The Artificer by Guaritor

by Guaritor

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The Artificer

Makers 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, useful items.

Cunning Inventors

Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. All Artificers value intelligence and scientific progress, working hard towards whatever their current goal is.


However, many seek to reach their goals in different ways. Some artificers are engineers, crafting wild mechanical servants and designing elaborate machines. These Artificers are students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures.

Enchanters are a third branch of Artificers. Enchanters take the knowledge of infusing magic into items to a whole different level, often improving on currently enchanted items, or even affecting the mundane items around them. Alchemy, engineering and enchanting are the three most common areas of study for artificers, but others do exist.

All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

Intense Rivalries

The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.


This passion to be on the cutting edge of discovery almost always creates conflict between Artificers who want to be the first to discover something. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.
The Artificer | by Guaritor
The Artificer
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Artificer Specialization, Magic Item Analysis 2
2nd +2 Wondrous Invention, Spellcasting 2 2 1
3rd +2 Artificer Specialization Feature, Infuse magic 2 3 2
4th +2 Ability Score Improvement 2 3 2
5th +3 Wondrous Invention, Artificer Specialization Feature 2 4 2 1
6th +3 Mechanical Servant 2 4 2 1
7th +3 2 5 3 1
8th +3 Ability Score Improvement 2 5 3 1
9th +4 Artificer Specialization Feature 2 6 3 1 1
10th +4 Wondrous Invention 2 6 3 1 1
11th +4 Superior Attunement 3 7 3 2 1
12th +4 Ability Score Improvement 3 7 3 2 1
13th +5 3 8 3 2 1 1
14th +5 Artificer Specialization Feature 3 8 3 2 1 1
15th +5 Superior Attunement, Wondrous Invention 3 9 3 2 2 1
16th +5 Ability Score Improvement 3 9 3 2 2 1
17th +6 Artificer Specialization Feature 3 10 3 2 2 1 1
18th +6 Ability Score Improvement 3 10 3 2 2 1 1
19th +6 3 11 3 2 2 2 1
20th +6 Soul of Artifice, Wondrous Invention 3 11 3 2 2 2 1

Creating an Artificer

When creating an artificer character, think about your character’s background and drive for adventure. 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 or Medium Armor
  • Weapons: Simple weapons
  • Tools: Any two tools of your choice
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Arcana, History, Insight, 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) any two simple weapons
  • (a) Scale Mail or (b) Studded Leather armor
  • A light crossbow and 20 bolts
  • Dungeoneer’s pack and any tools you are proficient with.

Artificer Specialization

At 1st level, you choose your Artificer Specialization: Alchemist, Gunsmith, or Enchanter. Your choice grants you features at 1st level and again at 3rd, 5th, 9th, 14th, and 17th level.

The Artificer | by Guaritor

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.

Wondrous Invention

You are able to weave the magics of the world into any item and enchant it permanently. When you level to level 2, you are able create a magical item of Uncommon Rarity from any official source (per DM discretion). As you level to higher levels, you are able to weave more and more complex magics into your items to create more powerful items.


  • 2nd Level: Any item of Uncommon Rarity
  • 5th Level: Any item of Rare Rarity
  • 10th Level: Any Item of Very Rare Rarity
  • 15th Level: Any Item of Legendary Rarity
  • 20th Level: Any Item of Artifact Rarity

Spellcasting

As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are primarily concerned with modifying objects or creatures.

Cantrips

At first level, you know the cantrip Mending and 1 cantrip of your choice from the Artificer Spell list. You learn additional Artificer cantrips of your choice at higher levels, as shown in the Cantrips Known Column of the Artificer Table.

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 three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document).

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; 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options.

Infuse magic

Starting at 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.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 18th 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.

Mechanical Servant

At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. During a short rest, your servant can spend its Hit Dice to regain its Hit Points. Your Servant has a number of hit dice equal to your level. When he spends a hit dice, he regains 1d8 + 3 Hit Points.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have 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 a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.

