Artificer
Base Class: Artificer

The Eldritch Engineer is a visionary artificer who seamlessly melds arcane magic with masterful craftsmanship. Drawing from the secrets of alchemy, the art of forging powerful armor, the precision of engineered weaponry, and the destructive force of arcane artillery, they transcend traditional boundaries to become unparalleled creators. Their inventions range from enchanted armors that protect and empower, to volatile concoctions that heal or harm, and devastating constructs that change the tide of battle.

Constantly innovating, Eldritch Engineers adapt to any challenge, wielding a vast arsenal of spells and tools that embody both versatility and raw power. Whether supporting allies with protective wards, controlling the battlefield with elemental fury, or engaging foes in direct combat, they stand as the epitome of arcane ingenuity and mechanical mastery.

Eldritch Engineer Spells

3rd-level Eldritch Engineer Spells

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

Eldritch Engineer Spells

Mastery of Arcane Craft

3rd-level Eldritch Engineer Feature

You gain proficiency with heavy armor and martial weapons.
You also gain proficiency with alchemist’s supplies, smith’s tools, and woodcarver’s tools.
If you already have proficiency with any of these tools, you may gain proficiency with one other type of artisan’s tools of your choice.

When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.

Additionally, your metallurgical pursuits have led you to craft Arcane Armor. As an action, you can transform a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.

You gain the following benefits while wearing this armor:

    • If the armor normally has a Strength requirement, you ignore that requirement.

    • +1 AC while wearing this armor.
    • You can use the Arcane Armor as a spellcasting focus for your artificer spells.

    • The armor attaches to you and can’t be removed against your will. It expands to cover your entire body, but you can retract or deploy the helmet as a bonus action.

    • The armor replaces any missing limbs, functioning identically to the limb it replaces.

    • You can don or doff the armor as an action.

    • The Arcane Armor remains until you don another suit of armor or you die.

Level 3: Modular Arcane Companion (MAC)

3rd-level Eldritch Engineer Feature

At 3rd level, you've constructed a powerful, adaptive construct called the Modular Arcane Companion (MAC) — a hybrid creation that embodies the pinnacle of your engineering brilliance.

You always have one active MAC at a time. If it is ever destroyed or lost, you can rebuild it at the end of a long rest or you can spend a spell slot of 1st level or higher to repair it using smith’s tools.


🔩 MAC Core Stats

 
Attribute Value
Type Construct
Size Medium
Armor Class (AC) 15 + your Intelligence modifier (natural armor)
Hit Points (HP) 6 × (your Artificer level + your Intelligence modifier)
Speed 40 ft., climb 20 ft.
Initiative Acts on your initiative or next to yours
Proficiencies Proficient in all saving throws and skill checks it makes
Saving Throws Uses your proficiency bonus
Languages Understands the languages you speak
Condition Immunities Charmed, Exhaustion, Poisoned, Magical Sleep
Damage Immunities Poison, Psychic, Necrotic
Senses Darkvision 60 ft., Passive Perception = 10 + (PB × 2)
Special Trait Vigilant. The MAC can’t be surprised.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

⚙️ Multi-Module Capabilities

Your MAC includes the following systems, all of which are always active unless stated otherwise:


🧪 Alchemical Reactor Core

The MAC can brew Experimental Elixirs. You determine the effects randomly or choose, following the Experimental Elixir rules. The elixirs are stored internally and can be consumed by the MAC or dispensed to you or to an ally as an action.

  • You create 1 elixir at the end of a short or long rest.

  • The MAC can store up to 3 elixirs at a time.

  • The number of elixirs increases as you level up in this class (following the Artificer table for Alchemist).

    d6 Effect
    1 Healing. The drinker regains [roll]2d4[/roll]+ Int mod HP.
    2 Swiftness. The drinker’s speed increases by 10 ft for 1 hour.
    3 Resilience. The drinker gains +1 AC for 1 hour.
    4 Boldness. Add 1d4 to attack rolls and saves for 1 hour.
    5 Flight. Gain 10 ft flying speed for 1 hour.
    6 Transformation. Effect of alter self for 10 hours.

🔫 Integrated Eldritch Cannon

The MAC contains a mounted arcane cannon which you may deploy with a bonus action. Choose one effect each time you activate the cannon:

  • Flamethrower: 15-ft cone, Dexterity save (DC = 8 + Int mod + prof bonus), 2d8 fire damage.

