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DnD Class Build Artificer Bombardier

Dungeons and Dragons – Mystara

Class Build – Artificer – Bombardier

For one of my gamers I have helped them build an Gnomish Artificer Artillerist. Here is the process which we built the character.

Where to Start – Race

The new player was interested in elves, so I discussed what the Gnomish options in my version of the setting of Mystara. For a full list of races see DnD Races Page.

For this character concept, we chose Tinkerkin to get it to work well with the party.

Next was to choose the class that would suit what the player was interested in.

Class – Artificer who likes to throw bombs around?

Base character options for the Gnome Tinkerkin as a starting point.

This is chosen to be a Artificer who likes to make things explode, in smoke, glitter, or fire as the situation presents itself.

Selecting Attributes

To keep the character simple I have made it a Dexterity based character, with high Dexterity for combat, and Wisdom for spells. Intelligence and Charisma have also been increased to try and make it more balanced, with the only penalty being in Strength.

  • Points to spend = 27
  • Strength gains 12 costing 4
  • Dexterity gains 13 costing 5
  • Constitution gains 13 costing 5
  • Intelligence gains 13 costing 5
  • Wisdom gains gains 12 costing 4
  • Charisma gains gains 12 costing 4

STR 12 (+1) DEX 13 (+1) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 12 (+1)

After using the point buy, race provides the following: +1 Dex +1 Int (Background), +1 Con (Gnome), +2 Int (Fire aspected) +2 Int (Gnome)

STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 18 (+4) WIS 12 (+1) CHA 12 (+1)

Heritage

RacesGnomish Traits

  • Ability Score Increase. Your Intelligence score increases by 2.
  • Age. A gnome reaches young adulthood at 25 ending childhood and starting training and becoming a full adult at the age of 40 and generally lives into his or her fifth century
  • Size. Gnomes average about 3 feet tall and weigh about 40 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Darkvision (Gnome) Accustomed to life underground, you have superior vision in dark and dim conditions. Vou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can’t discern colour in darkness, only shades of grey.
  • Gnome Cunning (Gnome – Level Up) You have advantage and an experience dice on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Gnomish Magic (Gome – Level Up) You know the minor illusion cantrip. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest)
  • Gnomish Gifts (Gnome – Level Up) Choose from Gnomish Agility or Into Mist
  • Languages. You can speak, read, and write Common (Thyatian or Alphatian) and Gnomish.
  • Pantheon: Dwarven and Gnome
  • Weapons Proficiency: Gains proficiency with two weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.

Elemental Subrace

RacesGnomesTinkerkin (Fire) Traits

  • Ability Score Increase: Constitution +1.
  • Craftbound’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC5, 1 hp). The device ceases to function after 24 hours (unless you spend 1hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
    • Clockwork Toy. This toy is a c1ockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
    • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
    • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Fireologist.
  • Racial Subtypes: Count as a Rock Gnome.
  • Evolution (1st Evolution): Counts as the Gnome and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

Elemental AspectsFire Aspected Traits

  • Ability Score Increase: Intelligence +2
  • Touch of the Fire (fire aspected) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Energy (fire aspected) When using (or effected by) Fire or Radiant damage you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Danger of Time (fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Fire Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Character Options – All Fire Aspected Sub-Races

Culture

  • Culture – Steamforged (Level Up)
    • Mind Like a Steel Trap. You have proficiency in either History, Investigation, or Nature, and you gain an expertise die on checks made using the chosen skill.
    • Tech Savvy. You have proficiency with tinker’s tools and Engineering, plus one other artisan’s tool of your choice.
    • War Scholar. Even combat is a scholarly discipline for your people. Choose one of the following:
      • Student of Martial Arts: When you replace an attack or use an action to Disarm, Grapple, Overrun, Shove, or Tumble, you gain an expertise die.
      • Student of Martial Science: Choose one 1st degree combat maneuver from any tradition. You can use this combat maneuver once without spending exertion. You can’t use it again until you finish a short or long rest.
    • Languages. You can speak, read, write, and sign in Common and one other language

Backgrounds

Appropriate background for tba are below (see DnD Backgrounds page)

  • Background – Marauder – (Level Up)
  • Ability Scores – +1 Dex, and one other score
  • Skills – Survival, and either Intimidation or Stealth
  • Tool Proficiency – One type of Artisans tools or vehicles
  • Background Feature – Secret Ways – When you navigate while traveling, pursuers have disadvantage on checks made to track your group. Additionally, you can travel stealthily at a normal pace.

Destiny

  • Chaos – Level Up

Languages

As this is set in Mystara, which has two Common languages (Alphatian and Thyatian).

  • Racial Languages: You can speak, read, and write Common (Thyatian or Alphatian) and Gnomish. (Chosen Alphatian)
  • Background Languages (Steamforged): You can speak, read, write, and sign in Common and one other language (Chosen Thyatian and Sylvan)
  • Downtime Training (6) – Dwarven, Elven, Traladaran, Makai, Goblin, Orcish

Spell Selection

In my setting, Druids learn spells like wizards, but all spellcasters also receive a ritual book with two rituals they know. To simplify I have also made the rituals spells the character can memorise. Though in this case they can make a Nature check vs DC 12 to successfully cast the ritual, or prepare it next time they take a long rest to avoid making the check.

The biggest choice for a druid are their spells and wild shape forms. In this case they get to learn spells from the following sections.

  • Level 1 – Artificer, Alchemologist
  • Level 2 – Fireologist
  • Level 3 – Craftlogist
  • Level 4 – Mechologist
  • Level 5 – Chaosologist

Spells AvailableClass BuildArtificer

  • Cantrips – Acid Splash (ph), Booming Blade (tce), Create Bonfire (xge), Dancing Lights (ph), Fire Bolt (ph) Frostbite (xge), Green-flame Blade (tce), Guidance (ph), Light (ph), Lightning Lure (tce), Mage Hand (ph), Magic Stone (xge), Mending (ph), Message (ph), Poison Spray (ph), Prestidigitation (ph), Ray of Frost (ph), Resistance (ph), Shocking Grasp (ph), Spare the Dying (ph), Sword Burst (tce), Thorn Whip (ph), Thunderclap (xge)
  • 1st Level SpellsAbsorb Elements (xge), Alarm – R (ph), Catapult (xge), Cure Wounds (ph), Detect Magic – R (ph), Disguise Self (ph), Expeditious Retreat (ph), Faerie Fire (ph), Feather Fall (ph), Grease (ph), Identify – R (ph), Jump (ph), Longstrider, Purify Food and Drink, Sanctuary, Snare (xge), Tashia’s Caustic Brew (tce)
  • 2nd Level Spells – Aid (ph), Alter Self (ph), Arcane Lock (ph), Blur (ph), Continual Flame (ph), Darkvision (ph), Enhance Ability (ph)Enlarge/Reduce (ph), Heat Metal (ph), Invisibility (ph), Lesser Restoration (ph), Levitate (ph), Magic Mouth – R (ph), Magic Weapon (ph), Protection from Poison (ph), Pyrotechnics (xge), Rope Trick (ph), See Invisibility (ph), Skywrite (xge), Spider Climb (ph), Web (ph)
  • 3rd Level Spells – Blink (ph), Catnap (xge), Create Food and Water (ph), Dispel Magic (ph), Elemental Weapon (ph), Flame Arrows (xge), Flu (ph), Glyph of Warding (ph), Haste (ph), Intellect Fortress (xge), Protection from Energy (ph), Revivify (ph), Tiny Servant (xge), Water Breathing – R (ph), Water Walk – R (ph)
  • 4th Level Spells – Arcane Eye (ph), Elemental Bane (xge), Fabricate (ph), Freedom of Movement (ph), Leomund’s Secret Chest (ph), Mordenkanen’s Faithful Hound (ph), Mordenkanen’s Private Sanctum (ph), Otiluke’s Resilient Sphere (ph), Stone Shape (ph), Stoneskin (ph), Summon Construct (tce)
  • 5th Level Spells – Animate Objects (ph), Bigby’s Hand (ph), Creation (ph), Greater Restoration (ph), Skill Empowerment (xge), Transmute Rock (tce), Wall of Stone (ph)

