Artificer

Description


Pioneers of a brave new world, artificers are the mad brain-children of gnomish engineering and dwarven craftsmanship, refined by human ingenuity. The technology artificers use was hastened into creation by the onset of the Longest Year, as dwarves and gnomes combined forces to pursue solutions to the possibility of a world without magic. Though their machinations have manifested in many ways, artificers in particular have studied ways to weaponize this strange new science.

As it is yet a relatively fresh field of study, most of these inventions take the shape of augmentations; things which the artificers attach to their weapons and armor to provide dangerous effects, both to their enemies and themselves.

It is said by the common folk that these artificers are insane for fielding such experimental and dangerous contraptions, but they often see themselves as bold and selfless inventors willing to put themselves at risk for the betterment of Faerûn. Both beliefs, of course, are true to degrees that vary from one artificer to the next.

Artificers are seen as an exciting prospect.. from a distance. Their contraptions are known to shock, explode and set aflame those using them, to the point that some who survive such consistent trauma have developed a resistance to it.

Because it is such a new thing, artificers can currently only be found amongst the races that were at the forefront of their design. However, because dwarves and gnomes hold particular reverence for it, there are a few paladins of Moradin and Flandal Steelskin who have virtuously chosen to pilot the dangerous artificer technology as both sacrifice and service for their kin and their gods.

Artificers are usually more than simple engineers; beyond their love of their craft, they know how to fight and they use this little-known technology to great advantage, surprising their enemies with the mingled might of fire, electricity and steel.

Alignment Restriction: None

Race Restriction(s): Human, Gnome & Dwarf only

Class Restriction(s): Unable to multiclass with arcane or divine classes (except select Paladin Orders)

Hit Die: d8

Proficiencies: Armor (light), Weapons (simple, martial) and Shields (excluding tower shields)

Skill Points: 7 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Linguistics, Diplomacy, Handle Trap, Heal, Intimidate, Perform, Search, Sense Motive, Taunt

Primary Saving Throws: Fortitude & Reflex

Base Attack Bonus: +3/4 Levels

Level Progression

LevelBABFortReflexWillFeatNotes
1st+0+2+2+0
Contraptionist I​
2nd+1+3+3+0
Inventor’s Pursuit Upgrade​
3rd+2+3+3+1
Armor proficiency (medium)​
4th+3+4+4+1Artificer’s Focus I
5th+3+4+4+1
Inventor’s Pursuit Upgrade
6th+4+5+5+2
Bonus Artificer feat​
7th+5+5+5+2
Contraptionist​
8th+6/+1+6+6+2Artificer’s Focus II
9th+6/+1+6+6+3
Armor proficiency (heavy)​
10th+7/+2+7+7+3
Bonus Artificer feat​
11th+8/+3+7+7+3
Inventor’s Pursuit Upgrade
12th+8/+3+8+8+4Contraptionist III
13th+8/+3+8+8+4
Artificer’s Focus III​
14th+8/+3+9+9+4
Bonus Artificer feat, Experimental Mutagen​
15th+8/+3+9+9+5
Inventor’s Pursuit Upgrade
16th+8/+3+10+10+5
Contraptionist IV​
17th+8/+3+10+10+5
Bonus Artificer feat​
18th+8/+3+11+11+6
Grand Invention​


