Tome of the Artificer A guide to the master craftsman of tyr.

The Artificer Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 1st +2 Specialty, Magic Item Analysis ─ ─ — — — 2nd +2 Exquisite armor, Wondrous Invention ─ ─ — — — 3rd +2 Speaciality Feature, Spellcasting 3 2 ─ — — 4th +2 Infuse Magic, Ability Score Improvement 4 3 ─ — — 5th +3 Superior Attunement 4 3 ─ ─ — 6th +3 Use Magic Device 4 3 ─ ─ — 7th +3 — 5 4 2 ─ ─ 8th +3 Ability Score Improvement 6 4 2 ─ ─ 9th +4 Speaciality Feature 6 4 2 ─ ─ 10th +4 — 7 4 3 ─ ─ 11th +4 — 8 4 3 ─ ─ 12th +4 Ability Score Improvement 8 4 3 ─ ─ 13th +5 — 9 4 3 2 ─ 14th +5 Speaciality Feature 10 4 3 2 ─ 15th +5 Superior Attunement 10 4 3 2 ─ 16th +5 Ability Score Improvement 11 4 3 3 ─ 17th +6 Speaciality Feature 11 4 3 3 ─ 18th +6 Ability Score Improvement 11 4 3 3 ─ 19th +6 — 12 4 3 3 1 20th +6 Soul of Artifice 13 4 3 3 1 Creating an Artificer Artificer's learn their form of invention through a variety of ways. You should think about what brought you to your form of artifice, you should also think about how you learned the principles of artificy in general. A nomad may have found his inspiration in a dream or maybe a soldier learned the basics of guns on a campaign. Take into account the technological state of your setting when making a backstory as well. In some settings your tools and devices might be unique to you. This may affect how people perceive or treat you. Quick build You can quickly and easily make an Artificer by using these basic suggestions. Focus on Intelligence as your highest ability score followed by Constitution or Agility if you are a gunsmith. Class Features As a Artificer you gain the following class features. Hit Points Hit Dice: 2d4 per artificer level

2d4 per artificer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 2d4 (or 5) + your Constitution modifier per Artificer level after 1st Proficiencies Armor: All Armor

All Armor Weapons: Simple Melee Weapons and Firearms

Simple Melee Weapons and Firearms Tools: Tinkerer's Tools, Two other tools of your choice. Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Arcana and two of your choice from Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand Equipment You start with the following equipment in addition to the equipment offered by your background: (a) a handaxe and a pistol or (b) any two simple weapons

a light crossbow and 20 bolts

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

tinkerer's tools and a dungeoneer’s pack

Specialty At 1st level, you choose the type of artificer you want to be: Combat Engineer, Flamethrower, Gunsmith, Runecrafter, Construct Expert or Scribe. Your choice grants you unique features at 3rd, 9th, 14th, and 17th level. Magic Item Analysis Starting at level 1 you can cast Detect Magic and Identify as a ritual. You don't need material components for these spells. Exquisite armor Starting at level 2 you meet the baseline requirements of any armor. For example you do not require 15 Strength to use plate armor. However requirements added by things like magical traits still need to be met. For example if the armor requires you to be good aligned to use it then you would still need to meet that requirement. As long as your artificer class level is your highest you also improve whatever armor you're wearing. Any time an attack causing slashing, bludgeoning or piercing damage beats your armor class roll a d4. Add 1d4 -1 to your armor class and if that value would make that attack miss then it does so, if not it hits as normal. Wondrous Invention At level 2 you can create magic items. To create an item you need to spend the appropriate materials, gold or essence. The DM may require another material depending on the item or possibly campaign setting. You can refer to the table below for the gold cost of each item rarity and what level is required before you can craft something of that quality. Rarity Cost Level Required Common 150 GP 2nd Uncommon 750 GP 3rd Rare 7,500 GP 5th +1 Trait 4,000 GP 6th Very Rare 75,000 GP 9th +2 Trait 40,000 GP 11th Legendary 750,000 GP 15th +3 Trait 400,000 GP 15th You also gain access to essence. Essence is acquired by leveling up, the amount you gain by reaching each level is listed in the table below. Essence can be used as a substitute to the gold cost of an item. For example if you make a common item you can spend 150 gp or 150 essence. You can also gain essence from disassembling magic items and gain half their gold value in essence rounded down. Disassembling an item requires a long rest and destroys the item upon completion. Artificer Level Essence Gained 2 375 3 375 4 375 5 675 6 675 7 675 8 1350 9 1350 10 1350 11 2700 12 2700 13 2700 14 8000 15 8000 16 8000 17 12000 18 12000 19 12000 20 18000