Spell ListSecret CraftAlchemologist (Alchemist)
(Acid, Alchemy and Poison based spells)

Cantrip Acid Splash (ph212), Ferment (bls56), Poison Spray (ph267),

1st Level Spells – Bomber’s Eye (pcc36), Flame Water (bls59), Freeze Potion (mhh169), Mucilage (bls88), Protection from Oozes (bls95), Putrefy Food and Drink (bls95), Web Orb (bls127)

2nd Level SpellsAcid Arrow (ph260), Fresh Seal (bls62), Pernicious Poison (pcc40), Sandbody (bls101), Slur (bls108), Smothering Cloud (bls108)

3rd Level Spells – Explosive Cloud (bls55), Ooze Bolt (bls91), Stinking Cloud (ph279), Wine Fount (bls128), Yellow Smoke (bls130)

4th Level Spells – Hard Water Weapon (bls67), Silver Spear (bls106), Slimeball (bls107)

5th Level SpellsCloudkill (ph223), Slime Bucket (bls107), Unyielding Durability (bls122), Vile Vintage (bls123)

  • 6th Level – Ebon Water (bls50), Green Slime (bls66), Healing Draught (bls68), Transmute Gold to Steel (bls119), Transparent Steel (bls119)
  • 7th Level – Liquid Fire (bls82)
  • 8th Level – Godsblood (bls64)
  • 9th Level – Storm of Vitriol (bls114), Water of Life (pcc424)

R – Ritual Spells.
Source: bls, mhh, ph, xge

Spell ListSecret CraftFireologist (Fire)
(Fire and Radiant based spells)

Cantrip – Control Flames (xge152), Create Bonfire (xge152), Fire Bolt (ph243), Green-Flame Blade (scag143), Prestidigitation (ph248), Produce Flame (ph270), Sacred Flame (ph273), Spectral Weapon (GM)

1st Level SpellsAbsorb Elements (xge150), Burning Hands (ph221), Divine Favour (ph235), Fiery Cloth (bls56), Fiery Grasp (bls57), Fire Burst (bls58), Fire Under the Tongue (mhh167), Flaming Bolts (bls59), Guiding Bolt (ph249), Hellish Rebuke (ph251), Protection from Evil and GoodR (ph271), Searing Smite (ph275),

2nd Level Spells – Aganazzar’s Scorcher (xge150), Air Forge – R (bls12), Augment Flames (bls16), Branding Smite (ph220), Continual FlameR (ph228), Elemental Horns (mhh165), Fiery Shield (bls57), Flame Blade (ph243), Flameswell (bls59), Flaming Sphere (ph243), Heat Metal (ph251), Ignite (bls74), Moonbeam (ph262), Pass through ElementR (ea08), Pyrotechnics (xge163), Scorching Ray (ph274),

3rd Level SpellsAwaken Element (ea08), Blade of Wrath (mhh153), Blinding Ash (bls22), Blinding Smite (ph220), Crusader’s Mantle (ph231), Dispel MagicR (ph235), Elemental Shape (ea08), Far Strike (bls56), Fireball (ph242), Flame Arrows (xge156), Ire of the Mountain (mwb430), Magic CircleRO (ph257), Melf’s Minute Meteors (xge161), Protection from Energy (ph271), Spirit Guardians (ph279),

4th Level SpellsConjure Minor ElementalsRO (ph226), Elemental Bane (xge155), Fiery Blast (bls56), Fire Shield (ph243), Flame Spiral (bls59), Flame Wave (mhh167), Flames of Purification (bls59), Guardian of Faith (ph248), Searing Projectiles (bls103), Siphon Elemental Lifeforce (ea08), Wall of Fire (ph286)

5th Level SpellsConjure ElementalRO (ph225), Destructive Wave (ph232), Dispel Evil and Good (ph234), Flame Strike (ph243), Immolation (xge158), Magic Circle against EnergyR (ea08)

* details to come. R – Ritual Spells.
Sourcebooks: bls, ea08 (conversion), ph, xge

Spell ListSecret CraftCraftologist (Craft)
(Dwarf, Enhancement, Ring and Utility based spells)

Cantrip – Control Flames (xge152), Dancing Lights (ph231), Decorate Object (bls41), Druidcraft (ph231), Gust (xge158), Hoarfrost (mhh174), Itemize (bls79), Light (ph256), Mage Hand (ph257), Mending (ph260), Prestidigitation (ph248), Produce Flame (ph270), Shape Water (xge164), Thaumaturgy (ph283), True Strike (ph285),

1st Level SpellsAlarmR (ph212), Bless (ph220), Circle of WindR (mhh157), Create or Destroy WaterR (ph230), Faerie Fire (ph240), False Life (ph240), Heroism (ph251), Jump (ph255), Longstrider (ph257), Mage Armour (ph257), Ringstrike (mhh188), Speak with AnimalsR (ph278), Unfettered Steed (bls122), Unseen ServantR (ph285),

2nd Level SpellsAid (ph212), Air ForgeR (bls12), Artistic Inspiration*, Bitter Chains (mhh151), DarkvisionR (ph230), Elemental Horns (mhh165), Enhance AbilityR (ph238), Enlarge/ReduceR (ph238), Find TrapsRO (ph242), KnockR (ph255), Locate Animals or PlantsR (ph257), Locate ObjectR (ph257), Magic Weapon (ph258), Molten Strike (bls87), Pass Without TraceR (ph265), Reverberate (mhh188), Rope TrickR (ph273), See InvisibilityR (ph275), Spider Climb (ph278),

3rd Level SpellsAir BreathingR (bls12), Create Food and WaterR (ph230), Dispel MagicR (ph234), Glyph of WardingRO (ph246), Haste (ph251), Innocuous Aspect (mhh175), NondetectionR (ph264), Phantom SteedRO (ph266), Reshape Metal (bls99), Speak with DeadR (ph278), Speak with PlantsR (ph278), Tenacious Blade (bls116), Tiny HutRO (ph256), Tiny Servant (xge168), Water BreathingR (ph288), Water WalkR (ph288),

4th LevelFabricateRO (ph240), Mark of Ownership (bls86), Private SanctumRO (ph263), Secret ChestRO (ph254), Silver Spear (bls106), Spinning Axes (mhh194)

5th Level SpellsAwakenRO (ph217), Blessing of the Forge (bls22), Create Homunculus (xge152), CreationRO (ph230), Curse Ring (mhh161), Instant Siege Weapon – R (mhh176), Tattoo Object (bls116), Unyielding Durability (bls122)

  • 6th Level – Enchant Ring (mhh165), Farvision (bls56), Glass Window (bls64), Transmute Gold to Steel (bls119), Transparent Steel (bls119)
  • 7th Level – Disassemble (bls45), Ice Soldiers (mwb429), Ringward (mhh189)
  • 8th Level – Create Ring Servant (mhh160), Glass into Iron (bls64)
  • 9th Level – Circle of Devastation (mhh157)

* to be detailed. R – Ritual Spells.
Source: bls, mhh, ph, xge

Spell ListsSecret CraftMechologist (Mech)
(Clockwork, Gnome and Technological based spells)

Cantrip – Fist of Iron (mhh167), Tick Stop (mhh198)

1st Level Spells – Analyze Device (mhh149), Animate Construct (mhh149), Armoured Heart (mhh149), Armoured Shell (mhh150), Find the Flaw (mhh167), Gear Shield (mhh170), Machine’s Load (mhh181), Machine Speech (mhh181), Pendulum (mhh185), Tireless (mhh198)

2nd Level SpellsFind TrapsRO (ph242), Heartstop (mhh173), KnockR (ph255), Locate ObjectR (ph257), Lock Armour (mhh180), Repair Metal (mhh188), Spin (mhh194), Winding Key (mhh203)

3rd Level SpellsElectromagnetic Storm (bls50), Gear Barrage (mhh170), Overclock (mhh185), Steam Bolt (bls113), Thousand Darts (mhh197)

4th Level Spells – Absolute Command (mhh148), Gremlins (mhh171), Grinding Gears (mhh172), Read Memory (mhh188), Steam Blast (mhh196), Steam Cloud (bls114), Steaming Breath (pcc437), Write Memory (mhh203)

