The Artificer A gnome sits hunched over a workbench, carefully using needle and thread to weave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extra-dimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding. A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee. An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape. Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items. 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 artificers’ 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 character’s background and drive for adventure. Does the character have a rival? What is the character’s 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

1d8 per artificer level Hit Points at 1st Level 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels 1d8 (or 5) + your constitution modifier per artificer level after 1st. Proficiencies Armor Light and medium armor

Light and medium armor Weapons Simple weapons, Hand Crossbows

Simple weapons, Hand Crossbows Tools Thieves' Tools, two other tools of your choice

Thieves' Tools, two other tools of your choice Saving Throws Constitution, Intelligence

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: (a) a handaxe or (b) any two simple weapons.

A light crossbow and 20 bolts

(a) scale mail or (b) studded leather armor

Thieves' tools and a dungeoneer's pack Artificer Specialist At first level, you choose the type of artificer specialist you are: Alchemist, Gunsmith, Mechanist or Rune Adept, all of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 9th, 14th, and 17th levels.

The Artificer Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 1st +2 Artificer Specialist, Magic Item Analysis, Runic Modification ─ — — — — 2nd +2 Tool Expertise, Wondrous Invention ─ ─ ─ — — 3rd +2 Artificer Specialist Feature, Spellcasting 3 3 ─ ─ — 4th +2 Ability Score Improvement, Infuse Magic 4 3 ─ ─ — 5th +3 Superior Attunement, Wondrous Invention 4 3 ─ ─ ─ 6th +3 Artificer Specialist Feature 4 3 ─ ─ ─ 7th +3 ─ 5 4 2 ─ ─ 8th +3 Ability Score Improvement 6 4 2 ─ ─ 9th +4 Artificer Specialist Feature 6 4 2 ─ ─ 10th +4 Wondrous Invention 7 4 3 ─ ─ 11th +4 ─ 8 4 3 ─ ─ 12th +4 Ability Score Improvement 8 4 3 ─ ─ 13th +5 ─ 9 4 3 2 ─ 14th +5 Artificer Specialist Feature 10 4 3 2 ─ 15th +5 Superior Attunement, Wondrous Invention 10 4 3 2 ─ 16th +5 Ability Score Improvement 11 4 3 3 ─ 17th +6 Artificer Specialist Feature 11 4 3 3 ─ 18th +6 Ability Score Improvement 11 4 4 3 ─ 19th +6 ─ 12 4 3 3 1 20th +6 Soul of Artifice, Wondrous Invention 13 4 3 3 1 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. Runic Modification At 1st level, you learn to enhance weapons and armor by engraving them with magical runes. During a long rest you can engrave runes on non magical, weapons, shields and armor. A rune makes a weapon's attacks magical and gives it a +1 bonus to attack and damage rolls. A rune grants a shield or suit of armor a +1 bonus to AC. The number of runes that can be engraved on a single piece of equipment is equal to your Artificer level divided by 4, rounded up. The maximum number of runes you can have active at a time is equal to your intelligence modifier (minimum of 1) . If a rune is not re-carved, it magically fades away at the end of your next long rest. 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 bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones

5th Level alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets

alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets 10th Level bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack

bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack 15th Level boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing

boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing 20th Level eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying 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 along 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

= 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. 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 non-magical 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 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 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, 12, 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 up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. Soul of 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 up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. Artificer Specialties Artificers pursue a variety of specialties. The four most common ones, alchemy, gunsmithing, mechanics and rune lore are presented here. 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. Master Alchemist When select this speciality at 1st level, you gain proficiency in alchemist’s supplies.

Alchemist’s Satchel At 1st level, you craft an Alchemist's 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 100gp 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 Alchemist’s 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 Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the via and its contents disappear if you don’t 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 formula’s 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).

As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the via and its contents disappear if you don’t 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 formula’s 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 Alchemist’s 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 don’t 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 formula’s 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).

As an action, you can reach into your Alchemist’s 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 don’t 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 formula’s 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 Alchemist’s 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 can’t 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 can’t use this formula. This formula’s 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).

As an action, you can reach into your Alchemist’s 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 can’t 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 can’t use this formula. This formula’s 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 Alchemist’s 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 can’t do so again for 1 minute.