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 a long 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 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, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you 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 to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. Use Magic Device Starting at level 6 your skill in manipulating magic items is far beyond the normal. You can trigger an item's effect twice with one use, or use it one more time than its number of uses allows, or you can overcome the requirements to use an activatable item, for example if the item requires you to be evil to use it and you're not you can still use the item. Once you use this feature you must complete a long rest to do so again. 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 to 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.

Combat Engineer Combat engineers use their significant technical skills to build diesel or steam powered exoskeletons and vehicles. These machines use magic to increase the effectiveness of these devices beyond what would normally be possible. The final result is biped machines and vehicles used in work and combat. Creating each one takes significant skill making them non mass producible and each a work of art. Repair Action As a Combat Engineer you gain a new type of action when you begin this subclass. You can repair any structure or vehicle you're not currently operating or that is currently in use. You can expend your hit dice to quickly do effective rush repairs restoring Hit points equal to the number you rolled on your Hit Die + Proficiency + Intelligence mod. Tinker's tools are required to take this action. Steam powered rig Starting at level 1 you gain the use of your very own rig. This machine acts as a mount and an extension of your body increasing your physical Strength significantly. A creature with land vehicle Proficiency is not considered proficient with the Rig. The rig's are listed later but here are some traits you should know. Unlike a normal mount any damage dealt to you is instead dealt to the rig's health first.

It uses the driver's actions, bonus actions, reactions and cannot act on it's own.

When reduced to 0 Hit points it does not die or make death saving throws. Instead it becomes paralyzed and must be repaired.

It is considered paralyzed, has mental stats and perception of 0 when not driven. When driven it adopts those stats from the driver.

It's has martial melee weapon Proficiency. If the machine reaches zero Hit points it breaks down and is considered paralyzed. When broken down you must exit the machine and repair it. This can be done using the Repair Action and can be fully repaired at no cost on a long rest. If you lose your rig or damage it beyond any possible repair it requires 3 long rests and 1000gp in materials to replace. The cost is reduced to 300g and a long rest if you have the remains of your rig. Rig Advancement Each level from this point gives your construct an additional 6 + it's Constitution mod in Hit Points. When you gain an ability score improvement so does your Rig. However you can only increase one of its scores by 1 instead of two. You cannot give your Rig feats this way. Lastly your Rig's AC increases by 1 at 4th, 8th, 12th and 16th level and gains the magical properties of whatever armor the driver is using starting at level 4. For example if your armor gives you fire resistance then your Rig would gain fire resistance when you're piloting it. Strength improving bracing Beginning at level 3 you create a small replica of the Rig's lifting system. It can be worn under armor and while worn you gain the following benefits. At the cost of half your movement and not taking the dash action your lifting capacity is now based on your Strength + Intelligence.

The dash action adds an extra 20ft of movement and jump distance.

You have Proficiency in athletics if you didn't have it before.