5th Level SpellsAntilife Shell (ph214), Chains of the Goddess (mhh156), Imbue Spell – R (mhh175), Mass Repair Metal (mhh182), Mechanical Union (mhh182)

  • 6th Level – Catapult Greater (mhh155), Robe of Shards (mhh189)
  • 7th Level – Disassemble (bls45), Hellforging – R (mhh173), Timeless Engine (mhh198)
  • 8th Level – Machine Sacrifice (mhh181), Move the Cosmic Wheel (mhh183), Power Word Restore (mhh186), Steam Whistle (mhh196), Time Jump (mhh198)
  • 9th Level – Time in a Bottle (mhh198)

* details to come. (R) are for ritual spells.
Source: bls

Spell ListsSecret CraftChaosologist (Chaos)
(Chaos, Halfling, Luck, Prismatic and Random based spells)

Cantrip Minor Illusion (ph261),

1st Level Spells – Auspicious Warning (mhh150), Chaos Bolt (xge151), Chromatic Orb (ph222), Colour Spray (ph223), Ill-Fated Word (mhh175), Undermine Armour (mhh201),

2nd Level Spells – Bad Timing (mhh150), Chaotic Vitality (mhh157), Flame of Chaos (bls58), Frame (bls61), Frenzied Bolt (mhh169), Inverted Compass (bls77), LevitateR (ph255), Luck of the Saints (bls83), Mirror Image (ph261), Misty Step (ph261), Shifting the Odds (mhh192), Timely Distraction (mwb435),

3rd Level Spells – Bad Luck (bls16), Calm of the Storm (mhh155), Chaos Bolt (bls29), Entropic Damage Field (mhh166), Hypnotic Pattern (ph253), Major ImageR (ph259), Surge Dampener – R (mhh196), Twisted Magic (bls119),

4th Level Spells – Bead of Luck (bls19), Chaotic Form (mhh156), Confusion (ph225), Elemental Bane (xge155), Fluctuating Alignment (mhh168), Iron Core (bls78), Rainbow Spear (bls97), Wild Shield (mhh202)

5th Level SpellsCircle of Power (ph222), Mass Surge Dampener – R (mhh182), Prismatic Ray (mhh186), Rainbow Staff (bls97)

  • 6th Level – Chaotic World (mhh157)
  • 7th Level – Crawling Chaos (bls36), Uncontrollable Transformation – R (mhh200)
  • 8th Level – Ebonflame (bls50), Maddening Darkness (xge160), Paragon of Chaos (mhh185)

* details still to come. R – Ritual Spells.
Source: ph

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Insead of trying to maximise specific weapons I have chosen to have more weapons known as elves as known for their bredth of knowledge more than their specialisations.

  • Weapons Proficiency – Gnome Starting – Gains proficiency with two weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level. Hand Crossbow, Heavy Crossbow
  • Weapon Proficiency – Level 3 – Hand Crossbow
  • Weapon Proficiency – Level 6 – Hand Crossbow (expert)
  • Downtime Weapon Proficiency
    • (Skilled 2) Javelin, Dart

As a druid, the character gets a weapon mastery upgrade at 3rd level, so I have given it an upgrade with the Longbow as part of the archer concept we started with.

Secret Crafts

As for the secret crafts, the character is still to low a level to have progressed beyond Initiate in any of the crafts, but two left out as good starting points being Dragons and Elven Magic relating to the sage aspect of the character. Every 4 character levels is the expect progression in the secret crafts. Those will be a post for another day.

  • 1st Level – Alchemist
  • 2nd Level – Fire
  • 3rd Level – Craft
  • 4th Level – Mech
  • 5th Level – Chaos
  • 6th Level – Fire 1st
  • 7th Level – Craft 1st
  • 8th Level – Mech 1st

Secret CraftCraftologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (Dwarven, Elven, Gnome)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (Dwarven, Elven, Gnome).
  • Bonus Language – Dwarven, Elven, or Gnome
  • Specialisations of Crafter include – Crafting (Blacksmith, Jeweler, Leatherworker, Tailor, Woodworker), Enchanting (Eclectist, Implemancer, Wardwrite)
  • Associated Sphere – Usually a Matter Immortal, Dwarven and Gnome Pantheon Immortal, but any Immortal who is a Patron of Crafts is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Crafting (any) You can make a craft check to use a artefact of crafting without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Dwarven or Gnome attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Craftologist Additional Crit Effects

  • Craftologist Additional Craft Mishap: In addition to the base critical failure effect you cause one of your items to explode which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to craft until you finish a long rest and have disadvantage on rolls using tools.
  • Craftologist Additional Craft Boon: In addition to the base critical success effect you are able to learn a new crafting recipe for mundane equipment and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of crafting is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using tools.

Secret CraftsCraftologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Craftologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, light radiates out to 10ft and everyone within your light radius has advantage on craft related checks.

Craftologist Apprentice Enhancements and Powers (Requires Craftologist Apprentice to be active)

  • Craft Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • God Crafting (Power SB 1 DC 16): As an action you can gain the benefit of a weeks worth of crafting in an instant, but still need to make the crafting roll to build the item.
  • Practiced Hand (Enhancement SB 1 DC 16): Activated during a short rest. You gain expertise on Crafting checks and tool use.
  • Resource Allocation (Enhancement SB 1 DC 16): Activated during a short rest. You can change one set of tools over for another, or musical instrument into a different musical instrument, but not vehicles. During a long rest you can adapt a vehicle for a different terrain, or turn a tool in to musical instrument or a musical instrument into a tool. The item reverts to its normal form when the manifestation ends.

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.

  • Workshop (SB 1+) Must create a workshop to use their abilities in at the cost of 5,000 gp per circle they have obtained.
  • Metallurgical Expertise (SB 1) You can halve the costs of downtime conducted in the same week you activate this, which can remain active till you finish your downtime activities taking up one of your downtime options for that week.
  • Craft Specialisation (SB 1+) You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Crafter Familiar (SB 1+) You spend a week to training a familiar to help with crafting. This gives the familiar the ability to provide you with expertise, or if you already have that advantage on tool use while making items. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Dwarven and Gnome pantheons). You cannot recover the soul burn while you retain the familiar.
  • Crafter Companion (SB 1+) You spend a week to training a companion to help with crafting. This gives the companion the ability to provide you with expertise, or if you already have that advantage on tool use while making items. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Dwarven and Gnome pantheons). You cannot recover the soul burn while you retain the companion.
  • Crafter Mount (SB 1+) You spend a week to training a mount to help with crafting. This gives the mount the ability to provide you with expertise, or if you already have that advantage on tool use while making items. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Dwarven and Gnome pantheons). You cannot recover the soul burn while you retain the mount.
  • Crafter Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Secret CraftFireologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (fire elemental aspect, genasi)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (fire elemental aspect, genasi).
  • Bonus Language – Primordial (Ignan)
  • Associated Sphere – Usually a Energy Immortal, Fire Pantheon Immortal, Radiant Pantheon Immortal, but any Immortal who is a Patron of fire is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Energy (Fire) You can make a craft check to use a artefact of energy without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Fire Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Fireologist Additional Crit Effects

  • Fireologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your fire which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Ingan until you finish a long rest and have disadvantage on rolls using the language.
  • Fireologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in fire but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Ignan language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Secret CraftsFireologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Fireologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. All fire attacks treat a damage dice rolled of 2 or less as a 2.

Fireologist Apprentice Enhancements and Powers (Requires Fireologist Apprentice to be active)

  • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d6 Fire damage.
  • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Fire damage.
  • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to Fire Damage.
  • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest and stays active if your manifestation is active. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over lava or flame without slipping or treating as difficult terrain until the end of your next turn. (This does not protect you from submersion)

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.

