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THE ARTIFICER

...of Alancia
Most of my players enjoy some steampunk, so much that even when we play more or less pure
fantasy they still like seeing some anacronic technology here and there, used as an exotic spice.
Because of this, classes like the Artificer were always loved by my players, and I knew that once 5e
was launched I would have to port in our own Artificer.

This Artificer is a scientific genius, based on some old classes back from 3.5. Converting it to 5e
was a little hard because 5e was still young (it was the first week) the original was built like the
rogue, full of talents that you can choose. I tried to take the most iconic talent trees and turn them
into the four subclasses, while leaving the neutral ones as options like the sorcerer's metamagic.

In any case, I hope you enjoy.

PS: Many thanks to the gitp forum guys and gals. Some people really seem to enjoy this little work,
and that love and support is all that a design might ask for.

by Diego Bastet and the Secrets of Alancia team


art by Diego Bastet, character commissions at
http://diegobastet.deviantart.com/

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Diego Erik and published under the
Community Content Agreement for Dungeon Masters Guild.

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THE ARTIFICER (OF ALANCIA)
The Artificer (of Alancia) Inventions per day
Level Prof Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Inventions, Vocation 2
2nd +2 Inovation, Artificer's 3
Knowledge
3rd +2 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 Vocation Feature 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 Discovery 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 Vocation Feature 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 Discovery 4 3 3 3 2 1 1 1 1
18th +6 Vocation Feature 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Eternal Invention 4 3 3 3 3 2 2 1 1

CLASS FEATURES EQUIPMENT


You start with the following equipment, in
HIT POINTS
addition to the equipment granted by your
Hit Dice: 1d8 per Artificer level
background:
Hit Points at 1st Level: 8+ your Constitution
(a) a dungeoneers pack or (b) an explorer's
modifier
pack
Hit Points at Higher Levels: 1d8 (or 5) + your
(a) a melee simple weapon or (b) a crossbow
Constitution modifier per Artificer level after
and a case of 20 bolts
1st
Leather armor and a set of artisans tools
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons
INVENTIONS
Tools: Two artisans tools of your choice
Saving Throws: Dexterity, Intelligence You can create advanced pieces of technology,
Skills: Choose two from Arcana, History, capable of amazing feats, called inventions.
Insight, Investigation, Medicine, Nature, and Each invention you create emulates the effects
Perception. of a spell.

