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The 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.


This work is part of the collections of the Arcane Athenæum.  Check out our other works below.

The Dragon Shaman class

The Swordmage class

The Treant player race

The Sharkfolk player race

Crafting Magic Items: A Guide to Artifice

Draconomicon I: Chromatic Dragons

The Explorer's Guide to the Wilderness


Recent Changes:

Version 5.0 29Nov2018

Overall

  • The overall document has been updated, including a new title page to conform to the Arcane Athenæum's new style. 
  • A few features, such as Wondrous Invention, have been re-worded in order to be more clear in how they work.  These still work the same otherwise.
  • Added protection from evil and good, magic mouth, life transferencemagic circle, meld into stone, nondetection, slowelemental bane, and locate creature to the spell list, as they all fall into the general design principle of "spells which primarily deal with altering objects or creatures".

Engineer

  • The mechanics behind the mechanical servant have been altered.  The servant no longer receives its own initiative, and no longer acts completely independently of the artificer.  Instead, as a bonus action the artificer can command the servant to follow a certain command.  While this sounds extremely limiting, the mechanics are designed to allow the artificer to issue a general command (such as "attack the wraith" or "keep Helping me attack the giant") and the servant will follow that command on all subsequent turns until it is either fulfilled or the artificer uses another bonus action to issue a new command.  This makes the servant act identically to the undead a wizard can summon through spells like Animate Dead.   
  • This may seem like a heavy nerf to the Engineer.  However, I feel this was an important and necessary change to the balance and playability of the class.  The Beast Master Ranger has been a thorn in WotC's side due to its mechanics and overall lack of playability.  However, a lot of feedback for their UA "Revised Ranger" has made it clear that giving the pet too much power makes it difficult to even run the subclass, due to now having to keep track of multiple initiatives.  One of the most important design decisions I try to make is to ensure that any material put out by the Athenæum fits in with WotC's own design decisions.  This change is thus important to try and conform to those, and I think makes the subclass work a bit better.  Making pets operate on their owner's initiative is also a very common home ruling for these sorts of things, from ranger pets to familiars, and so baking that into the base subclass seemed to be the best decision.

 

Version 4.73 12Sep2018

Inventor

  • Double Barrel, and some of the other modifications which allow you to make a special attack, have had their wordings slightly altered/made more consistent.  The intention of Double Barrel is that, any time you make *any* kind of attack with your Thunder Cannon, you can use your bonus action to make a "regular" attack (i.e. a non-modification attack, so no Thunder Monger for example).  So you can Piercing shot and then bonus action attack, or Explosive shot and bonus action attack, or Thunder Monger and bonus action attack.  You can even stab with your Bayonet and then bonus action attack, or use the Grappling Hook to tie someone up and bonus action attack, or unleash a volley of Repeating shots and bonus action attack.  All valid options. 
  • Note that, with these wording changes, you cannot use a modification's attack as your hasted action if someone cast haste on you, because they no longer use the Attack action.

Version 4.72 11Sep2018

Inventor

  • Clarified how the range for Explosive Shot works.
  • Decreased the maximum range of the Short Barrel modification to 90 feet.  It's really only designed to be a close-range weapon with that modification.  Worse maximum range than the hand crossbow even, but you also get access to the Scope modification which effectively gives it a normal range of 90 feet, without needing a feat to do so.  Granted that's your two modifications there, so nothing fun like Blast Wave, Double Barrel, or Elemental until you hit 14th level and can make Scope permanent, but I think that's an okay tradeoff.

 For a full changelog, click here.

 
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Discussions (62)
Customer avatar
Jonathan L December 15, 2018 6:57 am UTC
PURCHASER
Just uncovered some potential RAW exploits due to wording. Not sure how you'd fix them, but they should be addressed.

These exploits in question involves multiclassing and feats in conjunction with certain Thunder Cannon modifications. They revolve around the Bayonet modification.

