ATrtificer - D&D Eberron 5E€¦ · ATrtificer KHVWRQHSRUWDODKHDGVOLGFORVHG FXWWLQJRII...

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Artificer T Ultimate Magical Dabblers

Transcript of ATrtificer - D&D Eberron 5E€¦ · ATrtificer KHVWRQHSRUWDODKHDGVOLGFORVHG FXWWLQJRII...

Page 1: ATrtificer - D&D Eberron 5E€¦ · ATrtificer KHVWRQHSRUWDODKHDGVOLGFORVHG FXWWLQJRII WKHVOLYHURIOLJKWWKDWPDUNHGWKHRQO\YLVLEOH PHDQVRIHVFDSH ) ... Artificer spells are called infusions

Artificer

The stone portal ahead slid closed, cutting offthe sliver of light that marked the only visiblemeans of escape. For the exhausted heroes,their resources almost completely depleted, itseemed that this was finally the end of thejourney. Luckily, Thondred thought, an artificeralways has a contingency plan. The dwarf

pulled a wand from a holder on his hip and unleashed themagic that he had caged within it. —Keith Baker, EberronCampaign Setting

A gnome grins ruefully as she hastily assembles acontraption on the floor of a besieged cabin. As herteammates hold the door shut against the mass of zombiestrying to break it down, the gnome picks up her invention, awand-like mishmash of parts with a glowing ember at oneend. It isn’t pretty, but it might just save their lives.

Glancing at his archaeology notebook, a rugged dwarf instained adventurer’s gear arranges the runes on an ancientvault door with great care, having used a trick of magicalwiring to disable the arcane trap in the ceiling above him. Hefound the bones of many tomb robbers, and has no intentionof joining them.

As his squad stops to prepare their weapons and storm thehobgoblin bunker, a moderately armored human pulls out anumber of small gadgets with arcane sigils and attachesthem to the weapons of his fellow soldiers. Within moments,their blades and arrows are crackling with elemental energy.He nods to their sergeant and they kick in the door.

When one considers their specialization, it comes as nosurprise that, in many ways, artificers keep magical societiesrunning. Their expertise with manipulating the flow of magicthrough items – from small magical toys to massive enginesof war – places them on the leading edge of technologicalprogress.

Ultimate Magical DabblersIn Eberron, magic is almost technology. Magic, and relianceupon magic, shapes and defines the societies of Eberron. Forthousands of years, wizards, sorcerers, clerics, artificers,adepts, and magewrights have used their magical talents tosolve the problems life poses. Spellcasters specialize incertain forms of that technoarcanology, while artificers tinkerwith its fundamental workings. Artificers understand magicon a different level from spellcasters, and do not cast spellsas wizards and clerics do, yet have an amazing facility withmagic items and constructs.

Magic doesn’t only reside in humanoids, nature, and thegods, but also in objects. Magical wands, powerful scrolls,potent potions, and commanding staffs are the most commonexamples of magic, wrapped up in otherwise mundane items.

The artificer sees this magic only as the most obvious formof their specialty. They study the crafting of everyday items assomething magical, and infuse parts of themselves into thosecrafted objects to create magical objects.

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LevelProficiency

Bonus FeaturesCantripsKnown 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Infusion Casting, Craft Arcane Device 3 2 — — — — — — — —

