Artificer (DND 5th edition)

= Artificer =

Artificers delve deep into the secrets of magic, engineering, alchemy, geology and metallurgy, using their extensive knowledge to create wondrous magi-tech and alchemical items. Often artificers inventions are unstable, but powerful due to their experimental nature. As such many view artificers as reckless or dangerous.

Artificers simulate some spells via a rare creation known as an artificers power stone, this rare metal infused gem is capable of storing arcane energy, spell formulas and even powering some of the artificers inventions. This wondrous creation is capable of regenerating its power over a short rest period (1 hour), which allows artificers to regenerate their spell slots much like a warlock can.

After studying the general principles of magic, technology, metals and similar studies most artificers choose to specialise in one specific area, such as arcane firearms or magitech golems this allows such inventors to create highly specialised inventions, some prefer to dabble in a little of everything, taking the path of the magitech tinkerer.

Class Features
Artificers gain the following class features at the listed level.

Hit Points

 * Hit Dice: 1d6 per artificer level
 * Hit Points at 1st Level: 6 + your Constitution modifier
 * Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per artificer level after 1st

Proficiencies

 * Armour: Medium armour, Light armour
 * Weapons: Simple weapons
 * Tools: Tinker's tools plus two of your choice
 * Saving Throws: Intelligence, Constitution
 * Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, or Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background: - a simple weapon - (a) scale mail or (b) studded leather armour - tinkers tools - (a) dungeoning pack, (b) scholars pack or (c) explorers pack

Spell casting
As part of your studies into the arcane you have learnt how to cast a limited number of spells by drawing energy through your artificers power stone.

If you loose your power stone, or your stone is lost then you loose the ability to cast spells and use any upkeep invention.

Spell Slots
The artificer table shows how many spell slots you have and what level each slot is cast as. To cast any artificer spell you must expend one of your spell slots. You regain all your expended spell slots after completing a long or short rest by recharging your artificer power stone.

Spells Known
Unlike a wizard, artificers focus on inventions, magi-tech and artefacts over spells, but they do learn to cast a limited number of spells, these spells are powered by their artificer power stone. Starting at 1st level you know 1 spell which you pick from the artificer spell list.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell or invention 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
Your artificer power stone acts as your spell casting focus, (see Artificer power stone for more details).

Inventions
Artificers invent all manor of magi-tech, alchemical concoctions, arcane firearms and gadgets which are split into minor and major inventions.

Minor inventions are limited in scope but usually provide permanent effects or at will abilities, while major inventions are powerful short duration devices usable a limited number of times per day.

Some inventions have requirements such as level, artificer path or previous inventions, you must meet all the requirements before being able to learn any invention.

Your inventions, gadgets and magitech can only be used by you, unless otherwise stated in the description.

Artificer training
At 1st level your studies of magitech, alchemy, metallurgy, arcane and similar lore have taught you know to use the spells Detect Magic and Identify, you cast these spells as ritual spells using your artificers power stone (a ritual spell takes 10 minutes + the spells casting time to cast). You do not need to provide material components for either spell.

At 5th level you can cast detect magic as an action at will, at 10th level you can cast detect magic as a bonus action.

Artificer power stone
An artificers first invention is a small rare metal infused gem stone roughly 2 inches in diameter, this stone is the focus of all your arcane energy allowing you to cast a limited number of spells before you must complete a short or long rest. Your power stone also has enough energy to power 1 upkeep invention at a time.

If you loose your artificer power stone then you can create a new one by spending 8 hours working with your tinker's tools and spending 10 gold pieces per artificer level on materials, until your stone is replaced you can not cast any spells or use inventions with an upkeep cost.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Master tinkerer
At 6th level you become an expert with your tinkerers tools allowing you to add double your proficiency bonus to any checks made with your tinkerers tools.

You also become an expert in one tool of your choice or you learn a new tool proficiency of your choice (at your DM's discretion).

Tool Master
Starting at 10th level you can never roll bellow a 10 on any check with your tinkerers tools, even in dangerous or threatening situations.

Artificer Paths
At 2nd level an artificer must choose a speciality path, each path has unique abilities and inventions.


 * Arcane gunsmith
 * Magitech Golems
 * Magitech Brawler
 * Tinkerer

Arcane Gunsmith
At 2nd level an arcane gunner completes work on either an arcane pistol, arcane pepperbox or arcane riffle, you become proficient in all arcane firearms and can use their intelligence modifier on attack rolls in place of their dexterity.

Arcane firearms proficiency
Starting when you choose this archetype at 2nd level you gain proficiency with all arcane firearms, allowing you to add your proficiency bonus to attack rolls made with arcane firearms.

Arcane gunsmiths know how best to utilise these dangerous weapons and add their intelligence modifiers to damage rolls for arcane firearms and use intelligence in place of dexterity for attack rolls with arcane firearms.

Arcane scope
At 3rd level you finish creating a scope which you can attach to one of your arcane firearms, shots made with this weapon are more accurate and hit harder. You can move the scope between firearms as an interact action.


 * +2 on attack rolls made with one arcane firearm
 * +2 damage on attack rolls made with one arcane firearm

If your scope if lost or damaged you can fashion a new one by spending 1 hour and 50 gold pieces on materials.

Extra attack
At level 5 an arcane gunner can make an extra attack with arcane firearms or a simple weapon.

