Artificer
Base Class: Artificer

As of right now, we do not have a description for this subclass.

Jury Rigger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as Artificer spells for you, but they don’t count against the number of Artificer spells you prepare.

Artificer Level

Spells Gained

3rd

Identify, Shield

5th

Aid, Invisibility

9th

Dispel Magic, Haste

13th

Fabricate, Freedom of Movement

17th

Creation, Wall of Stone

Scrapper’s Intuition

You gain proficiency with Mason’s Tools and Thieves' Tools. If you already have these proficiencies, you gain Expertise in them. Additionally, you can use any set of Artisan’s Tools to perform the Utilize action to disarm a trap. When you successfully disarm a mechanical trap or dismantle a non-magical firearm during a Short Rest, you regain 1 expended use of your Tactical Tape.

Tactical Tape

You have a pool of Tactical Tape uses equal to your Proficiency Bonus + Intelligence modifier. You regain all expended uses when you finish a Long Rest. You use this tape to create Jury-Rigged Hazards. These traps are not hidden and are in plain sight, their purpose is for chance damage and area denial. As a Bonus Action, you can expend 1 use of Tactical Tape to set one of the following traps in an unoccupied 5-foot square within 10 feet of you:

  • Shrapnel Mine: When a creature enters the square, it explodes. All creatures in a 10-foot radius must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d8 Piercing damage and have the Slowed condition until the start of your next turn.
  • Snare-Wire: When a creature enters the square, it must succeed on a Strength Saving Throw or be Grappled (escape DC equals your Spell Save DC) and Prone.
  • "Hot-Wire" Charge: When a creature enters the square, it takes 2d6 Lightning damage and cannot take Reactions until the start of your next turn.

Field Customization

You can now modify one weapon or piece of armor, altering its stats slightly by consuming 1 use of Tactical Tape. A customization created this way lasts for 1 hour. Additionally, when you or an ally within 10 feet of you makes an attack roll with a weapon, you can use your Reaction to apply a Weapon Mastery property to that attack that the weapon does not normally have.

Efficient Scavenging

Your traps are harder to spot and hit harder.

  • Lethal Scrap: Your Hazards deal an additional 1d8 damage of their respective types.
  • Integrated Combat: When you use your Bonus Action to set a Jury-Rigged Hazard, you can also make one weapon attack as part of that same Bonus Action.
  • Camouflage: The Wisdom (Perception) check to detect your Hazards is made with Disadvantage.

The "Big One"

You can expend 3 uses of Tactical Tape as an Action to create a Masterpiece of Mayhem in a 5-foot square within 30 feet. It functions as a Shrapnel Mine, but with the following changes:

  • The radius is 30 feet.
  • The damage is 8d8 Piercing damage.
  • Any creature that fails the save is Blinded and Deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending these effects on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
3/16/2026 11:41:48 PM
1
1
5.5
Coming Soon
3/16/2026 11:59:31 PM
1
1
5.5.1
Coming Soon

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