Base Class: Artificer
Day Watcher Engineers are a rarity amongst the brothers and sisters. They serve as practitioners of engineering, specialists who invent, design, analyze, build and test machines, complex systems, structures, gadgets and materials to fulfill functional objectives and requirements while considering the limitations imposed by practicality, regulation, safety and cost.
Signature Device
At level 3, you gain a signature device, a versatile, and later customizable invention. You choose between 7 gadgets: flamethrower, grenade kit, elixir gun, turret, drone, Omnigauntlet, or Omnistaff. Building it costs (25*Artificer level) GP and 4 hours of time. Repairing it requires a DC15 Intelligence (Tinker's Tools) check, and half the money and time it takes to build it. At 5th, 13th, and 17th level, you choose an upgrade feature for your signature device.
Drone
Drone
A small deployable flying device with an AC of 12 and HP equal to 5+(4* your Artificer level). As an action you can deploy the drone to a space adjacent to you. An undeployed drone is a 6-inch sphere. A drone has a flying speed of 30 feet, can carry a weight of 40lbs and cannot move more than 300 ft away from you. A drone moves on your initiative, has its own movement action, but uses your actions for its abilities. Only 1 may be deployed at a time, unless otherwise stated. A drone can be undeployed while adjacent to it.
A drone is immune to Poison and Psychic damage. It cannot be charmed or frightened, and is immune to poison and disease. It has a Str Save bonus of +0 and a Dex Save bonus of +2. It fails any other saving throw.
Basic Drone
- Drone Shot. As an action, your drone makes a shot at a target you can see. This attack has a range of 60 ft. On a hit, drone shot deals 1d8 + Int. Mod piercing damage.
- Drone Mark. Twice per short rest, your drone can mark a creature or object that you can see as an action. This functions as Faerie Fire, targeting a single creature or object and doesn't require Concentration.
- Drone Camera. As an action, you can observe through your drone. This functions as Scrying targeting the Drone, and requires concentration, but no focus or casting time. As long as you continue observing your drone, it can move up to 9 miles away and be controlled from this distance. If the Drone Camera ends while your Drone is out of range, it stays in the same spot until you enter its range again. It is a bonus action to stop observing through your drone.
Enhanced Drone (Level 5)
- System Leak. Once per short rest, your Drone may as a bonus action create a pool of oil underneath itself that acts as a non-magical Grease spell.
- Second Drone. You may deploy a second drone at a time, and it takes 50% less time and money to rebuild one. You can command both drones on the same action or bonus action. (example: simultaneous Drone Shot). Energy is expended for both drones in doing so.
- Chameleonic Plating. Once per short rest, you can cloak your drone. As a bonus action, your drone becomes invisible and makes no noise for 1 minute, or until it takes damage or uses its Drone Shot or Drone Mark abilities.
Advanced Drone (Level 13)
- Improved Shot. Drone Shot uses a bonus action, and now has a range of 120 feet.
- Improved Mark. Creatures marked by Drone Mark take an extra 2d6 damage from you and your allies.
- Improved Senses. The Drone gains Blindsight 90ft. Additionally, Drone Camera requires no action.
Master Crafted Drone (Level 17)
- Shock Shot. Drone Shot gains a +2 Attack Bonus, and deals an additional 2d6 lightning damage.
- Mark Tracking. You always know the direction towards a marked creature, so long as it is within the same plane. Additionally, the duration of Drone Mark is increased to a day.
- Holographic Projector. Once per short rest, you can replicate the effects of Major Image within 120 ft of a Drone. The Drone cannot take any actions until the illusion ends or is dismissed. This illusion is non-magical, and thus is immune to effects like True Sight and a creature cannot see through it even if it's discerned as an illusion.
Elixir Gun
Elixir Gun
A two-handed weapon that can launch alchemical elixirs and poisons. It has a range of 80/320ft, the loading property, and a capacity of 1. It requires a bonus action to be reloaded.
Basic Elixir Gunv
Elixir T. A ranged weapon attack that uses int, deals 1d8 + Int. Mod poison damage. On a hit, the target must succeed on a CON save or be poisoned until the start of your next turn.
Elixir H. Three times per short rest, Heals the target for 1d8+ Int.
Elixir G.Once per short rest, as an action shoot a cloud of chemical gas. Creatures in a 20ft cone must make a Wis save or be affected as if by Calm Emotions for a number of rounds equal to half your engineer level. Whether they fail or succeed, they cannot be affected by Elixir G again for a day.
Enhanced Elixir Gun (Level 5)
Light Frame. You can wield and reload the elixir gun with a single hand.
Dual-Shot. You can fire the elixir gun twice per turn, and it can be fired twice before needing to be reloaded. A creature hit twice by Elixir T only needs to save once, but suffers disadvantage on the saving throw.
Advanced Rifling. Grant a +2 bonus to the elixir gun's attack rolls. Additionally, its range increases to 150/600ft and it makes no sound when shot.
Advanced Elixir Gun (Level 13)
Super T. Targets hit by Elixir T suffer an additional 1d8 necrotic damage that reduces the target's max HP by the same amount until their next long rest, and if they fail the CON save, they are also blinded until the start of your next turn.
Super H. Creatures healed by Elixir H are healed for d10s and are cured of 1 disease or condition (blinded, deafened, poisoned, paralysis). The energy maximum for Elixir H is now 4, and it also multiplies the healing granted by your Int modifier.
Super G. When a creature is affected by Elixir G, you can instead make them confused for the duration.
Master Crafted Elixir Gun (Level 17)
Paralysis-Inducing T. The poisoned status caused by Elixir T now lasts 1d4 rounds. Additionally, whenever they fail a save against Elixir T, they gain a level of Exhaustion.
S-Infused H. Creatures targeted by Elixir H. Gain the benefits of Haste for a number of rounds equal to the amount of energy used and regain an amount of HP equal to the energy used every round for a minute.
Aphrodisiac-Enhanced G. When a creature fails a save against your Elixir G, you can instead make them Charmed. Additionally, the duration of Elixir G increases to one round per Artificer level.
Flamethrower
Flamethrower
A two-handed weapon that can sear foes and create smokescreens, manipulating the battlefield in interesting ways.
Basic Flamethrower
Fireblast. As an action, shoot a blazing stream of fire. You project a 40ft long line of fire, making a ranged attack roll against each creature in it, dealing 1d6 + Int fire damage on a hit. This deals 2d6 at level 5, 3d6 at level 9, 4d6 at level 13 and 5d6 at level 17. The attack roll uses Dexterity.
Napalm Spread. As an action, force all creatures within a 15 ft cone to make a Dex save. On a failure, they take 4d6 fire damage. A creature takes half damage on a success.
Smokescreen. As a bonus action, exhaust smoke from your flamethrower. A 10 ft radius sphere centred around yourself is filled with smoke for 2 rounds, heavily obscuring the area for all creatures except you.
Enhanced Flamethrower (Level 5)
Light Frame. You can wield the flamethrower in one hand.
Distant Ammunition. Fireblast has a range of 80ft, Napalm Spread affects a 30 ft cone, and Smokescreen fills a 20ft sphere.
Fine Optics. Grant a +2 bonus to the attack rolls and Dex save DC to the actions of your flamethrower.
Advanced Flamethrower (Level 13)
Incendiary Fireblasts. Fireblast deals d8s of damage instead of d6s, and leaves behind a wall of flames for a round that causes 2d8 fire damage to creatures traversing it.
Toxic Smoke. Smokescreen poisons creatures except you for 1 minute when they fail a Con save upon starting their turn in it or entering it for the first time.
Sticky Napalm. Napalm Spread deals 1d6 damage to creatures who fail the initial Dex save at the end of each of their turns. This lasts until they spend an action to attempt a successful Dex save, which ends this effect.
Master Crafted Flamethrower (Level 17)
Elemental Converter. Once per long rest, as a bonus action to deal a different kind of damage (acid, cold, or lightning) with Fireblast and Napalm Spread for a minute.
Quickblast. You can shoot a fireblast as a bonus action instead, once per long rest.
Agonising Napalm. Napalm Spread deals d8s of damage, as well as a bonus amount equal to your Intelligence Modifier.
Grenade Kit
Grenade Kit
A bag that contains ingredients to make grenades that can be made on the fly. Creating a grenade costs 1 bonus action, and throwing one is a standard action. These bombs explode as soon as they reach the target. Grenades can be thrown at a point of 20ft away, and have a blast radius of 10ft. Additionally, bombs can be launched by other means per DM discretion.
Basic Grenade Kit
- Basic Grenade. Creatures within the blast radius must succeed on a Dex save or take 2d6 bludgeoning damage on a failed save, or half as much on a success. The damage increases to 3d6 at level 5, 4d6 at level 11, or 5d6 at level 17.
- Elemental Grenade. Once per long rest, creatures within the blast radius must succeed on a Dex save or take 3d6 (acid, cold, fire, lightning) damage on a failed save, or half as much on a success.
- Smoke Grenade. Once per long rest, you can create a smoke grenade that fills its blast radius with a cloud of smoke that heavily obscures the area for 2 rounds for all creatures except you.
Enhanced Grenade Kit (Level 5)
- Flash Grenade.Twice per long rest, Your grenade causes the effects of a Daylight spell where it lands for a minute. Creatures within fifteen feet of your target must make a Con save or be blinded for five rounds.
- Poison Grenade. Twice per long rest, creatures in blast make a Con save. On a failure, they take 2d10 poison damage and are poisoned for 1 minute. On a success they simply take half damage.
- Concussive Grenade. Twice per long rest, you can create this disorienting grenade. Creatures in the blast must succeed on a Con save or take 2d10 thunder damage and be deafened for 1 minute. On a success they take just half damage. They may repeat the save at the end of their turns to end the deafness.
Advanced Grenade Kit (Level 13)
- Lightweight Shell. Grenades have a thrown range of 80 feet.
- Dual Bomb. Two grenades can be created in a bonus action.
- C-12. Grenades have a blast radius of 20 feet, and Basic Grenades do d10s of damage.
Master Crafted Grenade Kit (Level 17)
- Dangerous Grenades. Damage dealing grenades deal extra damage equal to twice your Intelligence Modifier (min. 2).
- Specialized Elementalist. Your Elemental grenades have unique effects, and deal 3d8.
- Acid. Creatures who fail the Dex save suffer an AC loss equal to your Int Mod. (min.1) until the end of your next turn.
- Cold. Creatures who fail the Dex save suffer halved speed until the end of your next turn, unless they resist or are immune to cold.
- Fire. Creatures who fail the Dex save take an additional 1d10 fire damage at the start of your next turn.
- Lightning. Creatures who fail the Dex save are pushed away from the bomb by 15 feet.