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the casting time of the emulated spell. When you do, the
GADGETS invention creates an effect equivalent to the spell if it
At 1st level, you know the designs for three gadgets of were cast at the level of the expended invention slot. If
your choice. A Gadget is a 0-level invention, and can be the spell requires a costly material component, that
activated repeatedly. Gadgets in the form of equipment component must also be expended during the activation
never occupy significant space on the user. You learn of the invention. Inventions require no concentration to
one additional Gadget design at levels 4 and 10. keep, even if the effect has a duration of Concentration;
however, you can only keep one of these inventions
DESIGN BOOK active at a time, and you cant concentrate on a spell
At 1st level, you have a design book containing designs during that period.
for six 1st-level inventions of your choice. Intelligence is the ability you use to activate inventions,
so you use your Intelligence whenever an effect refers to
BUILDING INVENTIONS your spellcasting ability.
No matter how many designs you hold, there is a limit to
the number of designs you can implement in a day. The Invention save DC = 8 + your proficiency bonus + your
Artificer table shows how many invention slots you have Intelligence modifier.
to create inventions of 1st level or higher. You regain all Invention attack modifier = 1d20 + your proficiency
expended invention slots when you finish a long rest. bonus + your Intelligence modifier.
You build inventions from your design book, a process
which takes 1 minute of work. To do so, expend a slot of LEARNING DESIGNS OF 1ST LEVEL OR HIGHER
the inventions level or higher. Building inventions also At each new Artificer level, they gain two new Designs
consumes bulk materials, but the cost of these materials of any level that they can create. An Artificer can also
is insignificant; comparable to the valueless material add Designs to their Design Book, whether by learning
components of most spells. them from another Artificer or by deciphering them from
Inventions remain potent for 1 day before becoming another Design Book. The cost of this transcription
inert. In addition, your inventions are keyed to you and process is 50gp and 2 hours per level of the Design.
immediately become inert if they leave your possession, An Artificer can also attempt to study a Wizard's
reactivating as soon as they return to your keeping. An spellbook to learn any Design that is equivalent to a spell
Artificer cannot normally pass out their Inventions for the spellbook contains; however, this requires 400gp and
allies to use (but see the Simple Science Discovery 8 hours per spell level, as well as a successful Arcane
below). (Int) skill check. The DC for this check equals 8 + twice
Many Artificers build several Inventions at the start of the level of the spell, and is made before expending any
the day or just before going on an adventure, but it's not costs. The assistance of the spellbooks Wizard grants
uncommon for an Artificer to keep some (or even all) of Advantage on this check.
their daily Invention slots open so that they can build
Inventions in the field as needed.
VOCATION
TYPES OF INVENTIONS
Different inventions are constructed in different ways.
Equipment. Beneficial inventions with a range of self or At 1st level, you choose a vocation that
touch and a duration greater than 1 round must be expresses your preferred style of creation.
constructed as Equipment. These inventions can be made Choose Alchemist, Grenadier, Gunsmith, or
as bracers, gloves, shoulders, belts, boots, helmets, or Machinist, all detailed at the end of the class
backpacks. They are always cumbersome, and prevent
description. The vocation you choose grants
the placement of other items in the space that they
occupy, including magic items. They can be activated at you features at 1st, 6th, 14th, and 18th level.
any time that they are worn, but you must be one of the
targets, if any.
Devices. Other inventions are constructed as Devices. INNOVATION
These inventions are hand-held items that must be
retrieved before use.
At 2nd level, you tap into a font of creativity
USING INVENTIONS and insight from within yourself, represented
Your inventions are so complex that only you are able to by Innovation Points. You have an amount of
operate them. You can activate your inventions by Innovation Points equal to your Artificer level,
performing a Use Item action, although you do so using

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which you use to achieve a variety of special Innovation you can also try to calculate the DC of any
effects. You regain all spent Innovation Points task; make an appropriate skill check (using Intelligence
in place of the usual attribute) with a DC of 15. If
when you finish a long rest. successful, the character measures the probability of
success, while the GM tells the player the DC.

ARTIFICERS KNOWLEDGE MEDIC


As an action you can create and use Inventions that heal
HP, or cure conditions/exhaustion/diseases/poisons.
If the Artificer studies a tool for 1 minute and
spends 1 Innovation Point he becomes OVERCHARGE
proficient in that Tool until he uses this ability When you activate an Invention that has a duration
again or finishes a long rest. longer than 1 minute, you can spend 1 Innovation Point
to double its duration, to a maximum of 24 hours.

REPAIRS
DISCOVERY When you create Inventions that heal HP, you can
modify them to work on constructs and objects. These
The Artificer learns new techniques and inventions no longer have an effect on living creatures.
improvements to his skills. At 2nd level you ROUTINE INVENTION
gain two of the following Discovery options of You can create Inventions with the Ritual tag as
your choice. You gain another two at 10th and Routines. A Routine doesnt cost an Invention slot, but
17th level. Some Discoveries require the creation time increases by 30 minutes and you have
Innovation Points to be used. to spend 1 Innovation Point to build it.