  • Force Ballista: Ranged spell attack (range 120 ft.), 2d8 force damage and pushes the target 5 ft.

  • Protector: You and creatures of your choice within 15 ft. gain 1d8 + Int mod temp HP.


🛡️ Defensive Protocols

  • Deflect Attack: As a reaction, the MAC imposes disadvantage on an attack roll made against a creature within 5 feet of it.

  • Repair Matrix: Once per turn, as a bonus action, the MAC can restore 1d8 + your Intelligence modifier HP to itself or an adjacent ally (Self).

  • Force-Empowered Slam: Melee Weapon Attack: +PB to hit, reach 5 ft., one target. Hit: 1d8 + PB force damage.

Command and Actions

  • You determine the MAC's behavior and movement. No action is required on your part.

  • It acts on your initiative and requires your bonus action to take the Attack, Dash, Disengage, Dodge, Help, or Use an Item actions.

  • If you’re incapacitated or absent, the MAC acts on its own, focusing on protecting you and itself.

Level 3: Modular Arcane Armor

3rd-level Eldritch Engineer feature

You upgrade a suit of armor into a fully integrated Modular Arcane Armor, combining the offensive might of the Guardian with the agility and precision of the Infiltrator. This suit serves as both your defensive shell and an advanced weapon system.

While wearing your Modular Arcane Armor, you gain the following benefits:


🔊 Thunder Gauntlets

Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it. They deal 1d8 thunder damage on a hit. When you hit a creature with one of the gauntlets, it has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor emits a disruptive magical pulse.

You may use your Intelligence modifier instead of Strength for the attack and damage rolls with these weapons.


⚡ Lightning Launcher

A gem-like node appears on one of your fists or your chest (your choice). It counts as a simple ranged weapon with a normal range of 90 ft. and a long range of 300 ft., dealing 1d6 lightning damage on a hit.

Once on each of your turns, when you hit a creature with the Lightning Launcher, you can deal an extra 1d6 lightning damage to that target.

You may use your Intelligence modifier instead of Dexterity for the attack and damage rolls with this weapon.


🛡️ Defensive Field

As a bonus action, you can gain temporary hit points equal to 2d8, replacing any temporary hit points you already have.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
These temporary hit points are lost if you doff the armor.


🚀 Powered Steps

Your speed increases by 5 feet.


🕶️ Dampening Field

You have advantage on Dexterity (Stealth) checks.
If the armor would normally impose disadvantage on such checks, the advantage and disadvantage cancel out, as usual.

Level 5: Infused Arcane Catalyst

5th-level Eldritch Engineer feature

Your mastery of both combat and magical tools has reached a new level.

  • Extra Attack. You can attack twice, rather than once, whenever you take the Attack action on your turn.

  • Multidisciplinary Focus. When you finish a long rest, you can attune to one object — such as a weapon, an armor, a wand, a staff, a rod, or a set of artisan’s tools — to serve as your Arcane Focus. You must have the appropriate tool proficiency and use that item during the attunement process.
    This special attunement does not count against your limit of attuned magic items.

    While using this item as a spellcasting focus for your artificer spells, you gain the following benefits:

    • Alchemical Surge. If the spell restores hit points or deals acid, fire, necrotic, or poison damage, you can add 1d8 to one roll of the spell.

    • Arcane Pulse. When you cast a spell that deals damage, roll 1d8, and add the result to one of the spell’s damage rolls.

You can attune to a new item with this feature after finishing another long rest. The previous item loses these benefits when you do so.

Level 9: Arcane Convergence Protocol

Level 9 Eldritch Engineer Feature

At 9th level, your Modular Arcane Companion (MAC) undergoes a significant upgrade, integrating advanced offensive, defensive, support, and modular capabilities from all your artificer disciplines. It gains the following enhancements:


Integrated Conduit Core

When either you hit a creature with a magic weapon attack or your MAC hits a creature, you can channel arcane energy through the strike to trigger one of the following effects (choose one each time):

  • The target takes an additional 2d6 force damage.

  • A creature or object within 30 feet of the target regains 2d6 hit points.

  • If the target is a construct or elemental, it takes an extra 1d6 lightning damage as your MAC’s circuitry overloads its systems.

You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and no more than once per turn. You regain all expended uses after a long rest.


Overdrive Detonation

Your MAC can be commanded to self-detonate in a 20-foot radius explosion as an action (or bonus action if it's reduced to 0 hit points). Each creature in range must make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save, or half as much on a success. Your MAC is destroyed after this explosion and must be rebuilt using your "Rebuild" feature or during a long rest.