  • Elemental Fire Aspect (SB 1) You can change your aspect to Fire, or gain it as an elemental aspect if you did not already have one.
  • Elemental Fire Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Elemental Fire Familiar (SB 1+) You spend a week to training a familiar to take on Fire Elemental traits. This gives the familiar once per short rest the ability to turn into fire for 1 round per level taking on the abilities of fire form, illumination, water susceptibility and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Radiant or Fire pantheons). You cannot recover the soul burn while you retain the familiar.
  • Elemental Fire Companion (SB 1+): You spend a week to training a companion to take on Fire Elemental traits. This gives the companion once per short rest the ability to turn into fire for 1 round per level taking on the abilities of fire form, illumination, water susceptibility and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Radiant or Fire pantheons). You cannot recover the soul burn while you retain the companion.
  • Elemental Fire Mount (SB 1+): You spend a week to training a mount to take on Fire Elemental traits. This gives the familiar once per short rest the ability to turn into fire for 1 round per level taking on the abilities of fire form, illumination, water susceptibility and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Radiant or Fire pantheons). You cannot recover the soul burn while you retain the mount.
  • Fire Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Reference Notes for Elemental Fire Creature Abilities

  • Fire Form – while in fire form can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the creature or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) fire damage. In addition, the creature can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
  • Illumination – The creature sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
  • Water Susceptibility – For every 5 feet the creature moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
  • Attacks – All attacks are treated as fire damage

Secret CraftMechologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (Dwarf, Gnome, Planar)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (Dwarf, Gnome, Planar).
  • Bonus Language – Dwarf or Gnome
  • Specialisations of Mechnologist include – Crafting (Blacksmith, Tinkerer)
  • Associated Sphere – Usually a Dwarven or Gnome Pantheon Immortal, but any Immortal who is a Patron of mechanics, science or technology is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Clockwork (any) You can make a craft check to use a artefact of clockwork (or technology) without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Clockwork (or technology) attuned magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Mechologist Additional Crit Effects

  • Mechologist Additional Craft Mishap: In addition to the base critical failure effect, you are wreathed in lightning energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this also effects every construct in your manifestation. This happens at the start of each turn your manifestation is active until you successfully activate a power associated with this craft.
  • Mechologist Additional Craft Boon: In addition to the base critical success, you are wreathed in lighting energy but feel nothing and double the healing aura for constructs in your manifestation aura.

Secret CraftsMechologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Mechologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate grey light (with a blue flicker) 5ft radius. All constructs within your manifestation radius heal an additional 1 hp at the start of their turn.

  • Clockwork Dial (Enhancement SB 1 DC 16) As an action you can activate. All constructs within your manifestation are either slowed or hastened. If slowed they lose 5 ft on their movement, make one less attack on their round (or if only having one attack loose reaction or bonus actions). If hasted they gain 5 ft on their movement and when attacking have an additional attack.
  • Clockwork Identification (Power SB 1 DC 16) As a bonus action you can identify any clockwork, construct or piece of technology. This tell you what it is called, and the basic function of the item, and how to operate it.
  • Clockwork Resistance (Enhancement SB 1 DC 16) As an action you can activate. You gain resistance to Damage from constructs or technology.
  • Clockwork Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.

  • Workshop (SB 1+) Must create a workshop to use their abilities in at the cost of 5,000 gp per circle they have obtained.
  • Clockwork Replacement, Digit (SB 1+) By using this downtime activity, and spending week, you can replace a missing finger or toe with a clockwork reproduction. This will require a week of downtime and will cost you 1 soul burn per character level of the person your replacing the digit on.
  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Mech Familiar (SB 1+) You spend a week to training a familiar to take on mechanical traits. This gives the familiar once per short rest the ability to turn into a clockwork tool or vehicle for 1 round per level, this is a tool or musical item replacement or a vehicle that provides walking, flying, swimming or burrow speed based on its normal movement, it it already had one of those it doubles that speed. The size of the familiar does not change. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Dwarven or Gnome pantheons). You cannot recover the soul burn while you retain the familiar.
  • Mech Companion (SB 1+) You spend a week to training a companion to take on mechanical traits. This gives the companion once per short rest the ability to turn into a clockwork tool or vehicle for 1 round per level, this is a tool or musical instrument replacement or a vehicle that provides walking, flying, swimming or burrow speed based on its normal movement, it it already had one of those it doubles that speed. The size of the companion does not change. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Dwarven or Gnome pantheons). You cannot recover the soul burn while you retain the familiar.
  • Mech Mount (SB 1+) You spend a week to training a mount to take on mechanical traits. This gives the mount once per short rest the ability to turn into a clockwork tool or vehicle for 1 round per level, this is a tool or musical instrument replacement or a vehicle that provides walking, flying, swimming or burrow speed based on its normal movement, it it already had one of those it doubles that speed. The size of the mount does not change. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Dwarven or Gnome pantheons). You cannot recover the soul burn while you retain the familiar.
  • Mech Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Name and Sex

The name of the character will be left to the player (or me on the night) with the sex of it also being up to the player. This character does not need them to be determined to be playable, but it adds to the characterisation and visualisation of the players.

Character Advancement

Starting 1st Level Artificer

Character Level 01 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown at Starting City +1
  • Secret Craft: Gain one craft at Initiate.
  • Weapons Mastery: Training available up to Skilled Only.

Class BuildArtificer – Level 01 (Starting)

  • Starting Hit Points: 8 HP + Con Mod
  • Starting Proficiencies:
    • Armour: Light and Medium Armour, Shields
    • Saving Throws: Constitution, Intelligence
    • Skills (lu): Engineering and choose any three from Arcana, Culture, History, Investigation, Medicine, Nature, Perception and Sleight of Hand.
    • Tools (lu): Thieves’ Tools, Tinker Tools, one type of Artisan’s tools or smiths tools of your choice.
    • Weapons Mastery: Gains proficiency with simple weapons.
  • Starting Equipment: (choice of package)
    • Players Handbook – any two simple weapons of your choice, a light crossbow and 20 bolts, Studded leather armour or scale mail, Thieves’ tools and a dungeoneer’s pack
    • Blacksmith’s Package (cot 158 gp) Mace, scale mail, heavy shield, acid (vial), chain (10 feet), dungeoneer’s pack, portable ram, sledgehammer, smith’s tools, whetstone
    • Locksmith’s Package (cost 160 gold): Dagger, 2 throwing daggers, leather, brigandine, acid (vial), burglar’s pack, caltrops (bag of 20), lock, steel mirror, thieves’ tools, tinker’s tools.
    • Scientist’s Package (cost 173 gold): Light crossbow and quiver with 20 bolts, 2 light hammers, leather brigandine, abacus, alchemist’s supplies, ball bearings (bag of 1,000), 10 pieces of chalk, common clothes, healer’s satchel, lantern (standard), merchant’s scale, oil flask, scholar’s pack.
  • Magical Tinkering (Artificer 1st tce11) You’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand.
    • You then touch a Tiny non-magical object as an action and give it one of the following magical properties of your choice:
      • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
      • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
      • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
      • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
    • The chosen property lasts indefinitely. As an action, you can touch the object and end the property early
    • You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
  • Tactical Chemistry (Artificer 1st, lu) you know how to quickly turn inert chemicals into something violently reactive or useful in the moment. As a bonus action, you can create one of the following items:
    • Acid (vial), Alchemist’s fire, black powder charge, ether (flask), flash bomb, oil (1 pint flask), paint pot, poison (basic), smoke bomb, tanglefoot bag, torch, torch (alchemical)
    • Items you make in this way are extremely unstable and must be used immediately. If an item you created in this way is not used (activated, lit, thrown, or applied as appropriate to the item) by the end of your next turn it dissolves into useless sludge.
    • You can use this feature to create a number of items equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. You cannot regain expended uses in this way if you don’t have access to tools of artifice.
  • Spell Invention (Artificer) All spells gain the M quality and require either your tools to be in your hands or one of your infusions. You can change your list of prepared spells and replace or create new spell inventions whenever you finish a long rest by spending at least 10 minutes tinkering and experimenting with 1 gold worth of materials per new spell invention (in addition to any material components the spell requires). Any spell inventions you’ve prepared previously are taken apart and integrated into the new ones, or fall apart due to a lack of maintenance. You can only have a maximum of 1 spell invention per spell you have prepared.
    • You do not have spell slots, and instead utilize your spell inventions to cast spells. Whenever you cast a prepared artificer spell using a spell invention, you may cast it at a spell slot level up to your maximum spell level.
    • You may freely draw a spell invention from your inventory as part of the same action used to cast a spell through it, and you may also freely stow any spell inventions you were already wielding using that same action.
    • Using a spell invention does not remove its spell from your list of prepared spells.
    • You can determine the exact form a spell invention takes but it weighs 1 pound per spell level, is no longer than 1 foot in any dimension, and it must be wielded in at least one hand to be used (treat cantrips as 1st-level spells). A spell invention has an AC equal to 10 + your Intelligence modifier, and a number of hit points equal to your artificer level × 2. You can fully repair your spell inventions whenever you finish a long rest, so long as you have access to your tools of artifice.
    • Fizzle Die. After you cast a spell using a spell invention, you must roll a fizzle die, a 1d4. If the result is less than or equal to the spell slot level used to cast the spell, your spell invention burns out, runs out of power, or otherwise malfunctions and cannot be used again until repaired. Your fizzle die improves by one step at 10th level (from 1d4 to 1d6) and again at 20th level (from 1d6 to 1d8), and it improves by one step when using a spell invention gained from your artificer archetype (maximum 1d10
    • Spells Known – Cantrips (4), 1st Level Spells (6)
    • Cantrips Prepared (Tier+1), Spells Prepared 1+Tier
    • Maximum Spell Level – 1st
  • Player Choices
    • Gnome (Racial) Gift (Gnomish Agility), Tools (Tinker tools)
    • Steamforged (Culture) Languages (Thyatian, Sylvan), Mind Like a Steel Trap (History), Tech Savvy (Engineering), War Scholar (Martial Arts), Tools (Tinker Tools replaced with Woodcarver’s tools, Carpenters Tools)
    • Marauder (Background) +1 Dex, +1 Int, Skills (Survival, Stealth), Tools (Vehicle – Flight)
    • Chaos (Destiny) –
    • Class – Skills (Arcana, Animal Handling, Medicine – Engineering replaced with Perception), Tools (Thieves Tools, Tinker Tools replaced with Alchemist Supplies, Glassblower), Weapons (Simple)
    • Spells Selected (Artificer)
  • Downtime
    • Week 1 – Learn Language (1st – DC10) Dwarven
    • Week 2 – Learn Language (2nd – DC11) Elven
    • Week 3 – Learn Language (3rd – DC12) Traladran
    • Week 4 – Learn Language (4th – DC13) Makai
    • Week 5 – Learn Tool (1st DC10) Vehicle – Sea
    • Week 6 – Learn Tool (2nd DC11) Vehicle – Land
    • Week 7 – Learn Tool (3rd DC12) Vehicle – Space
    • Week 8 – Weapon Mastery to Skilled (DC12) Javelin
Advancing to 2nd Level Artificer