SIMPLE MACHINE
EFFICIENT CLIMBER With a minute of work and 1 Innovation Point you can
You create a climbing apparatus that grants you a create a mechanical device that executes a single simple
climbing speed equal to your land speed, and allows you programmed action, like an auto bakecaker or
to climb with both hands free. weightlifter. The machine as the statistics of a Medium
animated object, except that it cant attack and it has one
EFFICIENT CRAFTER of your skill of tool proficiencies, and remains active for
You can craft five times faster than normal. 10 minutes before critically malfunctioning. You can
only program one command, something that an Unseen
EFFICIENT SWIMMER Servant could reasonably do. Alternatively you can build
You create swimming gear that grants you a swimming a sturdier construct with 1 hour of work and 500gp. The
speed equal to your land speed, and allows you to hold sturdier construct remains active for 24 hours, and you or
your breath ten times longer. any other Artificer can extend this duration each day by
spending 10 minutes and 1 Innovation Point making
FAST TRIGGER minor repairs and modifications. After one year of
When you activate an invention with a casting time of 1 continuous activation, the Simple Constructs schematic
action, if it only targets yourself, you can spend 1 has been perfected and it becomes permanent. A
innovation point to activate it as a bonus action. perfected machine can be rebuilt with 1 hour of work
and 500gp, and retains its permanency.
FIRST AID TECHNIQUES
If you or any friendly creatures who are under your care SIMPLE SCIENCE
regain hit points at the end of a short rest, each of these Your Inventions arent exactly rocket science, and other
creatures regain extra Hit Points equal to your creatures can use your beneficial Inventions. Each
Intelligence modifier. creature can have only one Invention with a duration of
Concentration active at the same time.
MECHANICAL CALCULATOR
You created a device full of buttons and levers that allow
you to make all kinds of calculations. The device works
as an abacus and compass, and also measures height, ABILITY SCORE IMPROVEMENT
temperature and depth. As an action and by spending 1

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SCIENCE compels you" is a great explanation.
When you reach 4th level, and again at 8th, Of course there are spells that shouldn't be
12th, 16th, and 19th level, you can increase one allowed, but I follow 5e's trend and leave this
ability score of your choice by 2, or you can power to each individual GM. Maybe in his
increase two ability scores of your choice by 1. setting only wizard spells + cure wounds;
maybe in that other setting anything that
doesn't specifically uses religions or the force
ETERNAL INVENTION of the divine; maybe on another anything that
uses Radiant or Necrotic damage is out.
At 20th level, when you activate an Invention
with a duration longer than 1 round, you can There's also another reason why a default list
spend 1 Innovation Point and extend the isn't presented. This class, the whole class, was
duration to 24 hours or until you use this ability one of the first complete 5e homebrew on the
again. web, first appearing on the gitp forums at
2014-08-21, 04:30 PM, and at the time I made
no assumption how the spell lists of various
THE ARTIFICER INVENTION LIST casters would be expanded, or even if they
To put it simply, the Artificer was created with even would be. By leaving the spell lists
the intention that his invention list is made up "open", if two months passed and WotC
from all spells from the Cleric, Druid and released some great new spells any of these
Wizard list, except spells involving directly classes players could just use them.
divine forces, and with additional exceptions
left for each individual DM according to what I understand some DMs might not be thrilled
Artificers are supposed to be on each setting. by the idea, but I can confirm that lots of
people used the Artificer of Alancia as it is in
While that may sound strange, it's logical once this year and a half, and it works. But in any
you understand that the Artificer must write the case, if you prefer to take little steps, this is the
inventions to his Design Book and can't access spell list I originally put for my games. I think
most of his inventions on the fly. He either has it's generic enough with a wide selection and
to learn inventions from other artificers (or following a certain theme, but in your setting
reverse engineer them from wizard's maybe it's different.
spellbooks), research them by himself or make
do with the two free ones he learns each level.
The artificer should be able to focus on one
aspect, like damage, battlefield control,
buffing, healing, or utility inventions, while
still being able to branch out if needed; in that
aspect his strength is that even if he specializes
in a certain function (let's say party healer) he
still retains the ability to being a generalist if
needed.