As written, the Bayonet allows you to "make a melee weapon attack with [your Thunder Cannon]." Now, there has been a Sage Advice that clarified that a melee weapon with the Thrown property is still a melee weapon even when making a ranged attack via the Thrown property here: https://www.sageadvice.eu/2015/06/20/ranged-and-thrown-weapon/ It stands to reason that the inverse is true; that the Thunder Cannon is still a ranged weapon when making a melee attack via the Bayonet property. The only thing suggesting otherwise is answers regarding using a ranged weapon like a longbow in melee, but that hinges entirely on the longbow not being used in the manner in which it is intended and thus being an...See more
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Rowan A December 05, 2018 8:37 pm UTC
PURCHASER
I have some questions about the fringe case of a Warforged Artificer Armorer.
You say such a character can't take the Expanded upgrade, which is understandable, but some of the other upgrades pose serious quandaries as to whether or not it should be possible for such a character to take them.

These include, but are not limited to:
Collapsible
Recall
Reinforced (this one not as much as the others, as all it needs to say is that you can only choose this upgrade if you are using the Heavy Plating mode)
Sealed (again, this one is actually not much a problem, and could possibly still be useful in high altitudes, and extreme temperatures)
Unmanned (this one in particular is questionable, and is what made me think of this question in the first place)
Customer avatar
Jonathan L December 06, 2018 6:28 am UTC
PURCHASER
I can sort of see Recall being tweaked to allow warforged Armorers to change their Integrated Protection quickly, perhaps.
Customer avatar
Yarott P October 26, 2018 9:05 pm UTC
PURCHASER
Hello again. I come here with a question regarding the Wondrous inventions, and their number of uses they can get from their class features at level 11 (base class feature), and Level 17 (Inventor feature). I understand that they can get an additional use at level 11, but what does being able to use their inventions "twice before a rest" mean for the Inventor? Do they get an aditional +2 uses with it?

Also, should there be a cap or limitation about it? Like, how many inventions can they have at a time, requiring the scroll of the spell the the invention will be based on, etc. And if not, I am guessing the time cap for preparing such items would have them almost set to have many spells as they have time and money in long campaigns.
Customer avatar
Jonathan L October 26, 2018 9:48 pm UTC
PURCHASER
The number of Wondrous Inventions you can have at a time is equal to the number you have received from gaining levels in Artificer -- note it only gives options for making replacement Wondrous Inventions if one is destroyed -- and "twice before a rest" means you get one additional use (twice before resting instead of only once), but in conjunction with the Wondrous Invention level 11 upgrade, it lets you use one of them a third time (and you don't have to choose which one until you actually use it that third time that day).

So a level 20 Inventor has 7 Wondrous Inventions (5 from Wondrous Invention, 1 from Expert Inventor, and 1 from Master Inventor; 1 casts as a level 1 spell slot, 2 cast as level 2 spell slots, 1 casts as a level 3 spell slot, 2 cast as level 4 spell slots, and 1 casts as a level 5 spell slot). Said Inventor can any one of his Wondrous Inventions 3 times in a day and each of the others twice a day.
Customer avatar
Jonathan L October 27, 2018 9:29 am UTC
PURCHASER
Err, "before taking a long rest," rather.
Customer avatar
Yarott P October 28, 2018 9:59 pm UTC
PURCHASER
Actually, I am sure that "twice before a rest" means exactly that. Especially since you get it at 17th Level. That being "4 uses per long rest". It puts it closely in line with Pact casters, actually. Especially since, with invested time and money, you can upgrade, or replace, old inventions to use a higher spell slot level once that time comes, if you wanna word it like that. Maybe break the old ones down to components (ever heard of recycling? Maybe the author could consider recycling later.) It's just to flavor its "destruction" as one crafts a better version. Though, I can see the pros and cons here. Gonna list what I can attribute between Warlock and Artificer.

Warlock:
- The poster child of pact casters, but also the only one in the PHB. At 20th Level, has access to 15 spells known (plus Expanded spell lists given by their chosen pacts) and 4 cantrips (or more, depending on their boon/invocation choices).
- Can regain all their slots at least every...See more
Customer avatar
Jonathan L October 28, 2018 11:05 pm UTC
PURCHASER
> Especially since, with invested time and money, you can upgrade, or replace, old inventions to use a higher spell slot level once that time comes, if you wanna word it like that.

No, you can't.

Page 3 of the PDF: "If one of your Wondrous Inventions is destroyed you can build a new one with 1 day of work per level of the spell that the item could cast (eight hours each day) and 100 gp of raw materials per day, providing any material components with a gold cost as normal by the last day. The new item can cast a different spell than the original, but is always cast at that item's maximum spell level."

> Maybe the author could consider recycling later.) It's just to flavor its "destruction" as one crafts a better version.

