The Artificer

(Revised...Again) A gnome sits hunched over a workbench,

pushing her self-made eyes of minute

seeing further up the bridge of her nose.

She tightens a cog, then affixes the finished attachment to the chassis of a towering mechanical man, its magical engine

whirring softly. A dwarf in dark clothing steadies a long, metal pipe-

and-trigger contraption, and looks through a crystal

lens mounted atop. He views a distant tower ahead,

and then sights a single bandit lookout in front. The

dwarf grins — the bandit will feel the bite of the

bullet before he hears the crack of the gun. An old, bearded half-orc swirls a sickly green poison

in its vial, then dips his darts into the mixture. His excite-

ment mounts, ready to test his newly brewed concoction

on any unsuspecting victim. It will be an interesting day

— even he isn't exactly sure what this potion will do... Makers of magic-infused objects, artificers are defined

by their inventive nature. Like wizards, they see magic as

a complex system waiting to be decrypted and controlled through a habit of thorough study. 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 alchemists, using their knowledge of precious catalysts, they create potions and draughts to aid them on their adventures. Other artificers are gunsmiths, students of warfare who craft deadly firearms that they augment with magic. Others still are machinists, crafting clockwork servants who carryout their needs and fight with them on the battlefield. Alchemy, machinery, and gunsmithing are the three most common areas of study for artificers. 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.



















































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 relation-

ship with their mentor? Talk to your

DM about the role played by

artificers in the campaign, and

what sort of organizations

and NPCs to which you

might have ties.

Handbook References The Player's Handbook — PHB

Dungeon Master's Guide — DMG

Xanathar's Guide to Everything — XGtE 1

The Artificer — Spell Slots — Level Proficiency

Bonus Artificial

Augments Features Spells

Known 1st 2nd 3rd 4th 5th 1st +2 — Portable Forge, Magical Analysis — — — — — — 2nd +2 1 Spellcasting, Artificer Specialization 3 2 — — — — 3rd +2 1 Tool Expertise, Wondrous Invention 4 3 — — — — 4th +2 2 Ability Score Improvement 4 3 — — — — 5th +3 2 Specialization feature, Magical Infusion 5 4 2 — — — 6th +3 3 Artificer's Affinity, Wondrous Invention 5 4 2 — — — 7th +3 3 Specialitization feature 6 4 3 — — — 8th +3 4 Ability Score Improvement 6 4 3 — — — 9th +4 4 — 7 4 3 2 — — 10th +4 5 Specialization feature 7 4 3 2 — — 11th +4 5 Wondrous Invention 8 4 3 3 — — 12th +4 5 Ability Score Improvement 8 4 3 3 — — 13th +5 6 — 9 4 3 3 1 — 14th +5 6 Specialization feature 9 4 3 3 1 — 15th +5 6 Wondrous Invention 10 4 3 3 2 — 16th +5 7 Ability Score Improvement 10 4 3 3 2 — 17th +6 7 Animated Artifice 11 4 3 3 3 1 18th +6 7 Specialization feature 11 4 3 3 3 1 19th +6 8 Ability Score Improvement 12 4 3 3 3 2 20th +6 8 Wondrous Invention, Soul of Artifice 12 4 3 3 3 2 Quick Build You can make an artificer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the guild artisan or sage background.

Class Features As an artificer, you have the following class features. Hit Points Hit Dice: 1d8

1d8 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 armor, shields

Light armor, shields Weapons: Club, dagger, handaxe, light hammer, quarterstaff, light crossbow, dart, blowgun, hand crossbow

Club, dagger, handaxe, light hammer, quarterstaff, light crossbow, dart, blowgun, hand crossbow Tools: Tinker's Tools, plus one of your choice





Tinker's Tools, plus one of your choice Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light hammer or (b) any simple weapon

(a) a light crossbow and 20 bolts, or (b) 20 darts

(a) a scholar's pack or (b) a dungeoneer's pack

Any two tools of your choice

Leather armor, a component pouch, and a dagger Portable Forge Part of the reason that you have become an artificer is because you are a prodigy with craft; you've learned how to construct items on-the-go. At 1st level, you can craft non-magical items twice as quickly, and can use rests during adventuring time to make progress in crafting an item. To craft an item while adventuring, you can spend a short rest working on the item. You will not benefit from a short rest (using Hit Dice, etc) if you use this feature. During an adventure, two short rests spent using this feature count as one day of downtime. Therefore, a nonmagical item that costs 100 gp can be completed in one workweek, or ten short rests, rather than 2 workweeks of downtime. 2

Other individuals can't help you if you attempt to craft an item using this feature. This feature assumes the adoption of the rules specified in the section Crafting an Item in XGtE (p.128), which is also found in Appendix B: Crafting Rules. However, your DM may have different rules for crafting non-magical items in your campaign. Discuss crafting for your game with your DM to amend this feature as appropriate to your campaign. Magical Crafting Your inventive knowledge allows you to create magic items more quickly. Starting at 4th level, you can now craft magical items using the portable forge feature. Only wondrous items may be crafted in this way, and you must still provide the appropriate formula and requisite materials to craft the item. The rules for crafting magic items is included in Appendix B, XGtE (pp.128-129), or the DMG (pp. 128-129). Your artificer level determines the rarity of an item you are able to craft. Refer to the Magic Item Ingredients table in Appendix B or XGtE (p. 129) to determine whether you are able to craft a magical item. Unmatched Mind When you perform an identify ritual with a magical item equal to or less than your level of crafting, you may also attempt to glean the formula included in the making of the item. Upon finishing the identify ritual, make an Arcana check; the DC for a common magical item is 15, and the DC increases by 2 for every increase in rarity. On a success, you learn the formula (including components and spells) required for crafting that sort of item. If the check fails, you may make another attempt at understanding the item after a long rest, and the DC decreases by two. Magical Analysis Starting at 1st level, you know the cantrip mending, and can cast it as a bonus action. Also 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, but you can only cast them as rituals. You don’t need to provide a material component when casting identify with this feature. 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 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 slots when you finish a long rest. Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the artificer spell list (Appendix C). 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 spell must be of a level for which you have spell slots. 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 Ritual Casting You can cast any artificer spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use an arcane focus (chapter 5 in the PHB) as a spellcasting focus for your artificer spells. Artificer Specialization At 2nd level, you choose a specialization on which you intend to focus your magical craft: Alchemist, Machinist, or Gunsmith, all of which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 7th, 10th, 14th, and 18th. Artificial Augments Through your esoteric studies, you have learned to further your specialization with artificial augments. Each specializa-tion includes a description of how its augments function. Wondrous Invention At 3rd level, you gain the use of a magic item that you have crafted. Crafting an item is a difficult task. Whenever you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design. This unique item is able to copy the effects of a spell. Choose a 1st level spell from the Wizard spell list. If the spell requires a material component with a gold cost, you must provide that component when you comlpete work on the item, and the compnent becomes a part of the item. If the spell consumes its material components, you must provide those components when you complete the item and any time you use it thereafter. The item can look however you like, as long as its form is appropriate for the effects of the spell. If the spell conjures a creature, the creature is considered a construct.