The Artificer | by Guaritor

Creating your Mechanical Servant. Use the base stat block below for your Mechanical Servant. To determine your Servant's AC and + to hit, use its proficiency modifier. The Mechanical Servant has its own Proficiency modifier that is identical to yours.

Leveling the Mechanical Servant. When you level up, your mechanical servant levels up as well. If your proficiency modifier goes up, increase your servants AC and +to hit with his attack accordingly. His Hit Points also increase by 1d8+3 (or 5+3 if you choose to use the average) each time he levels up.


Mechanical Servant

Medium Construct


  • Armor Class 13 + Proficiency Modifier
  • Hit Points 45(6d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 4 (-3) 4 (-3) 4 (-3)

  • Skills Athletics +(3 + your proficiency modifier)
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Darkvision 60 ft
  • Languages Understands the languages you can speak when you create it, but it can't speak

Actions

Melee. Melee Weapon Attack: + (3 + the Servants Proficiency Modifier) to hit, reach 5ft., one target. Hit: 1d10 + 3 Bludgeoning Damage

Superior Attunement

At 11th 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. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Artificer Specializations

Artificers pursue a variety of specializations. The three most common ones, Engineering, Alchemy, and Enchanting are presented here.

The Gunsmith

A master of engineering, you forge a firearm powered by a combination of science and magic.

Inspired Tinkerer

You have a keen mind for inventing new machines and creating wild contraptions. Whenever you roll an intelligence check to attempt to invent something, or analyze something that involves engineering (i.e. build a catapult from a bent tree or find the weak point on a wall) you can add your proficiency modifier to your roll.

Hand Cannon

At 1st level, you forge a deadly firearm using your knowledge of engineering and metallurgy. This firearm is called a Hand Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.

You are proficient with the Hand Cannon. The firearm is a two-handed ranged weapon that deals 2d6 + your dexterity modifier piercing damage. Its normal range is 100 feet, and its maximum range if 700 feet. Once fired, it can be reloaded as a bonus action as long as you have your Gunsmith's Bandolier. If you don't have access to your bandolier, reloading your Hand Cannon takes an action.

You are constantly tinkering with your firearm and making it more deadly. As such, your damage with the Hand Cannon increases over time. The damage the Hand Cannon does increases by 1d6 when you reach certain levels in this class: 3rd level (3d6), 7th level (4d6), 9th level (5d6), 12th level (6d6), 15th level (7d6), 18th level (8d6), and 20th level (9d6).

If you lose your Hand 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.

The Artificer | by Guaritor

Gunsmith's Bandolier

At 1st level, you craft a leather bandolier used to carry your tools and ammunition for your Hand Cannon. Your bandolier includes the powders, lead shot, and other materials needed to keep that weapon functioning.

You can use the tools in your bandolier to produce ammunition for your gun. At the end of each long rest, you can craft up to 40 rounds of ammunition.

Ammunition can be stored for easy access in the bandolier, allowing your gun to be reloaded with a bonus action. The bandolier can only hold up to 40 rounds at a time.

If you lose your bandolier, you can create a new one during a long rest, using 25 gp of leather and raw materials.

Weapon Tinkering

At 3rd level, you've developed some new technology to improve your Hand Cannon. Choose one of the weapon modifications below to add to your firearm:


Stabilizing Bi-Pod. You've developed a foldable set of mechanical legs to steady your aim whenever you are prone. On your turn, if you are prone, and spend your full movement to aim your Hand Cannon, you gain advantage on any attack you make with your Hand Cannon.


Longsight Scope. You've affixed a beautifully crafted scope to the top of your firearm that improves your accuracy with every shot. You now get a +1 bonus to your attacks made with your Hand Cannon.


Extended Barrel. The longer barrel increases the distance to which you can shoot your Hand Cannon Accurately. The normal range of your Hand cannon increases from 100 to 200.


