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Artificer (of Alancia) (full class with 4 archetypes and extra rules)

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Welcome to the Artificer of alancia, gitp's first complete homebrew dated from 28-08-2014, and one of the very first here on the DMs Guild!


The Artificer (of Alancia) is a scientific genius, a steampunkish scientist, tinker  or grease monkey.


The niche I wanted for this Artificer was to have great versatility if knowing what challenges he'll face, or, specially, when out of combat and with time to solve the problem.

Here you'll find:

-The Artificer (of Alancia) a complete and playtested class filling the niche of support and second best at everything, given time.

-A firearms mechanic in case you don't already use one.

-A new system for inventions and general gadgetery.

-Four subclasses:

  1. The Alchemist: Brews potions and buff your allies better than other artificers.
  2. The Grenadier: Rain fire, thunder, acid or just plain destructive sharpnel on your foes.
  3. The Gunsmith: Boom, heashot! Fulfill your fantasies of having a badass steampunk gun on your fantasy setting.
  4. The Machinist: Get inside a Mechanical Armor and pound away with a literal iron fist.

    Art by myself, DiegoBastet. See more at: http://diegobastet.deviantart.com/
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Discussions (11)
Customer avatar
Robert B January 28, 2024 10:29 pm UTC
PURCHASER
How do you handle multiclassing with this variant? Combine Spell/Invention slots just like you would if two conventional spellcasting classes were multi'd? Does this artificer count as "casting a spell" for purposes of rules or effects that look for that "trigger"?
Customer avatar
Michael M March 30, 2020 9:43 pm UTC
So I bought this before what has changed if anything that I'd need to buy it again
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Customer avatar
Diego E April 17, 2020 8:13 pm UTC
CREATOR
This product hasn't received an update actually, so nothing has changed and you shouldn't have to buy it again actually. While we are in the proccess of finishing to playtest a conversion of our artificer as options for the eberron artificer, nothing was updated yet.
Customer avatar
Anselm M December 14, 2018 9:37 pm UTC
PURCHASER
I'm not sure if it's simply not stated or if I just missed it. But do the gadgets have unlimited use? Wouldn't that make the Artificer's gadgets much more powerful than a regular spell? Is the only "drawback" really just the fact all all of them have a creation time of 1 minutes and/or need to be worn?
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Customer avatar
Diego E January 01, 2019 2:59 pm UTC
CREATOR
Oh yes Anselm, I'm sorry if it wasn't clear.

"Invention" is a fancy name for the artificer "spells". The inventions follow the spell per day rule that all other classes follow.

"Gadget" is a fancy name for the artificer's "cantrip". That's why they're at will, because they're cantrips.

Thanks for the comment man!
Customer avatar
Brian A August 11, 2016 5:56 pm UTC
PURCHASER
I'm really enjoying what I'm reading so far, but just curious... what happened to the art?
Customer avatar
Gary R May 07, 2016 12:38 am UTC
PURCHASER
So this might be a dumb question but the setting we're playing in, the artificer would be more a fusing of magic and tech so the inventions would still make more sense as spells. Would it break your class to just treat them as spells, prepare them in the way a wizard does and say the the special ammo for the Gunslinger type is an infused spell?
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Customer avatar
Diego E May 20, 2016 12:08 pm UTC
CREATOR
Not at all. Magitech is a fully supported "fluff style". Just so you know I've used this artificer with the fluff of a purely magical, mage the ascencion-like "free-form" ritualist, and it worked fine.
Customer avatar
Daniel F March 31, 2016 11:44 pm UTC
PURCHASER
I know this can be up to DM interpretation, but I was wondering how you handle multi-target beneficial spells that have a range greater than touch or self? I know the file says that spells with range of touch or self that have a duration >1 round must be equipment, but I was curious about those with ranges higher than touch and multiple targets. One example I was thinking of was Feather Fall. It can target multiple creatures up to 60 feet away and lasts for 1 minute. Would you rule that as having to be made as equipment and then handed out to anyone who might want to benefit from it? If so, assuming you don't have the Simple Science discovery, would you have to manually activate each one when falling or would you rule that you could activate them remotely in reaction to someone falling? If you did have Simple Science I suppose you could just let the players activate the device as a reaction to falling. In the case of that invention not having to be an equipment, would you say that flavoring the invention as...See more
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Thomas K March 15, 2016 11:49 am UTC
PURCHASER
Another Silly question, how do you treat counterspell? Seeing as the inventions technically arent magic, can it be effected by counterspell? Is a counterspell invention the only way to counter an invention?
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Customer avatar
Diego E March 21, 2016 2:14 pm UTC
CREATOR
Doesn't it amaze you how can someone disrupt the effects of SCIENCE! by the mere waving of one's hand? it must be magic.

