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tron1001
2018-06-20, 04:22 PM
The Artificer

Cunning Inventors
Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist. All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

Intense Rivalries
The artificersí drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.

Creating an Artificer
When creating an artificer character, think about your characterís background and drive for adventure. Does the character have a rival? What is the characterís relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.

Quick Build
You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

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 1st

Proficiencies
Armor: Light armor and medium armor
Weapons: Simple weapons
Tools: Thievesí tools and two other tools of your choice

Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
ē (a) a handaxe and a light hammer or (b) any two simple weapons
ē A light crossbow and 20 bolts
ē (a) scale mail or (b) studded leather armor
ē thievesí tools and a dungeoneerís pack

Artificer Specialization
At 1st level, you choose the type of Artificer Specialist you are: An Alchemist, Gunsmith, Mechanist, or Armorer, all of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th.
NOTE: The Mechanist and Armorer are not part of this initial build and will be added at a later time once the Alchemist and Gunsmith have been tested and refined.

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 donít 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.

Spellcasting
As part of your study of magic, you gain the ability to cast spells at 2nd 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 spells 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 spellís level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher
You know two 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 the feature. Each of these spells must be a level for which you have spell slots on the Artificer table.
NOTE: The Artificer table is currently unavailable due to the image not posting at all. I will work to rectify this quickly.
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.
NOTE: The spell list that is suppose to appear at the end is also being worked on due to a last minute change. I will update this post accordingly when that is ready.

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, ďEquipment,Ē in the Playerís Handbook for various arcane focus options.

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 canít increase an ability score above 20 using this feature.

Infusion Magic
Starting at 5th 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 spellís effects occur. Instead, the spell transfers into that item for later use if the item doesnít 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 spellcasting 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 spellís 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 1 + your Intelligence modifier

Superior Attunement
At 10th 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.

Study of Magic
At 11th level, your proficiency in the workings of magic has become so great you can cast detect magic and identify at will.
Additionally, you have advantage on all Intelligence (Arcana) checks to understand the working of magical effects, traps, or runes.

Soul Artifice
At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to five magic items at once.
In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Artificer Specialists
Artificers pursue a variety of specializations. The four most common are the alchemist, gunsmith, mechanist, and armorer are presented here.
Note: Only the alchemist and gunsmith are listed here for now.

Alchemist
An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.

Potions Master
When you choose this specialization at 1st level, you gain proficiency with alchemistís supplies.
You can drink or administer a potion as a bonus action.
You can craft magic potions twice as fast as normal.

Alchemistís Satchel
At 1st level, you craft an Alchemistís Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.
If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials
Alchemical Formula
At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
To use any of these options, your Alchemistís Satchel must be within reach.
If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Alchemical Fire.
As an action, you can reach into your Alchemistís Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you donít hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formulaís damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
Alchemical Acid.
As an action, you can reach into your Alchemistís Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you donít hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
This formulaís damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
Healing Draught.
As an action, you can reach into your Alchemistís Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature canít do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you canít use this formula.
This formulaís healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
Smoke Stick.
As an action, you can reach into your Alchemistís Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you canít do so again for 1 minute.
Swift Step Draught.
As a bonus action, you can reach into your Alchemistís Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creatureís speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you canít do so again for 1 minute.
Tanglefoot Bag.
As an action, you can reach into your Alchemistís Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you donít hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you canít do so again for 1 minute.
Thunderstone.
As an action, you can reach into your Alchemistís Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you donít hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

Volatile Compound
At 3rd level, you can use your bonus action on your turn to create a more concentrated form of one of your formulas. The next formula you pull out of your alchemistís satchel has an increased effect that you choose when you remove it from the bag.
In addition to this effect, if the formula requires you to roll dice for either damage or healing the type of dice used is increased by one. For example: if it uses a d6 it then becomes a d8.
ē If a creature must make a saving throw as a result of the formula it does so at disadvantage.
ē The duration of the formulaís effect is doubled.
ē If the formula has an area of effect, that given area is then double.
ē If the formula normally disappears if not used within a certain time period, that duration is extended to 1 minute.
You can use this feature a number of times equal to 1 + your Intelligence modifier. You regain the spent uses after a long rest.

Timed Release
Starting at 9th level, you learn how to use your reagents from your satchel to perfectly time the use helpful potions for you and your allies. When you ingest one of your formula, you can suspend its effects for 12 hours until you activate it using a bonus action on your turn. If the 12 hour period passes and you havenít used the effect, the formula is lost.
Additionally, you can also suspend a formula that doesnít need to be ingested but can be thrown and it can be triggered at a later time.
Only one formula can be suspended at a time.

Potent Formula
At 14th level, when you use a formula you add your Intelligence modifier to all damage and healing rolls.