You have Proficiency in Martial melee weapons The armor is tailored to your specific body structure making impossible for others to use. Putting this device on doubles your armor's don time. If you somehow lose or destroy the bracing beyond repair it takes 8 hours of work and 100gp to replace. Final iteration At level 9 you have improved your rig's engine. You can now increase your rig's output although overuse may damage your machine. While operating your Rig you can increase the final values on a Strength or Dexterity check or save, or add a number of damage dice of your weapon's type to a damage roll. However you can't increase a roll by more than 5 using this feature. For each point or dice you add your "heat level" increases. Your heat level is reduced by 1 on a short rest or when your Rig takes cold damage. Your heat level is completely reduced on a long rest. You can tolerate up to your Intelligence mod in heat. When you exceed your heat tolerance your rig breaks down and must be repaired as if it's health reached zero. Once the repair is complete you can't use this feature until you complete a long rest. Chopper Starting at level 14 you finish making your vehicle. The chopper functions as a mount for one person and includes a detachable trailer on the back to carry your rig. Without training the mount is nearly impossible to drive but when trained you can move and take actions from the back of the vehicle like any mount. Lastly it moves at 60 feet or 40 feet when the trailer is loaded, more statistics for the chopper are listed later. If you destroy this vehicle beyond repair it requires 1000g and 3 long rests to repair if you have the remains or 3000g and 7 long rests to rebuild from scratch. Remove Governor Starting at level 17 your devices gain new traits. You can cast Haste on your rig once a day with no concentration.

Your melee attacks double your melee weapon's attack dice while wearing your Strength Improving Bracing.

Your chopper gains 10 feet extra movement and the charge trait now deals (4d6) +5 damage.

Flamethrower Those who build are not always sane or nice people. The firespitter is the perfect example of what those people might build. A weapon that devastates targets with jets of burning, chorosive or chilling liquid. While undeniably effective so is its inhumanity. Firespitter Starting at level 1 you learn to build and use a firespitter. The firespitter produces a 15 foot cone of fire. Any creature who is in the cone must make a dexterity save against your spell save DC or take 1d6 + Intelligence mod in fire damage. They take half damage on a successful save. This move has a high chance to ignite flammable items in the cone and start fires. You can also choose a focused stream. This attack has 30 foot range and targets a single creature. Make a spell attack against the creature they take 1d12 + Intelligence in fire damage if you succeed. This has a low chance to ignite fires. Basic Improvements Starting at level 3 you can expend spell slots as an action to increase the damage your flamespitter deals by one damage dice per level of spell slot spent. The bonus lasts two turns after the turn you used this feature. If you use this feature again while this effect is already active it takes the new effect they do not overlap. Additionally you create an under layer, wearable under armor giving the wearer resistance to damage and effects caused by your flamespitter. The underlayer doubles armor don and doff time. New fuel mixtures Starting at level 9 you can fire off more than just simple flames. You gain access to four new fuels. Fire mixture. Creatures hit by this mixture have disadvantage to hit you with melee attacks until the end of your next turn. This is your default mixture type. Cold mixture. Changes damage type to cold. Creatures hit by cold mixture have their speed halved rounded up. Until the end of your next turn. Acid mixture. Changes damage type to acid. Each creature sprayed by acid has its armor class reduced by 1 until the end of your next turn.. High pressure air. Can be used to extinguish even large fires or push a creature back 20 feet. If you use the extra dice of basic improvements feature it increases the push back by 5 feet per extra die instead of adding damage. Terror Tactics Starting at level 14 whenever you add dice via basic improvements, creatures you attack must make a Wisdom save against your spell DC or become frightened of you. They can repeat the save at the beginning of each of their turns. Your fire mixture also gains a new trait. Creatures immune to fire become resistant to fire damage instead after getting hit by the fire mixture. This effect lasts 1 minute. The magic mixture Starting at level 17 you can cast the fire storm spell twice per long rest. The added dice of your basic improvements ability applies to this spell like any other ability.

