Artificer – Recreation from original 5e ruleset
About this class
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
Included subclasses
Domains
Codex
Starting stats
Hope feature
Class features
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Magical Tinkering
Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects.
• The object sheds bright light in a Very Close radius.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to Very Close range. You utter the message when you bestow this property on the object.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like) and is perceivable up to Very Close range.
• A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements.
You can bestow magic on multiple objects. The maximum number of objects you can affect with this feature at one time is equal to your Knowledge modifier. -
Artificer Infusions
As an Artificer during short or long rest you can infuse weapons, armor or other objects with MagiTech energy with following bonuses. They last until Long Rest.
If character takes damage from a Critical Hit roll a D6.
On 1 they lose the infusion, on 2 lose 1 HP, on 3 Gain 1 Stress, 4-6 nothing happens.
If you have more than one infusion the newest infusion is affected first.
PC can spend 1 Hope to prevent this from happening 1 time per Session.
Number of infusions: 2 at level 1, then 4 at level 3, 6 at level 5, 8 at level 7 and 10 at level 9.
Class items
- A small flying homunculus, that can perform simple commands out of combat.
Character questions
Background prompts
- 1) What made decide to pursue the Art of Artifice?
- 2) What is your biggest invention failure?
- 3) What invention do you dream of building but has illuded you?
Connection prompts
Subclass cards
Printable via header menu
Battle Smith
Foundation
SPELLCAST TRAIT: Knowledge
- The target takes an extra 2d6 damage.
- Spend 1 Hope and choose one creature or object you can see within Far range of the target. Healing energy flows into the chosen recipient, restoring d6 hit points to it.
You can use this energy a number of times equal to your Knowledge modifier (minimum of once) per Session. You regain all expended uses when you finish a long rest.
Battle Smith
Specialization
Steel Defender: Tier 2 Battle Smith feature
Your tinkering has borne you a Steel Defender. You use Ranger Companion sheet. You determine the creature’s appearance and whether it has two legs or four, your choice has no effect on its game statistics.
Steel Defender
Medium construct
Evasion 10
Stress 3
Vigilant. The defender can’t be surprised.
Actions
MagiTech Rend. At level 1, Steel Defender’s damage die is a d6, always at melee range.
Repair (3/Session). The magical mechanisms inside the defender restore 1 Stress.
Reaction
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that it is within Melee range, provided the attack roll is against a creature other than the defender.
Working With Your Steel Defender
The following sections will run you through the basics of working with your Steel Defender.
Using Spellcast Rolls, Hope, and Experiences
Make a Spellcast Roll to connect with your Steel Defender and command them to take an action. Spend a Hope to add an applicable Steel Defender Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.
Attacking With Your Steel Defender
When you command your Steel Defender to attack, they gain any benefits that would normally only apply to you. On a success, their damage roll uses your Proficiency and their damage die.
Taking Damage as Stress
When your Steel Defender suffers any amount of damage, they mark a Stress. When they mark their last Stress, they drop out of the scene (by shutting down). They remain unavailable until the start of your next long rest, when they return with 1 Stress cleared.
When you choose a downtime move that clears Stress on yourself, your Steel Defender clears an equal number of Stress.
Leveling Up: When your character levels up, choose one available option for your Steel Defender from the following list and mark it on your sheet.
- (3) Intelligent: Your Steel Defender gains a permanent +1 bonus to a Steel Defender Experience of your choice.
- (1) Light in the Dark: Use this as an additional (1) Hope slot your character can mark.
- (1) Maintenance: Once per rest, you take time to give your Steel Defender routine Maintenance, you can gain a Hope, or you can both clear a Stress.
- (1) Armored: When your Steel Defender takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
- (3) Vicious: Increase your Steel Defender’s damage dice by 1 step (d6 to d8, etc.).
- (3) Resilient: Your Steel Defender gains an additional Stress slot.
- (1) Bonded: When you mark your last Hit Point, your Steel Defender rushes to your side. Roll a number of d6s equal to the unmarked Stress slots they have and mark them. If any roll a 6, your Steel Defender helps you up. Clear your last Hit Point and return to the scene.
- (3) Aware: Your Steel Defender gains a permanent +2 bonus to their Evasion.
- The extra damage and the healing of your Arcane Jolt both increase by + 1d6.
- Your steel defender gains a +2 bonus to Evasion.
- Whenever your steel defender uses its Deflect Attack, the attacker takes damage equal to 1d4 + your Knowledge modifier.
Battle Smith
Mastery
Battle Smith Savant: Arcane Jolt can be used to help your allies within Far Range. Spend 1 Hope and add 2d6 to any of their rolls after they roll but before the results are known. This can be used 3 times/session.
Steel Defender gains additional 1d6 damage die
Gain 1 Stress to trigger Restrained condition on 3 targets within Far Range. This can be used 3 times/session.
