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Another Artificer Class

WaywardWaffle

First Post
A lot of people felt that the Artificer being a wizard tradition didn't really work properly, I agree. I've seen a lot of Artificer classes but I feel like they didn't capture the Fantasy of an artificer, many made archtypes focusing on what the Artificer could do instead of what they could become.

My Artificer heavily skews into the Paragon levels for it's total strength.

Points to note: The spell progression is like a wizard until level 10, the Artificer does not learn level 6+ spells, instead they get a sort of "overcharge" in how many spell slots they have, to frankly worrying levels, but I think that's balanced.

The Dungeoneer archtype is the fantasy of a rough and tumble adventurer who delves into crypts and caves using wands and adventure items to get through perilous traps and monsters. While the Scientist archtype is a more traditional Wizardly kind of Artificer, focusing on the casting of spells and creation of magic items.

ARTIFICER
As an artificer, you gain the following class features.

[h=3]HIT POINTS[/h]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 1st

[h=3]PROFICIENCIES[/h]Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism Kit, Poisoner's Kit, Three Artisan's Tools of your choice

Saving Throws: Intelligence, Constitution
Skills: Choose 3 from Arcana, History, Investigation, Medicine, Nature, Survival

[h=3]EQUIPMENT (or if choosing gold: 5d4 x 10 gp)[/h]You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 simple melee weapon and Leather Armor
- (a) 1 simple ranged weapon + 20 ammunition or (b) 1 Herbalism Kit and 1 Poisoner’s Kit
- (a) a Scholar's Pack or (b) a Dungeoneer's Pack
- (a) 1 Acid vial and 1 Alchemist's fire or (b) 1 Caltrops bag and 1 Ball Bearings bag
- A component pouch
















Spell slot growth table, and spells known, +2 spells learned per level, you use a spell book as detailed in the wizard class in the Player’s Handbook
1: (3 cantrips) 1: 3 | spells known: 6 + cantrips
2: (3 cantrips) 1: 4
3: (3 cantrips) 1: 5 | 2: 2
4: (4 cantrips) 1: 5 | 2: 4
5: (4 cantrips) 1: 5 | 2: 4 | 3: 3
6: (4 cantrips) 1: 5 | 2: 4 | 3: 4
7: (4 cantrips) 1: 5 | 2: 4 | 3: 4 | 4: 2
8: (4 cantrips) 1: 5 | 2: 4 | 3: 4 | 4: 3
9: (4 cantrips) 1: 5 | 2: 4 | 3: 4 | 4: 3 | 5: 2
10: (5 cantrips) 1: 6 | 2: 4 | 3: 4 | 4: 3 | 5: 3
11: (5 cantrips) 1: 7 | 2: 4 | 3: 4 | 4: 3 | 5: 3
12: (5 cantrips) 1: 7 | 2: 5 | 3: 4 | 4: 3 | 5: 3
13: (6 cantrips) 1: 7 | 2: 5 | 3: 5 | 4: 3 | 5: 3
14: (6 cantrips) 1: 7 | 2: 5 | 3: 5 | 4: 3 | 5: 3
15: (7 cantrips) 1: 7 | 2: 6 | 3: 5 | 4: 4 | 5: 3
16: (7 cantrips) 1: 7 | 2: 6 | 3: 5 | 4: 4 | 5: 4
17: (8 cantrips) 1: 7 | 2: 6 | 3: 6 | 4: 4 | 5: 4
18: (8 cantrips) 1: 7 | 2: 6 | 3: 6 | 4: 5 | 5: 4
19: (9 cantrips) 1: 7 | 2: 6 | 3: 6 | 4: 6 | 5: 4
20: (9 cantrips) 1: 7 | 2: 6 | 3: 6 | 4: 6 | 5: 5


spell save is intelligence
Artificer can’t cast without infusing, except for cantrips.
The Artificer can only have a maximum of ((Artificer level) + 3) spell slots infused at any one time. You can have as many cantrips infused as you want. If they infuse more than their limit the oldest infused potion becomes an ordinary bottle of water, the oldest infused scroll crumbles into dust, a weapon or armor simply loses the infusion, the equipment is otherwise unaffected.