2nd +2 Infuse Potions, Spellcrafting Schema 3 3 — — — — — — — —

3rd +2 Artifice Tradition, Salvage Essence (Common) 3 4 2 — — — — — — —

4th +2 Ability Score Improvement 4 4 3 — — — — — — —

5th +3 Salvage Essence (Uncommon) 4 4 3 2 — — — — — —

6th +3 Artifice Tradition ability 4 4 3 3 — — — — — —

7th +3 — 4 4 3 3 1 — — — — —

8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —

9th +4 — 4 4 3 3 3 1 — — — —

10th +4 Expertise 5 4 3 3 3 2 — — — —

11th +4 Salvage Essence (Rare) 5 4 3 3 3 2 1 — — —

12th +4 Artifice Tradition ability , Ability ScoreImprovement

5 4 3 3 3 2 1 — — —

13th +5 — 5 4 3 3 3 2 1 1 — —

14th +5 Reliable Talent 5 4 3 3 3 2 1 1 — —

15th +5 — 5 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —

17th +6 Salvage Essence (Very Rare) 5 4 3 3 3 2 1 1 1 1

18th +6 Artifice Tradition ability 5 4 3 3 3 3 1 1 1 1

19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1

20th +6 Infusion Mastery 5 4 3 3 3 3 2 2 1 1

The Artificer

Where a wizard or cleric will cause an effect in the open,an artificer temporarily brings out an items capability. For anartificer, a tunic is a suit of armor, a cloak is a sturdy shield,and gloves provide the strength of an ogre.

Artificers learn to recognize the patterns of magic incrafted goods and even raw materials, and to use their ownmagic to pull it out of them in fantastic ways. The greatestartificers are known to create magical items with amazingeffects and to master various rituals. To an artificer, there isno difference between the magic of a druid, wizard, cleric, orany other caster. They see magic as something purer than itspetty divisions.

Magical ExperimentationIn magically advanced lands there are those magewrightswho have an understanding of magic rituals and canoccasionally bring forth the magic of objects, but they arelimited to their specialties.

A true artificer masters all specialties and forms of artificethrough experimenting and constant inquiry. Constantlyinventing and questioning, an artificer's latest infusion orcreation is not his best; there is always a grander discovery tobe made. Experimentation is key to the success of an artificer.Without their constant attempts to master the magicalsecrets of the universe and discover the underpinnings ofhow magic works, an artificer would be nothing.

To an artificer, even more than to the other arcane classes,magic is life. They understand that without magic therewould be no existence. Most artificers dedicate their lives tounderstanding the way magic weaves itself into the universe.

Artificers are perhaps the ultimate magical dabblers. Theycan use just about any spell from a wand or scroll, empowerordinary items with temporary magical power, repairdamaged constructs, and craft magic items, constructs, anddragonshard items. They have a limited list of their own spell-like infusions that they can apply to objects, and they can alsowork with any of the spells on other classes’ spell lists. Theirmagic is neither arcane nor divine, and they are not bound bythat classification: Their trade is magic in its most abstract(they might say purest) form.

Creating an ArtificerAn artificer is a magical engineer. They are deeply interestedin how magic works. What drives your artificer to study andexperiment? Is it to better the world? For the sake ofknowledge alone? Is it for financial gain, or is it to solve aspecific problem, like stopping death, or making tools to helpthe disabled? Think about whether your artificer is morefocused on magical trinkets or instruments of war. Maybethey are most interested in ancient monoliths radiatingmystical energies.

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Are you an inventor and innovator? Do you like problemsolving or discovering the secret to building new items? Doyou prefer combat and being a military engineer? Isequipment augmentation your bread and butter? Are youmore of an alchemist focusing on potions, poisons andexplosives? Or do you specialize in combating and supportingconstructs?

Quick BuildYou can make an artificer quickly by following thesesuggestions. First, Intelligence should be your highest abilityscore, followed by Dexterity or Constitution. Second, choosethe guild artisan or tinkerer background. Third, choose themending, and emergency repairs cantrips, along with thefollowing 1st-level infusions for your book of infusions andschema: detect magic, elemental weapon augmentation,identify, repair damage, shield, and thunderwave.

Class FeaturesAs an artificer, you gain the following class features.

Hit PointsHit Dice: 1d8 per artificer levelHit Points at 1st Level: 8 + your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + your Constitution

modifier per artificer level after 1st

ProficienciesArmor: Light armorWeapons: Simple weapons, hand crossbowTools: Two types of artisan's tools or one type of artisan's

tools and thieves tools

Saving Throws: Intelligence, WisdomSkills: Choose three from Arcana, History, Insight,

Investigation, Medicine, Nature, and Sleight of Hand

EquipmentYou start with the following equipment, in addition to theequipment granted by your background:

(a) a light crossbow and 20 bolts or (b) any simple weapon(a) one type of artisan’s tools, or (b) thieves’ toolsA component pouch and a book of infusions and schemaA trinket that you have been working on(a) a dungeoneer’s pack or (b) a scholar’s packleather armor

MulticlassingArtificer Requires: Intelligence 13Proficiencies Gained: Light armor, one skill of yourchoice, and one set of artisan’s tools or theives tools

Infusion CastingDrawing on your knowledge and study of magic, you can useinfusions to enchant items and replicate spell effects. Seechapter 10 of the PHB for the general rules of spellcastingand the sheet on artificer infusions for the list of infusions.You have a book of infusions and schema containing theinfusions and schema that you have learned in your career asany artificer.