Gunsmith These artificers are the masters of crafting tools for direct death. Guns are loud, powerful and surprisingly effective. Nothing personifies this better than their weapon of choice the jezail a long, high power rifle with a massive range and a teeny chance it could backfire catastrophically. Gunsmithing At level 1 you build yourself a jezail, a very customised rifle with a long barrel and special sights. The jezail automatically reloads as part of the firing action unlike other firearms. It has the following stats and traits. Cost Damage Weight Range Properties 500g 1d10 Piercing 12 Lbs 600/1200 feet Two-handed, Misfire 2 You can add Dexterity mod + half your Intelligence mod rounded down to determine a hit with this weapon

If you hit a creature, half the amount you exceeded the target's armor class by is added to the damage roll rounded down.

Any person with firearm weapon Proficiency is not considered to have Proficiency with this weapon Grenades At level 3 you learn to make hand thrown gunpowder and magic grenades. Grenades can be thrown up to 30 feet. The grenade can also bounce off surfaces though it can't bounce more than 10 feet from a surface. While anyone can throw them or spend their spell slots to enhance the grenade it uses your Spell Save DC when a victim must make a save. You can make up to half your Intelligence mod in grenades rounded down on long rest. They last only 8 hours until they become inert. Here are some types you can create. Fragmentation. Creatures in a 10 foot radius of the grenade must make a dexterity saving throw or take (3d6) + Intelligence mod in piercing damage. They additionally have their Armor Class reduced by 2 until healed a total of 10 Hit points if they have natural armor or their armor is repaired otherwise. Concussion. Creatures within 10 feet of the grenade must make a Constitution saving throw. If they fail they can't take the dash or dodge action. They also have disadvantage on dexterity checks and can only speak falteringly. Smoke Grenade. Cast the Fog Cloud spell centered where the grenade landed and has 1 hour duration. The spell can be cast at higher levels if the person who threw it spends the appropriate spell slot. Silent grenade. Cast the Silence spell centered on the grenade and has 10 minute duration. Thunder Grenade. Cast the Thunderwave spell centered on the grenade. The spell can be cast at higher levels if the person who threw it spends the appropriate spell slot. Grease Grenade. Cast the Grease spell centered on the grenade and has 1 hour duration. Working experience Starting at level 9 you can now fire standard ranged weapons and the tripod machine gun twice with the attack action. The jezail cannot be fired this way. You can also reroll a attack roll made with the jezail once. You must do so before a hit is determined and must take the new value. You must spend 1 minute not fighting or doing stressful actions to regain use of this feature again. Tripod Machine gun Starting at level 14 you complete your work on a tripod machine gun. It has the following stats. Cost Damage Weight Range Properties 1500g 6d12 30 Lbs 30 feet Scatter, Misfire 2 It requires an action to place the machine gun before you can fire it. Once placed it can only fire in a 180' arc and requires an action to move or store. To fire the weapon roll a d20 to determine if it jams, if it doesn't all creatures in 30 foot cone must make a dexterity save or take the weapon's damage. To fire the weapon you must be proficient with firearms and specifically trained in it's use by you over several weeks. You make ammo for it on a long rest by rolling a tinker's tool check + Intelligence mod. On a roll of 1 to 10 you make 1 box of ammo, on a roll of 11 to 20 to make two boxes and on a roll of 21 or higher you make three boxes of ammo. Each firing requires one box of ammo and the volatile nature of the ammo gives it an 8 hour shelf life. High Caliber Explosive Rifle At level 17 you complete work on a special rifle. Firing this weapon requires you to be prone otherwise you take 50 bludgeoning damage. You ready and fire it at a target as an action, the targeted creature acts as if Power Word Kill was cast on it. Creatures in a 20 foot radius around the target suffer the effects of one of your grenades of your choice. Due to the extraordinarily volatile nature of this weapon it can only fire 1 shot before being destroyed in the firing process. The rarity of the materials and the short 8 hour shelf life of the ammunition means you can only truly maintain a single weapon of this model. You can rebuild this weapon over a long rest but if lost you can rebuild this weapon at the cost of 75,000 gp over one week.