I make no assumptions as to what kind of


spells should be allowed; in some setting
inventions that deal with angels and fiends
make no sense, while on others "The Power of

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Gadgets 2nd level Inventions
Acid Splash Aid
Blade Ward Alter Self
Dancing Lights Arcane Lock
Fire Bolt Augury
Friends Blindness/Deafness
Light Calm Emotions
Mage Hand Continual Flame
Mending Darkness
Message Darkvision
Minor Illusion Detect Thoughts
Poison Spray Enhance Ability
Ray of Frost Enlarge/Reduce
Shocking Grasp Entrall
Spare the Dying Gentle Repose
Thorn Whip Gust of Wind
True Strike Heat Metal
Hold Person
1st level Inventions Invisibility
Alarm Knock
Bane Lesser Restoration
Burning Hands Levitate
Charm Person Magic Mouth
Comprehend Languages Melf's Acid Arrow
Create or Destroy Water Mirror Image
Cure Wounds Misty Step
Detect Magic Protection from Poison
Detect Poison and Disease Scorching Ray
Disguise Self See Invisibility
Dissonant Whispers Shatter
Expeditious Retreat Silence
Faerie Fire Spider Climb
False Life Suggestion
Feather Fall Web
Fog Cloud
Goodberry 3rd level Inventions
Grease Clairvoyance
Guiding Bolt Create Food and Water
Hail of Thorns Daylight
Hideous Laughter Dispel Magic
Inflict Wounds Elemental Weapon
Jump Fear
Longstrider Feign Death
Magic Missile Fireball
Purify Food and Drink Fly
Shield Haste
Silent Image Hypnotic Pattern
Sleep Lightning Bolt
Thunderwave Magic Circle
Witch Bolt Major Image
Nondetection

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Plant Growth 6th level Inventions
Protection from Energy Chain Lightning
Revivify Disintegrate
Sending Flesh to Stone
Sleet Storm Forbiddance
Stinking Cloud Freezing Sphere
Tongues Globe of Invulnerability
Water Breathing Guards and Wards
Wind Wall Harm
Heal
4th level Inventions Irresistible Dance
Arcane Eye Mass Suggestion
Black Tentacles Programmed Illusion
Confusion Sunbeam
Death Ward True Seeing
Dimension Door Wall of Ice
Fabricate Wall of Thorns
Fire Shield
Freedom of Movement 7th level Inventions
Giant Insect Delayed Blast Fireball
Grasping Vine Finger of Death
Greater Invisibility Fire Storm
Halucinatory Terrain Forcecage
Ice Storm Mirage Arcana
Phantasmal Killer Project Image
Resilient Sphere Regenerate
Stone Shape Resurrection
Stoneskin Reverse Gravity
Wall of Fire Teleport

5th level Inventions 8th level Inventions


Animate Objects Antimagic Field
Cloudkill Clone
Cone of Cold Control Weather
Contagion Dominate Monster
Destructive Wave Eartquake
Dominate Person Feelemind
Geas Incendiary Cloud
Greater Restoration Sunburst
Hold Monster Telepathy
Mass Cure Wounds Tsunami
Modify Memory
Raise Dead 9th level
Telekinesis Mass Heal
Telepathic Bond Meteor Swarm
Teleportation Circle Shapechange
Wall of Force True Resurrection
Weird