Level 1: Infuse Potions and Scrolls: The Artificer can spend 10 minutes during a short rest and expend a spell slot to infuse a potion or a spell scroll with a spell they know. The Artificer can only infuse 3 per short rest, or up to their maximum infusions during a long rest, and any infused spell dissipates at the completion of the next long rest.
The potion functions like the spell when consumed, with the origin being you. You do not take damage from a spell you activate by consuming. If the potion is thrown as a grenade, when it explodes the spell functions as if you had cast it from that square. If you throw a single target spell at a creature they must succeed on a dexterity save VS your Spell Save DC. Any spell that lasts longer than 1 round ends at the end of your next turn.
Any spell cast from a scroll functions no differently from casting with a spell slot normally.
Refer to page 200 of the Dungeon Master’s Guide for the rules of spell scrolls.

Level 1: Infuse Weapons and Armor: The Artificer can spend 1 minute and expend a spell slot to infuse a weapon, piece of armor, or a single ammunition with a spell they know. The infused equipment remains infused until it is unleashed, or until your next long rest.
When an infused piece of armor is hit by a successful attack it unleashes the spell on the creature who attacked, or the direction of the triggering attacker with the origin being the wearer of the armor, as appropriate. Armor that is not being worn will not unleash the spell when struck.
When making an attack with an infused weapon, treat it as a normal attack. If the attack successfully hits a creature, the spell is cast centered on your target or targeting only the creature hit by the weapon, as appropriate. Spells requiring spell attacks automatically hit, since the weapon has already struck the target. Line and cone spells are cast in the direction of the attack.

Level 2: Create Magic Item: the Artificer can spend time creating a magic item. The time and cost goes up by rarity, the cost being an approximation of the materials required. At higher levels you can craft rarer magic items. The time spent creating the item does not have to be consecutive, but you cannot spend more than 1 week between work or the incomplete item will lose all progress. Consult the Dungeon Master's Guide page 284 for rules and advice on creating custom magic items.
The Dungeon Master may decide that you need a schematic to create a magic item. A schematic is 1 point rarer than the item. In this case you can create a schematic using the gold and time cost of the schematic, but can do so with the level minimum of the resulting item. This represents the time and gold you spend experimenting and researching materials. For Legendary items, which do not have schematics, you must find a Master Wizard or Artificer of at least 15th Level to assist you in the schematic creation before you can create the Legendary item. Another party member who is a 15th Level Wizard or Artificer can work in the place of an NPC Master.
Level 2
Common
100gp
1 hour
Level 6
Uncommon
500gp
8 hours
Level 10
Rare
5000gp
1 Day
Level 14
Very Rare
50,000gp
1 Week
Level 18
Legendary
100,000gp
1 Month

Level 2: Infuse Wands: The Artificer can spend time infusing a wand with 7 charges of a spell that the Artificer knows. The level of the spell you are infusing into the Wand corresponds to the rarity of the wand on the Create Magic Item table for purposes of time spent infusing.
A level 1 spell is Common, level 2 is Uncommon, level 3 is Rare, level 4 is Very Rare, level 5 is Legendary. You do not need a schematic to infuse a wand, and it does not cost any money.
When the wand is used you use as many charges as the level of the spell, and can choose to use more charges to cast the spell at a higher level, up to the maximum you can cast. A wand recharges back up to 7 at dawn. You can have up to your Intelligence modifier in wands infused at one time, if you infuse a new wand over your limit then the oldest infused wand crumbles into dust.

Level 3: At 3rd level you choose an Artificer archetype, this archetype grants features at levels 3 6 10 14. You can choose from the Dungeoneer or the Scientist.