Runecrafter Runecrafters focus strongly on the magic of magical items. These craftsmen are all about enhancing the traits of their allies and customer's items. They also expand their spell repertoire to fit the needs of the party. Runecraft At level 1 you gain your Intelligence mod in runecraft points. As an action you can spend runecraft points and strike an object with a hammer charging it, leaving behind a faintly glowing rune where you struck it. Once charged it can cause an object to deal Fire, Cold, Thunder, Lightning, Psychic or Force damage when a one sentence criteria is met. For example charging a sword to "deal fire damage when it strikes a target" or a chair to "deal force damage when someone sits on it". You can also spend spell slots instead for the same effect. Each level of spell slot spent is equivalent to 1 runecraft point. Though you can't spend multiple spell slots at the same time. An rune can give an object 5 charges or 5 pieces of ammunition 1 charge. When triggered the object deals 1d6 damage of your chosen element per runecraft point spent. Note the item can't damage someone who isn't touching it and re-charging an object replaces the active effect. Lastly each rune lasts 24 hours and the rune fades leaving no indication it ever existed. Sneaky are we? Assassinating people with exploding force chairs sounds pretty awesome I bet. Keep in mind though that the process of runecraft is not subtle and that the rune produces a faint light while active. Your DM will likely expect a slight of hand roll and for it to be placed in a hard to see location if you're trying to be subtle. Enhanced infuse At level 3 you gain access to the infuse magic trait immediately and gain an extra half of the essence you would gain at your level rounded down each time you take a level in Artificer. Instead of the infuse magic trait at level 4 you gain the following trait. You can use the infuse magic feature on magic items. You can also infuse up to 6 separate items simultaneously at the beginning of combat instantly assuming you're not surprised and all targets are within 30 feet. Catalogue At level 9 you gain access to an expanded spell list for infusing. Level Spells 1st Charm Person, Comprehend Languages, Feather Fall, Magic Missile, Protection from Evil & Good 2nd Darkness, Hold Person, Knock, Misty Step 3rd Counterspell, Remove curse 4th Dimension door You can replace any spell on this list by studying a scroll or similar material over a long rest, however you can't have more spells of the each level than what's listed. For example you can only have a maximum or minimum of 5 first level spells. Lastly these spells can only be used for infusing. Full control At level 14 you gain the following abilities. Mute: A creature of your choice within 60 feet is unable to cast spells, use magical items or be affected by magic as if under the effect of an anti-magic zone. They remain under this effect for 1 turn. Twist: For the next minute any creature within 60 feet of you who deals magic damage can have said damage changed to a type of your choice as a reaction. Void: Any item with a rune charged by you or creature created or summoned by a item can be destroyed by the artificer as an action or bonus action. The targeted item or creature must succeed on a Constitution save or be reduced to 0 Hit points. Creatures who attempt to resist must make a Wisdom save or be subject to the chosen ability for it's duration. You must complete a long rest before using any abilities from this feature again. Spell Rune imprint Creatures who attempt to resist must make a Wisdom save or be subject to the chosen ability for it's duration. You must complete a long rest before using any abilities from this feature again. At level 17 you can select and infuse any spell from any class and of 7th level or higher as a rune. You can use the spell once per day assuming no other limitations provided by the spell. The rune can be transferred to another item over the course of a week at the cost of 10000g. This can be done even if you lost the item in question. You can only create one every ten years so choose wisely.

