Contents
Credits
Created by: Leganx
Current Version: 1.4.2
Cover image: Legend of the Cryptids
This review is based mainly on:
- Unearthed Arcana: Artificer (Revised) homebrewery.naturalcrit.com/share/SyF1G_gPg
- Artificer (Revised 1.3) homebrewery.naturalcrit.com/share/H1ZDtpyaT-
- Kibbles' Artificer (Artificer Revised 1.6.2)
- Eberron - Rising from the Last War from WotC
Artificer Revisited
A gnome sits hunched over a workbench, carefully using needle and thread to wave 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 extradimensional 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 up 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.
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. Some artificers are gunsmiths, 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. Others still are Mechanics crafting clockwork servants who carryout their needs. Alchemy, mechanics, and gunsmithing are the two 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.
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
Level | Proficiency Bonus |
Features | Spells Known |
1st | 2nd | 3rd | 4th | 5th | Total Upgrades |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Artificer Specialist, Spellcasting | 3 | 2 | — | — | — | — | — |
2nd | +2 | The Right Tool for the Job, Minor Arcane Recovery | 3 | 2 | — | — | — | — | — |
3rd | +2 | Specialization Upgrade | 4 | 3 | — | — | — | — | 1 |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | 1 |
5th | +3 | Artificer Specialist Feature | 5 | 4 | 2 | — | — | — | 2 |
6th | +3 | Delver of Secrets | 5 | 4 | 2 | — | — | — | 2 |
7th | +3 | Flash of Genius | 6 | 4 | 3 | — | — | — | 3 |
8th | +3 | Ability Score Improvement | 6 | 4 | 3 | — | — | — | 3 |
9th | +4 | Artificer Specialist Feature | 7 | 4 | 2 | 2 | — | — | 4 |
10th | +4 | Extra Attunement | 7 | 4 | 3 | 2 | — | — | 4 |
11th | +4 | Tool Expertise | 8 | 4 | 3 | 3 | — | — | 5 |
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | — | — | 5 |
13th | +5 | Magic Item Mastery | 9 | 4 | 3 | 3 | 1 | — | 6 |
14th | +5 | Extra Attunement (2) | 9 | 4 | 3 | 3 | 1 | — | 6 |
15th | +5 | Artificer Specialist Feature | 10 | 4 | 3 | 3 | 2 | — | 7 |
16th | +5 | Ability Score Improvement | 10 | 4 | 3 | 3 | 2 | — | 7 |
17th | +6 | Overload | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
18th | +6 | Extra Attunement (3) | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
19th | +6 | Ability Score Improvement | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
20th | +6 | Soul of Artifice | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
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
- Initiative Die: 1d8
Proficiencies
- Armor: Light and medium armor
- Weapons: Simple weapons, hand crossbow, heavy crossbow
- Tools: Thieves’ tools, and another 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) any two simple weapons
- a light crossbow and 20 bolts
- (a) scale mail or (b) studded leather armor
- thieves’ tools and a dungeoneer’s pack
Artificer Specialist
At 1st level, you choose the type of Artificer Specialist you are: Alchemist, Gadgetsmith or Mechanic, all of which are detailed at the end of the class description. Your choice grants you features at 3rd levet, and again at 5th, 9th, and 15th level.
Spellcasting
As part of your study of magic, you gain the ability to cast spells at 1st level. 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 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.
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
The Right Tool for the Job
At 2nd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Minor Arcane Recovery
At 2nd level, you have learned to regain some of your magical energy through studying magical artifacts. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than a quarter your Artificer level (rounded up).
For example, if you’re a 7th-level Artificer, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.
Specialization Upgrade
Starting at 3rd level, your expert craftsmanship allows you to improve your specialization class with new attributes. Choose an upgrade from the list at the end of your specialization. The features and properties of your specialization permanently improves in that way.
You apply an additional upgrade to your Specialization at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot apply an upgrade more than once, unless the upgrade's description says otherwise. Only the Artificer selecting the upgrade use the upgrade unless otherwise specified.
When you level up, you can remove any Upgrade you would like and pick a new Upgrade its place. If you do or a specialization allows the upgrade to be swapped out, the Upgrades must always be selected as if the Artificer is the level they were when they got that Upgrade slot.
Customizing Artificer Upgrades
The upgrades for each Artificer Specialization is presented in a list at the end of the Specialization, but invariably there will always be ideas for upgrades not included in that list. At the heart of an Artificer beats an unrelenting drive for creativity, after all! Feel free to consult your DM for potential custom upgrades, using the non-level restricted upgrades as a template for balance.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Delver of Secrets
At 6th level, your proficiency in the workings of magic has become so great you can cast detect magic and identify at will without expending a spell slot. Additionally, you have advantage on all Intelligence checks to understand the workings of magical traps, effects, runes or artifacts.
Flash of Genius
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature up to a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Extra Attunement
At 10th 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.
The number of items that you can attune increases to five when you reach 14th level in this class and to six when you reach 18th level in this class.
Extra Attunement in other classes
The Wizard and the Rogue Arcane Trickster obtain Extra Attunement trait only once at 9th level. The Fighter Eldritch Knight obtain this trait only once at 10th level.
Tool Expertise
Starting at 11th level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
Your experience in handling magic item makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you a quarter of the normal time and it costs you half as much of the usual gold.
Magic Item Mastery
Starting at 13th level, you ignore all class, race, spell, and level requirements on attuning to or using a magic item.
You can activate a magic item that would normally take an action as a bonus action instead.
Artificers and Level of Magic
It is important to keep in mind that the balance of an Artificer is keenly tied to the availability of magic items in the world, either that can be forged by Artificer or found in the world.
Features like Extra Attunement and Magic Item Mastery represent a significant elements of the Artificers class design. While the Artificer can be an accomplished adventurer with no additional magic items, when setting out in a low magic setting with an Artificer, consult with your DM if some adjustments may be needed to the features!
In a lower magic setting, consider allowing the Artificer to create some items that they will be able to apply their class features to, and that might still be thematic to their character concept and the world setting in general.
Overload
At 17th level, when you succeed on a saving throw against a spell, you can obtain temporary a spell slot of the same level until the end of your next turn.
You can use this feature up to a number of times equal to your Intelligence modifier halved rounded down (minimum of 2), regaining all uses on a long rest.
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 gain a +1 bonus to all saving throws per magic item you are currently attuned to.