Portable Silence Adapter . You've developed a small cylinder that holds a weak Silence spell. The adapter fits over the end of your barrel and absorbs some of the energy of your shot. As an action you can attach or remove the Portable Silence Adapter. When attached, the Hand Cannon's noise is reduced to that of a Longbow, and you roll 1 less d6 when rolling for damage with the Hand Cannon.

Arcane Shells

Starting at level 5, you learn how to enchant ammunition for your Hand Cannon with magic, and install a secondary special barrel to fire these shells from. Choose any two of the Arcane Shells listed below, these are the two kinds of Arcane Shells that you have learned to craft at this level.

Each Arcane Shell is inert until you arm it by infusing it with magic. You can infuse an Arcane Shell with magic and arm it a number of times equal to your Intelligence modifier before you must take a short or long rest to be able to activate an Arcane Shell again. Once armed, a shell must be used before the end of your next turn or the infused magic fades and the shell becomes inert.

As an action (unless otherwise stated) you can arm and load any of the shells into the special Arcane Shell barrel of your Hand Cannon and make a special attack as per each shell's description. The shells use your Hand Cannon's "Range" unless otherwise stated.

Over time your study of the magic required to enchant these shells allows you to learn how to craft new types of shells. You learn how to craft a new Arcane Shell from this list at 8th, 13th, and 16th level.


Grappling Hook Shell. As an action, you load your Hand cannon with a shell that has a sharp 3 pronged hook sticking out of the front of it and fire it. A hook with a rope attached shoots from your gun towards a point within 50 feet and latches on.

If the target is a creature it must succeed on a dexterity saving throw or become grappled, objects automatically fail the saving throw. At the start of your turn for the next 5 turns (or until you release the grapple), the rope contracts 10 feet, if your target is a creature or mobile object it is pulled 10 feet towards you, if your target is an anchored object, you are pulled 10 feet towards it.

If your target is a creature, that creature can spend an action on its turn to attempt to escape the grapple. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell DC.

At any point during your turn, you can spend a bonus action to release the rope from your Hand Cannon. The hook and the length of rope attached to the hook remain in place.


Anti-Magic Shell. This shell is specially designed to be quick to load and to disrupt magic. As a reaction, you load this shell and shoot at creature casting a spell within range. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your Intelligence modifier. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.


Imposing Force Shell. As an action you load a shell that feels oddly heavy and fire it. As the slug impacts the target it stumbles under the force of the shot. The target must make a Strength saving throw, if it fails it falls prone or gets knocked back 10 feet (your choice).

The target also takes 2d6 bludgeoning damage from the impact of this shell, or half that on a successful save.

This shell's damage increases by 2d6 when you reach 9th level (4d6), 15th level (6d6), and 20th level (8d6).


Disarming Shell. As an action you load a shell of humming metal and fire it. The slug seeks the weapon a creature you choose in range and attempts to knock the weapon out of its hand. The target must succeed on a Strength saving throw or its weapon is knocked out of its hand and flies up to 15 feet away.

The target also takes 2d6 bludgeoning damage from the impact of this shell, or half that on a successful save.

This shell's damage increases by 1d6 when you reach 9th level (3d6), 15th level (4d6), and 20th level (5d6).


Bola Shell. As an action you load a shell that appears to have the texture of rope into your Hand Cannon and fire it. A Bola is shot towards one creature within range of your Hand Cannon and attempts to wrap itself around them. The target must succeed on a Dexterity saving throw or be restrained until the end of your next turn.

The Artificer | by Guaritor

Piercing Shell. As an action you load a blue shell with electricity crackling around it into your Hand Cannon and fire it. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

This shell's damage increases by 2d6 when you reach 9th level (6d6), 15th level (8d6), and 20th level (10d6).


Earthbreaking Shell. As an action you load a heavy, vibrating shell into your Hand Cannon and fire it at a point within range. All creatures within a 15 foot radius of where the shell impacts must make a dexterity saving throw as the ground around them starts to rumble and shake. On a failed saving throw, the creature falls prone and takes 2d6 bludgeoning damage. On a successful saving throw, the creature takes half the damage and doesn't fall prone.