- Heavy Smoke. You can create and throw up to three smoke grenades with a single action, paying the appropriate energy cost. The smoke cloud also lasts for five rounds, halves the speed of other creatures moving through it, and blinds creatures who fail a Con save upon starting their turn in it or entering it for the first time for 1 minute. They can repeat the save at the end of their turns until they succeed.
Omnigauntlet
Omnigauntlet
A gauntlet that is commonly used by engineers and inventors as a close combat weapon. This device is very versatile in nature being used for combat mobility and defence. Only one configuration may be active on the gauntlet at a time and you must use a interaction to switch
Basic Omnigauntlet
- Combat Configuration. You make a dexterity melee attack for 1d8+dex mod damage of either bludgeoning slashing or piercing (your choice).
- Defence Configuration. You form the gauntlet into a shield attached to your arm and it counts as a free hand and grants +1 AC.
- Mobility Configuration. You can make a melee attack for 1d6+dex mod slashing damage. You also have a taser that can make a creature within 5ft of you to make a con save or be stunned on their next turn. Additionally you may use your bonus action to shoot a grappling hook at a target within 30 ft of you and pull yourself toward it.
Enhanced Omnigauntlet (level 5)
- Second OmniGauntlet. You gain a second gauntlet and both gauntlets gain the light property.
- Defensive Configuration Enhancement. Kinetic Energy Reduction: When hit by an attack that deals bludgeoning, piercing, or slashing.
- Mobility Configuration Enhancement. Your grappling hook now has a range of 60ft. Additionally your gauntlet has a set of climbing hooks installed into it giving you a climbing speed of 30ft.
Advanced Omnigauntlet (level 13)
- Advanced Combat Configuration. You may add your int modifier to your Gauntlet strikes. Additionally, the damage dice for each of these weapons configurations is doubled to 2 dice but the size of those dice decreases by one (ex: Combat Configuration instead of doing 1d8 damage now does 2d6).
- Advanced Mobility Configuration. Your grappling hook now has a range of 120 ft. It now also has more durable rope and two adhesive anchors on either end of it to attach it on any surface and keep it anchored firmly, being able to support up to 500 pounds.
Master Crafted Omnigauntlet (level 17)
- Superior Combat Configuration. When you use your energised strike you can make a second strike with your second gauntlet for free if you have one. You also can now spend a max of 5 energy on the attack. Additionally your basic gauntlet or gauntlets and energised strikes now deal any damage type but require a bonus action to change it for both or one gauntlet.
- Superior Mobility. Your climbing speed if at 30 ft is increased to 60 ft.
Omnistaff
Omnistaff
A device that functions as a regular quarterstaff, but can also deliver a powerful arcane attack. Additionally, when you make a tinker's tool check to build or repair something, you add a +2 bonus to the roll while in possession of the staff, as it also functions as a tool.
Basic Omnistaff
- Staff Strike. You make a melee weapon attack with the staff. Treat this as a Quarterstaff attack (one handed:1d4 bludgeoning, Two handed 1d6 Bludgeoning). Against constructs or mechanical objects, deal an additional 2d3 force damage.
- Mend. You can use your staff to cast mending on a damaged simple device made of stone, metal or wood within 10 feet. You may also use this feature, spending an action, to heal a construct (including your drones and turrets) within 5 feet for 1d6 + 1 HP as a bonus action, as long as the construct has at least 1 HP.
- EMP. Once per long rest, as an action, you can force all creatures (size large and smaller) within 10 feet to make a STR save. On a failure, they are knocked prone.
Enhanced Omnistaff (Level 5)
- Force Strike. Add your Int modifier to attack and damage rolls with Staff Strike. Whenever you successfully hit a creature, you can spend one energy point to send it flying back 15ft or until it hits an obstacle.
- Powerful Pulse. Add +2 to the save DC of EMP. Its range is increased to 20 feet, and it can work against creatures up to Huge in size.
Advanced Omnistaff (Level 13)
- Efficient Repair. You may use the mend ability to a range of 30 feet. The bonus to Tinker's Tool checks the staff gives is increased to +5. You may add your intelligence modifier to the healing that the feature gives to constructs.
- Booming Pulse. EMP deals thunder damage equal to your Artificer level to creatures that fail the STR save. They are also deafened until the end of your next turn.
Master Crafted Omnistaff (Level 17)
- Efficient Pulse. EMP uses a bonus action, and costs only 1 energy. Additionally, you can make it create a cloud of floating debris within its area that lasts four rounds. Creatures other than you entering this area or starting their turn in it suffer 4d4 slashing damage.
System Restoration. Once per long rest, you can cast Fabricate without the use of a spell slot. This cost is halved if this is used to repair a broken object.
Turret
Turret
A small deployable device with an AC of 12 and HP equal to 5+(6x Your Artificer Level). As an action you can deploy the turret to a space adjacent to you. An undeployed turret is a 6-inch box.
Turrets are automated firearms used to defend and support an engineer and their allies. Only one may be deployed at a time, unless otherwise stated.
A turret is immune to Poison and Psychic damage, cannot be feared or charmed, and is immune to poison and disease.
As a bonus action on your turn you command the turret to move to an unoccupied space. The turret has a walking speed of 15 ft.
Basic Turret
- Automated Strike. Enemy creatures that enter a 25 ft radius around the turret, or start their turn there, must make a Dex save. On a failure they take 2d4 + int mod (min. 1) piercing damage. They take half damage on a success. This increases to 3d4 at level 5, 4d4 at level 11, and 6d4 at level 17.
- Healing Mist. Once per short rest, as a bonus action, activate this feature. Create a restorative cloud centred on the turret with a range of 15 ft. Ally creatures that start and end their turn within heal an amount equal to your Int modifier.
- Force Net. Twice per long rest, as a bonus action, force a creature that you can see within 25 feet of the turret to make a Dex save, or be restrained until the beginning of your next turn.
Enhanced Turret (Level 5)
- Sturdy Turret. The turret's AC is increased by your Intelligence Modifier, and its HP by 2x Your Artificer level. It resists all damage.
- Distant Turret. You can deploy a turret up to 30 feet away. Automated Strike and Force Net have a range of 50 ft, and Healing Mist has a range of 30ft.
- Second Turret. You may deploy a second turret at a time, and it takes 50% less time and money to rebuild one.
Advanced Turret (Level 13)
- Empowered Strike. Automated Strike deals d6s of damage instead of d4s.
- Restorative Mist. Creatures healed by Healing Mist are healed for twice your INT mod, and are restored of one disease or condition every turn they remain inside (poison, blinded, deafened, or paralysis).
- Electrified Net. When a target fails their Dex save against Force Net, they take 1d3 lightning damage, and cannot take bonus action or reactions until free.
Master Crafted Turret (Level 17)
- Shield Generator. Friendly creatures (Including yourself) within 30 ft of a turret gain the benefits of Shield. This effect persists until the destruction or deconstruction of the turret. You cannot stack the effects of Shield with two turrets in this way.
- Fission Core. Upon destruction, a turret explodes. Creatures within 30 ft must succeed on a Dex save or take 3d6 radiation and be knocked prone on a failure (half damage on a success).
Teleportation System. As a bonus action, you can make one of your turrets teleport to any unoccupied spot within 30 ft of itself. Additionally, you can store your turrets in the Fey from which you can retrieve them as a free action.
Sharp-witted Creator
At level 3, you gain access to the gadget list, from which you can create any number of. If your DM requires it, acquiring a gadget costs money and time to craft, depending on the gadget's tier, as seen on the table below.
| Tier | Cost | Artificer level | |
| 1 |
|
3 | |
| 2 |
|
5 | |
| 3 |
|
8 | |
| 4 |
|
11 | |
| 5 |
|
14 | |
| 6 |
|
17 |
While equipped, gadgets are always in effect. When you level up, you may choose to replace a gadget you possess and replace it with one gadget for which you meet the requirements. The old gadget is recreated into the new one.
If a gadget is somehow damaged, you must repair it with an Intelligence (Tinker's tools) check with a DC=12+Gadget Tier, spending half of the cost and time to repair it. A gadget lost or destroyed must be replaced entirely.
Many gadgets have spell-like effects, but these are nonmagical, and therefore cannot be affected by spells such as dispel magic, counterspell, or antimagic field.
Gadget List
Tier 1
Requires Level 3
AA Powered Greaves
When wearing both of these greaves you gain the following:
- Increases your walking speed by 10 feet.
- Jump distance and height are doubled and you can use your Int score and modifier instead of Str.
- Whenever you take fall damage, take half damage, and you don't fall prone.
Zirconain Medic Kit
This item has a pool of healing power that replenishes when you take a short or long rest.
With that pool, you can restore a total number of hit points equal to your engineer level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.
Alternatively, you can expend 5 hit points from your pool of healing to spare a dying creature as an action to stabilize it and return it to 1 HP.
Eagle Lenses
These metal-framed goggles featuring two deep purple crystal like lenses. The feature have a modular design, in which has the ability to have more lens added, maximum of 27 total, which they can bring down over one of their eyes.
Wearing Eagle Lens over eyes grants you the following:
- You add +1 to Perception checks you make.
- You gain a +1 bonus to ranged attack rolls.
- Advantage on a ranged weapon attack roll, if it's the first attack you make on your turn.
Grav Hooks
Having this item equipped in a hand or similar, grants the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. It's also gains a climbing speed equal to its walking speed.
Sustenance Blood Infuser
When implanted this item you gain the following:
- You do not require food or water to survive. Your Hit Point maximum is increased by 1.
- You are proficient in Constitution Saving Throws
- Once per dawn, you can cure one poison or disease you are afflicted with as a bonus action.
Mage Lens
These metal-framed goggles feature a light blue crystal like lens over one eye. The feature have a modular design, in which has the ability to have more lens added, maximum of 27 total, which they can bring down over one of their eyes.
Wearing Mage Lens over one of your eyes grants you the following:
-
As an action, you can nonmagically cast detect magic.
- As an action use this gadget to nonmagically cast identify on any object within line of sight.
Appendage Retractable Machine (A.R.M) Servo-Harness
Unlike other Servo Arms, a Servo-Harness is often attached to the users armour, or worn as a backpack. While it is controlled through a direct neural connection like all Servo Arms, it is not necessarily permanently, surgically implanted into the Users body.
- You have a retractable (as an action) mechanical hand that can reach as far as 30 feet away from you.
-
It is a free action to control the hand.
-
As an action, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
-
The hand cannot activate magical items, or carry more than 10 pounds.
Tier 2
Requires Level 5
Scout Lens
These metal-framed goggles featuring two pale green crystal like lenses. The feature have a modular design, in which has the ability to have more lens added, maximum of 27 total, which they can bring down over one of their eyes.
Wearing Scout Lens over your eyes grants you the following:
- You can see through darkness (including magical darkness) to a distance of 30 feet and have no perception or inspect penalties. You can also see an additional 90ft as if it was in "Dim Light."
- The lenses can also magnify objects viewed to twenty six times their size.