CantripsAt 1st level, you know three cantrips of your choice from theartificer infusion list. You learn additional artificer cantrips ofyour choice at higher levels, as shown in the Cantrips Knowncolumn of the Artificer table.

Book of Infusions and SchemaYou have a book of infusions and schema, which are magicalblueprints related to linking magic to objects. At 1st level, youhave a book of infusions and schema containing six 1st levelartificer infusions of your choice.

Preparing and Casting InfusionsThe Artificer table shows how many infusion slots you haveto cast your infusions of 1st level and higher. To cast one ofthese infusions, you must expend a slot of the infusions levelor higher. You regain all expended infusion slots when youfinish a long rest.

You prepare the list of artificer infusions that are availablefor you to cast. To do so, choose a number of artificerinfusions from your book of infusions and schema equal toyour Intelligence modifier + your artificer level (minimum ofone infusion). The infusions must be of a level for which youhave infusion slots.

For example, if you're a 3rd-level artificer, you have four 1st-level and two 2nd-level infusion slots. With an lntelligence of16, your list of prepared infusions can include six infusions of1st or 2nd level, in any combination, chosen from your bookof infusions and schema. If you prepare the 1st-level infusionrepair damage, you can cast it using a 1st-level or a 2nd-levelinfusion slot. Casting the infusion doesn't remove it from yourlist of prepared infusions.

You can change your list of prepared infusions when youfinish a long rest. Preparing a new list of artificer infusionsrequires time spent tinkering with components and jury-rigging together the infusion’s basic form: at least 1 minuteper infusion level for each infusion on your list.

Learning Infusions of 1st level or higherEach time you gain an artificer level, you can add twoinfusions of your choice to your book of infusions andschema. Each of these infusions much be of a level for whichyou have infusion slots, as shown in the Artificer table. Onyour adventures, you might find other infusions that you canadd to your book of infusions and schema (see the "YourBook of Infusions and Schema" sidebar).

Spellcasting AbilityIntelligence is your spellcasting ability for your artificerinfusions and schema, since your magic draws upon yourtechnical knowledge and skill. You use your Intelligencewhenever an infusion or schema refers to your spellcastingability. In addition, you use your Intelligence modifier whensetting the saving throw DC for an artificer infusion orschema you cast and when making an attack roll with one.

Spellsave DC = 8 + your proficiency bonus + yourIntelligence modifier

Spell attack modifier = your proficiency bonus + yourIntelligence modifier

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Spells, Infusions, Schema, Oh My!You can think of the artificer as a class that, insteadof casting traditional spells, uses magicalknowledge to craft temporary magical items.Artificer spells are called infusions as the magic isinfused into objects and not cast int he same wayas a spell caster. Spells that an artificer collectsfrom other classes are referred to as Schema.Schema are like blueprints for consturcting atemporary magic item that has the effect of thespell.

Infusions. In game terms, infusions operate forartificers the same way spells work for spell casters.There is no material difference between the effectsof the two. Infusions are cast using spell slots.Unless otherwise specified, infusions cast by anartificer can only be cast into an object or aconstruct. Bull’s Strength cannot be cast on aHuman, though it can be cast on that Human’sbelt, granting him/her the benefit of Bull’s Strengthas long as the Infusion lasts and the item is worn

Schema. Schema are spells of other classes thatan artificer has studied and "reverse engineered" sohe can infuse the magical effects of the spell into atemporary magical device. Schema are moredifficult to work with for an artificer as they arespells of a different spell casting class. The artificermust spend more time, as well as the prerequisitespell slots, to create an object that can use schemamagic.