Expanded Modularity

Your Arcane Armor (which is now fully synchronized with the MAC system) counts as four separate items for the purposes of your Infuse Item feature: chest piece, helmet, boots, and integrated weapon system. Each can bear one infusion. In addition, your maximum number of infused items increases by 2, but those extra infusions must be on parts of your Arcane Armor or your MAC.


Restorative Alchemy Node

Whenever a creature drinks one of your experimental elixirs, it also gains 2d6 + your Intelligence modifier temporary hit points. In addition, your MAC stores condensed alchemical reagents that let you cast Lesser Restoration a number of times equal to your Intelligence modifier (minimum of once) without expending a spell slot. You must use alchemist’s supplies as the focus, and regain all uses after a long rest.

Level 15: Apex Modular Synergy

Level 15 Feature – Apex Modular Synergy

At 15th level, your Modular Arcane Companion (MAC) reaches its pinnacle form, embodying the ultimate blend of arcane engineering, elemental cannonry, chemical mastery, and adaptive battlefield presence. The following upgrades are applied:


Juggernaut Plating Matrix

Your MAC and you gain a +2 bonus to its Armor Class and both become immune to acid damage and poison damage. Additionally, whenever it uses its Deflect Attack reaction, the attacker takes 1d4 + your Intelligence modifier force damage.


Twin-Link Cannon Relay

Your MAC can deploy two Eldritch Cannons at once using the same action (though not the same spell slot), and you may activate both simultaneously with a single bonus action. While within 10 feet of Your MAC, you and your allies gain half cover due to the magical field they emit. You can’t create a third cannon while you control two.


Adaptive Restoration Core

You may cast greater restoration and heal once each per long rest without expending a spell slot or preparing the spells, provided you use alchemist’s supplies as your focus. Additionally, your MAC can deliver these spells as if it were the origin point, allowing you to heal allies remotely within 60 feet.


Arcane Jolt Overcharge

Your Integrated Condiut Core now deals or heals 4d6. When using your MAC, you can choose to affect an additional creature within 10 feet of the original target (you choose if the effect is healing or damage), splitting the 4d6 evenly.


Modular Consciousness

Your MAC becomes a semi-autonomous unit of intellect. It gains Intelligence equal to your modifier (minimum 1), understands the languages you speak, and can speak telepathically with you within 120 feet. Twice per long rest, it may cast shield on itself as a reaction without requiring components.

Level 15: Modular Arcane Armor: Apex Protocol Onlline

Level 15 Eldritch Engineer Feature

Your Modular Arcane Armor reaches its pinnacle, integrating the Guardian and Infiltrator models into a seamless system of offensive and defensive subsystems. Both protocols are now simultaneously active, granting you the following benefits while you wear your Arcane Armor:


⚙ Guardian Protocol – Graviton Anchor Pulse

When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, the creature is pulled up to 30 feet in a straight line toward an unoccupied space you can see.

  • If the target ends this movement within 5 feet of you, you can make one melee weapon attack against it as part of the same reaction.

  • If the attack hits, you may expend a spell slot to deal additional force damage equal to 2d8 per spell level.

You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.


⚡ Infiltrator Protocol – Voltaic Lock-On Field

Whenever a creature takes lightning damage from your Lightning Launcher or a spell or weapon infused by your Artificer features, it becomes voltaically marked until the end of your next turn. A voltaically marked creature:

  • Sheds dim light in a 10-foot radius.

  • Has disadvantage on all attack rolls that do not target you or your Modular Arcane Companion (MAC).

  • The next attack roll against it before the end of your next turn has advantage, and if it hits, it deals an extra 2d6 lightning damage.

You may have multiple targets voltaically marked at once, but each creature loses the mark at the end of your next turn or if they stop taking lightning damage.


🔧 Apex Armor Core – Enhanced Integration

  • You are immune to the shaken, grappled and restrained conditions while wearing your Arcane Armor.

  • If you or your MAC are subjected to a saving throw against being paralyzed, stunned, or knocked prone, you have advantage on the roll.

  • While wearing the armor, you gain +10 feet of movement speed, and your jump distance is doubled.

  • You and your MAC can flank together, even if only one of you is threatening the target, as long as both are within 10 feet of the creature.

Previous Versions

Name Date Modified Views Adds Version Actions
8/21/2025 3:12:32 AM
0
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes