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Published by Jollie Window, 2022-05-07 04:33:14

Unchained Artificer

DnD 5e Homebrew made by u/Ozzifer
None of this is mine, it is just a copy

Unchained Artificer

The Artificer, Unchained
Agnome sits hunched over a workbench,
carefully using a weather-worn set of spindly All artificers are united by their curious and inventive
machining tools to tighten the screws of a nature. To an artificer, magic is an evolving art with a
four-legged machine. With one final turn, her leading edge of discovery and mastery that pushes further
creation shudders and springs to life, a low ahead with each passing year. Artificers value novelty and
hum emitting from its body as the clockwork discovery. This penchant pushes them to seek a life of
gears rumble into action. She beams with adventure. A hidden ruin might hold a forgotten magic item
pride as her faithful servant leaps up from the bench to or a beautifully crafted mirror perfect for magical
embrace its master. enhancement. Artificers win respect and renown among
their kind by uncovering new lore or inventing new
A troll growls in hunger as it looms over a dwarf, who methods of creation.
slides a long, metal tube from a holster at his belt. With a
thunderous roar, a gout of flame erupts from the tube, and Capable Combatants
the troll’s growls turn into shrieks of panic as it turns to Many have made the cardinal mistake of confusing an
flee. artificer with a humble artisan or a curious tinkerer, only to
be harshly taught the difference. Where an artisan crafts
An elf scrambles up the castle’s wall, Baron von items for the sake of art and gold, or a tinkerer whets their
Hendriks’ men close behind her. As she clambers over the whimsy on mechanical clockwork, an artificer strives to be
battlements, her suit of metal armor shimmers and shifts, adaptive and ever-ready for a range of challenges, using the
blending her appearance with that of the dark stones and power of their inventions to give them an edge in whichever
confounding her pursuers as she makes her escape. arena they seek to claim victory.

Masters of invention, artificers use ingenuity and magic An artificer's endeavors test not only the power of their
to unlock extraordinary capabilities in objects. They see creative minds, but their physical skills as well, constantly
magic as a complex system waiting to be decoded and then pushing themselves to craft more powerful magical
harnessed in their spells and inventions. You can find devices. More often than not, they also act as test subjects
everything you need to play one of these inventors in the for such an item's capabilities. In this respect, many
next few sections. Artificers use a variety of tools to artificers find themselves in active roles both within and
channel their arcane power. To cast a spell, an artificer apart from society, particularly where military applications
might use alchemist's supplies to create a potent elixir, abound ─ arcane quartermasters, siege weapon operators,
calligrapher's supplies to inscribe a sigil of power, or demolitions experts, and war medics to name but a few.
tinker's tools to craft a temporary charm. The magic of
artificers is tied to their tools and their talents, and few
other characters can produce the right tool for a job as well
as an artificer.

Artificers in Many Worlds
Throughout the D&D multiverse, artificers create
inventions and magic items of peace and war. Many lives
have been brightened or saved because of the work of kind
artificers, but countless lives have also been lost because of
the mass destruction unleashed by certain artificers'
creations.

In the Forgotten Realms, the island of Lantan is home to
many artificers, and in the world of Dragonlance, tinker
gnomes are often members of this class. The strange
technologies in the Barrier Peaks of the world of Greyhawk
have inspired some folk to walk the path of the artificer,
and in Mystara, various nations employ artificers to keep
airships and other wondrous devices operational.

Artificers in the City of Sigil share discoveries from
throughout the multiverse, and from there, the gnome
artificer Vi runs a cosmos-spanning business that hires
adventurers to fix problems that others deem unfixable. In
Vi's home world, Eberron, magic is harnessed as a form of
science and deployed throughout society, largely as a result
of the wondrous ingenuity of artificers.

Cunning Inventors The Unchained Artificer is an unofficial
Every artificer is defined by a specific craft. Artificers see homebrew publication created by /u/Ozzifer.
mastering the basic methods of a craft as the first step to Please support the author for additional updates
true progress, the invention of new methods and and future content!
approaches. Artificers are arcane engineers, students of
invention and warfare who craft deadly firearms, ingenious
gadgets, magical armor, and mechanical beings that they
can augment with magic.

2 Ozzifer's Unchained Artificer

The Artificer

Proficiency
Infusions Infused
Cantrips
— Spell Slots —
Level Bonus Features
Known Items Known 1st 2nd 3rd 4th 5th

1st +2 Spellcasting, Arcane Tinkering, Magic Item Analysis ─ ─ 2 2 ─ ─ ─ ─

2nd +2 Infuse Item, Inventive Style 4 2 2 2─ ───

3rd +2 Artificer Specialization 4 2 2 3─ ───

4th +2 Ability Score Improvement 5 2 2 3─ ───

5th +3 Arcane Armament, Tool Expertise 5 2 2 4 2 ───

6th +3 Artificer Specialization feature 6 3 2 4 2 ───

7th +3 Flash of Genius 6 3 3 4 3 ───

8th +3 Ability Score Improvement 7 3 3 4 3 ───

9th +4 Magic Item Adept 7 3 3 4 3 2──

10th +4 Artificer Specialization feature 8 4 3 4 3 2──

11th +4 Spell-Storing Item 8 4 3 4 3 3──

12th +4 Ability Score Improvement 9 4 3 4 3 3──

13th +5 Tool Expertise 9 4 3 43 31─

14th +5 Magic Item Savant 10 5 4 4 3 3 1 ─

15th +5 Artificer Specialization feature 10 5 4 4 3 3 2 ─

16th +5 Ability Score Improvement 11 5 4 4 3 3 2 ─

17th +6 Flexible Infusion 11 5 4 4 3 3 3 1

18th +6 Spell-Storing Item improvement 12 6 4 4 3 3 3 1

19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2

20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

Creating an Artificer Quick Build
When creating an artificer character, think about your
character's background and drive for adventure. Does the You can make an artificer quickly by following these
character have a rival? What drove your character down suggestions. First, put your highest ability score in
the path of being an artificer? Is it about curiosity and Intelligence, followed by Dexterity or Constitution. Second,
invention, or about the power their inventions bring? Did choose the guild artisan background.
you character learn from another artificer, or receive a
vision or flash of inspiration to learn their craft? Class Features

Consider how your character interacts with the world, As an artificer, you gain the following class features.
and what they represent. Consult with your DM regarding
guilds or societies your character might belong to. Hit Points

Intense Rivalries Hit Dice: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

The artificers’ drive to invent and expand their knowledge Hit Points at Higher Levels: 1d8 (or 5) + your
creates an intense drive to uncover new magic discoveries. Constitution modifier per Artificer level after 1st
An artificer who hears news of a newly discovered magic
item must act fast to get it before any rivals do. Good- Proficiencies
aligned artificers recover items on adventures or offer gold
or wondrous items to those who possess items they are Armor: light armor, medium armor, shields

keen to own. Evil ones have no problem committing crimes Weapons: simple weapons, hand crossbows, heavy
to claim what they want. crossbows, nets

Tools: thieves' tools, tinker's tools, one type of artisan's
Almost every artificer has at least one rival, someone tools of your choice
whom they seek to outdo at every turn. By the same token, Saving Throws: Constitution, Intelligence

artificers with similar philosophies and theories band Skills: Choose two from Arcana, History, Investigation,
together into loose guilds. They share their discoveries and Medicine, Nature, Perception, and Sleight of Hand.
work together to verify their theories and keep ahead of
their rivals.

Ozzifer's Unchained Artificer 3

Optional Proficiency: Firearms  
For example, if you are a 5th-level artificer, you have four
The secrets of creating and operating gunpowder
weapons have been discovered in various 1st-level and two 2nd-level spell slots. With an Intelligence
corners of the multiverse. If your DM uses the of 14, your list of prepared spells can include four spells of
rules on firearms in chapter 9 of the DMG (see 1st or 2nd level, in any combination. If you prepare the 1st-
"Adventuring Options") and your artificer has level spell cure wounds, you can cast it using a 1st-level or a
been exposed to the operation of such weapons, 2nd-level slot. Casting the spell doesn't remove it from your
your artificer is proficient with them. list of prepared spells.

