Unearthed Arcana: Artificer

Transcription

Unearthed Arcana: ArtificerPlaytest MaterialThis character class is presented for playtesting and tospark your imagination. These game mechanics are indraft form, usable in your campaign but not refined byfull game development. This class is not officially part ofthe game. For these reasons, it is not legal in D&DAdventurers League events.Masters of unlocking magic in everyday objects,artificers are supreme inventors. They see magicas a complex system waiting to be decoded andcontrolled. Artificers use tools to channel arcanepower, crafting temporary and permanentmagical objects. To cast a spell, an artificer coulduse alchemist’s supplies to create a potent elixir,calligrapher’s supplies to inscribe a sigil ofpower on an ally’s armor, or tinker’s tools tocraft a temporary charm. The magic of artificersis tied to their tools and their talents.Arcane ScienceIn the world of Eberron, arcane magic has beenharnessed as a form of science and deployedthroughout society. Artificers reflect thisdevelopment. Their knowledge of magicaldevices, and their ability to infuse mundaneitems with magical energy, allows the grandmagical projects of Eberron to continue running.During the Last War, artificers were marshaledon a massive scale. Many lives were savedbecause of the inventions of brave artificers, butalso countless lives were lost because of themass destruction that artificers’ creationsunleashed.Seekers of New LoreNothing excites an artificer quite like uncoveringa new metal or discovering a source of elementalenergy. In artificer circles, new inventions andstrange discoveries create the most excitement.Artificers who wish to make a mark must findsomething fresh, rather than uncover someoneelse’s work.This drive for novelty pushes artificers tobecome adventurers. Eberron’s main travelroutes and populated regions have long sincebeen explored. Thus, artificers take to the edge 2019 Wizards of the Coast LLCof civilization in hopes of making the next greatdiscovery in arcane research.Creating an ArtificerWhen creating an artificer character, think aboutyour character’s background and drive foradventure. Does the character have a rival? Whatis the character’s relationship with the artisan orartificer who taught the basics of the craft? Talkto your DM about the role played by artificers inthe campaign, and what sort of organizationsand NPCs you might have ties to.Quick BuildYou can make an artificer quickly by followingthese suggestions. First, put your highest abilityscore in Intelligence, followed by Constitution orDexterity. Second, choose the guild artisanbackground.Artificers in Other WorldsEberron is the world most associated with artificers, yetthe class can be found throughout the multiverse. In theForgotten Realms, for example, the island of Lantan ishome to many artificers, and in the world ofDragonlance, tinker gnomes are often members of thisclass. The strange technologies in the Barrier Peaks ofthe World of Greyhawk have inspired some folk to walkthe path of the artificer, and in Mystara, various nationsemploy artificers to keep airships and other wondrousdevices operational. In the City of Sigil, artificers sharediscoveries from throughout the cosmos, and one inparticular—the gnome inventor named Vi—runs amultiverse-spanning business from there. In the worldcity Ravnica, the Izzet League trains numerous artificers,the destructiveness of whom is unparalleled in otherworlds, except by the tinker gnomes of Krynn.Class FeaturesAs an artificer, you gain the following classfeatures.Hit PointsHit Dice: 1d8 per artificer levelHit Points at 1st Level: 8 your ConstitutionmodifierHit Points at Higher Levels: 1d8 (or 5) yourConstitution modifier per artificer level after1st1