Level 5: Infuse Personal Arms: When you reach 5th level you can spend 8 hours infusing one of the following:
Infuse shield: You infuse a small animated shield that hovers around you. It grants you +1 AC, and you can use your reaction to give an adjacent creature +1 AC when they are hit by an attack.
Infuse sword: You infuse an animated sword that hovers around you. You can make a melee attack with it as a bonus action, the attack roll for this weapon is your Intelligence Modifier + your Proficiency, the damage roll is 1d8 + Intelligence modifier. This weapon cannot be silvered, made of cold iron, adamantine, or any other such special material.
Prerequisite dungeoneer: Scribe Intel: You infuse a special quill that will write anything you tell it to write. As an action you can make the quill write for up to 10 minutes, for every minute you allow it to write it will write one note about your choice of the area in a 1 mile radius, a building within 100 feet, a person within 50 feet, or an object within 5 feet. You can choose what kind of information the scribe writes such as physical layout of a building, Armor Class of a creature, or history of an object. If you choose to write about the creature you and they make an opposed Charisma check and on their success any number of the points written could be false, but you do not know if they succeeded.
Prerequisite scholar: Infuse Arcane Focus: You infuse an animated arcane focus of your choice that hovers around you. You can cast any cantrip you know as a bonus action from the focus.
Only you can use your infused arms, they will cease to function if given to someone else. If you spend 8 hours infusing another the old one ceases to function. If you are somehow separated from your infused arms, you can spend an action to teleport it to your side if it is on the same plane of existence.

Level 7: Artificer’s Trick: at 7th level you learn one of the following Artificer’s Trick and can use it once per short or long rest. At level 12 you learn a second Trick and can use your tricks twice per rest, and at level 17 you learn a third Trick and can use your tricks three times per rest.

  • Energy Trail: As a bonus action you can infuse the ground you walk on with your choice of Fire, Ice, Lightning, or Acid in every square you leave until the start of your next turn. When a creature walks through this trail or starts their turn in it they take 2d6 in damage of that type. This increases to 3d6 at level 12, and 4d6 at level 17
  • Flash: When you use your move action you can choose to teleport as that movement instead.
  • Infuse Life: friendly creatures within 30ft gain your total character level in temporary Hit Points.
  • Panic!: When a creature misses a melee attack against you, as a reaction you can push all adjacent creatures 10 feet away from you.
  • Spectral Spell: When you cast a spell that has an area of effect, you can choose to have the spell’s area go through walls and other such barriers that would normally stop it. You cannot target a spot you do not have line of site for with this feature
  • Solitary Confinement: As an action you can cease to exist until the start of your next turn, where you return in the same square you left, if an object is in that square when you return you instead return in the nearest safe square of your choice with no ill effects. While confined no creature can see, hear, smell, touch, or target you. You cannot take any actions, and you cannot see, hear, smell, touch, or taste anything.

Level 11: Explosive Ingredients: Every spell you infuse that has an area of effect has it’s radius increased by 5ft. For line and cone shapes the maximum distance is extended instead. This increases to 10ft at level 15.

Level 15: Infuse Clockwork Familiar: When you get this feature you can spend 8 hours constructing a familiar. When you build your Clockwork Familiar for the first time you choose a creature with the Beast keyword of CR 5 or lower as the form of your Clockwork Familiar. This is a permanent decision and will be the form of your familiar every time you infuse a Clockwork Familiar from then on. Once per short or long rest you can use your bonus action to throw out a small cube that your Clockwork Familiar folds out of. Your clockwork familiar remains for 1 minute or until your concentration is broken. You can also dismiss it as a bonus action. The Clockwork Familiar is a tiny creature regardless of the size of the creature chosen for it’s form, and it takes it’s turn on your initiative and acts immediately after you. You control it’s actions unless you are unconscious or similarly unable to act, in which case it automatically uses the Dodge action. The Clockwork Familiar uses your Int+Prof for it’s attack rolls, and has a bonus to it’s saving throws equal to your Intelligence modifier. It’s Hit Points are equal to half of the Hit Points in the stat block of the animal you chose for its form, or half your total Hit Points, whichever is higher. If the Clockwork Familiar hits 0 HP it falls apart, in which case you must spend 8 hours constructing another.