Starting Equipment You can change your list of prepared spells when you
finish a long rest. Preparing a new list of artificer spells
You start with the following items, plus anything provided requires time spent tinkering with your spellcasting
by your background. focuses: at least 1 minute per spell level for each spell on
your list.
(a) studded leather armor or (b) scale mail
any two simple weapons of your choice Spellcasting Ability
a light crossbow and 20 bolts
tinker's tools and a dungeoneer's pack Intelligence is your spellcasting ability for your artificer
Alternatively, you may start with 5d4 × 10 gp to buy your spells; your understanding of the theory behind magic
own equipment. allows you to wield these spells with superior skill. You use
Spellcasting your Intelligence whenever an artificer spell refers to your
You have studied the workings of magic and how to spellcasting ability. In addition, you use your Intelligence
channel it through objects. As a result, you have gained the modifier when setting the saving throw DC for an artificer
ability to cast spells. To observers, you don't appear to be spell you cast and when making an attack roll with one.
casting spells in a conventional way; you look as if you're
producing wonders using mundane items or outlandish Spell save DC = 8 + your proficiency bonus + your
inventions.
Intelligence modifier
Tools Required
Spell attack modifier = your proficiency bonus + your
You produce your artificer spell effects through your tools.
You must have a spellcasting focus — specifically thieves' Intelligence modifier
tools or some kind of artisan's tool — in hand when you
cast any spell with this Spellcasting feature (meaning the Ritual Casting
spell has an 'M' component when you cast it). You must be
proficient with the tool to use it in this way. You can cast an artificer spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
After you gain the Infuse Item feature at 2nd level, you
can also use any item bearing one of your infusions as a The Magic of Artifice
spellcasting focus.
As an artificer, you use tools when you cast your spells.
Cantrips (0-Level Spells) When describing your spellcasting, think about how you're
using a tool to perform the spell effect. If you cast cure
At 1st level, you know two cantrips of your choice from the wounds using alchemist's supplies, you could be quickly
artificer spell list. At higher levels, you learn additional producing a salve. If you cast it using tinker's tools, you
artificer cantrips of your choice, as shown in the Cantrips might have a miniature mechanical spider that binds
Known column of the Artificer table. wounds. When you cast Tasha's caustic brew, you could
fling foul chemicals or use a wand that spits venom. The
When you gain a level in this class, you can replace one effect of the spell is the same as for a spellcaster of any
of the artificer cantrips you know with another cantrip from other class, but your method of spellcasting is special.
the artificer spell list.
The same principle applies when you prepare your spells.
Preparing and Casting Spells As an artificer, you don't study a spellbook or pray to
prepare your spells. Instead, you work with your tools and
The Artificer table shows how many spell slots you have to create the specialized items you'll use to produce your
cast your artificer spells. To cast one of your artificer spells effects. If you replace cure wounds with heat metal, you
of 1st level or higher, you must expend a slot of the spell's might be altering the device you use to heal — perhaps
level or higher. You regain all expended spell slots when modifying a tool so that it channels heat instead of healing
you finish a long rest. energy.

You prepare the list of artificer spells that are available Such details don't limit you in any way or provide you
for you to cast, choosing from the artificer spell list. When with any benefit beyond the spell's effects. You don't have
you do so, choose a number of artificer spells equal to your to justify how you're using tools to cast a spell. But
Intelligence modifier + half your artificer level, rounded describing your spellcasting creatively is a fun way to
down (minimum of one spell). The spells must be of a level distinguish yourself from other spellcasters.
for which you have spell slots.

4 Ozzifer's Unchained Artificer

Arcane Tinkering Infuse Item
At 1st level, you can invest a tiny spark of magic into At 2nd level, you gain the ability to imbue mundane items
mundane objects, the most common uses of which are to with certain magical infusions. The magic items you create
repair and to enchant. with this feature are effectively prototypes of permanent
items.
Spark of Repair
Infusions Known
You learn the mending cantrip. This cantrip counts as an
artificer cantrip for you, but it doesn't count against the When you gain this feature, pick four artificer infusions to
number of artificer cantrips you know. learn, choosing from the "Artificer Infusions" section at the
end of the class's description. You learn additional
Spark of Enchantment infusions of your choice when you reach certain levels in
this class, as shown in the Infusions Known column of the
While you have a set of artisan's tools or thieves' tools in Artificer table.
hand, you can take an action to create a minor magical
enchantment and then touch a Tiny nonmagical object, Whenever you gain a level in this class, you can replace
giving it one of the following magical properties of your one of the artificer infusions you learned with a new one.
choice:
Infusing an Item
The object sheds bright light in a 5-foot radius and dim
light for an additional number of feet equal to that Whenever you finish a long rest, you can touch a
radius. As an action, a creature holding the object can nonmagical object and imbue it with one of your artificer
alter the radius of bright light by 5 feet, up to a infusions, turning it into a magic item. An infusion works
maximum 20-foot radius. on only certain kinds of objects, as specified in the
Whenever tapped by a creature, the object emits a infusion's description. If the item requires attunement, you
recorded message that can be heard up to 10 feet away. can attune yourself to it the instant you infuse the item. If
You utter the message when you bestow this property you decide to attune to the item later, you must do so using
on the object, and the recording can be no more than 6 the normal process for attunement (see "Attunement" in
seconds long. chapter 7 of the DMG).
The object continuously emits your choice of an odor or
a nonverbal sound (wind, waves, chirping, or the like). Your infusion remains in an item indefinitely, but when
The chosen phenomenon is perceivable up to 10 feet you die, the infusion vanishes after a number of days have
away. passed equal to your Intelligence modifier (minimum of 1
A static visual effect appears on one of the object's day). The infusion also vanishes if you give up your
surfaces. This effect can be a picture, up to 25 words of knowledge of the infusion for another one.
text, lines and shapes, or a mixture of these elements, as
you like. As an action, a creature holding the object can You can infuse more than one nonmagical object at the
cause the visual effect to briefly shift in a manner end of a long rest; the maximum number of objects appears
determined by you when you give it this property, after in the Infused Items column of the Artificer table. You must
which it reverts to its original form. touch each of the objects, and each of your infusions can be
A creature holding the object can use an action to in only one object at a time. Moreover, no object can bear
spontaneously clean a different object no larger than 1 more than one of your infusions at a time. If you try to
cubic foot that it touches. exceed your maximum number of infusions, the oldest
The chosen property lasts indefinitely. As an action, you infusion immediately ends, and then the new infusion
can touch the object and end the property early. applies.
You can bestow enchantments on multiple objects,
touching one object each time you use this feature, though If an infusion ends on an item that contains other things,
a single object can only bear one property at a time. The like a bag of holding, its contents harmlessly appear in and
maximum number of objects you can enchant with this around its space.
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.

Magic Item Analysis
At 1st level, your understanding of magical items allows
you to understand their secrets. You learn the detect magic
and identify spells. You always have these spells prepared,
and they don't count against the number of artificer spells
you can prepare each day.

When you cast identify as a ritual, you don't need to
provide its costly material component, although you must
still use a spellcasting focus to cast the spell.

Ozzifer's Unchained Artificer 5

Inventive Style  
At 2nd level, you have developed a particular talent born Additionally, whenever you reach a level in this class that
from your experiments with prototype inventions. Choose
one of the following options. grants this feature, you can do one of the following,
representing a change in your magical focus:
Arcane Deflection
Replace the option you chose for your Inventive Style
When a creature you can see deals damage to a target with one of the feature's other options.
within 5 feet of you with a spell, you can use your reaction Replace a number of your known artificer infusions with
to reduce the damage the target takes by 1d8 + your different ones you can learn, up to a number equal to
proficiency bonus (to a minimum of 0 damage). You must your proficiency bonus.
be wielding a shield or a simple or martial weapon to use
this reaction. Arcane Armament
At 5th level, you learn to synergize your spellcasting with
Bulwark Shielding the magical enchantments of your weapons. When you take
the Attack action on your turn and attack with a magic
As a bonus action while wearing medium or heavy armor, weapon, you can immediately cast one of your artificer
you can adopt a defensive stance that lasts until the start of cantrips as part of the same action. The cantrip must have
your next turn. While in this defensive stance, your speed a casting time of 1 action, and you can't cast another spell
becomes 0, and you are protected by half cover. on your turn.

Close-Quarters Shooter Tool Expertise
At 5th level, choose two of your tool proficiencies. Your
You gain a +1 bonus to ranged attack rolls made against proficiency bonus is doubled for any ability check you make
targets within 30 feet of you, and making a ranged attack that uses either of the chosen proficiencies.
while in close combat doesn't impose disadvantage on your
attack roll (see "Making an Attack" in chapter 9 of the At 13th level, you can choose another two tool
PHB). proficiencies to gain this benefit.

Fast Hands Flash of Genius
Starting at 7th level, you gain the ability to come up with
You can take the Use an Object action as a bonus action on solutions under pressure. When you or another creature
your turn. you can see within 30 feet of you makes an ability check or
a saving throw, you can use your reaction to add your
Minor Translocator Intelligence modifier to the roll.