Structures take triple the damage from this Shell.

This shell's damage increases by 2d6 when you reach 9th level (4d6), 15th level (6d6), and 20th level (8d6).


Faerie Fire Shell. As an action you load a shell that is densely packed with a bright pink sparkling powder and fire it. Each object in a 20-foot cone is outlined in blue, green, or violet light (your choice). Any creature in the area when the shell is fired is also outlined in light if it fails a Dexterity saving throw. For the duration, affected objects and creatures shed dim light in a 10-foot radius.

Any Attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being Invisible.

The powder lasts for 30 seconds. A creature affected by this shell can spend an action on its turn to re-roll the Dexterity saving throw to attempt to remove the powder. If the saving throw is successful, they are no longer affected by this shell's effects.

War Machine

At level 9, you are able to install a spring loaded release mechanism in your robots legs to disperse a cache of caltrops. You can use this ability once before you must take a short rest to restock your servant with more caltrops. Your Mechanical Servant gains the following ability:


Release Caltrops. 1 Action (Recharge - Short Rest): The ground within 10 feet of the Mechanical Servant becomes covered in tiny metal spikes. The area becomes difficult terrain until the caltrops are removed. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

Armed to the Teeth

At level 14, you are able to replicate your Hand Cannon on larger scale and embed it in the chest of your Mechanical Servant. As well as install an automatic reloading mechanism that your servant can operate itself. Your Mechanical Servant can now take the following action:


Chest Cannon. 1 Action: A cannon ball blasts from the chest of your Mechanical servant. The cannon ball continues 30 feet straight forward OR until it hits 3 creatures, after which it loses momentum. Each creature impacted by the cannon ball must make a Dexterity saving throw. A creature takes 3d6+3 piercing damage on a failed save, or half as much damage on a successful one.

This damage increases by 1d6 when you reach 19th level (4d6 + 3).

Double Barrel

At level 17, you have learned to modify your Hand Cannon to handle the stress of shooting two barrels at once. Whenever you take an action to shoot your Hand Cannon (Either with the Attack Action or an Arcane Shell), you can choose to also load your second barrel with an Arcane Shell and shoot it simultaneously.

The Artificer | by Guaritor

The Alchemist

An inspired chemist and practitioner of the arcane arts, you combine magic and chemistry in your concoctions for wild effects.

Mixologist

You gain proficiency with the Alchemists Tools that are used to gather herbs and create potions.

During your day, you spend some spare time hunting down the materials required to make a potion of your choice. The Rarity of the potions you can create is limited by your level as per the table below:

Level Potion Rarity
1+ Able to concoct Common Potions
5+ Able to concoct Uncommon Potions
10+ Able to concoct Rare Potions
15+ Able to concoct Very Rare Potions
20 Able to concoct Legendary Potions

At the end of a long rest, you can make a check with your Alchemist Tools (Intelligence) to attempt to create a potion. See the table below for results:

Check Result
25+ You were able to gather enough materials to create your potion free of cost.
20-24 You gathered most of the materials, but needed to buy a few, you were able to create the potion at 1/4 of its normal cost.
10-19 You needed to buy most of the materials, but doing the labor allowed you to create the potion at 1/2 its normal cost.
0-9 You needed to buy all of the materials, and wasted a few during the creation process. Creating the potion cost you the same as its normal cost.

If you don't have enough gold to pay for the cost of the potion, nothing is created and whatever gold you did have is lost on materials.

Alchemist’s Satchel

At 1st level, you craft an Alchemist’s Satchel, a well-organized leather pouch that holds all your vials and potion crafting tools and materials. The bag and set up so you know where every ingredient you store is quickly accessible, and won't interact with any other stored ingredient.

Throughout your day, you are always keeping your eye out for materials to refill your satchel. Your ability to keep your satchel well stocked is based on your intelligence and your ability to identify and locate the correct materials. At the end of a short or long rest, you have gathered enough materials to create a number of Combat Potions equal to your intelligence modifier.