3

Your Own Wondrous Inventions You are encouraged to use your imagination! Let's say you wish to invent something that mimics the burning hands spell. An alchemist might concoct a potion which, when drunk, allows the user to belch a gout of fire. A machinist may build a specialized gauntlet that can be activated to produce the same effect. A gunsmith, on the other hand, may simply make a special pistol that fires a cone of magical fire instead. Talk with your DM about inventive ways to make your wondrous inventions unique to your character. So long as you both agree, it should work just fine.

You can cast the spell from the item once per long rest. Only you can use the item in this way. Unlike normal magical item crafting, you develop the formulae as you work on the item, and the cost of crafting is covered by your normal living expenses. Upon completion you are considered to know the formula for crafting the chosen 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: 6th, 11th, 15th, and 20th level. If the item you craft replicates a wizard spell, you must be able to cast a spell of equal level in order to craft the item. Alternatively, starting at 6th level, you may choose to craft one of the uncommon wondrous items listed below. If one of your Wondrous Inventions are lost or destroyed, you can build a new one with 1 day of work per level of the replicated spell or item, and 100 gp of raw materials per day. Material components need only be added once. The new item must be a copy of the original item. These items are detailed in the DMG. Alternative wondrous inventions. alchemy jug; driftglobe; eyes of charming, of minute seeing, or of the eagle; goggles of night; sending stones; headband of intellect; helm of comprehend languages; lantern of revealing; rope of climbing Tool Expertise Starting at 3rd level, choose two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, when you make a check with any tool with which you have proficiency, you may use your Intelligence modifier in place of another ability. Abiliy Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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. Magical Infusion 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 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. This item is considered magical while it is infused with a spell. Thereafter, any creature (with an Intelligence score of at least 6) that is holding the item can use an action to activate the item and cast the spell. The spell is cast using your spellcasting ability. The creature that activated the item controls the spell's targets, and other effects, however, if the spell has an area of effect, it is centered on the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell. When you infuse a spell in this way, the item must be used within 24 hours, or its magic fades and is wasted. The item's infused magic will also fade and be wasted if the item makes contact with you after 8 hours. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. Artificer's Affinity At 6th level, you learn a special, artificer's unseen servant spell. You can cast this spell once per long rest, and you do not need to provide material components. The servant summoned from this casting lasts until it is dispelled or its HP drops to 0, and it can use and is proficient with any tools that you possess and are proficient with as well. When you are not actively commanding this servant, it will follow you within five feet. Your unseen servant may assist you in crafting non-magical items during a short rest. You can command your servant to craft a non-magical item instead of you. The servant makes progress toward crafting the item, and you still benefit from a short rest. Also at 6th level, you can atune to up to four magic items. Animated Artifice At 17th level, you learn a special, artificer's animate objects spell. You can cast the spell once per long rest, with the following modifications: the transformations last for 1 hour (or until dispelled, or until the transformations drop to 0 HP), and you do not need to maintain concentration. Also at 17th level, you can atune to up to 5 magic items. Soul of Artifice At 20th level, your understanding of magical items is unmatched, allowing you to mingle your soul with items linked to you. You can atune to up to six magical items