Character level 02 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate

Class BuildArtificer – Level 02

  • Hit Points: 5 HP + Con Mod
  • Infuse Item (Artificer 2nd) You’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic item.
    • Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
    • Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
    • You can infuse more than one non-magical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
    • If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
  • Schematic Book – A book to create magical items, Learn 3 common items, and one infusion.
  • Field Discovery – Learn a field discovery
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 1st

Infusions available:

2nd Level – Armour of Magical Strength (tce21), Enhanced Arcane Focus (tce22), Enhanced Defence (tce22), Enhanced Weapon (tce22), Homunculus Servant (tce22), Mind Sharpener (tce23), Repeating Shot (tce23), Replicate Magic Item – Table A (tce23), Returning Weapon (tce24)

6th Level – Boots of the Winding Path (tce22), Radiant Weapon (tce23), Replicate Magic Item – Table B (tce23), Repulsion Shield (tce24), Resistant Armour (tce24), Spell-Refueling Ring (tce25)

11th Level – Helm of Awareness (tce22), Replicate Magic Item – Table C (tce23)

16th Level – Arcane Propulsion Armour (tce21), Replicate Magic Item – Table D (tce23)

Field Discoveries Available:A Better Mousetrap (gpg0), Alchemical Prodigy (gpg0), Golden Ration (gpg0), Modern Comforts (gpg0), Orienteering (gpg0), Reengineering Nature (gpg0), Retraced Development (gpg0), Rope and Pully Master (gpg0), Strategic Dismantle (gpg0), Tinker Toys (gpg0)

  • Character Options (Level 2)
    • Schematic Magical Items Selected – Alchemists Smoke, Ear Horn of Hearing, Wand of Pyrotechnics
    • Infusion Selected – Returning Weapon
    • Spell Selected – Mage Armour, Speak with Animals
    • Field Discovery – Orienteering
  • Downtime
    • Week 1 – Weapon Mastery to Skilled (DC13) Dart
    • Week 2 – Learn Spell (DC11) Chromatic Orb
    • Week 3 – Learn Spell (DC11) Protection from Evil and Good
    • Week 4 – Learn Spell (DC11) Colour Spray
    • Week 5 – Learn Common Magical Item (1/2)
    • Week 6 – Learn Common Magical Item (2/2) – Instrument of Illusions
    • Week 7 – Learn Common Magical Item (1/2)
    • Week 8 – Learn Common Magical Item (1/2) – Talking Doll
Advancing to 3rd Level Artificer

Character level 03 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate.
  • Weapons Mastery – One weapon upgrade.

Class BuildArtificer – Level 03

  • Hit Points: 5 HP + Con Mod
  • Artificer Specialist – Select Specialty.
  • The Right Tool for the Job (Artificer 3rd) You’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again.
  • Schematic Book – Learn one item (up to Uncommon Items) and one infusion
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 1st

Class BuildArtificer – Bombardier – Level 03

  • Alchemical Grenades (Bombardier 3rd) you gain proficiency with a special type of rare ranged weapon called an alchemical grenade, and you may use your Intelligence when making attack and damage rolls with them.
    • You can use a bonus action to arm an alchemical grenade. An armed alchemical grenade explodes when it hits a target or at the end of your turn.
    • Alchemical grenades are thrown weapons with a range of 20/60 feet, and when an armed alchemical grenade hits a target it deals 1d6 force damage. Whenever you hit a target with an alchemical grenade, each creature within 5 feet of the target makes a Dexterity saving throw or takes half as much damage as taken by the target (the target is immune to this effect). Whenever you miss with an armed alchemical grenade it explodes in a harmless location at the end of your turn.
    • You can use this feature to arm a number of alchemical grenades equal to your proficiency bonus. Creating these alchemical grenades has no material costs. You regain all expended uses when you finish a short or long rest by mixing chemicals and soldering together new shells for later use. You cannot regain expended uses in this way if you don’t have access to tools of artifice.
    • Whenever you arm an alchemical grenade, you may select one of the following grenade types.
      • Acid Core – A target hit by this grenade takes an additional 1d4 ongoing acid damage that persists until it submerges itself in water or uses an action to wipe the acid off.
      • Arcane Payload – To select this grenade type, you must expend an infusion use. A target hit by this grenade takes an additional 1d12 force damage and makes an Intelligence saving throw or is rattled until the end of its next turn.
      • Combustible – A target hit by this grenade takes 1d6 additional fire damage. Flammable objects within 5 feet of the target that aren’t being worn or carried ignite, taking 1d6 ongoing fire damage until a creature uses an action to smother the flames.
      • Flashbang – A target hit by this grenade makes a Constitution saving throw or is blinded until the end of its next turn.
  • Bombardier Known Spells – Earth Barrier, Fog Cloud
  • Explosive Specialist – You gain the Engineering skill specialty explosives. If you already have this specialty you instead gain a different Engineering skill specialty of your choice.
  • Character Options
    • Schematic – Potion of Healing
    • Infusion – Enhanced Arcane Focus
    • Spells Learnt (2) Produce Flame, Green-Flame Blade
    • Weapon Mastery – Hand Crossbow (skilled)
  • Downtime
    • Week 1 – Learn Common Magical Item (1/2)
    • Week 2 – Learn Common Magical Item (2/2) – Perfume of Bewitching
    • Week 3 – Learn Common Magical Item (1/2)
    • Week 4 – Learn Common Magical Item (2/2) – Potion of Climbing
    • Week 5 – Learn Common Magical Item (1/2)
    • Week 6 – Learn Common Magical Item (2/2) – Eratz Eye
    • Week 7 – Learn Common Magical Item (1/2)
    • Week 8 – Learn Common Magical Item (2/2) – Moon-Touched Weapon
Advancing to 4th Level Artificer

Character Level 04 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate.