Artificer Specializations
Alchemist
A alchemist is an artificer who has pursued the secrets of alchemy. While many a village has an apothecary grinding odd herbs and roots into potent (or not so potent) concoctions, the careful process of mixing and brewing is just one way to achieve results. Through the use of the intricate secrets of the craft and direct infusions using magical rituals, a potionsmith can come up with explosive results in the blink of an eye... sometimes literally.
An alchemist can be a scholar who has delved much of the knowledge the world has to offer or an explorer that has unlocked the secrets of the wilderness. Their knowledge could come being friends of the fey, or unfettered access to the royal library. As such, alchemists can be good or evil, lawful or chaotic.
Potionsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with Alchemist’s supplies and Herbalism kit.
Your knowledge of alchemy gives you a natural affinity for brewing potions. Creating a potion through normal crafting takes you only half the time and cost it would normally take.
Alchemists and Potions
Immediately on making an Potionsmith, one may think of the magic potions that exist in most D&D settings, from the simple Healing Potion to the legendary Potion of Storm Giant Strength, however, someone does not need to be an Potionsmith to make these, as crafting rules for them are open to all classes, and best outlined in Xanathar's Guide to Everything.
An alchemist with their proficiency will certainly have the edge in potion crafting, but these potions are not fundamental to the class.
Alchemical Reagents Pouch
At 1st level, you've acquired a pouch of useful basic reagents, much as a wizard might carry a component pouch. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that might require them. As long as you have this pouch on, you can do alchemy. This pouch is considered as alchemy supplies for the purposes of crafting.
If you lose your reagent pouch, you can spend 50 gold pieces to reacquire the various stocks you need, or spend 1 full day gathering them from a natural environment without expense.
Instants Reactions
At 1st level, you know how to get instant reactions to occur without the niceties of grinding, simmering and brewing required for more refined concoctions. Moreover, you know enough ways to do these that with just a few standards supplies, you can get these results out of a wide range of things you can gather in almost any locale and a pinch from your reagent pouch.
You have a total of Instant Reactions equal to your Intelligence modifier + your proficiency bonus. You regain all expended uses when you finish a long rest.
Alchemical Fire.
As an action you can produce a reaction causing a searing flame. At a point within 15 feet, you can a toss quick combination of reagents that will cause searing fire to flare up in a 5 foot radius. Creatures in that area have to make a dexterity saving throw, or take 1d10 fire damage.
The damage damage increases by 1d10 when you reach 5th level (2d10), 9th level (3d10), and 15th level (4d10).
Alchemical Acid.
As an action you can produce a reaction causing a caustic acid to form. At a creature within 15 feet, you can a toss quick combination of reagents that will cause a splatter of acid in a 5 foot radius. Creatures in that area have to make a dexterity saving throw, or take 1d12 acid damage. Deals double damage against structures.
The damage damage increases by 1d12 when you reach 5th level (2d12), 9th level (3d12), and 15th level (4d12).
Healing Draught.
As a bonus action, you can produce a combination that will provide potent magical healing. Immediately after creating the draught, you can use your action to consume it or administer it to a creature within 5 feet. A creature can benefit from a number of these healing draughts equal to their constitution modifier (minimum 1), after which they provide no additional benefit until they complete a long rest. A Healing Draught that is not consumed by the end of your turn loses its potency.
The healing increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), and 15th level (4d8).
Alchemical Infusions
At 3rd level, you have found a way to skip most of the brewing process for alchemically creating potent magically effects by directly infusing the potion with your own magic.
When you take a short or long rest and have an empty vial on your person, you may choose one or more the following spells and use a spell slots to cast them. You can use this trait once for each spell.
Spell Level | Infusion Spells |
---|---|
1st | Sleep, Heroism |
2nd | Invisibility, Enlarge Reduce |
3rd | Slow, Haste |
4th | Stoneskin, Freedom of Movement |
5th | Cloudkill, Animate Objects |
When you cast spells in this way, the spell does not take effect immediately, but is infused into the potion. If the spell grants an effect or restores health, the creature will gain the effect of the spell when the potion is consumed.
If the spell has an area of effect area, that area of effect take place when the vial is broken, with the effect centered on where the vial breaks. As an action, you or another creature can either consume the vial, or throw it up to 30 feet where it shatters on impact.
If the spell has a persistent effect that requires concentration, it does not require concentration to maintain, but its duration is shortened to a number of rounds equal to your Intelligence modifier. A spell that does not require concentration lasts its normal duration. An infused potion loses its potency if it is not used by the end of your next long rest.
You can gain additional spells for your Alchemical Infusions through your Alchemist upgrades.
On Creativity and Catapults
While as per the feature, you can only throw the vial containing an Infused Potion 30 feet, the trigger merely specifies that the effect takes place where it breaks.
If you can find another way to deliver the vial, such as the catapult spell on the artificer spell list... or, well, an actual catapult, you can apply these methods as well.
Additional Infusions
At 5th level, you've mastered some secret of magic, and have begun to tinker with ways to expand your arsenal. Thus, you can learn an additional infusion from the Alchemist Upgrades. The upgrade doesn't count against your number of total upgrades.
You learn an Additional Infusion at 9th and 15th level.
Potionsmith's Focus
At 5th level, when you deal damage, grant temporary hit points, or restore health with an Instant Reaction, you can add your Intelligence modifier to the damage dealt or health restored.
Brew Expertise
At 9th level, when you use the Alchemical Infusions trait, you can now create two potions for each spell slot spent. The spell must be 3rd level or less.
You can use this feature a number of times equal to your Intelligence modifier halved, rounded down (minimum of 2), regaining all uses on a long rest.
Spare Supplies
Starting at 15th level, when you finish a short rest, if you don't have any Instant Reactions left to use, you recover half of them back, rounded down. You can use this feature once per long rest.
Alchemist Upgrades
Adrenaline Serum.
A creature consuming this Serum increases its Strength or Dexterity score by your Intelligence modifier for a number of rounds equal to your Intelligence modifier. On the round that this wears off, its movement speed is zero and cannot take any actions until the end of its turn.
Once you use this upgrade, you cannot use it again until you complete a short or long rest.
Aroma Therapies.
You expand your alchemical knowledge to be able to produce incense and simmering reagents that grant effects to those that inhale their fumes. If creatures spend a short or long rest inhaling fumes from a concoction you devise with this feature, creatures regain an extra 1d4 hit dice, recover from 1d4 levels of exhaustion and are cured of any non-magical diseases they are suffering from.
