Base Class: Artificer
For an engineer, the sky is no longer the
limit. Steampunk engineers are artificers who
specialize in using arcane science to
transform the age-old dream of flight into
everyday reality, and they focus their
intelligence and inventiveness on crafting
the tools and equipment they need to
succeed in the air and conquer the horizon.
Whether as explorers, pilots, or scouts,
their services are frequently in high
demand, and as a profession they are well
regarded for their perceived bravery and
daring.
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Masters Guild.
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copyright 2020 by Eric Davis and published
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credit given in the Art Credits section.
Level 3: Chromatic ray gun
At 3rd level, you learn how to turn a wand,
staff, or rod into a chromatic ray gun, a
highly personalized firearm that combines
arcane science with engineering. When you
finish a long rest, you can use tinker's tools
to take apart and rebuild a wand, staff, or
rod into your chromatic ray gun. If you do
not have a wand, staff, or rod, you can craft
one during this process. You can only have
one chromatic ray gun at a time, and if you
build a second chromatic ray gun the
previous chromatic ray gun reverts back to
the base wand, staff, or rod.
The chromatic ray gun retains the
properties of the wand, staff, or rod it is
built from, and you can use your chromatic
ray gun as a spellcasting focus for your
artificer spells. When you hold your
chromatic ray gun in one or more hands,
you gain the eldritch blast cantrip. For you,
it counts as an artificer cantrip.
when you cast eldritch blast with the chromatic ray gun as a focus you can change its damage type to: acid, cold, fire, force, lightning
Level 5: aviator goggles
At 5th level, when you finish a long rest you can craft a special pair of goggles with multiple sets of magical lenses using tinker's tools. AWhen aviator goggles are worn, lightly obscured areas no longer impose disadvantage on Wisdom (Perception) checks. additionally, you can use a bonus action to cycle through the goggles' lenses and give yourself an additional benefit based on the lens, as shown in the Aviator Goggles Lens table. Every pair of aviator goggles is unique and matched to the inventor's personal arcane signature, preventing anyone but you from receiving these benefits when worn. You can use tinker's tools during a long rest to incorporate your aviator's goggles into a piece of headgear that wouldn't normally allow for goggles.
aviators lens
Lens Benefit
Azurite: You can see a faint aura
around any visible creature or
object within 30 feet that bears
magic that is not behind total
cover, and you learn its school
of magic, if any, based on the
color of the aura.
Citrine: You gain darkvision out to a
range of 60 feet. If you already
have darkvision, its range
increases by 30 feet.
Iolite: Out to a range of 15 feet, you
can make out fine details and
have advantage on ability
checks to appraise or inspect
small or highly detailed items.
Tiger's Eye: You can see up to 1 mile away
with no difficulty and can
discern even fine details as
though looking at something
no more than 100 feet away
from you.
Level 9: arcane flight
At 9th level, you invent your own means of
engineered flight. A typical aeronaut flying
device is a jetpack attached to armor (the
chest piece), but it can be any addition to a
worn accessory that common sense allows.
Your flying device can be activated or
deactivated as an action. When activated,
you gain a flying speed of 30 feet and can
take the Dash action as a bonus action if
you are flying using your flying device.
5
Deduct the time you are flying, in
increments of 1 minute, from the flying
device's maximum duration of 2 hours.
After 2 hours of use, the flying device runs
out of fuel. You can refuel the flying device
during a long rest or by expending a 1stlevel spell slot. Because of the flying
device's arcane properties, you can only
have one flying device at a time. If you build
a second flying device, the previous flying
device becomes inoperable. You can build a
flying device or attach a flying device to a
worn accessory using tinker's tools during
a long rest.
Level 15: master of the sky
At 15th level, your equipment gains
additional features, as shown below.
Death Ray. You can use your chromatic
ray gun to cast Disintegrate once at 8th
level. This increases to 9th level when you
reach 17th level in this class. You must
finish a long rest before you can cast
Disintegrate again.
Scanning. You craft a special lens imbued
with divination magic that adds a scanning
function to your goggles.
Lapis Lazuli: You can spend 1 minute
examining an object or creature
within 60 feet that you can see
through the lens to magically
divine information about it. If it
is an object, you learn its
material composition, whether it
was created by a spell, and, if
yes, which spell. If the object is a
magic item or is magic imbued,
you learn its properties and how
to use them, whether it requires
attunement to use, how many
charges it has, whether any
spells are affecting the item and,
if yes, what they are. If it is a
creature, you learn its current
creature type and what spells, if
any, are currently affecting it.
Fuel Efficiency. You improve the
efficiency of your flying device. Its
maximum duration increases to 4 hours
and its speed increases to 45 feet.
Expanded spell list
At 3rd level when you choose this subclass, you gain the spells listed in the table below and each set of spells at the listed level at: 5th, 9th, 13, 17th. these spells always count as prepared and as artificer spells for you.
3rd: shield, expeditious retreat
5th: melf's acid arrow, shatter
9th: flame arrows, sending
13th: greater invisibility, arcane eye
17th: animate objects, telekinesis
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