Hit Points at 1st level: 9 + Constitution Score
Hit points per level: 4
Hit Dice amount: Prof + constitution modifier (minimum 1) + 1
Hit Dice Size: 1d8
Saving Throws: Reflex, Fortitude
Skill pts at 1st level: 4
Skill pts per level: 1, +1 every 3 levels (levels 3,6,9...)
Proficiencies: Armor: Light armor, medium armor, shields
Weapons: Simple weapons, darts, hand crossbows, heavy crossbows, light crossbows, light hammers, throwing daggers
With ingenuity and knowhow, artificers are able to harness magic through technology. Your spellcasting ability is Intelligence. You do not have spell slots, and instead utilize spell inventions to cast spells.
Spell Inventions
Whenever you prepare an artificer spell, you create a spell invention for that spell using your tools of artifice and whatever materials you have on hand.
A spell invention is a unique experimental device that is esoteric and useless to other creatures, but in your hands can be used to cast the spell it was prepared for. You prepare a number of spells with a spell level no higher than your maximum spell level (both as shown on the Artificer table) chosen from the artificer spell list.
You can change your list of prepared spells and replace or create new spell inventions whenever you finish a long rest by spending at least 10 minutes tinkering and experimenting with 1 gold worth of materials per new spell invention (in addition to any material components the spell requires). Any spell inventions you’ve prepared previously are taken apart and integrated into the new ones, or fall apart due to a lack of maintenance. You can only have a maximum of 1 spell invention per spell you have prepared.
Whenever you cast a prepared artificer spell using a spell invention, you may cast it at a spell slot level up to your maximum spell level as shown on the Artificer table. You may freely draw a spell invention from your inventory as part of the same action used to cast a spell through it, and you may also freely stow any spell inventions you were already wielding using that same action. Using a spell invention does not remove its spell from your list of prepared spells. You can determine the exact form a spell invention takes but it is considered a small item for 1st and 2nd level spells, and a medium item for 3rd level and higher spells, is no longer than a foot or two in any dimension, and it must be wielded in at least one hand to be used (treat cantrips as 1st-level spells). A spell invention has an AC equal to 10 + your Intelligence modifier, and a number of hit points equal to your artificer level × 2. You can fully repair your spell inventions whenever you finish a long rest, so long as you have access to your tools of artifice.
Fizzle Die. After you cast a spell using a spell invention, you must roll a fizzle die, a 1d4. If the result is less than or equal to the spell slot level used to cast the spell, your spell invention burns out, runs out of power, or otherwise malfunctions and cannot be used again until repaired. Your fizzle die improves by one step at 10th level (from 1d4 to 1d6) and again at 20th level (from 1d6 to 1d8), and it improves by one step when using a spell invention gained from your artificer archetype (maximum 1d10).
Cantrips. At 1st level, you know two cantrips of your choice from the artificer spell list and construct a spell invention for each. Unlike your other spell inventions, using these does not require rolling a fizzle die. You learn additional artificer cantrips of your choice at higher levels and construct spell inventions for them, as shown in the Cantrips Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Tools of Artifice. You produce your spell inventions and infuse items using your tools which act as your spellcasting focus. After you gain the ability to infuse items at 2nd level, you can also use any item bearing one of your infusions as tool of artifice. You must be proficient with the tools you use in this way.
Artificers often start out in creative or artistic trades. You gain proficiency with an artisan’s tools of your choice. Alternatively, if you are already proficient with a tool, you can choose to gain an expertise dice with that tool instead.
At 1st level, you know how to quickly turn inert chemicals into something violently reactive or useful in the moment. You gain special preparedness points that can only be used to produce the following items:
acid (vial)
alchemist’s fire
black powder charge
ether (flask)
flash bomb
oil (1 pint flask)
paint pot
poison (basic)
smoke bomb
tanglefoot bag
torch
torch (alchemical)
Items you make in this way are extremely unstable and must be used immediately. If an item you created in this way is not used (activated, lit, thrown, or applied as appropriate to the item) by the end of your next turn it dissolves into useless sludge. You have a number of these points equal to your proficiency bonus and you regain one every time you take a short rest, or all of them when you take a long rest. You cannot regain expended uses in this way if you don’t have access to tools of artifice.
Experimentation is the key to scientific progress, and through your experiences and findings in the field you’ve discovered new skills and data. At 2nd level you gain one field discovery of your choice. The Field Discoveries column of the Artificer table shows when you learn more field discoveries.
