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The Artificer

Leve
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Proficiency
Bonus
+2

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+2
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+5
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Features
Artificer Crafting,
Spellcasting, Artificer
Knowledge
Homunculi, Repair Damage
Artificer Tradition
Ability Score Improvement
Arcane Imbuer (d6)
Unique Invention
Artificer Tradition Trait
Ability Score Improvement
Spell Storing Item
Arcane Imbuer (d8)
Artificer Tradition Trait
Ability Score Improvement
Additional Spell Storing Item
Artificer Tradition Trait
Ability Score Improvement
Arcane Imbuer (d10)
Additional Spell Storing Item
Ability Score Improvement
Master Artificer

Cantrips
Known
3

Spell slots per Spell


Level
1s 2n 3r 4t 5t
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1
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Class Features
As an Artificer you gain the following class features.

Hit Points
Hit Dice: 1d8 per Artificer level
Hit Points at 1st Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Artificer level after
the first

Proficiencies
Armour: Light Armour
Weapons: Simple Weapons
Tools: Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools.
Saving Throws: Intelligence, Constitution
Skills: Chose 2 between Arcana, History, Insight, Investigation, Medicine and Nature

Equipment:
You start with the following equipment, in addition to the equipment granted by your
background:

(a) a light crossbow and 20 bolts or (b) any simple weapon


(a) a component pouch or (b) an arcane focus
(a) a scholars pack or (b) an explorers pack
Leather armour, any simple weapon and one set of artisans tools

Spells Known of 1st Level and Higher


You know two 1st-level spells of your choice from the artificer spell list.
Afterwards you know another spell each time you level up. Each of these spells must
be of a level for which you have spell slots, as shown in the table. For instance, when you
reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the artificer
spells you know and replace it with another spell from the artificer spell list, which also must
be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence
modifier whenever a spell refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for an artificer spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + you Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Artificer Crafting
The artificer begins play with knowledge of the formula of every consumable item from
magic item table A (pg 144 DMG) as well as all non-magical items creatable with the artisans
tools they are proficient with. They do not automatically have knowledge of the creation of
drift globes or of a bag of holding. They can learn how to craft items either by instruction or
by following detailed written instructions.
They are able to craft items at a rate of 50gp worth of value per day and each additional
labourer adds 25gp worth of value. They require any raw materials required to make the
object, worth half the objects value. Magic items which specifically reproduce the effects of a
specific spell will also require the spell in question to be cast at least once during the creation
process, consuming material components as normal, but having the effect of the spell negated
as its energies are channelled into the item. The spell may be cast either by the artificer
himself, or by one of those characters acting as an assistant to him.
Typical cost of magic Items for crafting time
Common 100 gp

Uncommon 500 gp
Rare 5,000 gp
Very rare 50,000 gp
Legendary 500,000 gp
Artificer Knowledge
You are adept at improvising with tools to complete your task. You can use any set of tools or
utensils and have them count as any other set of tools or utensils. You also gain half your
proficiency bonus on any set of tools you are not already proficient in.
Artificers also have a deep understanding of items and the power that lies hidden within
them. When you touch an object, you can focus as an action to discover if it is magical. In
addition, you know the identify spell; it does not count against the number of spells you
know, and it requires no components. It still requires the same amount of time to cast and will
spend a spell slot if not cast as a ritual.
Finally, you have a natural knack for making magic items work. You ignore all class
requirements on the use of magic items.
Repair Damage
By second level you can use your magic to meld an object together and repair damage. As an
action expend a spell slot, a construct or object you touch regains a number of hit points equal
to 1d8 per spell slot level + your intelligence modifier. This has no effect on living creatures
or undead.
Homunculi
At second level in addition to the other spells you know, you know the find familiar spell.
When you cast the spell, you can choose one of the normal forms for your familiar or one of
the following special forms: dedicated wright, expeditious messenger, furtive filcher, or iron
defender. The familiar you summon is always a construct instead of a celestial, beast, fey, or
fiend. Also these constructs are able to attack.
Artificer Tradition
At third level you must choose which tradition your artificer will follow, they are Master
Craftsman, Battlesmith and Puppet Master, these traits each give additional benefits at levels,
7, 11 and 15. Details can be found at the bottom of the abilities list.
Arcane Imbuer
At fifth level an artificer gains the ability to expend a spell slot as an action in order to pour
some magical power into a nearby weapon. Choose a weapon within 10ft, it gets a number of
charges equal to the spell slot expended, the wielder of that weapon can expend a charge as
part of any action with that weapon to gain an additional d6 to hit, they may do this after
rolling to hit but before they are told whether they have hit. In addition, the weapon counts as
magical for the purposes of damage resistance until the chargers are expended, this dice
becomes a d8 at level 10 and a d10 at level 17.

