AlteVersion/Artificer

## Artificer Leveling Table

* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st

### Proficiencies

* **Armor:** Light and medium armor
* **Weapons:** Simple weapons
* **Tools:** Thieves' tools, two other tools of your choice
* **Saving Throws:** Constitution, Intelligence
* **Skills:** Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, and Sleight of Hand

### Equipment

* (a) a handaxe and a light hammer or (b) any two simple weapons
* A light crossbow and 20 bolts
* (a) scale mail or (b) studded leather armor
* Thieves' tools and a dungeoneer's pack

Alternatively, you can ignore the equipment provided by your class and background and start with 4d4 x 10 gp.

## Artificer Specialist

At 1st level, you choose the type of Artificer Specialist you are. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.

* Alchemist
* Gunsmith

## Magic Item Analysis

Starting at 1st level, you know the artificer spells Detect Magic and Identify and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.

## Tool Expertise

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

## Wondrous Invention

At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.

You get another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level.

The item you choose must be on the list for your current artificer level or a lower level.

### 2nd Level

* Bag of Holding
* Cap of Water breathing
* Driftglobe
* Goggles of Night
* Sending stones

### 5th Level

* Alchemy Jug
* Helm of Comprehending Languages
* Lantern of Revealing
* Ring of Swimming
* Robe of Useful Items
* Rope of Climbing
* Wand of Magic Detection
* Wand of Secrets

### 10th Level

* Bag of Beans
* Chime of Opening
* Decanter of Endless Water
* Eyes of Minute Seeing
* Folding boat
* Heward's Handy Haversack

### 15th Level

* Boots of Striding and Springing
* Bracers of Archery
* Brooch of Shielding
* Broom of Flying
* Hat of Disguise
* Slippers of Spider Climbing

### 20th Level

* Eyes of the Eagle
* Gem of Brightness
* Gloves of Missile Snaring
* Gloves of Swimming and Climbing
* Ring of Jumping
* Ring of Mind Shielding
* Wings of Flying

## Spellcasting

You gain the ability to cast spells at 3rd level.

### Spell Slots

The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

### Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Artificer spell list.

The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.

Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.

### Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier

**Spell attack modifier** = your proficiency bonus + your Intelligence modifier

## Infuse Magic

Starting at 4th level, when you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.

When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

## Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## Superior Attunement

At 5th level, you can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.

## Mechanical Servant

At 6th level, you can produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself.

Select a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

* It is a construct instead of a beast.
* It can't be charmed.
* It is immune to poison damage and the poisoned condition.
* It gains darkvision with a range of 60 feet if it doesn't have it already.
* It understands the languages you can speak when you create it, but it can't speak.
* If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.

## Soul of Artifice

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

## Alchemist

### Alchemist's Satchel

At 1st level, you craft an Alchemist's Satchel. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options. After you use one of those options, the bag reclaims the materials.

If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials

### Alchemical Formula

At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.

To use any of these options, your Alchemist's Satchel must be within reach.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier

**Alchemical Fi​re:**As an action, you can reach into your Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula's damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).

**Alchemical Acid:** As an action, you can reach into your Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula's damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

**Healing Draught:** As an action, you can reach into your Alchemist's Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can't do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can't use this formula. This formula's healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).

**Smoke Stick:** As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can't do so again for 1 minute.

**Swift Step Draught:** As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature's speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can't do so again for 1 minute.

**Tanglefoot Bag:** As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute

**Thunderstone**: As an action, you can reach into your Alchemist's Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don't hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

## Gunsmith

### Master Smith

At 1st level, you gain proficiency with smith's tools, and you learn the Mending cantrip.

### Thunder Cannon

At 1st level, you forge a Thunder Cannon. It is a ferocious weapon that fires leaden bullets.

You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

### Arcane Magazine

At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

### Thunder Monger

At 3rd level, as an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

### Blast Wave

Starting at 9th level, as an action, you can make a special attack with your Thunder Cannon. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

### Piercing Round

Starting at 14th level, as an action, you can make a special attack with your Thunder Cannon. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.

### Explosive Round

Starting at 17th level, as an action, you can make a special attack with your Thunder Cannon. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.

## Machinist

### Master Builder

When you choose this archetype at 1st level, you gain proficiency in Tinker's Tools, and learn the *mending* cantrip.

### Mech Armor

At 1st level, you have finished building a suit of armor that's very mechanical and magical in nature. This Mecharmor is considered a magical suit of armor when worn. When suppressed by an Anti-Magic Field or similar effect, you lose any abilities gained from upgrading the suit that are magical in nature.

If you lose your Mecharmor or it becomes damaged beyond repair, you can create a new one over the course of 4 days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. You do not have to pick the same upgrades for the new Mecharmor.

You can don and doff this armor as an action, climbing inside of it and letting the backside close around you, or vice versa. You are proficient with your Mecharmor and can pilot it. While wearing it, you gain the following features:

* Your Armor Class is 16
* Your Strength Score increases by 2, to a maximum of 20
* You can Push, Drag, Lift, and Carry as if you were one size catagory larger.
* Your Dexterity Score decreases by 1, to a minimum of 3
* You have disadvatage on Dexterity (Stealth) checks
* Your Speed is reduced by 5 feet
* You cannot cast spells or maintain concentration

When you first choose this archetype, you gain three upgrades of your choice for which you meet the prerequisites. You cannot use one of the upgrades you choose at 1st level as a prerequisite for the other. You Gain additional upgrades to your Mecharmor at 3rd, 9th, 14th, and 17th level.