Retaliation shot
At 10th level you gain retaliation shot which allows you to use your reaction to fire a single shot at a target who has made a melee attack against a friendly target within your arcane firearms short range category. If your shot hits then you can cause your target to re-roll their attack roll, they must use the new result.

You can use this feature a number of times per day equal to your intelligence modifier, after which you must complete a long rest to get your uses back.

Lightning shot
At 11th level you learn to imbue your bullets with energy from your artificer power stone, once per long rest as part of an attack action you can imbue your shot with electricity causing your bullet to deal an extra 8d8 lightning damage. If the target is wearing metal armour then you gain advantage on your attack roll.

Unstable dimension portal ammunition
You make an attack roll as part of using unstable dimension portal ammunition, when your bullet hits your target or a solid object within 100-ft you are teleported to that location. If you arrive within 10-ft of a hostile target you can make an extra attack with your arcane firearm which deals a bonus 5d12 force damage.

If your arcane firearm miss fires while using unstable dimension portal ammunition then you take 4d10 force damage and must make a constitution saving throw or become stunned until the start of your next turn.

After using this feature you must complete a long rest before you can use it again, you again an extra use per day at levels 15 and 20.

Deadeye
At level 15 you refine your arcane scope allowing you to score a crital hit on a roll of 19 or 20.

Malleable ammunition
At level 17 you upgrade one of your magitech firearms with malleable ammunition, this marvellous invention allows you to change your ammunitions base metal type during a short rest. You can change ammunitions metal type into cold iron, adamantium or silver. Your ammunition returns to its normal metal type 1 minute after they are fired.

Arcano-weave shot
At 20th level you have created the most potent of ammunition, capable of dealing a devastating blow. As an action you load your arcano-weave shot ammunition and make a ranged attack roll against a target within 120-ft, if you hit your shot deals 20d8 force damage and the target must make a constitution save or be stunned for 1 minute. After using this shot you must complete a long rest before you can use it again.

Arcane gunsmith inventions
The following inventions are available to arcane gunsmiths only, see major inventions for more details on each invention.

Magitech Golems
At 2nd level magitech golem artificers finish work on a master-work golem protector, your golem has no fear and follows all commands given by the artificer with out question. Starting at level 3, your golem gains an extra hit dice each time you gain a level in the artificer class.

At level 8 your tinkering increases your golems strength by 2, at level 10 you increases its dexterity by 4.

If your golem is destroyed then you can build a new one by spending 8 hours working with your tinker's tools and spending 100 gold pieces per artificer level on raw materials.

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== Magitech Golem ==

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 * Armour Class 13
 * Hit Points 19 (3d8 + 6)
 * Speed 25ft.  |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |14 (+2)|10 (0)|14 (+2)|4 (-3)|10 (+0)|7 (-2)| 
 * Condition Immunities Poisoned, Stunned, Charmed, Domination and mind influencing effects
 * Senses passive Perception 14
 * Languages Common
 * Saves Proficient in all saves  ### Actions Slam. Melee Weapon Attack: 1d8 + strength modifier (range 5-ft)  Your magitech golem uses your proficiency bonus to calculate saves, attack bonus and skills.

Your golem has a natural AC of 13 + dexterity modifier, your golem can not wear armour, bracers or other magic/mundane items.

Die for the master
At 5th level your golem is capable of intercepting attacks made against you. When a physical melee or ranged attack hits you and your golem is within 30-ft, you can use your reaction causing your golem to project a force field around you which halves the attacks damage, your golem then takes an equal amount of force damage from the backlash. You can use this feature a number of times equal to your intelligence modifier, after which you must complete a short or long rest to regain uses of die for the master.

Once per long rest if damage reduces you to 0 hit points your golem can teleport in front of you and absorb the attack its self. After doing so your golem is disabled for 1 round and suffers the following effects for 1 minute.


 * Slowed (reduce movement speed by half)
 * Disadvantage on all rolls

R.A.M.P.A.G.E
At 10th level you can activate your golems R.A.M.P.A.G.E mode causing your golem to surge forward in a straight line for 100-ft attacking all targets in its path with powerful electric discharges. Any target within 5-ft of the golem during its R.A.M.P.A.G.E must make a dexterity save or take 10D6 lightning damage (half damage on a successful save). Any target wearing metal armour makes their save at disadvantage.

Your golem gains lighting immunity for 1 minute after R.A.M.P.A.G.E.

Once R.A.M.P.A.G.E has been used you must complete a long rest before activating it again, you gain an additional use at levels 15 and 20.

Golem combat plating
At 11th level you improve your golems defences by lining its armour with adamantium bands. Your golem gains resistance to all non magical physical damage.

Tactical analysis matrix
At 13th level you upgrade your golem with advanced combat capabilities. Once per short rest, as an action your golem can activate its T.A.M system allowing it to analysis an enemies defences, weaknesses and combat strategies all friendly units within 30-ft gain advantage on all attack rolls against the target until the start of your golems next turn. Also for the next minute your golem gains a damage bonus equal to your proficiency bonus against the target.

A.C.G.S (Ariel combat golem subsystem)
At 15th level you combine an antigravity matrix with small arcane boosters which allow you golem to fly for up to 1 hour per day. Your golem gains a flight speed of 40-ft, which can be used in 5 minite increments. Your golem regains its ability to fly after taking a short rest.

