining exotic reagents to produce a variety of materials. While alchemy is one of the most common field of stdy an artificer practices, the Alchemist takes it to further degrees, concocting the most outstanding and powerful formulae.
Alchemical Adept
Starting at 1st level when you choose this specialist path, you gain some knacks in concocting alchemist formulae. You gain the following benefits:
- The time you must spend to fill your Alchemist's Satchel is halved.
- Your Alchemist's Satchel has maximum uses equal to your artificer level plus your Intelligence modifier (minimum of one use).
- You can learn more Alchemical Formula options, as described in the Expanded Alchemical Formulae below.
- When an Alchemical Formula option forces a creature to make a saving throw to avoid taking damage, the creature still takes half damage on a successful save. The creature does not suffer other effects than taking damage on a successful save.
- Your Alchemical Formula options are empowered at higher levels. For all Alchemical Formula options that deals damage or restores hit points, you roll one additional die when you reach 5th level (three dice), and again at 11th level (four dice) and 17th level (five dice).
Bonus Alchemical Formulae
Also at 1st level, and again at 6th and 14th level, you learn one additional Alchemical Formula option of your choice.
Alchemist's Choice
You can concoct one formula with the most common and mundane ingredients.
When you reach 6th level, and again at 14th level, choose one Alchemical Formula option you know. You can produce the chosen option without expending a use of your Alchemist's Satchel.
Empowered Formulae
By 10th level, when you use an Alchemical Formula option that deals damage or restores hit points, you can add your Intelligence modifier to the die roll.
Alchemical Cocktail
At 18th level, when you produce an Alchemical Formula option from your Alchemist's Satchel, you can choose two options of your choice that both targets only one creature or has the same area of effect and combine both effects in one glass orb.
Alternatively, when you produce either the Alchemical Tonic, Healing Draught, or Swift Step Draught, you can choose to produce as a glass orb filled with the vaporized contents. you can throw the orb at a creature, object, or surface within 30 feet of you. On a hit, the orb shatters, dispersing the vapor in a 10-foot radius and all creatures that inhales the vapor gains the same benefit as it has drank the formula.
The formula produced this way loses its magical properties and the orb is shattered harmlessly at the end of the turn you produced it.
Expanded Alchemical Formulae
You have learned some of the more exotic reagents and how to use them to create innovative formulae. The following Alchemical Formula options are added for you.
Alchemical Tonic. An Alchemical Tonic is a vial filled with a red, sparkling liquid. The liquid loses its magical properties and the vial harmlessly bursts after 1 minute.
As an action, a creature can drink the vial to become stimulated for 1 minute. A stimulated creature adds half your Intelligence modifier to all ability checks and saving throws it makes (minimum of +1).
Once a creature gains benefit from this formula, it cannot do so again until it finishes a short rest or long rest.
Frost Orb. A Frost Orb is a glass orb filled with freezing gas. The gas loses its magical properties and the orb bursts harmlessly after 1 minute.
As an action, you can hurl the vial at a creature, object, or surface within 30 feet of you. On a hit, the orb shatters, dispersing the gas in a 10-foot radius. Any creature in that area must succeed on a Constitution saving throw or take 2d6 cold damage, and its speed is reduced by 10 feet until the end of its next turn.
Ink Orb. An Ink Orb is a glass orb filled with black, adhesive ink. The ink loses its magical properties and the orb bursts harmlessly after 1 minute.
As an action, you can hurl the vial at a creature, object, or surface within 30 feet of you. On a hit, the orb shatters, spraying the ink in a 10-foot radius. Any creature in that area must succeed on a Constitution saving throw or becomes blinded for 1 minute.
Noise Shard. A Noise Shard is a crystalline shard that makes a soft chiming noise. The shard loses its magical properties and is shattered harmlessly after 1 hour.
As an action, you can hurl this shard at a creature, object, or surface within 30 feet of you. On impact, the shard shatters with a deafening explosion that can be heard within 100 feet. A creature within 10 feet of the point of impact must succeed on a Constitution saving throw or takes 2d6 thunder damage and becomes deafened for 1 minute.
Smoke Stick. A Smoke Stick is a stick that produces a thick plume of smoke. The stick lasts for 1 minute, after which it dissipates into thin air.
You can hold on to the stick or throw it to a point up to 30 feet away as part of the action, which can be done as a part of the same action that you produced the stick. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision.
Swift Step Draught. A Swift Step Draught is a vial filled with a bubbling, brown liquid. The liquid loses its magical properties and the vial bursts harmlessly after 1 minute.
