Improved Artificer 5e
Hit Points
Hit Dice: d8 per Improved Artificer 5e level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier per artificer level after first
Proficiences
Armor: Light and Medium Armour
Weapons: Simple Weapons
Tools: Tinkers Tools, Smiths Tools, Articers Tools, Alchemists Tools
Saving Throws: Constitution, Intelligence
Skills: Choose 3 from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
Overview & Creation
The Artificer is an inventor, always tinkering and coming up with new inventions or augmentations. They can build on the fly, or work on projects for a long period of time. They mix the study of technolology and magic to create wondrous items and creations of the wildest imaginations. Some made to kill, others to defend; an artificer's intentions are never truly clear. Many hope they are on the good side of the mad inventor.
Class Features
INVENTIONS
Starting at 1st level you can begin crafting inventions of your design. Inventions are created by spending Invention Points to create any inventions listed below. There are four categories of inventions.
Alchemy.
Arcane Firearms.
Clockwork Construct.
Mechanical Limbs.
Each category has their own unique inventions that you can craft by spending Invention Points that are listed towards the end of this class description. At 1st Level you gain 2 Invention Points. Each level you gain more invention points. You can choose to save them to stack points for a later level or spend them as you wish.
MAGIC ITEM ANALYSIS
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature
TOOL EXPERTISE
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class
WONDROUS INVENTION
At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.
Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level.
These magic items are detailed in the
Dungeon Master's Guide.
2nd level: eyes of eagle, cap of water breathing, drift globe, goggles of night, sending stones, lantern of revealing
5th level: alchemy jug, bag of holding, helm of comprehending languages, ring of swimming, robe of useful items, robe of climbing, wand of magic detection, wand of secrets.
10th level: bag of beans, chime of opening, decanter of endless water, gem of brightness, dimensional shackles, gloves of swimming and climbing, eyes of minute seeing, folding boat, heward's handy haversack
15th level: boots of striding and sprinting, brooch of shielding, broom of flying, gloves of missile snaring, hat of disguise, immovable rod, ring of jumping slippers of spider climbing
20th level: wings of flying, rod of lordly might, plate of etherealness, deck of many things
INFUSE MAGIC
Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.
Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spell casting ability, targeting the creature that activates the item.
If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.
When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
ABILITY SCORE IMPROVEMENT
When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
SUPERIOR ATTUNEMENT
At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.
INVENTIONS
Inventions can be taken at any level so long as you spend the Invention Points listed next to the description. If an Invention can be upgraded, you must create the invention before upgrading it.
ALCHEMY
You can craft potions, acids, and different chemical compounds infused with magic. Once you create a alchemical compound you can continue to make more without spending Invention Points.
ARCANIC FIREARMS
With your skills as an engineer, you can craft rifles, guns, and pistols. Each firearm has unique upgrades and special abilities. The firearms are built specifically for you and can look however you desire.
AMMO
Ammunition for the firearms can only be crafted. The materials cost 5gp for every 10 rounds. You must spend 1 hour of down time and use your tinker's tools to craft the ammo out of the materials.
Ammo is universal and can be used for any gun.
MISFIRE
Due to the chaotic and unpredictiable sciences involved in these machines, they can backfire when you least expect it. If you roll a natural 1 when attacking with any firearm, you misfire. Roll a D6, if you roll a 1 through 5 the shot is a dud and requires an extra action to fix. If you roll a 6 the firearm backfires. You must succeed a dexterity saving throw or take the weapon damage. If you succeed you take half damage. If anyone other than you attempts to use the weapon, it automatically misfires.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a handaxe and a light hammer or (b) any two simple weapons
(a) a light crossbow and 20 bolts
(a) scale mail or (b) studded leather armor
tinker's tools and a dungeoneer's pack.
Spellcasting
As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items
SPELL SLOTS
The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document).
The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.
Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer 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 + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment," in the
Player's Handbook for various arcane focus options.