Immediately after you cast an artificer spell, you can choose You can use this feature a number of times equal to your
one loose object you can see within 30 feet of you that is Intelligence modifier (a minimum of once). You regain all
Small or smaller, and you move it a number of feet to an expended uses when you finish a long rest.
unoccupied space you can see, up to 5 feet per level of the
spell (or 5 feet in total, if you cast a cantrip). You can move Magic Item Adept
the target horizontally, vertically, or both, and you can move When you reach 9th level, you achieve a profound
a Tiny object to or from your hand as part of this understanding for how to use and craft magic items. You
movement. can now attune to up to four items at once (rather than
three).
Right Tool for the Job
In addition, if you craft a magic item, you make four
With a set of artisan's tools or thieves' tools in hand, you times as much progress as normal per day, and it costs you
can spend 10 minutes of uninterrupted work, which can half as much of the usual gold to acquire the necessary
coincide with a short rest, to magically create one set of amount of materials.
artisan's tools. The tools are magical, they appear in an
unoccupied space within 5 feet of you, and they vanish Spell-Storing Item
when you use this feature again. At 11th level, you learn how to store a spell in an object.
Artificer Specialization Whenever you finish a long rest, you can touch one simple
At 3rd level, you choose an area of specialization from the or martial weapon or one item that you can use as a
list of available options, which forms the primary focus of spellcasting focus, and you store a spell in it, choosing a
your research and experiments. Your choice grants you 1st-level spell from the artificer spell list that requires 1
features at 3rd level, and again at 6th, 10th, and 15th level. action to cast (you needn't have it prepared).

Ability Score Improvement While holding the object, a creature can take an action to
When you reach 4th level, you can increase one ability produce the spell's effect from it, using your spellcasting
score of your choice by 2, or you can increase two ability ability modifier. If the spell requires concentration, the
scores of your choice by 1. As normal, you can't increase an creature must concentrate. The spell stays in the object
ability score above 20 using this feature. until it's been used a number of times equal to twice your
Intelligence modifier (minimum of twice) or until you use
If your DM allows the use of feats, you may instead take this feature again to store a spell in an object.
a feat.
Starting at 18th level, you can store a 2nd-level spell in
the item, and any 1st-level spell stored in the item is
produced as a 2nd-level spell.

6 Ozzifer's Unchained Artificer

Magic Item Savant Armorer Spells
At 14th level, your skill with magic items deepens further.
You can attune to up to five magic items at once, and you Starting at 3rd level, you gain access to additional spells
ignore all class, race, spell, and level requirements on when you reach certain levels in this class, as shown in the
attuning to or using a magic item. Armorer Spells table. These spells count as artificer spells
for you, but they don't count against the number of artificer
Flexible Infusions spells you can prepare each day.
At 17th level, you can quickly retrofit your infused items to
adapt to changing conditions. As an action, you can touch Armorer Spells
an item bearing one of your artificer infusions and end that
infusion, replacing it with another artificer infusion of your Artificer Level Spells
choice that you know. You must follow any requirements for
infusing an item, as normal. 3rd magic missile, thunderwave

Once you use this feature, you can't do so again until you 5th mirror image, shatter
finish a long rest.
9th hypnotic pattern, lightning bolt
Soul of Artifice
At 20th level, you develop a mystical bond with your magic 13th fire shield, greater invisibility
items which protects you from harm. You can attune to up
to six magic items at once, and you gain a +1 bonus to all 17th passwall, wall of force
saving throws per magic item you are currently attuned to.
Arcane Armor
Additionally, if you're reduced to 0 hit points but not
killed outright, you can use your reaction to end one of your At 3rd level, your metallurgical pursuits have led to you
artificer infusions, causing you to drop to 1 hit point making armor a conduit for your magic. As an action, you
instead. can turn a suit of armor you are wearing into Arcane
Armor, provided you have smith's tools in hand.
Artificer Specializations
You gain the following benefits while wearing this armor:
Artificers pursue many disciplines in their ambition and If the armor normally has a Strength requirement, the
drive to create ever more wondrous inventions, but each arcane armor lacks this requirement for you.
naturally gravitates over the course of their research You can use the arcane armor as a spellcasting focus for
toward one particular specialty that captivates their your artificer spells.
interest. Your choice of specialization reflects the fruits of The armor attaches to you and can't be removed against
your research thus far, and the genre of artifice in which your will. It also expands to cover your entire body,
you believe the most promising and exciting results lay although you can retract or deploy the helmet as a
ahead for you. The options available for you to choose from bonus action. The armor replaces any missing limbs,
are listed below. functioning identically to a limb it replaces.
You can doff or don the armor as an action.
The Armorer, who clads themselves in advanced suits The armor continues to be Arcane Armor until you don
of mail imbued with protective magic. another suit of armor or you die.
The Artillerist, whose fearsome magic hurls energy
across the battlefield to sow explosive destruction. Armor Model
The Battle Smith, guided by a steel companion as they
dispense war and medicine in equal parts. Also at 3rd level, when you create your Arcane Armor, you
The Forge Knight, a warrior reputed for peerless ability can determine its model by modifying the nature of the
with enchanted weaponry. enchantment placed upon it, choosing one of the following
The Potioneer, a master of reagents who imbues their models: Guardian or Infiltrator. Each model grants
items with the transmuting power of alchemy. additional benefits while you wear your Arcane Armor.

Armorer Each model also includes a special weapon, which
An artificer who specializes as an Armorer modifies armor counts as magical for the purposes of overcoming
to function almost like a second skin. The armor is resistance and immunity to nonmagical attacks and
enhanced to hone the artificer's magic, unleash potent damage. When you attack with that weapon, you can add
attacks, and generate a formidable defense. The artificer your Intelligence modifier, instead of Strength or Dexterity,
bonds with this armor, becoming one with it even as they to the attack and damage rolls.
experiment with it and refine its magical capabilities.
You can change the armor's model whenever you finish a
Tools of the Trade short or long rest, provided you have smith's tools in hand.

When you choose this specialization at 3rd level, you gain Guardian. You design your armor to be in the front line
proficiency with heavy armor. of conflict. It has the following features:

You also gain proficiency with smith's tools. If you Thunder Gauntlets. Each of the armor's gauntlets
already have this tool proficiency, you gain proficiency with counts as a simple melee weapon while you aren't
one other type of artisan's tools of your choice. holding anything in it, and it deals 1d8 thunder damage
on a hit. A creature hit by the gauntlet has disadvantage
on attack rolls against targets other than you until the
start of your next turn, as the armor magically emits a
distracting pulse when the creature attacks someone
else.
Defensive Field. As a bonus action, you can gain
temporary hit points equal to 1d6 + half your artificer
level. You lose these temporary hit points if you doff the
armor.

Ozzifer's Unchained Artificer 7

 

Infiltrator. You customize your armor for subtle Armor Modifications
undertakings. It has the following features:
At 10th level, you learn how to use your artificer infusions
Lightning Launcher. A gemlike node appears on one of to specially modify your Arcane Armor. That armor now
your armored fists or on the chest (your choice). It counts as separate items for the purposes of your Infuse
counts as a simple ranged weapon, with a normal range Item feature: armor (the chest piece), boots, helmet, and
of 90 feet and a long range of 300 feet, and it deals 1d6 the armor's special weapon. Each of those items can bear
lightning damage on a hit. Once on each of your turns one of your infusions, and the infusions transfer over if you
when you hit a creature with it, you can deal an extra change your armor's model with the Armor Model feature.
1d6 lightning damage to that target. In addition, the maximum number of items you can infuse
Powered Steps. Your walking speed increases by 5 at once increases by 2, but those extra items must be part
feet. of your Arcane Armor.
Dampening Field. If your armor normally imposes
disadvantage on Dexterity (Stealth) checks, you ignore Perfected Armor
this property of the armor. If the armor lacks this
property, you instead have advantage on such checks. At 15th level, your Arcane Armor gains additional benefits
based on its model, as shown below.
Arcane Repulsor
Guardian. When a Huge or smaller creature you can see
At 6th level, you incorporate a rudimentary form of energy ends its turn within 15 feet of you, you can use your
projection into the designs of your armor. As a bonus action reaction to magically force the creature to make a Strength
while wearing your Arcane Armor, you can activate its saving throw against your spell save DC; on a failed save,
Arcane Repulsor to gain one of the following benefits based the creature is pulled up to 10 feet in a straight line toward
on the armor's model: you to an unoccupied space. If you pull the target to a space
within 5 feet of you, you can make a melee weapon attack
Guardian. When a hostile creature you can see makes a against it as part of this reaction.
ranged attack, it has disadvantage on the attack roll if it is
within 15 feet of you, rather than 5 feet (see "Making an Infiltrator. Any creature that takes lightning damage
Attack" in chapter 9 of the PHB). from your Lightning Launcher glimmers with magical light
until the start of your next turn. The glimmering creature
Infiltrator. You gain a flying speed of 10 feet, and you sheds dim light in a 5-foot radius, and it has disadvantage
can hover. on attack rolls against you, as the light jolts it if it attacks
you. In addition, the first attack roll made against it while it
The armor's benefit lasts for 1 minute or until you are glimmers has advantage; if that attack hits, the target takes
incapacitated. Once you use this feature, you can't do so an extra 1d6 lightning damage.
again until you finish a long rest, unless you expend a spell
slot of 1st level or higher to use it again.