Some Upgrades may require that a target makes a saving throw. When this occurs, the DC of the saving throw is your Spell Save DC, even if the effect is not from a magical upgrade.

### Upgrades

#### Power Weapon

**Prerequisite:** None

Your suit has a Power Weapon installed in one of your Mecharmor's arms, either a Sword, a Spike, or a Gauntlet, that cannot be disarmed. You can change which one it is as as an action. It is a one handed melee weapon, that does 1d8 of either slashing, piercing, or bludgeoning damage on a hit. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Power Weapon, though you may not use your Power Weapon and use something held in that hand on the same turn.

At 3rd level, you can perform a Power Attack with the Power Weapon as an action. This attack does an extra 1d8 damage. This extra damage increases by 1d8 when you reach certain levels in this class: 6th level (2d8), 9th level (3d8), 12th level (4d8), 15th level (5d8), and 18th level (6d8).

#### Repeating Crossbow (partially magical)

**Prerequisite:** None

Your Mecharmor has a special repeating hand crossbow built into one of its arms, which is a ranged weapon that deals 1d6 piercing damage, has range 30/120 feet, cannot be disarmed, and possesses the Light weapon property. You are proficient with this weapon while inside the Mecharmor. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Repeating Crossbow (including your Power Weapon). Your Mecharmor contains an extradimensional space which can store up to 100 bolts. This space is not accesable if the Mecharmor is in a Magic Suppression zone or under similar effect.

At 3rd level, you can perform a Power Attack with the Repeating Crossbow as an action. This attack does an extra 1d6 piercing damage. This extra damage increases by 1d6 at certain Artificer levels: 6th level (2d6), 9th level (3d6), 12th level (4d6), 15th level (5d6), and 18th level (6d6).

#### Transmutative Hardening (magical)

**Prerequisite:** None

As an action, you can Fortify your Mecharmor for 1 minute. During this duration, you move at half speed, and have resistance to Bludgeoning, Piercing, and Slashing damage. After using this, you cannot Fortify your armor again until you complete a long rest.

#### Repulsion Rays (magical)

**Prerequisites:** None

As an action, you can fire a number of rays equal to your proficiency bonus. Make a ranged spell attack for each ray, choosing a target for each ray individually. These rays have a range of 60/240, and do 1d4 + your Intelligence Modifier force damage on a hit. A creature hit by a ray must make a Strength saving throw (at disadvantage if they were hit by more than one) or be pushed 10 feet in a direction of your choice, plus 5 feet for each additional ray that hit them.

#### Spell Synergy (magical)

**Prerequisites:** None

You have installed an arcane focus into the Mecharmor, and modified the arms to allow for somatic performance more easily. You can cast spells as normal while wearing the Mecharmor, and can maintain concentration on spells. You can use the Mecharmor as your arcane focus.

#### Flame Thrower

**Prerequisites:** None

You can fire a stream of flame at your foes as an action. Each creature in a 20-foot cone must make Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. You must complete a short or long rest before using this upgrade again.

The Flame Thrower's damage increases by 2d6 at certain Artificer levels: 3rd level (4d6), 9th level (6d6), 12th level (8d6), 15th level (10d6), and 18th level (12d6)

#### Greased Mechanics

**Prerequisites:** None

You have oiled the gears and greased the mechanics of your Mecharmor, giving you the following benefits:

* Your Mecharmor no longer imposes disadvantage on Dexterity (Stealth) Checks
* Your Speed in the Mecharmor is no longer reduced by 5 feet
* Your Dexterity in the Mecharmor is no longer reduced by 1

#### Efficient Mechanics

**Prerequisites:** Greased Mechanics

You have redesigned your Mecharmor to perform more fluidly, granting the following benefits:

* Your Speed in your Mecharmor (and the Mecharmor's when acting remotely) are increased by 10 feet
* As a bonus action, you can feint an opponent, giving you the benefits of the Disengage action, and advantage on the next attack you make against them before the end of your current turn.
* When your Mecharmor is acting remotely, its Dexterity score is now 11 (+0).

#### Remote Control

**Prerequisites:** 3rd Level Artificer

You have installed limited remote controls into your Mecharmor. You can control it, even when you are not inside of it. When the Mecharmor is acting remotely, use the Statistics at the end of this document, taking into account any modifications you have installed into it or damage increases of its weapons. The Mecharmor is the same size catagory as you.

On your turn when your Mecharmor is acting remotely, you can forgo your turn to instead have the Mecharmor take a turn at your initiative.

As an action while your Mecharmor is acting remotely within 120 feet of you, you can give it simple commands, such as to walk, carry something, break an object, etc. This does not include attacking creatures or performing exceedingly complex mental tasks. It will carry out this command on your initiative (after your turn) until it is unable to continue or you command it to stop as a bonus action.

