Artificer
Base Class: Artificer

For the ones that seek to enhance the physical bodies through the power of machines.

Tool Proficiency

You gain proficiency with Smith's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Augmenter Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Augmenter Spells table. These spells are always prepared spells for you, but they don’t count against the number of artificer spells you prepare.

Augmenter Spells

Arcane Augments

Your efforts to enhance the body & mind have proven fruitful. You learn to master the mechanical, alchemical, and arcane ways to enhance oneself--known as augments-- that provide both permanent & temporary enhancements to your physical and mental state. These augments may only affect you and do not work if somebody else tries to use them.

Augment Crafting.

You learn a number of augment schematics as listed in the table below, the number of augment schematics you know increases as you gain levels in the artificer class as shown. Additionally, when you learn a new augment schematic, you can replace one augment schematic you already know with a new augment schematic. You choose four augment schematics to learn from the options detailed at the end, and you can create one augment when you finish a short or long rest up to your maximum number of created augments which is listed in the table below. Additionally, during a short or long rest you can swap one of your created augments for another augment that you know.

Artificer
Level
Augments
Created
Augments
Schematics
Known
3rd 2 4
6th 3 6
10th 4 8
14th 5 10
18th 6 12

 

There are some ideas for augments that are listed but work with your DM to make your own kinds of augments that fit into the campaign.

Alternate Rule: Additional Infusions. Instead of using the table above you gain an additional 3 infusions that you can learn and craft as long as they're augments. All of the augments that are listed count as infusions that can be learned and crafted.

Optional Rule: Permanent Augments. To craft a permanent version of an augment it'll take 7 days worth of downtime and 500 gp of materials per level requirement. Example: 3rd level augments take 7 days and 500 gp, 6th level augments take 14 days and 1000 gp.

Acidic Claw. Prerequisite: Level 6

  • Acidic Slash. Melee Weapon Attack: Atk Bonus = Spell Atk Modifier, Hit: 1d8 + your Dexterity or Intelligence modifier slashing damage and 2d6 acid damage. This damage increases by 1d6 at level 11 & 17. 
  • Acidic Shot. Ranged Weapon Attack: Atk Bonus = Spell Atk Modifier, range (60/120), Hit: 3d8 acid damage. This damage increases by 1d8 at level 11 & 17. 
  • Acid Vein. As a bonus action, you gain resistance to Acid damage. This effect lasts for 1 hour and recharges on a long rest.

 

Aetheric. Prerequisite: Level 6

  • You gain a 20 ft. fly speed and can hover, this increase by 5 ft. at level 6 and again at level 10. If you already have a fly speed this increase your fly speed by the amount listed.
  • Aetheric Body. As a bonus action, you gain the ability to move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. This feature recharges on a long rest.

Carrier

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift and you get an additional 5ft. reach.
  • Strength Enhancement. As a bonus action, you gain advantage on Strength checks & saving throws for 1 hour. This feature recharges on a long rest.

Chaos Conduit

  • Whenever you cast a spell, you may choose to roll on the wild magic surge table.
  • Chaos Reigns. As a bonus action, you regain a number of expended spell slots. The spell slots can have a combined level that is equal to or less than half your Artificer level (rounded up). Once used this feature cannot be used again until you've taken a long rest.

Cruel Claw. Prerequisite: Level 10

  • Bleeding Slash. Melee Weapon Attack: Atk Bonus = Spell Atk Modifier, Hit: 3d8 + your Dexterity or Intelligence modifier slashing. The target must make a Con Saving Throw equal to your Artificer Spell Save DC. On a success the target resists the effects, on a fail the target gets 3 stacks of bleed that deal 1d8 damage each. The target takes this damage at the beginning of their turn then double the amount of stacks. To get rid of all the stacks the target must receive at least 10 points of healing in 1 turn.
  • Bleeding Shot. Ranged Weapon Attack: Atk Bonus = Spell Atk Modifier, range (60/120), Hit: 4d8 piercing damage. The target must make a Con Saving Throw equal to your Artificer Spell Save DC. On a success the target resists the effects, on a fail the target gets 3 stacks of bleed that deal 1d8 damage each. The target takes this damage at the beginning of their turn then double the amount of stacks. To get rid of all the stacks the target must receive at least 10 points of healing in 1 turn.
  • Critical Enhancer. As a bonus action, your weapon attacks score a critical hit on a roll of 19 or 20. This effect last 1 hour and recharges after a long rest.