I actually asked about the option of recycling materials from Wondrous Inventions, and this is what he said, which also addresses whether there is a maximum number of Wondrous Inventions:

Jeff V July 30,...See more
Customer avatar
Yarott P October 29, 2018 11:02 pm UTC
PURCHASER
From the v4.73 document:
"Master Inventor: At 17th level, your inventive mastery is without peer. You can use *EACH* of your Wondrous Inventions twice before having to rest."

I dunno about you, but I had to stare at the changelog above to see the if the date of each version update came before or after those comments were said, and they align to have happened around the time Inventor started to get a wave of reworks. That said, I am not sure if what I just quoted happened after, because I can't see it listed, but maybe this was unconsciously forgotten when it was done and not reflected in the changes. Or maybe just a typo? Who knows at this point. BUT! It really means that all inventions do get the extra use from it, no 2+ ways around that fact. We really need the author here for this clarification.
Customer avatar
Jonathan L October 29, 2018 11:13 pm UTC
PURCHASER
...what are you even arguing against?

That's what I SAID. A level 17+ Inventor can use one of his Wondrous Inventions three times -- and it doesn't have to be the same one everyday or even predetermined at the beginning of the day, as per the citation above -- and all the others twice each. Here's the specific part of the relevant citation I posted earlier:

Jeff V July 27, 2018 9:03 am EST CREATOR: "This also, btw, stacks with the Inventor's increased number of uses for all their inventions, so essentially one item can be used 3 times while the others can be used twice."
Customer avatar
Jeff V November 05, 2018 2:23 pm UTC
CREATOR
Hey all,

So, let me see if I can make the RAI clear here, which will hopefully provide the answers you're looking for.

Every artificer gets to make a certain number of Wondrous Inventions. The levels you get them are outlined when you receive them; everyone gets one at 2nd level, one at 5th level, one at 10th level, one at 15th level, and one at 20th level. That's 5 total. The Inventor subclass gets an additional one at 7th level and another one at 17th level, totaling 7.
You *cannot* ever have more inventions than the number described for your level, period. So an 8th level Artificer would have 2 WI, and an 8th level Inventor Artificer would have 3. At 10th level, you'd have 3 WI, or 4 as an Inventor.

The 11th level improvement to Wondrous Invention lets you use 1 of your X-number of Wondrous Inventions an additional time *before having to rest.* That rest is built off the earlier "once per long rest" rule of the WI. So say, at 10th level, you are...See more
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Yarott P November 13, 2018 11:07 pm UTC
PURCHASER
Not much else. I got used to the 5/7 inventions limit for some time now. Two things, though. One, I'd like to suggest a Column for the leveling table about the WI cap per level, even if redundant. Secondly, how would you deal with WI replacements if they break past their level they were made? Do they have to be on the level of the last one that broke, or the highest that can be made at that moment?
Customer avatar
Jeff V November 14, 2018 1:58 pm UTC
CREATOR
You can't make a replacement WI use a higher level spell than the spell level that the WI uses. So for example, if your first WI was a flamethrower that cast burning hands as a 1st level spell slot, and you want to replace it with a different WI, then the new spell has to also be a 1st level spell. Your second WI can have a spell of 2nd level. Your first extra Inventor WI can also have a spell of 2nd level. Your third WI can have a spell of 3rd level, etc.

Keep in mind that when you make a WI, you don't *need* to pick a spell of that spell level; you can pick a lower level spell if you want to. You just can't pick a higher level spell. For example, your second WI can cast a 2nd level spell, so you could pick a 2nd level spell, like flaming sphere, for that WI. OR you could pick a 1st level spell, like burning hands, in which case it will be cast as if it were a 2nd level spell (as if you upcast the spell). Your last WI at 20th level, which can cast a 5th level spell, could be a flamethrower...See more
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Ulther T October 05, 2018 3:30 pm UTC
PURCHASER
Seeing that the other archetypes are in a good place (as far as I can tell at least!), I would like to ask about the new Engineer archetype. In particular the scaling on it seems far weaker than the animal companion of the ranger (I am used to the Revised Ranger variant)
Customer avatar
Derek N October 06, 2018 3:35 am UTC
PURCHASER
To offer a counter argument, Arcane Athenæum's Engineer archetype allows you to upgrade your companion into a CR 2 beast at level 7 and even respec its augmentations. Revised Ranger doesn't allow for this.
Customer avatar
Ulther T October 06, 2018 11:16 pm UTC
PURCHASER
Thats true and I imagine at level 7 it would be very powerful (robot land shark anyone?) However at later levels even the regular ranger companion is adding to AC and damage rolls, as well as having more health by later levels. I am wondering what damage boost the Engineer has post 7?
Customer avatar
Derek N October 07, 2018 2:45 am UTC
PURCHASER
Number crunch time!! *drools slightly*

