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Unearthed Arcana: Artificer Class Rework
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Unearthed Arcana: Artificer Class Rework

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Presented in this document is my final version of the Artificer class for Dungeons and Dragons Fifth edition. It includes three archetypes: The alchemist, Gunsmith and Engineer. Each one takes a different approach to the study and creation of magical items.

As with all my work feel free to leave any comments to let me know what works and what doesn't.

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Ryan H November 02, 2017 8:06 am UTC
How many specializations can you have on a gun at one time? It seems like as long as you have enough time and gold you can put all of them from a particular frame on a gun. This gives the gunsmith way to many options and abilities. You should be limited to a number of specializations per gun equal to your intelligence mod that way you need to build certain guns for certain situations.
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mathew G November 02, 2017 4:34 pm UTC
Hi Ryan

Currently you are not limited in the number of specialisations you can have on a single frame. the main reason for this i didnt want to limit players in this aspect. I was trying to avoid a player carrying a set of like 9 guns with only a couple of minor variations between them.
Whilst they do a rather large amount of options a player would need roughly 3,800 gold and 114 days of downtime in order to craft everything. thats not including the cost of making the frames.

This really is one of the hard parts of designing a class based around crafting. In certain campaigns with alot of money and downtime they become overpowered. however in a game with no downtime and little money they become underpowered. Its hard to balance something can vary wildly between campaigns.

I do see your point, however i dont think ill change this aspect. That being said a Dm could limit the player in that way i would probably say you can have a number of specialisations per frame equal...See more
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Ryan H November 02, 2017 5:43 pm UTC
One way you could solve the crafting issue is allow the player to work on the item over time. Players at low levels spend days traveling from one point to another. You could allow the item to be worked on slowly, stopping when things happen and returning to it, but imposing a crafting roll in order to not mess up the project. The money is not an issue wizards have to spend upwards of 30K+ gold over 20 levels to get every spell and that is JUST to scribe them (let alone the costs to buy them in towns, if the DM decides that is a thing, or replacing a destroyed spell book).

I only worry because some of the abilities you have at later levels are really strong if they are not limited by how many you could put on gun. Where as limiting them you have to think and plan ahead, pulling out the right gun for the right situation. After all, when you can craft a bag of holding at level 1 carrying space is not really a major issue.
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Ryan H November 02, 2017 5:53 pm UTC
Also the level 18 superior hand cannon frame appears to be missing some text. It cuts off after what I am assuming is "you can make one additional ranged attack."
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File Last Updated:
August 11, 2017
This title was added to our catalog on August 11, 2017.