 

Cypher

  • You can read all writing & you have advantage when deciphering hidden messages/ codes (such as thieves' cant or druidic).
  • Intelligence Enhancement. As a bonus action, you gain advantage on Intelligence checks & saving throws for 1 hour. This feature recharges on a long rest.

Degenerative Claw. Prerequisite: Level 10

  • Degenerative Slash. Melee Weapon Attack: Atk Bonus = Spell Atk Modifier, Hit: 1d8 + your Dexterity or Intelligence modifier slashing damage and 3d6 necrotic damage. This damage increases by 1d6 at level 17. Additionally, when you hit with this attack the target cannot gain HP until the start of your next turn.
  • Degenerative Shot. Ranged Weapon Attack: Atk Bonus = Spell Atk Modifier, range (60/120), Hit: 4d8 necrotic damage. This damage increases by 1d8 at level 17. Additionally, when you hit with this attack the target cannot gain HP until the start of your next turn.
  • Antilife Vein. As a bonus action, you gain resistance to Necrotic damage. Additionally, you heal for any necrotic damage that you deal. This effect lasts for 1 hour and recharges on a long rest.

 

Ember Claw

  • Ember Slash. Melee Weapon Attack: Atk Bonus = Spell Atk Modifier, Hit: 1d8 + your Dexterity or Intelligence modifier slashing damage and 2d6 fire damage. This damage increases by 1d6 at level 11 & 17. 
  • Ember Shot. Ranged Weapon Attack: Atk Bonus = Spell Atk Modifier, range (60/120), Hit: 3d8 fire damage. This damage increases by 1d8 at level 11 & 17. 
  • Flame Vein. As a bonus action, you gain resistance to Fire damage. This effect lasts for 1 hour and recharges after a long rest.

Gelid Claw

  • Gelid Slash. Melee Weapon Attack: Atk Bonus = Spell Atk Modifier, Hit: 1d8 + your Dexterity or Intelligence modifier slashing damage and 2d6 cold damage. This damage increases by 1d6 at level 11 & 17. 
  • Gelid Shot. Ranged Weapon Attack: Atk Bonus = Spell Atk Modifier, range (60/120), Hit: 3d8 cold damage. This damage increases by 1d8 at level 11 & 17. 
  • Frost Vein. As a bonus action, you gain resistance to Cold damage. This effect lasts for 1 hour and recharges after a long rest.

Life Starter. Prerequisite: Level 6

  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. This effect happens equal to half your proficiency bonus rounded up. This feature recharges on a long rest.

Night Eyes

  • You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Magical Eyes. As a bonus action, you can see within magical darkness as well for 1 hour. This feature recharges on a long rest.

Observant

  • You cannot be surprised, and you gain a +5 to your Passive Wisdom (Perception) & Passive Intelligence (Investigation) scores. 
  • Wisdom Enhancement. You gain advantage on Wisdom checks & saving throws for 1 hour. This feature recharges on a long rest. 