Level 18: Master crafter: you gain expertise in all tools

Level 20: The Artificer can now repair any destroyed magic item as long as it has not been incinerated or was an artifact destroyed in it’s unique way. The Artificer spends 24 hours straight infusing the item, and at the end of the 24 hours the item will be as good as new and with full charges if that applies. The Artificer cannot rest or lose concentration during this time or the repair fails and they need to start again. This ability can also be used to simply refill the charges of an emptied magic item, refilling charges takes only 8 hours.
[h=3]DUNGEONEER[/h]Level 3: Bonus Proficiencies: When you choose the Dungeoneer archetype you become proficient in the Rapier, Scimitar, Shortsword, Whip, Blowgun, Hand Crossbow, and Longbow

Level 3: Swift Infusion: When the Dungeoneer archetype is chosen at level 3 the Artificer can use infuse weapons, armor, and ammunition as a bonus action. The infusion will only hold the spell until the start of your next turn if infused like this.

Level 3: Artificer's Duplicate: The Dungeoneer can also duplicate any adventuring gear (found on page 150 of the Player’s Handbook) as an action by conjuring the materials to craft a copy, such as a bag of caltrops or a vial of poison or acid. This duplicate lasts for 1 minute or until it is used. Any creature can use these duplicates, and they can use all the duplicates at once or split them up into separate actions . If the artificer has nothing to duplicate they can create a ghostly bottle of artificer’s fire that deals 1d6 damage instead of 1d4. You cannot duplicate this alchemist’s fire, or any item you have infused. The amount of duplicates the artificer can create increases to 3 at level 8, 4 at level 12, and 5 at level 16

Level 6: Dungeoneer’s Surprise: The Dungeoneer can now infuse a small, fragile trinket with a spell as an action. The trinket takes 1 minute and 5 gold to craft, the gold being the cost of materials, and lasts for 1 day. When the Dungeoneer infuses the spell into the trinket they determine an amount of time that causes the spell to be released from the trinket. The spell will release automatically when the trinket is broken. The Dungeoneer can infuse like this a number of times equal to their Intelligence modifier per long rest.

Level 10: Battle Magic: When you use your action to activate an infused spell or you cast a cantrip, you can make a weapon attack as a bonus action.

Level 14: The Infusion Incident: As an action the Dungeoneer can unleash a storm of infusing energy to every inanimate object larger than 3ft cubed and less than 30ft cubed within 60ft of them. The objects come to life for 1 minute and will perform any task the Dungeoneer asks them to, such as attacking an enemy or breaking down a wall.
The object’s initiative order is directly after yours. The objects have a speed of 15ft, have an AC of 10, and use your Proficiency for their saves. The items use your intelligence modifier + your proficiency for the attack roll, the damage roll varies depending on the object’s material and size but always uses your intelligence mod on the damage. The Dungeoneer can only use this ability once per long rest.

Object
Damage
Wood
1d4
Stone
1d6
Metal
1d8
Magical item
1d10
If larger than 10ft
+2 damage
If larger than 20ft
+5 damage
If on fire, discharging electricity, etc
all damage is the associated element





[h=3]SCIENTIST[/h]
Level 3: Mimic Spell: When you pick the Scientist archetype at level 3 you gain the Mimic Spell ability, you can cast any spell from any spell list as long as the level of the spell is equal to or lower than ½ your Artificer level rounded up. The Scientist can also infuse with the spells they mimic, but the wands will not recharge and have a maximum of 5 charges.
To mimic a spell you must consume a number of spell slots, all of the same level. Each slot you consume increases the spell level you are casting by 1, from the slot level you started with.
For example to cast a level 6 spell you could consume two level 5 slots, or three level 4 slots. To cast a level 9 spell you could consume four level 5 slots, or five level 4 slots.

Level 6: Metamagic: At 6th level, you gain the ability to infuse your spells to cast them differently. You gain two Metamagic options of your choice from the Sorcerer class list. You also gain 3 sorcery points to use these metamagic options, and you can 1 extra point every two Artificer levels. You gain another one at 11th and 18th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Level 10: Secret Recipe: The Scientist is now a master of infusing potent spells. You add your proficiency to the damage or healing roll of any infused spell effect.

