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Artificer - Alternate Unearthed Arcana class
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Artificer - Alternate Unearthed Arcana class

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Individuals who mix the forces of magic with the powers of science, Artificers are inventors first and foremost.  Their craft can take varied forms, from arcane chemistry to clockwork engineering.  To be an Artificer is to stretch the limits of magic and creativity.

This PDF contains a modification of the 5th edition Artificer released in Wizards of the Coast's Unearthed Arcana series in early January, 2017.  Many of the base concepts and features remain intact, with alterations made in order to better express the creativity that all Artificers have.  The Alchemist specialization was reworked to offer more options, while the Gunsmith specialization was revamped almost entirely into a tinkering Engineer.  And finally, a third subclass was recently introduced called the Armorer, an Artificer who constructs her own magical armor, empowering it with abilities like weapons and flight to take the fight up close and personal.

The class is in serious need of playtesting.  If you enjoy it, or even if you hate it, please give me all the feedback you can.  


9/30/2017 - Version 2.5


  • Updated the wording to the Alchemical Formulae, Upgrades, and Modifications to specify that only one of each type is gained at certain levels.  
  • Added references in the class table to the levels where additional upgrades/formulae/modifications are acquired.
  • Altered some art.

9/11/2017 - Version 2.4


  • Added additional rules for multiclassing related to determining spell slots.


  • Added a line to the Collapsible upgrade, making the resulting package significantly lighter (remember; it’s magic!).
  • Changed the Force Blast upgrade damage to a d8. This makes its damage comparable to a crossbow but it’s range remains comparable to a hand crossbow.
  • Changed the Sealed upgrade to give the wearer greater environmental sealing; you are now considered adapted to hot and cold climates, and high altitudes, while wearing the armor. The oxygen supply is also now switched off with a bonus action instead of no action at all.


  • Changed how Masterwork Metallurgist affects the mechanical servant. Now, all mechanical servants get a boost to their proficiency and a boost to their hit dice (which amounts to 50% additional HP), making them slightly better all around. The options that Engineers have to upgrade their servant are now also pulled directly from the Armorer subclass; Engineers can pick two of the Armorer’s Upgrades and apply them to their servant. This allows for an increase in AC, speed, flight, Strength or Dex, or other utility-based options such as being able to convert your servant into an inconspicuous carrying form. The options available are limited to anything at prerequisite level 6 or less; no making your servant explode or making it larger and wearable.

8/23/2017 - Version 2.3


  • Fixed typos and misspellings throughout the document.


  • Changed Flash Ice, making it work more like a weaker version of Otiluke’s Freezing Sphere. It’s primary purpose is still to freeze bodies of water.
  • Included references to certain formulae disappearing if not immediately used, falling more in line with UA formulae.


  • Armorer’s Proficiency feature now also provides proficiency with smith’s tools, falling in line with the idea of an Armorer literally forging their own armor.
  • Changed the name of the Unbreakable Armor feature to Reinforced Armor, and gave it the additional ability to allow the artificer to use their reaction to mitigate the damage from a single attack. I felt the features available to Armorers were very lacking, and this addition helps to make them more durable, front-line combatants (as is the focus of the specialization).
  • Added the Climbing upgrade, essentially giving the wearer Spider Climb.
  • Changed the Flight upgrade, making it only able to be taken once.
  • In return, added a new upgrade called Speed, allowing the artificer to increase any single speed they have by 10 feet.
  • Added the Sealed upgrade, making your suit environmentally sealed.
  • Removed the Reinforced upgrade; the temporary hit points didn’t feel fluffy, and the idea of reinforcing your armor makes more sense as a damage reduction/resistance mechanic. Since this is put into the (renamed) Reinforced Armor feature I felt that this upgrade was unnecessary.


  • Changed the name of the Master Smith feature to the Master Tinker, and changed its smith’s tools proficiency to tinker’s tools. I think this properly separates the concept of the engineer into a tinkerer who works with fine, highly complex machines and the armorer into a more hardened smith (since they would be forging their armor). Despite this change, Engineer artificers can still gain proficiency with smith’s tools through the base class (and armorers can always take tinker’s tools for the same reason), meaning nothing is really lost and character concepts are not altered in any way.
  • Removed the Empowered modification, since first and foremost the Thunder Monger attack was already an empowered attack which would be utilized more often, and because this helps balance out some of the other abilities (Empowered + Repeating, for example, would have the potential to give an extra 30 damage in addition to the rest of the damage). Basically, Empowered seemed to be imbalanced after looking at it again, and considering the average action economy of an artificer also seemed unnecessary.

8/22/2017 - Version 2.2

  • Changed the Productive Craftsman feature. Instead of a flat GP for magic item creation, it doubles/triples/quadruples the amount of gold you can use for creation at certain levels. This makes the class a bit more DM-agnostic, so almost any magic item creation system can fall under the feature now.

8/14/2017 - Version 2.1

  • Artwork updated

8/11/2017 - Version 2.0

  • Uploaded to DMsGuild
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Customer avatar
Jeff V September 12, 2017 4:26 pm UTC
Unfortunately it appears that there's no way to respond to reviews!

To Roman S.; Yes, the Armorer gets 1 additional upgrade at higher levels, not two at each. At lvl 20, an Armorer will have 6 upgrades total applied to their power armor. Version 2.5 will include a clearer wording on that feature so there's no confusion in the future.
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File Last Updated:
September 30, 2017
This title was added to our catalog on August 11, 2017.