Poison Claw

  • Poisoning Slash. Melee Weapon Attack: Atk Bonus = Spell Atk Modifier, Hit: 1d8 + your Dexterity or Intelligence modifier slashing damage and 2d6 poison damage. This damage increases by 1d6 at level 11 & 17. On a hit the target must make a Con Saving Throw equal to your Artificer spell save DC. On a success the target resists the effects, on a fail the target is poisoned and takes 1d6 poison damage at the end of their turn. After the damage is taken the target can make another Con saving throw to shrug off the poison and end the effect.
  • Poisoning Shot. Ranged Weapon Attack: Atk Bonus = Spell Atk Modifier, range (60/120), Hit: 1d8 + your Dexterity or Intelligence modifier piercing damage and 2d8 poison damage. This damage increases by 1d8 poison damage at level 11 & 17. On a hit the target must make a Con Saving Throw equal to your Artificer spell save DC. On a success the target resists the effects, on a fail the target is poisoned and takes 1d6 poison damage at the end of their turn. After the damage is taken the target can make another Con saving throw to shrug off the poison and end the effect.
  • Poison Vein. As a bonus action, you gain resistance to Poison damage. This effect lasts for 1 hour and recharges on a long rest.

Regen. Prerequisite: Level 6

  • At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus.
  • Constitution Enhancement. As a bonus action, you gain advantage on Constitution checks & saving throws.

Speed. Prerequisite: Level 6

  • Your walking speed increase by 15 ft. this increase by an additional 15 ft. at level 18.
  • Hasten. As a bonus action, you gain a +2 bonus to AC, advantage on Dexterity checks & saving throws, and an additional action on each of your turns for 1 minute. This feature recharges on a long rest.

Spider

  • You gain a climbing speed equal to your walking speed and gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • Web Slinger. As a bonus action, you shoot out a giant web that has a 30 ft. radius within 90 ft. of you. A creature that enters that area or starts its turn in the web must succeed on a Strength saving throw against your Artificer spell save DC or be restrained by the webs. A creature restrained by the plants can use its action to make a Strength check against your Artificer spell save DC. On a success, it frees itself.

Storm Claw. Prerequisite: Level 6

  • Lightning Slash. Melee Weapon Attack: Atk Bonus = Spell Atk Modifier, Hit: 1d8 + your Dexterity or Intelligence modifier slashing damage and 3d6 lightning damage. This damage increases by 1d6 at level 17. 
  • Thunder Shot. Ranged Weapon Attack: Atk Bonus = Spell Atk Modifier, range (60/120), Hit: 4d8 thunder damage. This damage increases by 1d8 at level 17. Once the shot has landed everyone within 15 ft. of it must make a Con Saving Throw equal to your Artificer Spell Save DC. On a success the creature takes half damage, on a fail the creature takes 4d8 thunder damage and get pushed away 10 ft. & knocked prone.
  • Storm Vein. As a bonus action, you gain resistance to either lightning or thunder damage. This effect lasts for 1 hour and recharges on a long rest.

Thickened Hide

  • Unarmored Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
  • Iron Hide. As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage for 1 hour. This feature recharges on a long rest.

Voice Box. Prerequisite: Level 6

  • You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against your Spell Save DC.
  • Disguise. As a bonus action, you make yourself--including your clothing, armor, weapons, and other belongings on your person--look different for 1 hour or until you dismiss it as if you were using the Disguise Self spell and you gain advantage on Charisma checks & saving throws. This feature recharges on a long rest.

Water Suit

  • You gain a swim speed equal to your walking speed.
  • Air Tank. As a bonus action, you gain the ability to breathe underwater for 1 hour. This feature recharges on a long rest.

Augment Action

Your augments further empower giving you the following benefits:

  • You can attack twice, rather than once, whenever you take the Attack action on your turn.
  • Whenever you use your action to cast a spell you can also cast a Cantrip.

Augment Modifications

You learn how to use your artificer infusions to specially modify your Augments. Each Augment can bear one of your infusions, and the infusions transfer over if you change the type of augment. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Augments.

Alternate Rule (If did the alternate rule for Arcane Augments). The maximum number of items you can infuse at once increases by 3, but those extra items must be Augments.

Augmented Suit

At 15th level, you gain the following benefits:

  • You can use your bonus action to activate any number of augments
  • Attack rolls, damage, save DCs, and AC by augments benefit from a +2 bonus
  • You gain one additional use of activation features given by augments

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