Ritual CastingYou can cast an artificer infusion as a ritual onto an object ifthat infusion has the ritual tag and you have the infusion inyour book of infusions and schema. You don't need to havethe infusion prepared. From a cosmetic perspective, theartificer isn’t actually performing a ritual – your reverse-engineering the infusion and hacking it to produce the samemagical effect. But the effect is the same as if he’s performinga ritual.

Object DependenceWhen you cast an artificer infusion, artificer cantrip, or ritualfrom a book of schema, that infusion requires an object orconstruct to function. You can provide these infusionssomatic and material components while touching this objector construct.

If the infusion has a duration longer than instantaneous,targets of the infusion must hold or wear the object to benefitfrom the infusion, maintaining any requisite concentration.Infusions that target constructs may use their body for thisobject. This object functions as a spell casting focus.

Craft Arcane DeviceIf you have artisan’s tools with which you’re proficient and acomponent pouch available, you can craft an arcane devicewhich acts like a spell scroll of any infusion or schema youhave in your book of infusions and schema. However thedevice can be passed to another creature for them to activate.

You spend 10 minutes focusing your magic and tinkeringwith the object to recieve the infusion or schema; you cannotbe otherwise performing a task. You must supply anycomponents the infusion requires, which are worked into thedevice. The device could be a construct, in place of an object.

These devices remain until used or until you next long rest,whichever comes first. Any DC or spell attack modifier isbased on yours at the time that the item is crafted. If theoriginal infusion requires concentration, the creatureactivating the arcane device is the one that will bemaintaining concentration on the magic.

You can craft a number of arcane devices equal to half yourartificer level plus your Intelligence modifier; creating anadditional devices causes the oldest currently active one toimmediately lose its magic.

Infuse PotionsStarting at 2nd level, you can produce magic potions. Youspend 10 minutes focusing your magic on a vial of mundanewater and expend a infusion slot to transform it into a potion.Once you have expended an infusion slot to create a potion,you cannot regain that slot until the potion is consumed orafter 1 week, at which time the potion loses its effectiveness.You can create up to three potions at a time; creating a fourthpotion causes the oldest currently active one to immediatelylose its potency. If that potion has been consumed, its effectsimmediately end.

Spell SlotPotion type(see the Dungeon Master’s Guide)

1st Climbing, or healing

2nd Greater healing, growth or mind reading

3rd Fire breath, invisibility, or water breathing

4th Resistance or superior healing

Spellcrafting SchemaYou specialize in the practice of artifice and magic, dabblingand exloring the magic of other disciplines. While theycannot become true casters of other schools and disciplinesthey can learn the inner workings of the magic involved.When they do this they create a schema of the spell. With thisschema they will be able to create temporary magical itemsthat replicate the effects of these spells.

SchemaArtificers can learn spells from other classes spell lists.Artificers in their magical studies learn to reverse engineerthe spells, creating what are called schema. Artificers thencan put the schema in thier book of infusions and schema.Schema cannot be used as normal spells but can only beused through the Craft Arcane Device ability.

Your studies have focused on the magic of a particulardiscipline. At 2nd level, you can choose one spell casting listother than artificer. You are able to reverse engineer thespells from this list and add the schema to your book ofinfusions and schema. Every even level you are able to selectone spell from this spell list to add as a schema to your bookof infusions and schema.

You may choose the spell list of another class at 6th leveland another one at 10th level.

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Acquiring Schema of 1st-Level or HigherEvery even artificer level, you add one new schema of at least1st-level from any classes list you have chosen to study toyour book of infusions and schema.

You can also add a spell you find to your book of infusionsand schema (see the "Your Book of Infusions and Schema"sidebar). Schema employ a different formulation than spellsin spellbooks or ritual books, so a spellbook cannot supply aschema and vice versa; however, other schema, spell scrolls,and certain other magical writings can supply the appropriateinformation. You cannot learn a spell schema of any level forwhich you don’t have infusion slots.