at once. In addition, you gain a +1 bonus

to all saving throws for every magical

item to which you are currently atuned. 4

Artificer Specializations Artificers purse a variety of specializations. The three most common (if any artificer can be described as common) are alchemists, machinists, and gunsmiths. Alchemist To be an Alchemist is to be innovative and cunning above all else. These artificers pry into the elements of the world, theorizing formulae and concocting all sorts of elixirs and deadly poisons, which they use to guide the forces of the world to their whim. Bonus Proficiency When you choose this specialization at 2nd level, you gain proficiency with alchemy supplies, as well as herbalism and poisoner's kits. If you already have proficiency with any of these tools, choose another artisan's tool of your choice. Alchemist's Affinity When you choose this specialization at 2nd level, you learn either the poison spray or acid splash cantrip. In addition, you can drink or administer a potion as a bonus action, rather than as an action. Gnostic's Tome When you choose this specialization at 2nd level, it is assumed that, up to this point, you have been spending time during rests and downtime tinkering with your materials working on a secret project. When you finish a long rest and level up, you have finished your project: your Gnostic's Tome. You determine your tome's appearance, how alchemical augments are recorded, etc. In addition, you have learned how to brew the Draught of Healing concoction. If your tome is somehow destroyed or lost, you may reproduce the tome with three days of work (8 hours each day) and 100 gp of raw materials (leather, vellum, etc). You are able to recall your most recent concoctions, and by expending the cost of each concoction (for experiments and tests), you can include those formulae in your tome. Alchemical Augments When you finish writing your tome, you determine which alchemical augments, called concoctions, you have first discovered through your studies. Besides the Draught of Healing, you learn one other concoction of your choice for your level, and add one of each to your inventory. The Draught of Healing does not count toward your number of known concoctions, and cannot be replaced by another concoction. Whenever you learn a new concoction, you add one of its type to your inventory. When you gain certain artificer levels, you gain additional concoctions of your choice, as shown in the Artificial Augments column of the Artificer table. Concoctions gained this way do not need the requisite catalyst — you have made a unique substitute through your studies instead. Whenever you level up after 2nd level, you can choose one of the concoctions you know and replace it with another con-coction that you could learn at that level. A concoction replaced this way must be made with the necessary catalyst. Catalysts Concoctions are made possible by means of a catalyst: a gemstone through which you coax pure arcane energy, transmuting a mixture of water and simple ingredients into unique fluids. The ingredients needed for your concoctions can be found in any component pouch. You prepare one of each concoction at the end of a long rest, and you can only have one of each concoction prepared at a time. Once used, a concoction must be rebrewed during a short rest in order to use it again. You must forego the benefits of a short rest in order to craft any concoction learned through this feature. An unseen servant may be commanded to craft a concoction for you to gain the benefits of a short rest. Though many concoctions mimic the effects of spells, all effects are centered on the potion's application, and none require concentration to maintain their effects. Potion Prodigy At 5th level, you have learned alchemical shortcuts in brewing potions and poisons alike. You may now apply the benefits of the portable forge feature to your potion and poison crafting. Refer to the Magic Item Ingredients table in Appendix B, or XGtE (p. 129) — your artificer level must be greater than the lowest CR Range to craft a potion of that rarity. For potions of healing, refer to the Potion of Healing Creation table, also in Appendix B, or in XGtE (p.130). Potency Also at 5th level, when applying a poison (including the venin concoction) to a melee weapon, that weapon deals an additional poison damage die to each strike. When applying poison to ammunition, you can choose to apply the additional poison damage die to each piece, or coat twice as many pieces with one dose. If the poison does not normally deal damage, it now deals an additional 1d4 poison damage. Caduceus Starting at 7th level, you have finished constructing a unique, simple weapon with which you are proficient: a caduceus (rare), a magical (+0) rod, sceptre, or cane, inlaid with malleable metals, and often crafted in the shape of a serpent, or including serpentine motifs. You can craft it to deal any weapon damage of your choice. It has the following statistics: Damage Weight Size Properties 1d6 any weapon type 3 lb. 2-4 ft length Finesse, light In addition, the caduceus absorbs any injury poison or healing potion applied to it. If multiple poisons or potions are applied, only the most recent application takes effect. You can spend a full workweek and 250gp of raw materials, as well as a club or quarterstaff, to craft a new caduceus. If a magical club or quarterstaff is used in this process, the finished caduceus retains the bonus to attack and damage rolls, but any other effects are lost. Poison. The caduceus applies the damage of the poison to every strike until you finish a short or long rest. Any other effects of the poison are only applied to the first strike. Healing. After applying a potion of healing, you may touch up to two creatures with the caduceus; the full effects of the potion are administered to both. 5

Inner Panacaea The fumes that waft from your work with potions and poisons have slowly seeped into your own body and transformed you. Starting at 10th level, you gain resistance to poison damage, and you are immune to the poisoned condition and disease. Master Brewer At 10th level, and again at 18th level, you may craft an additional concoction by foregoing a short rest. Ouroboros Starting at 14th level, you have extensively studied many alchemical secrets. Add your Intelligence modifier + half your artificer level to all poisons, or other concoctions that cause damage, and hit points restored by potions of healing. The Philosopher's Stone You have unlocked the deepest secrets of alchemical science, and discovered how to create the legendary philosopher's stone. At 18th level, you gain the use of your own stone, which you complete when you level up. As an action, you may use this arcane stone to manifest one of the following effects. Once the stone has been used a total of ten times, you must roll a d100 after every subsequent use of the stone. On a

1-5, the stone transmutes into lead and becomes permanently inert. If this occurs, you may craft a new stone after two workweeks (8 hours each day) and 15,000 gp of alchemical oils, powders of precious metals, and a gemstone worth at least 1,000 gp. Life. You touch the stone to a willing craeture, and all poisons, diseases, and curses are removed. The creature also regains all of its hit points. The stone becomes inert until you finish a long rest. Wealth. Touch the stone to any non-magical item that is no heavier than 10 lb (or 20 lb if the item is made of lead). The item is permanently transmuted into pure gold. After the effect has been applied, the stone becomes inert for 1d4-1 days. Youth. You touch the stone to any willing creature, and that creature's age is reduced by 3d10 years, or less if you choose. This effect can extend the creature's lifespan. After using the stone in this way, the stone becomes inert for 1d6-1 days, and you must immediately roll a d100 to see if the stone transmutes into lead and becomes permanently inert. Machinist A Machinist is first and foremost a tinkerer, one who has unlocked the secrets that merge magic with the very physics of the universe. They use their knowledge to construct clockwork marvels to carry out their far-reaching plans. Bonus Proficiency When you choose this specialization at 2nd level, you gain proficiency with vehicles (land). If you already have this proficiency, you can choose another tool of your choice. Reinvigoration When you choose this specialization at 2nd level, you learn the shocking grasp cantrip if you don't know it already. In addition, you can use this cantrip as a healing spell for your mechanical marvel (described below) — your construct instead regains Hit Points equal to half the lightning damage (minimum of 1 HP). You may only use shocking grasp in this way if the construct is at 0 HP. Mechanical Marvel When you choose this specialization at 2nd level, it is assumed that, up to this point, you have been spending time during rests and downtime tinkering with your materials to the completion of a mysterious contraption. When you finish a long rest and level up, you have finished your contraption: your Mechanical Marvel. Though magic played a part in its creation, the marvel is not considered magical itself. The marvel's proficiency bonus matches your own, and for every increase in class level, the marvel increases in level and gains an additional hit die. Additionally, whenever you gain an ability score increase from this class, the marvel gains one as well, though it can't improve its Intelligence or Charisma. During a short rest, you may decide to spend the marvel's hit dice to heal the marvel, though you must be present to provide aid via your shocking grasp spell to power the marvel's magical repair process. Long rests for the marvel follow the same rules as players. The marvel obeys your orders to the best of its ability. In combat, it rolls its own initiave and acts on its own. When your marvel makes an attack action, it can attack only once, unless an upgrade specifies otherwise. The marvel's attack and damage type is determined by the marvel's build (detailed at the end of the machinist description). If the construct's HP drops to 0, it will cease to function, but will automatically stabilize; casting shocking grasp on the marvel will allow it to operate again. However, the marvel may be destroyed in one of the following ways: the isntant death rule (PHB p.197), or by sustaining total damage up to half its maximum HP while unconscious. If your marvel is lost or destroyed, you may reproduce the construct, exactly as it was, with three days of work (8 hours each day) and 1,000 gp of raw materials. You may also choose to build a new marvel, by engaging in a full workweek (8 hours each day), and 2,000 gp of raw materials. Clockwork Augments The creation of the mechanical marvel counts as your first artificial augment. When you gain certain artificer levels, you gain additional augments of your choice, as shown in the Artificial Augments column of the Artificer table. Chassis and Build When you finish building the marvel, determine its chassis type, and select a build option (detailed at the end of the specialization description). Your construct's chassis determines its frame and stance, but it can look however you like, as long as its form reflects its chassis and build. Cogs in the Machine Starting at 5th level, and whenever you level up, you can choose one of the marvel's upgrades and replace it with another upgrade that you could learn at that level. Each upgrade replaced in this way has a cost, listed in the description of the chosen upgrade. 6