8 Ozzifer's Unchained Artificer

Artillerist Eldritch Cannons
An Artillerist specializes in using magic to hurl energy,
projectiles, and explosions on a battlefield. This destructive Cannon   Activation
power is valued by armies in the wars on many different
worlds. And when war passes, some members of this The cannon exhales fire in a 15-foot
specialization seek to build a more peaceful world by using cone in a direction that you designate.
their powers to fight the resurgence of strife. The world- Each creature in that area must make a
hopping gnome artificer Vi has been especially vocal about Dexterity saving throw against your
making things right: "It's about time we fixed things instead Flamethrower   spell save DC, taking 2d8 fire damage
of blowing them all to hell." on a failed save or half as much damage
on a successful one. The fire ignites any
Tools of the Trade flammable objects in the area that aren't
being worn or carried.
When you choose this specialization at 3rd level, you gain
proficiency with martial ranged weapons. Make a ranged spell attack, originating
from the cannon, at one creature or
You also gain proficiency with woodcarver's tools. If you object within 120 feet of it. On a hit,
already have this proficiency, you gain proficiency with one Force Ballista   the target takes 2d8 force damage, and
other type of artisan's tools of your choice.

Artillerist Spells if the target is a creature, it is pushed up
to 5 feet away from the cannon.
Starting at 3rd level, you gain access to additional spells
when you reach certain levels in this class, as shown in the The cannon emits a burst of positive
Artillerist Spells table. These spells count as artificer spells energy that grants itself and each
for you, but they don't count against the number of artificer creature of your choice within 10 feet
spells you can prepare each day. Protector   of it a number of temporary hit points

equal to 1d8 + your Intelligence
modifier (minimum of +1).
Artillerist Spells

Artificer Level Spells

3rd shield, thunderwave

5th scorching ray, shatter  
When you create the cannon, you determine its
9th counterspell, fireball
appearance and whether it has legs. You also decide which
13th ice storm, wall of fire type it is, choosing from the options on the Eldritch
Cannons table. On each of your turns, you can take a bonus
17th cone of cold, wall of force 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
Battle Ready the cannon to walk or climb up to 15 feet to an unoccupied
space, provided it has legs.
At 3rd level, your combat training and your experiments
with magic have paid off. When you make an attack with a While you are holding a Tiny eldritch cannon, it counts
magic weapon, you can use your Intelligence modifier, as a simple ranged weapon, with a normal range of 120
instead of your Strength or Dexterity modifier, for the feet and no long range, and it deals 1d8 thunder damage on
attack and damage rolls. a hit. You can also use a Tiny cannon as a spellcasting
focus for your artificer spells.
Eldritch Cannon
Arcane Battery
Also at 3rd level, you learn how to create a magical cannon.
Using woodcarver's tools or smith's tools, you can use an Starting at 6th level, you can use a spellcasting focus as a
action to magically create a Small or Tiny eldritch cannon conduit for destructive energy. Once on each of your turns
in an unoccupied space on a horizontal surface within 5 when you hit a creature with an attack roll using your
feet of you. A Small eldritch cannon occupies its space, and spellcasting focus (either by casting a spell from it or
a Tiny one can be held in one hand. making a weapon attack with it) and deal damage to it, you
can deal an extra 1d8 damage to that target.
You can create a number of eldritch cannons equal to
your proficiency bonus, and you regain all expended uses Explosive Cannon
when you finish a long rest. While you have no uses
available, you can expend a spell slot of 1st level or higher Starting at 10th level, every Eldritch Cannon you create is
to create one. You can have only one cannon at a time, and more destructive:
you can't create another one while your cannon is present.
The cannon's damage rolls all increase by 1d8.
The cannon is a magical object. Regardless of size, the As an action, you can command the cannon to detonate
cannon has an AC of 18 and a number of hit points equal to if you are within 60 feet of it. Doing so destroys the
five times your artificer level. It is immune to poison cannon and forces each creature within 20 feet of it to
damage and psychic damage, and all conditions. If it is make a Dexterity saving throw against your spell save
forced to make an ability check or a saving throw, treat all DC, taking 3d8 force damage on a failed save or half as
its ability scores as 10 (+0). If the mending spell is cast on much damage on a successful one.
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.

Ozzifer's Unchained Artificer 9

Fortified Position Battle Smith Spells

Starting at 15th level, you're a master at forming well- Artificer Level Spells
defended emplacements using your Eldritch Cannon: 3rd heroism, shield
5th hold person, warding bond
You and your allies have half cover while within 10 feet 9th beacon of hope, conjure barrage
of a cannon you create with Eldritch Cannon, as a result 13th death ward, fire shield
of a shimmering field of magical protection that the 17th mass cure wounds, steel wind strike
cannon emits.
You can now have two cannons active at the same time. Battle Ready
You can create two with the same action (but not the
same spell slot), and you can activate both of them with At 3rd level, your combat training and your experiments
the same bonus action. You determine whether the with magic have paid off. When you make an attack with a
cannons are identical to each other or different. You magic weapon, you can use your Intelligence modifier,
can't create a third cannon while you have two. instead of your Strength or Dexterity modifier, for the
Battle Smith attack and damage rolls.
Armies require protection, and someone has to put things
back together if defenses fail. A combination of protector Steel Defender
and medic, a Battle Smith is an expert at defending others
and repairing both materiel and personnel. To aid in their By 3rd level, your tinkering has borne you a faithful
work, Battle Smiths are accompanied by a steel defender, a companion, a steel defender. It is friendly to you and your
protective companion of their own creation. Many soldiers companions, and it obeys your commands. See this
tell stories of nearly dying before being saved by a Battle creature's game statistics in the Steel Defender stat block,
Smith and a steel defender. which uses your proficiency bonus (PB) in several places.
In the world of Eberron, Battle Smiths played a key role You determine the creature's appearance and whether it
in House Cannith's work on battle constructs and the has two legs or four; your choice has no effect on its game
original warforged, and after the Last War, these artificers statistics.
led efforts to aid those who were injured in the war's
horrific battles. In combat, the defender shares your initiative count, but
it takes its turn immediately after yours. It can move and
Tools of the Trade 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
When you choose this specialization at 3rd level, you gain on your turn to command it to take another action. That
proficiency with martial melee weapons. action can be one in its stat block or some other action. If
you are incapacitated, the defender can take any action of
You also gain proficiency with smith's tools. If you its choice, not just Dodge.
already have this proficiency, you gain proficiency with one
other type of artisan's tools of your choice. 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
Battle Smith Spells 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
Starting at 3rd level, you gain access to additional spells higher. The steel defender returns to life after 1 minute
when you reach certain levels in this class, as shown in the with all its hit points restored.
Battle Smith Spells table. These spells count as artificer
spells for you, but they don't count against the number of At the end of a long rest, you can create a new steel
artificer spells you can prepare each day. 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. The defender also perishes if you
die.

10 Ozzifer's Unchained Artificer

Steel Defender Improved Defender

Medium construct, unaligned At 15th level, your defender becomes more powerful, as
does the arcane energy flowing between the two of you:
Armor Class 12 + PB (natural armor)
Hit Points 2 + your Intelligence modifier + five Your steel defender's size becomes Large, and its Hit
Dice become d10s.
times your artificer level (the defender has a The healing of your Arcane Jolt increases to 4d6.
number of Hit Dice [d8s] equal to your artificer Whenever your steel defender uses its Deflect Attack
level) reaction, the attacker takes force damage equal to 1d6 +
Speed 40 ft. your Intelligence modifier.
Forge Knight
STR DEX CON INT WIS CHA Artificers who swear allegiance to kingdoms and empires
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2) find ready work as weapon smiths, forging and maintaining
the land's weapons for a steady supply of warriors. Some of
Damage Immunities poison the finest smiths among them prove their worth as Forge
Condition Immunities charmed, exhaustion, Knights, masters of the ancient traditions who create
mystical weapons the likes of which are seldom seen but
poisoned universally feared. No self-respecting Forge Knight is found
Senses darkvision 60 ft., passive Perception 10 far from their most prized creation: the Artifice Weapon,
Languages understands the languages you speak which draws out the deepest arcane powers that linger
Proficiency Bonus (PB) equals your bonus within the artificer and is bound to their very soul.

Bond of Steel. You can add your proficiency bonus Tools of the Trade
to any ability check or saving throw the defender
makes. When you choose this specialization at 3rd level, you gain
Vigilant. The defender can't be surprised. proficiency with martial weapons. You also gain proficiency
with smith's tools. If you already have this tool proficiency,
Actions you gain proficiency with one other type of artisan's tools of
your choice.
Force-Empowered Rend. Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one Forge Knight Spells
target. Hit: 1d8 + PB force damage.
Repair (3/Day). The magical mechanisms inside Starting at 3rd level, you gain access to additional spells
the defender restore 2d8 + PB hit points to itself when you reach certain levels in this class, as shown in the
or one construct or object within 5 feet of it. Forge Knight Spells table. These spells count as artificer
spells for you, but they don't count against the number of
Reactions artificer spells you can prepare each day.