Your Book of Infusions and SchemaThe spells that you add to your schema book asyou gain levels reflect the arcane research youconduct on your own, as well as intellectualbreakthroughs you have had about the technicalaspects of the magic involved. You might findother spells during your adventures. You coulddiscover a spell recorded on a scroll in an evilwizard's chest, for example, or in a dusty tome inan ancient library. The way magic is inscribed in aspell book, you are unable to transfer a spell from awizard's spell book.

Copying a Schema into the Book. When you find aspell of 1st level or higher, you can add it to yourschema book if it is of a level for which you havespell slots and if you can spare the time todecipher and copy it.

Copying a spell into your schema book involvesreproducing the basic form of the spell, thendeciphering the unique system of notation used bythe caster who wrote it. You must practice andstudy the technical aspects of the spell until youunderstand what is required, then transcribe it intoyour schema book using your own notation.

For each level of the spell, the process takes 2hours and costs 50 gp. The cost representsmaterial components you expend as youexperiment with the schema to master it, as well asthe fine inks you need to record it. Once you havespent this time and money, you can use theschema.

Replacing the Book. You can copy a spell fromyour own schema book into another book - forexample, if you want to make a backup copy ofyour schema book. This is just like copying a newspell into your schema book, but faster and easier,since you understand your own notation andalready know how to cast the spell. You need spendonly 1 hour and 10 gp for each level of the copiedspell.

The Book's Appearance. Your schema book is aunique compilation of schema and formulas, withits own decorative flourishes and margin notes. Itmight be a plain, functional leather volume that youreceived as a gift from your master, a finely boundgilt-edged tome you found in an ancient library, aspellshard , or even a loose collection of notesscrounged together after you lost your previousschema book in a mishap.

For example, at 2nd-level you choose Cleric spell list. Youwould select a 1st-level cleric schema (spell) to add to yourbook of infusions and schema at 2nd-level and 4-th level.Later you find a scroll of Hunter's Mark, but cannot copy it toyour book since you have not studied ranger spells. At 6th-level you add the Ranger spell list to your schema studies.Now you are able to copy the scroll of Hunter's Mark to yourbook of infusions and schema.

Artifice TraditionWhen you reach 3rd level, you choose an artifice tradition,shaping your study of magic through one of four artificeschool traditions: alchemist, battlesmith, constructs ortechno-arcanist, all detailed at the end of the classdescription.

Your choice grants you features at 3rd level and again at6th, 12th, and 18th level.

Salvage EssenceAt 3rd level, you can spend time disassembling the magicinfused in a single identified magic item in your possession.You take time deconstructing the item as per the table below.When you are done the item is completely mundane, but youalso learn the formula to create that item, writting theforumla in your book of infusions and schema.

When deconstructing an item, the time need not be spentconsecutively. For example, a 3rd level artificer could spendone hour one day, two the next and one more the third todeconstruct the formula for a potion of healing.

The complexity of a magic item is linked to its rarity, andyou must be a minimum level before you can disassemble anitem successfully as shown in the Artificer table. Legendaryitems, artifacts, cursed items, and sentient items cannot bedeconstructed.

Rarity Time needed

Common 4 hours

Uncommon 8 hours

Rare 16 hours

Very Rare 24 hours

Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and19th level, you can increase one ability score of your choiceby 2 or two ability scores of your choice by 1. As normal, youcan’t increase any score above 20 with this feature.

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ExpertiseAt 10th level, choose two of your skill proficiencies, or one ofyour skill proficiencies and one of your tools. Your proficiencybonus is doubled for any ability check you make that useseither of the chosen proficiencies.

Reliable TalentBy 14th level, you have refined your chosen skills until theyapproach perfection. Whenever you make an ability checkthat lets you add your proficiency bonus, you can treat a d20roll of 9 or lower as a 10.

Infusion MasterAt 20th level, you are a master of working with artificeinfusion spells. You can cast a number of infusions equal toyour constitution modifier while keeping concentration. If youreceive damage and fail the saving throw all the infusions ineffect end.

Artificer TraditionsArtificers study magic in many of the same common ways,including working with constructs, understanding the deeperworkings of artifice, perfecting their skills, and studyingmagical items. Artificers do tend to focus their studies oncertain aspects of artifice. As such those with similarinterests gather together and study together to aid each otherin the mastering of a particular aspect of artifice as well asgeneral artifce.

