Artificer

**Restriction**: Dwarf

Intricate mechanisms are the core of the artificer’s craft: Deadly traps; Distracting contraptions; Marvels of engineering turned to deadly purpose. If an artificer is standing at the far end of a seemingly innocuous stretch of the battlefield, you should find another path. If they're smiling? Best just to hope your affairs are in order.

## Class Features

As an artificer, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d8 per artificer level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st

##### Proficiencies

* **Armor:** Light armor, medium armor, shields
* **Weapons:** Simple weapons, martial weapons, and grenades
* **Tools:** Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
* **Saving Throws:** Dexterity, Intelligence
* **Skills:** Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Sleight of Hand, Stealth, and Survival

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) studded leather armor or (b) scale mail
* A dwarven crossbow and 20 bolts
* a handaxe and dagger
* (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack

### Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

### Crossbow Specialist

Beginning at 1st level, you are a specialist with a dwarven crossbow, gaining the following two Fighting Styles.

* ***Archery.*** You gain a +2 bonus to attack rolls you make with ranged weapons.
* ***Close Quarters Shooter.*** When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You are also able to make opportunity attacks with your crossbow as if it was a melee weapon. You have a +1 bonus to attack rolls on ranged attacks.

### Tinker

Starting at 1st level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition and traps at half the cost, repair damaged crossbows, or even craft new ones or upgrade existing ones.

### Trap Mastery

Beginning at 2nd level, you learn how to create and arrange amazing traps with which to combat your enemies.

You start knowing how to make three traps of your choice. You must meet the chosen trap's requirements and have the required materials to craft it. If a trap's materials include a tool, proficiency is not required, and the tool is not expended in the making of the trap. You can craft a number of traps equal to your Intelligence modifier (minimum of 1) every long rest. You learn how to make one additional trap of your choice at 7th, 10th, and 15th level. Each time you learn how to make new traps, you can also replace one trap you know with a different one.

Placing a trap takes 1 full turn of uninterrupted work. When you finish arranging a trap, it is hidden. A creature can only detect your trap by succeeding a Wisdom (Perception) ability check against your Trap DC. If a creature discovers your trap, it can attempt to disarm it by making an Intelligence (Investigation) or Dexterity (Sleight of Hand) ability check against your Trap DC. The creature has disadvantage on this ability check. On a success, the creature disarms your trap and it falls apart harmlessly. On a failure, the creature activates the trap.

Some of your traps require your target to make a saving throw to resist the trap’s effects. The saving throw DC is calculated as follows:

**Trap save DC:** 8 +  your proficiency bonus + your Intelligence modifier.

### Caltrop Mastery

Also at 2nd level, you gain proficiency with caltrops, allowing you to use them for attacks with improved caltrop effects. An attack with caltrops doesn't target a creature, but targets a 5 foot diameter circular area on the ground.

Any creature that enters the area of your caltrops must make a Dexterity saving throw against your Trap DC. Any creature who cannot see the caltrops (if they are scattered in dense foliage, obscuring mist, etc.), has disadvantage on this saving throw.

A creature that is aware of the caltrops and chooses to move at half speed through the affected area still makes the saving throw, but with advantage. On a failed saving throw, a creature takes 1d6 piercing damage. On a successful saving throw, a creature takes half damage.

### Adept Marksman

Starting at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your dwarven crossbow.

***Trick Shots.*** You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

***Grit.*** You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a dwarven crossbow, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

***Saving Throws.*** Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

**Trick shot save DC** = 8 + your proficiency bonus + your Dexterity modifier

### Dwarven Savvy

At 3rd level, you gain one of the following features of your choice.

* ***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
* ***Giant Killer.*** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
* ***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

### Defensive Tactics

Beginning at 7th level, you gain one of the following features of your choice.

* ***Escape the Horde.*** Opportunity attacks against you are made with disadvantage.
* ***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
* ***Quickdraw.*** You can add your proficiency modifier to initiative rolls.
* ***Steel Will.*** You have advantage on saving throws against being frightened.

### Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

### Hidden Threats

At 9th level, you learn the secrets of hiding and detecting traps of all kinds. You have advantage on Wisdom (Perception) checks to detect hidden doors, mechanisms, and traps, and caltrops and traps that you arrange using your Trap Mastery feature grant enemies disadvantage on Perception checks made to detect them.

In addition, you gain the ability to completely ignore the effects of your own caltrops.

### Volley

At 11th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

### Wide Spread

At 13th level, you learn how to make the most out of a handful of caltrops, throwing them wide but efficiently so that they cover a broader area. When you make an attack with caltrops, the diameter of the area they affect is 15 feet.

Also, when a trap you arranged with your Trap Mastery feature activates and targets one or two creatures, you can target an additional creature within 5 feet of one of the targets as well.

### Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

### Lightning Reload

Starting at 15th level, you can reload your crossbow as a bonus action.

### Vicious Intent

At 17th level, your crossbow attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

### Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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