Once you use this upgrade, you cannot use it again until you complete a long rest.
The extra hit dice increases by 1d4 when you reach 15th level (2d4).
Auto Injector.
You create an automatic potion injector that you can wear. As an action, you can load a potion (either an infused potion or a normal potion) into this injector at any time. Subsequently while a potion is loaded into the injector, you can consume the potion using your reaction. Only one option can be held in the injector at a time.
Confusion Gas.
You formulate a new Instant Reaction, a powerful disorientating gas. Targeting a point within 15 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes must make a Wisdom saving throw. On fail, it is under the effects of Confusion spell for a number of rounds equals at your Intelligence modifier. At the beginning of each of its turns, an affected target can repeat the saving throw. If it succeeds, the effect ends.
Delivery Mechanism.
You modify the stability of your reagents and develop a better delivery mechanism. You can target a point within 30 feet for your instant reactions that target a point. The additional precision allows you to better target the effects, allowing creatures of your choice within the target area to automatically pass a dexterity saving throw against your effects.
Elixir of Life. Prerequisite: Philosopher's Stone.
You can brew a special potion using your Philosopher stone. Brewing this potion takes 8 hours and requires crushing a diamond worth at least 2,000 gold pieces. An Elixir of Life causes a creature that drinks it ceases to age for 4d4 years. A creature drinks this Elixer gains a death ward effect that lasts until triggered.
A more potent elixer can be created, adding an additional 1d4 years for regained for each diamond spent.
Empowered Reagents Prerequisite 9th level Artificer.
You gain the ability to create superior concoctions using your Alchemical Reagents Pouch. When you use an Instant Reaction or Alchemical Infusion that requires the target to make a saving throw against the effect, you may impose disadvantage on the saving throw for the duration of the effect, if it has.
You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a long rest.
Explosive Reaction.
You formulate a new Instant Reaction, a devastating minor explosion. Targeting a point within 15 feet, as an action, you cause an explosion. Creatures within 10 feet of the target point must make a Constitution saving throw, or take 1d6 thunder damage from the shockwave of the explosion, be knocked prone, and become deafened for a number of rounds equals at your Intelligence modifier. The deafened creatures must repeat the saving throw at the beginning of each of its next turns. On success, the effect ends.
The damage damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), and 15th level (4d6).
Fortifying Fumes Reaction.
You formulate a new Instant Reaction, a powerful fortifying stimulate. Targeting a point within 15 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes gain 1d4 temporary hit points, deal 1d4 additional damage on their next melee weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits fade at the end of your next turn.
The both the temporary hit points and damage bonus increase by 1d4 when you reach 5th level (2d4), 9th level (3d4), and 15th level (4d4).
Frostbloom Reaction.
You formulate a new endothermic Instant Reaction, a devastating localized cold snap that creates an instant bloom of ice. Targeting a point within 15 feet, as an action, you cause an the area to erupt in frost. Creatures in an area within 5 feet of the target point have to make a Dexterity saving throw, or take 1d6 cold damage and become restrained for a number of rounds equals at your Intelligence modifier. The restrained creatures must repeat the saving throw at the beginning of each of its next turns. On success, the effect ends.
The damage damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), and 15th level (4d6).
Greater Adrenaline Shot. Prerequisite: Adrenaline Serum. Prerequisite 9th level Artificer.
You upgrade your adrenaline shot to produce even more extreme and magical effects in the creature it effects. The adrenaline shot grants you temporary hit points equal to twice your Artificer level when you consume it, you have advantage on Strength (Athletics) checks, and it grants the effect of haste and heroism spells. These effects do not require concentration. When the serum ends, the creature suffer a level of exhaustion.
Mana Potion Prerequisite: 5th level Artificer
During a short rest, you can create a Mana Potion. A Mana Potion loses its potency if it is not consumed within 1 hour. As an bonus action, a creature can consume a Mana Potion to restore a random spell slot level.
You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a long rest.
Philosopher Stone. Prerequisite 9th level Artificer.
You use the secrets of Alchemy to create an Philosopher Stone. You can use this stone in the process of infusing potions in place of a spell slot level less than or equal to the highest level spell slot you can cast. You can use this stone to replace a spell slot for an infusion once.
It regains this charge after you complete a long rest.
Persistent Reactions.
Your reactions that effect a target area persist in that area until the start of your next turn. Creatures entering the effect or ending their turn there have to repeat the saving throw against the effect. You can choose to make a reaction not persist at the time of taking the action to cause it.
Poisonous Gas.
You formulate a new Instant Reaction, as an action you can produce a reaction causing noxious fumes. At a point within 15 feet, you can toss a quick combination of reagents that will cause a whiff of poisonous gas to erupt spreading to a radius of 5 feet. Creatures in that area have to make a constitution saving throw, or take 1d6 poison damage and become poisoned for a number of rounds equals at your Intelligence modifier. The poisoned target must repeat the saving throw at the beginning of each of its next turns. On success, the effect ends.
The damage damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), and 15th level (4d6).
Potent Reactions. Prerequisite: 15th level Artificer.
You refine your reactions increasing their potency. When you use an Instant Reaction or Alchemical Infusion, the amount of dices you roll to determine the damage or healing effect is increased by two.
You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum of 2), regaining all uses on a long rest.
Poisoner's Proficiency.
You delve into the secrets of the darkest secrets of Lolth's venoms, learning its alchemical reactions. You gain immunity to poison damage and poisoned condition. Additionally, during a long rest, you can create one of the three following poisons:
- Contact poison. You can apply this to a weapon or up to ten pieces of ammunition, lasting until the end of your next long rest. That weapon deals additional poison damage equal to your spellcasting ability.
- Ingested poison. This a simple flavorless powder. If a creature consumes a full dose of this poison before the end of your next long rest, after one minute has passed they must make a Constitution saving throw with disadvantage against your spell save DC or take a number of d10 equal to your Artificer level in poison damage, and become poisoned until they complete a long rest.
- Inhaled poison. This poison can be used to modify your poisonous gas reaction. Anytime before the end of your next long rest, you can use this dose of poison to make your Poisonous Gas Instant Reaction have a radius of 10 feet and deal twice as much damage on a failed save.
Perfect Concoction Prerequisite: 5th level Artificer.
When you use an Instant Reaction or Alchemical Infusions, you deal maximum damage or provide maximum healing instead of rolling.