These materials lose their potency quickly however, and by the end of your next short or long rest, any unused materials must be discarded.



Crafting Combat Potions

As an Alchemist, you have a gift for knowing how materials react with each other, and have prepared several materials that you can combine on the fly to create powerful potions quickly.

As a bonus action, you can pull some ingredients and a vial from your Alchemists satchel, and combine them in a vial to create a Combat Potion. You can then use an action to throw that potion up to 30 feet.

To determine the effect of the Combat Potion you create, you must select the ingredients you put into the potion, and how much of each ingredient.

Each Combat Potion is made up of 3 parts, you can use any combination of ingredients to make those 3 parts. The more of a certain ingredient you use in a potion, the more potent that ingredients effect will be. Below is a list of ingredients and the effects they add to potions:


Fire Flower. Creates a burst of flame with the specified diameter centered on the point of impact. All creatures within the burst of flame must make a dexterity saving throw or take 1d6 fire damage, half damage on a successful save. Adding more parts of fire flower to the potion increase the damage and diameter of the burst of flame.

The damage of the burst of flame increases by 1d6 at certain levels, as you get better at purifying and concentrating the ingredient: 8th (2d6), 16th (3d6)

Parts Effect
1 5 ft diameter, 1x fire damage
2 15 ft diameter, 2x fire damage
3 25 ft diameter, 3x fire damage


Smoke Leaf. When lit aflame, this leaf creates an inordinate amount of smoke for its size. When a vial containing this ingredient breaks, this leaf lights up and starts emitting a large cloud of smoke centered on where the vial impacted. This cloud of smoke heavily obscures the area within it. The Size and duration of the cloud is determined by how many parts of the potion are Smoke Leaf.

The Artificer | by Guaritor

A strong wind, magical or otherwise, can blow this smoke away before its duration has ended.

Parts Effect
1 15 ft diameter, end of next turn
2 25 ft diameter, 30 seconds
3 35 ft diameter, 1 minute


Tanglefoot Glue. This is a specially designed substance created by you to restrict the movement of your enemies. When a potion including this ingredient impacts a creature, that creature must succeed on a Strength saving throw against your spell DC or suffer an effect listed below based on the parts used in the potion. The effect lasts until the end of your next turn.

Parts Effect
1 The creature's speed is halved
2 The creature is considered grappled
3 The creature is considered restrained


Elfroot Acid. Releases a highly corrosive acid that eats into whatever it touches. When a potion including this ingredient impacts a creature, that creature must succeed on a Dexterity saving throw against your spell DC or suffer 1d10 acid damage, half damage on a successful save. Adding more parts of Elfroot Acid to the potion increase the damage of the potion.

The damage of the acid increases by 1d10 at certain levels, as you get better at purifying and concentrating the ingredient: 8th (2d10), 16th (3d10)

Parts Effect
1 1x acid damage
2 2x acid damage
3 3x acid damage

Additional Ingredients

At 3rd level, you have researched a whole new subset of ingredients that seem to be more beneficial to Allies.


Aloe Salve. This thick liquid has a strong rejuvenating effect. When a potion including this ingredient impacts a creature, that creature regains 1d6 hit points. The amount healed increases depending on how many parts of Aloe Sap are in the potion.

The amount of Hit Points regained increases by 1d6 at certain levels, as you get better at purifying and concentrating the ingredient: 8th (2d6), 16th (3d6)

Parts Effect
1 1x Hit Points Healed
2 2x Hit Points Healed
3 3x Hit Points Healed


Smelling Salts. The just the smell of this ingredient is enough to rouse and energize an ally. When a potion including this ingredient impacts breaks, it releases a cloud with a 15 foot diameter. Each creature in the cloud this turn gains 1d4 temporary hit points. The amount of temporary Hit Points gained increases depending on how many parts of Smelling Salts are in this potion.