Rocket punch
At 17th level you upgrade your golems A.C.G subsystem allowing it to perform a rocket punch to cripple your enemies. Once per short rest your golem uses rocket punch as an action, once activate your golem jumps up to 60-ft towards a target and makes an attack roll with advantage once it lands, if your attack hits you deal normal weapon damage plus an extra 4d10 bludgeoning damage.

Golem overload
At 20th level you can overload all of your golems systems turning it into an unstoppable powerhouse of destruction, as an action you command your golem to overload causing your golem to gain the following effects for 1 minute.


 * Resistance to all damage
 * Melee attacks made by the golem deal an extra 2d12 force damage
 * Advantage on strength ability checks and attack rolls

After 1 minute your golems power reserve becomes drained causing your golem to gain the following effects for 1 minute.


 * Move at half speed
 * Disadvantage on all strength ability checks and attack rolls

Minor magitech golem inventions
Artificers who choose the path of he magitech golem gain access to the following path specific inventions.

Major magitech golem inventions
Artificers who choose the path of he magitech golem gain access to the following path specific inventions.

Magitech Brawler
Magitech brawlers focus on inventions which allow them to get into the middle of a brawl and create chaos through raw power, alchemical concoctions and powerful magitech power suits.

At 2nd level an artificer who takes the path of the magitech brawler completes work on one magitech enhanced weapon along with modifying their armour into a magitech power suit.

===== Magitech power suit =====

AC 13.

Reactive shielding As a reaction after being struck by an attack which deals physical, or force damage you can project a force field from your armour to try and deflect the attack. Roll a D6 on a score of 6 the attack misses you, 2-5 makes the attacker re-roll the attack role and use the new number, on a 1 your armour malfunctions. after using reactive shielding you must complete a long rest before you can do so again.

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Magitech power armour only works for artificers, anyone else wearing this armour receives no special benefits. ===== Magitech power weapon =====

Choose a single martial or simple weapon to upgrade, this weapon becomes your main magitech focus weapon and becomes eligible for free upgrades as you level.

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You can create a new magitech weapon by spending 8 hours working with your tinkerers tools and spending 100 gold pieces on raw materials. Magitech weapons special properties, bonuses and similar effects only work for artificers.

Zeta1 Magitech power weapon upgrade
At 3rd level you create a AI (arcane intelligence) guidance system which you can attach to one of your magitech power weapons. While attached toy receive a +2 bonus to hit with that weapon.

You can create additional Zeta1 units by spending 50 gold pieces on materials and working for 1 hour with your tinkerers tools. Your Zeta1 units only work for you, in anyone elses hands they provide no benefits.

Extra attack
At 5th level, when you make an attack action with any magitech power weapon you can make a second attack against the same target or another target within reach.

Alpha protocol
At 10th level you upgrade your magitech power suit with alpha protocol, as an action you can activate your armour to grant you one of the following effects for up to 1 minute, alpha protocol requires upkeep. After activating an effect you must complete a short rest before you can use alpha protocol again.


 * Velocity acceleration matrix (double your movement speed for 1 minute).
 * Enhanced reactive shielding (reduce all incoming non magical physical damage and all force by 2d6 for 1 minute, at level 20 your E.R.S reduces all damage by 2d10).

Martial invention blending technique
At 11th level when you make an attack action you can forgo your extra attack in favour of using any level 1 invention with an activation time of 1 action.

Zeta2 Magitech power weapon upgrade
At 13th level you finish the Zeta2 weapon upgrade, this adds a small alchemical device to your weapon allowing you to morph its metallic composition once per short rest. You can change the weapons material type to silver, cold iron, steel, or adamantium. The weapon reverts back to its base substance when you next take a short rest.

Direct neural stimulation fluid
At 15th level you develop a powerful alchemical fluid along with an automated injection system, this fluid is automatically injected into your body every time you make a dexterity saving throw granting you advantage on all dexterity saves.

R.A.G.E protocol
After studying barbarians for a number of years you develop a serum which allows you to R.A.G.E.

At 17th level you upgrade your magitech power suit with the R.A.G.E protocol, as an action you can activate your R.A.G.E serum causing your muscles to swell and doubling your size while a red mist clouds your mind sending you into a psychotic frenzy.

For the next 1 minute you make all melee attacks with advantage and deal an extra weapon die of damage, all attacks against you also have advantage for the duration and you may not use any intelligence, wisdom or charisma based skills. Except for intimidation. You must complete a long rest before you can activate R.A.G.E protocol again.

Target elimination protocol
At 20th level you upgrade your magitech power suit with T.E.P, as an action you can activate T.E.P and make an attack roll against a single target within range using one of your magitech power weapons. If the attack hits you deal no damage but cause the target to be thrown into the void where they take 20d10 nectoric damage and must make a wisdom saving throw or become stuck in the void for 1 minute.

Minor magitech brawler inventions
When slecting a new minor invention, magitech brawlers can choose from the following exclusive inventions.

Major magitech brawler inventions
When slecting a new major invention, magitech brawlers can choose from the following exclusive inventions.

Magitech tinkerer
Magitech tinkerers specialise in a gadget for every situation.

Extra inventions
At 2nd level your tinkering has taught you two extra minor inventions and one major invention. You must meet all pre-requites when picking these inventions.

At levels 5, 10, 15 and 20 you also learn one extra major invention.