You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum of 2), regaining all uses on a long rest.
Additional Infusions
You learn the secrets of infusing powerful enhancements into your Alchemical Infusions. Through this upgrade, you can add the following spells to your list of available spells for Alchemical Infusions:
Secrets of Flight
Spell Level | Infusion Spells |
---|---|
1st | Feather fall |
2nd | Levitate |
3rd | Fly |
Secrets of Fire
Spell Level | Infusion Spells |
---|---|
1st | Faerie Fire |
2nd | Pyrotechnics |
3rd | Fireball |
Secrets of Frost
Spell Level | Infusion Spells |
---|---|
1st | Armor of Agathys |
2nd | Snilloc's Snowball Swarm |
3rd | Sleet Storm |
Secrets of the Ligth
Spell Level | Infusion Spells |
---|---|
1st | Bless |
2nd | Moonbeam |
3rd | Daylight |
Secrets of the Dark
Spell Level | Infusion Spells |
---|---|
1st | Bane |
2nd | Darkness |
3rd | Bestow Curse |
Secrets of Heal
Spell Level | Infusion Spells |
---|---|
1st | Cure Wounds |
2nd | Lesser Restoration |
3rd | Beacon of Hope |
Secrets of Protection
Spell Level | Infusion Spells |
---|---|
1st | Shield of Faith |
2nd | Silence |
3rd | Protection from Energy |
Secrets of the Wind
Spell Level | Infusion Spells |
---|---|
1st | Longstrider |
2nd | Warding Wind |
3rd | Wind Wall |
Secrets of the Earth
Spell Level | Infusion Spells |
---|---|
1st | Entangle |
2nd | Spike Growth |
3rd | Erupting Earth |
Secrets of Thunder
Spell Level | Infusion Spells |
---|---|
1st | Thunderwave |
2nd | Shatter |
3rd | Thunder Step |
Secrets of Cloud
Spell Level | Infusion Spells |
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1st | Fog Cloud |
2nd | Cloud of Daggers |
3rd | Stinking Cloud |
Secret of...
Almost any set of three spells, a 1st level, 2nd level, and 3rd level spell of either short term buffs or area of effect damage spells is a valid combination of a Secrets of upgrade, so long as there is a thematic connection between the spells. Consult with your DM for other options if the spells you want aren't present here, but the spells should always be either short term buffs or area of effect damage spells, and should not be higher than 3rd level unless they are exceptionally weak for their level.
Gadgetmaster
A Gadgetmaster is an Artificer whose curiosity and inventive genius have run rampant. While other Artificers may spend their whole career perfecting a single-minded pursuit, a Gadgetsmith believes that quantity is at least as good as quality.
Quick witted and quicker footed, a Gadgetmaster is never caught without another trick in their sleeve. Their minds are always jumping ahead on how to solve the problem with a clever gadget.
A Gadgetmaster can come from any walk of life, but usually exemplifies a curiosity and distaste for the suppression of knowledge or technology, usually favoring freedom to experiment, tending toward Chaotic behaviors.
Gadgetmaster's Proficiency
When you choose this specialization at 1st level, you gain proficiency with blowguns, nets, rapiers, whips, and tinker's tools.
Essential Tools
At 1st level, you've mastered the creation of the essential reusable tools of surviving the battlefield as a Gadgeeter. You have the following items:
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Grappling Hook. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Grapple check to pull it to you and Grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it.
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Smoke Bomb. As a bonus action, you can use this to instantly cast Fog Cloud targeting a point within 30 feet without expending a spell slot. It lasts a number of rounds equal to your intelligence modifier and does not require concentration. You can use this a number of times equal to your Intelligence modifier halved, rounded down (minimum of once), regaining all uses on a short or long rest.
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Gadgetmaster Weapon. Pick one of Boomerang of Hitting, Impact Gauntlets, Repeating Crossbow, Shock Generator or Lightning Baton from the upgrade section. You receive this upgrade and does not count against your upgrade total.
Fighting in heavily obscured areas
Every creature is blinded. Additionally, each creature that starts its turn or enters a heavily obscured area must perform a Dexterity (Stealth) check with advantage. In order to see or feel the presence of another person, a creature can use its Passive Wisdom (Perception). Otherwise, a creature may use its additional action to perform a Wisdom (Perception) check with disadvantage. If it succeeds in seeing another creature, the blinded condition ends against that creature.
Recycle Gadgets
Starting at the 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade its place.
You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 7th level, you can only have one upgrade that has a prerequisite of 7th level). Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials worth 20 gold pieces.
Gadgetsmith's Focus
At 3rd level, when you deal damage with a gadget other than you Gadgetmaster Weapon, you can add your Intelligence modifier to the damage dealt.
Additional Upgrade
At 5th level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal. This can you learn an additional upgrade. The upgrade doesn't count against your number of total upgrades.
You learn an Additional Upgrade at 9th and 15th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Subterfuge
Starting from the 9th level, once per turn and when performing the attack action, you can replace an attack with the use of a gadget. If you do, you get 15 ft of movement speed and you will not provoke opportunity attacks until the end of the current turn.
Ready & Loaded
At level 15, the Gadgetmaster has implemented a self-repairing system on each of his gadgets, getting a random chance to recharge during each subsequent round of Combat. At the start of each of the Gadgetmaster’s turns, roll a d6 for the gadget. If the roll is 6, it recovers one use and can't recharge again until your next long rest. To use this feature, the gadget must not have any remaining uses.
Gadgetmaster Upgrades
Airburst Mine.
You create a mechanical device capable of producing a devastating blast. As a bonus action, you can use this device to cast Shatter without expending a spell slot. Alternatively, you can set up the mine as an action to be triggered by your reaction within 1 minute. You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Arcane Nullifier. Prerequisite: 5th level Artificer.
You make a device that nullifies the arcane through means you assure everyone else you understand. As a bonus action, you can use this device to cast Dispel Magic. You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Bee Swarm Rockets. Prerequisite: 15th level Artificer.
You design a type of tiny firecracker-like device, which can release rockets in large numbers. You have a maximum number of rockets equal to your Artificer level. You can release between one and the number you have remaining as an action. Each rocket targets a point you can see within 40 feet. Creatures within 10 feet of a target point must make a dexterity saving throw. Creatures that fail take 2d6 fire damage per rocket that effects the area they are standing in, or half as much on a successful one. You rebuild your stock to your maximum during a long rest.