Starting at 2nd level, you can build all manner of things with the right tools, materials, and most importantly the schematics of what you’re trying to make. These recipes and plans are stored in your Schematic Book
Schematic Book. You gain schematics for three common rarity magic items (See Narrator for details). A schematic is a collection of notes and diagrams that explains in detail how to create a specific magic item. These form your schematic book, and any future schematics you gain are added to it.
Crafting With Schematics. When you have the schematics for a magic item, you gain advantage on crafting checks to make it and the time required for crafting it is halved. Crafting a magic item using a schematic does not use up the schematic in any way, and the schematic remains usable.
Creating New Schematics. You can attempt to create and add a new schematic to your schematic book by spending 1 hour studying a magic item and gold equal to 1/10th of that item’s cost in experiments and material tests. At the end of the hour make an Arcana or Religion check - depending on the item's origin - (DC equal to item’s crafting DC). On a success you create a new schematic of that magic item and add it to your schematic book, and on a failure the time and materials are wasted. Alternatively, if you find a schematic for a magic item you can add it to your schematic book. To add a schematic to your schematic book or to create a schematic of a magic item, you must meet the minimum level requirements as if you were crafting the item.
Replacing Your Schematic Book. The knowledge in your schematic book is too complex to keep entirely memorized, and if it is destroyed or lost you can’t reproduce it. For this reason most artificers fiercely protect their schematic books and many write copies. You can copy a schematic from your own schematic book into another book. This is just like creating a new schematic only significantly faster and easier since you already understand your own notations. You need only spend 10 minutes and 1 gold for each of your own schematics you copy into another book, or to create new schematics for a magic item you currently have infused.
Infusion. Once you have sufficiently studied a magic item you can reproduce and temporarily infuse its magical properties into items through arcano-technical and metaphysical ingenuity. If you have the schematic for a magic item, you can use an action to infuse it, turning a mundane item into the magic item from your schematic.
An infusion only works on mundane items specific to the type of magic item. For example, an infusion using a schematic for a magic pair of gloves can only be used on a nonmagical pair of gloves. Many magic items take the form of small trinkets, baubles, and gems that can often be interchangeable, but the infused item needs to only be similar to the magic item’s description. The Narrator determines whether or not an item is suitable for an infusion.
You can infuse a number of items as shown on the Infusion Limit column of the Artificer table. You regain all expended infusion uses whenever you finish a long rest. If an infused item requires attunement, you can attune yourself or another willing creature to it when you infuse the item. If you or another creature decide to attune to the item later, you must do so using the normal process for attunement.
Any infusions you imbue vanish after you finish a long rest, but they can remain imbued indefinitely if you commit to regular upkeep. Whenever you finish a long rest you can maintain any infused items you have access to by expending one infusion use for each. Any infusions you fail to maintain vanish and revert to mundane items.
At 3rd level, you choose a field of study and technological specialty (from in-print books or from the ones available here, recommended in-print archetypes: none). Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.
With a bit of arcane power and a lot of overengineering, your tools fold and flip into whatever you need them to be. Also at 4th level, you can use your tools of artifice as if they were any kind of artisan’s tools. You can make tool checks with disadvantage as if you had those tools to craft if you don't have proficiency with those tools.
At 6th level, as a veteran combat-tinkerer you specialize in certain aspects of warfare. Choose one of the following.
Armor Smithing
You have advantage on checks made to maintain and repair armor, and you are always considered to have access to a forge when repairing armor. In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a suit of nonmagical armor or change an additional modification: camouflaged, flamboyant, spiked, stealthy, storage. A suit of armor can only have one additional modification.
Caravan Smithing
You have advantage on checks made to repair vehicles, and you are always considered to have access to a forge when repairing a vehicle. In addition, during a short rest you can either repair any malfunction a vehicle is suffering or restore up to 50 of the vehicle’s hit points at the cost of 25 gold in materials.
Weapon Smithing
You have advantage on checks made to maintain and repair weapons, and you are always considered to have access to a forge when repairing a weapon. In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a nonmagical weapon or change an additional modification: flamboyant, quickdraw, rebounding (thrown weapons only), stealthy, storage. A weapon can only have one additional modification.
At 7th level, your attitudes and academic manners have cemented how you and your intellect are perceived by your peers. Choose one of the following.
Kooky Eccentric
Your excitement for your work is infectious and most find your quirky methodology inescapably endearing. You gain an expertise die in Persuasion. In addition, you can choose to use Intelligence when making a Persuasion check.
