From a0805cebdca9f7b1bdd5d755d1f8626a6901cc49 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Sat, 25 Jan 2020 10:13:39 -0700 Subject: [PATCH 1/3] feature: Add Artificer class - Update CHANGELOG --- FightClub5eXML/CHANGELOG.md | 189 +++--- .../Sources/EberronRisingFromTheLastWar.xml | 555 ++++++++++++++++++ 2 files changed, 659 insertions(+), 85 deletions(-) diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index 892f582..b11afa8 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -1,89 +1,45 @@ ## CHANGE LOG -All of this + +### 2020-01-25 + +Added Artificer class from Eberron: Rising from the Last War. -2019-08-05 +### 2020-01-23 -Uploaded to Dropbox for the first time. +Added monsters and spells from... -XML includes +- Acquisitions Incorporated +- Eberron Rising From The Last War +- Guildmaster's Guide To Ravnica +- Mordenkainen's Fiendish Folio +- Hunt For The Thesselhydra +- Lost Laboratory Of Kwalish +- Infernal Machine Rebuild +- Locathah Rising +- Dragon Of Icespire Peak +- Sleeping Dragons Wake +- Storm Lord's Wrath +- Divine Contention -* All previously collated by FightClub5eXML -* Waterdeep dragon heist monsters, items. -* Waterdeep Dungeon of the Mad Mage monsters. -* Ghosts of Saltmarsh items and some monsters. +### 2020-01-21 -2019-08-06 +Separated out Core Rulebooks (PHB, DMG, MM) from other supplement rulebooks and adventures. +Added "CoreRulebooks" collection. -Working through the whole XML and NUKING spelling mistakes and errors! +### 2019-12-21 -2019-08-07 +Updated more monsters for descent into avernus -Had a request to add in the Matthew Mercer Gunslinger archetype. This is now accessible at level 3 fighter. +Death’s Head of Bhaal +Necromite of Myrkul +Skull Lash of Myrkul +Master of Souls +Fiendish Flesh Golem +Hellwasp -2019-08-08 - -Updated Gunslinger Details and added firearm weapons. - -2019-08-12 - -Updated more Ghosts of Saltmarsh monsters: - -Harpy Matriarch -Juvenile Kraken -Koalinth -Koalinth Sergeant -Kysh - -2019-08-28 - -Updated more Ghosts of Saltmarsh monsters: - -Living Iron Statue -Lizardfolk Commoner -Lizardfolk Render -Lizardfolk Scaleshield -Lizardfolk Subchief -Locathah -Locathah Hunter -Maw of Sekolah - -2019–08-31 - -Lots more Typos crushed following an XML validation - -2019-09-05 - -Added Nimblewright from Waterdeep Dragon Heist -Added more ghosts of saltmarsh merfolk salvager, minotaur living statue, monstrous peryton, various pirates. - -2019-09-08 - -Updated more from Ghosts of Saltmarsh, additional pirates, sahuagin. - -2019-09-08 - -Updated cast-off armor, this was incorrectly showing the AC as +1 more than usual - -2019-09-09 - -amended some spell slots for spellcasters to have proper number - -2019-09-22 - -Completed Ghosts of saltmarsh - -2019-10-01 - -Updated with magical items from Baldur’s Gate Descent into Avernus - -2019-10-12 - -Updated and completed the magical items from Baldur’s Gate Descent into Avernus -Updated and added all Infernal Vehicles stats, these can be added as companions in your character sheet. Details on mounted combat and infernal vehicles should be consulted with your DM who is running Avernus. - -2019-11-16 +### 2019-11-16 Updated some monsters from Baldur’s Gate descent into avernus. @@ -96,19 +52,82 @@ Reaper of Bhaal Some typo fixes -2019-12-21 +### 2019-10-12 -Updated more monsters for descent into avernus +Updated and completed the magical items from Baldur’s Gate Descent into Avernus +Updated and added all Infernal Vehicles stats, these can be added as companions in your character sheet. Details on mounted combat and infernal vehicles should be consulted with your DM who is running Avernus. -Death’s Head of Bhaal -Necromite of Myrkul -Skull Lash of Myrkul -Master of Souls -Fiendish Flesh Golem -Hellwasp +### 2019-10-01 +Updated with magical items from Baldur’s Gate Descent into Avernus -2020-01-21 +### 2019-09-22 -Separated out Core Rulebooks (PHB, DMG, MM) from other supplement rulebooks and adventures. -Added "CoreRulebooks" collection. +Completed Ghosts of saltmarsh + +### 2019-09-09 + +amended some spell slots for spellcasters to have proper number + +### 2019-09-08 + +Updated cast-off armor, this was incorrectly showing the AC as +1 more than usual + +### 2019-09-08 + +Updated more from Ghosts of Saltmarsh, additional pirates, sahuagin. + +### 2019-09-05 + +Added Nimblewright from Waterdeep Dragon Heist +Added more ghosts of saltmarsh merfolk salvager, minotaur living statue, monstrous peryton, various pirates. + +### 2019–08-31 + +Lots more Typos crushed following an XML validation + +### 2019-08-28 + +Updated more Ghosts of Saltmarsh monsters: + +Living Iron Statue +Lizardfolk Commoner +Lizardfolk Render +Lizardfolk Scaleshield +Lizardfolk Subchief +Locathah +Locathah Hunter +Maw of Sekolah + +### 2019-08-12 + +Updated more Ghosts of Saltmarsh monsters: + +Harpy Matriarch +Juvenile Kraken +Koalinth +Koalinth Sergeant +Kysh + +### 2019-08-08 + +Updated Gunslinger Details and added firearm weapons. + +### 2019-08-07 + +Had a request to add in the Matthew Mercer Gunslinger archetype. This is now accessible at level 3 fighter. + +### 2019-08-06 + +Working through the whole XML and NUKING spelling mistakes and errors! + +### 2019-08-05 + +Uploaded to Dropbox for the first time. + +XML includes + +* All previously collated by FightClub5eXML +* Waterdeep dragon heist monsters, items. +* Waterdeep Dungeon of the Mad Mage monsters. +* Ghosts of Saltmarsh items and some monsters. \ No newline at end of file diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml index 8cb7c18..6280721 100644 --- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml @@ -1,5 +1,560 @@ + + + Artificer + 8 + Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand + Intelligence + 2 + light armor, medium armor, shields + simple weapons + Thieves' tools, tinker's tools, one type of artisan's tools of your choice + 5d4x10 + + + + Starting Artificer + As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons + • Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice + • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Slight of Hand + + You begin play with the following equipment, in addition to any equipment provided by your background. + • any two simple weapons of your choice + • a light crossbow and 20 bolts + • your choice of studded leather armor or scale mail + • thieve's tool and a dungeoneer's pack + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Eberron Rising From the Last War, p. 54 + + + + + + Multiclass Artificer + To multiclass as an Artificer, you must meet the following prerequisites: + • Intelligence 13 + + You gain the following proficiencies: + • light armor, medium armor, sheilds, thieves' tools, tinker's tools + + Spell Slots: + Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots. + + Source: Eberron Rising From the Last War, p. 54 + + + + + + Optional Rule: Firearm Proficiency + The secrets of creating and operating gunpowder weapons have been discovered in various corners of the Dungeons and Dragons multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them. + + Source: Eberron Rising From the Last War, p. 54 + Player's Handbook, p. 163 + + + + + + + Magical Tinkering + At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: + • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. + • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. + • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. + • 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, as you like. + + The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. + + You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. + + Source: Eberron Rising From the Last War, p. 55 + + + + + 2, 2 + + + + + Spellcasting + You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions. + + Tools Required: + You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools. + + After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. + + The Magic of Artifice: + As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. + + The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy. Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters. + + Cantrips: + At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. + + Preparing and Casting Spells: + The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + + You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. + + For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. + + You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. + + Spell save DC = 8 + your proficiency bonus + your Intelligence modifier + Spell attack modifier = your proficiency bonus + your Intelligence modifier + + Ritual Casting: + You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. + + Source: Eberron Rising From the Last War, p. 55 + + + + + 2, 2 + + + + + Infuse Item + At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. + + Infusions Known: + When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. + + Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. + + Artificer Infusions: + Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. Unless an infusion's description says otherwise, you can't learn an infusion more than once. + + Infusing an Item: + Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide). + + Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. + + You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. + + Source: Eberron Rising From the Last War, p. 56 + + + + + 2, 3 + + Artificer Specialist + At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level. + + Source: Eberron Rising From the Last War, p. 57 + + + Artificer Specialist: Alchemist + An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. + + Source: Eberron Rising From the Last War, p. 58 + + + Tool Proficiency (Alchemist) + When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Eberron Rising From the Last War, p. 58 + + + Alchemist Spells (Alchemist) + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + 3rd - healing word, ray of sickness + 5th - flaming sphere, Melf's acid arrow + 9th - gaseous form, mass healing word + 13th - blight, death ward + 17th - cloudkill, raise dead + + Source: Eberron Rising From the Last War, p. 58 + + + Experimental Elixir (Alchemist) + Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. + + Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. + + When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. + + You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. + + 1 - Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. + 2 - Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. + 3 - Resilience. The drinker gains a +1 bonus to AC for 10 minutes. + 4 - Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. + 5 - Flight. The drinker gains a flying speed of 10 feet for 10 minutes. + 6 - Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. + + Source: Eberron Rising From the Last War, p. 58 + + + Artificer Specialist: Artillerist + An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire. + + The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell." + + Source: Eberron Rising From the Last War, p. 58 + + + Tool Proficiency (Artillerist) + When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Eberron Rising From the Last War, p. 59 + + + Artillerist Spells (Artillerist) + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + 3rd - shield, thunderwave + 5th - scorching ray, shatter + 9th - fireball, wind wall + 13th - ice storm, wall of fire + 17th - cone of cold, wall of force + + Source: Eberron Rising From the Last War, p. 59 + + + Eldritch Cannon (Artillerist) + At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. + + Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. + + The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. + + When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. + + Flamethrower: + The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. + + Force Ballista: + Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. + + Protector: + The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). + + Source: Eberron Rising From the Last War, p. 59 + + + Artificer Specialist: Battle Smith + Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender. + + Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles. + + Source: Eberron Rising From the Last War, p. 61 + + + + Tool Proficiency (Battle Smith) + When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Eberron Rising From the Last War, p. 59 + + + Battle Smith Spells (Battle Smith) + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + 3rd - heroism, shield + 5th - branding smite, warding bond + 9th - aura of vitality, conjure barrage + 13th - aura of purity, fire shield + 17th - banishing smite, mass cure wounds + + Source: Eberron Rising From the Last War, p. 59 + + + Battle Ready (Battle Smith) + When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways: + • You gain proficiency with martial weapons. + • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. + + Source: Eberron Rising From the Last War, p. 59 + + + Steel Defender (Battle Smith) + By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. + + In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. + + If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. + + At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. + + Source: Eberron Rising From the Last War, p. 59 + + + + + + The Right Tool for the Job + At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. + + Source: Eberron Rising From the Last War, p. 57 + + + + + 2, 3 + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron Rising From the Last War, p. 57 + + + + + 2, 4, 2 + + Artificer Specialist Feature + At 5th level, you gain a feature granted by your Artificer Specialist choice. + + Source: Eberron Rising From the Last War, p. 57 + + + Alchemical Savant (Alchemist) + At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). + + Source: Eberron Rising From the Last War, p. 58 + + + Arcane Firearm (Artillerist) + At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. + + You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. + + Source: Eberron Rising From the Last War, p. 60 + + + Extra Attack (Battle Smith) + Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. + + Source: Eberron Rising From the Last War, p. 61 + + + + + 2, 4, 2 + + Tool Expertise + Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. + + Source: Eberron Rising From the Last War, p. 57 + + + + + 2, 4, 3 + + Flash of Genius + Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. + + You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Eberron Rising From the Last War, p. 57 + + + + + 2, 4, 3 + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron Rising From the Last War, p. 57 + + + + + 2, 4, 3, 2 + + Restorative Reagents (Alchemist) + Starting at 9th level, you can incorporate restorative reagents into some of your works: + + • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). + • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Eberron Rising From the Last War, p. 59 + + + Explosive Cannon (Artillerist) + Starting at 9th level, every eldritch cannon you create is more destructive: + + • The cannon's damage rolls all increase by 1d8. + • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one. + + Source: Eberron Rising From the Last War, p. 60 + + + Arcane Jolt (Battle Smith) + At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects: + + • The target takes an extra 2d6 force damage. + • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it. + + You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest. + + Source: Eberron Rising From the Last War, p. 61 + + + + + 3, 4, 3, 2 + + Magic Item Adept + When you reach 10th level, you achieve a profound understanding of how to use and make magic items: + + • You can attune to up to four magic items at once. + • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Eberron Rising From the Last War, p. 57 + + + + + 3, 4, 3, 3 + + Spell-Storing Item + At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). + + While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object. + + Source: Eberron Rising From the Last War, p. 58 + + + + + 3, 4, 3, 3 + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron Rising From the Last War, p. 57 + + + + + 3, 4, 3, 3, 1 + + + + 4, 4, 3, 3, 1 + + Magic Item Savant + At 14th level, your skill with magic items deepens more: + + • You can attune to up to five magic items at once. + • You ignore all class, race, spell, and level requirements on attuning to or using a magic item. + + Source: Eberron Rising From the Last War, p. 58 + + + + + 4, 4, 3, 3, 2 + + Chemical Mastery (Alchemist) + By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments: + + • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition. + • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest. + + Source: Eberron Rising From the Last War, p. 59 + + + Fortified Position (Artillerist) + Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon: + + • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. + • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two. + + Source: Eberron Rising From the Last War, p. 60 + + + Improved Defender (Battle Smith) + At 15th level, your Arcane Jolt and steel defender become more powerful: + + • The extra damage and the healing of your Arcane Jolt both increase to 4d6. + • Your steel defender gains a +2 bonus to Armor Class. + • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier. + + Source: Eberron Rising From the Last War, p. 61 + + + + + 4, 4, 3, 3, 2 + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron Rising From the Last War, p. 57 + + + + + 4, 4, 3, 3, 3, 1 + + + + 4, 4, 3, 3, 3, 1 + + Magic Item Master + Starting at 18th level, you can attune to up to six magic items at once. + + Source: Eberron Rising From the Last War, p. 58 + + + + + 4, 4, 3, 3, 3, 2 + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron Rising From the Last War, p. 57 + + + + + 4, 4, 3, 3, 3, 2 + + Soul of Artifice + At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: + + • You gain a +1 bonus to all saving throws per magic item you are currently attuned to. + • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0. + + Source: Eberron Rising From the Last War, p. 58 + + + + + Belashyrra From 8769d1678b6f735cd6da5b37f9b5ec518846fef0 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Sat, 25 Jan 2020 20:20:52 -0700 Subject: [PATCH 2/3] no message --- FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml index 6280721..7507714 100644 --- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml @@ -436,7 +436,7 @@ At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object. - + Source: Eberron Rising From the Last War, p. 58 From d15b95332a4d3fa1ffd3b0e2ae6ce28594a4f819 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Sun, 26 Jan 2020 08:44:33 -0700 Subject: [PATCH 3/3] refactor: Rename Artificer (UA) --- FightClub5eXML/CHANGELOG.md | 3 +- FightClub5eXML/Sources/UnearthedArcana.xml | 1499 ++++++++++---------- 2 files changed, 751 insertions(+), 751 deletions(-) diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index b11afa8..d8f22c4 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -4,6 +4,7 @@ ### 2020-01-25 Added Artificer class from Eberron: Rising from the Last War. +Renamed the Artificer from Unearthed Arcana to avoid conflicts. ### 2020-01-23 @@ -130,4 +131,4 @@ XML includes * All previously collated by FightClub5eXML * Waterdeep dragon heist monsters, items. * Waterdeep Dungeon of the Mad Mage monsters. -* Ghosts of Saltmarsh items and some monsters. \ No newline at end of file +* Ghosts of Saltmarsh items and some monsters. diff --git a/FightClub5eXML/Sources/UnearthedArcana.xml b/FightClub5eXML/Sources/UnearthedArcana.xml index 5ee2634..f065abc 100644 --- a/FightClub5eXML/Sources/UnearthedArcana.xml +++ b/FightClub5eXML/Sources/UnearthedArcana.xml @@ -1192,756 +1192,755 @@ - Artificer - 8 - Constitution, Intelligence, Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand - Intelligence - 3 - - - Starting Artificer - As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light and medium armors - • Weapons: simple weapons - • Tools: thieves' tools, two other tools of your choice - • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a handaxe and a light hammer or (b) any two simple weapons - • a light crossbow and 20 bolts - • (a) scale mail or (b) studded leather armor - • thieves’ tools and a dungeoneer’s pack - - Source: Unearthed Arcana: The Artificer, p. 1 - - - - - - Multiclass Artificer - To multiclass as a Artificer, you must meet the following prerequisites: - • Intelligence 13 - - You gain the following proficiencies: - • light armor, simple weapons, two tools - - Source: Mike Mearls on Twitter - - -light and medium armorssimple weaponsthieves' tools, two other tools of your choice - - - - Magic Item Analysis - Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature. - - Source: Unearthed Arcana: The Artificer, p. 2 - - - - - - Artificer Specialist - At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level. - - Source: Unearthed Arcana: The Artificer, p. 2 - - - - - - Artificer Specialist: Alchemist - An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemist's Satchel (Alchemist) - At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. - If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula (3) (Alchemist) - At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. - To use any of these options, your Alchemist’s Satchel must be within reach. - If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Alchemical Fire - As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. - This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Alchemical Acid - As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. - This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Artificer Specialist: Gunsmith - A master of engineering, you forge a firearm powered by a combination of science and magic. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Master Smith (Gunsmith) - When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Thunder Cannon (Gunsmith) - At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. - If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Arcane Magazine (Gunsmith) - At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. - You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. - If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Tool Expertise - Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Wondrous Invention - At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. - Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. - You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - 0,2 - - - - - Spellcasting - As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. - - Spell Slots: - The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - - Spells Known of 1st Level and Higher: - You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). - The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. - You learn an additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. - Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table. - - Spellcasting Ability: - Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. - - Spell save DC = 8 + your proficiency bonus + your Intelligence modifier - - Spell attack modifier = your proficiency bonus + your Intelligence modifier - - Spellcasting Focus: - You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options. - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Alchemical Formula (4) (Alchemist) - You learn an additional alchemical formula. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Thunder Monger (Gunsmith) - At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. - This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - 0,3 - - - - - Ability Score Improvement - When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - - Infuse Magic - Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. - Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. - When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. - You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,3 - - - - - Wondrous Invention (2nd) - You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Superior Attunement (Four Items) - At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,3 - - - - - Mechanical Servant - At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. - Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: - - • It is a construct instead of a beast. - - • It can’t be charmed. - - • It is immune to poison damage and the poisoned condition. - - • It gains darkvision with a range of 60 feet if it doesn’t have it already. - - • It understands the languages you can speak when you create it, but it can’t speak. - - • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. - The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. - If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,2 - - - - 0,4,2 - - - - - Ability Score Improvement (2nd) - When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,2 - - - - - Alchemical Formula (5) (Alchemist) - You learn an additional alchemical formula. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Blast Wave (Gunsmith) - Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. - This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6). - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - 0,4,3 - - - - - Wondrous Invention (3rd) - You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets - - 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - 0,4,3 - - - - 0,4,3 - - - - - Ability Score Improvement (3rd) - When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,3,2 - - - - 0,4,3,2 - - - - - Alchemical Formula (6) (Alchemist) - You learn an additional alchemical formula. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Piercing Round (Gunsmith) - Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - 0,4,3,2 - - - - - Wondrous Invention (4th) - You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets - - 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack - - 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Superior Attunement (Five Items) - At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,3,3 - - - - - Ability Score Improvement (4th) - When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,3,3 - - - - - Alchemical Formula (7) (Alchemist) - You learn an additional alchemical formula. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Explosive Round (Gunsmith) - Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage. - - Source: Unearthed Arcana: The Artificer, p. 7 - - - - - 0,4,3,3 - - - - - Ability Score Improvement (5th) - When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,3,3,1 - - - - 0,4,3,3,1 - - - - - Wondrous Invention (5th) - You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets - - 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack - - 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing - - 20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Soul of Artifice - At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - + Artificer (UA) + 8 + Constitution, Intelligence, Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand + Intelligence + 3 + + + Starting Artificer + As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light and medium armors + • Weapons: simple weapons + • Tools: thieves' tools, two other tools of your choice + • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a handaxe and a light hammer or (b) any two simple weapons + • a light crossbow and 20 bolts + • (a) scale mail or (b) studded leather armor + • thieves’ tools and a dungeoneer’s pack + + Source: Unearthed Arcana: The Artificer, p. 1 + + + + + + Multiclass Artificer + To multiclass as a Artificer, you must meet the following prerequisites: + • Intelligence 13 + + You gain the following proficiencies: + • light armor, simple weapons, two tools + + Source: Mike Mearls on Twitter + + + light and medium armorssimple weaponsthieves' tools, two other tools of your choice + + + + Magic Item Analysis + Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature. + + Source: Unearthed Arcana: The Artificer, p. 2 + + + + + + Artificer Specialist + At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level. + + Source: Unearthed Arcana: The Artificer, p. 2 + + + + + + Artificer Specialist: Alchemist + An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemist's Satchel (Alchemist) + At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. + If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula (3) (Alchemist) + At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. + To use any of these options, your Alchemist’s Satchel must be within reach. + If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Alchemical Fire + As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. + This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Alchemical Acid + As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. + This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Artificer Specialist: Gunsmith + A master of engineering, you forge a firearm powered by a combination of science and magic. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Master Smith (Gunsmith) + When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Thunder Cannon (Gunsmith) + At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. + If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Arcane Magazine (Gunsmith) + At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. + You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. + If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Tool Expertise + Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Wondrous Invention + At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. + Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. + You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + 0,2 + + + + + Spellcasting + As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. + + Spell Slots: + The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + + Spells Known of 1st Level and Higher: + You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). + The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. + You learn an additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. + Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table. + + Spellcasting Ability: + Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. + + Spell save DC = 8 + your proficiency bonus + your Intelligence modifier + + Spell attack modifier = your proficiency bonus + your Intelligence modifier + + Spellcasting Focus: + You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options. + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Alchemical Formula (4) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Thunder Monger (Gunsmith) + At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. + This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + 0,3 + + + + + Ability Score Improvement + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + + Infuse Magic + Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. + Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. + When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. + You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,3 + + + + + Wondrous Invention (2nd) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Superior Attunement (Four Items) + At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,3 + + + + + Mechanical Servant + At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. + Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: + + • It is a construct instead of a beast. + + • It can’t be charmed. + + • It is immune to poison damage and the poisoned condition. + + • It gains darkvision with a range of 60 feet if it doesn’t have it already. + + • It understands the languages you can speak when you create it, but it can’t speak. + + • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. + The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. + If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,2 + + + + 0,4,2 + + + + + Ability Score Improvement (2nd) + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,2 + + + + + Alchemical Formula (5) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Blast Wave (Gunsmith) + Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. + This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6). + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + 0,4,3 + + + + + Wondrous Invention (3rd) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + 0,4,3 + + + + 0,4,3 + + + + + Ability Score Improvement (3rd) + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,2 + + + + 0,4,3,2 + + + + + Alchemical Formula (6) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Piercing Round (Gunsmith) + Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + 0,4,3,2 + + + + + Wondrous Invention (4th) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack + + 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Superior Attunement (Five Items) + At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (4th) + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,3 + + + + + Alchemical Formula (7) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Explosive Round (Gunsmith) + Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage. + + Source: Unearthed Arcana: The Artificer, p. 7 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (5th) + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,3,1 + + + + 0,4,3,3,1 + + + + + Wondrous Invention (5th) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack + + 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing + + 20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Soul of Artifice + At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. + + Source: Unearthed Arcana: The Artificer, p. 4 + + Barbarian