Belt of Adjusting Size.
You create a belt with a creature size dial on it. While you are wearing this belt, you can use a bonus action to cast Enlarge/Reduce on yourself. You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Binding Rope.
You create a rope that is capable of animating and binding a target. As an bonus action, target a creature within 30 feet. The target must make a Dexterity saving throw against your spell save DC or become restrained for a number of rounds equal at your Intelligence modifier. If you are currently grappling the target, it makes the Dexterity saving throw with disadvantage. The restrained creature must repeat the saving throw at the end of each of its next turns. On success, the effect ends. The rope can only restrain one target a time.
You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Boomerang of Hitting.
You create a magical boomerang. You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 1d4 bludgeoning damage. At level 9, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 15.
Special: Once per turn, when this weapon is Thrown, you can target two creatures within 10 feet of each other, making a separate attack roll against each target.
This weapon returns to your hand after you make an attack with it using the Thrown property.
Bracers of Empowerment. Prerequisite: 9th level Artificer.
You create bracers that can empower you. As a bonus action, you can use this device to cast Tenser's Transformation without expending a spell slot. The spell lasts for a number of rounds equals at your Intelligence modifier.
Once you use this ability, you cannot use it again until you complete a short or long rest.
Deployable Wings. Prerequisite: 9th level Artificer.
You build a set of deployable artificial wings. You can deploy this as a bonus action, or as a reaction to falling. When deployed, these give you a flying speed of 30 feet for a number of rounds equal to your Intelligence modifier.
Once you use this upgrade, you cannot use it again until you complete a short or long rest.
Disintegration Ray. Prerequisite: 15th level Artificer.
You create a Disintegration Ray. As bonus action, you can use this device to cast Disintegrate without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Element Eater.
You create a device capable of absorbing incoming elemental damage. You can activate this device and cast Absorb Elements without expending a spell slot. You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Enhanced Grappling Hook.
You enhance your grappling hook, increasing its range to 40 feet. Additionally, the enhanced power of the grappling hook means that when pulling yourself to a larger or larger creature or object, you can drag one medium or smaller willing or grappled creature within 5 feet of you with you.
Extra Energy. Prerequisite: 15th level Artificer, Gadgetmaster Weapon.
Your number of attacks makes with the Gadgetmaster Weapon increases to three.
Fire Spitter.
You create a gadget that creates a quick blast of fire. As a bonus action, you can cast Aganazzar's Scorcher with this gadget without expending a spell slot. You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Flashbang.
You create a high luminary discharge device. As an action, you can target a point within 30 feet. Any creature within 20 feet of the targeted point must make a Dexterity saving throw or be blinded for a number of rounds equal to your Intelligence modifier. The blinded creatures must repeat the saving throw at the end of its next turn. On a success, the effect ends. You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Gripping Gloves. Prerequisite: Incompatible with Nimble Gloves.
You create a set of gloves with a powerful assisted grip. Your Strength score and maximum Strength score increases by 2 while wearing these gloves. You gain advantage on Strength (Athletics) checks involving manipulating things with your hands while wearing it.
Impact Gauntlet.
You create a magic weapon capable of amplifying the impact of your blows. You have proficiency in this weapon, and it has the Finesse, Light and Special properties. It deals 1d4 bludgeoning damage. At level 9, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 15.
Special: Once per turn, when you make an attack roll, you can choose to forgo adding your Proficiency modifier to the attack roll. If the attack hits, you can add double your Proficiency modifier to the damage roll.
You can apply this upgrade up to 2 times, making a separate item each time.
Lightning Baton.
You combine incorporate elements of a shock generator design into a baton, creating a magic weapon. You have proficiency in this weapon, and it has the Finesse and Light properties. It deals 1d8 bludgeoning damage. At level 9, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 15.
Special: If you score a critical strike with this weapon, the target must succeed a Constitution saving throw against your Spell Save DC or become stunned until the start of your next turn.
You can apply this upgrade up to 2 times, making a separate item each time.
Lightning Generator. Prerequisite: Requires Shock. Generator.
You upgrade your shock generator with additional lightning capabilities. As a bonus action, you can cast Lightning Lure at-will using it, can overload it to cast Lightning Bolt.
Once you cast Lightning Bolt, you can not overload it again until you complete a short or long rest.
Mechanical Arm. Prerequisite: 9th level Artificer.
You create a mechanical arm, giving an extra hand. This mechanical arm only functions while it is mounted on gear you are wearing, but can be operated mentally without the need for you hands. This mechanical arm can serve any function a normal hand could, such as holding things, making attacks, interacting with the environment, etc, but does not give you additional actions.
Mechanical Familiar.
You can create the blueprint for a small mechanical creature. At the end of a long rest, you can choose to animate it, and cast find familiar with the following modifications: the creatures type is Construct, and you cannot select a creature with a flying speed. This construct stays active until you deactivate it or is destroyed. In either case, you can choose to reactivate it at the end of a long rest.
Nimble Gloves. Prerequisite: Incompatible with Gripping Gloves.
You create magical gloves the increase your Dexterity. Your Dexterity score and maximum Dexterity score increases by 2 while wearing these gloves. You gain advantage on Dexterity (Sleight of Hand) checks involving manipulating things with your hands while wearing these gloves.
Phase Trinket. Prerequisite: 9th level Artificer.
You create a magical trinket that manipulates ethereal magic. As a bonus action, you can cast Blink using the trinket without expending a spell slot. The spell duration is reduced for a number of rounds equal to your Intelligence modifier.
Once you use this ability, you cannot use it again until you complete a short or long rest.
Jumping Boots.
You modify your boots with arcane boosters. While wearing these boots, you are under the effects of the Jump spell.
Repeating Hand Crossbow.
You build an improved hand crossbow. You have proficiency in this weapon, and it has the Ammunition (range 30/120), Light, and Special properties and deals 1d6 piercing damage. At level 9, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 15.
Special: This weapon does not require a free-hand to load, as it has a built in loader. When you fire this weapon with advantage, once per turn you can forgo advantage on an attack to make one additional attack.
Shock Generator.
You create a device capable of generating potent shocks. You can use this to cast shocking grasp . When you cast Shocking Grasp with this feature, you can use either your Dexterity or Intelligence modifier for the melee spell attack roll.
Shocking Hook. Prerequisite: Requires Shock Generator
You can integrate your Shock Generator and your Grappling Hook. If the target of your Grappling Hook is a creature, you can cast shocking grasp using your Shock Generator on that creature as a bonus action when pulling it to you or being pulled to it.
