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: 6 + INT Modifier

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

Primary Saving Throws: Fortitude & Reflex

Base Attack Bonus: +3/4 Levels

Level Progression

LevelHit DiceBABFortReflexWillFeatNotes
1st1d8+0+2+2+0
Contraptionist I​
2nd2d8+1+3+3+0
Inventor’s Pursuit Upgrade​
3rd3d8+2+3+3+1
Armor proficiency (medium)​
4th4d8+3+4+4+1Artificer’s Focus I
5th5d8+3+4+4+1
Inventor’s Pursuit Upgrade
6th6d8+4+5+5+2
Bonus Artificer feat​
7th7d8+5+5+5+2
Contraptionist​
8th8d8+6/+1+6+6+2Artificer’s Focus II
9th9d8+6/+1+6+6+3
Armor proficiency (heavy)​
10th10d8+7/+2+7+7+3
Bonus Artificer feat​
11th11d8+8/+3+7+7+3
Inventor’s Pursuit Upgrade
12th11d8+9/+4+8+8+4Contraptionist III
13th11d8+9/+4+8+8+4
Artificer’s Focus III​
14th11d8+9/+4+9+9+4
Bonus Artificer feat, Experimental Mutagen​
15th11d8+9/+4+9+9+5
Inventor’s Pursuit Upgrade
16th11d8+9/+4+10+10+5
Contraptionist IV​
17th11d8+9/+4+10+10+5
Bonus Artificer feat​
18th11d8+9/+4+11+11+6
Grand Invention​


Contraptionist: The artificer gains a +1 bonus to Craft Trap and Handle Trap skill checks. This becomes +2 at level 7, +3 at level 12 and +4 at level 16.

Artificer's Focus: The artificer gains 15% increased crafting experience with the Augmenting (previously Enchanting) profession. This becomes 30% at level 8 and 45% at level 13.

Inventor’s Pursuit: The artificer must choose between one of three specializations to pursue. The choices are as follows:
  • Volatile Concoctions: The artificer can throw a volatile mixture of reagents condensed into a bomb. The bomb deals 1d2 acid, 1d2 fire, and 1d2 sonic damage (3d2 total) to enemies in a small area., with a successful Reflex save halving damage taken. The DC for this ability is 10 + ½ class level + INT modifier. The damage dealt increases to 3d6 at level 5, 3d12 at level 11, and 3d12 + 9 at level 15. This ability may be used once every 3 minutes.
  • Capacitor Weapon: The artificer can attach a capacitor to their melee weapon for 3 + INT modifier rounds. The capacitor deals 1d4 electrical damage at level 1. The damage increases to 1d8 at level 5, 1d12 at level 11 and 2d10 at level 15. When this effect ends, the capacitor overcharges and jolts the Artificer for 1d2 electrical damage. The amount of damage taken by the jolt increases to 1d4 at level 5, 1d8 at level 11, and 1d12 at level 15. This ability may be used once every 3 minutes
  • Power Shield: The artificer can ward themself against damage for a short time using a steam-fuelled generator for 3 + INT modifier rounds. The artificer gains DR 5/+1. This increases to 10/+1 at level 5, 10/+2 at level 11, and 10/+3 at level 15. When this effect ends, the heat is vented, damaging themselves and all nearby creatures, including allies. The damage dealt is 1d6 fire damage at level 1. This becomes 1d10 at level 5, 2d6 at level 11, and 2d10 at level 15. This ability may be used once every 3 minutes.
Artificer Bonus Feats:
  • Forgemaster’s Fury: The artificer becomes especially proficient with light hammers, warhammers, and mauls. While wielding one of these weapons, they gain an additional +3 to their attack rolls and +1 to their damage rolls. Requires level 10.
  • Healing Injector: The artificer gains the ability to use a special device that can heal themselves or an ally for 2d8 plus an additional 5 hit points / INT modifier. This ability may be used six times per day. Requires level 10.
  • Engineer’s Conditioning: The artificer permanently becomes resistant to fire and electricity damage, gaining fire 10/- and electrical 10/-.
  • Static Ward: The artificer attaches a capacitor to his shield, causing attackers to take 1d6 electricity damage each time they strike the artificer. This lasts for 1 round + 1 round / INT modifier. When this effect ends, the capacitor overcharges and jolts the artificer for 1d4 electricity damage. This ability may 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 additionally applying the effect of the Electric Jolt spell. This ability lasts for 1 + 2xINT modifier rounds. This ability may be used once every 3 minutes.
Experimental Mutagen: The artificer injects themselves with an experimental mutagen, granting them a +4 bonus to their strength, dexterity, constitution, or intelligence. Duration is 15 minutes per level. This ability may be used three times per day. Only one effect may be active at any given time.

Grand Invention: 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. Charges associated with any of these items can be restored, and the item does not destroy itself through completely depleted charges. 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)