Voice Changer and Amplifier
When implanted with this item, or have this item installed on your helmet you gain the following:
- If you have spent a minute or more hearing a creature speak, you can mimic their voice unerringly. A Wisdom (Insight) check is required to discern if that the voice is false. You can also change the pitch of any voice (including your own) spoken through this device.
- You can increase the volume of your voice to 60 times as much.
SCUBA Equipment
When wearing this item over your body, you gain the following:
- You gain a swim speed equal to your walking speed.
- Yon, you can breathe underwater for an hour. This recharges if you speed 30 seconds with your head out of water.
Fallen Helmet
A common Day Watcher helm with iconify of the Fallen.
While wearing this helmet you gain the following:
- You can use an action to cast the sending spell from it.
- You add 1 to your AC.
- As a bonus action, you can send a high-frequency noise from your helmet, that will deafen every other living thing within 15ft until the start of your next turn.
Tinker's Master Glove
This leather glove have pieces of metal armor covering the back of the hand.
While wearing this glove you gain the following:
- You only use half as much time on the construction of mechanical items, including your gadgets and devices.
- You gain advantage on construction and repair checks.
- The pointer finger of the glove pushes out a lighter, which can produce a small hot flame.
Tier 3
Requires Level 8
Nanite Swarm Cluster
Nanite Swarm Cluster appers as six small black clindier on the user 's person. The nanites inside on of the boxes can be expended to do one of the following:
- A swarm of nanites heals a friendly target within 30ft for 3d4+Int modifier, gain an additional d4 for level 11, and another at level 17.
- As a reaction, when a friendly target within 30ft of you rolls a Con save, you can grant them advantage on the roll.
Overdrive Trigger
When added to your power armour, you gain the following benefit:
- As a bonus action, you gain the benefits of Haste for a minute. This does not require concentration.
Energy Shield Pack
Worn with as a over sized backpack, the Energy Shield Pack grants the following:
- As an action, a 5ft by 5ft shield appears in front of you and stays in front of you acting as half cover from attacks in that direction if not destroyed the shield vanishes in one hour.
- As an action, a forcefield of hexagonal cells overlaps with your armour. Add your Int modifier to your AC. This effect ends after a 10 minutes or if you fall unconscious.
Thanotic Reader
Thanotic Reader is bulky handheld device, on the front the is a small red screen, with a large pair of wires sticking out, that connect into a point. Using this device you can do one the following:
- You can detect the location of undead within 60ft of you.
- You can identify how and when a corpse died.
- Three time per long rest, as an action you can nonmagically cast speak with dead.
Disguise Mask
- When wearing this mask, you are proficient in Charisma Saving Throws.
- When you put this mask on, you can non-magically cast Disguise Self.
Taking the mark out destroys the mask.
Soul Reader
Soul Reader is bulky handheld device, on the front the is a small deep blue screen, with a large pair of wires sticking out, that connect into a point. Using this device you can do one the following:
- You are proficient in Insight Checks
- As an action you can nonmagically cast detect good and evil.
Autoresurrecting Device
When installed on your armour, you gain the following:
- When you would take damage that would reduce you to 0HP, but not kill you outright, you can use your reaction to instead stay at 1 HP.
- As an action, you try to revive an adjacent creature who died within the last minute. They must attempt a Con save against DC20. On a success, they come back to life at 1HP.
Tier 4
Requires Level 11
Omnitranslator
When installed on your helmet, you gain the following:
- Creatures who understand at least 1 language can understand any language you speak, and you can understand any spoken language.
Mobile Gear Type 44
When wearing the T-44, you gain the following:
- You gain a flying speed of 60 feet for ten minutes.
- As an action, you can move up to 120ft in a straight line. If you collide with a creature in this path, your movement ends and the creature must make a DEX save. On a failure, the target falls prone. Creatures larger than you gain advantage on this save.
Engitech Offense System
When installed on your armour, you gain the following:
- As a bonus action you may enhance a weapon within 30ft with energy from the system. Choose between acid, cold, fire, lightning, force, poison or thunder. The next attack from this weapon deals an additional 2d8 damage of the chosen type.
- As an action you may shoot an energy beam at a target within 10ft. This causes force damage equal to 2d6+your engineer level. You can spend one additional energy points to force the target to make a Str save. On a failure, it is sent flying back 5ft per engineer level, taking appropriate falling damage if it collides with an obstacle. Huge or larger creatures gain advantage in this check and are only pushed back half the distance.
Engitech Defense System
When installed on your armour, you gain the following:
- You gain temporary HP equal to one fifth your engineer level. You regain this HP at the start of your turn.
- You can use your reaction to deflect a projectile, including spells. When you are hit by a ranged attack, you can reduce the damage by 4d8+Your Artificer Level. If you reduce the damage to 0, you can reflect the projectile back at the attacker, who must make a Dexterity saving throw. On a failure, the attacker takes the initial full damage and half on a success.
Spectravision Goggles
These metal-framed goggles featuring two orange crystal like lenses. The feature have a modular design, in which has the ability to have more lens added, maximum of 27 total, which they can bring down over one of their eyes.
Wearing Spectravision Goggles over your eyes grants you the following:
- You can see into the ethereal plane to a distance of 30 feet, as well as invisible creatures and objects for 10 minutes.
- For a minute, you can see through any object or wall you spend six seconds observing.
Holographic Cloak
Holographic Cloak is a made of charcoal coloured synthetic fabricwith oxford blue highlight. The cloak has silver and dark green-edged embroidery that seems to wrap around the cloak like vines.
While wearing the Holographic Cloak, you gain the following:
- You gain a +2 bonus to Stealth.
- Automatically whenever you become incapacitated or as part of a Disengage action you can become invisible for three turns and create four illusory duplicates that either run off in opposite directions or perform other actions that could distract the enemy. These duplicates last three rounds, have AC of 6 + half your Artificer level, but instantly disappear if they suffer any amount of damage.
Tier 5
Requires Level 14
Gravity Manipulator
Soul Reader is a bulky handheld device, on the front there is a small pink screen, with a large pair of wires sticking out, that connect into a point. Using this device you can do one the following:
- Cast Reverse Gravity as an action.
- You create a zone of greatly intensified gravity. Within this area, the weight of all objects is doubled, movement speed is halved, jump height and distance are halved, and creatures flying must make a Str save every turn it remains in it or fall to the ground. Fall damage within this area is doubled, and Encumbered creatures suffer 2d6 Bludgeoning damage every turn as they are crushed by the pressure.
After being used, his item is destroyed.
Spellshield
Worn as a thick belt with gray box on one side, the Spellshield grants the following:
- If you don't move during your turn, you gain advantage in saving throws against the effects of spells until your next turn.
- When you succeed on the save against the effects of a spell that targets only you, you can make it have no effect on you, and instead it targets the original caster using their slot level, spell save DC, attack bonus and spellcasting ability, but you count as the new caster.
Cryo Pistol
Exotic Firearm, Rare
Weapon Type: Exotic Firearm
Damage: 4d6 cold
Range: 20/60 ft
Ammunition: The Cryo Pistol uses energy cells as ammunition. 20 cryo cells can power 20 shots before it needs to be replaced.
Recharge: Replacing an fusion cell in the Cryo Pistol is an action.
Charge Up: Takes a bonus action to reload
Overheat: If you roll a 1 on an attack roll with the Cryo Pistol, it overheats and cannot be used again until it cools down for 1 minute.
Two-Handed: Although it is a sidearm, using a Cryo Pistol requires two hands: one to hold and aim the weapon, and the other to stabilize and fire it.
To use this weapon effectively, a character must have the appropriate training or background, reflecting their familiarity with advanced technology. This might mean they have a specific class feature, feat, or other characteristic, depending on your campaign's rules for firearm proficiency.
This sidearm weapon is compact and lightweight, making it easy to conceal and carry. When the trigger is pulled, it emits a concentrated beam of liquid helium that can cause significant damage to its target.
10 cryo cells; Spray a large mist of ice onto a target within 30ft, the opponent must make a Constitution Saving Throw, on a fail they will take 6d4 Cold Damage and will be entombed in ice for 12 seconds, if they are suffer damage during these rounds the ice will break and free them. On a pass they will take half damage and have their running speed reduced by half.
10 cryo cells; Shoot an icicle towards a target within 60ft. The opponent must make a dex save. On a fail, they suffer 4d6 Piercing Damage and 3d6 Cold Damage, and on a Critical Fail they will take an additional 6d6 of Piercing Damage. On a pass they take no damage.
|
Type |
Damage |
Damage type |
Range |
|
Exotic Firearm |
1d10 |
Cold |
20/60 ft |
Cost: 500 gp
Weight: 2lb
Volkite Heavy Pistol
Exotic Firearm, Rare
Weapon Type: Exotic Firearm
Damage: 2d12 plasma
Range: 20/120 ft
Ammunition: The Volkite Pistol uses energy cells as ammunition. 20 Energy cells can power 20 shots before they need to be replaced.
Recharge: Replacing a fusion cell in the Volkite Pistol is an action.
Charge Up: Takes a bonus action to reload
Overheat: If you roll a 1 on an attack roll with the Volkite Pistol, it overheats and cannot be used again until it cools down for 1 minute.
Light: The Volkite Pistol emits bright light in a 5-foot radius and dim light for an additional 5 feet when fired.
Two-Handed: Although it is a sidearm, using a Volkite Pistol requires two hands: one to hold and aim the weapon, and the other to stabilize and fire it.
To use this weapon effectively, a character must have the appropriate training or background, reflecting their familiarity with advanced technology. This might mean they have a specific class feature, feat, or other characteristic, depending on your campaign's rules for firearm proficiency.
This sidearm weapon is compact and lightweight, making it easy to conceal and carry. When the trigger is pulled, it emits a concentrated "thermal" ray that can cause significant damage to its target.
20 energy cells; targets within 120ft must make a Dexterity saving throw. If the saving throw succeeds, the gadget has no effect. If the saving throw fails, the target takes 6d8 plasma damage.
If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Whether a target succeeds or fails, they can only be affected by a Volkite Heavy Pistol once per day.
|
Type |
Damage |
Damage type |
Range |
|
Exotic Firearm |
1d10 |
Cold |
20/60 ft |
Cost: 500 gp
Weight: 2lb
Lightweight Mortar Sentry
This mortar must be carried in separate pieces. It can be fully assembled as an action, or as a bonus action when two creatures. It takes the same amount of time to disassemble, and you can't move or perform any other actions with your hands while it is assembled.
Lightweight Mortar Sentry as 12+ your Artificer level HP, and an AC of 14.
Lightweight Mortar Sentry cannot move on its own.
Once assembled, Lightweight Mortar Sentry can as an action to replicate the effects of a fireball with a range of 3000 ft, this costs one 80mm mortar shell.
Day Watcher Neuroadaptable Knight Headgear
Once installed on you armour, you gain the following:
- You gain proficiency in Wisdom saving throws.