Class BuildArtificer – Level 04

  • Hit Points: 5 HP + Con Mod
  • Ability Score Improvement (Select Both) Attribute and Feat
  • Omnitools (Artificer 4th) With a bit of arcane power and a lot of overengineering, your tools fold and flip into whatever you need them to be. Also you can use your tools of artifice as if they were any kind of artisan’s tools or miscellaneous tool kits. This ability does not grant you proficiency in those tool sets but you can make tool checks as if you had those tools.
  • Schematic Book – Learn one item (up to Common Items) and one infusion
  • Field Discovery – Learn a field discovery
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 1st
  • Character Options
    • Attribute – Int +2
    • Feat – Crossbow Expert
    • Spells Learnt (2) Disguise Self, Longstrider
    • Schematic – Mystery Key
    • Infusion – Enhanced Weapon
    • Field Discovery – Modern Comforts
  • Downtime
    • Week 1 – Learn Common Magical Item (1/2)
    • Week 2 – Learn Common Magical Item (2/2) – Orb of Time
    • Week 3 – Learn Common Magical Item (1/2)
    • Week 4 – Learn Common Magical Item (2/2) – Lock of Trickery
    • Week 5 – Learn Common Magical Item (1/2)
    • Week 6 – Learn Common Magical Item (2/2) – Tankard of Sobriety
    • Week 7 – Learn Common Magical Item (1/2)
    • Week 8 – Learn Common Magical Item (2/2) – Unbreakable Ammunition
Advancing to 5th Level Artificer

Character Level 05 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +3
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate.

Class BuildArtificer – Level 05

  • Hit Points: 5 HP + Con Mod
  • Artificer Specialist – Select Specialty feature
  • Schematic Book – Learn one item (up to Common Items) and one infusion
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 2nd

Class BuildArtificer – Bombardier – Level 05

  • Alchemical Grnades Upgrade (Bombardier 5th) The damage increases by 1 dice when you reach 5th level. This also affect and increases the dice of Acid Core, Arcane Payload and Combustible.
  • Bombardier Known Spells – Seed Bomb, Shattering Barrage
  • Munitions Expert – you can modify ammunition to create special ammunition. In a careful process that takes 10 minutes, you can modify up to 10 pieces of ammunition into your choice of explosive, flaming, or punching ammunition. It costs 5 gold in materials per piece of ammunition modified in this way.
    • In addition, you may use your Intelligence when making attack and damage rolls using siege weaponry.
  • Character Options
    • Spells (2) Enhance Ability, Spider Climb
    • Schematic – Candle of the Deep
    • Infusion – Mind Sharpener
  • Downtime
    • Week 1 – Learn Common Magical Item (1/2)
    • Week 2 – Learn Common Magical Item (2/2) – Hat of Wizardry
    • Week 3 – Learn Common Magical Item (1/2)
    • Week 4 – Learn Common Magical Item (2/2) – Clockwork Amulet
    • Week 5 – Learn Common Magical Item (1/2)
    • Week 6 – Learn Common Magical Item (2/2) – Hat of Vermin
    • Week 7 – Learn Common Magical Item (1/2)
    • Week 8 – Learn Common Magical Item (2/2) – Orb of Time
Advancing to 6th Level Artificer

Character Level 06 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.
  • Weapons Mastery – One weapon upgrade. Expert training available.

Class BuildArtificer – Level 06

  • Hit Points: 5 HP + Con Mod
  • Tool Expertise (Artificer 6th) Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
  • Battlefield Smithing (Artificer 6th) As a veteran combat-tinkerer you specialize in certain aspects of warfare. Choose one of the following:
    • Armour Smithing – You have advantage on checks made to maintain and repair armor, and you are always considered to have access to a forge when repairing armor.
      • In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a suit of non-magical armor or change an additional modification: camouflaged, flamboyant, spiked, stealthy, storage. A suit of armor can only have one additional modification.
    • Caravan Smithing – You have advantage on checks made to repair vehicles, and you are always considered to have access to a forge when repairing a vehicle.
      • In addition, during a short rest you can either repair any malfunction a vehicle is suffering or restore up to 50 of the vehicle’s hit points at the cost of 25 gold in materials.
    • Weapon Smithing – You have advantage on checks made to maintain and repair weapons, and you are always considered to have access to a forge when repairing a weapon.
      • In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a nonmagical weapon or change an additional modification: flamboyant, quickdraw, rebounding (thrown weapons only), stealthy, storage. A weapon can only have one additional modification.
  • Schematic Book – Learn one item (up to Uncommon Items) and one infusion
  • Field Discovery – Learn a field discovery
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 2nd

Infusions available:

2nd Level – Armour of Magical Strength (tce21), Enhanced Arcane Focus (tce22), Enhanced Defence (tce22), Enhanced Weapon (tce22), Homunculus Servant (tce22), Mind Sharpener (tce23), Repeating Shot (tce23), Replicate Magic Item – Table A (tce23), Returning Weapon (tce24)

6th Level – Boots of the Winding Path (tce22), Radiant Weapon (tce23), Replicate Magic Item – Table B (tce23), Repulsion Shield (tce24), Resistant Armour (tce24), Spell-Refueling Ring (tce25)

11th Level – Helm of Awareness (tce22), Replicate Magic Item – Table C (tce23)

16th Level – Arcane Propulsion Armour (tce21), Replicate Magic Item – Table D (tce23)

Field Discoveries Available:A Better Mousetrap (gpg0), Alchemical Prodigy (gpg0), Golden Ration (gpg0), Modern Comforts (gpg0), Orienteering (gpg0), Reengineering Nature (gpg0), Retraced Development (gpg0), Rope and Pully Master (gpg0), Strategic Dismantle (gpg0), Tinker Toys (gpg0)

  • Character Options
    • Battlefield Smithing (Caravan)
    • Spells (2) – Air Forge, Pyrotechnics
    • Schematics – Broom of Flying
    • Infusions Selected – Radiant Weapon
    • Field Discovery – Tinker Toys
    • Weapon Mastery – Hand Crossbow (expert)
  • Downtime
    • Week 1 – Learn Uncommon Magical Item (1/3) / Weapons Master to Expert – Dart (1/2)
    • Week 2 – Learn Uncommon Magical Item (1/3) / Weapons Master to Expert – Dart (2/2)
    • Week 3 – Learn Uncommon Magical Item (3/3) – Eversmoking Bottle
    • Week 4 – Learn Uncommon Magical Item (1/3)
    • Week 5 – Learn Uncommon Magical Item (2/3)
    • Week 6 – Learn Uncommon Magical Item (3/3) – Elemental Gem – Red Corundum
    • Week 7 – Learn Language (5th DC14) – Goblin
    • Week 8 – Learn Language (6th DC15) – Orcish
Advancing to 7th Level Artificer

Character Level 07 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.

Class BuildArtificer – Level 07

  • Hit Points: 5 HP + Con Mod
  • Intellectual Calibre (Artificer 7th) your attitudes and academic manners have cemented how you and your intellect are perceived by your peers. Choose one of the following
    • Kooky Eccentric (Artificer 7th) Your excitement for your work is infectious and most find your quirky methodology inescapably endearing. You gain proficiency in Persuasion, or if you are already proficient in Persuasion you gain an expertise die instead. In addition, you can always choose to use Intelligence when making a Persuasion check.
    • Flash of Genius (Artificer 7th) You’ve gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
      • You can use this feature several times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
    • Stern Proctor (Artificer 7th) Your demand for perfection extends past your own work, and with only a discerning glare and a few choice words you can make the confident seem foolish. You gain proficiency in Intimidation, or if you are already proficient in Intimidation you gain an expertise die instead. In addition, you can always choose to use Intelligence when making an Intimidation check
  • Schematic Book – Learn one item (up to Uncommon Items) and one infusion
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 2nd
  • Character Options
    • Intellectual Calibre (Kooky Eccentric)
    • Spells (2) Flame Blade, Invisibility
    • Schematic – Quiver of Ehlonna
    • Infusion – Boots of the Winding Path
  • Downtime
    • Week 1 – Learn Uncommon Magical Item (1/3)
    • Week 2 – Learn Uncommon Magical Item (2/3)
    • Week 3 – Learn Uncommon Magical Item (3/3) – Lantern of Revealing
    • Week 4 – Learn Uncommon Magical Item (1/3)
    • Week 5 – Learn Uncommon Magical Item (2/3)
    • Week 6 – Learn Uncommon Magical Item (3/3) – Hat of Disguise
    • Week 7 – Weapons Mastery to Expert (1/2)
    • Week 8 – Weapons Mastery to Expert (1/2) Javelin
Advancing to 8th Level Artificer

Character Level 08 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.