Alchemist TraditionOne of the first things an alchemist learns is how to mixchemicals that react explosively with each other. Alchemistsare makers of powerful and potent destructive explosivepotions. Bombs are primarily used to fend off enemies, butmany may find more practical uses for explosives, such asdemolishing obstacles. This traditions members are primarilyhuman, whose short lifespan and natural ambition lead themto adapt well to the risks of alchemy.

Increased Potion InfusionsAs a master alchemist, artificers that pursue this tradition at3rd level can double the number of potions they are able tocreate at one time.

Bonus ProficiencesAt 3rd level, you become proficient with alchemist’s supplies,brewers supplies or poisoner’s kits.

Infuse BombsAt 3rd level, you can use your Infuse Potions ability to make abomb. The type of bomb, saving throw, and effect are laid outin the chart below. Different bombs will require a differentbase ingrediant as well as a spell slot of 1st-level or higher.Your bombs can be thrown at any point within 20 feet or up to60 feet with disadvantage. Every creature within 5 feet of thebomb's impact site must make a save against yourspellcasting DC. Creatures take full damage on a failed save,or half as much on a successful one, with no additionaleffects.

Alchemist Infused Bombs

Alchemist Infused Bombs

BombSavingThrow Material Effect

Poison Con Vail ofpoison

2d6 poison damage pluspoisoned condition

Acid Dex Flask ofacid

3d6 acid damage

Fire Dex Alchemistfire

1d6 fire damage plus 1d6 perround till put out

Radiant Wis Holywater

3d6 radiant damage

Shrapnel Dex Ballbearings

2d4 piercing damage

When you infuse a bomb using a spell slot of 2nd-level orhigher, the damage die increases by one for each slot above1st-level. Spells slots can be recovered after the bomb is used,or after one week passes, at which time the bomb loses itseffectiveness. However the base ingredient can be infusedagain to create a new bomb. Bombs that aren’t held, explodeif they take any damage.

At the DM's discretion other items can be infused to makea bomb.

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Makeshift BombsAt 6th level, you learn to use your bombs to damage anddestroy structures. You now make your bombs to accept fusesof various lengths. As an action, you can set a bomb and lightits fuse, which has a duration of your choice between 1 roundand 5 minutes. Upon detonation, this bomb deals its damageas normal, but also deals double damage to any nonmagicalobject within 5 feet of it that isn't being worn or carried andalso ignores its damage immunities. For rules on objects andtheir hit points, see pages 246 and 247 of the DungeonMaster's Guide.

Blast PowderAt 12th level, you have unlocked alchemical secrets of makingyour bombs more deadly. You add your intelligence modifierto all damage your bombs do.

Master AlchemistAt 18th level, you have achieved the peak of intellectualstudies and have perfected all forms of alchemy. You canincrease the damage die of your bombs by one step. Forexample, acid bombs would now do 3d8 acid damage. Thesplash range of your bombs, increases to 15 feet from impactsite. Additionally, the potenancy of your bombs allows them toignore resistance for any damage type that the bombs cause.

Battlesmith TraditionThose of the Battlesmith tradition are military engineers whofocus on personal weapon and equipment upgrades as wellas direct combat skill. Battlesmith's combine a careful studyof the working of magic, particularly the destructive side ofmagic, with a martial mastery that excels that of otherartificers. The name was originally a nickname for manydwarf artificers, but due to their exploits in the Last War, thename became official.

Bonus ProficiencyWhen you join the guild at 3rd level, you become proficientwith martial weapons, medium armor and shields.

Augmentation SavantAlso at 3rd level, when you cast any weapon augmentationinfusion (an infusion with weapon augmentation in its name)the weapon will deal bonus damage. The weapon dealsbonus damage of the chosen type of infusion at 3rd level(1d4), 7th level (2d4), 11th level (3d4) and 17th level (4d6). Ifthe damage of the infusion is not specified, that Battlesmithcan choose either force or lightning.

Extra AttackBeginning at 6th level, you can attack twice, instead of once,whenever you take the Attack action on your turn.Alternatively, you may attack once, and use your secondattack to activate any magic item you carry (such as a wand).