- You resist Psychic Damage.
- Using one charge, for the next hour, your thoughts cannot be read, and attempts to detect your presence through your consciousness fail.
- You cast Dominate Person, using one charge.
Day Watcher Neuroadaptable Knight Headgear has 3 charges that recharge 1d3 per dawn.
Tier 6
Requires Level 17
Replica Creation Paraphernalia
This set of specialised tools allows you to create replicas of creatures as per the spell Simulacrum. The resulting duplicate is actually a construct built from clockwork and fake flesh. This construct is non-magical and cannot be dispelled.
You can spend one energy point to recover one hit point of the construct instead of the usual 100GP. You can also allow it to recover a spell by spending an amount of energy equal to the spell's level.
You can only have one duplicate active at a time.
Thought Acceleration Implant
Once implanted into your brain, you gain the following:
- As an action, you replicate the effects of Time Stop lasting until the end of your next turn. After this effect ends, you gain one exhaustion level for every two turns you have the effect active.
Bionic Eye
Once implanted you can take a bonus action to gain the following for one minute.
- Your critical hit range increases by 4 for a minute. You must still beat the target's AC to hit unless you roll a natural 20.
- On a critical hit, you deal 6d6 extra damage on a critical hit.
- You can also see through all visual illusions during this time.
When this minute ends, you become blinded. This blindness cannot be negated or restored by any means, but it ends after a minute.
Portable Blink Anklets
When wearing both Anklets, you gain the following:
- As a bonus action, you can teleport up to 20 ft away to an unoccupied space you can see, without provoking attacks of opportunity.
- As an action, you may teleport an object or person within 60 ft to another safe position in this area. If you try to teleport someone unwilling or an object they are carrying, they get a Dex save to avoid doing so.
- As a reaction to being targeted by an attacker you can see, you impose disadvantage on the attack.
Quantum Possibility Calculator
Soul Reader is a bulky handheld device, on the front there is a small yellow screen, with a large pair of wires sticking out, that connect into a point. As an action you can use this device you can do one of the following:
- Once per minute, you can gain the benefits of Guidance.
- You nonmagically cast Find Traps.
- You nonmagically cast Commune to contact the Matrix of the Possibility Calculator.
- You nonmagically cast Find The Path, and you don't need to be familiar with the destination.
- You gain the benefits of Foresight for ten minutes.
Dual Specialist
Add a second Signature Device.
Drone
Drone
A small deployable flying device with an AC of 12 and HP equal to 5+(4* your Artificer level). As an action you can deploy the drone to a space adjacent to you. An undeployed drone is a 6-inch sphere. A drone has a flying speed of 30 feet, can carry a weight of 40lbs and cannot move more than 300 ft away from you. A drone moves on your initiative, has its own movement action, but uses your actions for its abilities. Only 1 may be deployed at a time, unless otherwise stated. A drone can be undeployed while adjacent to it.
A drone is immune to Poison and Psychic damage. It cannot be charmed or frightened, and is immune to poison and disease. It has a Str Save bonus of +0 and a Dex Save bonus of +2. It fails any other saving throw.
Basic Drone
- Drone Shot. As an action, your drone makes a shot at a target you can see. This attack has a range of 60 ft. On a hit, drone shot deals 1d8 + Int. Mod piercing damage.
- Drone Mark. Twice per short rest, your drone can mark a creature or object that you can see as an action. This functions as Faerie Fire, targeting a single creature or object and doesn't require Concentration.
- Drone Camera. As an action, you can observe through your drone. This functions as Scrying targeting the Drone, and requires concentration, but no focus or casting time. As long as you continue observing your drone, it can move up to 9 miles away and be controlled from this distance. If the Drone Camera ends while your Drone is out of range, it stays in the same spot until you enter its range again. It is a bonus action to stop observing through your drone.
Enhanced Drone (Level 5)
- System Leak. Once per short rest, your Drone may as a bonus action create a pool of oil underneath itself that acts as a non-magical Grease spell.
- Second Drone. You may deploy a second drone at a time, and it takes 50% less time and money to rebuild one. You can command both drones on the same action or bonus action. (example: simultaneous Drone Shot). Energy is expended for both drones in doing so.
- Chameleonic Plating. Once per short rest, you can cloak your drone. As a bonus action, your drone becomes invisible and makes no noise for 1 minute, or until it takes damage or uses its Drone Shot or Drone Mark abilities.
Advanced Drone (Level 13)
- Improved Shot. Drone Shot uses a bonus action, and now has a range of 120 feet.
- Improved Mark. Creatures marked by Drone Mark take an extra 2d6 damage from you and your allies.
- Improved Senses. The Drone gains Blindsight 90ft. Additionally, Drone Camera requires no action.
Master Crafted Drone (Level 17)
- Shock Shot. Drone Shot gains a +2 Attack Bonus, and deals an additional 2d6 lightning damage.
- Mark Tracking. You always know the direction towards a marked creature, so long as it is within the same plane. Additionally, the duration of Drone Mark is increased to a day.
- Holographic Projector. Once per short rest, you can replicate the effects of Major Image within 120 ft of a Drone. The Drone cannot take any actions until the illusion ends or is dismissed. This illusion is non-magical, and thus is immune to effects like True Sight and a creature cannot see through it even if it's discerned as an illusion.
Elixir Gun
Elixir Gun
A two-handed weapon that can launch alchemical elixirs and poisons. It has a range of 80/320ft, the loading property, and a capacity of 1. It requires a bonus action to be reloaded.
Basic Elixir Gunv
- Elixir T. A ranged weapon attack that uses int, deals 1d8 + Int. Mod poison damage. On a hit, the target must succeed on a CON save or be poisoned until the start of your next turn.
- Elixir H. Three times per short rest, Heals the target for 1d8+ Int.
- Elixir G.Once per short rest, as an action shoot a cloud of chemical gas. Creatures in a 20ft cone must make a Wis save or be affected as if by Calm Emotions for a number of rounds equal to half your engineer level. Whether they fail or succeed, they cannot be affected by Elixir G again for a day.
Enhanced Elixir Gun (Level 5)
- Light Frame. You can wield and reload the elixir gun with a single hand.
- Dual-Shot. You can fire the elixir gun twice per turn, and it can be fired twice before needing to be reloaded. A creature hit twice by Elixir T only needs to save once, but suffers disadvantage on the saving throw.
- Advanced Rifling. Grant a +2 bonus to the elixir gun's attack rolls. Additionally, its range increases to 150/600ft and it makes no sound when shot.
Advanced Elixir Gun (Level 13)
- Super T. Targets hit by Elixir T suffer an additional 1d8 necrotic damage that reduces the target's max HP by the same amount until their next long rest, and if they fail the CON save, they are also blinded until the start of your next turn.
- Super H. Creatures healed by Elixir H are healed for d10s and are cured of 1 disease or condition (blinded, deafened, poisoned, paralysis). The energy maximum for Elixir H is now 4, and it also multiplies the healing granted by your Int modifier.
- Super G. When a creature is affected by Elixir G, you can instead make them confused for the duration.
Master Crafted Elixir Gun (Level 17)
- Paralysis-Inducing T. The poisoned status caused by Elixir T now lasts 1d4 rounds. Additionally, whenever they fail a save against Elixir T, they gain a level of Exhaustion.
- S-Infused H. Creatures targeted by Elixir H. Gain the benefits of Haste for a number of rounds equal to the amount of energy used and regain an amount of HP equal to the energy used every round for a minute.
- Aphrodisiac-Enhanced G. When a creature fails a save against your Elixir G, you can instead make them Charmed. Additionally, the duration of Elixir G increases to one round per Artificer level.
Flamethrower
Flamethrower
A two-handed weapon that can sear foes and create smokescreens, manipulating the battlefield in interesting ways.
Basic Flamethrower
- Fireblast. As an action, shoot a blazing stream of fire. You project a 40ft long line of fire, making a ranged attack roll against each creature in it, dealing 1d6 + Int fire damage on a hit. This deals 2d6 at level 5, 3d6 at level 9, 4d6 at level 13 and 5d6 at level 17. The attack roll uses Dexterity.
- Napalm Spread. As an action, force all creatures within a 15 ft cone to make a Dex save. On a failure, they take 4d6 fire damage. A creature takes half damage on a success.
- Smokescreen. As a bonus action, exhaust smoke from your flamethrower. A 10 ft radius sphere centred around yourself is filled with smoke for 2 rounds, heavily obscuring the area for all creatures except you.
Enhanced Flamethrower (Level 5)
- Light Frame. You can wield the flamethrower in one hand.
- Distant Ammunition. Fireblast has a range of 80ft, Napalm Spread affects a 30 ft cone, and Smokescreen fills a 20ft sphere.
- Fine Optics. Grant a +2 bonus to the attack rolls and Dex save DC to the actions of your flamethrower.
Advanced Flamethrower (Level 13)
- Incendiary Fireblasts. Fireblast deals d8s of damage instead of d6s, and leaves behind a wall of flames for a round that causes 2d8 fire damage to creatures traversing it.
- Toxic Smoke. Smokescreen poisons creatures except you for 1 minute when they fail a Con save upon starting their turn in it or entering it for the first time.
- Sticky Napalm. Napalm Spread deals 1d6 damage to creatures who fail the initial Dex save at the end of each of their turns. This lasts until they spend an action to attempt a successful Dex save, which ends this effect.
Master Crafted Flamethrower (Level 17)
- Elemental Converter. Once per long rest, as a bonus action to deal a different kind of damage (acid, cold, or lightning) with Fireblast and Napalm Spread for a minute.
- Quickblast. You can shoot a fireblast as a bonus action instead, once per long rest.
Agonising Napalm. Napalm Spread deals d8s of damage, as well as a bonus amount equal to your Intelligence Modifier.
Grenade Kit
Grenade Kit
A bag that contains ingredients to make grenades that can be made on the fly. Creating a grenade costs 1 bonus action, and throwing one is a standard action. These bombs explode as soon as they reach the target. Grenades can be thrown at a point of 20ft away, and have a blast radius of 10ft. Additionally, bombs can be launched by other means per DM discretion.
Basic Grenade Kit
- Basic Grenade. Creatures within the blast radius must succeed on a Dex save or take 2d6 bludgeoning damage on a failed save, or half as much on a success. The damage increases to 3d6 at level 5, 4d6 at level 11, or 5d6 at level 17.
- Elemental Grenade. Once per long rest, creatures within the blast radius must succeed on a Dex save or take 3d6 (acid, cold, fire, lightning) damage on a failed save, or half as much on a success.
- Smoke Grenade. Once per long rest, you can create a smoke grenade that fills its blast radius with a cloud of smoke that heavily obscures the area for 2 rounds for all creatures except you.