Class BuildArtificer – Level 08

  • Hit Points: 5 HP + Con Mod
  • Ability Score Improvement (Select Both) Attribute and Feat
  • Schematic Book – Learn one item (up to Uncommon Items) and one infusion
  • Field Discovery – Learn a field discovery
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 2nd
  • Character Options
    • Attributes +2 Dex
    • Feat – Skill Expert (prof nature, expertise perception)
    • Spells (2) Arcane Lock, Rope Trick
    • Schematic – Alchemical Jug
    • Infusion – Enhanced Defence
    • Field Discovery – A better mousetrap
  • Downtime
    • Week 1 – Learn Uncommon Magical Item (1/3)
    • Week 2 – Learn Uncommon Magical Item (2/3)
    • Week 3 – Learn Uncommon Magical Item (3/3) – Sentinel Shield
    • Week 4 – Learn Uncommon Magical Item (1/3)
    • Week 5 – Learn Uncommon Magical Item (2/3)
    • Week 6 – Learn Uncommon Magical Item (3/3) – Boots of Springing and Striding
    • Week 7 – Weapon Option – Pinning Hit
    • Week 8 – Weapon Option – Rapid Shot

Example Build

This uses my annotated stat block to show how I lay out NPCs for reference, and showing how its works for me.

Gnomish Tinkerkin Artificer Atrillerist

Duke AnCover
Small Gnome of Fire (Tinkerkin), Chaotic
Artificer 8 (Bombardier)

  • Initiative +3
  • Armour Class: 13 (Dex +3, Gnomish Agility +1)
  • Hit Points: 59 (8d8+16) Class (8 + (7*5 = 35)) + Attribute (8*2 = 16)
  • Speed: 25 ft

STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 20 (+5) WIS 12 (+1) CHA 12 (+1)

  • Saving Throws: +5 Constitution, +8 Intelligence (advantage) Gnomish Cunning
  • Weapon and Armour: (Proficient) Armour (Light, Medium), Shields, Simple Weapons, Crossbow (Heavy), (skilled) none (expert) Crossbow (Hand), Dart, Javelin,
  • Tools: (proficient) +3 Vehicle (Flight, Land, Sea, Space) (expertise) +6 Artisan’s Tools (Alchemist, Carpenter, Glassblower, Thieves, Tinker, Woodcarver)
  • Skills: (proficient) +4 Animal Handling (W), +8 Arcana (I), +8 Engineering (I explosives), +8 History (I*), +4 Medicine (W), +8 Nature (I), +8 Persuasion (I*), +4 Survival (W), +6 Stealth (D) (expertise) +7 Perception (W),
  • Senses: +7 Perception (W), Passive Perception 17, Darkvision 60 ft
  • Languages: Common (Alphatian, Thyatian), Dwarven, Elven, Gnomish, Goblin, Makai, Orcish, Sylvan, Traladaran

ABILITIES

  • Caravan Smithing – You have advantage on checks made to repair vehicles, and you are always considered to have access to a forge when repairing a vehicle.
    • In addition, during a short rest you can either repair any malfunction a vehicle is suffering or restore up to 50 of the vehicle’s hit points at the cost of 25 gold in materials.
  • Craftbound’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Danger of Time (fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Darkvision (Gnome) Accustomed to life underground, you have superior vision in dark and dim conditions. Vou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can’t discern colour in darkness, only shades of grey.
  • Explosive Specialist – You gain the Engineering skill specialty explosives. If you already have this specialty you instead gain a different Engineering skill specialty of your choice.
  • Flash of Genius (Artificer 7th) You’ve gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
    • You can use this feature several times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
  • Gnomish Agility (Gnome – Level Up) Gain +1 AC vs targets larger than you.
  • Gnome Cunning (Gnome – Level Up) You have advantage and an experience dice on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Gnomish Magic (Gnome – Level Up) You know the minor illusion cantrip. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest)
  • Infuse Item (Artificer 2nd) You’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic item. (12 Items – 3 Spells 3 Cantrips)
    • Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
    • Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
    • You can infuse more than one non-magical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
    • If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
    • An item can infuse a spell, a magical item or an special infusion. You can combine your tier in infusions on a single item.
  • Kooky Eccentric (Artificer 7th) Your excitement for your work is infectious and most find your quirky methodology inescapably endearing. You gain proficiency in Persuasion, or if you are already proficient in Persuasion you gain an expertise die instead. In addition, you can always choose to use Intelligence when making a Persuasion check.
  • Power of Energy (fire aspected) When using (or effected by) Fire or Radiant damage you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Magical Tinkering (Artificer 1st tce11) You’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. (5 objects)
    • You then touch a Tiny non-magical object as an action and give it one of the following magical properties of your choice:
      • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
      • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
      • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
      • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
    • The chosen property lasts indefinitely. As an action, you can touch the object and end the property early
    • You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
  • Mind Like a Steel Trap (Steamforged) You have proficiency in History and you gain an expertise die on checks made using the chosen skill.
  • Munitions Expert – you can modify ammunition to create special ammunition. In a careful process that takes 10 minutes, you can modify up to 10 pieces of ammunition into your choice of explosive, flaming, or punching ammunition. It costs 5 gold in materials per piece of ammunition modified in this way.
    • In addition, you may use your Intelligence when making attack and damage rolls using siege weaponry.
  • Omnitools (Artificer 4th) With a bit of arcane power and a lot of overengineering, your tools fold and flip into whatever you need them to be. Also you can use your tools of artifice as if they were any kind of artisan’s tools or miscellaneous tool kits. This ability does not grant you proficiency in those tool sets but you can make tool checks as if you had those tools.
  • Secret Ways (Marauder) When you navigate while traveling, pursuers have disadvantage on checks made to track your group. Additionally, you can travel stealthily at a normal pace.
  • Tech Savvy (Steamforged) You have proficiency with tinker’s tools and Engineering, plus one other artisan’s tool of your choice.
  • The Right Tool for the Job (Artificer 3rd) You’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again.
  • Tinker (Tinkerkin) You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC5, 1 hp). The device ceases to function after 24 hours (unless you spend 1hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
    • Clockwork Toy. This toy is a c1ockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
    • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
    • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
  • Tool Expertise (Artificer 6th) Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
  • Touch of the Fire (fire aspected) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Racial Subtypes: Count as Tinkerkin, Rock Gnome, Gnome and Humanoid. Also as a Genasi for using Fire Genasi magical items and effects.