Construct expert Construct experts are masters of using material, rune work and clockwork to make autonomous golems to fulfill their needs. In a combat setting they are known for indirect combat. Refusing to get into the fray themselves and instead letting their constructs fight for them. Rebuild Action As a Construct Expert you gain a new type of action when you begin this subclass. You can repair any structure or construct. You can expend your hit dice to quickly do effective rush repairs restoring Hit points equal to the number you rolled on your Hit Die + Proficiency + Intelligence mod. Tinker's tools are required to take this action. The Hit Points restored cannot heal more than half their Hit point maximum rounded up. Bomblings Starting at level 1 you can create and maintain up to your Intelligence + Proficiency in small construct bombs at any one time. While that may be a lot you can only have two active at a time. Active bomblings take orders directly from you, as a result they are unable to take bonus actions or reactions and share your initiative. Inactive bomblings cannot move or take actions of any kind. If a bombling moves more than 120 feet away from you they become inactive. As an action you can give your bomblings a move action and one of their three actions. Their main form of attack is their detonate action. Anyone in the blast must make a Dexterity saving throw or take 1d12 + Intelligence mod in fire damage. The damage is further increased by their own version of sneak attack. Once per turn, you can deal an extra 1d6 damage for every two levels in artificer you possess to one creature you hit with detonate if the target has disadvantage on the Dexterity save. You don’t need disadvantage on the save if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and they don’t have advantage on the save. As a bonus action you can ready up to two replacement bomblings within 5 feet of you, they automatically make a stealth check equal to your Proficiency + Intelligence. The statistics for bomblings are listed later in the document. Little helper At level 3 you create a little helper. The little helper is a CR 0 tiny construct you can use to spy or communicate. While it can't speak it can let you listen in or see things it sees telepathically. While you do so your body is deaf and or blind while you use the helper's senses. It excels in stealth but is very fragile. If you lose your helper you need a long rest, a drop of your blood and 300g to replace it. If you have the remains it takes 20g and a short rest to replace. It can take whatever shape you choose and it's stats are listed later in the document. Mechanical Servant Starting at level 9 you can craft a mechanical construct or a number of them. Select either a CR 2 or two CR 1 beast creatures. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the construct is not magical itself. The creature(s) gain the following traits. It is a construct instead of a beast.

It can't be charmed.

It's immune to poison damage and the poisoned condition.

It gains darkvision with a range of 60 feet if it doesn't have it already. The construct obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. If the construct 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 construct if you have access to its body. It returns to life with full Hit Points at the end of the rest. If the construct is destroyed beyond repair it takes a three long rests and 300 gold to replace per CR of the construct. Construct Advancement Each level from this point gives your construct an additional number of Hit points based on its hit dice. When you gain an ability score improvement so does your constructs. However if you have two constructs you must split the ability points between them. Hit die Added Hit points d6 4+ it's Constitution mod d8 5 + it's Constitution mod d10 6 + it's Constitution mod d12 7 + it's Constitution mod Upgrades At level 14 your constructs gain new abilities. Little helpers: Your little helper can now fly half of its move speed rounded down. Mechanical servants: If you are the target of a melee attack and a mechanical servant is within 5 feet of the attacker, you can use your reaction to command one of the servants to respond, using its reaction to make a melee attack against the attacker. True Master Starting at level 17 you create a new body for yourself. When you die after 24 hours your soul moves into a construct body of your creation. It has all the same advantages and weaknesses of your race except your creature type is construct. You also do not age. You must be on the same plane of existance for your soul to transfer and if your original body is resurrected you are pulled back into your original body, assuming it's on the same plane. Replacing this body requires 1 week of work, a drop of your blood and 50000gp.

