Artificer Class Now Available

The Artificer has been a well-loved class within Dungeons and Dragons, both by myself and by the community as a whole.  Artificers are individuals who combine a mastery of science with complicated arcane knowledge to invent fantastic trinkets of magical power.  In 5e, the Artificer was recently released under the Unearthed Arcana title as a playtesting class.  While a welcome surprise, public opinion so far has been that this playtest material has some great concepts, but ultimately falls flat in creativity, customization, and gameplay.

No two Artificers should be the same; that is the core of my design philosophy.  They are inventors and tinkerers, whatever their specialization, and that should reflect in the class design.  As such, my alterations to the base Unearthed Arcana try to grant Artificer players more customization options, both in general character design and gameplay.

Anything I release through Geeks New England for DnD will be completely free.  You can download this title for free at the DMsGuild , which would be wonderful as I could then get a good idea of how many people have done so.

If you’re vehemently against DMsGuild, you can still download the PDF here from Homebrewery and also here from Google Drive.  Please feel free to critique, test, and comment. I’d love to hear your thoughts.

Changelog

Version 2.5  09-30-2017

  • Updated the wording to the Alchemical Formulae, Upgrades, and Modifications to specify that only one of each type is gained at certain levels.
  • Added references in the class table to the levels where additional upgrades/formulae/modifications are acquired.
  • Altered some art.

 

Version 2.4  09-11-2017

Overall

  • Added additional rules for multiclassing related to determining spell slots.

Armorer

  • Added a line to the Collapsible upgrade, making the resulting package significantly lighter (remember; it’s magic!).
  • Changed the Force Blast upgrade damage to a d8. This makes its damage comparable to a crossbow but it’s range remains comparable to a hand crossbow.
  • Changed the Sealed upgrade to give the wearer greater environmental sealing; you are now considered adapted to hot and cold climates, and high altitudes, while wearing the armor. The oxygen supply is also now switched off with a bonus action instead of no action at all.

Engineer

  • Changed how Masterwork Metallurgist affects the mechanical servant.
    Now, all mechanical servants get a boost to their proficiency and a boost to their hit dice (which amounts to 50% additional HP), making them slightly better all around. The options that Engineers have to upgrade their servant are now also pulled directly from the Armorer subclass; Engineers can pick two of the Armorer’s Upgrades and apply them to their servant. This allows for an increase in AC, speed, flight, Strength or Dex, or other utility-based options such as being able to convert your servant into an inconspicuous carrying form. The options available are limited to anything at prerequisite level 6 or less; no making your servant explode or making it larger and wearable.

 

Version 2.3  08-30-2017

Overall

  • Fixed typos and misspellings throughout the document.

Alchemist

  • Changed Flash Ice, making it work more like a weaker version of Otiluke’s Freezing Sphere. It’s primary purpose is still to freeze bodies of water.
  • Included references to certain formulae disappearing if not immediately used, falling more in line with UA formulae.

Armorer

  • Armorer’s Proficiency feature now also provides proficiency with smith’s tools, falling in line with the idea of an Armorer literally forging their own armor.
  • Changed the name of the Unbreakable Armor feature to Reinforced Armor, and gave it the additional ability to allow the artificer to use their reaction to mitigate the damage from a single attack. I felt the features available to Armorers were very lacking, and this addition helps to make them more durable, front-line combatants (as is the focus of the specialization).
  • Added the Climbing upgrade, essentially giving the wearer Spider Climb.
  • Changed the Flight upgrade, making it only able to be taken once.
  • In return, added a new upgrade called Speed, allowing the artificer to increase any single speed they have by 10 feet.
  • Added the Sealed upgrade, making your suit environmentally sealed.
    This gives you up to an hour of air at a time,
  • Removed the Reinforced upgrade; the temporary hit points didn’t feel fluffy, and the idea of reinforcing your armor makes more sense as a damage reduction/resistance mechanic. Since this is put into the (renamed)
    Reinforced Armor feature I felt that this upgrade was unnecessary.