Optional Rule: Firearm ProficiencyProficienciesArmor: Light armor, medium armor, shieldsWeapons: Simple weapons, hand crossbows,heavy crossbowsTools: Thieves’ tools, tinker’s tools, one type ofartisan’s tools of your choiceThe creation and operation of gunpowder weaponshave been discovered in various corners of the D&Dmultiverse. If your Dungeon Master uses the rules onfirearms in the Dungeon Master’s Guide (p. 267) andyour artificer has been exposed to the operation of suchweapons, your artificer is proficient with them.Saving Throws: Constitution, IntelligenceSkills: Choose two from Arcana, History,Investigation, Medicine, Nature, Perception,Sleight of HandMagical TinkeringAt 1st level, you learn how to invest a spark ofmagic in objects that would otherwise bemundane. To use this ability, you must havethieves’ tools, tinker’s tools, or other artisan’stools in hand. You then touch a Tiny nonmagicalobject as an action and give it one of thefollowing magical properties of your choice:EquipmentYou start with the following equipment, inaddition to the equipment granted by yourbackground: any two simple weaponsa light crossbow and 20 bolts(a) studded leather armor or (b) scale mailthieves’ tools and a dungeoneer’s pack The object sheds bright light in a 5-foot radiusand dim light for an additional 5 feet. Whenever tapped by a creature, the objectemits a recorded message that can be heard upto 10 feet away. You utter the message whenyou bestow this property on the object, andthe recording can be no more than 6 secondslong. The object continuously emits your choice ofan odor or a nonverbal sound (wind, waves,If you forgo this starting equipment, as well asthe items offered by your background, you startwith 5d4 10 gp to buy your equipment.The ArtificerLevel1st2nd3rdProficiencyBonus 2 2 h18th19th20th 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6FeaturesMagical Tinkering, SpellcastingInfuse ItemArtificer Specialist, ToolExpertiseAbility Score ImprovementArcane ArmamentArtificer Specialist feature—Ability Score Improvement—The Right Cantrip for the Job—Ability Score Improvement—Artificer Specialist feature—Ability Score Improvement—Spell-Storing ItemAbility Score ImprovementSoul of Artifice 2019 Wizards of the Coast 2—Spell Slots per Spell Level—2

chirping, or the like). The chosen phenomenonis perceivable up to 10 feet away. A static visual effect appears on one of theobject’s surfaces. This effect can be a picture,up to 25 words of text, lines and shapes, or amixture of these elements, as you like.The chosen property lasts indefinitely. As anaction, you can touch the object and end theproperty early.You can give the magic of this feature tomultiple objects, touching one object each timeyou use the feature, and a single object can bearonly one of the properties at a time. Themaximum number of objects you can affect withthe feature at one time is equal to yourIntelligence modifier (minimum of one object). Ifyou try to exceed your maximum, the oldestproperty immediately ends, and then the newproperty applies.SpellcastingYou have studied the workings of magic, how tochannel it through objects, and how to awaken itwithin them. As a result, you have gained alimited ability to cast spells. To observers, youdon’t appear to be casting spells in aconventional way; you look as if you’reproducing wonders through various items.Tools RequiredYou produce your artificer spell effects throughyour tools. You must have a spellcasting focus—specifically thieves’ tools or some kind ofartisan’s tool—in hand when you cast any spellwith this Spellcasting feature. You must beproficient with the tool to use it in this way. Seechapter 5, “Equipment,” in the Player’s Handbookfor descriptions of these tools.After you gain the Infuse Item feature at 2ndlevel, you can also use any item bearing one ofyour infusions as a spellcasting focus.CantripsAt 1st level, you know two cantrips of yourchoice from the artificer spell list below. Athigher levels, you learn additional artificercantrips of your choice, as shown in the CantripsKnown column of the Artificer table.When you gain a level in this class, you canreplace one of the artificer cantrips you knowwith another cantrip from the artificer spell list. 2019 Wizards of the Coast LLCPreparing and Casting SpellsThe Artificer table shows how many spell slotsyou have to cast your artificer spells. To cast oneof your artificer spells of 1st level or higher, youmust expend a slot of the spell’s level or higher.You regain all expended spell slots when youfinish a long rest.You prepare the list of artificer spells that areavailable for you to cast, choosing from theartificer spell list. When you do so, choose anumber of artificer spells equal to yourIntelligence modifier half your artificer level,rounded down (minimum of one spell). Thespells must be of a level for which you have spellslots.For example, if you are a 5th-level artificer,you have four 1st-level and two 2nd-level spellslots. With an Intelligence of 14, your list ofprepared spells can include four spells of 1st or2nd level, in any combination. If you prepare the1st-level spell cure wounds, you can cast it usinga 1st-level or a 2nd-level slot. Casting the spelldoesn’t remove it from your list of preparedspells.You can change your list of prepared spellswhen you finish a long rest. Preparing a new listof artificer spells requires time spent in tinkeringwith your spellcasting focuses: at least 1 minuteper spell level for each spell on your list.Spellcasting AbilityIntelligence is your spellcasting ability for yourartificer spells; your understanding of the theorybehind magic allows you to wield these spellswith superior skill. You use your Intelligencewhenever an artificer spell refers to yourspellcasting ability. In addition, you use yourIntelligence modifier when setting the savingthrow DC for an artificer spell you cast and whenmaking an attack roll with one.Spell save DC 8 your proficiency bonus yourIntelligence modifierSpell attack modifier your proficiency bonus yourIntelligence modifierRitual CastingYou can cast an artificer spell as a ritual if thatspell has the ritual tag and you have the spellprepared.3