Potent InfusionsStarting at 12th level, you add your Intelligence modifier todamage you deal with any artificer cantrip.

Battle MagicAt 18th level, you have mastered the art of weavingspellcasting and weapon use into a single harmonious act.When you use your action to cast an infusion, you can make aweapon attack as a bonus action.

Constructs TraditionThose of the constructs tradition are specialists in combatingand supporting constructs, especially their assistanthomunculi. This tradition tends to be very focused on theworkings of all types of constructs, particularly warforged.This tradition has seen a marked increase in popularity sincethe rise of the warforged, both as subjects of research and asmembers themselves.

Bonus ProficiencyWhen you join this tradition at 3rd level, you gain proficiencywith the warforged repair kit.

HomunculusAt 3rd level, you can spend one week of downtime creating ahomunculus to aid you. You can only have one homunculus ata time, but if it is destroyed, you can construct another.

Add your proficiency bonus to the Homunculus' AC, attackrolls, and damage rolls, as well as to any saving throws andskills it is proficient in. Increase the Homunculus' hit pointmaximum to equal three times your Artificer level.

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Your homunculus acts independently of you, but it alwaysobeys your commands. Commanding the homunculus is abonus action. In combat, it takes its turn on your initiative.

Your homunculus can deliver artificer touch spells for youas if it were a familiar (see find familiar, Player’s Handbookp.240). If it is within 100 feet and is holding an arcane deviceor prototype you created, you can activate the item on thehomunculus’ behalf as an action (in addition to the bonusaction needed to command the homunculus).

When you spend Hit Dice to recover hit points during ashort rest, you can redirect any hit points you would recoverto the homunculus instead. If you do, it also regains hit pointsequal to your Intelligence modifier.

Combat ConstructionAt 6th level, you can cast emergency repairs, repair damageor inflict damage as a bonus action or as an action.Additionally, you can add an extra die to your repair damage,inflict damage, mending wave, and disable construct spelleffects.

Advanced HomunculusAt 12th level, choose one of the advanced models ofhomunculus. Given a week of downtime, you can change thehomunculus from one model to another.

Construct DominanceAt 18th level, as an action, you can make a melee spell attackagainst a construct and spend a 1st-level spell slot to force theconstruct to regard you as its master for 1 minute.Independent constructs behave as if charmed instead. As anaction, a dominated construct’s original master can attempt aCharisma saving throw against your spell save DC to regaincontrol of the construct.

Techno-arcanist TraditionInnovators and inventors who specialize in solving problemsor discovering the secrets of magic. Members of this traditionare often nicknamed “tinkerers” due to how they are alwaystinkering with everything. But teasing or not, it was often theTEchno-arcanist's that created the airships and thewarforged.

Arcane RecoveryWhen you join this tradition at 3rd level, you have learned toregain some of your magical energy by studying your book ofinfusions and schema. Once per day when you finish a shortrest, you can choose expended spell slots to recover. Thespell slots can have a combined level that is equal to or lessthan half your artificer level (rounded up), and none of theslots can be 6th-level or higher.

For example, if you're a 4th level artificer, you can recoverup to two levels worth of spell slots. You can recover either a2nd-level spell slot or two 1st-level spell slots.

Skilled TinkererAt 3rd level, you gain proficiency with two skills or tools ofyour choice.

Infused MagecraftingAt 6th level, techno-arcanists can infuse their tools withmagic, causing them to behave perfectly for any task at hand.You can spend a 2nd-level spell slot to add double yourproficiency bonus with all ability checks you make with aspecific tool you are proficient with for a specific task of up toone hour.

Alternately, you can spend a 3rd-level spell slot to gainproficiency with a specific tool set for a specific task of up toone hour.

Salvage SavantBy 12th level, you have learned enough about the workings ofmagic that you can improvise the use of items even when theyare not intended for you. You ignore all class, race, and levelrequirements on the use of magic items.

Flash of GeniusAt 18th level, after activating any crafted arcane device ormagical item, that would expend it's charge, you can chooseto retain the charge. This could keep a magical item thatwould be destroyed when reaching 0 charges from beingdestroyed. Once this feature is used, the artificer must have along rest before using it again.