Perfected Reagents
At 17th level, using the ĎVolatile Compoundí added effects list, choose three formula that you have learn and permanently alter them.
Example: If you know Alchemical Fire, itís damage dice is now permanently a d8 and the saving throw poses disadvantage.

Gunsmith
A master of engineering, you forge a firearm powered by a combination of science and magic.

Weapons Master
When you choose this specialization at 1st level, you gain proficiency with smithís tools, and you learn the mending cantrip.
You can craft magical weapons in half the time it normally takes.

Thunder Cannon
At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease
You spend many days creating and drafting different designs and as the fruit of your labors your thunder cannon can take one of two different shapes.
Rifle
Damage 2d6 Piercing
Range 150/500 feet
Weight 15 lb.
Properties Two-handed, Loud (300 feet), Loading
Pistol
Damage 2d4 Piercing
Range 60/180 feet
Weight 7 lb.
Properties One-handed, Loud (100 feet), Loading
You can forge ammunition using either your tinkerís tools or your smithís tools. You can create up to 50 rounds of ammunition during a long rest, with materials costing 1gp for every 10 rounds of ammunition.

Iron Monger
At 3rd level, you learn to channel extra force energy into your shots from the Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an additional 1d6 force damage.
Additionally, when you hit with Iron Monger you can choose to have the target roll a strength saving throw or either be knocked prone or have disadvantage on its next attack. You must declare what the effect is before the saving throw is rolled. The save DC is 8 + your proficiency bonus + your Intelligence modifier.
You can only apply this additional effect a number of times before taking a long rest. Number of uses is equal to 1 + your Intelligence modifier.
This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6)

Cannon Modifications
Beginning at 3rd level, you learn how to customize your thunder cannon to your individual style. You can make two modifications to your thunder cannon and an additional one at 9th, 14th, and 17th levels.

Integrated Magazine.
Your thunder cannon holds 3 rounds at a time, allowing you to attack three times before using a bonus action to reload. Your weapon now gains the reload property and loses the load property. Reload: your weapon has a number of uses before it needs more ammunition.
Arcane Barrel. Prerequisite: 9th level Artificer.
When you make attacks with your thunder cannon, your rounds become magically charged with the energy from your weapon. Your rounds are considered magical for the purposes of overcoming resistances.
Spider Stand.
You construct a bipedal stand and with your knowledge of magical items can attach the stand to any solid surface to gain advantage on your attacks.
Suppressor.
You modify the chamber of your thunder cannon to absorb the sound, removing the Loud property from your weapon.
Far Scope.
You add a scope with integrated lenses to increase the maximum range of your thunder cannon by 100 feet.
Rifled Barrel.
You add a spiralized pattern to the inside your thunder cannon to increase the minimum range by 100 feet.
Cannon Improvement. Prerequisite: 9th level Artificer.
You fine tune the firing mechanism of your thunder cannon to increase its power. Your thunder cannon gains a +2 to attack and damage rolls.

Munitions Manipulation
At 9th level, you learn how to manipulate the round as it leaves your weapon. On your turn you can make a special attack using your action instead of making an attack roll. Each use of this does consume the ammunition and must be reloaded before the next attack.

Scatter Shot.
You unleash a 15-foot cone of thunderous energy from your weapon. Each creature must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 thunder damage.
Additionally, you can expend two of your uses for Iron Mongerís additional effect to cause the target(s) to be deafened for one round on a failed save.
This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
Piercing Shot.
You shoot a beam of lightning through your weapon using your weaponís minimum range as the distance by 5-feet wide as the boltís dimensions. Each creature in the area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 lightning damage.
Additionally, you can expend two of your uses for Iron Mongerís additional effect to cause the target(s) to be blinded for one round on a failed save.
This damage increases by 1d6 when you reach certain level in this class: 13th level (3d6) and 17th level (4d6).
Explosive Shot
You unleash a fiery round from your weapon and produce a deathly explosion. You pick a point within the minimum range of your weapon and fire. The round detonates in a 30-foot radius sphere. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d8 fire damage.
Additionally, you can expend three of your uses for Iron Mongerís additional effect to cause the target(s) to be stunned for one round on a failed save.
This damage increases by 1d8 when you reach certain level in this class: 13th level (3d8) and 17th level (4d8).

Elemental Affinity
At 14th level, when you make an attack using the Iron Monger feature you can alter the damage type from force to either acid, cold, fire, or lightning. Also, you can use a Vial of Holy Water or a Vial of Poison to make Iron Monger deal radiant or poison damage respectively.

Full Metal
At 17th level, on a critical hit, your thunder cannon does an additional two damage dice and if you use Iron Monger, you gain that charge back.

Variant Thunder Weapons
Crossbow, light
Damage 2d4
Range 80/320 feet
Weight 5 lb.
Properties Loading, Two-Handed
Crossbow, heavy
Damage 2d6
Range 150/500 feet
Weight 15 lb.
Properties Loading, Two-Handed, Heavy