Artificer Spell ListHere’s the list of spells you consult when youlearn an artificer spell. The list is organized byspell level, not character level. If a spell can becast as a ritual, the ritual tag appears after thespell’s name.Cantrips (0 Level)acid splashdancing lightsfire boltguidancelightmage handmendingmessagepoison sprayprestidigitationray of frostresistanceshocking graspspare the dyingthorn whip1st Levelalarm (ritual)arcane weapon (see the end of the document)cure woundsdetect magic (ritual)disguise selfexpeditious retreatfalse lifegreaseidentify (ritual)jumplongstridersanctuaryshield of faith2nd Levelaidalter selfarcane lockblurcontinual flamedarkvisionenhance abilityenlarge/reduceheat metalinvisibilitylesser restorationlevitatemagic mouth (ritual)magic weaponprotection from poisonrope trick 2019 Wizards of the Coast LLCsee invisibilityspider climb3rd Levelblinkdispel magicelemental weaponflygaseous formglyph of wardinghasteprotection from energyrevivifywater breathing (ritual)water walk (ritual)4th Levelarcane eyefabricatefreedom of movementLeomund’s secret chestMordenkainen’s faithful houndMordenkainen’s private sanctumOtiluke’s resilient spherestone shapestoneskin5th Levelanimate objectsBigby’s handcreationgreater restorationwall of stoneThe Magic of ArtificeAs an artificer, you use tools when you cast your spells.When describing your spellcasting, think about howyou’re using a tool to perform the spell effect. If youcast cure wounds using alchemist’s supplies, you couldbe quickly producing a salve. If you cast it using tinker’stools, you might have a miniature mechanical spiderthat binds wounds. When you cast poison spray, youcould fling foul chemicals or use a wand that spitsvenom. The effect of the spell is the same as for aspellcaster of any other class, but your method ofspellcasting is special.The same principle applies when you prepare yourspells. As an artificer, you don’t study a spellbook orpray to prepare your spells. Instead, you work with yourtools and create the specialized items you’ll use toproduce your effects. If you replace cure wounds withshocking grasp, you might be breaking down the deviceyou used to heal and creating an offensive item in itsplace—perhaps a gauntlet that lets you channel a surgeof energy.4

Such details don’t limit you in any way or provide youwith any benefit. You don’t have to justify how you’reusing tools to cast a spell. But describing yourspellcasting creatively is a fun way to distinguishyourself from other spellcasters.Infuse ItemAt 2nd level, you gain the ability to imbuemundane items with certain magical infusions.The magic items you create with this feature areeffectively prototypes of permanent items.Infusions KnownWhen you gain this feature, pick three artificerinfusions to learn, choosing from the “ArtificerInfusions” section at the end of the class’sdescription. You learn additional infusions ofyour choice when you reach certain levels in thisclass, as shown in the Infusions Known columnof the Artificer table.Whenever you gain a level in this class, you canreplace one of the artificer infusions you learnedwith a new one.Infusing an ItemWhenever you finish a long rest, you can touch anonmagical object and imbue it with one of yourartificer infusions, turning it into a magic item.An infusion works on only certain kinds ofobjects, as specified in the infusion’s description.If the item requires attunement, you can attuneyourself to it the instant you infuse the item, oryou can forgo attunement so that someone elsecan attune to the item. If you decide to attune tothe item later, you must do so using the normalprocess for attunement (see “Attunement” in theDungeon Master’s Guide, page 136).Your infusion remains in an item indefinitely,but when you die, t

Eberron is the world most associated with artificers, yet the class can be found throughout the multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the .