Sight Lenses.
You create a set of lenses you can integrate into a set of goggles, glasses, or other vision assistance that allow you to see through obscurement. You can see through fog, mist, smoke, clouds, and non-magical darkness as normal sight up to 15 feet.
Smoke Cloak. Prerequisite: 5th level Artificer
You create a cloak that causes you to blend in with smoke. When you start your turn lightly or heavily obscured by smoke, you are invisible until the smoke clears or when you out of it.
Stinking Gas. Prerequisite: 5th level Artificer.
You make a more potent compound for your Smoke Bomb. When you use a Smoke Bomb, you can choose to cast Stinking Cloud rather than Fog Cloud, following the same rules.
Once you use this upgrade, you cannot use it again until you complete a short or long rest.
Stopwatch. Prerequisite: 15th level Artificer.
You create a magical stopwatch that manipulates the time. As an action, you can cast Time Stop spell using the stopwatch without expending a spell slot. The spell ends when the artificer makes an attack, casts a spell or makes any other action that affects an enemy creature.
Once you use this upgrade, you cannot use it again until you complete a long rest.
Striding Boots.
You modify your boots with amplified striding speed. While wearing these boots, you are under the effects of the Longstrider spell.
Speed Ring Prerequisite: 5th level Artificer.
You create a magical ring that manipulates time magic. As a bonus action, you can cast Haste or Slow using the ring without expending a spell slot. The spell duration is reduced for a number of rounds equal to your Intelligence modifier.
Once you use this ability, you cannot use it again until you complete a short or long rest.
Truesight Lenses. Prerequisite: Sight Lenses. Prerequisite: 9th level Artificer.
You upgrade and fine-tune your sight lenses, granting you Truesight up to 30 feet.
Useful Universal Key. Prerequisite: 9th level Artificer.
You create a Universal Key to obstacles, transmuting them into not-obstacles. As a bonus action, you can apply this key to a surface to cast passwall without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Mechanic
A Mechanic is an Artificer that has committed themselves to creating a true work of artifice, forging a mechanical partner. A painstaking life ambition, they plan and design meticulously, even if in practice sometimes compromises on materials must be made.
Why a Mechanic embarks in on the quest to forge this artificial construct of life can vary. For many it the pure pursuit of forging the perfect creation, while for others, it is simply so they do not have to carry around their loot, or to have a loyal companion to count on at all times.
A Mechanic is rarely chaotic, as there are people of great care and discipline: those are not would not have succeeded where they have, but some have been set on their path by such events that might drive them interact chaotically with society as a whole.
Mechanic's Proficiency
When you choose this specialization at 1st level, you gain proficiency with smith's tools and tinker's tools. Additionally, your mechanical partner can be targeted by yours healing spells.
Mechanical Companion
When you choose this specialization at 1st level, you complete a mechanical companion, formed from metal and clockwork. The partner is a construct that obeys your commands without hesitation and serves you loyally via a pendent that only you can attune to. Though magic fuels its creation, the servant is not magical itself. You are assumed to have recently succeeded in this creation after working towards it for sometime. Additionally, your partner gain the following characteristics and statistics:
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When you build your mechanical servant, you determine its game statistics by selecting a chassis and a build, which you apply to the the mechanical servant statistics provided at the end of the Mechanic description. Your construct's chassis determines its general appearance, but it can look however you like, as long as its form is appropriate for those statistics.
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The construct has its own proficiency bonus which matches your own. It increases in level whenever you do, and gains a new hit die, just as you do. Your servant may spend hit dice to heal during a short rest, however you must be present and able to make repairs.
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Whenever you gain an ability score increase from this class, your servant gains an ability score increase of its own, however the construct’s Intelligence and Charisma scores cannot be increased through this feature.
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On your turn, if you do not command it, the only action it takes on its turn is the Dodge action unless you take a bonus action on your turn to command it to take one of the actions in its stat block, or the Dash, Disengage, Help, Hide, or Search action. It can move at your will and you can use your reaction to direct it to take a reaction. The servant obeys your orders to the best of its ability.
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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 reproduce the construct exactly as it was, with two days of work (eight hours each day) and 500 gp of raw materials.
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You are able to create weapon components for your construct. Choose 2 weapons, the mechanical servant is considered proficient with the chosen weapons. The constuct gains the attack action, and follows the normal rules for wielding weapons and attacking. On a long rest, you can swap these weapons for another.
These weapons may take a different form than a normal weapon. For example, curved blades may be attached to the claws of a quadruped construct, enabling it to deal slashing damage like a simitar. Whatever its physical description, you can use the game statistics provided for the weapon in chapter 5 of the Player's Handbook.
Control Pendant
Wondrous Item, Attunement (creator only).
While attuned to this gem, you have control of your mechanical partner.
Magic Imbued Strikes
Starting at 3rd level, your servant’s attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.
Mechanic's Goggles
Beginning at 3rd level, you develop an arcane link with you servant’s sensors. You can use an action to do a special pair of goggles of your own design and see through your construct’s eyes. These goggles are uniquely calibrated to you. If another creature looks through the goggles they see only blackness.
Additionally, your mechanical partner can cast Find Traps spell once per long rest. When casting this way, it has no Verbal or Somatic component.
Additional Upgrade
At 5th level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal. This can you learn an additional upgrade. The upgrade doesn't count against your number of total upgrades.
You learn an Additional Upgrade at 9th and 15th level.
Magnetic Resonance
Starting at 5th level, you install an essence connection into your mechanical partner to sync your magic to it through your Control Pendant. While attuned to this gem, you can make any spell you cast that targets only you also target your mechanical partner.
Clockwork Brain
At 9th level, you design a clockwork brain and install it into your mechanical servant. The construct gains an Intelligence score of 12, allowing it to utilize a magic item. If it has any activation, only the construct can activate the magic item.
Due to its increased intelligence, the construct loses its immunity to psychic damage and you don't need to take a bonus action to command it anymore. You can now command it at will.
Mechanic's Focus
At 15th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your mechanical partner hits a target, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra 1d8 force damage.
- Choose one creature other than you or an object you can see within 30 feet of the target. Healing energy flows into the chosen recipient restoring 1d8 hit points to it.
Either the damage or the healing increases 1d8 for each upgrade implemented into your mechanical partner.
