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Artificer, An Alternative Unearthed Arcana Class
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Artificer, An Alternative 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.  

Version 3.2 will no longer be available here or on my website.  But if you really want it, just contact me and I'll be happy to provide it.

Changelog:

21Jun2018 - Version 4.3

Overall

  • I was not originally expecting to update this so soon after getting some feedback earlier today, but since I was already going through and altering the PDF for the new site name, I thought it would be just as well that I take care of it now.
  • As of today, Version 3.2 will no longer be available here or on my website.  But if you really want it, just contact me and I'll be happy to provide it.

Armorer

  • Altered the Power Armor rules to require a suit of armor to build the suit from.  This prevents 1st level characters from starting with plate armor, something that I initially was okay with but later decided broke balance too much.  So now, you gotta have the armor you want to base your Power Armor from.  I did reduce the cost of building a new suit by half to compensate for this extra expense.

Engineer

  • Added the Hidden Compartment from the Armorer's Upgrades to the Augmentation list for the servant.  Also altered the size of what can fit within based on the size of the servant.

07Jun2018 - Version 4.2

Overall

  • Equipment options mistakenly listed “studded leather armor” instead of “leather armor.”  No class, at least to my knowledge, should start with studded leather.

Engineer

  • Added a clause to the Mechanical Servant, allowing it to use your Wondrous Items (as long as it makes sense that the servant could do so).
  • Cleaned up a bit of the language for how infusing a servant with your Arcane Infusion works.

23May2018 - Version 4.1

Overall

  • Altered some of the wording in the "Wondrous Invention" feature to be a bit more clear about how using lower-level spells works.  To put it simply, you can always pick a lower level spell for a particular Wondrous Invention to cast, and that spell is simply upcast at the invention's maximum level.  So you could, if you wanted to, build an invention at 20th level (with a 5th-level spell slot maximum) to cast *shield* (a 1st level spell), and it would cast *shield* at 5th level.  Not that I recommend doing so.  An invention that casts a 5th-level *fireball*, however, is also possible.
  • Added Nystul's magic aura to the class's spell list.  Would you believe, in 4+ years of 5th edition, that I had no idea this spell existed?  And it's so flavorful for the class I knew it had to be added.
  • Cleaned up a few tenses/word choice throughout the document.

Engineer

  • The mechanical servant can now use the "Unstoppable Engine" feature once per short or long rest, instead of once per long rest.  A true engineer would be fixing their servant whenever they have downtime, right?

Inventor

  • Moved the second part of the "Advanced Tinkering" feature (which let you apply two modifications to your thunder cannon) to the capstone "Master Inventor" feature.  1) Because I felt that the capstone needed something a bit more and 2) because the way Advanced Tinkering worked at that point was too much of a jump too fast; you went from 1 modification at a time to suddenly having 3.  This way you start at 1, gain a permanent one + the one you can change (for 2) at 14th level, and then at 17th level gain two that you can apply at a time (for 3).

11Apr2018 - Version 4.0

I'm not going to go into a fully detailed explanation of the changes made to the document with this version the way I usually do, separating into subclasses and the like, simply because so many were done.  Instead I'll just go with a paragraph style and explain why these changes are happening.  In a way, it's fitting that this is version 4.0 of the class, since we now have 4 specializations: Alchemist, Armorer, Engineer, and Inventor.  Alchemist and Armorer remain the same.  It's the other two that are interesting.

One of the biggest pieces of feedback I've received is concern over the damage output of the Engineer class (formerly the Gunsmith in the original UA).  While I hold that the damage of the thunder cannon is nothing extraordinary, the addition of a mechanical servant when the rest of the specializations do not get it is problematic.  The servant, depending on what kind is chosen, represents an additional turn in combat, plus anywhere from 10-20 or more damage per round.

After more consideration, and having actually gotten to *play* an Engineer/Gunsmith for a while now, I decided this was a fair concern, and the class should be changed.  I didn't want to remove the servant entirely since I think building robots is a core part of what makes some heroes artificers, and so I decided on the following changes: a specialization focused on building a mechanical servant which improves over time and helps you out in combat, and a specialization focused on building a gun and building other unique inventions.

The Engineer is now the name for the servant-based specialization.  You start with a Medium-sized servant at lvl 1, get the ability to augment its various properties starting at lvl 3, get the current Large, CR2 creature chassis at lvl 7, a half-orc-like ability at lvl 14 which helps the servant stick around longer, and a lvl 17 your servant essentially becomes a personal Shield Guardian (without the regeneration).  Yes, Artificer gets a companion at lvl 1 while the ranger doesn't get theirs until lvl 3.  I understand this is a concern, but unless I get some helpful feedback about how to make this specialization matter in a flavorful way at lvl 1, I don't see what else to do.  Ultimately the base ranger at lvl 1-2 is stronger than the base artificer at lvl 1-2, so I don't think this breaks anything terribly; the servant *is* going to be the artificer's main method of survival and damage at those low low levels.

What was once the Engineer/Gunsmith is now the Inventor (yes, I know that all artificers are "inventors," but this specialization focuses on that aspect of the class the most, hence the name, and I really am not a fan of "tinkerer" as a name).  The thunder cannon, arcane magazine, and modifications stay the same.  What's added is an improvement to how Wondrous Invention works (you can pick a spell from *any* class starting at lvl 7, and get an additional Invention then to boot), your cannon permanently upgrades at lvl 14 now instead of lvl 17, and you get additional uses of your Inventions (and another extra one) at lvl 17.  Honestly, I was never happy with the original capstone for this subclass; I always felt you should get a permanent modification for your cannon before that very high level, but if I had moved that to lvl 14 then the only thing you'd get for a capstone is the upgrades to your servant, which felt like more of an afterthought for the specialization.

