Artificer
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.
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Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
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Throughout the multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers’ creations.
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The island of Lantan is home to many artificers, but the most esteemed of their trade reside in, or at least know of, the City of Sigil. It is there where discoveries from throughout the multiverse are shared, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi’s home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers.
Subclasses
Basics
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Base Hit Points: 56
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Hit Points per Advancement: 14
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Actions: 1 Attack, 1 Bonus, 1 Reaction​
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Casting Attribute: Intelligence
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Starting Kit:
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Crossbow (20 Bolts)
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Leather Armor
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Staff
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1 set of tools (Apothecary, Blacksmith, or Craftsman)
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Proficiencies
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Armor: Light armor, medium armor, shields
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Weapons: Simple weapons
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Saving Throws: Constitution, Intelligence
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Skills: Arcana, History​
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Proficiency Bonus:​
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Level 8: +2​
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Level 10: +1 (3)
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Level 12: +1 (4)
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Infuse Item
You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
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Armor of Magical Strength
Requires: Equipped Non-Magical Armor (10th Level)
Magically infuse your armor, so long as they are not already a magical item. If you would be knocked prone, you may use your reaction to avoid being knocked prone.
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Boots of Winding Strength
Requires: Equipped Non-Magical Boots
Magically infuse your pair of boots, so long as they are not already a magical item. As a bonus action, you may use them to teleport 1 tile to an unoccupied space that you can see.
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Enhanced Arcane Focus
Requires: Equipped Non-Magical Staff
As a Full Round Action enhance your staff, granting a +2 bonus to spell attack rolls for the remainder of combat.
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You may do this as a pre-buff when drawing a staff.
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Enhanced Defense
Requires: Equipped Non-Magical Shield (10th Level)
As a Full Round Action enhance your shield, granting a +1 bonus to armor class for the remainder of combat.
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You may do this as a pre-buff when drawing a shield.
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​Enhanced Weapon
Requires: Equipped Non-Magical Weapon
As a Full Round Action enhance your weapon, granting a +2 bonus to melee and ranged attack rolls for the remainder of combat.
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You may do this as a pre-buff when drawing a weapon.
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Spell Storing Item
Requires 12th Level
Once per long rest, you may spend an action to use the stored spell within' an object to regain one 1st level, or 2nd level spell slot.
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Artificer Specialist
All artificers train to hone their specific craft. Mastering the art of alchemical creations, arcane modification or magical bombardment. These will be unlocked at Level 10 and reach their full potential at Level 12.
Class Expectations
Artificers must adhere to a minimal tech fantasy when representing their characters. This means no steam engines, gears, cogs or other mechanisms of this kind. Your equipment is entirely magical in nature. Meaning it is mundane objects infused with arcane magic, not working machines. As such each subclass is limited to representation of their given abilities. Alchemists are allowed their potions and elixirs. Armorers are allowed magical gauntlets (This should not look like mechanical fists.). Artillerists may deploy a single shoulder mounted floating turret of their desired design in combat after using the ability in RPR.
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Other things such as infused shields, staves, boots, and magical looking augments to armor (Such as adding glowing crystals in moderation) to represent the RPR abilities are acceptable.
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Failure to adhere to these guidelines will result in a single warning before your character is retired and you are restricted from playing the class on future characters.
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
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Spell Slots
Level 8
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1st: +3
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2nd: +2
Level 10​
- 1st: +1
- 2nd: +1
- 3rd: +1
Level 12​
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3rd: +1
Combat Spells
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The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.
Fire Bolt
Evocation
1 Action
V, S
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You hurl a mote of fire at a creature or object within range.
3d10 Fire Damage
(1d20 + Spell Bonus vs AC)
Flavor Spells
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The following spells are included in the wizard's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.
Dancing Lights
Evocation
1 Action
V, S
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
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You can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Ritual Spells
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Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand.
Detect Magic
Divination
1 Action
V, S, M
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Components Required:
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1x Unstable Essence
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5x Arcane Residue
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For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any.
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The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dirt.
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
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Bonus Proficiencies​
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Skills: Medicine
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Class Resource
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Level 10: +3
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Level 12: +1 (4)
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Experimental Elixir (Healing)
Requires Apothecary Tools
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Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They regain 2d4 + Intelligence hit points.
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Experimental Elixir (Resilience)
Requires Level 12 and Apothecary Tools
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Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They gain a +1 bonus to AC for the remainder of combat.
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Experimental Elixir (Swiftness)
Requires Apothecary Tools
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Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They gain a +1 movement speed for the remainder of combat.
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Alchemical Savant (Healing)
You've developed a masterful command of magical chemicals, enhancing the healing you create through them. Whenever you cast a leveled healing spell, or drink a potion (Not your Elixir) you may heal additional hit points equal to your Intelligence score to one target.