SPELLCASTING

  • Artificer Spells Known
  • Artificer Spells Prepared
  • Infusions (11 = 1+ Level + Tier)
    1. Radant Crossbow
    2. Quiver of Ehlonna
    3. Ear Horn of Hearing (Elderly Rock)
    4. Party Javelin (1/2) Javelin of Returning (Attuned)
    5. Party Javelin (2/2) Moon-touched Weapon
    6. Party Hat (1/2) Hat of Wizardry
    7. Party Hat (2/2) Hat of Disguise (Attuned)
    8. Party Wand (1/2) Wand of Pyrotechnics
    9. Party Want (2/2) Enhanced Arcane Focus (Attuned)
  • Artificer Schematic Book
    • Common Items (20) Alchemists Smoke, Candle of the Deep, Clockwork Amulet, Ear Horn of Hearing, Eratz Eye, Hat of Vermin, Hat of Wizardry, Instrument of Illusions, Lock of Trickery, Moon-Touched Weapon, Orb of Direction, Orb of Time, Perfume of Bewitching, Potion of Climbing, Potion of Healing, Mystery Key, Talking Doll, Tankard of Sobriety, Unbreakable Ammunition, Wand of Pyrotechnics,
    • Uncommon Items (7) Alchemical Jug, Boots of Springing and Striding, Broom of Flying, Hat of Disguise, Eversmoking Bottle, Elemental Gem (Red Corundum), Lantern of Revealing, Quiver of Ehlonna, Sentinel Shield
    • Special Infusions (7) Boots of the Winding Path, Enhanced Arcane Focus, Enhanced Defence, Enhanced Weapon, Mind Sharpener, Radiant Weapon, Returning Weapon
    • Field Discoveries – A Better Mousetrap, Modern Comforts, Orienteering, Tinker Toys

Actions (1 per round)

  • Activate Secret Craft
  • Attack Action (ph192) – you can make one weapon attack.
  • Create Eldritch Cannon (Abilities) Once per long rest you can create one of these cannons.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Gnomish Agility (lu38) You gain a +1 to AC against targets of a size larger than small.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Magical Tinkering (abilities) Can have 5 items under the effects of tinker at a time.
  • Minor Illusion (Cantrip) Spell DC 16 as Gnomish Magic Heritage, Intelligence based action affect two adjacent 5ft cubes.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Alchemical Grenades (Bombardier 3rd) you gain proficiency with a special type of rare ranged weapon called an alchemical grenade, and you may use your Intelligence when making attack and damage rolls with them. (3 times per short or long rest)
    • You can use a bonus action to arm an alchemical grenade. An armed alchemical grenade explodes when it hits a target or at the end of your turn.
    • Alchemical grenades are thrown weapons with a range of 20/60 feet, and when an armed alchemical grenade hits a target it deals 1d6 force damage. Whenever you hit a target with an alchemical grenade, each creature within 5 feet of the target makes a Dexterity saving throw or takes half as much damage as taken by the target (the target is immune to this effect). Whenever you miss with an armed alchemical grenade it explodes in a harmless location at the end of your turn.
    • You can use this feature to arm a number of alchemical grenades equal to your proficiency bonus. Creating these alchemical grenades has no material costs. You regain all expended uses when you finish a short or long rest by mixing chemicals and soldering together new shells for later use. You cannot regain expended uses in this way if you don’t have access to tools of artifice.
    • Whenever you arm an alchemical grenade, you may select one of the following grenade types.
      • Acid Core – A target hit by this grenade takes an additional 1d4 ongoing acid damage that persists until it submerges itself in water or uses an action to wipe the acid off.
      • Arcane Payload – To select this grenade type, you must expend an infusion use. A target hit by this grenade takes an additional 1d12 force damage and makes an Intelligence saving throw or is rattled until the end of its next turn.
      • Combustible – A target hit by this grenade takes 1d6 additional fire damage. Flammable objects within 5 feet of the target that aren’t being worn or carried ignite, taking 1d6 ongoing fire damage until a creature uses an action to smother the flames.
      • Flashbang – A target hit by this grenade makes a Constitution saving throw or is blinded until the end of its next turn.
      • Alchemical Grnades Upgrade (Bombardier 5th) The damage increases by 1 dice when you reach 5th level. This also affect and increases the dice of Acid Core, Arcane Payload and Combustible.
  • Tactical Chemistry (Artificer 1st) you know how to quickly turn inert chemicals into something violently reactive or useful in the moment. As a bonus action, you can create one of the following items: (3 times per short or long rest)
    • Acid (vial), Alchemist’s fire, black powder charge, ether (flask), flash bomb, oil (1 pint flask), paint pot, poison (basic), smoke bomb, tanglefoot bag, torch, torch (alchemical)
    • Items you make in this way are extremely unstable and must be used immediately. If an item you created in this way is not used (activated, lit, thrown, or applied as appropriate to the item) by the end of your next turn it dissolves into useless sludge.
    • You can use this feature to create a number of items equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. You cannot regain expended uses in this way if you don’t have access to tools of artifice.
  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Rest

  • Infuse Item (Long) Can infuse 4 items.
  • The Right Tool for the Job (Artificer 3rd) You’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again.

Infusions

  1. Returning Weapon (tce23) – This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
    • If attuned, can used as a volley or multiples of the same weapon.
  2. Enhanced Arcane Focus (tce21) – While holding this item, gain a +1 bonus to spell attack rolls. In addition, you ignore half-cover when making a spell attack. If attuned adds an extra dice of damage.
  3. Enhanced Weapon (tce21) The weapon grants +1 bonus to attack and damage rolls made with it.
    • If attuned it also provides an extra dice of damage.
  4. Mind Sharpener (tce22) The infused armour or robes can send a jolt to the wearer to refocus their mind. It has four charges. When the wielder fails a constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the items charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
    • If attuned the item has 2 more charges and becomes a free action instead of a reaction to use.
  5. Radiant Weapon (tce22) This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action
    • The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains ld4 expended charges daily at dawn.
    • If attuned the item gains 2 more charges and the DC increases by 2.
  6. Boots of the Winding Path (tce21) While wearing these boots, a creature can leave confusing tracks on the ground increasing the difficult to track by your proficiency modifier while giving you the same bonus to your initiative.
    • If attuned your can Teleport up to 15ft as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
  7. Enhanced Defence (tce21) An armour or shield gains a +1 bonus to AC.

Feats

  • Crossbow Expert (ph166) – When using crossbows you gain the following advantages:
    • Ignore the loading quality of crossbows you are at least proficient with.
    • Being within a creatures reach no longer causes disadvantage.
    • When attacking with a one handed weapon, you can use a bonus action to fire a hand crossbow and add your mod to the damage
  • Skill Expert (tce p80) – Dex +1, Nature at Proficient, Perception at Expertise

Attack Options

  • Darts (expert) +7 to hit one ranged target (Thrown Range 30/80 ft)
    • Basic Hit: 3d4 +3 piercing (One Dart) or 4d4 +3 piecing (Two Darts) or 5d4 +3 piercing (Three darts)
    • Weapon AbilitiesBase DC (14), Extra Attack, Extra Missile, Finesse, Range, Thrown
    • Weapon OptionsPinning Hit
  • Enhanced Returning Javelin (expert) +6 to hit one melee or ranged target (Thrown Range 40/140 ft)
    • Basic Hit: 4d6+3 piercing
    • Weapon OptionsPinning Hit
  • Grapple (special) see ph195.
  • Radiant Hand Crossbow (expert) +7 to hit one target, Ammunition Range 40/140 ft
    • Basic Hit: 3d6+4 piercing + d8 Poison
    • Weapon Abilities – Ammunition, Delay, Light, Loading, RangeNotes – Ignore loading due to crossbow expert
    • Weapon OptionsPinning Hit, Rapid Shot
  • Shoving a Creature (special) see ph195.

Weapon Options: (Usable for Hand Crossbow and Javelin only)

Weapon Option – Pinning Hit (Attack Option) – When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Restrained Saving Throw vs your Base DC.
Retrained Saving Throw – Strength vs your Base DC. On a failure the creature is restrained, and can use an action on their turn to make another Restrained Saving Throw to get free.
Associated WeaponsBastard Sword, Battleaxe, Dagger, Dart, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick

Rapid Shot (Bonus Action – Attack Option) You rapidly reload your weapon with loading, throwing off your aim but allowing you to make an additional attack this turn. As a bonus action, you may reload your hand crossbow and make an attack with it against a target within 30ft. This attack has disadvantage.
Associated WeaponsHand Crossbow, Light Crossbow

Equipment (0 lb of 135 lb)

  • Armour:
  • Weapons:
  • Wealth:

Notes

  • Age: HeightProficiency Bonus: +3
  • Characteristics:
    • Background:
    • Personality:
    • Ideal:
    • Bond:
    • Flaw:
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook
  • xge – Xanithar’s Guide to Everything

Content Updates

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session RecordingsCampaign Journals

Library of Books

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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