As an action, you can reach into your Alchemist’s 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 can’t do so again for 1 minute. Swift Step Draught As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s 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 can’t do so again for 1 minute.

As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s 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 can’t do so again for 1 minute. Tanglefoot Bag As an action, you can reach into your Alchemist’s 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 don’t 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 can’t do so again for 1 minute.

As an action, you can reach into your Alchemist’s 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 don’t 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 can’t do so again for 1 minute. Thunderstone As an action, you can reach into your Alchemist’s 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 don’t 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. Empowered Formula At 6th level you learn to channel your magic into a formula, temporarily empowering it. As a bonus action on your turn, you can choose to empower one of your formulas before using it, granting additional or increased effects if the formula is used before the end of your turn. You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all uses at the end of a long rest. Alchemical Fire Creatures that succeed on their saving throw take half damage.

Creatures that succeed on their saving throw take half damage. Alchemical Acid If the acid hits, attacks against the affected target have advantage until the end of your next turn.

If the acid hits, attacks against the affected target have advantage until the end of your next turn. Healing Draught Healing is increased by an amount equal to your intelligence modifier.

Healing is increased by an amount equal to your intelligence modifier. Smoke Stick Smoke covers an area in a 20ft radius around the smoke stick.

Smoke covers an area in a 20ft radius around the smoke stick. Swift Step Draught The draught can be consumed as a bonus action.

The draught can be consumed as a bonus action. Tanglefoot Bag The sticky goo covers a 10ft radius.

The sticky goo covers a 10ft radius. Thunderstone Creatures that fail the save are now pushed 20ft away from the point of impact.

Gunsmith A master of engineering, you forge a firearm powered by a combination of science and magic. Master Smith When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip. Firearm Crafting At 1st level, you learn to forge deadly firearms using a combination of arcane magic and your knowledge of engineering and metallurgy, and you become proficient in their use. The different firearm options and rules for crafting them are described at the end of this document. At first level you are assumed to have already crafted a Blunderbuss. Arcane magazine At 1st level, you craft a leather bag used to carry your tools and ammunition for your firearms. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep your weapons functioning. You can use the Arcane Magazine to produce ammunition for your firearms. At the end of each long rest, you can magically produce 60 rounds of ammunition with this magazine. After each short rest, you can produce 15 rounds. When you produce ammunition you must decide which firearm it is for. Ammunition for firearms with the AP property counts double when determining how many rounds you can produce. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. Firearm Specialty At 3rd level you gain greater mastery over the Thunder Cannon when fighting at either long or short ranges. Choose one of the two firearm specialties listed below. Sharpshooter Attacking at long range no longer imposes disadvantage on attacks made with your firearms. You ignore half cover and three-quarters cover when attacking with firearms that dont have the spread property.

Attacking at long range no longer imposes disadvantage on attacks made with your firearms. You ignore half cover and three-quarters cover when attacking with firearms that dont have the spread property. Close Quarters Combat Attacking a target within 5ft of you no longer imposes disadvantage on attacks made with your firearms. Additionally, if you hit a target that is within 5ft of you with an attack made with a firearm that has the spread property, you can choose to apply the spread damage to the ariginal target instead of any adjacent targets.