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VOCATIONS
ALCHEMIST entire process, who must be either willing or
Incapacitated. The target is transformed as in
BONUS PROFICIENCY Alter Self or True Polymorph, but with a
You gain proficiency with the Alchemist Kit. permanent effect. This ability cant be used
again until you finish a long rest.
TONIC
At 1st level you know how to make a new type
of invention, Tonics, which are treated like GRENADIER
devices. Only beneficial inventions with a BONUS PROFICIENCY
range of self or touch can be made as Tonics. You gain proficiency with the Gunsmith Kit
Additionally, you can prepare a number of and with explosives.
Tonic designs equal to your Intelligence
modifier + your artificer level (minimum 1 BOMB
design). You can create these prepared tonics Beginning at 1st level, you know how to create
with a single action rather than 1 minute, and a new type of invention, Bombs. Only harmful
anyone can use them. You can change your list inventions with an area of effect can be made
of prepared Tonic designs when you finish a as Bombs, which are thrown weapons with a
long rest. maximum range of 60ft. They create their
effect upon the point of impact. If you hit the
MUTAGEN target it receives disadvantage on the saving
Starting at 6th level, with 1 minute of work and throw against the bomb effect, if any; if you
1 Innovation point you can create a special miss, the bomb explodes in a corner of the
potion that works only for a single creature. targets space.
Choose a creature and an ability score; when Additionally, you can prepare a number of
the target creature drinks the mutagen, the Bomb designs equal to your Intelligence
potion grants the effects of the Enhance Ability modifier + your artificer level (minimum 1
spell for the chosen ability, but also grants design). You can create these prepared Bombs
disadvantage on checks for the linked ability. with a single action rather than 1 minute. You
The ability links are Strength-Intelligence, can change your list of prepared Bomb designs
Dexterity-Wisdom, and Constitution-Charisma. when you finish a long rest.
Both effects last 1 hour per artificer level.
CONTROLLED BLAST
HEALING FACTOR Starting at 6th level, by spending 1 Innovation
Starting at 14th level, creatures under the effect Point when you use a Bomb, you can choose a
or your Mutagen receive the benefit of the number of creatures that you can see equal to
Revivify spell exactly 5 rounds after their your Proficiency. The chosen creatures
death. This ends the Mutagen for that creature. automatically succeed on their saving throws
against the Bomb, and they take no damage if
ALCHEMICAL TRANSFORMATION they would normally take half damage on a
Starting at 18th level, with 8 hours of work and successful save.
1 Innovation Point you can permanently alter
the body of a target creature present during the PRECISE EXPLOSIONS

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Starting at 14th level, you can add your
Intelligence modifier to the damage roll of your MOUNTED ARTILLERY
Bombs. Starting at 14th level, you build special tripods
on your prototype guns. You can mount a gun
DANGEROUS EXPLOSIVES as an action by spending 1 innovation point. A
Starting at 18th level, when you use a Bomb, mounted gun acts like a medium animated
you can cause +50% damage with that bomb. object, except that it cant move and it attacks
Once used you cant use this ability again until with its firearm values using your Proficiency
you finish a short or long rest. Bonus + Intelligence Bonus. You can
command your mounted gun as a bonus action
GUNSMITH if it is within 500 feet of you. You must supply
the ammo, but the gun reloads itself. The gun
BONUS PROFICIENCY remains active for 1 minute, and you can only
You gain proficiency with the Gunsmith Kit have one active at a time.
and with firearms.
SPECIALIZED AMMO
PROTOTYPE GUN Starting at 18th level, as a bonus action you can
At 1st level, with 8 hours of work you can change your next shot with a Prototype Gun
modify a firearm with which you are proficient made until the end of your next turn into a 60ft
into a prototype gun. A prototype gun works line, a 30ft cone or a 20ft radius explosion up
like a normal firearm, but loses the Reload to the guns short range. You dont make an
property, only artificers with the Gunsmith attack roll, but creatures in the area receive a
vocation are proficient in its use, and you can Dexterity saving throw for half damage.
use your Intelligence modifier in place of your
Dexterity modifier on attack and damage rolls
with it. MACHINIST
BONUS PROFICIENCY
SPECIAL AMMO You gain proficiency with medium armor and
Also at 1st level, you know how to create a the Engineering Kit.
new type of invention, Special Ammo. Only
harmful inventions that deal damage or have MECHANICAL ARMOR
areas of effect can be built as Special Ammo. With 8 hours of work you can modify an armor
They must be fired from a prototype gun rather that youre proficient into a Mechanical Armor.
than activated normally. When you do, use the A Mechanical Armor works like a normal
weapons long range in place of the inventions armor, but it weights 50% more, always
normal range. imposes Disadvantage on Stealth checks,
prohibit the user from wearing Equipment
ELEMENTAL AMMO inventions, and only artificers with the
Starting at 6th level, with a bonus action and 1 Machinist vocation are proficient in their use.
innovation point you can infuse a prototype While wearing mechanical armor you can use
gun with acid, cold, electricity, fire, or thunder your Intelligence modifier in place of your
for 1 minute or until you use this ability again. Strength modifier for all purposes, and you
While Elemental Amo is active, the guns gain a Mechanical Slam attack that you are
weapon attacks deal damage of the chosen type proficient in. This attack deals 1d8
and it deals an additional 1d6 damage of the bludgeoning damage.
same type. That additional damage increases to
2d6 at 11th level and 3d6 at 17th level. ARMOR UPGRADES