Deflect Attack. The defender imposes Forge Knight Spells
disadvantage on the attack roll of one creature it
can see that is within 5 feet of it, provided that Artificer Level Spells
the attack roll is against a creature other than the 3rd armor of Agathys, zephyr strike
defender. 5th mirror image, spiritual weapon
9th crusader's mantle, thunder step
Arcane Jolt 13th freedom of movement, locate creature
17th hold monster, steel wind strike
At 6th level, you've learned new ways to channel arcane
energy to heal. When either you hit a target with a magic Battle Ready
weapon or your steel defender hits a target, you can choose
one creature or object you can see within 30 feet of the At 3rd level, your combat training and your experiments
target. Healing energy flows into the chosen recipient, with magic have paid off. When you make an attack with a
restoring 2d6 hit points to it. magic weapon, you can use your Intelligence modifier,
instead of your Strength or Dexterity modifier, for the
You can use this energy a number of times equal to your attack and damage rolls.
Intelligence modifier (a minimum of once), and you regain
all expended uses when you finish a long rest. Artifice Weapon

Union of Steel Staring at 3rd level, you can imbue a weapon with a
fraction of your spirit, bonding it to you. You can transform
Starting at 10th level, your defender exudes magical power one simple or martial weapon into your artifice weapon by
while you are nearby. While you and your steel defender performing a special ritual while you hold the weapon. (You
are within 5 feet of each other, when one of you hits with a can't perform this ritual on an artifact or a sentient weapon,
weapon attack, you can have the attack deal an extra 1d6 but you can perform it on a weapon bearing one of your
force damage. You can use this benefit no more than once artificer infusions.) You perform the ritual over the course
per turn. of 1 hour, which can be done during a short or long rest.

Ozzifer's Unchained Artificer 11

   
At the end of the ritual, the weapon becomes your artifice Precaution. The first time you attack with the weapon

weapon, and it gains the following benefits while you are on each of your turns, you can transfer some or all of the
holding it: weapon's bonus to your Armor Class, instead of using the
bonus on any attacks that turn. For example, at 15th level
The weapon becomes magical if it isn't already, and you you could reduce the bonus to your attack and damage rolls
can use it as a spellcasting focus for your artificer spells. to +1 and gain a +1 bonus to AC. The adjusted bonuses
The weapon gains a +1 bonus to attack and damage remain in effect until the start of your next turn, although
rolls, unless the weapon already grants a higher bonus. you must hold the weapon to gain a bonus to AC from it.
This bonus increases when you reach certain levels in
this class, increasing to +2 at 10th level and +3 at 18th Potioneer
level. A potioneer is a disciple of arts both immutable and
If the weapon's damage die is normally 1d4 or 1d6, it ephemeral, an artificer who takes pride in magical mixtures
instead becomes 1d8. and harness the power of alchemical reactions to create
You can't be disarmed of the weapon unless you are potent elixirs. From healing draughts that can mend a
incapacitated. wound in moments, to clinging goo that traps enemies in
The weapon ceases to be your artifice weapon if you die, their tracks, an alchemist strives to always, quite literally,
if you perform the 1-hour ritual on a different weapon, or if have a solution to any situation.
it is more than 5 feet away from you for 1 hour or more.
Tools of the Trade
Bolstering Magic
When you choose this specialization at 3rd level, you gain
Beginning at 6th level, you can draw on your latent magic to proficiency in the Medicine skill if you don't already have it.
bolster yourself or a companion. As an action, you touch a
creature (which can be yourself) and confer one of the You also gain proficiency with alchemist's supplies. If you
following benefits of your choice to that creature: already have this proficiency, you gain proficiency with one
other type of artisan's tools of your choice.
For 10 minutes, the creature can roll a d4 whenever
making an attack roll or an ability check and add the Potioneer Spells
number rolled to the d20 roll.
The creature regains one expended spell slot, the level Starting at 3rd level, you gain access to additional spells
of which equals half your proficiency bonus (rounded when you reach certain levels in this class, as shown in the
up) or lower (the creature's choice). Once a creature Potioneer Spells table. These spells count as artificer
receives this benefit, that creature can't receive it again spells for you, but they don't count against the number of
until after a long rest. artificer spells you can prepare each day.
You can take this action a number of times equal to your
proficiency bonus, and you regain all expended uses when Potioneer Spells
you finish a long rest.
Artificer Level Spell
Spirit Reclamation 3rd fog cloud, healing word
5th blindness/deafness, flaming sphere
At 10th level, you learn to draw the magic power of your 9th gaseous form, slow
arsenal back into yourself in times of crisis. When you are 13th greater invisibility, polymorph
reduced to 0 hit points but not killed outright, you can 17th cloudkill, mass cure wounds
break your bond with your artificer weapon to drop to 1 hit
point instead and gain temporary hit points equal to half
your hit point maximum. These temporary hit points
disappear when you bond with a new artifice weapon.

Once you use this feature, you can't use it again until you
finish a long rest.

Perfected Weapon

At 15th level, you learn how to empower your artifice
weapon to its fullest potential. When you finish a long rest,
you can imbue one of the following properties of your
choice into your artifice weapon, which it retains until the
end of your next long rest.

Bloodshed. Your attacks with the weapon deal an extra
1d8 damage and score a critical hit on a roll of 19 or 20.

Detachment. You have resistance to psychic damage,
and you can't be charmed or frightened. In addition, if you
score a critical hit with this weapon against a creature's
astral body, you can cut the silvery cord that tethers the
target to its material body, instead of dealing damage.

12 Ozzifer's Unchained Artificer

Potioneer's Stimulant  
Creating a formulation requires you to have alchemist's
At 3rd level, you learn to transmute a substance to keep its supplies on your person, and any formulation you create
drinker alert and ready for battle. As an action while you with this feature lasts until its effect is triggered or until the
have alchemist's supplies on your person, you can touch a end of your next long rest.
willing creature (which can be yourself) and give it a bonus You can create additional alchemical formulations by
to the next initiative roll it makes. This bonus equals your expending a spell slot of 1st level or higher for each one.
Intelligence modifier (minimum of +1). The benefit ends When you do so, you spend 1 minute to create the
immediately after the roll or if you use this feature again. formulation in an empty flask you touch.
As an action on your turn, you can trigger the effect of
Alchemical Formulations one of your alchemical formulations. After you gain the
Arcane Armament feature at 5th level, you can trigger one
Starting at 3rd level, you can create special potions known of your formulations in place of casting a cantrip as part of
as alchemical formulations, which have a wide array of the Attack action. If a formulation requires a saving throw,
effects. Whenever you finish a long rest, you can touch a the save DC equals your spell save DC.
number of empty flasks and magically produce alchemical Your alchemical formulations are tailored for your use,
formulations of your choice in them, up to a number equal and some of their effects are too delicate to be handled by
to your proficiency bonus. Choose an effect from the others. Unless noted otherwise in its description, an
Alchemical Formulations table for each flask, or roll to alchemical formulation can't be triggered by creatures
randomly generate the formulation's effect. The other than you.
formulations needn't be the same for every flask, but a flask
can hold only one of your formulations at a time.

 
 

Alchemical Formulations

d12 Effect   d12 Effect

Adhesive Naphtha. You hurl the formulation up to 30
feet, shattering it and spreading fire in a 10-foot
1 radius. Each creature in the area must succeed on a   7 Healing Elixir. As an action, a creature drinks the
Dexterity saving throw or take 2d6 fire damage and formulation or administers it to an incapacitated
catch fire, taking 1d6 fire damage at the start of each creature. The drinker regains hit points equal to 2d4 +
of its turns until it or another creature within 5 feet your Intelligence modifier.

uses its action to douse the flames.

Blizzard Brine. You drink the formulation and exhale Morphic Mutagen. As an action, a creature drinks the
frigid air in a 20-foot cone, and each creature in the formulation. For 10 minutes, one of the drinker's
area must make a Constitution saving throw. On a ability scores (your choice when you create the
2 failed save, a creature takes 2d6 cold damage and its   8 formulation) increases by 2, up to a maximum of 20;
speed is halved until the end of your next turn. On a it can't concentrate on spells; and it has disadvantage
successful save, a creature takes half as much damage on Wisdom saving throws. The effect ends early on
and its speed isn't affected. the drinker when it receives magical healing.

Cinereous Vapor. You hurl the formulation up to 30
feet, shattering it and releasing a cloud of thick black Quicksilver Cocktail. As an action, a creature drinks the
3 smoke in a 10-foot-radius sphere. The smoke spreads   9 formulation. For 1 hour, the drinker's speed increases
around corners, heavily obscures its area, and lingers by 10 feet.
for 1 minute.