As an action, a creature can drink the vial to increase its walking speed by 20 feet for 1 minute. Once a creature gains benefit from this formula, it cannot do so again until it finishes a short rest or long rest.
Gunsmith
A Gunsmith is a master of engineering and technological warfare. Your magnum opus is a Thunder Cannon, a unique weapon that represents your research in combining magic and science.
Bonus Proficiencies
When you choose this specialization at 1st level, you gain proficiency in medium armors and martial weapons.
Thunder Cannon
At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.
You are proficient with the Thunder Cannon, which is a ranged martial weapon with the two-handed and reloading properties. Its normal range is 150 feet, and its maximum range is 500 feet.
You can craft ammunitions for your Thunder Cannon. You can spend 1 hour and 1 gp worth of steel to craft 20 rounds of ammunition, which can be performed over the course of short rest or long rest. You can carry up to 60 rounds of ammunition in your Alchemist's Satchel. When you fire your Thunder Cannon with a round of ammunition loaded, the Thunder Cannon deals 2d6 piercing damage.
Alternatively, you can load your Thunder Cannon with one of the Alchemical Formula option you produced from your Alchemist's Satchel. You can make a ranged attack with the Thunder Cannon using the formula as ammunition, as a part of the same action that you produced the formula from the satchel. When you fire your Thunder Cannon with a formula as ammunition, the Thunder Cannon does not deal damage by itself, but the formula's effect is applied as normal. If the formula's effect allows the target to make a saving throw to avoid or resist its effect, the target automatically fails on the saving throw.
If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
Simple Ballistics
When you reach 6th level, you can use a bonus action to calculate the trajectory of your Thunder Cannon's shot, planning and executing a precise shot against a creature you can see within your Thunder Cannon's range. Until the end of this turn, the first time you make a ranged weapon attack with your Thunder Cannon against the target, you gain the following benefits:
- The attack ignores half and three-quarters cover.
- You can use your Intelligence, instead of Dexterity, for the attack and damage rolls.
- On a hit, you can deal extra 2d6 damage if you use a normal round of ammunition.
Thunderbolt Cannon
When you reach 10th level, you can fire ammunition with your Thunder Cannon with tremendous force that the ammunition pierces through multiple targets in an area.
As an action, you can make one of the following special attacks with the Thunder Cannon:
Burst Shot. You fire four rounds of ammunition, or one Alchemical Formula that has an area of effect, bursting the ammunition in a 30-foot cone centered on you. You can make this attack as a part of the same action that you produced your Alchemical Formula.
For normal ammunition, each creature in the area must make a Dexterity saving throw against your artificer spell save DC. A creature takes 4d6 piercing damage on a failed save, or half as much on a successful one.
For Alchemical Formula, the cone becomes the area of effect for the formula, and if the formula allows the creature in the area to make a saving throw, all creatures in the area have disadvantage on the saving throw.
Grenade Shot. You fire one Alchemical Formula that has an area of effect to a point within 150 feet of you. You do not need to have a line of sight to the target point, as long as the formula can physically fired and thrown to the point. You can make this attack as a part of the same action that you produced your Alchemical Formula. On impact, the formula's area of effect is doubled, and if the formula allows the creature in the area to make a saving throw, all creatures in the area has disadvantage on the saving throw.
Piercing Round. You fire one round of normal ammunition in a straight line, 5-foot wide and 60-foot long. Each creature in the line that are not behind full cover must make a Dexterity saving throw against your artificer spell save DC. A creature takes 4d6 piercing damage on a failed save, or half as much damage on a successful one.
Slightly Complicated Ballistics
When you reach 14th level, when you use the Simple Ballistics feature, you gain one of the following benefits, in addition to the benefits you gain from the Simple Ballistics:
- Attacking at long range does not impose disadvantage on your attack roll for that attack.
- When you hit the target with the attack using normal ammunition, you can force the creature to make a Strength saving throw against your artificer spell save DC. On a failed save, the target drops one item of your choice that it was holding. The object lands at its feet.
- If you have advantage to the attack roll, you can forgo that advantage to make one ranged weapon attack with your Thunder Cannon, as a part of the same bonus action you used the Simple Ballistics feature. You ignore the Thunder Cannon's loading property for this attack.
Alchemical Ammunition
By 18th level, when you fire your Thunder Cannon with an Alchemical Formula as ammunition, you can choose to deal 1d8 piercing damage with the attack, in addition to the formula's normal effect.