Improved artificer power stone
At 3rd level you increase your power stones potency by inscribing 3 wizard or artificer spells of 1st level into the stone along with enough power to cast each spell once.

You regain the ability to cast these spells after completing a long rest.

TODO level 5
At 5th level you receive a bonus minor invention and a major invention, you must meet all requirements of the inventions you pick.

TODO level 10
TODO

TODO level 11
TODO

TODO level 13
TODO

TODO level 15
TODO

TODO level 17
TODO

TODO level 20
TODO

Magitech tinkerer inventions
An artificer who follows the tinkerer path gains access to the following inventions.

Minor Inventions
Anytime you lean a new minor invention you may select one from the following list of minor inventions, you must meet any level requirements or prerequisites before learning an invention.

Arcane firearm proficiency
You have learnt to build and use arcane firearms, when you select this invention choose one arcane firearm with a value less than 200 gold pieces, you build this firearm for free. You also gain proficiency with all arcane firearms.

If you loose your arcane firearm then you must build a new one spending both the time and gold resources to do so.

Alchemical fire bombs
As an action you can pull a small vile of alchemists fire from your pouch and throw it at a target within 30-ft, on a successful ranged attack the vile strikes your target dealing 1d8 points of fire damage.

Your bombs damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (5d8).

Acid bombs
As an action you can pull a small vile of acid from your pouch and throw it at a target within 30-ft, on a successful ranged attack the vile strikes your target dealing 1d8 points of fire damage.

Your bombs damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (5d8).

Cryogenic bombs
As an action you can pull a small vile of alchemists cryogenic solution from your pouch and throw it at a target within 30-ft, on a successful ranged attack the vile strikes your target dealing 1d8 points of cold damage.

Your bombs damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (5d8).

C.A.M (Clockwork arm mechanism)
level 5

You attached a folding arcane and clockwork arm to your body (which takes 1 miute to fit or remove), this arm can not make attacks, throw items or grapple people but it can hold and retive items for you.

Climbing boots
You create a set of intricate boots which aid you in climbing, you gain advantage on all climb checks and at level 7 you upgrade the boots granting you a natural climb speed equal to half your movement speed.

Clockwork alarm
You have created a small metallic cube which can be deployed as an action, once deployed the cube will guard an area against intruders as per the alarm spell. You may deploy the cube once per long rest.

Clockwork lock picks
You improve a set of lock picks with mechanical upgrades, you gain proficiency with thieves tools and add double your proficiency bonus to all checks to pick locks while using these picks. If these lock picks are destroyed or lost you can replace them by spending 4 hours working with your tinker tools and spending 15 gold pieces in materials.

Electroshock gauntlet
Small crystals throughout this single gauntlet store and generate a small electric charge. As an action you can make a melee attack against a target within reach, if you hit then your gauntlet discharges a burst of lightning which deals 1d10 lightning damage. If you roll a 1 on the attack roll then the gauntlet malfunctions and becomes disabled for 1 minute or until you spend an action to reinitiate the crystal matrix.

Your gauntlets damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (5d10).

Emergency terminal velocity prevention matrix
level 3

After falling 20-ft or more your E.T.V.P.M fires causing you to decelerate, you continue to fall slowly for 1 minute at a rate of 60-ft per round until you land on a solid surface, a liquid or 1 minute passes. Your E.T.V.P.M can fire no more than once per minute.

Extra dimensional storage gloves
level 5

This single glove can store up to 3 items no larger than 1-ft in diamter and weighing no more than 10lbs within an extra dimensional space. As an action you can touch one item and sequester it within your extra dimensional space, you can also spend an action to summon any stored item from your storage space.

Grappling gun
level 5

You create a small tube packed with explosives which can shoot a grappling hook up to 50-ft.

Persuasive Pheromones
As an action you can draw a small vile and drink its contents, for 1 minute you make all charisma checks against humanoids with advantage. After the minute you feel sick and emit an odd odour causing you to make charisma checks with disadvantage for the next 5 minutes.

Portable alchemical dimensional station
level 5

You create an alchemy station which folds into an extra dimensional space, it takes 10 minutes to unfold. when folded the station is a 10cm cube which weights 10lbs.

Illumination drones
As an action you can release 4 one inch spherical drones which can move up to 30-ft away from you and shed dim light in a 10-ft radius. As a bonus action you can direct the drones to move up to 60-ft so long as they remain within 120-ft of you. The drones have enough energy to remain active for 2 hours per day, after which they require a long rest, the drones can be deployed and recalled as many times as you like.

Magitech hand drone
You have created a small magitech hand which can float through the air at a rate of 30-ft per round, the clockwork hand can carry items up to 10 pounds in weight or manipulate simple items. The hand has an AC of 16 and 10 hit points, if destroyed or lost you can create a new hand by spending 2 hours working with your tinkerers tools and spending 20 gold pieces on materials.

Magitech image generation drone
As an action you deploy a small 4 inch drone which moves 10-ft per round (the drone can only move a maximum of 30-ft), once your drone reaches its target destination it will start projecting a static image no larger than 5-ft square.

Your drone can continue to project the image for 1 minute and requires upkeep from your artificers power stone. At 5th level your drone can maintain the image with out upkeep from your power stone.