Attacking a target within 5ft of you no longer imposes disadvantage on attacks made with your firearms. Additionally, if you hit a target that is within 5ft of you with an attack made with a firearm that has the spread property, you can choose to apply the spread damage to the ariginal target instead of any adjacent targets. Akimbo When you use two weapon fighting wielding two firearms, you can add your ability modifier to the damage rolls of both weapons. Additionally you can reload two firearms with one bonus action as long as neither firearm has the two-handed property or the heavy property. Extra Attack Beginning at 6th level you can attack twice when you take the attack option on your turn. Stopping Power Starting at 9th level, you learn to hit your target's center of mass when attacking them with firearms. When you hit a Large or smaller target with a firearm, you can choose to push them 5 feet away from you. Snap Shot Also at 9th level, you learn to react quicker to your enemies' movements. When a creature willingly enters your reach for the first time on a turn, you can use your reaction to make an attack against that enemy with a firearm. If the Attack hits, the target's speed becomes 0 for the rest of the turn. Piercing Round At 14th level you modify one of your firearms, enabling you to shoot lightning energy through it. Choose one of your two-handed firearms to attach this modification to. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that 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 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. Headhunter Starting at 17th level, your critical hits occur more frequently and do more damage. Your firearms score critical hits on rolls of 19 or 20 and you roll triple the damage dice instead of double on a critical hit. At level 19 your firearms score critical hits on rolls of 18,19 or 20. Mechanist Mechanists are artificers that devote their lives to the study of living mechanical constructs. They study the intricate mechanical devices that move them as well as the powerful magics that power them. For many mechanists, the ultimate goal is to create a new form of mechanical life. Master Tinkerer At 1st level, you gain proficiency with tinker’s tools, and you learn the mending cantrip. Magic Initiate At 1st level, your increased dedication to learning magical theory gives you access to some basic spells. You learn three cantrips from the Wizard spell list. Intelligence is your spellcasting ability for these spells. Mechanical Familiar At 1st level, you know the spell Find Familiar and can cast it as a ritual. The familiar you summon is a small mechanical construct that you build and is given life by your magic. Instead of the normal material components, you must expend 10GP of mechanical parts to construct it. Choose one of the normal familiar forms. Your familiar has the same game stats as that form, but its type is now construct, so it no longer needs to eat, drink or breathe. In all other aspects it functions like a normal familiar.

Construct Repair At 3rd level, you know the artificer spell Cure Wounds. It does not count against the number of spells you know. When you cast it, you can heal constructs as if they were normal beings. Mechanical Companion At 3rd level, you create a mechanical companion in the shape of a Large beast with a CR of 1 or less. The companion uses the beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics with the following modifications: It is a construct instead of a beast

it can't be charmed

It is immune to poison damage and being poisoned

It has darkvision with a range of 60ft

It understands the languages you speak, but can’t speak them

It does not have the multi-attack feature if it normally would

If you are the target of a melee attack, and the companion is within 5ft of the attacker, you can use your reaction to command the companion to respond, using its reaction to make a melee attack against the attacker. The companion obeys your orders to the best of it’s ability. In combat, it rolls its own initiative and acts on its own. Though magic fuels its creation, the companion is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 3rd level. If the companion is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain companion if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the companion is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1000GP of raw materials. At 6th level you upgrade your mechanical companion to have the game statistics of a Large beast with a CR of 2 or less. Companion Modification At 9th level, you learn to modify your companion to improve its capabilities in combat. Choose two basic companion modifications from the list below. You add an additional two basic modifications at 14th level, and one advanced modification at 17th level. Each modification can only be added once and can not be removed. Basic Companion Modifications: Sharpened weapons You sharpen your companions natural weapons. Increase the damage of your companion’s melee attacks by 1 damage die. Damage increases by an additional damage die at 13th and 17th levels.

You sharpen your companions natural weapons. Increase the damage of your companion’s melee attacks by 1 damage die. Damage increases by an additional damage die at 13th and 17th levels. Magical weapons You enchant your companions natural weapons. They gain a +1 to melee attack and damage rolls and their natural weapon damage now counts as magical for the purpose of overcoming resistances. The bonus increases to +2 at 13th level, and +3 at 17th level.

You enchant your companions natural weapons. They gain a +1 to melee attack and damage rolls and their natural weapon damage now counts as magical for the purpose of overcoming resistances. The bonus increases to +2 at 13th level, and +3 at 17th level. Heavy blows When your companion hits a Large or smaller creature with a melee attack, the target must make a DC 15 strength saving throw or be knocked prone. The save DC increases to 17 at 13th level, and 19 at 17th level.

When your companion hits a Large or smaller creature with a melee attack, the target must make a DC 15 strength saving throw or be knocked prone. The save DC increases to 17 at 13th level, and 19 at 17th level. Armor Plating Increase your companions AC by 2. Increase its AC by an additional 2 at 14th and 17th levels.

Increase your companions AC by 2. Increase its AC by an additional 2 at 14th and 17th levels. Increased Vitality Your companion’s maximum hit points increase by 2d10. They increase a further 2d10 at levels 13 and 17.