So there you have it; now if you want a gun you can't have a servant, and if you want a servant you can't have a gun.  I understand some people may be very unhappy with this decision, which is why I will leave version 3.2 available for download in case you/your playgroup prefers it.  I don't foresee updating that version of the class anymore, but we shall see what happens in the future.


22Mar2018 - Version 3.2

General

  • Altered Wondrous Invention a tad.  First; you now can pick a new spell if you have to craft a new invention; I found that the feature was too restrictive by locking you into one choice which you may later regret, and wanted to give players the option to "fix mistakes", as it were.  Classes like the Sorcerer are allowed to swap spells as they level, and the Artificer can as well, so I felt this was fair.  Second; starting at 11th level you can use one of your inventions twice instead of once.  The Artificer had a gap in new abilities at 11th level, and this opens up some more play without introducing a new mechanic to the class.
  • Included a clarification for the Productive Craftsman feature and how it works with our own crafting system.  Artificers are intended to be able to craft magic items faster than other classes, hence the 2x speed.  However, our crafting system already allowed them to craft items faster if they made the item from scratch, as Artificers naturally get 2x proficiency bonus with tools.  So to prevent this from becoming a 4x bonus when crafting an item from scratch, Productive Craftsman only halves the time to enchant a magic item using the Artificer's Arcana skill.  In this way, the Artificer is equally fast at both.

Armorer

  • Moved the Flight to lvl 9; as pointed out by a few people, lvl 6 is just too early to gain permanent flight.  This still puts it earlier than some classes, like the sorcerer, and so may get pushed back to lvl 15 at some point.  For now it'll remain at 9.

Engineer

  • After some calculations, I found that the HP gain for the mechanical servant was just too high as the player would level.  Now it gains a hit dice every odd-numbered artificer level (so 9, 11, 13, etc.).

14Feb2018 - Version 3.1

General

  • Somehow the Productive Craftsman feature got changed back to an earlier version which referenced gold cost.  It's been changed back to a generalized "2x crafting speed."  However, it has also been capped at 2x, as I felt making any item 4x  or even 3x as fast stretched into balance issues.  Note that the crafting rules referenced in the new note in the same section are not yet available (but will be soon).
  • Added more spells to the spell list, things which I felt were justified and flavorful for the class.  Being a 1/3 caster you are still very limited by what you can bring to the table, and I'd suggest focusing on spells which can get a lot of use from Infuse Magic.

Alchemist

  • Changed the name of the "Imbibed Immunity" feature to "Imbibed Tolerance."  Seems more fitting.

Engineer

  • Added a clause to the Arcane Magazine; you can't have more than 50 rounds in it at one time.  Prevents implied stacking of ammo over the course of weeks or months.
  • Slightly changed the name of some of the modifications to sound more like modifications.  "Braced" changed to "Brace", for example, and "Grappling" changed to "Grappling Hook".
  • Added a clause to the "Brace" modification, as the granted advantage would be cancelled out by being prone.  The Brace mod now specifically does not cause you to take disadvantage on ranged attacks while you are prone, and if you never move during the turn you get the additional benefit of advantage as you hunker down for your shot.
  • Changed how the "Elemental" modification functions.  Instead of adding an extra amount of damage of your chosen type, it changes the damage type of your Thunder Monger attack.  Small nerf to prevent extra damage from piling on while giving your main method of damage a new utility.
  • Changed the "Telescoping" modification name to "Disguise", which is a more fitting description of what it does.
  • Changed the "Silenced" (now "Silencer") modification to only work with normal attacks; the sounds of blast wave, explosive, piercing, and thunder monger attacks are too bombastic to be silenced, which I think is a important flavor for the class.  This still allows you to still utilize quieter attacks so you aren't waking up the whole dungeon any time you want to contribute to a fight, just at reduced damage.  Save the big blasts for when everyone knows you're there anyway.

16Jan2018 - Version 3.0

General

  • Added a single set of artisan's tools to the starting gear, as it makes no longer sense for an artificer not to start with at least one set of tools appropriate to their craft.  Wizards get a focus, clerics get a holy symbol and shield; artificers should get the tool kit to make stuff.  3.0 because, unless someone spots another major issue/balance problem, this should be the last update I make.

10Jan2018 - Version 2.9

Engineer

  • Modified the way the Mechanical Servant progresses.  Originally, you basically had your CR 2 beast all the way until lvl 17, at which point it suddenly got a small boost to its usefulness.  After some deliberation, I considered that having a pet which takes so long to improve isn't particularly fun.  At the same time, I didn't want it to end up being too effective in combat.  With this in mind, I borrowed a few ideas from the Revised Ranger.  Now, your servant's proficiency bonus is equal to yours.  This means it'll slowly get better at hitting things as you level, rather than a sudden boost in usefulness.  It also gains a hit dice every artificer level after 7th.  This results in a pretty substantial HP boost by lvl 20, meaning your servant just might not die in one round any time you're facing off against something tougher than a giant wolf.
  • Because of the changes to Mechanical Servant, the Masterwork Metallurgist feature has been changed to just give the servant two upgrades.  The Thunder Cannon part of that feature remains the same, of course.
  • Added a small clause to the Mechanical Servant feature, establishing that if you build a new one you can choose a different beast to base it off of.