Unique Invention
When an Artificer of 6th level or higher crafts a magical item, they may freely alter any nonmagical qualities that item may have. For instance, the Artificer could craft a spoon with the
qualities of a Frostbrand; the spoon would be treated as a weapon, but would deal damage as
a spoon (0 bludgeoning) rather than a longsword. Cold damage and all other properties would
be retained as normal.
All alterations must be within reason: a magic weapon must be crafted in the form of a
weapon, clothing must remain clothing, etc.
Magic Rings cannot be changed to be anything other than magical rings.
Spell Storing Item
At 9th level, once a day you can create a handheld magic item that duplicates a spell of your
choice from any class. The spell you choose must be of a level you can cast of your
artificer level or lower or a cantrip. The spell can only be used once, unless it is a cantrip
which can be used at will. At the end of the day, the magical energy dissipates and the item
loses the spell stored into it. The chosen spell counts as an artificer spell for you but doesnt
count against the number of artificer spells you know. The spell is cast as the highest spell
level you can cast, up to 5th level. You can create a different spell storing item every day after
a long rest, but can only have one spell storing item active at a time. You can pass the item off
to someone else to use, if you instruct them on its use first.
You can have an additional active spell storing item at 14th level and another at 18th
level.
Master Artificer
At 20th level you can cast a number of spells equal to your constitution modifier while
keeping concentration. If you take damage and fail the saving throw all the spells in effect
end.

Master Craftsman
Talented enchanter
Whenever youre crafting an item each day of work of yours counts as 75gp worth of work.
Additionally, you can spend a long rest to make an item count as magical, with only the effect
of being magical. You can do this with a number of items up to your constitution modifier, an
item that exceeds this causes the first item to lose this benefit.
Mobile Workroom
By 4th level, a Grand Merchant is used to traveling as they craft. Any craft that normally
would require a special area to craft in, such as a forge or laboratory, no longer requires such
an area, as you have learned how to produce a suitable work environment in any area you set
up in.
Your mobile lab is assumed to weigh roughly 80 lbs, and can be easily carried in a cart or by
any pack animal.

Arcane Forger
At 7th level whenever youre crafting an item each day of work counts as 100 gp.
Additionally, you can permanently imbue a number of items up to your constitution modifier
with spells. To make an item magical you need to spend a long rest and imbue a spell no
higher than 1st level permanently on the item.
The item requires attunemnet to use its magical properties and becomes the origin of the
spell, which can be activated each day a number of times equal to your intelligence modifier.
If the spell needs concentration the duration becomes 1 minute per activation.
Expert Crafter
At 11th level whenever youre crafting an item each day of work counts as 125 gp.
Additionally, you can now imbue double your constitution modifier weapons using Arcane
Forger.
Enchanter Savant
At 15th level whenever youre crafting an item each day of work counts as 150 gp.
Additionally, you can permanently imbue a number of items up to your constitution modifier
with spells. To make an item magical you need to spend a long rest and imbue a spell no
higher than 4th level permanently on the item.
The item requires attunemnet to use its magical properties and becomes the origin of the
spell, which can be activated each day a number of times equal to your intelligence modifier.
If the spell needs concentration the duration becomes 1 minute per activation.