Armorer
Foundation
SPELLCAST TRAIT: Knowledge
Armorer Adept: You begin as an Armorer Adept. Your Armorer skills are showing great promise. Your Weapon and Armor infusions get extra +1 per Tier. You can spend 1 Stress instead of using 1 Armor slot or adding 1d4 damage to attack that is made with your Enhanced weapon.
At Tier 3 you can have 6 total Domain/Infusion cards at one time as long as half of them are Infusions.
Armorer
Specialization
Arcane Armor: Tier 2 Armorer feature
Your metallurgical pursuits have led to you making armor a conduit for your MagiTech. As an action, you can turn a suit of armor you are wearing into Arcane Armor.
You gain the following benefits while wearing this armor:
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet at will. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can wear or take off armor at any time
- Armor grants you +1 Evasion per Tier
The armor continues to be Arcane Armor until you wear another suit of armor or you die.
Armor Model
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you add your Knowledge modifier to the attack and damage rolls.
You can change the armor’s model whenever you finish a short or long rest.
Guardian
You design your armor to be in the front line of conflict. It has the following features:
Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 damage + your Proficiency on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you for 1 attack, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field. As a Reaction, you can gain +2 Evasion for 1 hour. You can also spend 1 Hope and clear 1 Armor slot or Stress.
Infiltrator
You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple Far ranged weapon, and it deals 1d8 + Proficiency damage on a hit. Once on each of your Spotlights when you hit a creature with it, you can deal an extra 1d6 damage to that target.
Dampening Field. You have advantage on Agility checks. Instinct rolls against you have disadvantage.
Armor Modification: You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor does not count as separate item for the purposes of your Infuse Item feature. Other armor parts do count as separate infusions, boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Armorer
Mastery
Perfected Armor: Your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian. When a Huge or smaller creature see ends its turn within Close range of you, you can use your reaction to magically force it to make a Strength Reaction (15). On a failed roll, you pull the creature up to Close range directly to an unoccupied space. If you pull the target to a space within Melee range, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your Proficiency, and you regain all expended uses of it when you finish a long rest.
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until GM uses Fear. The glimmering creature sheds dim light, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
Artificer – Recreation from original 5e ruleset
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
Domains
Codex + MagiTech
Starting Evasion
10
Starting Hit Points
5
Class Items
- • A small flying homunculus, that can perform simple commands out of combat.
Artificer – Recreation from original 5e ruleset’s Hope Feature
Deus Ex Machina : Spend 3 Hope and create a small construct that blocks an incoming severe damage completely or adds D12 at Tier 1 and 2 and 2D12 at Tier 3 and 4.
Class Features
Magical Tinkering
Magical Tinkering At 1st level, you learn how to invest a spark of magic into mundane objects. • The object sheds bright light in a Very Close radius. • Whenever tapped by a creature, the object emits a recorded message that can be heard up to Very Close range. You utter the message when you bestow this property on the object. • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like) and is perceivable up to Very Close range. • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements. You can bestow magic on multiple objects. The maximum number of objects you can affect with this feature at one time is equal to your Knowledge modifier.
Artificer Infusions
As an Artificer during short or long rest you can infuse weapons, armor or other objects with MagiTech energy with following bonuses. They last until Long Rest. If character takes damage from a Critical Hit roll a D6. On 1 they lose the infusion, on 2 lose 1 HP, on 3 Gain 1 Stress, 4-6 nothing happens. If you have more than one infusion the newest infusion is affected first. PC can spend 1 Hope to prevent this from happening 1 time per Session. Number of infusions: 2 at level 1, then 4 at level 3, 6 at level 5, 8 at level 7 and 10 at level 9.
Artificer – Recreation from original 5e ruleset Subclasses
Choose either the Battle Smith or Armorer subclass.
Battle Smith
Battle Smith provides support and protection with the Steel Defender.
Spellcast Trait
Knowledge
Foundation Features
- Arcane Jolt:
- The target takes an extra 2d6 damage.
- Spend 1 Hope and choose one creature or object you can see within Far range of the target. Healing energy flows into the chosen recipient, restoring d6 hit points to it.
You can use this energy a number of times equal to your Knowledge modifier (minimum of once) per Session. You regain all expended uses when you finish a long rest.
Specialization Feature
Steel Defender: Tier 2 Battle Smith feature
Your tinkering has borne you a Steel Defender. You use Ranger Companion sheet. You determine the creature’s appearance and whether it has two legs or four, your choice has no effect on its game statistics.
Steel Defender
Medium construct
Evasion 10
Stress 3
Vigilant. The defender can’t be surprised.
Actions
MagiTech Rend. At level 1, Steel Defender’s damage die is a d6, always at melee range.
Repair (3/Session). The magical mechanisms inside the defender restore 1 Stress.
Reaction
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that it is within Melee range, provided the attack roll is against a creature other than the defender.
Working With Your Steel Defender
The following sections will run you through the basics of working with your Steel Defender.