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Alchemical Savant (Damage)
You've developed a masterful command of magical chemicals, enhancing the damage you create through them. Whenever you cast a leveled spell or cantrip you gain a bonus to the damage done by acid, fire, necrotic, or poison damage equal to your Intelligence score to one target.
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Restorative Reagents
Requires Apothecary Tools
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You may cast Lesser Restoration without spending a spell slot twice per long rest.
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Chemical Mastery
Requires Level 12
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You have been exposed to so many chemicals that they pose little risk to you. You gain resistance to acid and poison damage and you are now immune to the poisoned condition.
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Alchemist Spells
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Healing Word
Evocation
1 Bonus Action
V
A creature of your choice that you can see within range (not yourself) regains hit points equal 1d4 + Spell Bonus.
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This has no effect on undead or constructs.
An artificer who specializes as an Armorer modifies special armored gauntlets to function almost like a second skin. The gauntlets are enhanced to hone the artificers magic, and unleash potent attacks. They are configurable on the fly with the correct tools depending on their moment to moment needs.
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Bonus Proficiencies​
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Skills: Athletics​
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Heavy Armor
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Extra Attack
You gain an additional Attack Action for a total of 2 per turn.
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Tools of the Trade
You have heavy armor proficiency. Additionally, your gauntlets cannot be disarmed from you in combat.
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Armor Model: Guardian
Use your Blacksmith Tools to configure your non-magical gauntlets to be in the front line of combat. This can be used as a pre-buff when drawing Blacksmith tools. Guardian grants you the following features until the end of combat or you re-configure your gauntlets:
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Thunder Gauntlets
While at least one of your hands is empty, you may make a melee spell attack against a target within one tile, dealing 1d12 thunder damage on a hit. A creature hit has disadvantage (-2) proficiency modifier until the end of their next turn. Cannot benefit from any buff that turns an item into a magical item.
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Perfected Armor: Guardian
Requires: 12th Level
When a creature you can see ends it's turn within 3 tiles of you you can use your reaction to magically force the creature to make a strength saving throw against your Spell DC, pulling the creature up to 3 tiles towards you to an unoccupied space and immediately making an attack of opportunity against them.
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Armor Model: Infiltrator
Use your Blacksmith Tools to configure your gauntlets for more subtle undertakings. This can be used as a pre-buff when drawing Blacksmith tools. Grants you the following features until the end of combat or you re-configure your gauntlets:
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Lightning Launcher
A gemlike node appears on one of your armored fists, capable of firing lightning. While at least one hand is free, you may make a ranged spell attack against a target within range, dealing 1d10 lightning damage on a hit. Cannot benefit from any buff that turns an item into a magical item.
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Lightning Launcher (Expose)
Requires: 12th Level
Once per turn you may deal an additional 1d6 damage to a target hit by your lightning launcher and expose them until the end of their next turn.
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Armorer Spells
Magic Missile
Evocation
1 Action
V, S
You create three glowing darts of magical force. Each dart hits a creature of your choice within range. The darts deal 1d4+1 force damage to its target.
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.”
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Bonus Proficiencies​
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Skills: Perception
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Eldritch Cannon: Flamethrower
Requires Craftsman's Tools
Deploy your eldritch cannon at the cost of one Class Resource, so long as you have Craftsman Tools equipped in your offhand. As a bonus action on your turn you may order the cannon to exhale fire in a 2 tile cone that you designate. Each creature in that area must make a Dexterity Saving Throw against your spell save DC, taking 3d6 fire damage on a failed save or half as much damage on a successful one.
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You may only have one cannon type deployed.
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Eldritch Cannon: Force Ballista
Requires Level 12 and Craftsman's Tools
Deploy your eldritch cannon at the cost of one Class Resource, so long as you have Craftsman Tools equipped in your offhand. As a bonus action on your turn make a ranged spell attack at one creature within 12 tiles. On a hit the targets takes 3d6 force damage and is pushed back 1 tile.
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You may only have one cannon type deployed.
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Eldritch Cannon Swap
You may dismiss your current Eldritch Cannon and prepare to summon a new one. Spend one 1st Level Spell Slot to gain 1 Class Resource.
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Arcane Firearm
By combining your tools with your staff,you turn your staff into an arcane firearm, a conduit for your destructive spells. You are able to equip Craftsman Tools in your offhand as if it were any other off-hand weapon alongside a mundane staff, despite the staff being a two-handed weapon. When you have both equipped and cast leveled damage spells through this staff, you deal an additional 1d8 damage to one target of the spell.
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This does not trigger off your Eldritch Cannon.
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Artillerist Spells
Shield
Abjuration
1 Reaction
V, S
An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC. Can be cast at any time on your turn, or when struck.