Battlesmith
Bonus Proficiencies
When the Battlesmith Tradition is taken you gain proficiency with medium armour, shields
and martial weapons
Extra Attack
At 7th level you can attack twice instead of once whenever you take the Attack action on your
turn.
Combat Infusions
At 7th level, the Battlesmith learns to infuse any hand held weapon with eldritch power,
shaping that power to whichever effect they feel they need at the time.
At the end of any long rest, the artificer may designate a single weapon they touch to gain the
properties of one of a list of special weapons described in the DMG. Any being may wield
this weapon, though its magic lasts only 24 hours or until the Artificer completes another long
rest.
The weapon may gain properties mimicking one of the following weapon types:
Dagger of Venom,
Dragon Slayer,

Dwarven Thrower,
Flame Tongue,
Frost Brand,
Giant Slayer,
Mace of Disruption,
Mace of Smiting,
Sword of Wounding,
Vicious Weapon,
Weapon of Warning.
Any pre-existing magical qualities the effected weapon may have had are superseded by the
effect of this power. Despite this, any weapon may be used, and gain the qualities of any of
the listed items. For example, a club could gain the fire damage and igniting ability of a
Flame Tongue, or a Battle axe could gain the poisoning effect of a Dagger of Venom.
Battle Magic
At 11th level, you have mastered the art of weaving spellcasting and weapon use into a single
harmonious act. When you use your action to cast an artificer spell or use a magic item, you
can make one weapon attack as a bonus action.
Tactical Infusions
By 17th level, the Battlesmith has become intimately familiar with the tools of warfare. He
may use his Combat Infusions ability up to once per short rest, and may have up to 2
weapons so infused at any given time.

Puppet Master
Automaton Companion
At 3rd Level you build a construct that accompanies you on your adventures and is designed
to fight alongside you. When you first reach 3rd level you must spend a whole day building it
and require a whole day every time you make a new one. At 3rd level you can only have one
automaton.
Shaping the Automaton

Choose a creature that youve seen that has a challenge rating of 1/4 or lower and
change its type to construct
If it has CHA or INT of 12 or more change it to 11 instead
It uses the attacks of the based creature but doesnt have any passive abilities (such as
keen sense or magical resistance)
If the creature has the Multi-Attack feature it cant attack more than twice, it gains its
total attacks when you reach level 17 on this class

Characteristics

It has your proficiency bonus to its attack rolls and damage rolls
Its Hit Point Maximum equals its normal maximum or 4 times your artificer level,
whichever is higher. Every time you gain a level in this class adjust accordingly
You can equip it with weapons, armour and shields
You can use your bonus action to telepathically or verbally give a command to one or
more automatons to do an action otherwise they will try to complete their last order or
defend themselves if under attack
If it reaches 0 hit points you must spend a short rest repairing it, gaining no other
benefits from the short rest.

Features

Whenever you take an Ability Score Improvement you can instead choose to improve
one of the abilities of a construct and one of yours
If you take a feat instead you can choose for an automaton to receive it instead
If its intelligence or Charisma becomes equal or greater than 12 it develops
consciousness and acts on its own, initially being friendly to you its creator.

Clockwork Legion
Starting at 7th level you can make and control up to your intelligence modifier constructs. You
can transfer any benefits your automatons gained from ability score improvements, feats or
fighting styles to another so long as you have the automaton or parts of it. You do so by
spending a long rest without losing the benefit of resting.
Complex Thinker
At 7th level the base creature used to make the construct can be of any challenge rating of
or lower.
Trained Automaton
At 7th level one of your automatons gains a fighting style either, archery, defence, duelling or
protection.
Linked Automaton
Starting at 11th level you can use your action to teleport up to 30 feet to a space you can see
occupied by your automaton, swapping places. Once you use this feature you cant use it
again until you finish a short rest.
Schema Designer
Also at 11th level the based creature used to make the constructs can be of any challenge
rating of 1 or lower.
Bonded Automaton
At 15th level when you cast a spell targeting yourself you can also affect a construct if its
within 30 feet of you. Your constructs automatically pass the saving throws against the spells
you cast on them if you chose to do so.