Assuming Rev Ranger and Artificer Engineer both have a Wolf named Snarky Puppy, (and assuming I have my details correct) at level 6, RR's will have 4d8 HD with 35 HP and AE's will have 3d8 HD with 27 HP. Then at level 7, RR's has 5d8 HD with 43 HP whilst AE's evolved into Snarky MECHA DINO (Allosaurus) with 3d8 +1d10 HD and 85 HP (am I correct here? new base hp, 51+24+10?). Fast forwarding a bit, Snarky Puppy maxes out at 18d8 HD with 155 HP whilst Snarky MINI GODZILLA maxes out at 3d8 + 7d10 HD with 145 HP.

1/2 as many HD but comparable HP.


Now analyzing all other parameters at max level:

RR - NO BONUS AC (unless you buy barding), REACTION to ATK when you do, ADV on all saves, 5' sweep ATK, REACTION to halve received damage from 1 ATK, and x5 ASI improvements

AE - BONUS AC (if new lvl 7 form has higher AC) (or if you buy barding), is a construct, poison & charm IMMUNE, auto DARKVISION, death SAVES...See more
Customer avatar
Ulther T October 08, 2018 6:01 pm UTC
PURCHASER
I did some number crunching myself and actually the HP difference is negligible so you are correct. With regard to AC, Revised Ranger pet gets your proficiency to it so +2 to +6.

After the number crunch I think the pets are closer than I first thought. However, the Ranger gets 1/2 casting unlike the Artificer on 1/3 (yes Artificer should stick with 1/3, I'm not one of those people! :P).

Combined the extra spells and all the extra Ranger combat features (Favoured Enemy - Which pet gets too, Fighting Style, Proficiencies etc) mean as a combined force (pet and class), the Revised Ranger is probably a lot more powerful.
Customer avatar
Derek N October 09, 2018 3:06 pm UTC
PURCHASER
Oh I missed seeing that proficiency bonus to AC. AC is pretty powerful in 5e.
Customer avatar
Jeff V October 18, 2018 5:21 pm UTC
CREATOR
Something to be mindful of; Wizards (or at least Jeremy Crawford, I think.... or was it Mearls..... anyway) has relatively recently stated that the proper ranger is the PHB ranger, and that the revised ranger from the UA is never going to see print. Based on that, I'm hesitant to consider it *too much* when debating balance against other homebrew.
Customer avatar
Colton B December 04, 2018 5:04 pm UTC
Something else to be mindful of, He said it's never seeing print because WotC doesn't want people to pay for a fix on something they screwed up on.
Customer avatar
Derek N October 04, 2018 7:17 am UTC
PURCHASER
Wording change idea for Double Barrel: maybe it'll be easier to read if the first phrase reads "When you make an attack action on your turn with your Thunder Cannon..."
Customer avatar
Jonathan L October 04, 2018 11:55 am UTC
PURCHASER
No, it wouldn't. That was actually the previous wording, but written that way, Double Barrel wouldn't be able to trigger off the various Thunder Cannon special attacks like Thunder Monger or Blast Wave as intended, since they use an action but not the Attack action.

I brought this up, since one or two were listed as Attack actions, the rest not, but Double Barrel was cued off the Attack action, and asked for clarification. He chose to make them special actions instead of Attack actions, a decision which affects how it interacts with the Haste spell.