You can use this feature a number of times equal to your Intelligence modifier halved rounded down (minimum of 2), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Mechanical Partner Statistics
Your mechanical servant uses these base statistics when created. You modify those statistics by choosing a chassis and a build upon creation of the construct.
Mechanical Partner
Medium construct, unaligned
- Armor Class 10 + proficiency bonus + Dexterity modifier.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 3 (-4) 9 (-1) 1 (-5)
- Damage Vulnerabilities acid
- Damage Immunities poison, psychic
- Condition Immunities exhaustion, charmed, poisoned
- Senses passive perception 10 + Wisdom modifier, darkvision 60 ft.
- Languages Understands creator’s languages, but cannot speak
- Vigilant. The Mechanical Partner can't be surprised.
Mechanical Partner Chassis
The basic physical form of your construct, including its size and speed. The specifics of its appearance can be tailored to your choosing.
Biped Chassis
You construct a chassis built to stand upright on two legs. The servant gains the following additions to its statistics:
- Size: medium
- Skills: athletics
- Speed: 30 ft.
- Hit Die: d10
- Hit Points at 1st Level: 10 + its Constitution modifier
- Hit Points at Each Level After 1st: 6 (or 1d10) + Constitution modifer
Quadruped Chassis
You construct a chassis built to stand upright on two legs. The servant gains the following additions to its statistics:
- Size: medium
- Skills: acrobatics
- Speed: 40 ft.
- Hit Die: d6
- Hit Points at 1st Level: 6 + its Constitution modifier
- Hit Points at Each Level After 1st: 4 (or 1d6) + Constitution modifer
Expanding Chassis Options
Depending on the nature of your campaign, and your interests as a the player, the DM might choose to expand the options for your mechanical servant. Any form for a servant can do, but these general guidelines should be followed.
- The chassis size should not exceed medium
- Skills should not be added that are available via upgrades
- Mechanical benefits, such as a fly speed, should be offset by negatives, such as small size, or lack of features, such as a single skill proficiency.
- Special abilities or extreme values can be used sparingly, but again should be offset. For example creating a limbless tank-like chassis with a d10 hit die, but a slow land speed.
Mechanical Partner Builds
The manner in which you build your mechanical servant is just as important as its components and design. The build determines your construct's strengths and weakenesses.
Strong Build
- The servant gains a Strength score of 16.
- The servant gains either a Wisdom, Dexterity, or Constitution score of 13.
- Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC: 8 + Construct's proficiency bonus + Construct's Strength modifier
Flexible Build
- The servant gains a Dexterity score of 16.
- The servant gains either a Wisdom, Strength, or Constitution score of 13.
- Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC: 8 + Construct's proficiency bonus + Construct's Dexterity modifier
Surdy Build
- The servant gains a Constitution score of 16.
- The servant gains either a Strength, Dexterity, or Wisdom score of 13.
- Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC: 8 + Construct's proficiency bonus + Construct's Constitution modifier
Mechanics Upgrades
Advanced Materials Prerequisite: 9th level Artificer
By utilizing rare ore in upgrading the construct’s armor, the construct gains resistance against bludgeoning, piercing, and slashing from nonmagical weapons.
Arcane Barrage Armament.
You install a shoulder mounted armament to your golem, charged with arcane power. As an action, the golem can cast Magic Missile as a 3rd level spell. When casting this way, it has no Verbal or Somatic component. The level of the spell increases to 5 at the 9th level and 7 at the 15th level.
You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Arcane Shielding. Prerequisite: 15th level Artificer.
You install a device which can generate a bubble of arcane energy. As an action the construct can activate the shield. While the shield is active the construct gains resistance to all damage for a number of rounds equal to your Intelligence modifier. Once your construct uses this feature, it must finish a short or long rest before it can use it again.
Armor Plating. Prerequisite: Biped Chasis
By replacing much of the construct’s chassis with heavy metal plates you significantly upgrade its armor at the cost of clumsier movement. The construct’s AC becomes 16 + proficiency bonus. The construct has disadvantage on stealth skill checks.
Aquatic Adaptation.
Using a special compound that you develop, you coat your construct in a friction reducing material. You attach fins, webbing, or other appropriate aquatic locomotive aids. The construct gains a swim speed equal to its base speed. If any effect increases its base speed, that increase also applies to its swim speed. Additionally, it gains resistance to cold damage.
Charge Attack. Prerequisite: Quadruped Chassis.
By upgrading the construct’s joints to be more nimble at high speeds, your construct gains the ability to attack while dashing. When the construct uses its action to dash, it can use a bonus action to make a single melee attack or to shove a creature.
If the construct moves at least 10 feet in a straight line immediately before taking this bonus action, it gains either a +5 bonus to the attack’s damage roll (if it makes an attack and hits) or pushes the target up to 10 feet away from it (if it succeeds on the shove).
Cloaking Device. Prerequisite: 9th level Artificer.
You install an Arcane Cloaking device on your Warforged Golem. This device has 4 Charges. You can direct the golem to expend 1 or more charges to cast one of the following spells using its action: Invisibility (2 charges), Greater Invisibility (4 charges). The spell duration is reduced for a number of rounds equal to your Artificer Intelligence modifier. It regains all charges after a long rest.
Expanded.
You enlarge your mechanical companion, increasing its size category by one (up to large category). It has advantage on Strength checks and Strength saving throws. During the process, you can determine if your partner will have the appropriate physiology to serve as a mount.
Flamethrower Armament.
The construct is upgraded with a flame weapon. As an action, the construct can send out a blast of fire. Each creature in a 15-foot cone must make Dexterity saving throw against the construct save DC. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
This damage increases to 5d6 at 9th level and 7d6 at 15th level. You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Grapple.
You upgrade the arms of your bipedal construct, outfitting them with hooks, clamps, or another appropriate addition. When the construct strikes a target with their basic attack, the target becomes grappled, the escape DC is calculated using the Save DC shown in the construct chassis stat block.
Improve Constitution.
You reinforce the power of your partner’s core and limbs. Your mechanical companion's Constitution score increases by 2. A mechanical companion's maximum Constitution score is 20.
Improve Dexterity.
You tune the servos in your Warforged Golem. Your mechanical companion's Dexterity score increases by 2. A mechanical companion's maximum Dexterity score is 20.
Improve Strength.
You reinforce the power of your partner’s core and limbs. Your mechanical companion's Strength score increases by 2. A mechanical companion's maximum Strength score is 20.