Refined Automaton
Additionally, at 15th level the based creature used to make the constructs can be of any
challenge rating of 2 or lower.
Spell List
Cantrips blade ward, infuse weapon, light, mending, prestidigitation, produce flame, shape
water, shocking grasp, true strike
1- comprehend languages, detect magic, disguise self, expeditious retreat, feather fall,
grease, ice knife, illusory script, jump, longstrider, mage armor, shield, shield of faith,
Tensers floating disc, thunderous smite
2- alter self, arcane lock, barkskin, continual flame, darkvision, enhance ability,
enlarge/reduce, find traps, heat metal, invisibility, knock, locate object, magic mouth, magic
weapon, mirror image, Nystuls magic aura, see invisibility, shatter, spider climb
3- blinding smite, counterspell, daylight, dispel magic, elemental weapon, flame arrows, fly,
glyph of warding, haste, lightning arrow, magic circle, meld into stone (ritual), nondetection,
protection from energy, remove curse, slow, tongues, water walk (ritual), water breathing
(ritual)
4- conjure minor elementals, control water, elemental bane, fabricate, fire shield, grater
invisibility, mordenkainens private sanctum, otilukes resilient sphere, polymorph, stone
shape, stoneskin
5- animate objects, circle of power, cone of cold, conjure elemental, conjure volley, passwall,
swift quiver, teleportation circle, transmute rock
Infuse Weapon
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (steel wool and a weapon)
Duration: 1 minute
The weapon you are holding is infused with your power and it becomes natural to wield. For
the duration, you can use your spellcasting ability instead of Strength or Dexterity for the
attack and damage rolls of attacks using that weapon. The spell ends if you cast it again or if
you let go of the weapon.

Artificer Homunculi
Crafter Homunculus
Tiny construct, lawful neutral
Armor Class 11
Hit Points 8

Speed 30 ft.
Str 6 (-2)

Dex 13 (+1)

Con 17 (+3)

Int 10 (+0)

Wis 10 (+0)

Cha 10 (+0)

Skills Perception +2, Investigation +2, Stealth +3


Senses Darkvision 60 ft., passive perception 12
Languages All languages known by its creator
Challenge 1/4
Crafter
A crafter homunculus uses its masters proficiencies with artisans tools to craft. The crafter
homunculus can be instructed to craft for its master. If the homunculus is left alone without
instruction, it will craft random objects obsessively using whatever materials it can find. It
can also assist its master on the crafting of an item, increasing the items quality as well as
helping to complete the item faster.
Clay Body
A crafter homunculus will revert to a useless lump of clay when it would be reduced to 0 hit
points, and will revert to its normal form 1 hour after it was destroyed. If it is not completely
destroyed into dust, the largest piece will reform into the main form.
Hammer
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Expeditious Messenger
Tiny construct, lawful neutral
Armor Class 14
Hit Points 2
Speed 40 ft., fly 60 ft.
Str 3 (-4)

Dex 18 (+4)

Con 10 (+0)

Int 14 (+0)

Wis 13 (+1)

Cha 11 (+0)

Skills Perception +3, Stealth +5


Senses Darkvision 60 ft., passive perception 13
Languages All languages known by its creator
Challenge 1/4
Message
An expeditious messengers master can converse with a creature up to 1 mile away through
the homunculus. It can carry out a continuous conversation.

Sting
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+4 piercing damage, and
the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour.
If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or
until it takes damage or another creature uses an action to wake it.
Furtive Filcher
Tiny construct, lawful neutral
Armor Class 11
Hit Points 6
Speed 40 ft., climb 30 ft.
Str 5 (-3)

Dex 17 (+3)

Con 10 (+0)

Int 10 (+0)

Wis 10 (+0)

Cha 10 (+0)

Skills Perception +3, Stealth +7, Sleight of Hand +7


Senses Darkvision 60 ft., passive perception 13
Languages All languages known by its creator
Challenge 1/4
Invisibility
The furtive filcher turns invisible until it attacks or until its concentration ends. Anything the
invisible furtive filcher is carrying or wearing is invisible as long as it remains in contact with
the furtive filcher.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage.
Iron Defender
Small construct, lawful neutral
Armor Class 13
Hit Points 11
Speed 40 ft.
Str 12 (+1)

Dex 15 (+2)

Con 12 (+1)

Int 6 (-2)

Wis 12 (+1)

Cha 6 (-2)

Skills Perception +3, Stealth +4, Intimidation +2


Senses Darkvision 60 ft., passive perception 13
Languages -

Challenge 1/4
Keen Hearing and Smell
The iron defender has advantage on Wisdom (Perception) checks that rely on hearing or
smell.
Pack Tactics
The iron defender has advantage on attack rolls against a creature if at least one of the iron
defenders allies is within 5 ft. of the creature and isnt incapacitated.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2d4+2 piercing damage. If the
target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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