Your companion’s maximum hit points increase by 2d10. They increase a further 2d10 at levels 13 and 17. Protective Instincts When you would normally command your companion to make it’s special opportunity attack, you can instead command it to protect you. Your companion becomes the new target of the attack. Once it uses this special reaction, it can’t use it again until you finish a short or long rest. At 13th level you can use this feature twice between rests, at 17th level you can use it three times.

When you would normally command your companion to make it’s special opportunity attack, you can instead command it to protect you. Your companion becomes the new target of the attack. Once it uses this special reaction, it can’t use it again until you finish a short or long rest. At 13th level you can use this feature twice between rests, at 17th level you can use it three times. Flamethrower You install a device that your companion can use to make a fiery attack. You can use your action to command your companion to use its reaction to unleash flames in a 15ft cone. Each creature in that area must make a Dexterity saving throw, with a DC equal to your spell save DC. On a failed save it takes 2d6 fire damage, or half damage on a successful save. The fire damage increases to 3d6 at 13th level, 4d6 at 17th level, and 5d6 at 19th level

You install a device that your companion can use to make a fiery attack. You can use your action to command your companion to use its reaction to unleash flames in a 15ft cone. Each creature in that area must make a Dexterity saving throw, with a DC equal to your spell save DC. On a failed save it takes 2d6 fire damage, or half damage on a successful save. The fire damage increases to 3d6 at 13th level, 4d6 at 17th level, and 5d6 at 19th level Static Discharge You install a device that lets your companion unleash lightning damage on creatures around it. You can use your action to command your companion to use its reaction to arc lightning in to all creatures in a 10ft radius centered on itself. Creatures must make a dexterity saving throw against your spell DC, taking 2d6 lightning damage on a failed save or half as much damage on a successful save. The lightning damage increases to 3d6 at 13th level, 4d6 at 17th level, and 5d6 at 19th level Advanced Companion Modifications: Pilot Bay You modify your companion so that a medium or smaller creature can ride inside it. The companion can use its action to open or close the bay, at which point the rider can climb in or out. While inside, the pilot is treated as having ¾ cover. Any attack that misses the pilot but would hit the companion, hits the companion. A creature riding inside the companion can not dismount until the companion uses its action to open the pilot bay.

You modify your companion so that a medium or smaller creature can ride inside it. The companion can use its action to open or close the bay, at which point the rider can climb in or out. While inside, the pilot is treated as having ¾ cover. Any attack that misses the pilot but would hit the companion, hits the companion. A creature riding inside the companion can not dismount until the companion uses its action to open the pilot bay. Wings You give your companion wings if it doesn’t already have any. It gains a flying speed of 60ft.

You give your companion wings if it doesn’t already have any. It gains a flying speed of 60ft. Advanced Intelligence Your companion’s intelligence increases to 10 if it isn't already higher. Your companion can now speak any languages you speak.

Rune Adept Rune Adepts are artificers who magically enhance weapons and armor by engraving them with powerful runes. Rune magic is an ancient and powerful art that has mostly been lost, but these artificers strive to uncover its most powerful secrets. Master Engraver At 1st level, you gain proficiency in engraver's tools. Military Training At 1st level, you gain proficiency with martial weapons and heavy armor and shields. Fighting Style At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again. Defense While wearing armor, you gain a +1 bonus to AC

While wearing armor, you gain a +1 bonus to AC Dueling When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection Whena creature you can see attacks a target other than you that is within 5ft of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this feature. Elemental Runes At 3rd level, you learn the runes associated with the basic elements of nature. When you engrave a rune, you choose an element that it is associated with: fire, lightning or cold. Additionally, you learn to focus your energy on a rune to cause a burst of elemental power. Once per turn, when you make an attack with an engraved weapon you can empower the weapon’s runes. If the attack hits, the runes flair with the power of their associated element, dealing an additional 1d6 damage of the associated type for each rune. When wearing armor or wielding a shield engraved with a rune, if you take damage of a type matching the rune’s associated element, you can use your reaction to reduce the damage taken by 1d6 per rune of the appropriate type. At 11th level, the amount of elemental damage dealt/reduced increases to 1d8 per rune and at 19th level it increases to 1d10 per rune. Extra Attack At 6th level you can attack twice when you take the attack action on your turn. Rune Infusion At 9th level your runes allow easier access to the magic stored in items. If you infuse a spell into a rune engraved item, that spell can be activated using a bonus action. Exotic Runes At 14th level you uncover runes associated with more exotic damage types. Your Elemental Runes can now be associated with force, necrotic, or radiant damage. Improved Infusion At 17th level your engraved runes increase the magical capacity of items. Rune engraved items can now be infused with up to two spells. The spells are infused and triggered separately using the normal rules of infusion.