Durable Draught. As an action, a creature drinks the Soarwing Drop. As an action, a creature drinks the
4 formulation. For 10 minutes, the creature gains a +1   10 formulation. For 10 minutes, the drinker gains a flying
bonus to Armor Class. speed of 10 feet.

Tanglefoot Tonic. You hurl the formulation up to 30
feet at a Large or smaller creature within range,
Fortifying Solution. As an action, a creature drinks the shattering it and releasing a wave of tarlike goo. The
formulation. For the next minute, whenever the target must succeed on a Strength saving throw or be
5 drinker makes an attack roll or saving throw, it can roll   11 restrained for 1 minute. A creature restrained by the
goo can use its action to make a Strength check
a d4 and add the number to the result.

against your spell save DC, freeing itself on a success.

Whiplash Bomb. You hurl the formulation up to 30
Fuming Vitriol. You hurl the formulation up to 30 feet, feet, detonating it and creating a gravitational
making a ranged spell attack against a creature or distortion in a 5-foot-radius sphere. All creatures and
object within range. On a hit, the target takes 2d10 objects within the area that aren't somehow anchored
6 acid damage; an object takes maximum damage.   12 in place are pushed up to 15 feet in a direction you

Instead of hurling the formula, you can splash its choose. A creature can make a Dexterity saving throw
contents on an object within reach. to grab onto a fixed object within reach, thus
avoiding the effect.

Ozzifer's Unchained Artificer 13

Alchemical Savant Armor of Magical Strength

At 6th level, you develop masterful command of magical Item: A suit of armor (requires attunement)
chemicals, enhancing the healing and damage you create This armor has 6 charges. The wearer can expend the
through them. Whenever you cast a spell using your armor's charges in the following ways:
alchemist's supplies as a spellcasting focus, you gain a
bonus to one roll of the spell. The roll must restore hit When the wearer makes a Strength check or a Strength
points or be a damage roll that deals acid, cold, fire, saving throw, it can expend 1 charge to add a bonus to
necrotic, or poison damage, and the bonus equals your the roll equal to its Intelligence modifier.
Intelligence modifier (minimum of +1). This benefit also If the creature would be knocked prone, it can use its
applies to the healing and damage rolls of your Alchemical reaction to expend 1 charge to avoid being knocked
Formulations. prone.
The armor regains 1d6 expended charges daily at dawn.
Chemical Tolerance
Bane Weapon
By 10th level, your exposure to harmful chemicals now
poses little risk to you, and you are capable of spreading Prerequisite: 6th level

this protection to others. You gain the following benefits: Item: A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and
Whenever a creature drinks an alchemical formulation damage rolls made with it.
you created, the drinker gains temporary hit points
equal to 2d6 + your Intelligence modifier (minimum of 1 When you infuse this item, choose one of the following
temporary hit point). creature types: aberration, beast, celestial, dragon, fiend,
You gain resistance to acid and poison damage, and you giant, or undead. The weapon has 4 charges. When the
are immune to the poisoned condition. wielder hits a creature of the chosen type with the weapon,
they can expend 1 charge and inflict an additional 2d6
Potion Master damage of the weapon's type with the attack. The weapon
regains 1d4 charges daily at dawn.
At 15th level, your unparalleled skill allows you to
seamlessly blend chemistry with magic. When you roll Boots of the Winding Path
healing or damage for one of your Alchemical
Formulations, you roll an additional number of dice equal Item: A pair of boots (requires attunement)
to the level of the spell slot used to create the formulation While wearing these boots, a creature can teleport up to 15
(or 1 additional die if it was created without a spell slot). feet as a bonus action to an unoccupied space the creature
can see. The creature must have occupied that space at
Artificer Infusions some point since the end of its last turn.

Artificer infusions are extraordinary processes that rapidly Enhanced Arcane Focus
turn a nonmagical object into a magic item. The
description of each infusion details the type of item that Item: A rod, staff, or wand (requires attunement)
can receive it, along with whether the resulting magic item While holding this item, a creature gains a +1 bonus to
requires attunement. spell attack rolls. In addition, the creature ignores half
cover when making a spell attack.
Some infusions specify a minimum level. A level
prerequisite in an infusion refers to artificer level, not The bonus increases to +2 when you reach 10th level in
character level. You can't learn such an infusion until you this class.
are at least that level.
Enhanced Defense
Unless an infusion's description says otherwise, you can't
learn an infusion more than once. Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing
Arcane Propulsion Armor (armor) or wielding (shield) the infused item.

Prerequisite: 14th level
The bonus increases to +2 when you reach 10th level in
Item: A suit of armor (requires attunement) this class.
The wearer of this armor gains these benefits:
Enhanced Weapon
The wearer's walking speed increases by 5 feet.
The armor includes gauntlets, each of which is a magic Item: A simple or martial weapon
melee weapon that can be wielded only when the hand This magic weapon grants a +1 bonus to attack and
is holding nothing. The wearer is proficient with the damage rolls made with it.
gauntlets, and each one deals 1d8 force damage on a hit
and has the thrown property, with a normal range of 20 The bonus increases to +2 when you reach 10th level in
feet and a long range of 60 feet. When thrown, the this class.
gauntlet detaches and flies at the attack's target, then
immediately returns to the wearer and reattaches. Fortified Armor
The armor can't be removed against the wearer's will.
If the wearer is missing any limbs, the armor replaces Prerequisite: 6th level

those limbs — hands, arms, feet, legs, or similar Item: A suit of armor (requires attunement)
appendages. The replacements function identically to A creature gains a +1 bonus to Armor Class while wearing
the body parts they replace. this armor.

14 Ozzifer's Unchained Artificer

   
As a reaction when the wearer suffers a critical hit, they In combat, the homunculus shares your initiative count,

can count that hit as a normal hit instead. Any effects but it takes its turn immediately after yours. It can move
triggered by the critical hit are negated. The armor regains and use its reaction on its own, but the only action it takes
the use of this ability daily at dawn. on its turn is the Dodge action, unless you take a bonus
action on your turn to command it to take another action.
Folding Armor That action can be one in its stat block or some other
action. If you are incapacitated, the homunculus can take
Prerequisite: 10th level
any action of its choice, not just Dodge.
Item: A suit of armor (requires attunement)
A creature gains a +1 bonus to Armor Class while wearing The homunculus regains 2d6 hit points if the mending
this armor. spell is cast on it. If you or the homunculus dies, it
vanishes, leaving its heart in its space.
As an action while wearing the armor, a creature can
choose to doff it by dismissing the armor into an Homunculus Servant
extradimensional space. The armor remains in the space
until the creature uses an action to summon it, instantly Tiny construct, unaligned
donning the armor as it materializes around their body. If
the armor is in the extradimensional space when the Armor Class 13 (natural armor)
infusion ends, it appears in the unoccupied space nearest Hit Points 1 + your Intelligence modifier + your
to the creature.
artificer level (the homunculus has a number of
When a hostile attacker the creature can see hits it with Hit Dice [d4s] equal to your artificer level)
an attack roll, the creature can use its reaction to summon Speed 20 ft., fly 30 ft.
the armor from its extradimensional space and don it. The
creature's AC changes to incorporate any bonuses granted STR DEX CON INT WIS CHA
by the armor, if any, potentially causing the attack to miss. 4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)
Once it uses this reaction, the creature can't do so again Saving Throws Dex +2 + PB
until it finishes a long rest. Skills Perception +0 + (PB x 2), Stealth +2 + PB
Damage Immunities poison
Gloves of Storing Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 +
Prerequisite: 6th level
Item: A pair of gloves (PB x 2)
While wearing the gloves and holding an object that weighs Languages understands the languages you speak
no more than 20 pounds and can be held in one hand, you Proficiency Bonus (PB) equals your bonus
can use a bonus action to store that object inside the glove's Evasion. If the homunculus is subjected to an
extradimensional space. When an object is stored inside effect that allows it to make a Dexterity saving
the extradimensional space, you can use a bonus action to throw to take only half damage, it instead takes no
summon it back into your empty hand. You can only store a damage if it succeeds on the saving throw, and
single object in each glove's extradimensional space, for a only half damage if it fails. It can't use this trait if
total of two items between the pair. it's incapacitated.

