Artificer
Base Class: Artificer

Lets make it short, Since young you learned from every one around you. When you grow up instead of choosing 1 of 4 paths, you decided to take them all.

You became:

An Alchemist
An Artillerist
An Armorer
A Battle Smith

Level 3: Jack’s Expanded Grimoire

3rd-level Jack Of All Trades feature

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

Battle Smith Spells

Artificer Level Spell

3rd

heroism, shieldthunderwavehealing word, ray of sicknessmagic missile

5th

branding smite, warding bondscorching ray, shatter, flaming sphere, Melf’s acid arrowmirror image

9th

aura of vitality, conjure barragefireball, wind wallgaseous form, mass healing wordhypnotic pattern, lightning bolt

13th

aura of purity, fire shieldice storm, wall of fireblight, death ward, greater invisibility

17th

banishing smite, mass cure woundscone of cold, wall of forcecloudkill, raise deadpasswall

Level 3: Jack’s Versatile Training

3rd-level Jack Of All Trades Feature

You gain proficiency with heavy armor and martial weapons.
You also gain proficiency with alchemist’s suppliessmith’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: Jack’s Signature Shell

3rd-level Jack Of All Trades 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 short 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 3: Jack’s Core Disciplines

3rd-level Jack Of All Trades feature

Your tinkering has borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith’s tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Steel Defender

Medium Construct

Attribute Value
Armor Class 18 (natural armor)
Hit Points 2 + your Intelligence modifier + 5 × your Artificer level
Hit Dice d8 × your Artificer level
Speed 40 ft.
STR / DEX / CON 14 (+2) / 12 (+1) / 14 (+2)
INT / WIS / CHA 4 (−3) / 10 (+0) / 6 (−2)
Saving Throws DEX +1 + PB, CON +2 + PB
Skills Athletics +2 + PB, Perception +0 + (PB × 2)
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10 + (PB × 2)
Languages Understands the languages you speak
Challenge — (Proficiency Bonus equals your bonus)
Proficiency Bonus (PB) Equals your own

Traits

  • Vigilant. The defender can't be surprised.


Actions

  • Force-Empowered Rend.
    Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see.
    Hit: 1d8 + PB force damage.

  • Repair (3/Day).
    The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.


Reaction

  • Deflect Attack.
    The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack is against a creature other than the defender.


You've learned how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannons

Cannon Activation

Flamethrower

The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Force Ballista

Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector

The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).


Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.

Experimental Elixir

d6 Effect

1

Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.

2

Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.

3

Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

4

Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next hour.

5

Flight. The drinker gains a flying speed of 10 feet for 10 minutes.

6

Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 hour.

 

Level 5: Jack’s Arcane Arsenal

5th-level Jack Of All Trades 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: Jack’s Enhanced Disciplines

9th-level Jack Of All Trades feature

You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.


 Every eldritch cannon you create is more destructive:

  • The cannon’s damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

 You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Item feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.


You can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

 

Level 15: Jack’s Magnum Opus

15th-level Jack Of All Trades feature

Your Arcane Jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

You’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.

You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies or your arcane focus as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Level 15: Jack’s Apex Arcane Shell

Level 15 Jack Of All Trades 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.

  • 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 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, your Steel Defender and your Eldritch Cannons can flank together or separated, even if only one of you is threatening the target, as long as one of you are within 10 feet of the creature.

Level 18: Secret Trait

Secret Trait

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