Enhanced Grenade Kit (Level 5)
- Flash Grenade.Twice per long rest, Your grenade causes the effects of a Daylight spell where it lands for a minute. Creatures within fifteen feet of your target must make a Con save or be blinded for five rounds.
- Poison Grenade. Twice per long rest, creatures in blast make a Con save. On a failure, they take 2d10 poison damage and are poisoned for 1 minute. On a success they simply take half damage.
- Concussive Grenade. Twice per long rest, you can create this disorienting grenade. Creatures in the blast must succeed on a Con save or take 2d10 thunder damage and be deafened for 1 minute. On a success they take just half damage. They may repeat the save at the end of their turns to end the deafness.
Advanced Grenade Kit (Level 13)
- Lightweight Shell. Grenades have a thrown range of 80 feet.
- Dual Bomb. Two grenades can be created in a bonus action.
- C-12. Grenades have a blast radius of 20 feet, and Basic Grenades do d10s of damage.
Master Crafted Grenade Kit (Level 17)
- Dangerous Grenades. Damage dealing grenades deal extra damage equal to twice your Intelligence Modifier (min. 2).
- Specialized Elementalist. Your Elemental grenades have unique effects, and deal 3d8.
- Acid. Creatures who fail the Dex save suffer an AC loss equal to your Int Mod. (min.1) until the end of your next turn.
- Cold. Creatures who fail the Dex save suffer halved speed until the end of your next turn, unless they resist or are immune to cold.
- Fire. Creatures who fail the Dex save take an additional 1d10 fire damage at the start of your next turn.
- Lightning. Creatures who fail the Dex save are pushed away from the bomb by 15 feet.
- Heavy Smoke. You can create and throw up to three smoke grenades with a single action, paying the appropriate energy cost. The smoke cloud also lasts for five rounds, halves the speed of other creatures moving through it, and blinds creatures who fail a Con save upon starting their turn in it or entering it for the first time for 1 minute. They can repeat the save at the end of their turns until they succeed.
Omnigauntlet
Omnigauntlet
A gauntlet that is commonly used by engineers and inventors as a close combat weapon. This device is very versatile in nature being used for combat mobility and defence. Only one configuration may be active on the gauntlet at a time and you must use a interaction to switch
Basic Omnigauntlet
- Combat Configuration. You make a dexterity melee attack for 1d8+dex mod damage of either bludgeoning slashing or piercing (your choice).
- Defence Configuration. You form the gauntlet into a shield attached to your arm and it counts as a free hand and grants +1 AC.
- Mobility Configuration. You can make a melee attack for 1d6+dex mod slashing damage. You also have a taser that can make a creature within 5ft of you to make a con save or be stunned on their next turn. Additionally you may use your bonus action to shoot a grappling hook at a target within 30 ft of you and pull yourself toward it.
Enhanced Omnigauntlet (level 5)
- Second OmniGauntlet. You gain a second gauntlet and both gauntlets gain the light property.
- Defensive Configuration Enhancement. Kinetic Energy Reduction: When hit by an attack that deals bludgeoning, piercing, or slashing.
- Mobility Configuration Enhancement. Your grappling hook now has a range of 60ft. Additionally your gauntlet has a set of climbing hooks installed into it giving you a climbing speed of 30ft.
Advanced Omnigauntlet (level 13)
- Advanced Combat Configuration. You may add your int modifier to your Gauntlet strikes. Additionally, the damage dice for each of these weapons configurations is doubled to 2 dice but the size of those dice decreases by one (ex: Combat Configuration instead of doing 1d8 damage now does 2d6).
- Advanced Mobility Configuration. Your grappling hook now has a range of 120 ft. It now also has more durable rope and two adhesive anchors on either end of it to attach it on any surface and keep it anchored firmly, being able to support up to 500 pounds.
Master Crafted Omnigauntlet (level 17)
- Superior Combat Configuration. When you use your energised strike you can make a second strike with your second gauntlet for free if you have one. You also can now spend a max of 5 energy on the attack. Additionally your basic gauntlet or gauntlets and energised strikes now deal any damage type but require a bonus action to change it for both or one gauntlet.
Superior Mobility. Your climbing speed if at 30 ft is increased to 60 ft.
Omnistaff
Omnistaff
A device that functions as a regular quarterstaff, but can also deliver a powerful arcane attack. Additionally, when you make a tinker's tool check to build or repair something, you add a +2 bonus to the roll while in possession of the staff, as it also functions as a tool.
Basic Omnistaff
- Staff Strike. You make a melee weapon attack with the staff. Treat this as a Quarterstaff attack (one handed:1d4 bludgeoning, Two handed 1d6 Bludgeoning). Against constructs or mechanical objects, deal an additional 2d3 force damage.
- Mend. You can use your staff to cast mending on a damaged simple device made of stone, metal or wood within 10 feet. You may also use this feature, spending an action, to heal a construct (including your drones and turrets) within 5 feet for 1d6 + 1 HP as a bonus action, as long as the construct has at least 1 HP.
- EMP. Once per long rest, as an action, you can force all creatures (size large and smaller) within 10 feet to make a STR save. On a failure, they are knocked prone.
Enhanced Omnistaff (Level 5)
- Force Strike. Add your Int modifier to attack and damage rolls with Staff Strike. Whenever you successfully hit a creature, you can spend one energy point to send it flying back 15ft or until it hits an obstacle.
- Powerful Pulse. Add +2 to the save DC of EMP. Its range is increased to 20 feet, and it can work against creatures up to Huge in size.
Advanced Omnistaff (Level 13)
- Efficient Repair. You may use the mend ability to a range of 30 feet. The bonus to Tinker's Tool checks the staff gives is increased to +5. You may add your intelligence modifier to the healing that the feature gives to constructs.
- Booming Pulse. EMP deals thunder damage equal to your Artificer level to creatures that fail the STR save. They are also deafened until the end of your next turn.
Master Crafted Omnistaff (Level 17)
- Efficient Pulse. EMP uses a bonus action, and costs only 1 energy. Additionally, you can make it create a cloud of floating debris within its area that lasts four rounds. Creatures other than you entering this area or starting their turn in it suffer 4d4 slashing damage.
- System Restoration. Once per long rest, you can cast Fabricate without the use of a spell slot. This cost is halved if this is used to repair a broken object.
Turret
Turret
A small deployable device with an AC of 12 and HP equal to 5+(6x Your Artificer Level). As an action you can deploy the turret to a space adjacent to you. An undeployed turret is a 6-inch box.
Turrets are automated firearms used to defend and support an engineer and their allies. Only one may be deployed at a time, unless otherwise stated.
A turret is immune to Poison and Psychic damage, cannot be feared or charmed, and is immune to poison and disease.
As a bonus action on your turn you command the turret to move to an unoccupied space. The turret has a walking speed of 15 ft.
Basic Turret
- Automated Strike. Enemy creatures that enter a 25 ft radius around the turret, or start their turn there, must make a Dex save. On a failure they take 2d4 + int mod (min. 1) piercing damage. They take half damage on a success. This increases to 3d4 at level 5, 4d4 at level 11, and 6d4 at level 17.
- Healing Mist. Once per short rest, as a bonus action, activate this feature. Create a restorative cloud centred on the turret with a range of 15 ft. Ally creatures that start and end their turn within heal an amount equal to your Int modifier.
- Force Net. Twice per long rest, as a bonus action, force a creature that you can see within 25 feet of the turret to make a Dex save, or be restrained until the beginning of your next turn.
Enhanced Turret (Level 5)
- Sturdy Turret. The turret's AC is increased by your Intelligence Modifier, and its HP by 2x Your Artificer level. It resists all damage.
- Distant Turret. You can deploy a turret up to 30 feet away. Automated Strike and Force Net have a range of 50 ft, and Healing Mist has a range of 30ft.
- Second Turret. You may deploy a second turret at a time, and it takes 50% less time and money to rebuild one.
Advanced Turret (Level 13)
- Empowered Strike. Automated Strike deals d6s of damage instead of d4s.
- Restorative Mist. Creatures healed by Healing Mist are healed for twice your INT mod, and are restored of one disease or condition every turn they remain inside (poison, blinded, deafened, or paralysis).
- Electrified Net. When a target fails their Dex save against Force Net, they take 1d3 lightning damage, and cannot take bonus action or reactions until free.
Master Crafted Turret (Level 17)
- Shield Generator. Friendly creatures (Including yourself) within 30 ft of a turret gain the benefits of Shield. This effect persists until the destruction or deconstruction of the turret. You cannot stack the effects of Shield with two turrets in this way.
- Fission Core. Upon destruction, a turret explodes. Creatures within 30 ft must succeed on a Dex save or take 3d6 radiation and be knocked prone on a failure (half damage on a success).
- Teleportation System. As a bonus action, you can make one of your turrets teleport to any unoccupied spot within 30 ft of itself. Additionally, you can store your turrets in the Fey from which you can retrieve them as a free action.
Expert Specialist
Add a third Signature Device.
Drone
Drone
A small deployable flying device with an AC of 12 and HP equal to 5+(4* your Artificer level). As an action you can deploy the drone to a space adjacent to you. An undeployed drone is a 6-inch sphere. A drone has a flying speed of 30 feet, can carry a weight of 40lbs and cannot move more than 300 ft away from you. A drone moves on your initiative, has its own movement action, but uses your actions for its abilities. Only 1 may be deployed at a time, unless otherwise stated. A drone can be undeployed while adjacent to it.
A drone is immune to Poison and Psychic damage. It cannot be charmed or frightened, and is immune to poison and disease. It has a Str Save bonus of +0 and a Dex Save bonus of +2. It fails any other saving throw.
Basic Drone
- Drone Shot. As an action, your drone makes a shot at a target you can see. This attack has a range of 60 ft. On a hit, drone shot deals 1d8 + Int. Mod piercing damage.
- Drone Mark. Twice per short rest, your drone can mark a creature or object that you can see as an action. This functions as Faerie Fire, targeting a single creature or object and doesn't require Concentration.
- Drone Camera. As an action, you can observe through your drone. This functions as Scrying targeting the Drone, and requires concentration, but no focus or casting time. As long as you continue observing your drone, it can move up to 9 miles away and be controlled from this distance. If the Drone Camera ends while your Drone is out of range, it stays in the same spot until you enter its range again. It is a bonus action to stop observing through your drone.
Enhanced Drone (Level 5)
- System Leak. Once per short rest, your Drone may as a bonus action create a pool of oil underneath itself that acts as a non-magical Grease spell.
- Second Drone. You may deploy a second drone at a time, and it takes 50% less time and money to rebuild one. You can command both drones on the same action or bonus action. (example: simultaneous Drone Shot). Energy is expended for both drones in doing so.
- Chameleonic Plating. Once per short rest, you can cloak your drone. As a bonus action, your drone becomes invisible and makes no noise for 1 minute, or until it takes damage or uses its Drone Shot or Drone Mark abilities.