If you use the Simple Ballistics feature for a ranged attack you make with the Thunder Cannon and an Alchemical Formula as ammunition, the damage increases to 2d8.
Effigy Master
An Effigy Master is unmatched at their knowledge in mechanical and biological knowledge. Through numerous experiments, trials, and errors, the Effigy Master creates a contraption and brings it to an imitation of life.
Effigy
Starting at 1st level when you choose this specialization, you craft an effigy, a mechanical construct that resembles a beast and imbued with magic to imitate life at full capacity.
When you craft an effigy, you choose a beast you have seen that is no larger than Medium and that has a challenge rate of 1/4 or lower to base your effigy's exterior appearance.
After 8 hours of work, your effigy is fully functional and is magically bonded with you. Your effigy gains all the benefits of the Effigy Gimmicks feature, as described below. You can have only one effigy at a time.
If your effigy is "killed," it can be returned to life via normal means, such as with the revivify spell, or you can repair it over the course of a long rest if you have access to its body. If you repair your killed effigy, it returns to life with 1 hit point at the end of the rest. If your effigy is destroyed beyond repair, you can craft a new one by spending 8 hours and 250 gp worth of raw materials.
Effigy Gimmicks
Your effigy is magically linked to you, and gains a variety of benefits from your link and its constructed nature.
The effigy loses its Multiattack action, if it has one.
Your effigy is a construct instead of a beast. It understands any language you can speak, but it cannot speak on its own. It is immune to poison damage, and it cannot be charmed, frightened, or poisoned.
The effigy 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 companion acts on its own.
Your effigy has abilities and game statistics determined in part of your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your companion also adds its proficiency bonus to its AC and to its damage rolls.
For each artificer level you gain after 1st, your effigy gains an additional Hit Die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your effigy's abilities improve. Your effigy can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, your effigy cannot increase an ability score above 20 this way, unless its description specifies otherwise.
Your effigy's alignment is any lawful alignment of your choice. Your effigy shares your ideal, and its bond is always, "Prime Directive: Protect and serve the creator at all costs."
Effigy Upgrades
Your effigy is your creation, and as your creation, you can upgrade its capacity for your adventures.
At 1st level, you know two upgrades from the following lists, which are already implemented to your effigy upon creation. You gain one additional upgrade when you reach 6th level, and again at 10th and 14th level.
Implementing a new upgrade to your effigy takes 1 hour of maintenance and 25 gp worth of raw materials. This task can be performed over the course of a short rest or long rest.
Some of the effigy's gimmicks are powered by Hextech Core, which can be produced from your Alchemist's Satchel like your Alchemical Formula options. You can use an action to load one Hextech Core to your effigy, as a part of the same action you produced it. Your effigy can hold only one Hextech Core at a time. The Hextech Core loses its magical properties after 1 minute if it is not loaded into your effigy.
Boombox. You install a small magical gadget to your effigy's throat that can amplify its voice to tremendous degree. Your effigy can expend one Hextech Core as an action to let out a deafening sound in an area of 30-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and is not deafened.
This option's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Chatbox. You install a small magical gadget to your effigy's throat that enables your effigy to synthesize voices. Your effigy can speak any language you can speak, with a metallic voice that is easily distinguishable from natural voice.
Additionally, while your effigy is within 100 feet of you, you can use your magical link to speak through your effigy in your own voice.
Flaming Breath. You install a nozzle and a container of magical concoction inside your effigy's throat. Your effigy can expend one Hextech Core as an action to exhale the concoction, which ignites into a line of fire 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
This option's damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).
Notes on Companions
The Unearthed Arcana article "The Ranger, Revised" had some sidebars for applying some rules on your animal companions. The following rules are applied to the Effigy Master subclass:
Keeping Track of Proficiency. When you gain your companion at 2nd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.
Expanding Companion Options. Depending on the nature of your campaign, the DM might choose to expand the options for your companion. As a rule of thumb, a beast can serve as a companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.
Illuminating Eyes. You install a pair of magical lanterns in your effigy's eyes. Your effigy gains darkvision with a range of 60 feet, if it does not have it already. Also, your effigy can use a bonus action to toggle on its lantern, casting bright light in a 30-foot cone and dim light for an additional 30 feet, or toggle off the lantern.
Additionally, your effigy can expend one Hextech Core as an action to let out a blinding flash from its eye, in a 30-foot cone. Each creature within the cone must succeed on a Wisdom saving throw or becomes blinded for 1 minute.
Lightning Catcher. You install a small container in your effigy that stores lightning and connects it to its skin. Your effigy gain resistance to lightning damage.