Firearm Properties Firearm Damage Range Reload Craft DC Craft Cost Properties Blunderbuss 1d6 piercing 20/60 1 13 25 gp two-handed, scatter (1d4) Pepperbox 1d6 piercing 100/200 6 14 25 gp light Twin Barrel 1d10 piercing 30/60 2 15 50 gp two-handed, scatter (1d6) Hand Cannon 1d12 fire 100/200 4 16 75 gp DoT (1d6) Thunder Cannon 4d6 thunder 150/300 3 17 100 gp two-handed, heavy Lightning Rod 3d12 lightning 200/600 1 18 150 gp two-handed, heavy, AP Firearms While anyone can attempt to use a firearm, only specially trained artificers are proficient in their creation and use. You must have the Fierarm crafting class feature to attempt to craft a new firearm. You are only proficient in firearms if you have a class feature that specifically gives you that proficiency. Firearms and Gunsmith Progression The combat effectiveness of a Gunsmith is highly dependent on which firearms they have access to. The DM must consider this when determining which firearms a character can craft and when. Allowing a Level 3 character to craft and use a Lightning Rod will likely make them significantly more powerful than other members of the party, while restricting a Level 15 character to only a single Pepperbox will heavily hinder their effectiveness in combat. The costs and crafting checks assosiated with certain firearms are meant to provide guidence on the intended firearm progression, but the DM should still consider the power levels of a Gunsmith character before allowing them to find or buy the materials needed to build a new firearm. Crafting Firearms Creating a firearm is a long, expensive, and sometimes dangerous process. When creating a firearm you must spend the duration of a long rest working on it. You do not gain the normal benefits of a long rest if you spend your time in this manner. To craft a firearm, make a check with your smith’s tools, the DC of which depends on the type of firearm and is listed in the firearm properties table. The table also lists the material cost of creating a firearm. On a successful smith’s tools check, the materials are consumed and the desired firearm is created. If the check fails, roll a percentile die to determine what portion of the materials will be usable in the future (i.e. if you roll a 10 when trying to create a Hand Cannon, and then roll a 40 on your percentile die, only 40%, or 30 GP worth, of the materials are recoverable). The rest of the materials are lost to scrap. Some firearms require rare or hard to find materials to construct. Your DM will decide if you are able to find or purchase the necessary materials to craft a certain firearm. Firearm Properties Firearms are classified similarly to other weapons. All firearms are ranged weapons which use your Dexterity modifier for attack and damage rolls. Firearm ammunition is a mix of explosive alchemy and arcane charge, making it very unstable. As such, firearms can not be carried or stored loaded, they must be loaded directly before or during combat. Reload This property shows how many rounds of ammunition a firearm can fire before it must be reloaded. All firearms can be reloaded as a bonus action

This property shows how many rounds of ammunition a firearm can fire before it must be reloaded. All firearms can be reloaded as a bonus action Spread Weapons with this property shoot scatter shot that can hit multiple targets. If the attack hits, any creature within 5ft of the target takes the spread damage.

Weapons with this property shoot scatter shot that can hit multiple targets. If the attack hits, any creature within 5ft of the target takes the spread damage. DoT Weapons with this property deal an elemental damage over time to the target, such as bunring. If a target is hit by an attack from one of these weapons they take the additional DoT damage at the beginning of their next turn. A single target can only take DoT target once per turn.

Weapons with this property deal an elemental damage over time to the target, such as bunring. If a target is hit by an attack from one of these weapons they take the additional DoT damage at the beginning of their next turn. A single target can only take DoT target once per turn. AP Weapons with this property fire heavy slugs designed to pierce through armor. These weapons gain a +2 to attack rolls against opponents wearing medium or heavy armor (or equivelent natural armor as determined by the DM).