Sporadic Genius
You’re known for sudden bursts of insight and people listen to your fervorous insights. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Stern Proctor
Your demand for perfection extends past your own work, and with only a discerning glare and a few choice words you can make the confident seem foolish. You gain an expertise die in Intimidation. In addition, you can choose to use Intelligence when making an Intimidation check.
At 9th level you’ve mastered and branched out from basic chemistry, discovering a new science to integrate into your tactics. You may add your Intelligence modifier to the saving throw DC of any item you create using Tactical Chemistry. In addition, choose one of the following:
Humanoid Biochemistry
You’ve learned a great deal of biochemistry and what chemicals you can apply to alleviate many ailments. You can create the following additional items using your Tactical Chemistry feature:
antitoxin
healing potion (greater)
laudanum
Toxin Synthesis
You’ve learned the subtleties of toxins and can now rapidly produce foul and deadly substances. You can create the following additional items using your Tactical Chemistry feature:
curare (vial)
poison, potent (vial)
At 10th level you’ve mastered the simpler enchantments and technological principles. What once was careful trial and error has been replaced with factory-like efficiency and speed. Whenever you make a roll to craft a magic item over a long rest, you can also automatically craft an item that has a gold cost of 50 or less.
At 11th level your practice has finally smoothed out the early faults of your spell inventions, so long as you keep the arcane power within acceptable parameters. Whenever you roll a 1 on the fizzle die, you may reroll it, if you do you must use the new result.
In addition, your spell inventions have become streamlined enough that other creatures can make sense of them. A creature holding one of your spell inventions can use an action to make an Intelligence(Thievery) check (DC equal to your spell save DC). On a success the spell is cast at its lowest possible spell level, or on a failure the spell fizzles out and fails to cast. Whenever a creature attempts to cast a spell using one of your spell inventions in this way, roll the fizzle die as normal.
At 13th level you’ve managed to truly improve on something or create something new altogether, taking a solid step forward in the technological development of the world. When you first gain this feature, choose a type of artisan’s tools you are proficient with and a newly invented foodstuff, object, or trade good that could conceivably be crafted using those tools.
Whenever you use your chosen tools to create trade goods, you can instead create your new invention as a trade good. Your new invention has a value equal to 5 times the value of normal trade goods created using those tools. Any other uses your invention may have are at the Narrator’s discretion, but its utility shouldn’t exceed that of other mundane adventuring gear.
In addition, your notoriety as a great inventor spreads along with your invention. While you are in a region you’ve sold your invention in, you have advantage on prestige checks.
At 14th level you’ve managed to bypass many of the arcane roadblocks regarding magic item attunement through the clever use of technology.
Your Resonance score increases by 1.
You ignore all species, culture, class, level, and alignment requirements when attuning to or using a magic item.
At 17th level you’ve mastered the art of rerouting power, quick welds, and improvising on the spot to keep your spell inventions functional. When rolling the fizzle die would burn out one of your spell inventions, you can use your reaction to fix it and restore it to full working order. Once you repair a spell invention in this way you cannot do so again until you finish a long rest.
At 18th level you’ve learned what makes magic items tick and how to charge them up on your own. While you are attuned to a magic item that uses charges, you can use a bonus action to expend one infusion use and restore up to 1d6 of that item’s spent charges.
At 20th level you’ve managed to achieve what most inventions are truly designed for, making machines that do your work for you. Whenever you create a spell invention, you may spend 25 additional gp in material components and expend two uses of your infusion feature to transform that spell invention into a spell automaton that uses the spell automaton stat block and it is destroyed if it reaches 0 hit points.
The exact design of your spell automaton is up to you, and it may resemble a humanoid creature, a boxy contraption, or be a magical construct flowing with arcane energies.
Your spell automaton is an ally to you and your companions. In combat, the it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
You can maintain this spell automaton as if it was an infused item, requiring both the prepared spell invention and two uses of your infusion feature. You can repair your spell automaton to full hit points during a long rest so long as you have access to your tools of artifice. You can only maintain a single spell automaton at a time, and if you attempt to create a second spell automaton or fail to maintain one after finishing a long rest the spell automaton falls apart into scrap.
When you gain access to a new field discovery, choose one of the following.
There’s always a better trap design if you put your mind to it. You can improve fishing traps, hunting snares, and hunting traps as you set them. Hunting traps you improve in this way are always considered masterwork hunting traps. Whenever you retrieve an improved fishing trap or hunting snare, you may add a d6 to the result determining how much Supply has been captured.