Magic-Imbued Strikes Starting at 7th level, your mechanical marvel's attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. At 10th level, attacks made by your marvel increase in potency (+1 to attack and damage rolls). its attacks increase in magical potency again at 14th level (+2 to attack and damage rolls), and again at 18th level (+3 to attack and damage rolls). If the marvel already has use of magical weapons, as by the deadly weaponry upgrade, it uses those weapon's statistics. Animated Servant At 10th level, you learn a special, artificer's tiny servant spell.(XGtE pp.168-169 for the spell and stat block.) You can cast this spell once per long rest. The servant summoned from this casting lasts until its HP drops to 0, it is subjected to a dispel magic spell, you cast this spell again on a different object, or you cast your unseen servant spell. Unless explicitly stated earlier in this description, the animated servant follows the guidelines set out for conjured familiars in the find familiar spell description (PHB p.240). Deus ex Machina At 14th level, if you are attacked and the attacker is within 5 feet of your mechanical marvel, the marvel can either impose disadvantage on the attack, or move to intercept the attack and receive the damage itself. Scrap Metal At 18th level, you have become supremely familiar with your mechanical marvel's construction. Whenever you finish a long rest, you may choose any single Upgrade equipped to your marvel, and replace it with any other upgrade. You do not need to pay the cost in raw materials for making these upgrades — you recycle the materials from the old upgrade to construct the new one. Mechanical Marvel Statistics When you construct your marvel, choose the chassis for your marvel and use the statistics provided in the "Mechanical Marvel" table. The marvel's build and any upgrades may overwrite these statistics except for it's Intelligence and Charisma scores. Hit points at first level and higher are calculated as in typical classes, and the marvel's spell save DC is your spell save DC. The marvel's appearance can be tailored to your choosing. Mechanical Marvel Builds The manner in which you build your marvel is just as important as its components and design. The build determines your construct's strengths and weaknesses. Strong Build The mechanical marvel gains the following statistics. A Strength score of 16

A Dexterity, Constitution, or Wisdom score of 13

This marvel can make a single melee attak that deals 1d8 bludgeoning damage Mechanical Marvel Construct, unaligned Armor Class 10 + its proficiency bonus + its Dexterity modifier Chassis Types Monstrous Humanoid Tiny Beasty Size large medium small Skills athletics athletics, acrobatics acrobatics, stealth Speed 40 ft. 30 ft. 25 ft. Hit Die d10 d8 d6 Limbs quadrupedal bipedal any STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 3 (-4) 9 (-1) 1 (-5) Damage Immunities poison, psychic

poison, psychic Condition Immunities exhaustion, charmed, poisoned, frightened, sleep

exhaustion, charmed, poisoned, frightened, sleep Senses passive Perception 10, darkvision 30 ft.

passive Perception 10, darkvision 30 ft. Languages Creator's languages, but cannot speak

Flexible Build The mechanical marvel gains the following statistics. A Dexterity score of 16

A Strength, Constitution, or Wisdom score of 13

This marvel can make a single attack that deals 1d6 piercing damage; when the marvel is built, you decide if the attack is melee or ranged (bolt ammunition, 20/60) Sturdy Build The mechanical marvel gains the following statistics. A Constitution score of 16

A Strength, Dexterity, or Wisdom score of 13

This marvel can make a single melee attack that

deals 1d10 bludgeoning or slashing damage Intricate Build The mechanical marvel gains the following statistics. A Wisdom score of 16