  • Contraptionist:
    • The Artificer gains a +1 to Craft Trap and Handle Trap. This becomes +2 at level 8, +3 at level 13 and +4 at level 17.
  • Artificer's Focus:
    • The Artificer gains increased crafting experience with the Augmenting (previously Enchanting) profession. This starts at 15% and increases to 30% and 45% at levels 9 and 14 respectively.
  • Inventor’s Pursuit:
    • The Artificer must choose between one of three specializations to pursue. These feats increase in power as the Artificer gains levels. The choices are as follows:
  • Volatile Concoctions:
    • The Artificer can throw a volatile mixture of reagents condensed into a bomb. The damage dealt is dependent on the Artificer level, does not require a ranged touch attack to deal damage and a successful Reflex save [DC 10 + half the Artificer’s level + INT modifier] will half the damage. At level 1 it is 3d2 splash damage (1d2 Acid, 1d2 Fire & 1d2 Sonic), at level 5 it becomes 3d6, at level 11 it becomes 3d12 and at 15 it becomes 3d12 + 3/DamageType (9 Total). This ability can be used once every 3 minutes.
  • Capacitor Weapon:
    • The Artificer can attach a capacitor to their melee weapon, allowing it to deal 1d4 electric damage on hit for 3 round + 1 round / their Intelligence modifier. When this effect ends, the capacitor overcharges and jolts the Artificer for 1d2 Electric damage. The amount of damage dealt increases to 1d8, 1d12 and 2d10 at levels 5, 11 and 15 respectively. The amount of damage taken by the jolt increases to 1d4, 1d8 and 1d12 at levels 5, 11 and 15 respectively. This ability can be used once every 3 minutes
  • Power Shield:
    • The Artificer can ward themself against damage for a short time using a steam-fuelled generator. They gain +1 / 5 DR for 3 rounds + 1 round / their Intelligence modifier. When this effect ends, the Artificer vents the heat, dealing 1d6 Fire damage to themself and every creature close to them, including allies. The amount of damage reduction increases to +1 / 10, +2 /10 and +3 / 10 at levels 5, 11 and 15 respectively. The damage taken from venting increases to 1d10, 2d6 and 2d10 respectively. This ability can be used once every 3 minutes.
  • Special Artificer feats:
    • At levels 6, 10, 14 and 17, the Artificer can select from a list of feats that are specific to the class, these are as follows:
    • Forgemaster’s Fury:
      • The Artificer becomes especially proficient with all hammer weapons (light hammer, warhammer and maul). Whenever they wield one of these weapons, they gain an additional +3 to their AB and +1 to damage. This feat cannot be taken until level 10.
    • Healing Injector:
      • The Artificer gains the ability to use a special device which can heal themselves or an ally for 2d8 plus the recipient will regenerate an additional 5 health for every additional point in the Artificer’s intelligence modifier. This can be used six times per day. This feat cannot be taken until level 10.
    • Engineer’s Conditioning:
      • The Artificer permanently becomes resistant to Fire and Electric damage, gaining 10 damage resistance to both elements.
    • Static Ward:
      • The Artificer can attach a capacitor to his shield, causing any attacker to take 1d6 electric damage each time they strike the Artificer. This lasts for 1 round + 1 round / their Intelligence modifier. When this effect ends, the capacitor overcharges and jolts the Artificer for 1d4 Electric damage. This ability can be used once every 3 minutes.
    • Conductor Bolts:
      • The Artificer gains an ability that allows them to fire an extra bolt per round from a light or heavy crossbow. In addition, while this mode is active, any bolt the Artificer fires has a 75% chance of mimicking the Electric Jolt ability. This ability lasts for 1 round + 2 rounds / their Intelligence modifier. This ability can be used once every 3 minutes.
  • Experimental Mutagen:
    • The Artificer is able to inject themselves with an experimental mutagen, enhancing their Strength, Dexterity, Constitution or Intelligence by +4. This bonus lasts for 15 Turns / level, however only one may be active at any given time. This ability is usable three times per day.
  • Grand Invention:
    • At level 18, the Artificer can choose their magnum opus from a list of items. Once chosen, the Artificer will need to craft this item. The item cannot be traded and cannot be used by any class other than an Artificer. The list is as follows:
  • Power Glove (Gauntlet, +3 AC, Cast Spell: Burning Hands [5] 3 Charges/Use, Cast Spell: Lightning Bolt [5] 5 Charges/Use, Cast Spell: Knock [3] 3 Charges/Use)
  • Turbomaul (Maul, +3 Enhancement, +1 Fire Damage, Cast Spell On Hit: Electric Jolt [2], Massive Criticals 1d6)
  • Turbohammer (Warhammer, +3 Enhancement, +1 Fire Damage, Cast Spell On Hit: Electric Jolt [2], Massive Criticals 1d6)
  • Flask Launcher (Heavy Crossbow, +3 AB, Mighty Criticals 1d8, Mighty +2, Cast Spell: Scintillating Sphere 5 Charges/Use, Cast Spell: Fireball 5 Charges/Use)
  • Scryer’s Lens (Amulet, +3 AC, Cast Spell: Identify 3 Uses/Day, Cast Spell: Ultravision 2 Uses/Day, Skill Bonus: Spot +5, Skill Bonus: Search +5)
  • Flash Reflector (Large Shield, +3 AC, On Hit Cast Spell: Daze [5], On Hit Cast Spell: Flare [5], Spell Resistance 10, Light [Dim: White], Skill Bonus: Spot +3)