Advanced Drone (Level 13)
- Improved Shot. Drone Shot uses a bonus action, and now has a range of 120 feet.
- Improved Mark. Creatures marked by Drone Mark take an extra 2d6 damage from you and your allies.
- Improved Senses. The Drone gains Blindsight 90ft. Additionally, Drone Camera requires no action.
Master Crafted Drone (Level 17)
- Shock Shot. Drone Shot gains a +2 Attack Bonus, and deals an additional 2d6 lightning damage.
- Mark Tracking. You always know the direction towards a marked creature, so long as it is within the same plane. Additionally, the duration of Drone Mark is increased to a day.
Holographic Projector. Once per short rest, you can replicate the effects of Major Image within 120 ft of a Drone. The Drone cannot take any actions until the illusion ends or is dismissed. This illusion is non-magical, and thus is immune to effects like True Sight and a creature cannot see through it even if it's discerned as an illusion.
Elixir Gun
Elixir Gun
A two-handed weapon that can launch alchemical elixirs and poisons. It has a range of 80/320ft, the loading property, and a capacity of 1. It requires a bonus action to be reloaded.
Basic Elixir Gunv
- Elixir T. A ranged weapon attack that uses int, deals 1d8 + Int. Mod poison damage. On a hit, the target must succeed on a CON save or be poisoned until the start of your next turn.
- Elixir H. Three times per short rest, Heals the target for 1d8+ Int.
- Elixir G.Once per short rest, as an action shoot a cloud of chemical gas. Creatures in a 20ft cone must make a Wis save or be affected as if by Calm Emotions for a number of rounds equal to half your engineer level. Whether they fail or succeed, they cannot be affected by Elixir G again for a day.
Enhanced Elixir Gun (Level 5)
- Light Frame. You can wield and reload the elixir gun with a single hand.
- Dual-Shot. You can fire the elixir gun twice per turn, and it can be fired twice before needing to be reloaded. A creature hit twice by Elixir T only needs to save once, but suffers disadvantage on the saving throw.
- Advanced Rifling. Grant a +2 bonus to the elixir gun's attack rolls. Additionally, its range increases to 150/600ft and it makes no sound when shot.
Advanced Elixir Gun (Level 13)
- Super T. Targets hit by Elixir T suffer an additional 1d8 necrotic damage that reduces the target's max HP by the same amount until their next long rest, and if they fail the CON save, they are also blinded until the start of your next turn.
- Super H. Creatures healed by Elixir H are healed for d10s and are cured of 1 disease or condition (blinded, deafened, poisoned, paralysis). The energy maximum for Elixir H is now 4, and it also multiplies the healing granted by your Int modifier.
- Super G. When a creature is affected by Elixir G, you can instead make them confused for the duration.
Master Crafted Elixir Gun (Level 17)
- Paralysis-Inducing T. The poisoned status caused by Elixir T now lasts 1d4 rounds. Additionally, whenever they fail a save against Elixir T, they gain a level of Exhaustion.
- S-Infused H. Creatures targeted by Elixir H. Gain the benefits of Haste for a number of rounds equal to the amount of energy used and regain an amount of HP equal to the energy used every round for a minute.
Aphrodisiac-Enhanced G. When a creature fails a save against your Elixir G, you can instead make them Charmed. Additionally, the duration of Elixir G increases to one round per Artificer level.
Flamethrower
Flamethrower
A two-handed weapon that can sear foes and create smokescreens, manipulating the battlefield in interesting ways.
Basic Flamethrower
- Fireblast. As an action, shoot a blazing stream of fire. You project a 40ft long line of fire, making a ranged attack roll against each creature in it, dealing 1d6 + Int fire damage on a hit. This deals 2d6 at level 5, 3d6 at level 9, 4d6 at level 13 and 5d6 at level 17. The attack roll uses Dexterity.
- Napalm Spread. As an action, force all creatures within a 15 ft cone to make a Dex save. On a failure, they take 4d6 fire damage. A creature takes half damage on a success.
- Smokescreen. As a bonus action, exhaust smoke from your flamethrower. A 10 ft radius sphere centred around yourself is filled with smoke for 2 rounds, heavily obscuring the area for all creatures except you.
Enhanced Flamethrower (Level 5)
- Light Frame. You can wield the flamethrower in one hand.
- Distant Ammunition. Fireblast has a range of 80ft, Napalm Spread affects a 30 ft cone, and Smokescreen fills a 20ft sphere.
- Fine Optics. Grant a +2 bonus to the attack rolls and Dex save DC to the actions of your flamethrower.
Advanced Flamethrower (Level 13)
- Incendiary Fireblasts. Fireblast deals d8s of damage instead of d6s, and leaves behind a wall of flames for a round that causes 2d8 fire damage to creatures traversing it.
- Toxic Smoke. Smokescreen poisons creatures except you for 1 minute when they fail a Con save upon starting their turn in it or entering it for the first time.
- Sticky Napalm. Napalm Spread deals 1d6 damage to creatures who fail the initial Dex save at the end of each of their turns. This lasts until they spend an action to attempt a successful Dex save, which ends this effect.
Master Crafted Flamethrower (Level 17)
- Elemental Converter. Once per long rest, as a bonus action to deal a different kind of damage (acid, cold, or lightning) with Fireblast and Napalm Spread for a minute.
- Quickblast. You can shoot a fireblast as a bonus action instead, once per long rest.
- Agonising Napalm. Napalm Spread deals d8s of damage, as well as a bonus amount equal to your Intelligence Modifier.
Grenade Kit
Grenade Kit
A bag that contains ingredients to make grenades that can be made on the fly. Creating a grenade costs 1 bonus action, and throwing one is a standard action. These bombs explode as soon as they reach the target. Grenades can be thrown at a point of 20ft away, and have a blast radius of 10ft. Additionally, bombs can be launched by other means per DM discretion.
Basic Grenade Kit
- Basic Grenade. Creatures within the blast radius must succeed on a Dex save or take 2d6 bludgeoning damage on a failed save, or half as much on a success. The damage increases to 3d6 at level 5, 4d6 at level 11, or 5d6 at level 17.
- Elemental Grenade. Once per long rest, creatures within the blast radius must succeed on a Dex save or take 3d6 (acid, cold, fire, lightning) damage on a failed save, or half as much on a success.
- Smoke Grenade. Once per long rest, you can create a smoke grenade that fills its blast radius with a cloud of smoke that heavily obscures the area for 2 rounds for all creatures except you.
Enhanced Grenade Kit (Level 5)
- Flash Grenade.Twice per long rest, Your grenade causes the effects of a Daylight spell where it lands for a minute. Creatures within fifteen feet of your target must make a Con save or be blinded for five rounds.
- Poison Grenade. Twice per long rest, creatures in blast make a Con save. On a failure, they take 2d10 poison damage and are poisoned for 1 minute. On a success they simply take half damage.
- Concussive Grenade. Twice per long rest, you can create this disorienting grenade. Creatures in the blast must succeed on a Con save or take 2d10 thunder damage and be deafened for 1 minute. On a success they take just half damage. They may repeat the save at the end of their turns to end the deafness.
Advanced Grenade Kit (Level 13)
- Lightweight Shell. Grenades have a thrown range of 80 feet.
- Dual Bomb. Two grenades can be created in a bonus action.
- C-12. Grenades have a blast radius of 20 feet, and Basic Grenades do d10s of damage.
Master Crafted Grenade Kit (Level 17)
- Dangerous Grenades. Damage dealing grenades deal extra damage equal to twice your Intelligence Modifier (min. 2).
- Specialized Elementalist. Your Elemental grenades have unique effects, and deal 3d8.
- Acid. Creatures who fail the Dex save suffer an AC loss equal to your Int Mod. (min.1) until the end of your next turn.
- Cold. Creatures who fail the Dex save suffer halved speed until the end of your next turn, unless they resist or are immune to cold.
- Fire. Creatures who fail the Dex save take an additional 1d10 fire damage at the start of your next turn.
- Lightning. Creatures who fail the Dex save are pushed away from the bomb by 15 feet.
- Heavy Smoke. You can create and throw up to three smoke grenades with a single action, paying the appropriate energy cost. The smoke cloud also lasts for five rounds, halves the speed of other creatures moving through it, and blinds creatures who fail a Con save upon starting their turn in it or entering it for the first time for 1 minute. They can repeat the save at the end of their turns until they succeed.
Omnigauntlet
Omnigauntlet
A gauntlet that is commonly used by engineers and inventors as a close combat weapon. This device is very versatile in nature being used for combat mobility and defence. Only one configuration may be active on the gauntlet at a time and you must use a interaction to switch
Basic Omnigauntlet
- Combat Configuration. You make a dexterity melee attack for 1d8+dex mod damage of either bludgeoning slashing or piercing (your choice).
- Defence Configuration. You form the gauntlet into a shield attached to your arm and it counts as a free hand and grants +1 AC.
- Mobility Configuration. You can make a melee attack for 1d6+dex mod slashing damage. You also have a taser that can make a creature within 5ft of you to make a con save or be stunned on their next turn. Additionally you may use your bonus action to shoot a grappling hook at a target within 30 ft of you and pull yourself toward it.
Enhanced Omnigauntlet (level 5)
- Second OmniGauntlet. You gain a second gauntlet and both gauntlets gain the light property.
- Defensive Configuration Enhancement. Kinetic Energy Reduction: When hit by an attack that deals bludgeoning, piercing, or slashing.
- Mobility Configuration Enhancement. Your grappling hook now has a range of 60ft. Additionally your gauntlet has a set of climbing hooks installed into it giving you a climbing speed of 30ft.
Advanced Omnigauntlet (level 13)
- Advanced Combat Configuration. You may add your int modifier to your Gauntlet strikes. Additionally, the damage dice for each of these weapons configurations is doubled to 2 dice but the size of those dice decreases by one (ex: Combat Configuration instead of doing 1d8 damage now does 2d6).
- Advanced Mobility Configuration. Your grappling hook now has a range of 120 ft. It now also has more durable rope and two adhesive anchors on either end of it to attach it on any surface and keep it anchored firmly, being able to support up to 500 pounds.
Master Crafted Omnigauntlet (level 17)
- Superior Combat Configuration. When you use your energised strike you can make a second strike with your second gauntlet for free if you have one. You also can now spend a max of 5 energy on the attack. Additionally your basic gauntlet or gauntlets and energised strikes now deal any damage type but require a bonus action to change it for both or one gauntlet.
- Superior Mobility. Your climbing speed if at 30 ft is increased to 60 ft.
Omnistaff
Omnistaff
A device that functions as a regular quarterstaff, but can also deliver a powerful arcane attack. Additionally, when you make a tinker's tool check to build or repair something, you add a +2 bonus to the roll while in possession of the staff, as it also functions as a tool.