Prerequisite: Proficiency with Alchemist's Tools
You are a master of the alchemical arts and new mixes and concoctions come naturally to you. When you first gain this field discovery, you gain two schematics of your choice and add them to your schematic book. These schematics must be for potions of common or uncommon rarity. You gain an expertise die with Alchemist's Tools. In addition, you have advantage on checks made to create schematics for potions.
You’ve been taking exact measurements of both natural and magical specimens, and believe true expressions of both can be reduced down to mathematics. When you select this field discovery you may select two 1st-level spells from the druid spell list. These are considered artificer spells for you and you may add them to the list of spells you can prepare. If you are at least a 7th level artificer when you select this field discovery, you may select 1st- or 2nd-level spells from the druid spell list instead. You may select this field discovery multiple times, choosing different druid spells each time.
With a little reengineering technology can alleviate all manner of discomforts. Whenever you begin a rest that would incur the penalties of roughing it (such as resting without heat in a cold environment, on unlevel rocky terrain, or without protection from pests in swampy environments) you may repurpose one of your currently prepared spell inventions. If you do, you do not suffer the penalties of roughing it during that rest but treat the spell invention as if it had fizzled. You can determine the exact nature of this repurposed spell invention (some examples include using a burning hands spell invention as a space heater or a shocking grasp spell invention as a bug zapper).
You always know to have a bit of magnet and a pin on you for orienteering emergencies. With 1 minute’s work you can cobble together a makeshift compass. Compasses made in this way become useless after 1 hour and have no sale value. You’re also adept at surveying your surroundings and you gain an expertise die on checks made for the Chronicle journey activity. In addition, you gain and expertise dice on Dungeoneering or Wilderness checks (chosen when you pick this Discovery).
An orderly mind can see all sorts of uses within the natural world. You may use Arcana in place of Wilderness or Dungeoneering when setting up camp or performing the Gather Components journey activity. In addition, you may use the material components gained from the Gather Components journey activity for your spell inventions and other artificer features that require material components.
Even if dumped into the wilderness with nothing you’d get a laboratory back up and running in no time. With 1 hour of work you can create ramshackle versions of any type of artisan’s tools out of wood and stone. You take a –2 penalty on checks made with these ramshackle tools, only you can make use of them, and they have no sale value, but you can use them just like normal versions of those tools and they can also be used as tools of artifice.
Numerous logistic puzzles can be solved with just a rope, a pulley, and proper application of intellect. By spending 10 minutes working with at least 300 feet of rope, you can create the following through ingenious use of ropes and pulleys.
A rope system that provides safe travel over a gap of 50 feet or less. You must be able to access both sides of this gap to create a rope system in this way.
A rope system that allows a creature to lift an object of a weight up to 5 × its carrying capacity directly up as far as 50 feet.
A rope system that allows a creature to drag an object of a weight up to 5 × its carrying capacity as far as 50 feet.
A manual rope elevator that allows a single Medium-sized or smaller creature to travel up to 50 feet straight up and down as if it were difficult terrain (a tree, cliff wall, ceiling, or similar structure is required at the top of this elevator for the ropes to attach).
You can also deconstruct and recover the rope used in any of these rope creations by spending 10 minutes tearing it down. You also gain an expertise dice on Escape Artist checks made to tie up thing or creatures.
While you may have no special talent for detecting traps, you and your tools can definitely deal with them once they’ve been pointed out. You gain and expertise dice on Thievery checks made to disarm traps. In addition, if you trigger a trap while attempting to disarm it, you gain advantage on any saving throws made to avoid it.
Your mastery of locomotion and gearing allows you to easily infuse elements of motion into simple devices. As an action you can create and place a Tiny moving gadget called a tinker toy (such as a walking doll, flying whirligig, or toy boat) out of 1 gold worth of materials. This tinker toy has AC 10, 1 hit point, and your choice of a Speed of 10 feet, fly speed of 10 feet, or swim speed of 10 feet. When you place this device it begins moving in a straight line until it is destroyed, it is blocked by an obstacle, or you use a bonus action to pick it up again. Tinker toys made in this way weigh 2 pounds, and can carry up to 1 pound worth of other devices or materials. Once you create a tinker toy in this way you cannot do so again until you finish a short rest, and any existing tinker toys you’ve created fall apart whenever you create a new one.