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Also at 1st level, you can integrate inventions among climbing, flight, swimming and
into your armor as Armor Upgrades. Only burrowing.
inventions with a range of self or touch can be Whenever you arent operating the armor, it
armor upgrades. Armor upgrades expend your acts as a Medium Animated Object with the
invention slots without being built, but you Mechanical Slam attack. You can have a
must be the only target. number of construct armors built at once equal
Prepare a number of Armor Upgrades designs to your Intelligence modifier, and you can issue
equal to your Intelligence modifier + your a command to one or all of your unworn
artificer level (minimum 1 upgrade). You can construct armors as a bonus action if they are
change your list of Armor Upgrade designs within 500 feet of you.
when you finish a long rest. If left without orders, the armor takes the
Dodge action. If youre rendered Incapacitated
MECHANICAL EXPERTISE while inside the armor, it takes the Dodge or
Starting at 6th level, you can use the two Disengage action on your turn and tries to stay
following abilities: close to creatures designated as allies, or flees
-Mechanical Uppercut: Immediately after you if alone. Designated allies can remove you
take the Attack action or your turn, you can from the construct armor, but nothing else can
spend 1 Innovation Point to make one without destroying it first.
Mechanical Slam attack as a bonus action.
-Thrusters: You can spend 1 Innovation point SEALED ENVIRONMENT
to take the Disengage or Dash action as a Starting at 18th level, your Construct Armors
bonus action on your turn, and your jump are sealed from the outside. They provide
distance is doubled for the turn. constant air as well as immunity to gases,
pressure and lack of air. While inside your
CONSTRUCT ARMOR Construct Armor you also receive Darkvision
Starting at 14th level, you can turn Mechanical and advantage on saves against poison, disease
Armors into Construct Armors with 8 hours of and light effects.
work. A Construct Armor has one additional
movement type equal to half you land speed,

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USING INVENTIONS
While it may seem that creating and using an
invention is a whole new system, actually the 5 - USE THE INVENTION: Using an Invention
process is just like preparing and casting a takes one Action, unless the original casting
spell, since Inventions emulate their effects. In time is longer. If the Invention is an Equipment
fact the system mostly resembles creating and it uses the spells normal casting time, but it
using a scroll. To build and use an invention, must target the Artificer or have him as one of
the Artificer follows these steps. the targets. Only the Artificer may activate the
Invention. Beneficial Inventions arent
1 - KNOWS THE DESIGN: The spell that he considered magical effects (so they cant be
wants to emulate in an invention must be dispelled and work on anti-magic zones). Once
written in his design book. used the Invention is spent and cant be used
again.
2 - BUILD THE INVENTION: The Artificer
spends a daily Invention exactly like a EXAMPLE - NORMAL INVENTION: An Artificer builds a
spellcaster casting a spell does. He spends one Cure Wounds Invention. He spends a whole minute
building it. After that he can store his invention for later
minute building it. After that the Invention is or use right now.
ready for use, and he may use it now or store it EXAMPLE - NORMAL INVENTION: An Artificer builds a
for later. Once built the invention remains Burning Hands Invention. The invention works like the
ready for use until the end of the Artificers spell, with a 15ft cone starting in his space.
next long rest. EXAMPLE - EQUIPMENT INVENTION: An Artificer builds a
Mage Armor Invention. Mage Armor is a beneficial spell
with a range of Touch and a duration longer than 1
OPTIONAL: 3 - STORING: Inventions usually round, so it must be built as a cumbersome Equipment.
are handheld items, and the Artificer stores Since its an Equipment the Artificer has to wear it
them exactly like any other item. However, if before he can activate it (in this case lets say he built it
the emulated spell is beneficial, with a range of as heavy bracers) and he must include himself among the
targets; mage armor has only one target so he can only
Touch or Self, and a duration longer than 1 target himself with his Quantum Forcefield Bracers.
round, its an Equipment. Equipments may be
made as bracers, gloves, shoulders, belts,
boots, helmets or backpacks, are always
cumbersome and usually prevent the use of THE SUBCLASS TRICK
other items in the space they occupy. You cant
The above is true for every Artificers
choose to build spells that dont fit the above
Inventions, but each subclass has a nice ability
criteria as Equipment, and you cant build
to build their signature inventions in a different
spells that do as normal Inventions.
and improved way. The following are the step-
by-step guides of each subclass.
OPTIONAL: 4 - READY: If the Invention is
stored the Artificer must draw it like any other
ALCHEMIST
item before using it (usually drawing an item
The Alchemist can build Tonics from
takes no action). Obviously if the Invention is
beneficial spells with a range of Self or Touch.
an Equipment and hes already wearing it, then
Tonics are used as normal Inventions. He can
he doesnt need to draw it.
also prepare a number of inventions from his
design book exactly like a wizard prepares