26Dec2017 - Version 2.8

Engineer

  • Fixed a typo in the description of the Thunder Cannon.  It has the loading property, not the reloading property.  Loading property is identical to the one all crossbows have.  Note that, RAW, the part of the Crossbow Expert feat which lets you ignore the loading property of crossbows does not work with the Thunder Cannon.  But, your DM may allow it anyway.
  • Added a line at the end of the Modification feature specifying that using a ranged attack granted by a modification, such as the Piercing or Explosive attack, does require you to expend a round of ammo.

14Dec2017 - Version 2.7

Overall

  • Added the following spells from Xanathar's Guide to Everythingsnare, catnap, and tiny servant.  As an aside, I wish there were some way to introduce create homunculus for the class, but as it stands the spell is just too high a level to be on the spell list and even too high a level for use with the Wondrous Invention feature.  Damn shame, WotC.  All you needed to do was make it a 5th level spell.
  • Big thanks to Jared C. for pointing out that I had completely omitted the spellcasting focus feature.  Artificers were not intended to be unable to use an arcane focus, so that has been added.
  • Minor text fixes throughout the document.

Armorer

  • Added the Cloaked upgrade, giving the armor a pass without trace-like ability.  Originally, I was going to make this straight up invisibility, which I thought would be fun.  However, the class already gets access to invisibility in its spell list, not to mention you can choose invisibility for a Wondrous Item if you want, so I reasoned that a different kind of ability would be more interesting.
  • Introduced the concept behind armor-type-specific upgrades.  Both the Expanded and Heavy upgrades now require the power armor in question to be built from heavy armor, since neither would make any logical sense with light or medium armor.  For now these are the only two upgrades that have a specific armor requirement.
  • The Heavy upgrade now specifically makes your armor weigh 4x as much as normal.  However, this does *not* apply to the Artificer while being worn; your armor is designed to sit comfortably and is, remember, powered by magic or pistons or whatever you want.  Thus, you don't feel the extra weight.  But for everyone and everything else, it's heavier.  Though it is not directly referenced in the feature, this could likely come into play when being grappled, or in situations where you are standing on an unstable surface.
  • Similarly, the Expanded upgrade has been reworded, and specifies that the armor is 8x as heavy.  However, you do *not* consider the armor's weight against your carrying capacity, as you are not "wearing" it in a conventional sense.  Since your size category is considered one size up while in your armor, your carrying capacity changes as defined in the normal rules (so yes, you are "stronger" in your Hulkbuster suit and can can carry more).  If someone decides to cast Enlarge on you while inside your Expanded armor, well that'll be up to your DM to decide what happens; either you and the armor both increase in size, or you remain Medium within the armor and the armor gets bigger and becomes Huge (and let's be honest; this is the most awesome idea).  I wouldn't recommend being Enlarged outside of your armor, though.
  • Changed the speed granted by the Flight upgrade to 30 feet, down from 40.  Every other class-based flight in the game is either walking speed or 30 feet, so this falls more in line with others.  You can still increase this to higher speeds with the Speed upgrade, as normal.
  • Increased the duration for the Unmanned upgrade to 1 hour, up from 10 minutes.  Decided that 10 minutes really isn't enough time to do anything interesting.  You can still use this feature multiple times; you just get more exhausted from the strain of doing so.  As well, added a line to establish that the DM gets final say on which of your various upgrades and features can be used while using your armor like a drone.  Spellcasting, for example, I wouldn't allow the armor to do.  Fire a Force Blast, though, or use any integrated abilities like flight or cloaking, I absolutely would.  I would even allow the armor to use your Wondrous Items, since in a way it is still *you* activating them.

13Nov2017 - Version 2.6

Overall

  • Slightly altered the last paragraph of Wondrous Invention, establishing that the material components for the item only have to be payed for once while repairing/making a new item, at any point during its creation.
Armorer
  • Changed the cost to create a new suit of power armor to be 2x the base cost of the armor type, rather than .5 the cost.  It wouldn't really make sense to be able to build an advanced suit of magic armor for half the cost of regular armor.
  • Altered the way the Self-Destruct feature functions.  It's still essentially the same, but now instead of a "explode in a turn OR concentrate up to 10 minutes" it's just the concentration option (which you can, of course, just have explode at the end of your next turn anyway).  Also added the ability to cancel the self-destruct, but only if you can successfully save vs your own spell save DC.  This is a volatile ability; it's a risk to stop it.
  • Reworded the the Unmanned feature's "psychic backlash" just to make it a bit more clear.  If your armor gets destroyed while you're wearing it you roll your total number of hit dice as if you were rolling to regenerate HP after a short rest (so you add your Con modifier to the die rolls as well).  You don't actually spend any hit dice when you do this, but that is the amount of damage you suffer.  This could easily knock out a character, but that's intended; there needs to be some risk if you are going to be able to pilot your suit around a battle while in the safety of your party's home base.

30Sep2017 - Version 2.5

Overall

  • 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.

11Sep2017 - Version 2.4

Overall

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

Armorer

  • 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.

Engineer

  • 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.

23Aug2017 - Version 2.3

Overall

  • Fixed typos and misspellings throughout the document.

Alchemist

  • 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

  • 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.

Engineer

  • 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.

22Aug2017 - 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.

14Aug2017 - Version 2.1

  • Artwork updated

11Aug2017 - Version 2.0

  • Uploaded to DMsGuild
 
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Reviews (4)
Discussions (29)
Customer avatar
Al M July 12, 2018 11:19 am UTC
PURCHASER
Are there any specifications as to which engineer augments can be applied multiple times? I gather that "locomotion" can only be applied once as "speed" is designed to upgrade movement further, but could augments such as "ability improvement" or "defence" be applied multiple times?