The gloves' weight is negligible, regardless of their Actions
contents. If a glove is pierced or torn, it ruptures and is
destroyed, and any object stored within is lost in the Astral Force Strike. Ranged Weapon Attack: your spell
Plane. attack modifier to hit, range 30 ft., one target. Hit:
1d4 + PB force damage.
Placing a glove inside an extradimensional space created
by a bag of holding, portable hole, or similar item instantly Reactions
destroys both items and opens a gate to the Astral Plane.
The gate originates where the one item was placed inside Channel Magic. The homunculus delivers a spell
the other. Any creature within 10 feet of the gate is sucked you cast that has a range of touch, provided the
through it to a random location on the Astral Plane. The homunculus is within 120 feet of you.
gate then closes. The gate is one-way only and can't be
reopened. Mind Sharpener

Homunculus Servant Item: A suit of armor or a set of robes
The infused item can send a jolt to the wearer to refocus
Item: A gem or crystal worth at least 100 gp their mind. The item has 4 charges. When the wearer fails
You learn intricate methods for magically creating a special a Constitution saving throw to maintain concentration on a
homunculus that serves you. The item you infuse serves as spell, the wearer can use its reaction to expend 1 of the
the creature's heart, around which the creature's body item's charges to succeed instead. The item regains 1d4
instantly forms. You determine the homunculus's expended charges daily at dawn.
appearance. Some artificers prefer mechanical-looking
birds, whereas some like winged vials or miniature,
animate cauldrons.

The homunculus is friendly to you and your companions,
and it obeys your commands. See this creature's game
statistics in the Homunculus Servant stat block, which
uses your proficiency bonus (PB) in several places.

Ozzifer's Unchained Artificer 15

Nullifying Weapon Replicable Magic Items (2nd level)

Prerequisite: 6th level Magic Item Attunement
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and Alchemy jug No
damage rolls made with it.
Bag of holding No
The weapon has 4 charges. When the wielder hits a
creature with a weapon attack, they can expend 1 charge to Cap of water breathing No
negate all of that creature's damage resistances until the
end of the creature's next turn, including for that hit. The Goggles of night No
weapon regains 1d4 charges daily at dawn.
Rope of climbing No
Radiant Weapon
Sending stones No
Prerequisite: 6th level
Item: A simple or martial weapon (requires attunement) Wand of magic detection No
This magic weapon grants a +1 bonus to attack and
damage rolls made with it. While holding it, the wielder Wand of secrets No
can take a bonus action to cause it to shed bright light in a
30-foot radius and dim light for an additional 30 feet. The Replicable Magic Items (6th level)
wielder can extinguish the light as a bonus action.
Magic Item Attunement
The weapon has 4 charges. As a reaction immediately
after being hit by an attack, the wielder can expend 1 Boots of springing and striding Yes
charge and cause the attacker to be blinded until the end of
the attacker's next turn, unless the attacker succeeds on a Boots of elvenkind No
Constitution saving throw against your spell save DC. The
weapon regains 1d4 expended charges daily at dawn. Cloak of elvenkind Yes

Repeating Shot Cloak of the manta ray No

Item: A simple or martial weapon with the ammunition Eyes of charming Yes
property (requires attunement)
This magic weapon grants a +1 bonus to attack and Folding boat No
damage rolls made with it when it's used to make a ranged
attack, and it ignores the loading property if it has it. Gloves of thievery No

If you load no ammunition in the weapon, it produces its Lantern of revealing No
own, automatically creating one piece of magic
ammunition when you make a ranged attack with it. The Pipes of haunting No
ammunition created by the weapon vanishes the instant
after it hits or misses a target. Ring of water walking No

Replicate Magic Item Replicable Magic Items (10th level)

Using this infusion, you replicate a particular magic item. Magic Item Attunement
You can learn this infusion multiple times; each time you
do so, choose a magic item that you can make with it, Boots of the winterlands Yes
picking from the Replicable Magic Items tables below. A
table's title tells you the level you must be in the class to Bracers of archery Yes
choose an item from the table. Alternatively, you can
choose the magic item from among the common magic Brooch of shielding Yes
items in the game, not including potions, scrolls, or tattoos.
Cloak of protection Yes
In the tables, an item's entry tells you whether the item
requires attunement. See the item's description in the Eyes of the eagle Yes
DMG for more information about it, including the type of
object required for its making. Gauntlets of ogre power Yes

Gloves of missile snaring Yes

Gloves of swimming and climbing Yes

Hat of disguise Yes

Headband of intellect Yes

Helm of telepathy Yes

Medallion of thoughts Yes

Necklace of adaptation Yes

Periapt of wound closure Yes

Pipes of the sewers Yes

Quiver of Ehlonna No

Ring of jumping Yes

Ring of mind shielding Yes

Slippers of spider climbing Yes

Winged boots Yes

16 Ozzifer's Unchained Artificer

  

Replicable Magic Items (14th level) Resistant Armor

Magic Item Attunement Prerequisite: 6th level

Item: A suit of armor (requires attunement)
Amulet of health Yes While wearing this armor, a creature has resistance to one
of the following damage types, which you choose when you
Belt of hill giant strength Yes infuse the item: acid, cold, fire, force, lightning, necrotic,
poison, psychic, radiant, or thunder.
Boots of levitation Yes
Returning Weapon
Boots of speed Yes
Item: A simple or martial weapon with the thrown property
Bracers of defense Yes This magic weapon grants a +1 bonus to attack and
damage rolls made with it, and it returns to the wielder's
Cloak of the bat Yes hand immediately after it is used to make a ranged attack.

Dimensional shackles No Spell-Refueling Ring

Gem of seeing Yes Prerequisite: 6th level

Item: A ring (requires attunement)
Horn of blasting No While wearing this ring, a creature can recover one
expended spell slot as an action. The recovered slot can be
Periapt of proof against poison No of 3rd level or lower. Once used, the ring can't be used
again until the next dawn.
Ring of free action Yes
Vigilance Visor
Ring of protection Yes
Prerequisite: 10th level

Ring of the ram Yes Item: A helmet or a pair of eyeglasses
While wearing this item, a creature has advantage on
Ring of X-ray vision Yes initiative rolls. In addition, the wearer can't be surprised
unless it is incapacitated.
Wand of enemy detection Yes
Artificer Spells
Repulsion Shield
The list of artificer spells below is presented in alphabetical
Item: A shield (requires attunement) order, sorted by spell level. The spell list notes which
A creature gains a +1 bonus to Armor Class while wielding artificers spells are rituals, and spells which were not
this shield. originally included in the artificer spell list are written in
bolded italics.
The shield has 4 charges. While holding it, the wielder
can use a reaction immediately after being hit by a melee
attack to expend 1 of the shield's charges and push the
attacker up to 15 feet away. The shield regains 1d4
expended charges daily at dawn.

Ozzifer's Unchained Artificer 17

List of Spells 1st Level Darkvision Protection from Energy
Enhance Ability Revivify
Cantrips (0 Level) Absorb Elements Enlarge/Reduce Tiny Servant
Alarm (ritual) Find Traps Water Breathing (ritual)
Acid Splash Catapult Heat Metal Water Walk (ritual)
Blade Ward Color Spray Invisibility
Booming Blade Cure Wounds Lesser Restoration 4th Level
Create Bonfire Detect Magic (ritual) Levitate
Dancing Lights Disguise Self Locate Object Arcane Eye
Fire Bolt Expeditious Retreat Magic Mouth (ritual) Elemental Bane
Frostbite Faerie Fire Magic Weapon Fabricate
Green-Flame Blade False Life Protection from Poison Freedom of Movement
Guidance Feather Fall Pyrotechnics Leomund's Secret Chest
Light Grease Rope Trick Mordenkainen's Faithful
Lightning Lure Identify (ritual) See Invisibility
Mage Hand Illusory Script (ritual) Skywrite (ritual) Hound
Magic Stone Jump Spider Climb Mordenkainen's Private
Mending Longstrider Web
Message Purify Food and Drink Sanctum
Poison Spray 3rd Level Otiluke's Resilient Sphere
Prestidigitation (ritual) Stone Shape
Ray of Frost Sanctuary Blink Stoneskin
Resistance Snare Catnap Summon Construct
Shocking Grasp Tasha's Caustic Brew Create Food and Water
Spare the Dying Unseen Servant (ritual) Dispel Magic 5th Level
Sword Burst Elemental Weapon
Thorn Whip 2nd Level Flame Arrows Animate Objects
Thunderclap Fly Bigby's Hand
True Strike Aid Glyph of Warding Creation
Alter Self Haste Greater Restoration
  Arcane Lock Intellect Fortress Mass Cure Wounds
Blur Skill Empowerment
Continual Flame Transmute Rock
Wall of Stone

18 Ozzifer's Unchained Artificer

Class Changes  
Magic Item Adept. The artificer now gains this feature
As the most recently published class, the artificer is
characterized by a notable difference in the function of its at 9th level, instead of 10th level (when the artificer instead
class features in comparison to the original classes, as gains a new specialization feature).
much of its functionality revolves around its use of the
Infuse Item feature. With this in mind, the alterations Spell-Storing Item. When the artificer gains this
presented in this document are intended to bring the class feature, it can only use 1st-level spells, instead of 1st- or
more in line with the philosophies of the original classes, 2nd-level spells, for its effect. At 18th level, the artificer
particularly in regards to being an Intelligence-based regains the ability to use 2nd-level spells with this feature,
counterpart to the paladin and ranger. and also sets the level of any 1st-level stored spell to 2nd
level.
Proficiencies. The artificer now also gains proficiency
with hand crossbows, heavy crossbows, and nets. Flexible Infusions. This is a new feature, designed so
that an artificer at the highest tier of play can reliably call
Starting Equipment. The artificer starts with tinker's upon a much-needed infusion at a critical moment.
tools, rather than thieves' tools.
Soul of Artifice. This feature incorporates the benefits
Spellcasting. The artificer gains their third cantrip at of the Magic Item Master feature (which artificers
7th level, rather than 10th level. previously received at 18th level).