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spells, but only from those that can be made as Hands after his long rest. During the adventure day he
Tonics; he can build the tonics he prepared really needs a burning hands bomb, and since Burning
Hands is one of his prepared inventions he only need a
with a single actions instead of one minute. single action to build it, instead of the normal 1 minute.
EXAMPLE - TONIC: An Alchemist builds a Mage Armor Later he needs a Lightning Bolt invention, but he didnt
Invention. Other Artificers must build it as an choose it as one of his prepared inventions, so Bomb or
Equipment, but he has the option to build it as a Tonic. not he still needs 1 minute to build it.
He must draw and use it, but Tonics are used as normal
Inventions and dont have the limitations of Equipments.
EXAMPLE - PREPARING: An Alchemist prepares Mage MACHINIST
Armor after his long rest. During the adventure day he Besides being able to created Mechanical
really needs a mage armor tonic, and since Mage Armor Armor, the Machinist can prepare a number
is one of his prepared inventions he only need a single of inventions from his design book exactly like
action to build it, instead of the normal 1 minute. Later
he needs a Cure Wounds invention, but he didnt choose
a wizard prepares spells, but only from
it as one of his prepared inventions for the day, so Tonic beneficial spells with a range of Touch or Self.
or not he still needs 1 minute to build it. These spells are Armor Upgrades. While using
his Mechanical Armor he can activate these
GUNSMITH Armor Upgrades without the need to build
Besides being able to create Prototype Guns them first, but he can only target himself with
the Gunsmith can build Special Ammo. This them.
special ammo is built exactly like any normal EXAMPLE - ARMOR UPGRADE: A Machinist prepares Fly
Invention, but can be only used from a after his long rest. During the adventure day he really
needs a Fly effect on himself, so he just spends a daily
Prototype Gun. The Invention uses the long invention slot and activates it without the need to spend
range of the Prototype Gun in place of the 1 minute building it. Later he needs a Cure Wounds
spells range. He can only build harmful spells invention, but he didnt choose it as one of his prepared
that cause damage or have an area of effect as inventions, so he still needs 1 minute to build it.
ammo. EXAMPLE - NOT ARMOR UPGRADE: A Machinist didn't
EXAMPLE - SPECIAL AMMO: A Gunsmith builds a prepare Fly after his long rest. During the adventure day
Hypnotic Pattern Invention. Since the spell has an area he really needs a Fly effect on himself but he didnt
of effect (a 30ft cube within 120t) he has the option to choose it as one of his prepared inventions, so he still
build it as Ammo. He does, and must shoot it through a needs 1 minute to build it as a jetpack (an Equipment) .
Prototype Gun, using the guns Long Range in place of However you can't wear Equipments while using a
the spells original range. Mechanical Armor, so he's outta luck.