The amount of temporary Hit Points gained increases by 1d4 at certain levels, as you get better at purifying and concentrating the ingredient: 8th (2d4), 16th (3d4)

Parts Effect
1 1x temporary Hit Points Gained
2 2x temporary Hit Points Gained
3 3x temporary Hit Points Gained


Lightning Root Balm. The root of this plant creates a balm that invigorates any creature it's applied to. When a potion including this ingredient impacts a creature, that creature starts gains the ability to move faster. For 1 minute, the affected creature's speed increases based on the number of parts of Lightning Root Balm used in the potion.

Parts Effect
1 10 ft Increase
2 20 ft Increase
3 30 ft Increase


Black Bog Tar. A less concentrated version of the Tanglefoot Glue. When a potion including this ingredient impacts a creature, it covers them Black bog Tar. The affected creature gains a climb speed equal to their movement speed. The duration of the potion is determined by the amount of Black Bog Tar used in the potion.

Parts Effect
1 The effect lasts until the end of your next turn
2 The effect lasts 1 minute
3 The effect lasts until 10 minutes

Potent Brewer

At level 5 you have learned how to make tweaks to the potions you brew with your Mixologist Feature to make them stronger. If the potion restores hit points, adds temporary hit points, deals damage, or grants a damage dealing ability. Add your Int modifier to the damage or HP restored/gained.

If the potion doesn't have any of the things listed above, double its duration.

Lab Assistant

Starting at 9th level, you've been able to modify your Mechanical Servant with a more delicate touch, to be able to carry and throw potions that you have created.

At the end of a short rest, you create 2 potions that you hand to your Assistant. These potions do not count against the amount you can potions you create from your ingredients in your Alchemist's Satchel.

The Artificer | by Guaritor

As an action, on the Lab Assistant's turn, you can use your reaction to call out a target and have your Lab Assistant throw one of these potions up to 30 feet at that target.

Your Mechanical Servant uses your Spell DC and Attack modifiers when making attacks with these potions.

Advanced Herbology

When you reach level 14, your travels throughout the world have taught you new and exciting uses for plants you previously thought mundane. You learn 4 new ingredients that you can add to your potions:


Seeds of the Wind Tree. These seeds release a large burst of energy in the form of wind when they are popped. When a potion including these seeds breaks, it creates a powerful gust of wind bursting outward, centered on the point it impacted. Any creatures within 10 feet of the impact must succeed on a Strength saving throw against your spell DC or suffer an effect listed below based on the parts used in the potion.

You may choose to alter the seeds in such a way as to exclude the point of impact from the effects of the gust of wind.

Parts Effect
1 Knocked back 10 feet.
2 Knocked back 10 feet, and knocked prone.
3 Knocked back 20 feet, and knocked prone.


Flash Powder. Creates a loud crack and a blinding flash at the point that the vial impacts. If the vial impacts a creature, that creature must succeed on a Constitution saving throw against your spell DC or suffer an effect listed below based on the parts used in the potion. The effect lasts until the end of your next turn.

Parts Effect
1 The creature is blinded
2 The creature is stunned
3 The creature is paralyzed


Steel Lacquer. A quick hardening Lacquer infused with steel dust. When a potion including this ingredient impacts a creature, the Lacquer covers part of that creature and grants it a bonus to AC until the end of your next turn. The bonus to AC is dependent on the amount of Lacquer you used in the potion.

Parts Effect
1 +3 AC
2 +5 AC
3 +7 AC


Lily Pad Powder. This powder temporarily solidifies any liquid it comes in contact with. When you include this ingredient in a potion, it covers any creature that the potion impacts. That creature can then safely walk across any liquid it comes in contact with. The duration of this effect is dependent on the amount of Sea Blossom Powder in the potion.

Parts Effect
1 The effect lasts until the end of your next turn
2 The effect lasts 1 minute
3 The effect lasts until 10 minutes

Concentrated Materials

At level 17, you have created methods to concentrate your ingredients into smaller volumes that are equally as potent. You can now fit 4 parts of ingredients into each potion, however you can still only use 3 parts of any single ingredient.