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Page 9: ATrtificer - D&D Eberron 5E€¦ · ATrtificer KHVWRQHSRUWDODKHDGVOLGFORVHG FXWWLQJRII WKHVOLYHURIOLJKWWKDWPDUNHGWKHRQO\YLVLEOH PHDQVRIHVFDSH ) ... Artificer spells are called infusions

CreditsThis is not for sale and shouldn't be as it's Homebrewmaterial so don't be an asshat.

Done by Freewolf (/u/Freewolf).

Praise be the master for creating The Homebrewery.

The inspiration for this class was pulled from Laine theWayfarer at enworld.org it has since undergone somesignificant modifications.

http://www.enworld.org/forum/member.php?25818-Liane-the-Wayfarerhttp://www.enworld.org/forum/showthread.php?472018-Artificer-Class-Revised-Rip-Me-A-New-One

Additional Work UsedSome custom artificer spells fromhttp://sefotron.blogspot.com/2014_11_01_archive.html

Components ElementsIf you are looking for the latest individual elements forsmaller file size, or the latest changes go to the Homebrewerypages.

Base ClassArtificer InfusionsHomunculousComplete Class and Elements

ArtworkArt was pulled from the internet, most is classic artificer artby Wizards or Paizo. There is also other artists I don’t knowthe name, but not any piece of art belongs to me, and its usesbelongs to the original artist as per usual.

Dwarven Artificer crafting on Page 1 is from Scarypet atDevianArt http://scarypet.deviantart.com/art/Dwarven-Artificer-257102648Cross the Dwarf Artificer on page 7 is from MatesLaurentiu at DevianArthttp://mateslaurentiu.deviantart.com/art/Cross-the-Artificer-174180950Gnome Artificer on page 17 from Shane Braithwaite atDevianArt http://sbraithwaite.deviantart.com/art/Telza-Gregorich-317102889Steampunk Girl on page 20 is from Zoestead at DevianArthttp://zoestead.deviantart.com/art/Steampunk-Girl-2-301478921

Dungeons and DragonsDungeons and Dragons, D&D, Wizards of the Coast andall other Wizards of the Coast product are trademarks ofWizard of the Coast.

v3.4 ChangesGrammar and spelling corrections

v3.2 and v3.3 ChangesGrammar and spelling correctionsChanged all references to spells to infusions for greaterclarity.

v3.1 ChangesChanged all mentions of guild to tradition in thearchetypes.Adjusted Alchemist adding a little complexity to makingbombs and removing craft reserve. Changed the MasterAlchemist based on the core class changes.Constructs Tradition removed craft reserve in features.Techno-arcanist tradition, switched when certain abilitieshappened. Changed the Flash of Genius to chargereteintion. Added infused magecrafting. Removed featuresaround prototype.Changed the verbiage on Spells, Infusions, and SchemaOh My!Changed Infuse Arcane Device to Craft Arcane Device.

v3 ChangesRemoved craft reserve system and tied everything to spellslots.Changed infusion system to be used like a wizards ratherthan clerics.Removed medium armor proficiency.Changed potion crafting to system as outlined inUnearthed Arcana for Artificers.Changed Artificer Guilds to Artificer traditions.Removed the Magecraft class skill and reverted back to3.5 magecraft spell.Set a limit on the number of items that can be infused.Set limit on the spell lists that the Artificer can createschema from.Changed time for Salvage Essence to be a time blockrather than a long rest.Gave battlesmith proficiency with medium armor.Renamed Arcanotechnition to Technoarcanist. Removed6th-level ability with Arcane Recovery.

v1 and v2 ChangesI turned the class into a full caster rather than try and fitthe class into the half-caster template or create a 2/3caster template.I removed the personal weapon augmentation and made itmore for the battletech guild.I added a number of custom spells gathered from othersources.I made this class more skill monkeys.Made the potion crafting a bit less easy, increasing someof the level requirements and adding a minor financialcost to them.Created specific stats for the various homunculus for theconstruct's guild.General work with the Ebberron Campaign Guide to tryand get it really feeling like the original Artificer classwithin the context of 5e.

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