Iron Fortress. Prerequisite: Expanded; Biped Chasis.
Your partner now counts as full cover for people behind it. Additionally, it cannot be moved against its will while in contact with a floor.
Hair Trigger Springs. Prerequisite: 15th level Artificer.
By honing your construct’s reaction times, it becomes able to avoid damage with lightning reflexes. When forced to make a dexterity saving throw to avoid taking damage, the companion takes half damage on a failed save, and no damage on a success.
Magically Warded. Prerequisite: 15th level Artificer.
You provide strong antimagic enchantments for your mechanical servant. The construct has advantage on saving throws against spells a number of times equal to your Intelligence modifier halved, rounded down (minimun two times).
Multiattack Protocol. Prerequisite: 9th level Artificer.
Your Mechanical Partner gains multiattack. When your Mechanical Partner uses the Attack action, it can attack twice.
Muffled Joints Incompatible with Armor Plating.
You upgrade the construct's joints with a lighter material, and use a special casing, of your own design, to muffle the sounds the construct makes while moving. The construct gains proficiency in the stealth skill.
Moutain Adaptation.
You add integrated climbing hooks, deployable fins, insulated seals to your companion. Your mechanical partner gains a climbing speed equal to its walking speed halved. Additionally, it gains resistance to fire damage.
Nimble Ground Control Prerequisite: Quadruped Chassis.
By upgrading the maneuverability of your Mechanical Partner, the construct is able to nimbly move in and out of combat. The construct does not provoke opportunity attacks.
Overdrive Protocal. Prerequisite: 9th level Artificer; Quadruped Chasis
You build in a special mode allowing your partner go beyond its limitations. As your action, you can overcharge your golem with energy, granting it the effects of haste for a number of rounds equal to your intelligence modifier.
Once used, you cannot use this again until you complete a long rest.
Overload.
The construct is upgraded with an energy discharge weapon. As an action, the construct can release a blast of electrical energy from its body. Each creature within 20 ft of the companion must make a Dexterity saving throw against the construct save DC. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.
This damage increases to 5d8 at 9th level and 7d8 at 15th level. You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Precision Instruments
You graft a set of fine tools onto your construct allowing it to manipulate small details. The construct gains proficiency with thieves’ tools, and always has theives’ tools available.
Relentless.
You increase the resilience and stability of your construct. It gains proficiency in Constitution Saving Throws and has advantage against saving throws to be knocked down.
Additionally, if the construct takes damage that would reduce it to 0 hit points, it instead is reduced to 1. Once your construct uses this feature, it must finish a short or long rest before it can use it again.
Riding Harness Prerequisite: Quadruped Chasis.
You design and craft a special sadle or harness to aid in using the construct as a mount. When an attack targets a creature that is using the construct as a mount, your mechanical servant can force the attack to target itself instead.
Runic Wings. Prerequisite: 9th level Artificer. Incompatible with Expanded.
You add magical wings to your Mechanical Partner, granting it a flying speed of 20 feet.
Smoke Screen.
As an action, you Mechanical Partner can use this to instantly cast fog cloud on itself. It lasts a number of rounds equal to your Artificer intelligence modifier and does not require concentration. You can use this upgrade a number of times equal to your Intelligence modifier halved, rounded down (minimum once), regaining all uses on a short or long rest.
Sensor Array. Prerequisite: 9th level Artificer.
By working to advance the sensor modules on your construct, it obtains true sight in a radius of 30ft.
Warforged Apprentice. Prerequisite: 9th level Artificer.
Your Mechanical Partner begins to apply its abilities to learn new things, gaining a class level in a class of your choosing. Your Mechanical Partner gains all the first level features of the chosen class. This does not include health or class proficiencies (for example, selecting Fighter grants only Fighting Style and Second Wind).
Warforged Adept. Prerequisite: Warforged Apprentice; 15th level Artificer.
Your growth as a Mechanic is such that your creation is capable of learning and adapting even more skills. It gains all the second level features of the class you selected for the Warforged Apprentice upgrade. This does not include health or class proficiencies (for example, selecting Fighter grants only Action Surge).
Artificer Spell List
1st Level
- Absorb Elements (XGtE)
- Alarm (ritual)
- Catapult (XGtE)
- Cure Wounds
- Detect Magic (ritual)
- Disguise self
- Expeditious Retreat
- Feather Fall
- False life
- Grease
- Identify (ritual)
- Jump
- Longstrider
- Sanctuary
- Snare (XGtE)
- Shield of faith
2nd Level
- Aid
- Alter self
- Arcane lock
- Blur
- Continual flame
- Darkvision
- Enhance ability
- Enlarge/reduce
- Heat Metal
- Invisibility
- Lesser restoration
- Levitate
- Magic Mouth (ritual)
- Magic weapon
- Protection from Poison
- Pyrotechnics (XGtE)
- Rope trick
- See invisibility
- Skywrite (ritual) (XGtE)
- Spider climb
- Thunderburst Mine (New)
- Web
3rd Level
- Blink
- Catnap (XGtE)
- Elemental weapon
- Fireburst Mine (New)
- Flame arrows (XGtE)
- Fly
- Gaseous form
- Glyph of warding
- Haste
- Protection from energy
- Revivify
- Tiny servant (XGtE)
- Water breathing (ritual)
- Water walk (ritual)
4th Level
- Arcane eye
- Death ward
- Fabricate
- Freedom of movement
- Leomund’s secret chest
- Mordenkainen’s faithful hound
- Mordenkainen’s private sanctum
- Otiluke’s resilient sphere
- Stone shape
- Stoneskin
5th Level
- Animate Objects
- Bigby's hand
- Creation
- Greater restoration
- Legend Lore
- Mislead
- Passwall
- Skill empowerment (XGtE)
- Transmute rock (XGtE)
- Wall of Stone
*XGtE: Xanathar's Guide To Everything
Custom Spells
Thunderburst Mine
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, M, S
- Duration: 8 hours
You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).
When the magic trap detonates, Each creature in a 10-footradius Sphere centered on item must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines.
A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results it in detonating unless the Artificer that set it disarms it with an action.
Fireburst Mine
3rd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, M, S
- Duration: 8 hours
You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).
When the magic trap detonates, Each creature in a 20-footradius Sphere centered on item must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one fireburst mine during a turn, they take half damage from any subsequent effects of the mines.
A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results it in detonating unless the Artificer that set it disarms it with an action.