Building a Character Classes Dungeons & Dragons Roleplaying

DnD Class Build Artificer Artillerist

Dungeons and Dragons – Mystara

Class Build – Artificer – Artillerist

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 – Druid – Circle of the Tree of Life?

Base character options for the Elven Seasonfey as a starting point.

This is chosen to be a member of the circle of the Tree of Life which is dedicated to the centre of the elven soul.

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 Con, +5 Int

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


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 – Steamforged (Level Up)


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

  • Background – Marauder – (Level Up)
  • Ability Scores – +1 Dex, and one other score
  • Skills – tba


  • Chaos – Level Up


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

  • Racial Languages:
  • Class Languages –
  • Background Languages:
  • Languages (Godbound) .

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
  • Level 2
  • Level 3
  • Level 4
  • Level 5

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.

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.

  • Racial Secret Crafts: (Starting) Your choice of starting secret crafts include: DragonologistEarthologistElvenologist.
  • Druidic Secret Crafts: (Starting) Your choice of starting secret crafts include: Naturologist, Preservologist or Shapeologist

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
  • Attributes – Character Level 01 Traits
    • Proficiency Bonus: +2
    • Character Tier: Tier 1
    • Attunement Slots: 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.
  • Player Choices
    • Elven – Mystic Rapport, Skill (Arcana)
    • Background – +1 Dex, +1 Int, Skills (Survival, Stealth), Tools (Vehicle – Flight)
    • Destiny – Investigation (Inspiration)
    • Class – Skills (Nature, Animal Handling, Medicine), Weapons (Bola, Bows (short and long), Crossbow (Light, Heavy, Hand), Daggers, Lasso, Quarterstaff, Sickle, Unarmed Strike
Advancing to 2nd Level Artificer
  • Character Options (Level 2)
    • Wild Shape – Cat, Elk, Panther
Advancing to 3rd Level Artificer
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.
  • Character Options
    • Wild Shape (free) – Wolf
    • Natural Demeanor – A way with animals
    • Weapon Master – Longbow (skilled)
Advancing to 4th Level Artificer
  • Character Options
    • Attribute – Int +2
    • Wild Shape (free) – Reef Sharks
Advancing to 5th Level Artificer
  • Character Options
    • Wild Shape (free) – Black Bear
Advancing to 6th Level Artificer
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.
  • Character Options
    • Skill – Survival
    • Wild Shape (free) – Octopus
    • Weapon Mastery – Longbow (Expert)
Advancing to 7th Level Artificer
  • Character Options
    • Wild Shape (free) – Warhorse
    • Druidic Lore – Truthspeaker
Advancing to 8th Level Artificer
  • Character Options
    • Attributes – +2 Dex
    • Wild Shape (free) – Bat

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

Small Gnome of Fire (Tinkerkin), Chaotic
Artificer 8 (Artillerist)

  • Armour Class: (Gnomish Agility +1)
  • Hit Points: 57 (8d8+14) 8 + (7*5 = 35) + (7*2 = 14)
  • 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, Firearms
  • Tools: +3 Vehicle (Flight) (expertise) +6 Artisans Tools (created), +6 Woodcarvers Tools (created)
  • Skills: (proficient) +8 Arcana (I), +8 Investigation (I+), +8 Nature (I), +4 Survival (W), +6 Stealth (D) (expertise) +11 History (I), +7 Perception (W)
  • Senses: +7 Perception (W), Passive Perception 17, Darkvision 60 ft
  • Languages:


  • Arcane Firearm (Artillerist 5th)
  • 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.
  • Eldritch Cannon (Artillerist 3rd)
  • 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.
    • 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.
  • Magical Tinkering (Artificer 1st) – 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 odour 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.
  • Racial Subtypes: Count as Tinkerkin, Rock Gnome, Gnome and Humanoid. Also as a Genasi for using Fire Genasi magical items and effects.

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.
  • 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.
  • 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)

  • 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.


  • Infuse Item (Long) Can infuse 8 items.
  • The Right Tool for the Job (Short or Long) Create Artisans tools within 5 ft.


  1. Armour of Magical Strength (tce p20)
  2. Enhanced Arcane Focus (tce p21)
  3. Enhanced Defence (tce p21)
  4. Enhanced Weapon (tce p21)
  5. Repeating Shot (tce p22)
  6. Repulsion Shield (tce p23)
  7. Replicate Item – Alchemy Jug
  8. Replicate Item – Lantern of Revealing
  9. Replicate Item – Rope of Climbing
  10. Replicate Item – Unbreakable Arrow
  11. Returning Weapon (tce p23)


  • Gunner (tce p80) – Dex +1, Firearms at Proficient, Ignore loading for firearms, Ranged attacks within 5 ft of a hostile creature does not impose disadvantage on your ranged attack rolls.
  • Skill Expert (tce p80) – Dex +1, Nature at Proficient, Perception at Expertise

Attack Options

  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Equipment (89 lb of 135 lb)

  • Armour:
  • Weapons:
  • Wealth:



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



  • 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, 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 – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), 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 (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)


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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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