Basic Omnistaff
- Staff Strike. You make a melee weapon attack with the staff. Treat this as a Quarterstaff attack (one handed:1d4 bludgeoning, Two handed 1d6 Bludgeoning). Against constructs or mechanical objects, deal an additional 2d3 force damage.
- Mend. You can use your staff to cast mending on a damaged simple device made of stone, metal or wood within 10 feet. You may also use this feature, spending an action, to heal a construct (including your drones and turrets) within 5 feet for 1d6 + 1 HP as a bonus action, as long as the construct has at least 1 HP.
- EMP. Once per long rest, as an action, you can force all creatures (size large and smaller) within 10 feet to make a STR save. On a failure, they are knocked prone.
Enhanced Omnistaff (Level 5)
- Force Strike. Add your Int modifier to attack and damage rolls with Staff Strike. Whenever you successfully hit a creature, you can spend one energy point to send it flying back 15ft or until it hits an obstacle.
- Powerful Pulse. Add +2 to the save DC of EMP. Its range is increased to 20 feet, and it can work against creatures up to Huge in size.
Advanced Omnistaff (Level 13)
- Efficient Repair. You may use the mend ability to a range of 30 feet. The bonus to Tinker's Tool checks the staff gives is increased to +5. You may add your intelligence modifier to the healing that the feature gives to constructs.
- Booming Pulse. EMP deals thunder damage equal to your Artificer level to creatures that fail the STR save. They are also deafened until the end of your next turn.
Master Crafted Omnistaff (Level 17)
- Efficient Pulse. EMP uses a bonus action, and costs only 1 energy. Additionally, you can make it create a cloud of floating debris within its area that lasts four rounds. Creatures other than you entering this area or starting their turn in it suffer 4d4 slashing damage.
- System Restoration. Once per long rest, you can cast Fabricate without the use of a spell slot. This cost is halved if this is used to repair a broken object.
Turret
Turret
A small deployable device with an AC of 12 and HP equal to 5+(6x Your Artificer Level). As an action you can deploy the turret to a space adjacent to you. An undeployed turret is a 6-inch box.
Turrets are automated firearms used to defend and support an engineer and their allies. Only one may be deployed at a time, unless otherwise stated.
A turret is immune to Poison and Psychic damage, cannot be feared or charmed, and is immune to poison and disease.
As a bonus action on your turn you command the turret to move to an unoccupied space. The turret has a walking speed of 15 ft.
Basic Turret
- Automated Strike. Enemy creatures that enter a 25 ft radius around the turret, or start their turn there, must make a Dex save. On a failure they take 2d4 + int mod (min. 1) piercing damage. They take half damage on a success. This increases to 3d4 at level 5, 4d4 at level 11, and 6d4 at level 17.
- Healing Mist. Once per short rest, as a bonus action, activate this feature. Create a restorative cloud centred on the turret with a range of 15 ft. Ally creatures that start and end their turn within heal an amount equal to your Int modifier.
- Force Net. Twice per long rest, as a bonus action, force a creature that you can see within 25 feet of the turret to make a Dex save, or be restrained until the beginning of your next turn.
Enhanced Turret (Level 5)
- Sturdy Turret. The turret's AC is increased by your Intelligence Modifier, and its HP by 2x Your Artificer level. It resists all damage.
- Distant Turret. You can deploy a turret up to 30 feet away. Automated Strike and Force Net have a range of 50 ft, and Healing Mist has a range of 30ft.
- Second Turret. You may deploy a second turret at a time, and it takes 50% less time and money to rebuild one.
Advanced Turret (Level 13)
- Empowered Strike. Automated Strike deals d6s of damage instead of d4s.
- Restorative Mist. Creatures healed by Healing Mist are healed for twice your INT mod, and are restored of one disease or condition every turn they remain inside (poison, blinded, deafened, or paralysis).
- Electrified Net. When a target fails their Dex save against Force Net, they take 1d3 lightning damage, and cannot take bonus action or reactions until free.
Master Crafted Turret (Level 17)
- Shield Generator. Friendly creatures (Including yourself) within 30 ft of a turret gain the benefits of Shield. This effect persists until the destruction or deconstruction of the turret. You cannot stack the effects of Shield with two turrets in this way.
- Fission Core. Upon destruction, a turret explodes. Creatures within 30 ft must succeed on a Dex save or take 3d6 radiation and be knocked prone on a failure (half damage on a success).
- Teleportation System. As a bonus action, you can make one of your turrets teleport to any unoccupied spot within 30 ft of itself. Additionally, you can store your turrets in the Fey from which you can retrieve them as a free action.
Master Specialist
Add a fourth Signature Device.
Drone
Drone
A small deployable flying device with an AC of 12 and HP equal to 5+(4* your Artificer level). As an action you can deploy the drone to a space adjacent to you. An undeployed drone is a 6-inch sphere. A drone has a flying speed of 30 feet, can carry a weight of 40lbs and cannot move more than 300 ft away from you. A drone moves on your initiative, has its own movement action, but uses your actions for its abilities. Only 1 may be deployed at a time, unless otherwise stated. A drone can be undeployed while adjacent to it.
A drone is immune to Poison and Psychic damage. It cannot be charmed or frightened, and is immune to poison and disease. It has a Str Save bonus of +0 and a Dex Save bonus of +2. It fails any other saving throw.
Basic Drone
- Drone Shot. As an action, your drone makes a shot at a target you can see. This attack has a range of 60 ft. On a hit, drone shot deals 1d8 + Int. Mod piercing damage.
- Drone Mark. Twice per short rest, your drone can mark a creature or object that you can see as an action. This functions as Faerie Fire, targeting a single creature or object and doesn't require Concentration.
- Drone Camera. As an action, you can observe through your drone. This functions as Scrying targeting the Drone, and requires concentration, but no focus or casting time. As long as you continue observing your drone, it can move up to 9 miles away and be controlled from this distance. If the Drone Camera ends while your Drone is out of range, it stays in the same spot until you enter its range again. It is a bonus action to stop observing through your drone.
Enhanced Drone (Level 5)
- System Leak. Once per short rest, your Drone may as a bonus action create a pool of oil underneath itself that acts as a non-magical Grease spell.
- Second Drone. You may deploy a second drone at a time, and it takes 50% less time and money to rebuild one. You can command both drones on the same action or bonus action. (example: simultaneous Drone Shot). Energy is expended for both drones in doing so.
- Chameleonic Plating. Once per short rest, you can cloak your drone. As a bonus action, your drone becomes invisible and makes no noise for 1 minute, or until it takes damage or uses its Drone Shot or Drone Mark abilities.
Advanced Drone (Level 13)
- Improved Shot. Drone Shot uses a bonus action, and now has a range of 120 feet.
- Improved Mark. Creatures marked by Drone Mark take an extra 2d6 damage from you and your allies.
- Improved Senses. The Drone gains Blindsight 90ft. Additionally, Drone Camera requires no action.
Master Crafted Drone (Level 17)
- Shock Shot. Drone Shot gains a +2 Attack Bonus, and deals an additional 2d6 lightning damage.
- Mark Tracking. You always know the direction towards a marked creature, so long as it is within the same plane. Additionally, the duration of Drone Mark is increased to a day.
Holographic Projector. Once per short rest, you can replicate the effects of Major Image within 120 ft of a Drone. The Drone cannot take any actions until the illusion ends or is dismissed. This illusion is non-magical, and thus is immune to effects like True Sight and a creature cannot see through it even if it's discerned as an illusion.
Elixir Gun
Elixir Gun
A two-handed weapon that can launch alchemical elixirs and poisons. It has a range of 80/320ft, the loading property, and a capacity of 1. It requires a bonus action to be reloaded.
Basic Elixir Gunv
- Elixir T. A ranged weapon attack that uses int, deals 1d8 + Int. Mod poison damage. On a hit, the target must succeed on a CON save or be poisoned until the start of your next turn.
- Elixir H. Three times per short rest, Heals the target for 1d8+ Int.
- Elixir G.Once per short rest, as an action shoot a cloud of chemical gas. Creatures in a 20ft cone must make a Wis save or be affected as if by Calm Emotions for a number of rounds equal to half your engineer level. Whether they fail or succeed, they cannot be affected by Elixir G again for a day.
Enhanced Elixir Gun (Level 5)
- Light Frame. You can wield and reload the elixir gun with a single hand.
- Dual-Shot. You can fire the elixir gun twice per turn, and it can be fired twice before needing to be reloaded. A creature hit twice by Elixir T only needs to save once, but suffers disadvantage on the saving throw.
- Advanced Rifling. Grant a +2 bonus to the elixir gun's attack rolls. Additionally, its range increases to 150/600ft and it makes no sound when shot.
Advanced Elixir Gun (Level 13)
- Super T. Targets hit by Elixir T suffer an additional 1d8 necrotic damage that reduces the target's max HP by the same amount until their next long rest, and if they fail the CON save, they are also blinded until the start of your next turn.
- Super H. Creatures healed by Elixir H are healed for d10s and are cured of 1 disease or condition (blinded, deafened, poisoned, paralysis). The energy maximum for Elixir H is now 4, and it also multiplies the healing granted by your Int modifier.
- Super G. When a creature is affected by Elixir G, you can instead make them confused for the duration.
Master Crafted Elixir Gun (Level 17)
- Paralysis-Inducing T. The poisoned status caused by Elixir T now lasts 1d4 rounds. Additionally, whenever they fail a save against Elixir T, they gain a level of Exhaustion.
- S-Infused H. Creatures targeted by Elixir H. Gain the benefits of Haste for a number of rounds equal to the amount of energy used and regain an amount of HP equal to the energy used every round for a minute.
- Aphrodisiac-Enhanced G. When a creature fails a save against your Elixir G, you can instead make them Charmed. Additionally, the duration of Elixir G increases to one round per Artificer level.
Flamethrower
Flamethrower
A two-handed weapon that can sear foes and create smokescreens, manipulating the battlefield in interesting ways.
Basic Flamethrower
- Fireblast. As an action, shoot a blazing stream of fire. You project a 40ft long line of fire, making a ranged attack roll against each creature in it, dealing 1d6 + Int fire damage on a hit. This deals 2d6 at level 5, 3d6 at level 9, 4d6 at level 13 and 5d6 at level 17. The attack roll uses Dexterity.
- Napalm Spread. As an action, force all creatures within a 15 ft cone to make a Dex save. On a failure, they take 4d6 fire damage. A creature takes half damage on a success.
- Smokescreen. As a bonus action, exhaust smoke from your flamethrower. A 10 ft radius sphere centred around yourself is filled with smoke for 2 rounds, heavily obscuring the area for all creatures except you.
Enhanced Flamethrower (Level 5)
- Light Frame. You can wield the flamethrower in one hand.
- Distant Ammunition. Fireblast has a range of 80ft, Napalm Spread affects a 30 ft cone, and Smokescreen fills a 20ft sphere.
- Fine Optics. Grant a +2 bonus to the attack rolls and Dex save DC to the actions of your flamethrower.