A Strength, Dexterity,

or Constitution score of 13

or Constitution score of 13 This marvel can make a single

ranged attack that deals 1d8

piercing damage (bolt

ammunition, 20/60) 7

Gunsmith Artificers whose expertise extends beyond enchantment, into engineering the very gears of war, are spoken of in awe and fear as the humble Gunsmiths. Bonus Proficiency When you choose this specialization at 2nd level, you can proficiency with smith's tools. If you already have procifiency with smith's tools, you can choose another artisan's tool of your choice. Kickback When you choose this specialization at 2nd level, you learn either the thunderclap or the gust cantrip, if you don't know the cantrip already. Thundergun When you choose this specialization at 2nd level, it is assumed that, up to this point, you have been spending time during rests and downtime tinkering with your materials to the completion of a secret weapon. When you finish a long rest and level up, you finish the weapon: your Thundergun. The thundergun is a unique weapon made of heavy wood and iron, with which only you are proficient. This weapon uses the following statistics. You choose which type when you reach this level. All thunderguns require ammunition. Name Damage Weight Properties Pistol 2d4 piercing 5 lb. range 30/120, light Musket 2d6 piercing 12 lb. range 80/320, two-handed Long gun 3d4 piercing 20 lb. range 100/400, heavy, two-handed In addition, if you have an extra attack feature, you may use your bonus action to reload, even in between attacks. If your thundergun is lost or destroyed, you may reproduce the weapon, exactly as it was, with three days of work (8 hours each day) and 500 gp of raw materials, plus any gold and materials needed to reproduce its mods. Iron Augments The creation of the thundergun counts as your first artificial augment. When you gain certain artificer levels, you gain additional augments of your choice, as shown in the Artificial Augments column of the Artificer table. Leaden Ammunition In addition to your weapon, you have studied the method of crafting the ammunition needed to use your thundergun. To craft ammunition, you must spend the equivalent of a short rest to attempt to forge the individual bullets, and you do not gain the benefits of a short rest. You may also spend up to one hour of a long rest to craft ammunition, and you still gain the benefits of that long rest. During a crafting session, you must have 2 gp of lead and smith's tools available. To craft, roll a check with your smith's tools; you are able to craft a number of bullets equal to half the value of the check that you rolled. Gears of War Starting at 5th level, and whenever you level up, you can choose one of the mods you have built and replace it with another mod that you could learn at that level. Each upgrade replaced in this way costs a certain amount of gold in raw materials, as specified in the description of each mod. Lord of War Starting at 5th level, whenever you level up, you may also choose to forge an additional thundergun, of any type described in the thundergun feature. You must provide 500 gp of raw materials in order to forge this weapon. In addition, you may swap certain mods between your thunderguns. Whenever you finish a long rest, you can reattach the following mods to any of your thunderguns: aiming brace, bayonet, eagle's eye, hawk's eye, or owl's eye. Magic Bullets Starting at 7th level, attacks made with your thundergun count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. At 10th level, attacks made with this weapon increase in potency (+1 to attack and damage rolls). Your attacks increase in magical potency again at 14th level (+2 to attack and damage rolls), and again at 18th level (+3 to attack and damage rolls). Arm of Fire At 10th level, you have learned to channel your spellcasting through your thundergun. Using your thundergun, you may cast one of the following spells: Aganazzar's Scorcher, Chaos Bolt, Fireball, Ice Knife, Lightning Arrow, Lightning Bolt. Spells channeled through the thundergun follow standard spellcasting rules: you must expend a spell slot of the appropriate level for the spell being channeled, and you may up-cast any spell for which you have available spell slots. The thundergun acts as an arcane focus for these spells. Shootin' from the Hip At 14th level, you have learned how to wield your thundergun even more effectively. You are no longer at disadvantage while making a ranged attack with the thundergun at a creature within 5 feet of you. The benefits of this feature are extended to include the use of channeled spells. In addtion, if provided an attack of oppportunity, you may use your thundergun to make this attack within melee range (channeled spells may not be used in this way, unless allowed by another feat, such as Warcaster). War Never Changes At 18th level, your thundergun has become an extension of your arm... a very malleable one. Whenever you finish a long rest, you may choose any single modification equipped to your thundergun, and replace it with any other mod. You do not need to pay the cost in raw materials for making these upgrades — you are now able to completely recycle the materials from the old mod to build the new one. 8

Specialization Augments Gnostic Concoctions If a gnostic concoction has prerequisites, you must meet them to learn it. You can learn the concoction at the same time that you meet its prerequisites. A concoction is usually consumed, thrown (up to 60 feet away), or used as a ranged attack (with a range of 20/60). Alkahest Prerequisite: 15th level, a diamond worth 1,000 gp This milky, opaque fluid is contained within a sealed leaden flask with a lead cap. As an action, you can unseal the flask and pour the concoction onto any object or material; this concoction will proceed to affect the material as if by the disintegration spell. If an object is Medium or smaller, it is disintegrated entirely; if it is Large or larger, a 5-foot deep, 5-foot diameter hole is created. You can also make a ranged attack on a creature. On a hit, the creature must make a Dexterity saving throw. On a failure, the creature is affected as if by the disintegrate spell. Chrysopoeia Prerequisite: 15th level, a cube of lead or gold worth 1,000 gp This concoction appears to be water, with small flecks of gold, and is contained within a glass flask. As an action, pour the contents of this flask on a single non-magical item that fits within a 5-foot cube and is no heavier than 10 pounds. Only materials listed in the table below can be transmuted. The table below to determines the effect. Material Effect Wood, soil, or organic material Stone Crystal Gemstone Lead Gold Gold Lead You can also make a ranged attack on a creature. On a hit, the creature must make a Constitution saving throw. On a failure, the creature is affected as if by the flesh to stone spell. Draught of Healing Herbalism kit This concoction appears as water, and is contained in a large flask. As an action, you or another creature can drink it, and be affected as if you cast the cure wounds spell on yourself at 1st level. This concoction is potent, and can be used twice before the flask is empty. However, the concoction takes time to catalyze, and therefore can't be brewed during a short rest. The concoction's healing power increases by 1d8 whenever you gain a feature through this specialization. Elemental Oil A diamond worth 50 gp This concoction appears to be glistening oil, contained in a small flask. As an action, throw the flask at a creature, or splash it on two creatures within 5 feet of each other, and within 5 feet of you. In either case, make a ranged attack. On a hit, the creature takes 1d6 of either fire, cold, or acid damage (you choose when the concoction is made). On its next turn, the creature must make a Dexterity saving throw (if the damage is fire or acid), or a Constitution saving throw (if the damage is cold), or take an additional 1d6 damage of the chosen type. Both the initial and additional damages increase by 1d6 whenever you gain a feature through this specialization. Flash Point A crystal worth 50 gp This white powder ignites when exposed to air, and is contained within a large clay bead. As an action, you can throw this bead at any solid surface within range. The bead explodes on impact, mimicking the blindness/deafness spell. You choose which effect when the concoction is made. Icicle Prerequisite: 6th level, a diamond worth 100 gp This concoction, when catalyzed, solidifies into a form like an icicle. As an action, you can use the concoction in one of the following ways. Frozen. Freeze liquid as if by the shape water cantrip (does not consume the concoction) Chilly Shield. Crush it into powder over a willing creature, affecting the creature as if by the armor of agathys spell Encased in Ice. Throw it at a creature, affecting it as if by the hold person spell (the target makes a Dexterity saving throw instead) Panacaea Prerequisite: 8th level or 12th level, a pearl worth 250 gp This watery amber-colored fluid is contained within a small, stoppered glass flask. As an action, you or another creature can drink it and be affected as if by the lesser restoration spell. Constructs and undead are unaffected by this concoction. If this conoction is made at 12th level or highter, the drinker is cured of blindness, deafness, poison, and all diseases currently affecting it. Quickening Draught Prerequisite: 8th level, an amethyst worth 250 gp This pale violet liquid is contained in a small glass vial. As an action, you or another creature can drink this concoction and gain the benefits of the mobility feat (PHB p.168) for 1 minute. 9