A far as I can tell, the intent is for the special action attacks to only go off once per turn, twice for a Fighter dip character using Action Surge, much like casting a spell of 1st level or higher.
Customer avatar
Derek N October 05, 2018 12:03 am UTC
PURCHASER
Oh yeah I see that now. That makes sense.
Customer avatar
Randy B September 28, 2018 4:41 am UTC
PURCHASER
This came up before, but some people that I usually talk to kinda liked the Artificer getting magical items rather than 1/LR spells. I was wondering what drove you to change out crafting magical items at certain levels for spell-like abilities? Would you possibly include a note maybe swapping out crafting those spell-abilities with magical items? i.e: Making scrolls (Or inventions, I suppose) twice as fast but being one-time-use only and getting magical items at fixed levels? (imo, UA artificer's magic item list was lackluster, so maybe changing the list a bit would be another thing to do.)
Customer avatar
Jeff V September 28, 2018 4:26 pm UTC
CREATOR
Well, I and many other people didn't like the idea that a class got items as part of its level progression that literally every other character could also acquire; I think people like their class features to feel a bit unique. I did like the idea of artificers getting to make items, though, and the idea for the 1/LR spells stemmed from that.

However, it is a class very focused on crafting, so if you check out the 6th level feature you'll see that they do get double crafting speed then.
Customer avatar
Luis B September 27, 2018 7:26 pm UTC
PURCHASER
So question: The inventor has this particular section about permanent mods:

"Permanant modifications cannot be swapped or removed
unless you build a new Thunder Cannon, and do not count
towards your maximum number of modifications."

Does this mean that a level 3 inventor, upon losing their gun, would be able to change their permanent modification from Thunder Monger to something else? Later on, they get more permanent modifications, but they just stack onto the normal permanent modification; if the case isn't that one could change the permanent modification, then what purpose is there for that clause?

Additionally, on the modification limit, is that per gun, or overall? As in, if the DM allowed the player to make two guns, would the handheld modification for both guns count as two modifications and thus they wouldn't be able to apply any other modification until later levels, or would each gun have the limit of two modifications?

Also, I...See more
Customer avatar
Jeff V September 28, 2018 4:30 pm UTC
CREATOR
The purpose of the clause is future proofing in case I should ever re-introduce new permanent modifications besides Thunder Monger, and also for anyone who somehow gains a different permanent modification in their own games.

To your question, the RAI is that Thunder Monger cannot be swapped or removed; it comes standard with every gun you build. It is the main source of damage for the Inventor and not something I think most people would want to lose. However, RAW, yes you can swap it. I just wouldn't recommend it, but could see that being valuable for certain builds.

The limit is per gun, not in total across all guns the character potentially owns.

I agree; 1 mod for a bunch of levels wasn't particularly interesting, having played one myself. It wasn't weak by any means, but just wasn't as enjoyable to play; I pretty much just always used the mod which gave +2 to hit no matter what.
Customer avatar
Derek N September 27, 2018 7:52 am UTC
PURCHASER
I'm loving this class. Thanks for your time and efforts to update/upgrade it!

General concern:
@ How does Dispel Magic interact with the Alchemy Bag/armor/construct/gun?

For the Armorer & Engineer:
@ You could make a couple of the upgrades more interesting by adding in drawbacks (eg Reinforced could reduce your speed by 5 or 10).
@ Smoke screen producer? Goggles to see through it?

For the Inventor (more here because I'm currently playing one, haha):
@ Personal preference to rename Brace to Bipod.
@ Weird niche scenario -> can I go prone and deploy bipod on a mount and still gain Bipod ADV benefit as long as the mount doesn't move (basically forgoing the mounts 3 action options of dash, disengage, and dodge)? PHB 198 seems to indicate it's possible to be prone on a mount.
@ Elemental doesn't mention this, but it'd be interesting to be able to switch types every rest. Overpowered?
@ Since elemental only applies to Thunder Monger,...See more
Customer avatar
Jonathan L September 27, 2018 5:00 pm UTC
PURCHASER
Smoke screen or smoke bombs could be handled through Wondrous Inventions; say the Fog Cloud spell, for example.

I asked about the Brace name before; the author explained he used the more generic "Brace" term so as to not lock players and DMs into a particular description.

The way Elemental is worded, you already can switch types every rest. More precisely, it says you choose the element when you apply the modification, and since you can apply a modification on a short or long rest, in essence, you remove the old Elemental and replace it with a new Elemental of the element you want.

Grappling hook is more a flavor and utility thing than anything else. If you want a net, you can use Wondrous Invention to cast Ensnaring Strike or Entangle.
Customer avatar
Jeff V September 28, 2018 4:47 pm UTC
CREATOR
Yeah, the power of Wondrous Inventions cannot be overlooked. I simply can't add a modification for every single idea out there; the list would become insanely long, and practically unusable as you'd have 30+ things to pick from and only 7 or 8 "slots" for mods you know. Wondrous Invention lets you do all of those things without needing to complicate the mod system even more. Wanna see through smoke? True Sight. Yeah it's shorter range but limitations are okay.