GRENADIER WHAT ABOUT ROLEPLAY?


The Grenadier may build offensive area spells You can roleplay your inventions exactly as
as Bombs. Bombs are throw weapons with a you want. One might roleplay a Fireball
20/60ft range. He can also prepare a number Invention like an explosive potion; another
of inventions from his design book exactly like might roleplay it as a single-use disposable
a wizard prepares spells, but only from those handcannon. The system is designed so you
that can be made as Bombs; he can build these can create lots of technological gadgets using
Bombs as a single action. the simple and familiar framework of spells.
EXAMPLE - BOMB: A Grenadier builds a Burning Hands Hand-cannon? Fireball Invention. Parachute?
Invention. Other Artificers must build it as a normal Feather Fall Equipment. Keeping with the feel
invention, but he can build it as a Bomb. As a Bomb he of 5e, your imagination and the setting youre
can throw it with a 20/60 range and the 15ft cone starts playing are the only limits.
where the bomb lands instead of at him.
EXAMPLE - PREPARING: A Grenadier prepares Burning

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FIREARMS
Firearms are a really debated topic on gaming designed in a way to allow you to use any rules
circles, with everyone around here and their on firearms. His Prototype Gun uses whatever
grandmothers coming with their own better firearms are in the setting and just makes some
rules. What, in fact, is better or more consistent changes to it (mostly removing the loading
/ realistic / fun / whatever word you think is property and allowing INT based attacks). I'm
better, when considering firearms? My answer adding here my own firearms, but as I said
is: Whatever the DM tells you to use. above you may use any firearms rules in
conjunction with this class.
With that in mind the Gunsmith rules were

Name Cost Damage Weight Properties


Simple Ranged Weapons
Pistol, light 50 gp 1d6 3 lb Ammunition (range 30/120), firearm, light,
piercing loading
Martial Ranged Weapons
Arquebus 150 gp 1d10 9 lb Ammunition (range 100/400), firearm, heavy,
piercing loading, two-handed
Blunderbuss 100 gp 1d8 8 lb Ammunition (range 30/120), firearm, heavy,
piercing loading, special, two-handed
Grenade 500 gp 4d6 1 lb Explosive (radius 20), throw (range 50)
piercing
Pistol, military 75 gp 1d8 5 lb Ammunition (range 80/320), firearm, loading,
piercing two-handed
Adventuring Gear
Ammunition
- Bullets (10) 1gp - 2 lb
- Pellets (10) 1gp - 3 lb Ammo for blunderbuss.
Ammo 1gp - 1 lb
Bandoleer
Tools
Artisan's tools
- Gunsmith's 50 gp 5 lb
tools

NEW WEAPON PROPERTIES within its given radius. Creatures within the
radius of the explosion must make a Dexterity
EXPLOSIVE saving throw DC 8 + your Dexterity modifier +
A weapon with this property doesnt require an proficiency bonus if applicable. Creatures take
attack roll. Instead you throw the weapon full damage on a failed saving throw, half on a
within its range and the weapon explodes successful one.

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BLUNDERBUSS
FIREARM The blunderbuss is a firearm designed for close
A weapon with this property fires gunpowder combat. Instead of bullets, a handful of pellets
propelled bullets, that become useless if wet. may be loaded into the gun. When pellets are
On a natural roll of 1 the weapon misfires and loaded, the blunderbuss does not attack
jams. If wet or jammed you need to spend an normally. Instead all creatures in a 15 foot cone
action cleaning and reloading the weapon. must make a Dexterity saving throw DC 8 +
your Dexterity modifier + proficiency bonus if
SPECIAL WEAPONS applicable. Creatures take full damage on a
failed saving throw, half on a successful one.

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