Smoke Stick A polished crystal worth 50 gp A dark grey substance is thickly applied to a small stick like incense; the concoction activates when touched. As an action, you can touch the stick and throw it within range. This concoction mimics the fog cloud spell. Prerequisite: 6th level, a piece of amber worth 100 gp This thick, tar-like substance is contained in a small glass flask. As an action, you can throw the flask at any solid surface within range. The flask shatters on impact, mimicking the entangle spell. However, instead of plants, the concoction creates an area of sticky black tar, and the area persists for 10 minutes. Thunderstone A quartz worth 50 gp This concoction, when catalyzed, solidifies into an opaque crystalline shard. As an action, you can throw the shard at a point within range. The shard shatters on impact, mimicking the thunderwave spell. The damage of this concoction increases by 1d8 whenever you gain a feature through this specialization. True Elixir Prerequisite: 15th level, herbalism kit, a ruby worth 1,000 gp This bright red fluid glows softly in its stoppered glass flask. This concoction restores all hit points to whomever drinks it. In addition, the drinker is affected as if by the goodberry spell for 1d4 days. You may also pour this concoction into the mouth of a creature that has been deceased for no longer than ten days. Roll a d20. On an 11 or higher, the creature is affected as if by the raise dead spell. On a 10 or lower, nothing happens. The drinker of this concoction cannot benefit from its effects again for 1d8-1 days. The drinker makes the roll. Venin A polished onyx or obsidian stone worth 50 gp This concoction appears to be a simple poison. When the concoction is made, choose its application: by contact, ingested, inhaled, or injury (Appendix B or DMG p.257). When a creature is exposed to this concoction's effect, it takes 1d4 poison damage, and must make a Constitution saving throw or be poisoned until the end of your next turn. The damage of this concoction increases by 1d4 whenever you gain a feature through this specialization. Starting at 6th level, you may replace the poison damage of this concoction with one of the following effects. At 10th level, you may apply an additional effect, or apply one effect and retain the concoction's poison damage. Delayed. The concoction deals 1d4 poison damage after a period of time of up to 2d4-1 hours. Dire. The creature must succeed on a Constitution saving throw every round for 1 minute. For every failed save, the creature suffers 1d4 poison damage. Diseased. The concoction mimics the effects of a disease of which you have knowledge. The condition is not considered a disease, nor is it cured by attempts at curing disease. This effect lasts for up to 8 hours. An antitoxin also removes this poison's effect, and the creature suffers no lasting effects from the mimicked disease. Retching. The creature is affected as if by a stinking cloud spell, and makes saving throws accordingly. Sleepy. The creature must succeed on a Constitution saving throw or be affected as if by the sleep spell. The effect lasts for one hour, and any damaging effects applied by the venin take effect after the creature awakens. Marvelous Upgrades If a marvelous upgrade has prerequisites, you must meet them to build and use it. It is assumed that you have finished an upgrade and can use it at the same time that you meet its prerequisite. Unless otherwise stated, only one upgrade may be applied to each region of the marvel: the weapon system, the limbs, the chassis, the internal engine, and the helm. Advanced Materials Prerequisite: 8th level, 500 gp of adamantine Chassis: You layer the armor plating of the marvel's chassis with strips of adamantine. The marvel becomes resistant to all non-magical weapon attacks. Arcane Optics Prerequisite: 8th level, 250 gp of crystal materials Helm: You install magical crystal lenses. The marvel has darkvision up to 60 feet, and in non-magical darkness or dim light, any object or creature in line of sight is outlined as if affected by the faerie fire spell (observable only by the marvel, and no other effects of the spell occur). Arcane Shielding Prerequisite: 15th level, 1,500 gp of gemstones Engine: You install a device which generates an arcane shield. The marvel gains advantage on all saving throws against magic, and resistance to all spell attack damage for one minute when this shield is activated. The marvel must finish a long rest to recharge the shield. Arcane Sight Helm: You designed a special pair of goggles which allows you to see through the marvel's optics. Other creatures must atune to these goggles in order to use them. This upgrade can be used with other helm upgrades. Armor Plating Prerequisite: 8th level, 400 gp of raw steel material Chassis: You replace the iron and tin of the chassis with steel armor plating. The marvel's AC is now 16 + its proficiency bonus. It also has disadvantage on stealth checks. 10

Channeling Cannon Prerequisite: 12th level, 500 gp of raw steel and crystal Weapon System: You attach an arcane focusing contraption to the marvel. By touching the marvel and expending a spell slot of the appropriate level, you may imbue the marvel with the ability to cast one of the following spells: Aganazzar's Scorcher, Chaos Bolt, Ice Knife, Lightning Bolt. Spells channeled through the marvel follow standard spellcasting rules: you must expend a spell slot of the appropriate level for the spell being channeled, and you may up-cast any spell for which you have available spell slots. However, you do not need to provide material components to cast these spells, even if the component would be consumed. Chassis Upgrade Prerequisite: 8th level Chassis: You discover how to adjust the chassis size of the marvel. The size of the marvel is increased or reduced by one, and its hit dice and hit points are recalculated accordingly. It retains all of its other statistics. Refer to the "Mechanical Marvel" table to calculate hit dice and hit points. At 12th level, you can bolster a Large marvel to a Huge size. If you choose this option, it has the following statistics. Size / Hit Die Hit Points at 1st Level Hit Points after 1st Huge / d12 12 + Constitution