Using Spellcast Rolls, Hope, and Experiences
Make a Spellcast Roll to connect with your Steel Defender and command them to take an action. Spend a Hope to add an applicable Steel Defender Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.
Attacking With Your Steel Defender
When you command your Steel Defender to attack, they gain any benefits that would normally only apply to you. On a success, their damage roll uses your Proficiency and their damage die.
Taking Damage as Stress
When your Steel Defender suffers any amount of damage, they mark a Stress. When they mark their last Stress, they drop out of the scene (by shutting down). They remain unavailable until the start of your next long rest, when they return with 1 Stress cleared.
When you choose a downtime move that clears Stress on yourself, your Steel Defender clears an equal number of Stress.
Leveling Up: When your character levels up, choose one available option for your Steel Defender from the following list and mark it on your sheet.
- (3) Intelligent: Your Steel Defender gains a permanent +1 bonus to a Steel Defender Experience of your choice.
- (1) Light in the Dark: Use this as an additional (1) Hope slot your character can mark.
- (1) Maintenance: Once per rest, you take time to give your Steel Defender routine Maintenance, you can gain a Hope, or you can both clear a Stress.
- (1) Armored: When your Steel Defender takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
- (3) Vicious: Increase your Steel Defender’s damage dice by 1 step (d6 to d8, etc.).
- (3) Resilient: Your Steel Defender gains an additional Stress slot.
- (1) Bonded: When you mark your last Hit Point, your Steel Defender rushes to your side. Roll a number of d6s equal to the unmarked Stress slots they have and mark them. If any roll a 6, your Steel Defender helps you up. Clear your last Hit Point and return to the scene.
- (3) Aware: Your Steel Defender gains a permanent +2 bonus to their Evasion.
- Improved Battle Smith:
- The extra damage and the healing of your Arcane Jolt both increase by + 1d6.
- Your steel defender gains a +2 bonus to Evasion.
- Whenever your steel defender uses its Deflect Attack, the attacker takes damage equal to 1d4 + your Knowledge modifier.
Mastery Feature
Battle Smith Savant: Arcane Jolt can be used to help your allies within Far Range. Spend 1 Hope and add 2d6 to any of their rolls after they roll but before the results are known. This can be used 3 times/session.
Steel Defender gains additional 1d6 damage die
Gain 1 Stress to trigger Restrained condition on 3 targets within Far Range. This can be used 3 times/session.
Armorer
Armors create specialized multipurpose armor that is useful in any situation.
Spellcast Trait
Knowledge
Foundation Features
Armorer Adept: You begin as an Armorer Adept. Your Armorer skills are showing great promise. Your Weapon and Armor infusions get extra +1 per Tier. You can spend 1 Stress instead of using 1 Armor slot or adding 1d4 damage to attack that is made with your Enhanced weapon.
At Tier 3 you can have 6 total Domain/Infusion cards at one time as long as half of them are Infusions.
Specialization Feature
Arcane Armor: Tier 2 Armorer feature
Your metallurgical pursuits have led to you making armor a conduit for your MagiTech. As an action, you can turn a suit of armor you are wearing into Arcane Armor.
You gain the following benefits while wearing this armor:
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet at will. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can wear or take off armor at any time
- Armor grants you +1 Evasion per Tier
The armor continues to be Arcane Armor until you wear another suit of armor or you die.
Armor Model
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you add your Knowledge modifier to the attack and damage rolls.
You can change the armor’s model whenever you finish a short or long rest.
Guardian
You design your armor to be in the front line of conflict. It has the following features:
Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 damage + your Proficiency on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you for 1 attack, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field. As a Reaction, you can gain +2 Evasion for 1 hour. You can also spend 1 Hope and clear 1 Armor slot or Stress.
Infiltrator
You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple Far ranged weapon, and it deals 1d8 + Proficiency damage on a hit. Once on each of your Spotlights when you hit a creature with it, you can deal an extra 1d6 damage to that target.
Dampening Field. You have advantage on Agility checks. Instinct rolls against you have disadvantage.
Armor Modification: You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor does not count as separate item for the purposes of your Infuse Item feature. Other armor parts do count as separate infusions, boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Mastery Feature
Perfected Armor: Your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian. When a Huge or smaller creature see ends its turn within Close range of you, you can use your reaction to magically force it to make a Strength Reaction (15). On a failed roll, you pull the creature up to Close range directly to an unoccupied space. If you pull the target to a space within Melee range, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your Proficiency, and you regain all expended uses of it when you finish a long rest.
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until GM uses Fear. The glimmering creature sheds dim light, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
Background Questions
Answer any of the following, or create your own.
- • 1) What made decide to pursue the Art of Artifice?
- • 2) What is your biggest invention failure?
- • 3) What invention do you dream of building but has illuded you?
Connections
Ask one of the following, or improvise.
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Discussion
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