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Artificer – Recreation from original 5e ruleset

Classes Designed by Volk13

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.

Domains

Core domain
Codex
Homebrew domain
MagiTech

Starting stats

Evasion
10
Hit points
5

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.

Class items

  • A small flying homunculus, that can perform simple commands out of combat.

Character questions

Background prompts

  1. 1) What made decide to pursue the Art of Artifice?
  2. 2) What is your biggest invention failure?
  3. 3) What invention do you dream of building but has illuded you?

Connection prompts

Discussion

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Remember to be respectful. Comments are moderated and should add to the discussion.