If the Mecharmor is reduced to 0 hp while acting remotely, a safety mechanism activates, and it powers down and is incapacitated. It can be restored with the \*mending\* cantrip or similar magic, in which case it is reactivated with 1 hp. You can fully repair its remote controls as part of a long rest.

When an upgrade refer's to you while you are in the Mecharmor, it generally also applies when the Mecharmor is acting remotely.

Remote Mech Armor Stat Block

#### Spell Conduit (magical)

**Prerequisites:** Spell Synergy, Remote Control

While your Mecharmor is acting remotely, you can cast touch spells through it if it is within 100 feet of you. You can also cast spells that have an area of effect that originate from the caster as if the Mecharmor were the caster of the spell when it is within 30 feet of you.

#### Blunderbuss Hand Cannon

**Prerequisites:** 3rd level Artificer

You have installed a hand cannon into one of the palms of the Mecharmor. As an action, you shoot a spread of shards in a 15 foot cone. Each creature in range must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much on a successful one. You can hold or otherwise manipulate an object in the same hand as your Blunderbuss, but you cannot attack with the Blunderbuss and use an object in that hand on the same turn. the Blunderbuss cannot be installed on the same arm as the Power Weapon.

The Blunderbuss' damage increases by 1d6 at certain Artificer levels: 6th level (4d6), 12th level (5d6), and 18th level (6d6)

#### Camouflage (magical)

**Prerequisites:** 3rd level Artificer

You have harnessed the power of illusion magic to alter the appearance of your Mecharmor. As an action, you can freely alter your Mecharmor to appear visually and sound like any other set of mundane armor or normal clothing, as if affected by the *Disguise Self* spell.

#### Enchantment Transfer

**Prerequisites:** 3rd level Artificer

You have learned to reverse engineer the enchanting process of a Magic Item, allowing you to apply its magic to your Mecharmor. You gain an Enchatment Book, similar to a Wizard's Spell Book. Whenever you encounter a magic item, you can take an amount of time and gold to study and write down the details of its magic in your Enchantment Book, as a wizard does with a spell. The time and gold used are dependent on the rarity of the magic item, as shown on the table below.

**Enchantment Study Table**
 Selten
 Sehr Selten
 Legendär
 Mythisch
 Weltenklasse

At the end of a long rest, you can choose the properties of 1 magic weapon or 1 magic piece or suit of armor which you have written in your Enchantment Book. The magical properties of this magic item are then applied to your Mecharmor. You must have an upgrade that could reasonably hold the enchantment to apply it (such as the Repeating Crossbow for a ranged weapon enchantment). If the magic item required attunement, so too does the Mecharmor's enchantment. This enchantment lasts until the end of your next long rest.

#### Hardened Steel

**Prerequisites:** 9th level Artificer

You have increased the plating on the exterior of the Mecharmor, as well as increased the torque of the Mechanics, granting the following benefits:

* Your Base AC is now 18
* Your Strength while in the Mecharmor is now increased by 3 instead of 2, to a maximum of 22.
* Your jump distance and height are doubled.
* While acting remotely, the Mecharmor's Strength Score is now 17.

#### Transmutative Expansion (magical)

**Prerequisites:** Transmutative Hardening, 9th level Artificer

As an action, you can expand your Mecharmor using transmutation magic. This lasts for 1 minute. During this time, you gain the following features:

* The Mecharmor quadruples in size in all dimensions, and its weight is multiplied by 64. This increases its size catagory by two - from Medium to Huge, for instance. If you are inside your Mecharmor at this time, you do not increase in size, and neither does your cockpit. Any held items do not increase in size, but any upgrades to the Mecharmor do
* You have advantage on Strength ability checks and saving throws
* Your Power Weapon, Repeating Crossbow, and Blunderbuss do an additional 1d6 damage on a hit or failed save (half on a successful one)
* You are Fortified as per the Transmutative Hardening upgrade.

Once you use this upgrade, you may not do so again until you complete a long rest.

#### Propulsion (magical)

**Prerequisite:** 9th level Artificer

You have installed magical propulsion systems into your Mecharmor, gaining the following benefits:

* You gain a fly speed of 20 feet while wearing the Mecharmor. You may not take the Dash or Disengage actions while flying.
* As a reaction, you can reduce any fall damage you take by 3 x your Artificer level (That is, if you don't start flying before you hit the ground).

#### Aerodynamic Adjustments

**Prerequisite:** Propulsion

You have sleekened the design of the Mecharmor, allowing for more intuitive and free movement in the air. You gain the following benefits:

* Your fly Speed increases to 40 feet
* You can take the Dash and Disengage actions while flying
* If you move at least 15 feet downward before making a melee attack against a creature, you may add double your proficiency bonus to the attack's damage.

#### Improved Transfer

**Prerequistes:** Enchantment Transfer, 14th level Artificer

Your skills at applying enchantments to your Mecharmor have improved. You may now pick any number of Magic Items you have written in your Enchantment Book to apply to your Mecharmor that are not the same type of item. For example, you can't choose 2 melee magic weapons, but could choose a melee weapon, a ranged weapon, and a suit of armor.