Additionally, when a creature hits your effigy with a melee weapon attack, your effigy can expend one Hextech Core with its reaction to discharge lightning it stored, dealing 2d12 lightning damage to the attacker.
This option's damage increases by 1d12 when you reach 5th level (3d12), 11th level (4d12), and 17th level (5d12).
Porter. You install a small magical chest to your effigy's body. Your effigy can hold up to 3 cubic foot or 100 pounds of gear. The chest weighs 50 pounds, regardless of the chest's contents. Retrieving an item from the chest requires an action.
The chest is nearly indestructible, but a disintegrate spell targeted the chest can destroy it without harming anything inside it.
Propelling Nozzles. You install a number of small nozzles to your effigy's legs. Your effigy's walking speed is increased by 10 feet, and its jumping distance is doubled.
Additionally, when your effigy falls, it can use its reaction to maneuver itself with the nozzles, reducing the falling damage by three times your artificer level. If it reduces the falling damage to 0, it can land on its feet.
Security Sensor. You install a curious set of antennae and coils to your effigy's back. Your effigy can expend one Hextech core as an action to activate the sensor, detecting potential hostile entities within its proximity. For the next minute, your effigy knows the location of any beast, humanoid, or plant within 60 feet of it that is not behind total cover. It knows the type of any being whose presence it senses, but not its identity.
Combat Effigy
Starting at 6th level, your effigy's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Synthesized Defense
At 10th level, when your effigy can see you, it has advantage on all saving throws.
Synthesized Combo
When you reach 14th level, when you use an action to take the Attack action or throw one of your Alchemical Formula options, if your effigy can see you, it can use its reaction to make a melee attack.
Additionally, whenever an attacker within 5 feet of your effigy can see hits you with an attack, your effigy can use its reaction to make one melee attack against the attacker.
Empowered Effigy
By 18th level, you can produce a Hextech Core without expending a use of your Alchemist's Satchel, and your effigy can hold up to three Hextech Cores.
Additionally, your effigy gains a +1 bonus to Armor Class and all ability checks, attack rolls, damage rolls, and saving throws for each Hextech Core it holds.
Hextech Knight
A Hextech Knight is a triumph of magical and technological research, as well as humanoid factors and ergonomics. Clad in handmade armor, powered by magical power, a Hextech Knight roams the battlefield as the world trembles beneath their feet.
Bonus Proficiencies
Starting at 1st level when you gain this feature, you gain proficiencies in medium armors and martial weapons.
Hextech Armor
At 1st level, you craft a Hextech Armor, a set of armor with magical contraption built in. The magical properties of the armor grants superior defense, enhanced physical capabilities, and devastative attacks.
You are proficient in the Hextech Armor, which is a magical heavy armor that weighs 95 pounds. When worn, the Hextech Armor grants 15 Armor Class and imposes disadvantage on Dexterity (Stealth) checks. The Hextech Armor takes 20 minutes to don and 10 minutes to take off.
While you are wearing Hextech Armor, you gain the following benefits:
- You add half your proficiency bonus to your Armor Class, rounded up.
- Your carrying capacity is doubled, and your size is considered one size larger for the purpose of pushing, lifting, or dragging.
The Hextech Armor's magical properties are powered by Hextech Core, which can be produced from your Alchemist's Satchel like your Alchemical Formula options.
You can use an action to load one Hextech Core to the Hextech Armor. Your Hextech Armor can hold up to three Hextech Cores. The Hextech Core loses its magical properties after 1 minute if it is not loaded into the Hextech Armor.
While you are wearing Hextech Armor, you can use a bonus action to expend one Hextech Core loaded in the armor to power the armor's magical properties for 1 minute. While the armor is powered, you gain the following benefits:
- When you power the armor, you gain temporary hit points equal to your artificer level. You lose all temporary hit points gained this way when the power ends.
- You gain advantage in Dexterity (Acrobatics) checks and all Strength checks and saving throws.
- When you make a melee weapon attack, you can use your Intelligence, instead of Strength or Dexterity, for the attack and damage rolls.
The Hextech Armor's power ends early when you become incapacitated. You can end the power early as a bonus action.
Weaponized Hextech Armor
When you reach 6th level, you make one upgrade to your Hextech Armor. Choose one of the followings:
Charging Armor. While you are wearing the Hextech Armor, when you move at least 20 feet straight toward a creature and then immediately make a melee weapon attack against the target, the creature must make a Strength saving throw against your artificer spell save DC or falls prone. If the target falls prone, you can make one melee weapon attack against the target as a bonus action.