Derek, let me see if I can hit all your other points:

Dispel Magic: I don't know; that's going to be up to the DM. I'd say Dispel Magic would have no effect on any of them, since the magic used to create the items has already been used. Look at the gun for example, "though magic fuels its creation, the cannon itself is not magical." Or something like that.

Drawbacks: That's something I played with for a few versions, but ultimately felt like they were just barriers that prevented people...See more
Customer avatar
Derek N September 29, 2018 2:16 am UTC
PURCHASER
Thank you for taking the time to respond! Your version updates and comment responses have been really valuable for us to understand your perspective/intention/goals with this class.

If Handheld and Brace aren't mutually exclusive then page 10 of v4.73 has a typo and needs the last sentence "Cannot be combined with the Handheld modification" removed.

I'm seriously loving this class and am very appreciative of your version (especially considering how we both find UA's version a little lacking).
Customer avatar
Jeff V October 03, 2018 1:19 pm UTC
CREATOR
Hmm, you know, clearly I was confused about my own homebrew. lol I'm not sure what my proper intention was, then. What do you think; should Brace be something you can combine with the Handheld modification, or no?
Customer avatar
Derek N October 04, 2018 7:09 am UTC
PURCHASER
I'm pretty sure we both agree the brace mod adds extra components onto the cannon that help stabilize it and/or reduce recoil while prone and immobile. This could be a bipod, a magical lump on the stock that melds with surfaces, or even arm/elbow/shoulder/wrist pads/sleeves that immobilize those joints when activated. To keep this mod from being overpowered, I agree the user must be prone and immobile--you must take the time to set up the mod and concentrate on your shot.

I see no reason why you can't use it with a handheld (pistol) cannon, short-barreled (sawed-off) cannon, or both (sawed-off pistol cannon); however, grabbing those mods means the user is likely going for a run-and-gun CQB build where they will never take the time to lay down and brace it because that would give melee enemies advantage against them.

Bipod pistol FTW?
LOL check this out >> https://gunsleague.com/wp-content/uploads/2016/08/mag_smith-wesson-m460xvr_170339_bipod-1.jpg
Customer avatar
Jeff V October 18, 2018 5:18 pm UTC
CREATOR
Yes, I agree. I'll make a note here for anyone asking (at least until I put out a fix some day) that the Brace mod is intended to work with all the above modifications.
Customer avatar
Jake M September 25, 2018 6:21 am UTC
Is it possible for this to be compatible with MPMB's character sheet.
Customer avatar
Jeff V September 26, 2018 12:21 pm UTC
CREATOR
I'm not sure what that is, actually.
Customer avatar
Al M September 22, 2018 6:56 am UTC
PURCHASER
Is the Armorer specifically not supposed to be proficient with shields, or was this just an oversight?
Customer avatar
Rowan A September 22, 2018 8:02 am UTC
PURCHASER
I was wondering that as well, as I would have expected them to get that proficiency with the Heavy Armor proficiency.
Customer avatar
Jeff V September 26, 2018 12:27 pm UTC
CREATOR
Wasn't an intended feature to include, simply due to the nature of what I envisioned an armorer to be; someone who builds heavy armor to protect themselves, but doesn't necessarily have the martial prowess to properly use a shield. Martial weapon proficiency came as a need to give them better combat weapons to utilize their actual potential as a tank.