Also could proficiency be used to give a proficiency in tools languages or barding armour and if a beast has expertise in a skill (such as giant owl with perception) does it keep the expertise when it becomes a construct?
Customer avatar
Jeff V July 12, 2018 6:52 pm UTC
CREATOR
The intention is that you can pick pretty much anyone as many times as you want. For Locomotion, you'd have to pick a new type of speed, but you could pick it a bunch of times. So you could use one to give a flight speed, another to give a climb speed, etc. So yes, you can pick the ability improvement and defense multiple times. For Proficiency, I would allow tool proficiency, but probably limit it to the tools that the artificer themselves is proficient in. Languages probably not, since it already knows the ones you know.

With barding though I don't think a proficiency is required for it; horses don't need proficiency to wear barding unless I'm mistaken.

The servant keeps the statistics of the beast you base it on, and the only things that change are those listed. For a giant owl, its proficiency bonus changes (to match yours, so +3, +4, etc. at higher levels), but the fact that it still has "expertise" isn't changed, so yeah it gets to keep it. Just make sure you're...See more
Customer avatar
Al M July 13, 2018 6:08 am UTC
PURCHASER
Thanks!
Customer avatar
Patrick S June 28, 2018 2:25 am UTC
PURCHASER
I’m a little confused with the Armorer feature Power Armor am I supposed to pick a type of armor for example plate armor at Lv1 or does it mean You choose whether the armor is light, medium, or heavy
Customer avatar
Jeff V June 29, 2018 3:38 pm UTC
CREATOR
Download the new version (should be v4.3). I modified that feature a bit to now read "You convert an existing suit of armor that you are proficient with into your Power Armor." So now you start with armor that you already have and that becomes your Power Armor. Prevents you picking plate at lvl 1, which was certainly unbalanced.
Customer avatar
Wade F June 21, 2018 2:01 pm UTC
PURCHASER
Hey, I love the revisions you made to the UA Artificer. I agree with a lot of the changes; however, may I make some suggestions for some? Please, tell me what you think.


1 - Clarify whether or not the Armorer's Power Armor feature allows them to create the power armor with the existing armor or can create a armor with they are proficient with at the moment (No Plate Armor at 1st level)

2 - Since the Engineer is the only specialization where the invention is not on your person (Alchemist - Satchel, Armorer - Suit of Power Armor, and Inventor - Firearm), why not move the Wondrous Invention improvements from Inventor to Engineer? It would allow for the Artificer to benefit both their servant and themselves. The servant is the easiest to lose or be destroyed of all the specialization inventions, so it less appealing to play. Thus, when you lose your servant, you do not feel as useless. Furthermore, the name still makes since for Engineer to improve upon his/her Wondrous Inventions....See more
Customer avatar
Jeff V June 21, 2018 7:45 pm UTC
CREATOR
Thanks so much! Here's my thinking for your questions/comments.

1) My intention was actually to allow the artificer to get the armor for free, but honestly as I've considered it more (and looked at how other classes are built and how armor is provided) I will likely change it to reflect that you need to have the armor to build off of.

2+3) I'm going to combine my response to these two here. The engineer is essentially the equivalent of the beast master ranger, being a pet-focused subclass. When you look at the beast master, the design for it (and for the UA ranger, which I prefer) is focused on basically just making the pet better, with no features (given by the subclass, anyway) that improve the ranger itself. I tried to follow this logic for the engineer, so the subclass's focus is on improving the servant only. And then, like the case of the ranger, the artificer still gets features from its base class.

I think the addition of a pet that can act on its own, has its...See more
Customer avatar
Wade F June 22, 2018 5:23 am UTC
PURCHASER
Alright, I understand it better than I did before. I see where the balancing act happens with the Engineer specialization now. Thank you for responding to my suggestions!
Customer avatar
Leonardo I June 18, 2018 11:34 pm UTC
PURCHASER
Hi, I am making an engineer and have some questions (and suggestions, if you like...) to the subclass.

1 – Can the servant be a independent mount even with low inteligence? Or it’s only a controlled mount? If it’s just the second option this can be a nice “agmentation” (I want a little goblin with a crossbow in the top of a mecha robot).
2 – When it gain “Improved Chassis” at 7th level how I can determine it’s HP? Because it’s a big jump if I only substitute the original beast to the new one and keep the dice that you gain when gain a level. Exemple: A Boar have 2d8+2 at first level, in the 6th it’ll have 2d8+5d8 or 7d8, ok? When you gain the 7th level you choose the giant boar, for exemple, that haves 5d10 base +6d10 of the levels. It is a huge jump or i misunderstood?
3 – The initial chalenge rating is highter them the ranger, is it right? I think that the ranger’s is generaly ¼.
4 – Is the comand of the servant only verbal or can I mentaly comand...See more
Customer avatar
Jeff V June 21, 2018 8:06 pm UTC
CREATOR
Sure, let me see if I can help/provide insight.

1) That's up to our DM, I'd say, but I personally would say that the servant is *always* an independent mount, since it's just more unique than your standard horse or anything. But, I'd also let someone control it if they want to. I didn't consider this to be something to give a hard rule to and let the DM and player figure that out together based on how intelligent their mount is.