Magitech repair drone
You have created a small spider like drone, as an action you can deploy the drone to fix small tears, breaks, rips or similar so long as the break is no larger than 1-ft in diameter, once deployed the drone takes 5 minutes to repair up to 1-ft of damage.

Magitech poison drone
As an action you can release a small drone which flies towards a target within 30-ft and releases a puff of toxic smoke. The target must make a constitution save or takes 1d12 poison damage.

This drone's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Magitech defence drone
As an action you can deploy a small drone which orbits your head for 1 minute, for the duration your drone will fire blasts of lightning at anyone who makes a melee attack against you within 5-ft. Each blast deals 1d4 lightning damage. After the drone has been deployed you must take a short rest to recharge the drones power core before you can use this drone again.

Your defence drone has an AC of 16 and 10 hit-points, if this drone is destroyed or lost then you must spend 20 gold pieces on materials and 2 hours to create a new one.

This drone's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (5d4).

M.D.P.D
Your Magitech death prevention drone can be deployed as an action, after which you can direct it to stabilise a dying creature within 10-ft.

If you fall in combat then the drone will automatically deploy to stabilise you, the drone can not be used until after completing a long rest when deployed in this way.

Magitech mount
level 5

A combination of magic, clockwork parts, mechanical engineering and steam has allowed you to create a mount capable of carrying a large or smaller creature at a speed of 100-ft per round. Your mount has enough power to travel for 1 hour before it needs a short or long rest to recharge. At level 10 your mount can travel for 6 hours before requiring a rest.

If your mount is lost of destroyed then you can create a new one by working for 16 hours with your tinker's tools and spending 300 gold pieces on materials.

M.O.O (Morphic optical obfuscation)
level 2

This small illusion projection device draws power from your artificer power stone, as an action you can project an illusion over your body causing you assume a new form which is close to your previous one.

Your M.O.O system requires upkeep and lasts a maximum of 30 minutes before you must deploy it again. You can use M.O.O a number of times equal to your proficiency bonus, after which you must complete a long rest before you can use M.O.O again.

Rapid item fabrication
level 7

This small folding assembly is a 1-ft cube when deployed and takes 1 minute to set up. Once set up you can use it to fabricate any single non-magical item which can fit within the cubes confines. The object radiates a magical aura and will decay within 1 hour of creation, when examined by anyone it becomes obvious that the item has no monetary worth. The item also breaks after the first time it deals damage.

Once used you must complete a short rest before you can use R.I.F again.

Shadow weave mesh
level 7

You have developed a light flexible material which can bend light and muffle sound, you weave this material into your armour, clothes or a cloak which grants you advantage on stealth checks (you can only imbue your own items with shadow weave mesh, and the mesh will not work for anyone other than yourself).

If you roll a 1 on your stealth check then the shadow mesh malfunctions causing you 1d6 points of fire damage and disabling the stealth benefits until you complete a short or long rest.

If you roll a 20 on your stealth check then the shadow mesh overcharges causing you to become invisible for 1 minute.

Telepathic message delivery matrix
As an action you whisper a short message (up to 25 words) and choose a target within 60-ft, your T.M.D.M gathers arcane energy from your power stone to deliver the message via a telepathic link, if the target is unwilling they can make a wisdom saving throw to avoid reviving the message.

After whispering your message roll a D20, on a roll of 1 your invention misfires. Your DM should roll a D8 to determine the effects in secret.


 * 1 your telepathic message delivery matrix overloads and can not be used until you spend 10 minutes and 1 gold piece on materials for repairs.
 * 2-4 your message fails
 * 5 your message is sent to a random target within range
 * 6 your message arrives as a booming demonic voice in your targets head
 * 7 your message arrives on target within the next 20 minutes (roll a D20 to determine the exact number of minutes)
 * 8 your T.M.D.M overloads causing a telepathic bridge to form between you and the target for 1 minute, during this time you can send and receive 25 word messages to each other as a bonus action.

Major Inventions
Anytime you lean a new major invention you may select one from the following list of major inventions, you must meet any level requirements or prerequisites before learning an invention.

Advanced malleable weapon matrix XT006
level 5, requirements path of the magitech brawler

As an action you can shift your weapon in between different forms, you must meet any strength, dexterity, proficiency and similar requirements. You can select from the following weapons, dagger, light hammer, battleaxe, hand axe, short sword, long sword, great sword.

Arcano-matrix pre-fire chamber
level 6, requirements path of the arcane gunsmith

You have invented a small pre-fire chamber which can be fitted to any of your arcane firearms, all shots fired by the weapon this is attached to are counted as magic for the purpose of bypassing resistances. At level 10 the chamber also adds a +1 bonus to attack rolls and damage.

A.G.I.S (Advanced gravitational inertia subsystem)
level 10

As an action this small metallic sphere can be deployed on yourself or a willing target within 15-ft causing the sphere to circle the target projecting a gravitational flux field for up to 5 minutes. While active the target of the sphere gains a flying speed of 40-ft, also if the target is rendered unconscious then the arcane intelligence system will try and safely land by descending slowly.

After you have used your gravitational control system you must complete a long rest before you can activate it again. At 15th level you can activate this system once per short rest.

A.V.I.S
requirements level 5

Years of research has lead you down a dangerous path, you have created a concoction of alchemical substances along with an automated injection system. As an action you can inject your body with a potent alchemical substance which greater boosts your strength for a limited duration. For 1 minute your strength is set to 18 and you gain advantage on any strength athletics checks made within this time. After 1 minute you become fatigued and gain disadvantage on all strength checks for 10 minutes.