Level 14: Combine Spell: The Scientist can infuse the power of a spell into another, effectively combining two scrolls or two potions. This takes 2 actions, one to combine the spells into one cast, and then one to cast the combined spell. The Scientist cannot combine a mimic’d spell. Both spell effects activate at once and targets and effects combined are completely determined by the DM and the circumstances, though the effects should lean towards as you intended when you combined them. (Refer to page 206 of the Player’s Handbook for rules on combined and overlapping spell effects)




[h=3]SPELL LIST[/h]
Cantrips:
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Guidance
Light
Message
Poison Spray
Ray of Frost
Resistance
Sacred Flame
Shillelagh
Shocking Grasp
Spare the Dying
Thorn Whip
True Strike

Level 1:
Armor of Agathys
Arms of Hadar
Bane
Bless
Burning Hands
Charm Person
Comprehend Languages
Color Spray
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Divine Favor
Ensnaring Strike
Entangle
Expeditious Retreat
Faerie Fire
False Life
Fog Cloud
Goodberry
Grease
Hail of Thorns
Healing Word
Heroism
Identify
Jump
Inflict Wounds
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Searing Smite
Shield of Faith
Sleep
Speak with Animals
Thunderous Smite
Thunderwave
Wrathful Smite

Level 2:
Aid
Alter Self
Arcane Lock
Barkskin
Blur
Branding Smite
Cloud of Daggers
Cordon of Arrows
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Find Traps
Gentle Repose
Heat Metal
Invisibility
Knock
Lesser Restoration
Levitate
Locate Animals or Plants
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Moonbeam
Nystul's Magic Aura
Pass Without Trace
Prayer of Healing
Protection from- Poison
Rope Trick
See Invisibility
Shatter
Silence
Spider Climb
Spike Growth
Warding Bond
Web
Zone of Truth

Level 3:
Animate Dead
Aura of Vitality
Beacon of Hope
Bestow Curse
Blinding Smite
Blink
Call Lightning
Conjure Barrage
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Fear
Feign Death
Fireball
Fly
Gaseous Form
Glyph of Warding
Haste
Hunger of Hadar
Hypnotic Pattern
Lightning Arrow
Magic Circle
Mass Healing Word
Meld Into Stone
Nondetection
Plant Growth
Protection from Energy
Remove Curse
Revivify
Sleet Storm
Slow
Speak with Dead
Speak with Plants
Stinking Cloud
Tongues
Water Breathing
Water Walk
Wind Wall
Vampiric Touch

Level 4:
Aura of Life
Aura of Purity
Blight
Compulsion
Confusion
Death Ward
Evard's Black Tentacles
Fabricate

Freedom of Movement
Fire Shield/Chill Shield
Grasping Vine
Greater Invisibility
Guardian of Faith
Hallucinatory terrain
Ice Storm
Leomund's Secret Chest
Locate Creature
Mordekainen's- Private Sanctum
Otiluke's Resilient- Sphere
Polymorph
Staggering Smite
Stone Shape
Stoneskin
Wall of Fire

Level 5:
Antilife Shell
Awaken
Banishing Smite
Circle of Power
Commune with Nature
Contagion
Cloudkill
Cone of Cold
Conjure Volley
Creation
Destructive Wave
Dispel Evil and Good
Flame Strike
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Mislead
Pass Wall
Planar Binding?
Raise Dead
Rary's Telepathic Bond
Reincarnate
Scrying
Seeming
Swift Quiver
Telekinesis
Teleportation Circle
Tree Stride
Wall of Force
Wall of Stone




[h=3]PHB ^^^^^^[/h]


ELEMENTAL EVIL vvvvvv

Cantrips:
Create Bonfire
Control Flames
Control Winds
Frostbite
Gust
Magic Stone
Mold Earth
Shape Water
Thunderclap


Level 1:
Absorb Elements
Beast Bond
Catapult
Earth Tremor
Ice Knife

Level 2:
Aganazzar’s Scorcher
Dust Devil
Earthbind
Maximilian’s Earthen Grasp
Pyrotechnics
Skywrite
Snilloc’s Snowball Swarm
Warding Wind

Level 3:
Erupting Earth
Flame Arrows
Tidal Wave
Wall of Sand
Wall of Water

Level 4:
Storm Sphere
Vitriolic Sphere
Watery Sphere


Level 5:
Maelstrom
Transmute Rock
 

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