Engineer

  • Changed the name of the Master Smith feature to the Master Tinker,
    and changed its smith’s tools proficiency to tinker’s tools. I think this properly separates the concept of the engineer into a tinkerer who works with fine, highly complex machines and the armorer into a more hardened smith (since they would be forging their armor). Despite this change, Engineer artificers can still gain proficiency with smith’s tools through the base class (and armorers can always take tinker’s tools for the same reason), meaning nothing is really lost and character concepts are not altered in any way.
  • Removed the Empowered modification, since first and foremost the Thunder Monger attack was already an empowered attack which would be utilized more often, and because this helps balance out some of the other abilities (Empowered + Repeating, for example, would have the potential to give an extra 30 damage in addition to the rest of the damage). Basically, Empowered seemed to be imbalanced after looking at it again, and considering the average action economy of an artificer also seemed unnecessary.

 

Version 2.2  08-22-2017

Overall

  • Changed the Productive Craftsman feature. Instead of a flat GP for magic item creation, it doubles/triples/quadruples the amount of gold you can use for creation at certain levels. This makes the class a bit more DM-agnostic, so almost any magic item creation system can fall under the feature now.

 

Version 2.1  08-10-2017

Overall

  • Changed/altered artwork.

 

Version 2.0  08-10-2017

Overall

  • Minor text fixes.

Engineer

  • Changed the possibly upgrades for the mechanical servant in the Masterwork Metallurgist feature. Gave it a proficiency bonus to improve its ability to actually hit and perform other skills. Damage and HP-increasing options were also made stronger so they actually feel like they do something.

Armorer

  • Added the Armorer specialization option for Artificers. Armorers are artificers who construct arcane suits of Power Armor, allowing them to be at the front lines of combat (think Iron Man or Master Chief). Armorers can upgrade their Power Armor as they gain levels, making them stronger and giving them all sort of fun abilities.

 

Version 1.2  04-10-2017

Engineer

  • Changed the possibly upgrades for the mechanical servant in the Masterwork Metallurgist feature. Gave it a proficiency bonus to improve its ability to actually hit and perform other skills. Damage and HP-increasing options were also made stronger so they actually feel like they do something.

Overall

  • Minor text fixes.

Alchemist

  • Reworked Volatile Concoction. Now, formulas that have been boosted through the feature automatically deal increased damage (or increased healing), and then you can choose an additional effect on top of that. This increase to damage and healing is also different; instead of dealing +Int mod dice, the dice type you use increases by one (so d6 become d8, d8 become d10, etc.). Additionally, you now get to use Volatile Concoction a number of times equal to your Int mod daily, instead of based on your Artificer level, and additional options have been provided such as ignoring time limits for formulas. The change to damage makes the feature less powerful damage-wise, but prevents situations where players will only choose the damage-increasing option. The Int-mod daily limit remains at the same cap (5 for most people), but allows for increased usage if you are able to get your Int higher with magic items while giving lower level players more uses of the feature (assuming you ensure you have a decent Int score at character creation, of course).
  • Added to the Imbibed Immunity feature, making the Alchemist logically better at dealing with their own formulas (in the possible and likely situation when a bomb goes off in their faces).
  • Alchemical Acid should come before Alchemical Fire alphabetically, and now it does.
  • The Alchemist can learn one more formula than before, at 6th level, and the formula gained at 17th level was changed to 18th level to prevent alchemists gaining too much at 17th level.

Engineer

  • Changed the Modifications learned at 7th and 10th level to 6th and 9th level to better match the Alchemist’s progression.

 

Version 1.1  03-23-2017

Overall

  • Altered which spells are viable for the Wondrous Item feature. I found that the rules I had provided made certain spells unavailable (by RAW) that would make perfect sense for an artificer to take, while other spells which were allowed per the same rules were more iffy. Ultimately I decided that, if you can justify it, you can use it. So all spells from level 1-5 (still dependent on artificer level) are available to use. Added a clause that allows spells which conjure creatures (such as Find Familiar and Conjure Elemental) to create a construct instead of their normal creature type, so that mechanical-focused artificers can use the spells to basically build more constructs. The creature retains its normal statistics but is now considered a construct and thus gains immunity to poison (and the poison condition; really this should just be a rule that’s in 5e for constructs in general).
  • Added a section at the end of the document detailing multiclassing options as well as alternate starting equipment options.

Alchemist

  • The Flash Ice formula now deals 2d8 cold damage to any creature in the affected cube that fails a Constitution saving throw, providing some manner of slight extra utility.
  • Added the Poison Bomb formula. The Poison Bomb creates a 10-foot radius area of poisoning fog which can poison enemies within.

 

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