A.W.R (Arcane wall removal system)
level 9, requirements path of the magitech golem

As an action you put your golem into arcane wall removal mode, for the next 1 minute your golem can create an arcane hole in any wooden, stone or plaster surface measuring 10-ft in diameter, your golem digs at a speed of 2-ft per round (allowing a maximum passage length of 20 foot). This passage closes after 1 hour and requires upkeep from your artificers power stone.

Clockwork companion
TODO like a familiar.

Clockwork wings
level 5

This small module can be deployed into a set of large mechanical wings which allow a large or smaller creature to fly at a speed of 25-ft. The wings measure 6-ft in diameter and make a whirling sound audible from 100-ft, you can fly for up to 1 hour per day before the wings need a long rest to recharge their energy supply, you can deploy the wings in 5 minute increments. You can push the wings to fly for longer but each 5 minutes adds a 10% chance that your wings explode dealing 5d6 damage.

If these wings are lost of destroyed then they can be replaced with 2 hours work and 200 gold pieces in materials.

Clone factory
requirements level 17

Immortality is within your grasp after you finish working on your clone, stored away in a safe location of your choosing this clone will lie dormant until you die at which point your soul is drawn into the clone bringing you back to life. After you have been revived in this way you must spend 72 hours working on a new clone spending 2,000 gold pieces on materials to create a new clone.

C.C.R.S.S
level 9

As an action you can activate the critical care revivification shock system to revive a target who died within the last 1 minute (the targets body must be whole with no missing parts), after you use this invention you must complete a long rest before you can do so again.

When you use this system roll a d20, the consult the bellow table.

Crystal shot
level 3, requirements path of the arcane gunsmith

As an action you load a special arcane crystal shot into your firearm and make an attack roll, if you hit then the shot deals your normal damage and the target must make a dexterity saving throw to avoid being encased in crystal bonds. If the target fails their save then the target is covered in crystal which reduce their movement speed to 0. A target can break the crystals with a DC 13 strength check.

Once you have used crystal shot you must complete a short rest before you can do so again.

Eagle eye lens
You craft a lens, goggles, glasses or monocle which you and only you can wear. While wearing the eagle eye lens you gain advantage on all perception checks which rely on sight.

At level 3 you can use the lens to cast see invisibility (as per the spell) once per long rest.

Elemental fist
level 7, requirements Path of the magitech golem

Your golems fists are imbued with lightning causing melee attacks to deal an extra 1d6 lightning damage per hit.

Elixir of rapid healing
As an action, you can pull out a draft of sweet smelling liquid you can drink this draught as part of the action of hand it to someone else who can consume it within 1 turn as an action. Once consumed the draft will healing wounds restoring hit points equal to 1d8 + your intelligence modifier. You can only use this draught once per long rest.

At level 5 the healing increases to 2d8, 10 3d8 15 4d8 and 20 5d8.

Empower artificer power stone
level 11, requirements path of the magitech tinkerer

Delving deeper into how the weave works allows you to emulate some spells, pick one spell from the following list which is inscribed into your power stone along with enough power to cast the spell once before you require a long rest.


 * Disintegrate
 * Heal
 * Globe of invulnerability
 * Programmed illusion
 * Sunbeam
 * True seeing

Empower artificer power stone (2)
level 13, requirements path of the magitech tinkerer


 * Etherealness
 * Force-cage
 * Magnificent mansion
 * Prismatic spray

Explosive shots
level 5, requirements path of the arcane gunsmith

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 * Increases misfire chance 1 (5%)

Replace your regular ammunition with explosive rounds which deal elemental damage, as a bonus action load an explosive round into your arcane firearm making your next attack with this weapon within 6 seconds deals an extra 2d6 lighting damage, you can use explosive shots a number of times per day equal to your proficiency bonus before you must complete a long rest.

Flare
level 3, ** requirements** path of the arcane gunsmith

As an action you fire a special arcane shot at a target within your arcane firearms maximum range, the shot does no damage, instead the shot explodes into a ball of pure day light which will float in place or up to 1 hour and sheds bright light for 60-ft and dim light for another 60-ft. Any darkness spell of 2nd level or lower is automatically dispelled.

Force field generator
Requirements level 11

You have created a small metal sphere which radiates an aura of energy. As an action you can throw the sphere up to 30-ft causing the sphere to generate a force field over a 30-ft square area. The sphere can power the wall for 1 minute after which you must complete a long rest before you can use a force sphere again.

Force shield defence system
level 10

As an action you can activate your personal defence system which grants you resistance to all non-magical physical damage for 1 minute or until it has absorbed three times your level in damage. If the shield ends before 1 minute has passed roll a d20, on a roll of 1-5 the shield collapses causing you 2d12 lighting damage.

After activating your shield you must complete a long rest before you can use this invention again.

Gate cube
level 7

As part of an action you can draw and activate this 2 inch metallic cube etched with planar runes, once activated the cube will rip open the planes creating a door way to any area within 100-ft you can see or envision, you can step through the door way within 6 seconds. You may use this invention once per long rest, you gain an extra use at levels 10, 12 and 15.

Gate cube (Improved)
level* 13, requires** gate cube

You upgrade your gate cube allowing you to transport yourself and up to 8 other willing creatures to another plane of existence. You may use this upgrade once per long rest.