Arcane Tinkering. This feature incorporates the Armorer
benefits of Magical Tinkering (renamed as Spark of
Enchantment), and provides additional ways to enchant a The changes to the Armorer specialization are listed below.
suitable object. The feature also grants the mending Tools of the Trade. Renamed from Tool Proficiency, this
cantrip for free (as the Spark of Repair ability).
feature is otherwise unchanged.
Magic Item Analysis. This is a new feature, intended to Armor Model. The armor model's weapon is explicitly
reflect the artificer's intrinsic connection to magic items.
counted as a magic weapon.
Infuse Item. Instead of granting two new known Armor Model: Guardian. The armor's bonus action
infusions every 4 levels, this feature now grants one new
known infusion every 2 levels until 18th level; the total grants temporary hit points equal to 1d6 + half the
number of known infusions at 20th level remains the same. artificer's class level, rather than the artificer's class level.
The bonus action can now be used an unlimited number of
Inventive Style. This is a new feature, akin to the times, instead of a number of times equal to artificer's
Fighting Style of other martial-inclined classes, which proficiency bonus between long rests.
provides the artificer with a means of customizing its
personal utility in and out of combat. Armor Model: Infiltrator. The armor nullifies
disadvantage on Dexterity (Stealth) checks on armor which
Artificer Specialization. The artificer's choice of has that penalty, and only grants advantage on such checks
subclass now provides features at 3rd, 6th, 10th, and 15th to armor which lacks this penalty.
level, rather than at 3rd, 5th, 9th, and 15th level. The
Alchemist specialization has been renamed to Potioneer, Arcane Repulsor. This is a new feature, and its benefits
and a new subclass, the Forge Knight, has been added. can be activated again by expending spell slots.

Ability Score Improvement. The artificer can swap out Perfected Armor: Guardian. The range of this ability
their chosen Inventive Style, or replace a large number of has been reduced to 15 feet, and the maximum distance of
their known artificer infusions at once, each time they gain its pull effect reduced to 10 feet. In exchange, the
this feature from this class. conditional attack used as part of this ability can now be
used an unlimited number of times.
Arcane Armament. This is a new feature, intended to
act as a replacement the Extra Attack features of the Artillerist
martial-inclined subclasses (which received the feature at
5th level) and as a counterpart to those features on the The changes to the Artillerist specialization are listed
paladin and ranger, and to equalize the artificer's damage below.
scaling regardless of subclass choice.
Tools of the Trade. Renamed from Tool Proficiency, the
Tool Expertise. Previously, this feature was gained at artillerist now also gains proficiency with martial ranged
6th level, and doubled the proficiency bonus of all the weapons.
artificer's tool proficiencies. Instead, the artificer gains this
feature twice (once at 5th level and again at 13th level), and Artillerist Spells. At 9th level, the artillerist gains access
it provides its benefit to two of the artificer's tool to the spell counterspell, instead of wind wall.
proficiencies each time, bringing it in line with the
Expertise features of other classes. Battle Ready. This is a new feature, identical to the
feature of the same name from the Battle Smith
specialization (see below).

Ozzifer's Unchained Artificer 19

   
Eldritch Cannon. The artificer can now create a number The potioneer can now produce a number of elixirs (now

of cannons equal to their proficiency bonus before needing formulations) between long rests equal to their proficiency
to expend spell slots to create more. In addition, a Tiny bonus, rather than one (and later two or three), and they
eldritch cannon being held in one hand can now be used as choose which formulation to create from the feature's table
a ranged weapon and a spellcasting focus for the instead of rolling randomly. Creating formulations by
artillerist's class spells. expending spell slots now requires 1 minute to accomplish,
rather than an action. Formulations can now be triggered
Arcane Battery. This is a new feature, which is intended in a manner that varies by formulation; some can only be
to emphasize the synergy between the artillerist's abilities triggered by the potioneer, who can also trigger their
and magic-based damage. formulations during the Attack action starting at 5th level.

Battle Smith Alchemical Formulations: Table. There are 12
formulations to choose from, rather than 4. Healing is now
The changes to the Battle Smith specialization are listed Healing Elixir, Swiftness is now Quicksilver Cocktail,
below. Resilience is now Durable Draught, and Boldness is now
Fortifying Solution.
Tools of the Trade. Renamed from Tool Proficiency, the
battle smith now also gains proficiency with martial melee Alchemical Savant. The potioneer gains this feature at
weapons. 6th level, instead of 5th level, and its effect also applies to
their Alchemical Formulations where suitable.
Battle Smith Spells. At 5th level, the battle smith gains
access to the spell hold person, instead of branding smite. Chemical Tolerance. Renamed from Restorative
At 9th level, they gain access to beacon of hope, instead of Reagents, the potioneer no longer gains access to the spell
aura of vitality. At 13th level, they gain access to death lesser restoration or its associated benefits, and instead
ward, instead of aura of purity. At 17th level, they gain gains resistance to acid and poison damage, and immunity
access to steel wind strike, instead of banishing smite. to the poisoned condition (as with the 15th-level feature
Chemical Mastery, which has been replaced; see below).
Steel Defender. The steel defender's AC equals 12 + the
battle smith's proficiency bonus, rather than 15. The Potion Master. This is a new feature, which replaces
defender has no skill or saving throw proficiencies, but it Chemical Mastery entirely and increases the potency of the
gains the Bond of Steel trait, which allows the battle smith potioneer's Alchemical Formulations which involve rolling
to add their proficiency bonus to any ability check or saving dice.
throw the defender makes. This brings the defender more
in line with the "companion" subclasses of other classes. Artificer Infusions

Arcane Jolt. The battle smith gains this feature at 6th The list of artificer infusions has been changed, as detailed
level, instead of at 9th level. In exchange, the feature's below.
ability to inflict damage has been removed in order to be
reincorporated into the 10th-level feature (see below). New Infusions. The artificer can now choose from the
following additional infusions, to give them a greater
Union of Steel. This is a new feature, intended to variety of options: Bane Weapon (6th-level), Folding Armor
replace the extra-damage effect of the previous version of (10th-level), Gloves of Storing (6th-level) and Nullifying
Arcane Jolt (then a 6th-level feature). Weapon (6th-level).

Improved Defender. The steel defender's size increases Existing Infusions. The infusion Helm of Awareness
to Large, and its Hit Dice change accordingly. In addition, has been renamed to Vigilance Visor, and can now also be
as Arcane Jolt no longer provides an option to deal damage, applied to a pair of eyeglasses.
neither does the feature's improved effect deal additional
damage. Replicable Magic Item. The 6th-level table for this
infusion now includes the magic items boots of springing
Potioneer and striding (previously 10th-level) and folding boat. The
14th-level table now includes periapt of proof against
Renamed from the Alchemist, the changes to the Potioneer poison, ring of X-ray vision, and wand of enemy detection.
specialization are listed below.
Art Credits
Tools of the Trade. Renamed from Tool Proficiency, the
potioneer now also gains proficiency in the Medicine skill. The artists below are credited in alphabetical order. Where
possible, an art credit includes the website where the
Potioneer Spells. At 3rd level, the potioneer gains artist's work can be found, and the pages on which their
access to the spell fog cloud, instead of ray of sickness. At illustrations appear.
5th level, they gain access to blindness/deafness, instead of
Melf's acid arrow. At 9th level, they gain access to slow, Artist unknown (p5)
instead of mass healing word. At 13th level, they gain Chris Rahn (© RahnArt; p18)
access to greater invisibility and polymorph, instead of Jesper Ejsing (© Jesper Ejsing Illustration; cover)
blight and death ward. At 17th level, they gain access to Paizo (© Paizo; p12)
mass cure wounds instead of raise dead. Wizards of the Coast (© Wizards; p2, p8, p10, p16, p17,
p19)
Potioneer's Stimulant. This is a new feature, designed
to be the potioneer's counterpart to the Battle Ready Thank You ...
feature of other specializations at 3rd level.
... for taking the time to read this reimagining of the
Alchemical Formulations. Renamed from Experimental Artificer class! If you have any feedback or suggestions,
Elixir, this feature has been altered in several ways in order please contact the author ─ /u/Ozzifer on Reddit ─ or
to address serious and persistent issues with the subclass's consider joining their Patreon.
abilities relative to other subclasses.

20 Ozzifer's Unchained Artificer


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