2) It would get the extra hit dice you'd expect it to get at that level; the way it's phrased, your existing servant is changing its stats to that of the new beast, but it keeps the other class-based features like the additional hit dice. So it'll have an extra 6 hit dice, which for your large creature would be d10s, so 6d10.
3) In the PHB yes, but the UA Beast Master ranger gets the black bear as an option which is CR 1/2. Based on this, I felt it was acceptable to give the engineer CR 1/2 as well. If I do hear about this being an issue from a lot...See more
Customer avatar
Jonathan L June 12, 2018 12:28 pm UTC
PURCHASER
Noticed an error. Magic Item Analysis refers to detect magic and identify as artificer spells, but neither spell is actually on the artificer spell list.
Customer avatar
Jeff V June 12, 2018 8:12 pm UTC
CREATOR
The feature is what gives you the spells, and by that line is also establishing that they are artificer spells for you. They aren't included on the list because that would be extra bloat.
Customer avatar
Jonathan L June 12, 2018 8:32 pm UTC
PURCHASER
While I understand that, the way the feature is worded implies they are already on the artificer spell list. Perhaps instead of "You know the artificer spells detect magic and identify," it would be better to word it as "You know the spells detect magic and identify as 1st level artificer spells." That would provide clarity and also verify that they are, indeed, cast as 1st level spells for the artificer (as it stands, since spell level isn't listed in the spell descriptions in the PHB, you have to look up the bard or wizard spell list to find out what level these spells are, which is just a little clunky).

Also, for the record, about to start a campaign playing as one of these guys. Let's see how well it actually plays.
Customer avatar
Jeff V June 13, 2018 4:26 pm UTC
CREATOR
I'll look into changing the wording a bit next time I do a more significant update, just so it's more clear. The wording is based on the UA wording, but as I've come to find UA stuff isn't always phrased well, either.

I hope you enjoy it! What subclass you considering?
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Jonathan L June 13, 2018 7:45 pm UTC
PURCHASER
Going with the Inventor subclass. Found a really cool pic too.

I do have a few other questions on wording for the Thunder Cannon modifications. As written, it looks like Double Barrel can actually be used in conjunction with Repeating and other specials, like Thunder Monger and Blast Wave (i.e., for Repeating, use Attack Action to make Int modifier number of attacks with disadvantage, then a bonus action to trigger Double Barrel for another attack); is that intentional? Also, as written, Elemental specifically only applies to Thunder Monger (and not, say, Explosive or Piercing); I just want to make sure this is as intended. Third, he Handheld modification reduces d6s to d4s; what about the d8s from Explosive? Would they be reduced to d6s or still do d8s from a Handheld Thunder Cannon?

Finally... how much do all these class-provided items (Thunder Cannon, Arcane Magazine, Wondrous Inventions, and Alchemist's Satchels) weigh, if anything?

I do like that you made the Bayonet...See more
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Jeff V June 15, 2018 12:27 pm UTC
CREATOR
Yes, the intention with Double Barrel is that you can use your Action to Thunder Monger, Blast Wave, etc., and then use your bonus action to make another "regular" attack as well.

Yes, Elemental specifically only applies to Thunder Monger, so you can make it a Fire Monger attack, Cold Monger attack, etc. The other modifications are not affected.

You reduce the die type by one for everything you do with the gun; the "d6s to d4s" is just an example. So yeah, Explosive Shot would be rolling d6s instead of d8s when using the Handheld modification.

Weight is something I didn't (and don't think I should) provide rules for. Everyone's stuff is going to be different depending on how it was designed, the modifications they pick, how their Inventions work, etc. So rather than try to force a rule on that, I let the players and DM decide it.

And thank you; I figured it wouldn't see any use if it was Str focused.
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Jonathan L June 21, 2018 2:34 pm UTC
PURCHASER
Had my first session. Was a lot of fun, and I was blessed with good rolls. Definitely at the peak of the damage-per-turn curve compared to the rest of the party; that 2d8 is a beast when paired with a +4 Dex bonus at level one.
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Jeff V June 21, 2018 7:27 pm UTC
CREATOR
Very glad you had fun! Why 2d8, though? The Thunder Cannon does 2d6 damage on a hit, not 2d8 (might be partially why you were doing so much more damage).
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Jonathan L June 21, 2018 8:14 pm UTC
PURCHASER
That was just me derping out when I posted that comment. It was 2d6 (just checked the macro on Roll20). I was consistently rolling above average for damage, though, enough that the other players were commenting on how much damage I was doing. Meanwhile, the barbarian with the maul was plagued with shitty rolls all session long.
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Jeff V June 22, 2018 12:50 am UTC
CREATOR
Ah yes, such is the life of a D&D player. RNGesus is a fickle god.
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James K June 01, 2018 11:22 pm UTC
PURCHASER
I really like what you've done with this and hope to play it some time. However, I have one question so far, about the Grappling Hook modification for the Thunder Cannon. In the 4.1 (current?) version, it says:
"Grappling Hook. Prerequisite: 9th level. As an action, you
can fire a grappling hook from your Thunder Cannon using
the cannon's normal and maximum ranges. This modification
can only be used once per short or long rest."
However, there's nothing here that really tells me what this hook does mechanically. Is it a simple "reaching things from high places" tool, an omni-tool that even Batman would be proud of, or something in between? I can't tell. It might be nice to have some more information on that in the modification's description.
This is also the only modification to only be usable once before a rest. Why is that?
Customer avatar
Jeff V June 03, 2018 2:38 am UTC
CREATOR
Aha, you've stumbled upon one of the things I feel funniest about with this class, and with 5e in general.

The grappling hook seemed like an obvious modification to include. You bring up Batman as a great example of that inspiration, but there are thousands of other examples of someone pulling out a gun, firing a hook from it, and using that hook to scale a fortification, swing from a structure, tie someone up; etc.