If you'd like to add shield proficiency in your games, I don't think that would break anything. I'd even allow a player to integrate a shield into their armor with the Integrated Weapon option; gives them a hands-free shield, but at the cost of an upgrade slot.
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Malthe B September 21, 2018 6:26 pm UTC
PURCHASER
Hi, could i get the 3.2 version of this, i would very much like to have it as a cross refference point :D
Customer avatar
Jeff V September 26, 2018 12:22 pm UTC
CREATOR
Sure! Send me an email at thearcaneathenaeum@gmail.com and I'll get that to you.
Customer avatar
Malthe B October 16, 2018 9:47 pm UTC
PURCHASER
Hello, i've send you an email now, i had some trouble during that your answer period, but i would greatly appreciate it if you can send me the earlier files :D
Customer avatar
Jeff V October 18, 2018 5:17 pm UTC
CREATOR
Yes, I'm terribly sorry. Been quite busy with my day job lately. I've emailed you back now. :)
Customer avatar
Rowan A September 17, 2018 10:24 pm UTC
PURCHASER
Just as a note for your next update, where it lists 4th Level Artificer spells, you misspelled "Otiluke's Resilient Sphere" as "Otiluke's Resiliant Sphere"
Customer avatar
Jeff V September 19, 2018 11:09 am UTC
CREATOR
Thanks! I'll upload a new version but won't change anything, including the version number, since that's just a minor misspelling issue.
Customer avatar
Rowan A September 17, 2018 4:39 am UTC
PURCHASER
Regarding the Magic Item Analysis feature: Do the spells granted by this ability count against your maximum number of Artificer spells known?
Customer avatar
Jeff V September 17, 2018 5:18 am UTC
CREATOR
Nope! You get them in addition to your other spells. You even get those before you even get your regular spellcasting.
Customer avatar
Rowan A September 17, 2018 4:19 pm UTC
PURCHASER
Thank you, I'm going to start a campaign soon with an Artificer in it, and we wanted to clear this up before we really started.
Customer avatar
Jeff V September 17, 2018 5:44 pm UTC
CREATOR
Sure thing! I hope you enjoy it!
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John D September 12, 2018 4:47 pm UTC
PURCHASER
With your recent updates, I've noticed an error in regards to the Modifications part of the Inventor Subclass. It says, "You can only have two modifications applied to your Thunder
Cannon at a time, unless the modification states otherwise..." However, with your recent changes, there are NO modifications that state otherwise.
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Jonathan L September 12, 2018 6:16 pm UTC
PURCHASER
I'd chalk it up to future-proofing.
Customer avatar
Jeff V September 12, 2018 6:55 pm UTC
CREATOR
Correct. I considered taking that line out, and decided to keep it for that reason.
Customer avatar
Jonathan S September 12, 2018 10:55 pm UTC
PURCHASER
False. Handheld and Long Barrel says such.
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Jonathan L September 12, 2018 11:18 pm UTC
PURCHASER
Not anymore. That feature was removed from them when the number of modifications you can have active was increased with version 4.7.
Customer avatar
Jonathan S September 13, 2018 3:18 am UTC
PURCHASER
Huh. I haven't touched this page since 4.5. Alright then.
Customer avatar
Jeff V September 13, 2018 12:10 pm UTC
CREATOR
Yeah, apologies. I don't like making a bunch of edits, especially in quick succession, but for the health of the class it's sometimes necessary. I'm still a bit iffy on the 2 mods to start, but we shall see how it goes. I can imagine where the "problem" is going to come from, and if it does I will probably just make that modification require a higher level (spoilers; it's the scope).
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John D September 13, 2018 1:45 pm UTC
PURCHASER
That's fair. Just making sure it wasn't an oversight.
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Jonathan L September 13, 2018 1:53 pm UTC
PURCHASER
The Scope modification? I'm not sure where the problem might come from with it. Hmm, with Long Barrel, you could get a range out to 750 feet with no penalty... which is pretty ridiculous, but also pretty comparable to a warlock with the eldritch blast cantrip, the Eldritch Spear invocation, and the Spell Sniper feat (available to variant humans at level 2 and all warlocks at level 4); that gives eldritch blast a range of 600 feet, and cantrips and spells don't suffer disadvantage for range. With Short Barrel, it reduces the impact of the restrictive range limitations, but I don't see that being much of an issue, as even its maximum range is still less than the standard Thunder Cannon's normal range. Additionally, this is DUNGEONS & Dragons, and I can't imagine there are many dungeons with sight lines that long.

Honestly, though, Scope is kind of lackluster when the Sharpshooter feat is on the table, and if feats are available, I imagine every Inventor is going to grab it as soon as they can....See more
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Jeff V September 13, 2018 5:33 pm UTC
CREATOR
Yeah, I left it as is because it might not be a big deal like I fear. I just wonder if the Scope combined with Short Barrel is a bit too much, since it eliminates that loss of range without needing to take a feat to do so. It'll depend on some playtesting to see if it becomes a problem.
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Robert W September 04, 2018 9:26 pm UTC
PURCHASER
Funnily enough I was actually working on my own improved version of the Artificer Class but I may have to give that up because a lot of what I was going for with my version, you have done considerably better! Kudos to you and keep up the good work! You seem to have great job of vamping the class up while keeping the spirit of it alive and keeping it largely quite balanced.