modifier 7 + Constitution

modifier This upgrade can be used with other chassis upgrades. Cloaking Device Prerequisite: 8th level or 15th Level, 300 gp of gemstones Engine: You install a device which generates a temporary field of invisibility. The marvel can cast the spell invisibility on itself once per day. If this is installed as an 15th level upgrade, the marvel can also cast the spell greater invisibility on itself once per day. Cockpit Chassis: You include a harness space within the chassis of the marvel. This harness acts as a saddle, and gives you advantage on any check you make to remain mounted. This upgrade can be used with other chassis upgrades. Deadly Weaponry 1 two-handed or 2 one-handed weapons Weapon System: You add weaponry to the marvel. The marvel's melee attack uses the weapon's damage die/dice. If two weapons are attached through this upgrade, two-weapon fighting rules apply, and the weapons do not have to have the light property. You may also upgrade the marvel with magical weapons (i.e. flame tongue or a +1 maul) through this feature. This upgrade can be used with other weapon upgrades. Longer Reach Limbs: You add high-tension springs to the marvel's weapon attachments. The marvel's attacks can reach up to 10 feet. Magical Cannon 250 gp of metals and crystals Weapon System: You attach a focusing wand to the marvel. The marvel can now cast firebolt and shocking grasp at will. These cantrips increase in damage normally. Marvelous Armor Prerequisite: 12th level, 1,000 gp of raw materials Engine: You discover how to hollow out the interior of the marvel. As an action, you can enter the marvel and use it as a set of specialized armor. When in the marvel, your AC is 16 + your proficiency modifier. Your Strength, Dexterity, and Constitution scores change to those of your marvel; your Intelligence, Wisdom, and Charisma stay the same. In addition, you gain any features and other upgrades from which the marvel benefits. This upgrade can be used with other engine upgrades. Mechanical Pirate Limbs: You fine tune the marvel's ability to react. It gains the Swashbuckler's Fancy Footwork feature (XGtE p.47). Mobility Adaptation Prerequisite: 8th level, 200 gp of raw materials Limbs: You install one of the following upgrades: High Tension Springs: the marvel gains the Rogue's Evasion feat (see PHB p.96) Submarine: swimming speed is now 30 feet Arachnoid Attachments: climbing speed is now 30 feet, and the marvel can climb vertically or upside down Wings: flying speed is now 20 feet (Medium build) or 30 feet (small build); a marvel that is Large or larger is too big This upgrade can be used with other limbs upgrades. Overdrive Prerequisite: 6th Level or 10th level Engine: You have fine-tuned the marvel's inner workings. The marvel gains the Fighter's Action Surge feature (PHB p.72). If this upgrade is installed at 10th level, the marvel can also make two attacks whenever it takes the attack action. Overload Prerequisite: 10th level, 1,000 gp of crystal materials Weapon System: You install a special discharge pack into the engine. As an action, the marvel can release a blast of lightning from its body. Each creature within a 10-foot radius of the marvel must make a Dexterity saving throw against the marvel's save DC. A creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful save. Once the marvel uses this feature, it must finish a long rest to recharge the ability. At Higher Levels. This damage increases to 6d10 at 14th level, and to 7d10 at 18th level. Relentless Engine: You install thin protective plating around the engine. The marvel gains the Half-Orc's Relentless Endurance feature (PHB p.41). 11

Reserve Power Prerequisite: 6th level, 250 gp of crystal material Any: You add a crystaline node which conducts invigorating magic. As an action, touch the construct and expend a 1st level spell slot to cast a 2nd level cure wounds on the marvel. At Higher Levels. When you take this action and expend a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st. Spark of Life Prerequisite: 6th level, 250 gp of copper and crystal Helm. You install an finely-wrought mechanism in the head of the marvel. The marvel gains an Intelligence score of 6, allowing it to make use of items, including objects infused with magic, as by the Magical Infusion feature. In addition, the marvel gains the ability to speak one language that you know. Specialized Attack Prerequisite: 6th level Weapon Systems: The marvel gains one of the following features, based on its chassis type: Monstrous: Charger (PHB p.165) Humanoid: Grappler (PHB p.167) Tiny Beasty: Sneak Attack (see the Rogue class table, PHB p.95; use sneak attack dice equal to half your level) Upgraded Build Prerequisite: 10th level, 1,000 gp of raw materials Engine: You have discovered how to improve the marvel. The marvel's primary ability score increases by 4, and the ability's max increases by the same amount. In addition, one of it's secondary ability scores of your choice increases by 3. This upgrade can be used with other engine upgrades. Thundergun Mods If a thundergun modification has prerequisites, you must meet them to build and use it. It is assumed that you have finished a mod and can use it at the same time that you meet its prerequisites. Only one mod can be attached to each part of the thundergun: the barrel, the frame, and the chamber. Aiming Brace 150 gp of raw materials Frame. You have attached a metal brace to the frame of the weapon. On your turn, by spending no movement and lying prone, attacks made with the thundergun at normal range are made with advantage, and attacks made at long range are made without disadvantage. This mod can be used with other frame mods. Bayonet 50 gp of raw metals, and a light hammer, handaxe, or dagger Frame. You have attached a bayonet to the thundergun. You can make a melee attack at a target within 5 feet using the thundergun, and the attack deals 1d6 of the appropriate damage. If the thundergun is counted as a magical weapon, the bayonet is also considered magical. You may also attach magical weapons to your weapon in this way. This mod can be used with other frame mods. Blunderbuss Prerequisite: 8th level, 500 gp of raw copper and brass Barrel. You have converted the barrel of the thundergun to magically shatter ammunition as it leaves the barrel, causing shrapnel to be expelled from the weapon instead of a single round. Any attacks you make with this weapon cause its normal damage in a 20-foot cone. If a creature is within the cone and within 5 feet of you, it takes double damage. All creatures in the cone of effect can make a Dexterity saving throw to halve the damage it receives. Double Barrel Prerequisite: 6th level, 250/500/750 gp of raw iron Barrel. You have affixed an additional barrel to the thunder-gun. You can now make an additional ranged attack when-ever you take the attack action. You must use your bonus action at the end of your turn in order to reload your weapon. You may add this mod again after 12th and 18th levels, with the increased material costs. Eagle's Eye Prerequisite: 10th level, 500 gp of crystal Frame. You have attached a series of magical focusing lens to the thundergun. While wielding the thundergun, you benefit from the Sharpshooter feat (PHB p.170). However, attacks made with this weapon are at disadvantage up to 30 feet. Flintlock Prerequisite: 10th level, 750 gp of iron and copper Chamber. You have replaced the firing mechanism of the weapon with a flintlock system. The damage from your thundergun is now multipled by 3, and its range is reduced by one weapon grade (80/320 becomes 30/120, etc). In addition, the weapon produces smoke which lightly obscures a 5-foot cube in front of you. Finally, the weapon takes an entire round to reload. If you take damage while reloading, you must make a Wisdom saving throw (as if maintaining concentration for a spell), or be forced to restart. Hawk's Eye 150 gp of crystals Frame. You have added a magical vision-enhancing lends to the weapon. You benefit from the archery fighting style when attacking with this weapon. 12