5e also includes a grappling hook in its equipment section. Awesome! So ideally, basically just have this modification say "You can fire a grappling hook from the gun. Use the rules for a grappling hook."

Here's the big problem though; there *are* no rules for how to use a grappling hook in this game. The item exists, but there are *no rules for how to use it.* Do you make a Str or Dex check to throw it and successfully attach it? Is there a DC to meet? Does the DC change based on circumstances? Can you use it in different ways?
...See more
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Sayantan M May 31, 2018 3:43 pm UTC
PURCHASER
You have definitely improved the UA class by leaps and bounds. The only drawback imo was that the engineer sub-class felt underwhelming. Perhaps if you could add different body/chassis types for the mechanical servant and a whole phethora of upgrades, similar to the armor. That would be pretty epic.
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Jeff V June 03, 2018 2:18 am UTC
CREATOR
I definitely agree with you that it's probably the most underwhelming of the sub-classes, but I don't think adding specific chassis will make it any better. The way the system is already designed, you *can* choose different chassis by selecting different beasts. You get a pretty extensive range of Large CR 2 beasts to choose from; bears, tigers, eagles, rhinos, etc., and those are essentially different chassis.

The upgrades are made purposely a bit less extensive than the Armorer's because of the nature of the subclass. It's one thing to be a single character and get some upgrades. It's another when you are able to send a second character into battle with those same upgrades while the first, "main" character sits to the side relatively safe. I also wanted to try and avoid over-stepping the Beastmaster Ranger with too many awesome options.
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Leonardo I June 03, 2018 3:20 pm UTC
PURCHASER
Can I make a suggestion?
If you make that the servant can use your woundrous inventions and have the inteligence to use your infusions.
I think It will feel less lackluster but without piking the shoes of the beastmaster
Customer avatar
Jeff V June 04, 2018 4:56 pm UTC
CREATOR
It can already use infusions at lvl 7; you can infuse the servant itself and thereafter it can cast the spell like anyone else using an infusion.

I do like the idea of allowing it to use wondrous inventions, though, and I think I can add that onto an existing ability. I'll look into that.
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Jonathan L June 04, 2018 5:53 pm UTC
PURCHASER
Maybe an option to "mount" your wondrous invention into the servant during a short or long rest? Kind of like warforged attached components back in the 3.X days.
Customer avatar
Jeff V June 07, 2018 2:30 pm UTC
CREATOR
I think that would be unnecessary; the invention can only be used a limited number of times a day, and I personally would rather just let the servant pick it up and use it than force a situation where *only* the servant can use it because its mounted, or something like that.
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Jonathan L May 19, 2018 7:24 pm UTC
PURCHASER
This looks really cool. Just binge-downloaded a lot of different Artificer archetypes, and this one looks the most interesting to me, the one I'm most likely to actually use. I do have two questions regarding the Wondrous Invention ability, though. First, there's the part where replacing a destroyed one requires it be the same level spell as the destroyed one; this is obviously easily house-ruled, but it looks like it would interact negatively with the option to use a lower level spell. Second, there's no indication of what spell slot level the spell is effectively cast with, and while I can make some assumptions (equal to maximum spell level for that item?), it could do with a bit more clarity on it.
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Jeff V May 23, 2018 2:53 am UTC
CREATOR
Thanks for the feedback! I’m glad you like it and I’m honored you’d pick it over others.

For your questions, I agree the language could use some cleaning up. The intention is to pick a spell that you can cast at the indicated level, and the item then casts the spell at that level.

So when making an invention (whether for the first time or after rebuilding one) that can cast a spell at 2nd level, you can either pick a 2nd level spell (say, Haste) OR a first level spell that is then cast at second level (like Burning Hands). The level of the item is the level the spell is cast at.

I will likely release an updated version soon but for now, that is the errata, as it were.
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Tristan R April 23, 2018 7:51 am UTC
PURCHASER
Hi! I was wondering you considered bringing this over to D&D Beyond for people to be able to use as a class. I’m mostly curious because I love your version of the Artificier and Wizards doesn’t seem to be bringing it out of UA anytime soon.
Customer avatar
Jeff V April 24, 2018 1:24 pm UTC
CREATOR
I was under the impression that D&D Beyond didn't allow custom classes (yet), but if that's no longer true I do intend to put them there somehow.
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Alexander S April 19, 2018 7:07 am UTC
PURCHASER
So, reading it over I have a few issues with it.

1.) Why not use the Pal spell progression? It seems simpler and works well with the PHB guides on multiclassing (should someone so choose).

2.) The 14th level ability on the Alchemist seems a little mild, with other classes gaining similar abilities much earlier. The list of formulae feels small, even though it isn't. I would come up with ideas for my own campaign, but I'm still on the fence about using it. Will you be adding more formulae as time goes on? I do have an idea on this, perhaps ADVANCED FORMULAE? Where you can only get up to 2 of, but all have really nice effects? Or doubling the effects of Volatile Concoction?

3.)The Armorer seems pretty strong (before attuning items, IMO doesn't ever need/want to) and I like the feel of everything else. I love how it's written, and it feels like I don't ever want to make anything else. My recommendation is restricting some of the upgrades to a specific level. (I know about the...See more
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Jeff V April 24, 2018 1:50 pm UTC
CREATOR
Thanks for the many thoughts! Let me see here..

1) The spell progression is based on the one in the original Unearthed Arcana material, where the Artificer is a 1/3 caster. And so it remains one here. The multiclassing options therefore are based on a 1/3 caster progression, just like the Eldritch Knight or Arcane Trickster. A Paladin-based progression would make the class a 1/2 caster, which moves too far away from the UA material for my liking.