I am though a little unsure whether the level 15 'Superior Attunement' may unbalance things somewhat; you already get so much at level 15; a 'Wondrous Invention' (basically a 4th level spell slot), and a 'Specialist Improvement' some of which are quite powerful.

These are already pretty huge bonuses and another 'Superior Attunement' slot feels like overkill, especially considering how powerful the magic items that would be available at this level are. Too many attunement slots could easily unbalance the class and passes the buck of keeping the class balanced onto the DM who then has to very carefully consider what items...See more
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Jeff V September 05, 2018 1:50 pm UTC
CREATOR
I think you are right. I will move that to 13th level, which then also removes that one missing feature slot from the class table.
Customer avatar
Randy B September 03, 2018 1:32 am UTC
PURCHASER
This is one of my favourite homebrews so far! I did come up with something a little problematic however, similar to your reply with Yarott's concern with Reinforced/Expanded being a thing, I've accidentally created something with a huge weight.

My original idea was with a Gnome Armorer in plate armor and I wanted to take both upgrades once I was at a high enough level, but...

Plate Armor starts at 65lbs weight, and the heavy modification multiplies it by 4. 65x4=260lbs which is a massive amount for such a small person.
With the armor weighing 260lbs now, would it also be multiplied by 8 because of expanded? As it would then equal 2080lbs, which is an obscene amount for a ~3 foot Gnome.
But if I were to use the spell Enlarge on him that would multiply it by another 8, which would then make it 16640lbs.
I wanted to know if my math was correct or if the modifications/spell would multiply the BASE weight of the armor, so then it would be something like 65x4 for Reinforced,...See more
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Jonathan S September 03, 2018 3:03 am UTC
PURCHASER
You may be onto something, as that would break even the Immovable Rod. Not only that, but that'd probably cause quite a bit of damage upon buildings and what not. I'd expect Jeff (the creator) to figure something out as this can cause problems during a campaign.
Customer avatar
Randy B September 03, 2018 5:32 pm UTC
PURCHASER
Oh yeah, especially if you went with a Warforged (since he really liked the idea when Yarott mentioned it) you would weigh 102,400lbs using Juggernaut Warforged's weight average of 400lbs.
Customer avatar
Jeff V September 05, 2018 1:31 pm UTC
CREATOR
Let me see here. The intention is indeed that these all stack with each other, so a reinforced expanded suit would be 65x4x8, or 2080 lbs as you said.

But, I don't think that a 1-ton suit is unreasonable, in all honesty. The inspiration behind the modification is the Hulkbuster from Marvel's Iron Man. That's an 11ft tall suit, which I would put at roughly Large size. I don't think there's any official weight given for the Hulkbuster, but I've seen suggestions at 3 tons. That's 6000 lbs, so the comparative weight of 2000 lbs for the gnome seems completely reasonable in that respect. As a gnome though, you're enlarged suit is going to be Medium. I personally would not make a gnome's plate armor weigh a full 65 lbs the way a human's or similar medium creature would. I'd probably halve the weight at least, maybe even put it at 1/3. That makes it anywhere from 693 lbs to 1040 lbs for a reinforced expanded gnome suit.

When it comes to the Enlarge spell, yes this does indeed skyrocket...See more
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Randy B September 05, 2018 5:59 pm UTC
PURCHASER
I'd say most of the points make sense, and I was mainly concerned with just out of combat with that weight being what it was, it would just be a bit unwieldy to walk around in taverns and other buildings that typically don't have thick stone floors.

For the Warforged bit, I've thought of just adding maybe 100lbs onto him rather than multiplying the weight of said character.
Thanks for replying though, I appreciate you taking the time to reply to this.
Customer avatar
Jeff V September 05, 2018 9:08 pm UTC
CREATOR
No problem. My honest answer, at least in regards to the tavern bit, is that you just have to not wear that particular armor when you go into a building. I mean, it *is* a giant suit of armor. I wouldn't expect to see the Hulkbuster walking around in a building that it intended on not destroying, after all.
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Product Information
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Pages
14
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File Last Updated:
November 29, 2018
This title was added to our catalog on August 11, 2017.