Scribe Scribes are masters of the art and magic of writing. They are known to be masters of copying magic and cracking cyphers. Mages even sometimes call them spell thieves. Calligraphy When you take this subclass at level 1 you gain Proficiency in calligraphers supplies and Forgery kits if you weren't already proficient. Cyphers When you take this subclass at level 1 you can cast any spell scroll even if it's not on your spell list. You can also read any encrypted language like thieves cant if you take 1 minute to translate it. Note you are not considered proficient in these languages and instead translate them into a language you know. Scroll Creation Starting at level 1 you can create from scratch or recreate spell scrolls. You can create any number and combination of either basic scrolls or flawless scrolls over a long rest, assuming you have the resources to do so. The scroll can be any spell of any class' spell list as long as you know it well, have seen it cast in the last month or have a original copy of the scroll your trying to recreate. Basic Scrolls To create a basic scroll you must expend a number of spell slots equivalent to the spell's level. For example to create a 5th level spell you could spend a 3rd and 2nd level spell slot. The spells slots are taken from the ones you would regain at the end of the long rest. You can also create a number of cantrip scrolls equivalent to your Intelligence mod. These scrolls however can be considered rush jobs and will lose their power in 24 hours. They also use your spellcasting modifiers when used even if someone else uses the scroll. Flawless Scrolls Flawless scrolls are created using essence like you would normally however you gain a discount for doing so and are permanent. Their spell save DC and attack bonus is determined by their spell level. The table below shows the essence cost, spell save DC and attack bonus for each level of spell scroll. Spell level Essence Cost Save DC Attack Bonus Cantrip 50 13 +5 1st 50 13 +5 2nd 250 13 +5 3rd 500 15 +7 4th 2500 15 +7 5th 5000 17 +9 6th 25000 17 +9 7th 25000 18 +10 8th 50000 18 +10 9th 250000 19 +11 At level 3 you can create special tool scrolls. Creating one costs you a number of your cantrip scrolls from your basic scrolls ability based on the tool you make. The scrolls work until 24 hours has passed. Storage Scroll: You can store up to eight non living objects whose total weight doesn't exceed 100Lbs. The items do not decay or age when inside. Storing or retrieving an item requires a bonus action. Things stored inside the scroll when destroyed are ejected from the scroll. This scroll costs 1 cantrip scroll to create. Python Scroll: As an action you deploy this scroll and it slithers to a target within 30 feet and attempts to grapple them. The grapple adds your Intelligence + Proficiency instead of athletics like normal. The scroll has an AC equal to your spell save DC and 7 HP. The grappled target has disadvantage to attacks against the scroll. This scroll costs 2 cantrip scrolls. Window Scroll: You place the scroll on a 5 feet section of wall. The scroll then allows you magically see through the wall like it was a window. It can see through a wall no thicker than 30 feet. This costs 1 cantrip scroll. Hungering scroll At level 9 you create a scroll bound to your very soul. While others can use it they do so only with your permission and you can retrieve or remake it with a 10 minute ritual. When you do so the old one crumbles to ash and a new one appears in your hands. The hungering scroll casts counterspell as a reaction however if successful it becomes a scroll of that spell. Both the counterspell and the stored spell are cast using your statistics. The new spell stays stored inside the hungering scroll until expended and the counterspell can't be used until the stored spell is used. Once the counterspell is used and fails or the stored spell is used it requires a long rest before you can use it again. Advanced Spellcraft At level 14 you gain the following traits. Any spell cast from your basic scrolls are considered critical hits on a 19 or 20.

The number of cantrip scrolls you can create on a long rest doubles. Master Scribe At level 17 You gain the following traits. You can flawlessly remember or recreate drawings and full books you have seen in the last month. This process requires forgery tools and takes you an 10 minutes for a small book, 1 hour for a novel sized book and 5 hours for a truly massive book. This process however does not recreate any magical properties they may have had without spending the appropriate amount of essence.

If a flawless or normal scroll you use has a lower Save DC or Attack Bonus than your normal spells would you use your statistics instead.