The Enchanter

A savant at manipulating the tapestry of magic that is woven into enchanted items, Enchanters are capable of doing amazing things with the items around them.

Bonus Proficiencies

Your time spent working with weapons and armor to enchant them has granted you proficiency with Heavy Armor, Shields and Martial Weapons

The Artificer | by Guaritor

Mind Over Matter

When you choose this specialization at level 1, your combat style becomes more about intelligence and magic than pure strength. You can spend some time learning about any weapon or set of armor. After an hour of studying a weapon, when you attack with that weapon your strikes are guided by magic you've woven into the weapon. You can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. If you spend an hour with a set of armor, you are able to learn its intricacies and improve its mobility with some basic magical runes. You can ignore the strength requirements of heavy armor that would otherwise slow down your character.

Magic Weaver

When you choose this specialization at level 1, you gain the ability to see the magic stitched throughout even the most mundane objects of the world and can subtly manipulate items within 5 feet of you. At the end of a short or long rest, choose one way in which you want to focus on manipulating the magic around you from the list below. You can only change this effect after a short or long rest.


Harrying. You focus on pulling and tugging on your enemies armor. Any enemy within 5 feet of you that is also wearing armor must spend 2 feet of movement to move 1 foot.


Glancing. You compel your enemies weapons to slow as they strike, lessening the damage they inflict. Enemies within 5 feet of you have their damage lessened by 1/3 of your level.


Hardening. You weave the material of your allies gear tighter granting them a boost to their armor. Any ally within 5 feet of you gets a +1 bonus to their AC.


Sharpening. You focus on bolstering your ally's weapons, any ally within 5 feet of you is granted +1 to any attack roll they make.

Arcane Surplus

At level 3 you've become so adept at infusing magic into items that you are able to do so much more frequently than other Artificers whose focus is elsewhere. At the end of a long rest, you gain two extra spell slots of the highest level spell slot that you have access to. These spell slots can only be used to infuse items with spells as per your Infuse Magic Feature. These slots can NOT be used to cast spells normally.

These spell slots last until you take a long rest, at which point, any that remain unused are lost.

Arcane Imbuement

At 5th level you gain the ability to weave magic into objects temporarily. At the end of a long rest, you can touch one nonmagical object and imbue it with one of the following enchantments. The enchantment lasts until the next long rest.

Once you use this feature, you can't use it again until you finish a long rest.

  • Craftsmanship (Armor or Weapon): The weapon or armor you touch becomes magical, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
  • Silence (Boots): The boots become magical, muffling any noise made while moving. You have advantage on Dexterity (Stealth) checks.
  • Resistance (Ring): The wearer of the ring now has resistance to one elemental damage type of your choosing (fire, cold, lightning, thunder, poison, acid, poison, necrotic, radiant) , in addition the ring now glows brightly in the color corresponding to that damage type (red for fire, blue for cold, etc.)
  • Presence (Necklace): The wearer of the necklace you imbue suddenly has a much more powerful presence about them. They now have advantage on any Charisma checks made to Persuade, Deceive, Intimidate, or Perform

Torso Enhancements

When you reach level 9, you gain the ability to research one enhancement for the torso of your Mechanical Servant. Choose one of the 3 options listed below.


Titanium Plating. Your Mechanical Servant now has resistance to Bludgeoning, Piercing and Slashing damage.


Glue Gloves. Whenever your Mechanical Servant hits with his attack, the target must make a a strength saving throw against your Spell DC. If the target fails the saving throw, he is grappled by your Servant. On the targets turn he can spend an action to roll the saving throw again to attempt to escape.


Magically Assisted Springs. You are able to enchant the springs powering both arms of your Servant, allowing him to attack twice in quick succession. Your Mechanical Servant can now make two attacks whenever it takes the attack action on its turn.

Mobility Upgrades

When you reach level 14, you gain the ability to research one upgrade to mobility of your Mechanical Servant. Choose one of the 3 options listed below.