Golem spell matrix
level 3, requirements path of the magitech golem

You imbue 3 small gems with arcane power allowing your golem to cast the following spells each once per day, shield, long strider and burning hands. You regain all uses of these spells after completing a long rest.

Glue bomb
As an action, you can pull out a small fragile glass sphere filled with a viscous sticky fluid and hurl it at large or smaller creature or object within 30-ft of you. Any creature hit by the object must make a dexterity save or become coated in the sticky glue for 1 minute. While coated in glue a creatures speed is reduced to 0, creatures can spend an action to try and remove the glue by making a DC 13 athletics check.

After using this invention, you can't do so again for 1 minute.

Hand cannon
level 5, requirements path of the magitech golem

You outfit your golem with a special hand cannon granting your golem a ranged attack which deals 1d10 bludgeoning damage with a range of 30/60.

Once per short rest you can overload the hand cannon causing your next shot made within 6 seconds to deal an extra 2d12 lightning damage. On a roll of 1 your golems hand cannon explodes and can not be used again until you spend an action to fix the overload.

Life span amplification power suit matrix
level 3, requirements path of the magitech brawler

You improve your magitech power armour with life sustaining alchemical and arcanomatrix systems. While wearing your magitech power armour you can use your action to gain a number of temporary hit points equal to double your level.

Once per long rest you can activate your L.S.A.P.S.M as a bonus action or reaction, doing so is dangerous and can overload your suit systems. When activating as a bonus action roll a D20, on a roll of 1-2 your suit overloads causing 1d10 lighting damage to yourself and disabling your L.S.A.P.S.M for 1 minute.

Life termination prevention matrix theta 4
level 10, requirements path of the magitech brawler

You create a powerful alchemical serum mixed with a small arcane matrix which will automatically trigger then you drop to 0 hit points or reach dying 3. Your life termination matrix will automatically stabilise you and heal your wounds for 8d4 + 12 hit points. Once per long rest.

Lightning generator
level 5

As an action you can draw this 5 inch metal rod and unleash the stored electrical energy into a single blast 100-ft long and 5-ft wide, anyone caught in the blast takes 5d12 lightning damage (dexterity save for half). After firing roll a d20 on a roll or 1 or 2 the rod backfires causing 1d12 damage to the caster. You can not use this rod again until you complete a long rest.

Lightning generator, greater
level 11, requires Lightning generator

You improve your lightning generator allowing you to fire an extra lightning bolt before requiring a long rest and adding a bouncing lighting spell which can be used once per long rest to the generator.

Bouncing lighting as an action you fire a ball of lighting at a target within 30-ft which deals 10d8 lighting damage (Dexterity save for half) the ball bounces to 3 extra targets within 30-ft of the original target. You can over charge this effect causing all targets to make their save at disadvantage, when you do so roll a d6 on a roll of 5 or 6 your lighting generator backfires causing 5d6 lighting damage to you and disabling the generator for 1 hour.

Localised tornado defence system
level 5, requirements path of the magitech golem

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 * properties Power core upkeep

You outfit your golem with a high velocity wind manipulation matrix, as an action your golem can generate a vortex of wind out to a radius of 15-ft. All ranged attacks which pass through the wind wall are made at disadvantage, any creature of small or smaller must make a DC 13 strength check to pass through the wall. The wall lasts for 1 minute and drains your golems energy reserve.

You must complete a long rest before you can use this ability again.

Magitech armour
You create a set of scale mail armour imbued with magi and technology, this armour is half the weight of normal scale mail and is designed to move freely removing the disadvantage to stealth which scale mail usually imposes, only the creator can wear this armour and receive any benefit. Once per short rest you can activate your magitech armour to cast the shield spell as a reaction granting you a +5 bonus to the triggering attack and all attacks until the start of your next turn.

At 10th level you upgrade your magitech armour granting you a +1 bonus to AC along with the ability to cast blur on yourself once per short rest.

At 15th level the AC bonus increases to +2 and grants you resistance to one element (fire, acid, lightning, cold) of your choice.

If this armour is lost of destroyed then you can create a new set of armour by spending 8 hours and 200 gold pieces on materials.

Magitech power armour adrenal flux system
level 3, requirements path of the magitech brawler

After failing a save vs any fear effect your magitech armour release an alchemical serum into your blood granting you an extra save vs the fear effect.

At level 10 you gain advantage on the save

At level 15 your serum grants you immunity to fear effects.

Overload
level 3, ** requirements** path of the arcane gunsmith

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 * Increases misfire chance 1 (5%)

As an action overcharge your ammunition with extra alchemical explosives and make an attack roll as part of the action. On a successful hit you deal an extra 2d6 piercing damage. You can overload your shots a number of times per day equal to your intelligence modifier.

Paralysing shot
level 6, requirements path of the arcane gunsmith

Once per long rest

As part of an attack action you can fire a shot which disables a targets nervous system for

Piercing Shot
level 5, requirements path of the arcane gunsmith

Your rounds piece armour and defences easily granting you advantage on your next attack roll made within 6 seconds, you can activate piercing shots as a bonus action after which you must complete a short rest before you can use this feature again.

Rapid reload
level 15, requirements path of the arcane gunsmith

You can reload any arcane firearm as a bonus action.