2) Always possible that I'll include more formulae, but no plans at this exact moment in time. I tried to consider all the different kinds of chemical/alchemist stuff one could think of (and I took a lot of inspiration from Honey Lemon from Big Hero 6, who is quite literally a perfect example of this subclass). I think I hit most bases here, but if anyone (maybe you!) comes up with cool formula options I will always consider including them. I do agree that their 14th level ability is a bit more lackluster; I might give them something more...See more
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Andrew W March 26, 2018 9:44 pm UTC
PURCHASER
Really cool; I've been wanting to add Artificers to my campaign setting for a while now, but have been hesitant because I've always felt the UA version was severely OP. This is a lot closer to what I had in mind, and I might just make a couple minor tweaks to this before allowing my players to choose this.

Mainly, I might drop it down to a d6 hit die, to balance how powerful someone with 4 attunement slots and power armor would be in comparison to other classes at 5th level. Might also limit the attunement slot boosts, or add a reason for the player to not use all their attunement slots; since 6 slots at level 20 could break bounded accuracy. (Worst case scenario; a player who equips 6 items that each give +3 bonus to AC, on top of platemail power armor will wind up with a 36 AC. 39 if they go for the armor upgrades, and 44 if you factor in a spell like Shield) Since I have a player who actively tries to break the system (and they actually really want to play a tinkering sort of class) this...See more
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Jeff V April 11, 2018 12:03 pm UTC
CREATOR
The d8 hitdie tends to stick around with classes that aren't particularly martial-y (like the fighter or paladin) but aren't really squishy full-casters (like the wizard or sorcerer). Rogues, clerics, and monks all get d8 because they sit somewhere in the middle. I think it's appropriate for the artificer to follow the same, especially since in many respects they are similar to a rogue in my mind. If you find the d6 works for you, though, all power; I just wouldn't recommend it.

I hear your concerns about the 6-slots and AC boost at lvl 20, but this is also lvl 20 we're talking about; it's meant to be a powerful capstone. Druid unlimited wild shape is an example of a very powerful capstone. Also, are there even 6 AC-boosting magic items in the game? If there are I imagine many of them must have the "same name" problem, meaning they don't stack, but I haven't looked through to figure that out myself.
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Jose Enrique E March 21, 2018 9:33 am UTC
PURCHASER
Cool class! Though I did have a question for the Armorer subclass: For the Power Armor feature, it says "Select a type of armor you are proficient with. Your Power Armor has the same properties as that armor type, and only you can wear it". What exactly do you mean by "type of armor"? Since we get access to light, medium, and heavy armors, do you mean we could technically just jump straight to plate armor for free?
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Jeff V March 22, 2018 8:22 pm UTC
CREATOR
That is one benefit of the class, yes, so you could choose "plate armor" as your type of armor and get it essentially for free. I haven't seen any concerns about it, so if that ends up being a major issue it could be changed, but for now that is indeed the intent.

If I do change it I'll probably make it so that you can take a piece of armor you own and convert it into your power armor. The logic, though, was that both other subclasses get something pretty big for free; free gun for the engineer, and free bombs/potions from their satchel for the Alchemist. With the armorer focused on being defensive more than anything else, it gets free armor.
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Leonardo I March 14, 2018 3:38 am UTC
PURCHASER
Hey, I realy like your adaptations, woundrous invention is perfect in this pdf

But I think that the subclass "engineer" is somehow overpowered in combat.

For exemple the fighter with a greatsword at lvl.7 do average 20 damage p/ round
At max lvl. the fighter will do 4 attacks a round at 2d6 + 5 per attack (is average 48 damage p/ round)

The engineer at lvl.7 put 20 average magical damage at distance with the thundercannon p/ round AND on top of it you have your Mechanical Servant doing more 20 damage p/ round (Polar bear mechanical servant with multiattack). It's the doble of the fighter damage
At max lvl the mechanical servant damage do not change (20) but your cannon can do more average 40 damage p/ round. The servant scales, so it can hit the enemy, the total damage you imput is again better than ta fighter, and you generaly has more options

I love the idea of have a big gun in play, and will play this class in the near future, BUT about...See more
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Jeff V March 20, 2018 1:12 pm UTC
CREATOR
While the mechanical servant does add some damage for the engineer, I don't feel it's quite to the issue that you feel it is. Part of the "danger" of the engineer is that their 20 damage (40ish at lvl 20) is dependent on a single attack roll. Miss, and you get nothing for your troubles. The fighter, however, gets 2-4 attacks with which to deal damage. This means that, realistically, during a fight you aren't going to see the Artificer doing 60 damage every round (including servant) while the fighter only does 40 every round. There are going to be rounds where the artificer does 60, but others where it does 50, or 40, or 20, or 10, or even 0. The fighter, meanwhile, is going to have rounds where it does 40, or 30, or 20, or 10, or 0, and OTHER rounds (action surge) where it does 80, or 70, or 60, or 50, or 40, etc. etc.

