Artificer
Base Class: Artificer

Hark! Listen closely, for I shall tell you of the Mad Scientists, a breed of Artificer unlike any other! These are not your typical crafters of mundane contraptions. No, these are visionaries, driven by a thirst for knowledge that borders on obsession.

Imagine a workshop overflowing with strange contraptions, crackling with unseen energies. Here, amidst flickering flames and a cacophony of strange sounds, the Mad Scientist toils. They tinker with the very fabric of reality, pushing the boundaries of magic to its limits.

Their spells are not mere tools; they are experiments, each casting a wild card into the equation. Sometimes, they unleash bolts of lightning that dance erratically, striking friend and foe alike. Other times, they animate the inanimate, imbuing lifeless objects with a spark of chaotic life.

But beware! The Mad Scientist's pursuit of knowledge comes at a price. Their creations are often unpredictable, their experiments rife with unintended consequences. A misplaced spark, a miscalculated formula, and the entire workshop could erupt in a shower of sparks and shrieks!

Yet, despite the inherent risks, the Mad Scientist persists. For in the face of chaos, there is always the thrill of discovery, the intoxicating joy of pushing the boundaries of the known. And who knows? Perhaps, amidst the sparks and chaos, they might just unlock the secrets of the universe itself.

Tool Proficiency

3rd-level Mad Scientist feature

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

Mad Science

3rd-level Mad Scientist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Mad Science table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare and some can only be cast once per short rest.

Mad Scientists Table

Artificer Level Spell

3rd

ray of sickness, thunderwave

5th

scorching ray, heat metal

9th

animate dead, call lightning

13th

freedom of movement, greater invisibility

17th

cone of cold, animate objects

Unstable Infusion

3rd-level Mad Scientist feature

 When you cast an Artificer spell that has a duration other than instantaneous, roll a d20. On a roll of 1, the spell's effects become unpredictable. Roll on the wild magic table to determine the unpredictable effect, which could be beneficial, harmful, or both.

Unstable Infusions

d8 Effect
1 Electricity bolts spark around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 lightning damage. You also take 1d6 lightning damage.
2 You teleport up to 30 feet to an unoccupied space decided by the DM. You can use this effect again on each of your turns as a bonus action but you can choose.
3 A mine appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the mine explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. You can use this effect again, summoning another mine, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until the end of you next turn, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll, that creature takes 1d6 force damage, as magic lashes out in retribution. This lasts until the end of your next two turns.
6 For three rounds, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Sticky glue temporarily flows around you; until combat ends, the ground within 15 feet of you is difficult terrain for your enemies and allies.
8 A bolt of lightning shoots from one of your contraptions. The closest creature within 30 feet of you must succeed on a Constitution saving throw or take 1d6 lightning damage and be blinded until the start of your next turn.

Arcane Firearm

5th-level Mad Scientist feature

You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Sparks of Genius

5th level Mad Scientist feature

You gain the ability to add 1d4 lightning damage to any weapon damage roll. Additionally, when you cast a spell that deals lightning damage, you can choose one creature within 30 feet of you that takes lightning damage from that spell. That creature must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or be stunned until the end of your next turn.

You can use this twice plus your proficiency bonus. This increases to four plus proficiency at level 9 and six plus proficiency at level 15. These reset every long rest.

Grand Experiment

9th-level Mad Scientist feature

You choose one spell that you know. Once per long rest, you can cast that spell at its highest level without expending a spell slot. When you do so, the spell's effects are unpredictable and determined by rolling on the wild magic table.

Eureka Moment

15th-level Mad Scientist feature

As an action, you can expend three spell slots of any level, and choose one spell that you know. You immediately cast that spell with one of the following;

  • "Experimental Modification": Instead of casting the spell normally, you attempt to add a new effect to it. Roll on the Harmful Effects table to determine the effects of a 6-10.

    • Roll a d10.
      • 1-5: The new effect is beneficial and adds to the spell's existing effects. For example, if you cast Fireball, you might also want to heal friendly creatures within its area of effect.
      • 6-10: The new effect is harmful and adds to the spell's existing effects. For example, if you cast Healing Word, it might also deal necrotic damage to the target. 
  • "Unstable Enhancement": Instead of casting the spell normally, you attempt to increase its potency.

    • Roll a d10.
      • 1-7: The spell's potency is increased by 50%.
      • 8-10: The spell's potency is increased by 100%, but the spell also deals half damage to you or 1d10 psychic damage if it isn't an attack spell.

   

   •  Harmful Effects Table

d6 Effect
1 Necrotic damage equal to the same amount of dice as the spell if dice are needed or 2d6
2 -2 AC for all party members untill the end of your next turn
3 All party members lose half their walking speed untill the end of your next turn
4 Enemies gain advantage on their next attack rolls
5 Party rolls attack rolls with disadvantage untill your next turn
6 Party must roll a Dex saving throw or fall prone

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