Rage serum X462
level 3, requirements path of the magitech brawler

Enter into a violent rage increasing your weapon damage by 2 for 1 minute, after 1 minute you must make a constitution save (DC 12) to avoid gaining a level of exhaustion.

Self propelled Magitech power weapon
level 10, requirements path of the magitech brawler

As an action you can activate one of your magitech weapons self propelled AI (arcane intelligence) system, causing the weapon to defend you for up to 1 minute. The weapon will attack any target you attack within 30-ft using your attack bonus, the attack deals your normal weapon damage plus 1d6 lightning damage.

Shock matrix gamma
level 3, requirements path of the magitech brawler

Deliver a powerful blast of lightning into your foe. As an action make a melee attack against a target within range with a magitech power weapon. If you hit you deal your regular weapon damage along with an extra 1d8 lightning damage. You must complete along rest before using this feature again.

You gain an extra use at levels 7, 10, 13, 16 and 19 along with an increase in lightning damage to 2d8 at level 5, 4d8 at 10 and 6d8 at 15.

Skull Splitter MJ42
level 5, requirements path of the magitech brawler

Empower your magitech power weapon to deliver a powerful blow dealing an extra 2d12 force damage, on a hit your target must make a constitution save or become stunned for 1 round.

Vanishing Draught
level 5

As an action, you can pull out a draught of translucent liquid which you can drink as part of the action or pass the draught to another person. Drinking this liquid will turn you invisible (as per the invisibility spell) Once pulled the draught must be consumed within 1 minute and you can not create another vanishing draught until you complete a short or long rest.

At 10th level your vanishing draught has the same effects as a greater invisibility spell.

Arcane Firearms
Artificers who follow the path of the arcane gunner have learnt to harness explosive chemicals with a little arcane magic to create devastating, if slightly unstable weapons.

Misfire
Arcane firearms are unstable and have a chance of misfiring which causes the weapon to either jam or break. When making an attack roll with an arcane firearm if you roll the weapons misfire value or lower on a D20 then roll a D6, on a roll of 1-5 the weapon jams and requires 1 action to fix while a roll of 6 causes the weapon to backfire and break after which you must spend the weapons repair time and repair cost to fix.

Backfire
When an arcane firearm backfires it deals the backfire damage listed for your arcane firearm to the wielder who can make a dexterity saving throw to half the damage.

Arcane palm pistol
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 * Range: 20 (40)
 * Chamber size: 1
 * Reload time: 1 action per pistol
 * Misfire chance: 1 (5%)
 * Damage: 1d4
 * Fix time (minor misfire): 1 action
 * Fix time (major misfire): 10 minutes
 * Fix time (critical misfire): 1 day and 10 gold

Arcane Pistols
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 * Range: 30 (60)
 * Chamber size: 6
 * Reload time: 1 action per pistol
 * Misfire chance: 1 (5%)
 * Damage: 1d8
 * Fix time (minor misfire): 1 action
 * Fix time (major misfire): 10 minutes
 * Fix time (critical misfire): 1 day and 10 gold

Arcane riffle
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 * Range: 120 (240)
 * Chamber size: 4
 * Reload time: 1 action per rifle
 * Misfire chance: 1-2 (10%)
 * Damage: 1d12
 * Fix time (minor misfire): 1 action
 * Fix time (major misfire): 10 minutes
 * Fix time (critical misfire): 1 day and 20 gold

Magitech Golems
By mixing clockwork pieces and magic you have created a powerful golem.

Artificer spell list
Artificers can select from the following spells.

1st Level
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 alarm cure light wounds disguise Self expeditious retreat jump long strider sanctuary shield of faith ### 2nd Level ___</li> alter self</li> arcane lock</li> continual flame</li> dark vision</li> enhance ability</li> enlarge/reduce</li> invisibility</li> lesser restoration</li> levitate</li> rope trick</li> see invisiblity</li> spider climb</li> === 3rd Level ===

- </li> blink</li> fly</li> gaseous form</li> <li>haste</li> <li>protection from energy</li> <li>water breathing</li> <li>water walking ### 4th Level ___</li> <li>arcane eye</li> <li>fabricate</li> <li>freedom of movement</li> <li>Leomunds secret chest</li> <li>Morkenkaidens private sanctum</li> <li>Otilukes resilient sphere</li> <li>stone shape</li> <li>stone skin ### 5th Level ___</li> <li>arcane hand (Bigby's hand)</li> <li>creation</li> <li>far step</li> <li>legend lore</li> <li>mass cure wounds</li> <li>pass-wall</li> <li>Rary's telepathic bond</li> <li>telekinesis</li> <li>teleportation circle</li> <li>transmute rock</li> <li>wall of force ### 6th Level</li> <li>arcane gate</li> <li>contingency</li> <li>globe of invulnerability</li> <li>Tenser's transformation</li> <li>true seeing</li> <li>wind walk ### 7th Level ___</li> <li>etherealness</li> <li>forcecage</li> <li>magnificent mansion</li> <li>reverse gravity</li> <li>planar shift</li> <li>teleport ### 8th Level ___</li> <li>antimagic field</li> <li>clone</li> <li>demiplane</li> <li>maze</li> <li>telepathy ### 9th Level ___</li> <li>Astral projection</li> <li>invulnerability</li> <li>prismatic wall</li> <li>time stop</li></ul>