Artificer Spell List 1st Level Alarm

Cure wounds

Disguise self

Expeditious retreat

False life

Jump

Longstrider

Sanctuary

Shield of faith 2nd Level Aid

Alter self

Arcane lock

Blur

Continual flame

Darkvision

Enhance ability

Enlarge/reduce

Invisibility

Lesser restoration

Levitate

Magic weapon

Protection from poison

Rope trick

See invisibility

Spider climb 3rd Level Blink

Fly

Gaseous form

Glyph of warding

Haste

Protection from energy

Revivify

Water breathing

Water walk 4th Level Arcane eye

Death ward

Fabricate

Freedom of movement

Leomund’s secret chest

Mordenkainen’s faithful hound

Mordenkainen’s private sanctum

Otiluke’s resilient sphere

Stone shape

Stoneskin Firearms All information regarding firearms were taken from the gunslinger fighter subclass made by Matthew Mercer. This is because we use these rules for firearms at our table. You can find the subclass here. Name Cost Damage Weight Range Properties Pistol 250g 1d10 Piercing 3 Lbs (100/400) Reload 4, Misfire 1 Musket 500g 1d12 Piercing 10 Lbs (200/800) Two-handed, Reload 1, Misfire 2 Pepperbox 450g 1d10 Piercing 5 Lbs (150/600) Reload 6, Misfire 2 Scattergun 500g 1d8 Piercing 10 Lbs (15/30) Reload 2, Misfire 3, Scatter Bad News Crafted 1d12 Piercing 25 Lbs (300/1200) Two-handed, Reload 1, Misfire 3 Hand Mortar Crafted 2d8 Fire 10 Lbs (30/60) Reload 1, Misfire 3, Explosive Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using Tinker's Tool. Each firearm uses it's own unique ammunition. Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). Reload. This weapon can be fired a number of times equal to it's reload score before you must spend one attack or action to reload. You must have one free hand to reload a firearm Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend and action to repair it or use the mending spell. To repair the firearm you must make a successful tinker's tools check (DC equal to 8 + misfire score). If your check fails the weapon is broken and must be repaired out of combat at half the cost of the firearm. Scatter. An attack is made against each creature within a 30 ft cone. If an affected creature is adjacent to you, they suffer double damage on a hit. Explosive. Upon a hit, everything within a 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your Proficiency bonus + your dexterity modifier) or suffer half damage if the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Creatures and equipment Rig Large Construct, unaligned Armor Class 16

16 Hit Points 25 (3d10 +9)

25 (3d10 +9) Speed 30ft. STR DEX CON INT WIS CHA 19 (+4) 10 (0) 16 (+3) 0 (-5) 0 (-5) 0 (-5) Damage Vulnerabilities Acid, Shatter Spell

Acid, Shatter Spell Condition Immunities Exhausted

Exhausted Senses None

None Languages None

None Challenge 1 (200 XP) Piloted. The Rig is considered incapacitated when not driven, it's passive perception and mental stats are always equal to the pilot's. Any damage taken by the pilot is instead dealt to the rig if it has remaining Hit Points. You must use your action to allow the rig to make an attack or take an action and the rig cannot take actions. Redundant. Any damage that exceeded the rig's health doesn't get transferred to the driver unless the attack deals damage in an area. Also when reduced to zero Hit points instead of making saving throws it becomes paralyzed and must be repaired before it can take actions or move again. Weapon Mount. The rig has Proficiency and can use any simple or martial melee weapon even if the driver does not. However equipping and swapping out a weapon takes 1 minute. Heavy Duty The rig has advantage on Athletics Checks and Strength Saves against being grappled, shoved or being knocked prone. However it has disadvantage on Dexterity skill checks and Dexterity saves. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1 + 4) Attack. Uses the to hit and damage traits of the equipped weapon. Chopper Large construct, unaligned Armor Class 18

18 Hit Points 60 (10d10 + 5)

60 (10d10 + 5) Speed 60ft or 30ft loaded. STR DEX CON 20 (+5) 10 (0) 18 (+4) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Challenge 3 (700 XP) Charge: If the Chopper moves at least 30 feet straight toward a target and then hits it with a crush attack on the same turn, the target takes an extra 11 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Wheeled: The chopper ignores most hard terrain and can ride through prone creature's spaces. When you ride over a prone creature you can make a crush attack on that creature. Actions Crush. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d6 + 5) Bludgoning