Now, really, by default inventions are affected like spells in all regards except when noted (for example the fact that you don't need to keep concentration on them, but can only have one concentration invention active at a time), and that includes all sorts of antimagic both from the rules and from the settings (like, say, wild magic or no magic zones). In this regard the rules are written with full magic-invention transparency.

That said the GM can easily change this transparency to however he sees fit in his own setting.

For example in my setting it's actually worse than written; any spell of the same level can be used to counter a invention, and the reverse is also true, since Magic and Science weaken each other (magic is about breaking the rules, science is about understanding and relying on them). But as a "setting rule" that's not in the...See more
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Thomas K March 12, 2016 8:32 pm UTC
PURCHASER
For the mechanical slam would you say that it is a one handed or 2 handed strike? basically, could a mechanical armour utilize a shield in conjunction with the mechanical slam?
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Diego E March 13, 2016 12:01 pm UTC
CREATOR
It's a one handed strike, so feel free to add a bolt pistol / chainblade or shield. :)
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Thomas K March 15, 2016 11:00 am UTC
PURCHASER
lovely stuff, thank you kindly!
Customer avatar
Stacey M March 01, 2016 4:08 pm UTC
PURCHASER
Exactly what I was looking for. Thank you!
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Customer avatar
Diego E March 03, 2016 10:35 pm UTC
CREATOR
We're glad to know. Thank you for your patronage.
Customer avatar
Dersite P February 02, 2016 12:47 am UTC
What is an "Alancia"? Is it a setting? An organization?

I'm afraid to buy this and then find out the class is based around some specific fluff that I've never heard of that has to do with "Alancia".
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Customer avatar
Diego E February 02, 2016 9:24 am UTC
CREATOR
Alancia was indeed our first and original setting, and the name of the group and site is Secrets of Alancia in honor of this first, old setting.

The (of alancia) part in the name is mostly an inside joke to make it clear it's not eberron's infusion-based artificer. Back in 3.5 you could play the '(eberron) artificer' or 'that other one, the artificer (of alancia)'. It stuck, and as the years became a decade the name became dear to us.

So no, don't worry; it's setting-neutral.
Customer avatar
Bob M January 17, 2016 5:39 am UTC
PURCHASER
on the machinist is the construct armor suspose to be level 6 ability or is it 14 to match the other archetypes
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Customer avatar
Bob M January 17, 2016 5:53 am UTC
PURCHASER
also would any of the new cantrips in the sword coast adventures guide be included in the spelllist with what you intended for the class
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Customer avatar
Diego E January 17, 2016 9:06 pm UTC
CREATOR
Good catch. I'll correct it.

Also the original intention is to leave the spell list open to each individual GM, so yes, most spells could be included.

As a guideline, if you prefer to use a list, to make it somewhat balanced when looking at a supplement do the following:

-Count how many spells were added to the Wizard spell list at each level.
-Add that number of spells that seem appropriate from the wizard, cleric and druid list.

So if say a supplement like SCAG added 3 new 1st level wizard spells, add 3 spells to the artificer list.
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File Last Updated:
February 10, 2016
This title was added to our catalog on January 13, 2016.