Powered Gauntlet. While your are wearing the Hextech Armor, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, when you power the Hextech Core, and then as a bonus action on each of your turns when you take the Attack action while the Hextech Armor is powered, you can make two unarmed strikes.
Gauntlet Cannon. You install a cannon to one of your Hextech Armor's gauntlets, with which you can load and fire a Hextech Core or an Alchemical Formula option of your choice. The gauntlet cannon has the loading property and has a normal range of 30 feet and long range of 90 feet. You can make a ranged attack with the cannon as a part of the same action that you produced the Hextech Core or the formula from the satchel.
When you hit a creature with a ranged attack using the cannon and a Hextech Core, the cannon deals 2d6 lightning or thunder damage (your choice).
When you hit a creature with a ranged attack using the cannon and an Alchemical Formula, the cannon does not deal damage by itself, but the formula's effect is applied as normal. If the formula's effect allows the target to make a saving throw to avoid or resist its effect, the target automatically fails on the saving throw.
Accelerated Hextech Armor
Starting at 10th level, while you are wearing the Hextech Armor, your walking speed is increased by 10 feet.
Additionally, while you are wearing a powered Hextech Armor, you can take the Dash action as a bonus action, and when you fall, you can use a reaction to reduce the falling damage by three times your artificer level. If you reduce the falling damage to 0, you can land on your feet.
Fortified Hextech Armor
By 14th level, upon finishing a short rest or long rest, choose one of the following damage type: bludgeoning, piercing, slashing. Until you take a short rest or long rest, while you are wearing the Hextech armor, you gain resistance to the chosen damage type.
Additionally, while you are wearing the powered Hextech Armor, you gain resistance to bludgeoning, piercing, and slashing damage.
Empowered Hextech Armor
When you reach 18th level, you can produce a Hextech Core without expending a use of your Alchemist's Satchel, and you can load up to six Hextech Cores to the Hextech Armor.
Additionally, when you power your Hextech Armor, you can gain a +5 bonus on one ability check, attack roll, or saving throw that adds your proficiency bonus, if you make before the start of your next turn. You lose this benefit if the Hextech Armor's power ends early.
Artificer Spells
1st Level
- alarm
- cure wounds
- disguise self
- expeditious retreat
- false life
- jump
- longstrider
- sanctuary
2nd Level
- alter self
- arcane lock
- blur
- continual flame
- darkvision
- enhance ability
- enlarge/reduce
- invisibility
- lesser restoration
- levitate
- magic weapon
- protection from poison
- rope trick
- see invisibility
- spider climb
3rd Level
- blink
- fly
- gaseous form
- glyph of warding
- haste
- protection from energy
- revivify
- water breathing
- water walk
4th Level
- arcane eye
- death ward
- fabricate
- freedom of movement
- Leomund's secret chest
- Mordenkainen's private sanctum
- Otiluke's resilient sphere
- stone shape
- stoneskin
5th Level
- animate objects
- antilife shell
- Bigby's Hand
- contact other plane
- creation
- passwall
- teleportation circle
- wall of force
Multiclassing
On the DM's discretion, you can multiclass in the artificer class, as described in Player's Handbook (page 163-165). If you do so, the following rules are applied.
Prerequisites
To qualify for an artificer class, you must meet the ability score proficiencies for the artificer class, as shown in the table below.
Table: Multiclassing Prerequisites
Class | Ability Score Minimum |
---|---|
Artificer | Intelligence 13 |
Proficiency Bonus
When you multiclass into the artificer class, you gain the following proficiencies as shown in the table.
Table: Multiclassing Proficiencies
Class | Proficiencies Granted |
---|---|
Artificer | Light armor, one skill or artisan's tool of your choice |
Class Feature: Spellcasting
When you multiclass into the artificer class and gain the Spellcasting feature from both the artificer class and other classes, you add half your levels (rounded down) in the artificer class when you determine your available spell slots.
Credits
All contents are created by Created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.
Special thanks to /u/butWhoWasBee, /u/mgibso33, and /u/SwEcky for feedback.
Artificer. Revised from Unearthed Arcana article "The Artificer".
Gunsmith. The Steady Aim and Rapid Shot features are taken from Unearthed Arcana article "Fighter".
Effigy Master. Converted from 3.5rd edition supplement Complete Arcane. I already made a wizard subclass out of this one in Weirdo Whoever Plays D&D: artilce "Homage to the Past".