Flight Crystals. You are able to embed enchanted stabilizing crystals in your Servants hands and feet granting it a fly speed of 60 feet for 1 hour until the crystals need to recharge. Once you command your Servant to activate this ability, it can't be used again until you complete a long rest and allow the crystals to recharge.


Arcane Powered Servos. You are able to overcharge the motors in your Servant with arcane energy. Your Servant's movement speed is permanently increased by 30 feet.


Re-Configured Joints. You've spent time re-thinking the way your Servant moves and making its movement more humanoid-like by improving its joints. Your Servant now has a climb speed and swim speed equal to its movement speed, as well as proficiency on Stealth and Acrobatics Checks

The Artificer | by Guaritor

Cranial Augmentations

When you reach level 17, you develop and install one augmentation to the cranium of your Mechanical Servant. Choose one of the 3 options listed below.


Magic Dampening Field. You implant a powerful crystal in the head of your Servant that dampens magic within 5 feet of your Servant. All creatures within 5 feet of your Servant get a bonus to their saving throws against magic equal to your intelligence modifier.


Anti-Magic Trigger. You've installed a trigger in your Servant that listens for your commands. Once per day, as a reaction to a creature casting a spell, you can command your Servant to use its reaction to release a stored 6th level Counterspell spell at a target within its range. Once you use this feature, you can't use it again until you complete a long rest.


Anti-Life Beam. You've taken a long time to enchant the eyes of your Servant to store a Disintegrate spell. Once per day, on your Servants turn, you can spend your reaction to command your Servant to cast the Disintegrate spell at one creature within range. The saving throw for this spell is made against your Spell DC. Once you use this feature, you can't use it again until you complete a long rest.

The Artificer | by Guaritor

Artificer Spell List




Cantrips (0 Level)
  • Dancing Lights
  • Prestidigitation
  • Booming Blade
  • Green-Flame Blade
  • Shocking Grasp
  • Acid Splash
1st Level
  • Alarm
  • Cure Wounds
  • Disguise Self
  • Expeditious Retreat
  • Jump
  • Longstrider
  • Sanctuary
  • Shield of Faith
  • Shield
  • Absorb Elements
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Continual Flame
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Invisibility
  • Knock
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Magic Weapon
  • Protection from Poison
  • Rope Trick
  • See Invisibility
  • Spider Climb
  • Dragon's Breath
  • Web
3rd Level
  • Blink
  • Dispell Magic
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Life Transference
  • Protection from Energy
  • Revivify
  • Sending
  • Tiny Servant
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Confusion
  • Death Ward
  • Fabricate
  • Freedom of Movement
  • Greater Invisibility
  • Leomund's Secret Chest
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Stone Shape
  • Stoneskin
5th Level
  • Animate Objects
  • Creation
  • Modify Memory
  • Passwall
  • Planar Binding
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Force
  • Wall of Stone
The Artificer | by Guaritor

Change Log


V1.1

  • Added wording to Subclass>Gunsmith>Arcane Shells>Grappling Hook shell to clarify the ability to disconnect the rope from the Hand Cannon (this allows the character to do stuff like tie the other end off and create a zip line or other rule of cool stuff)
  • Re-worded Subclass>Gunsmith>Arcane Shells to allow for the creation of each shell as part of the special action in-combat, instead of requiring you to specify which shells you were creating after a long or short rest. This should allow for more versatility, and less frustration at not having the correct shells made. I think the ability is already limited enough by the amount of shells you can shoot per short rest, and only knowing how to make a limited amount of shells at certain levels.
  • Tweaked Elfroot Acid's damage down to be more reasonable.
Artwork Credits

Steampunk Dwarven Artificer by Scarypet Steampunk Dwarf by Mike Sass
"Iron Kingdoms Gun Mage" by Privateer Press
Alchemist's Satchel by Tibor Sulyok
Artificer by Thraen
Dwarf Crusader by ShuritA

The Artificer | by Guaritor
 

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