Long Barrel Prerequisite: 6th level, 250 gp of raw iron Barrel. You have attached a longer barrel to the thundergun. The weapon's range increases by one weapon grade (100/400 becomes 150/600, etc). This mod can be used with other barrel mods, and applies to all barrels of the weapon. Owl's Eye Prerequisite: 6th level, 150 gp of crystals Frame. You have added a magical vision-enhancing lens to the thundergun. Looking through the lens grants you darkvision up to 60 feet; if you already have darkvision, this lens does not extend that ability. In addition, in non-magical darkness or dim light, any creature or object seen through the lens is outlined as if affected by faerie fire (no other effects of the spell occur). Revolver Prerequisite: 12th level, 750 gp of raw brass and steel Chamber. You have replaced the firing chamber with a six-chamber revolving mechanism. You can now make an additional attack using a bonus action, and you add your attack modifier to the damage roll. You only need to reload after all chambers are empty, though reloading now takes an entire turn, regardless of how many chambers are empty. Shadowshot Prerequisite: 15th level, 1,000 gp of obsidian and raw metals Barrel. You have magically enhanced the barrel of your thundergun to draw dark magic from the Shadowfell. If you are undetected by the target of your attack, any hit that you score is a critical hit. In addition, the crack of every attack from the thundergun can be heard up to 50 feet away. Finally, the ranges of the thundergun are reduced by one weapon grade (30/120 becomes 20/60, etc). Snubnose Barrel. You have sawn off the end of the barrel of the thundergun. All attacks add +2 to damage rolls, and the weapon's range is reduced by one weapon grade (20/60 becomes 15/30, etc). This mod can be used with other barrel mods, and applies to all barrels of the weapon. Uberkugel Prerequisite: 15th level, 500 gp of copper, 1,000 gp of crystal Chamber. You have converted the firing chamber to imbue each round with thunderous magic. Attacks deal additional thunder damage equal to the weapon's normal damage dice, and attacks from the thundergun can be heard up to 400 feet away. In addition, the weapon's range is now increased by one weapon grade (150/600 becomes 200/800, etc). This mod can be used with other chamber mods. Appendix A: Customization Options Multiclassing When you advance in level, and at your DM's discretion, you may take the option to multiclass into an Artificer. You must meet the following prerequisites to qualify for an Artificer. Multiclassing Prerequisites Ability Score Mimimum Intelligence 13 Proficiences When you first multiclass into Artificer, you gain only some of the class's starting proficiences as shown below. Multiclassing Proficiencies Proficiences Gained Light armor, hand crossbows, one skill from the class's skill list, Tinker's tools Spellcasting Spell Slots. You determine your available spell slots by adding one third (rounded down) of your artificer levels to the levels of your other classes (PHB p.164). Use this total to determine your spell slots by consulting the Multiclass Spellcaster table (PHB p.165). Alternate Starting Equipment When you create an artificer, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces and spend them on items (Chapter 5 of the PHB). Starting Wealth for Artificers Funds 5d4 x 10 gp 13

Appendix B: Crafting Rules The relevant information regarding item crafting, from XGtE and the DMG, has been compiled into this appendix. This information has not been changed to reflect the crafting features of the artificer class. Clarifications for the Portable Forge The artificer can make progres toward the crafting of an item during adventure time, as well as downtime. Two short rests spent crafting are the equivalent of one day of downtime. In addition, the 4th level portable forge feature allows an artificer to progress in crafting magical items twice as quickly (rounded up): an uncommon magic item can be completed in one workweek, instead of two. This feature stacks for the Alchemist, starting at 5th level: an uncommon potion or poison can be brewed in three days, instead of two workweeks. (The cost is still only halved.) The time it takes to brew a potion of healing is also halved with this feature. Crafting an Item Xanathar's Guide to Everything (p.128) A character who has the time, the money, and the requisite tools can use downtime to craft armor, weapons, clothing, or other kidns of nonmagical gear. Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. If need be, the DM will make any judgment calls regarding whether a character has the correct equipment. If all of the above requirements are met, the result of the process is an item of the desired sort. Magical Item Crafting Xanathar's Guide to Everything, (pp.128-129) Creating a magic item requires more than just time, effort, and materials. To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe: It lists the materials and steps required to make the item. In addition, your DM may determine that an item also requires an exotic material to complete it. This material should be of a type related to the sort of magical effect the item reproduces, and finding this material will likely take place as part of an adventure. The Magic Item Ingredients table suggests the CR of a creature that the characters need to face to acquire the materials for an item. In addition, the character crafting the item (namely, the Artificer) must be of a level greater than the lowest CR range of the related creature involved in acquiring the material. Magic Item Ingredients Item Rarity CR Range Character Level Common 1-3 2nd level Uncommon 4-8 5th level Rare 9-12 10th level Very Rare 13-18 14th level Legendary 19+ 20th level Magic Item Crafting and Cost Item Rarity Workweeks* Cost* Common 1 50 gp Uncommon 2 200 gp Rare 10 2,000 gp Very Rare 25 20,000 gp Legendary 50 100,000 gp * Halved for a consumable item, like a potion/poison, or scroll To complete a magic item, a character also needs the appropriate tool proficiency, as for crafting a nonmagical object. If all of the above requirements are met, the result of the process is a magic item of the desired sort. Brewing Potions of Healing Xanathar's Guide to Everything (p.130) A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized below. Potion of Healing Creation Type Time Cost Healing (common) 1 day 25 gp Greater healing (uncommon) 1 workweek 100 gp Superior healing (rare) 3 workweeks 1,000 gp Supreme healing (very rare) 4 workweeks 10,000 gp Poisons Dungeon Master's Guide (pp.257-258) A character who has proficiency with the poisoner's kit can create poisons. Poisons can be applied in the following ways. Contact. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. Your DM might decide that a partial dose has a reduced effect, such as allowing advanteage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube. Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects. 14