Advanced Flamethrower (Level 13)
- Incendiary Fireblasts. Fireblast deals d8s of damage instead of d6s, and leaves behind a wall of flames for a round that causes 2d8 fire damage to creatures traversing it.
- Toxic Smoke. Smokescreen poisons creatures except you for 1 minute when they fail a Con save upon starting their turn in it or entering it for the first time.
- Sticky Napalm. Napalm Spread deals 1d6 damage to creatures who fail the initial Dex save at the end of each of their turns. This lasts until they spend an action to attempt a successful Dex save, which ends this effect.
Master Crafted Flamethrower (Level 17)
- Elemental Converter. Once per long rest, as a bonus action to deal a different kind of damage (acid, cold, or lightning) with Fireblast and Napalm Spread for a minute.
- Quickblast. You can shoot a fireblast as a bonus action instead, once per long rest.
- Agonising Napalm. Napalm Spread deals d8s of damage, as well as a bonus amount equal to your Intelligence Modifier.
Grenade Kit
Grenade Kit
A bag that contains ingredients to make grenades that can be made on the fly. Creating a grenade costs 1 bonus action, and throwing one is a standard action. These bombs explode as soon as they reach the target. Grenades can be thrown at a point of 20ft away, and have a blast radius of 10ft. Additionally, bombs can be launched by other means per DM discretion.
Basic Grenade Kit
- Basic Grenade. Creatures within the blast radius must succeed on a Dex save or take 2d6 bludgeoning damage on a failed save, or half as much on a success. The damage increases to 3d6 at level 5, 4d6 at level 11, or 5d6 at level 17.
- Elemental Grenade. Once per long rest, creatures within the blast radius must succeed on a Dex save or take 3d6 (acid, cold, fire, lightning) damage on a failed save, or half as much on a success.
- Smoke Grenade. Once per long rest, you can create a smoke grenade that fills its blast radius with a cloud of smoke that heavily obscures the area for 2 rounds for all creatures except you.
Enhanced Grenade Kit (Level 5)
- Flash Grenade.Twice per long rest, Your grenade causes the effects of a Daylight spell where it lands for a minute. Creatures within fifteen feet of your target must make a Con save or be blinded for five rounds.
- Poison Grenade. Twice per long rest, creatures in blast make a Con save. On a failure, they take 2d10 poison damage and are poisoned for 1 minute. On a success they simply take half damage.
- Concussive Grenade. Twice per long rest, you can create this disorienting grenade. Creatures in the blast must succeed on a Con save or take 2d10 thunder damage and be deafened for 1 minute. On a success they take just half damage. They may repeat the save at the end of their turns to end the deafness.
Advanced Grenade Kit (Level 13)
- Lightweight Shell. Grenades have a thrown range of 80 feet.
- Dual Bomb. Two grenades can be created in a bonus action.
- C-12. Grenades have a blast radius of 20 feet, and Basic Grenades do d10s of damage.
Master Crafted Grenade Kit (Level 17)
- Dangerous Grenades. Damage dealing grenades deal extra damage equal to twice your Intelligence Modifier (min. 2).
- Specialized Elementalist. Your Elemental grenades have unique effects, and deal 3d8.
- Acid. Creatures who fail the Dex save suffer an AC loss equal to your Int Mod. (min.1) until the end of your next turn.
- Cold. Creatures who fail the Dex save suffer halved speed until the end of your next turn, unless they resist or are immune to cold.
- Fire. Creatures who fail the Dex save take an additional 1d10 fire damage at the start of your next turn.
- Lightning. Creatures who fail the Dex save are pushed away from the bomb by 15 feet.
- Heavy Smoke. You can create and throw up to three smoke grenades with a single action, paying the appropriate energy cost. The smoke cloud also lasts for five rounds, halves the speed of other creatures moving through it, and blinds creatures who fail a Con save upon starting their turn in it or entering it for the first time for 1 minute. They can repeat the save at the end of their turns until they succeed.
Omnigauntlet
Omnigauntlet
A gauntlet that is commonly used by engineers and inventors as a close combat weapon. This device is very versatile in nature being used for combat mobility and defence. Only one configuration may be active on the gauntlet at a time and you must use a interaction to switch
Basic Omnigauntlet
- Combat Configuration. You make a dexterity melee attack for 1d8+dex mod damage of either bludgeoning slashing or piercing (your choice).
- Defence Configuration. You form the gauntlet into a shield attached to your arm and it counts as a free hand and grants +1 AC.
- Mobility Configuration. You can make a melee attack for 1d6+dex mod slashing damage. You also have a taser that can make a creature within 5ft of you to make a con save or be stunned on their next turn. Additionally you may use your bonus action to shoot a grappling hook at a target within 30 ft of you and pull yourself toward it.
Enhanced Omnigauntlet (level 5)
- Second OmniGauntlet. You gain a second gauntlet and both gauntlets gain the light property.
- Defensive Configuration Enhancement. Kinetic Energy Reduction: When hit by an attack that deals bludgeoning, piercing, or slashing.
- Mobility Configuration Enhancement. Your grappling hook now has a range of 60ft. Additionally your gauntlet has a set of climbing hooks installed into it giving you a climbing speed of 30ft.
Advanced Omnigauntlet (level 13)
- Advanced Combat Configuration. You may add your int modifier to your Gauntlet strikes. Additionally, the damage dice for each of these weapons configurations is doubled to 2 dice but the size of those dice decreases by one (ex: Combat Configuration instead of doing 1d8 damage now does 2d6).
- Advanced Mobility Configuration. Your grappling hook now has a range of 120 ft. It now also has more durable rope and two adhesive anchors on either end of it to attach it on any surface and keep it anchored firmly, being able to support up to 500 pounds.
Master Crafted Omnigauntlet (level 17)
- Superior Combat Configuration. When you use your energised strike you can make a second strike with your second gauntlet for free if you have one. You also can now spend a max of 5 energy on the attack. Additionally your basic gauntlet or gauntlets and energised strikes now deal any damage type but require a bonus action to change it for both or one gauntlet.
- Superior Mobility. Your climbing speed if at 30 ft is increased to 60 ft.
Omnistaff
Omnistaff
A device that functions as a regular quarterstaff, but can also deliver a powerful arcane attack. Additionally, when you make a tinker's tool check to build or repair something, you add a +2 bonus to the roll while in possession of the staff, as it also functions as a tool.
Basic Omnistaff
- Staff Strike. You make a melee weapon attack with the staff. Treat this as a Quarterstaff attack (one handed:1d4 bludgeoning, Two handed 1d6 Bludgeoning). Against constructs or mechanical objects, deal an additional 2d3 force damage.
- Mend. You can use your staff to cast mending on a damaged simple device made of stone, metal or wood within 10 feet. You may also use this feature, spending an action, to heal a construct (including your drones and turrets) within 5 feet for 1d6 + 1 HP as a bonus action, as long as the construct has at least 1 HP.
- EMP. Once per long rest, as an action, you can force all creatures (size large and smaller) within 10 feet to make a STR save. On a failure, they are knocked prone.
Enhanced Omnistaff (Level 5)
- Force Strike. Add your Int modifier to attack and damage rolls with Staff Strike. Whenever you successfully hit a creature, you can spend one energy point to send it flying back 15ft or until it hits an obstacle.
- Powerful Pulse. Add +2 to the save DC of EMP. Its range is increased to 20 feet, and it can work against creatures up to Huge in size.
Advanced Omnistaff (Level 13)
- Efficient Repair. You may use the mend ability to a range of 30 feet. The bonus to Tinker's Tool checks the staff gives is increased to +5. You may add your intelligence modifier to the healing that the feature gives to constructs.
- Booming Pulse. EMP deals thunder damage equal to your Artificer level to creatures that fail the STR save. They are also deafened until the end of your next turn.
Master Crafted Omnistaff (Level 17)
- Efficient Pulse. EMP uses a bonus action, and costs only 1 energy. Additionally, you can make it create a cloud of floating debris within its area that lasts four rounds. Creatures other than you entering this area or starting their turn in it suffer 4d4 slashing damage.
- System Restoration. Once per long rest, you can cast Fabricate without the use of a spell slot. This cost is halved if this is used to repair a broken object.
Turret
Turret
A small deployable device with an AC of 12 and HP equal to 5+(6x Your Artificer Level). As an action you can deploy the turret to a space adjacent to you. An undeployed turret is a 6-inch box.
Turrets are automated firearms used to defend and support an engineer and their allies. Only one may be deployed at a time, unless otherwise stated.
A turret is immune to Poison and Psychic damage, cannot be feared or charmed, and is immune to poison and disease.
As a bonus action on your turn you command the turret to move to an unoccupied space. The turret has a walking speed of 15 ft.
Basic Turret
- Automated Strike. Enemy creatures that enter a 25 ft radius around the turret, or start their turn there, must make a Dex save. On a failure they take 2d4 + int mod (min. 1) piercing damage. They take half damage on a success. This increases to 3d4 at level 5, 4d4 at level 11, and 6d4 at level 17.
- Healing Mist. Once per short rest, as a bonus action, activate this feature. Create a restorative cloud centred on the turret with a range of 15 ft. Ally creatures that start and end their turn within heal an amount equal to your Int modifier.
- Force Net. Twice per long rest, as a bonus action, force a creature that you can see within 25 feet of the turret to make a Dex save, or be restrained until the beginning of your next turn.
Enhanced Turret (Level 5)
- Sturdy Turret. The turret's AC is increased by your Intelligence Modifier, and its HP by 2x Your Artificer level. It resists all damage.
- Distant Turret. You can deploy a turret up to 30 feet away. Automated Strike and Force Net have a range of 50 ft, and Healing Mist has a range of 30ft.
- Second Turret. You may deploy a second turret at a time, and it takes 50% less time and money to rebuild one.
Advanced Turret (Level 13)
- Empowered Strike. Automated Strike deals d6s of damage instead of d4s.
- Restorative Mist. Creatures healed by Healing Mist are healed for twice your INT mod, and are restored of one disease or condition every turn they remain inside (poison, blinded, deafened, or paralysis).
- Electrified Net. When a target fails their Dex save against Force Net, they take 1d3 lightning damage, and cannot take bonus action or reactions until free.
Master Crafted Turret (Level 17)
- Shield Generator. Friendly creatures (Including yourself) within 30 ft of a turret gain the benefits of Shield. This effect persists until the destruction or deconstruction of the turret. You cannot stack the effects of Shield with two turrets in this way.
- Fission Core. Upon destruction, a turret explodes. Creatures within 30 ft must succeed on a Dex save or take 3d6 radiation and be knocked prone on a failure (half damage on a success).
- Teleportation System. As a bonus action, you can make one of your turrets teleport to any unoccupied spot within 30 ft of itself. Additionally, you can store your turrets in the Fey from which you can retrieve them as a free action.
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