The math may still come out in the artificer's favor, but I don't think *grossly* so. Part of the balance is in the fact that Thunder Monger can miss and do nothing,...See more
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Jeff V April 24, 2018 1:51 pm UTC
CREATOR
Letting you know, I actually reconsidered your angle and decided to release a new version and separated the gun from the servant into two different subclasses.
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Leonardo I May 04, 2018 5:10 pm UTC
PURCHASER
Thank you to reconsider.
I realy want to help my favorito class in RPG to be better, and this is the better artificer in DMS guild

I'm realy glad for the attention
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Leonardo I May 04, 2018 6:05 pm UTC
PURCHASER
Now i have read the new version and liked a lot.
The new 2 subclasses look simpler, it's a compliment in 5e. I realy liked the progression in the servant archetype and the canhoneer with the extra inventions is much better (and we can still have a mechanical mount with find steed, but without the massive damage)

Now I need to make a new sheet
Thanks
Customer avatar
Jeff V May 09, 2018 4:43 pm UTC
CREATOR
I'm also happy with the change! Thanks for the suggestion and the kind words!
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Kieran H March 09, 2018 2:51 am UTC
PURCHASER
Hey! Absolutely fell in *love* with the idea of an artificer, and this has been the absolute *best* homebrew I've seen as of yet. I do have a few issues with it, however, most especially with the class I'm about to be playing; Engineer

For the Explosive Shot and Piercing shot, there isn't any form of limiter on either, and I think I'm going to end either abusing or overusing both, even with my GM forcing me to make rolls for ammunition, rather than simply regaining on long rest. Would it be possible to have those as limited uses, tied to Intelligence modifier?

For Thunder Monger, I have the same qualm. As it stands, it looks like it can be spammed, *repeatedly*. I'd like to see that tied to either Int mod as well, or else some level of restraint to it. Especially with it getting *such* a massive leveling in power.

A lot of other base classes have abilities similar, but most of them are tied to a modifier of some sort. Good way to reign in Artificer Engineer and make it a...See more
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Jeff V March 20, 2018 1:05 pm UTC
CREATOR
Hey thank you for the critique!

I'm hesitant to make Explosive or Piercing Shot work on a limit, as the original UA material didn't require it. At max level they are both weaker than even a Fireball, which any full caster class could throw out 15 of them before running out of spell slots. Making it Int-mod limited would, I feel, actually unfairly hamper the Artificer when other casters don't have that problem. It's true that the artificer has more than 15 rounds of ammo (usually), but I think for most games you aren't going to be in a situation where you want to "fireball" more than 15 times in a day. Both mods also do suffer from the direct opposite of "save or suck"; if the enemy makes their save, you get no damage at all, not even half. I think that helps prevent the mods from being as strong as they initially seem. Again though, this said, if I see actual playtesting which proves me wrong I'll make some changes. I'm actually playing an Engineer *right now* in a game,...See more
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Eli T February 23, 2018 4:17 am UTC
PURCHASER
Great class! My only two problems were the alchemist seemed really weak compared to the other subclasses and quite a few of the gun upgrades for the engineer were to high level to make it worthwhile.
What I recommend you do is add more potions for the alchemists to make it more enticing or even give them an expanded spell list, and for the engineer try lowering the level prerequisite a little for some of the upgrades ( i.e double barrel, repeating, disguise etc) also just a suggestion, maybe for the Armorer class try replacing sealed with some sort of water breathing upgrade but up the level prerequisite to level 9 or 10 so it’s not to OP.

Other than that great job!
Customer avatar
Jeff V March 20, 2018 1:20 pm UTC
CREATOR
Alchemist is doing a bit less damage than a fighter per round, but not grossly so as to be ineffective, I think. I might look into a "reroll" feature which lets the alchemist get above-average damage, but as it stands I don't think it's imbalanced to the point of being underpowered.

As for the other mods, there's gotta be some incentive to get up to higher levels of play, and that means putting some of the good stuff up a bit higher. Double Barrel is *almost* a multi-attack, so it coming in at lvl 6, one level behind when other martial classes get multi-attack, fits well (especially since the artificer is *not* a martial class). Disguise could be lowered but I think this isn't a necessity. I considered it sorta a higher-level of modification due to the complications involved in making a thing that can transform like that, but didn't want it too high as it has little mechanical benefit in combat.

Armorer's sealed upgrade is meant to replicate all situations where you'd need...See more
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Paul F February 07, 2018 7:11 pm UTC
PURCHASER
My points of analysis stem mainly from taking a look at the armorer, I've not taken an in depth look at the other 2 sub classes. I want to say I really do love the idea of the armorer, I think the flavor is fantastic however there are a couple of design issues I perceive from the class overall.
Firstly, I don't know why the class doesn't get cantrips. The armorer is either forced to play an elf in order to obtain a cantrip or pick up the magic initiate feat. Due to the fact they get neither greenflame blade or booming blade, their damage is really sub par. The armorer gets extra attack at level 7 for no discernible reason other than the fact that that was the level you determined for each subclass to obtain its next level feature when it has no reason to do so. Where martials get extra attack at level 5, casters getting 3rd level spells and valor bards and bladesingers obtaining extra attack at level 6, only 1 level later, on top of all the other features they get, the armorer is left waiting an additional...See more
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Jeff V February 21, 2018 4:38 pm UTC
CREATOR
Thank you for the comments! I will point out that the format makes this a bit overwhelming to read but I'll try to address a few of your points.

Many of these points feel to me like complaints against the core class more than the armorer. For example; the fact that you can attune to an extra item at lvl 5. That's core to the artificer as Wizards of the Coast released in Unearthed Arcana. While I acknowledge your concerns on the matter (5th level not being one where you get a lot of magic items) I ultimately agree with it remaining as a useful enough feature that it doesn't need to be changed.

A lot of the features in this class are built around the Unearthed Arcana material; I tried not to make too many changes. This includes the spell progression (Artificers are 1/3 casters by design, with all the limitations therein).

11th level nets all artificers another known spell (bringing their total from 7 to 8). Thinking about it, I agree that this isn't enough; every existing...See more
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