ZEITGEIST Heritages
ZEITGEIST Heritages
Most people won’t blink at the sight of a gnome or halfling, though outside of Risur they might not be able to tell the difference at a glance. Dragonborn, gnolls, goblins, kobolds, lizardfolk, and minotaurs all are respected in Ber. Devas have spread from a single battlefield in Crisillyir to every corner of the world. Many other peoples have homelands of their own, unknown to all but the wellread and the adventurous.
Despite their small population, two of the most well-known uncommon heritages are deva and gnolls. We also present brief entries for common Beran races not present in the core rules.
Deva | Gnoll | Goblin | Kobold | Lizardfolk | Minotaur
These heritages can be used in any Level Up game world. The Adventures in ZEITGEIST hardcover contains more setting-specific information, as well as setting information on humans, dwarves, elves, orcs, and tieflings.
Jabberwocky
Jabberwocky
Jabberwock
Jabberwock
Lycanthrope Synergy Feats
Lycanthrope Synergy Feats
Lycanthropes are defined by their ability to transform. While every lycanthrope receives specific traits depending on the animal their curse is related to, their transformations share some traits.
Involuntary Change
You undergo a draining and painful involuntary change every full moon that leaves you hungry, unable to speak, and often confused and frightened. During the 1 minute transformation your statistics are replaced by those of a lycanthrope ( werebear , wereboar , wererat , weretiger , werewolf ), the Narrator takes control over your actions, and your thoughts are filled with predatory instincts.
When an involuntary change happens, you can either embrace the beast within or try to tame it.
Embrace: You lose all control over your actions until sunrise, but you retain your full memories the following day.
Tame: You make a DC 15 Wisdom saving throw . On a success, you regain control over your actions for 1 hour. At the end of every hour, you repeat the saving throw. On a failure, you lose all control over your actions until sunrise and have no memories of what you did during the night.
Hybrid Form
As an action, you can transform into animal form or into a half-humanoid, half-animal hybrid form. This transformation is no less painful than an involuntary change, but you retain full control over your actions. You can revert to your normal form by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can transform into hybrid form and back once per long rest with no ill effects, and you suffer a level of fatigue for every subsequent transformation.
Statistics
While transformed into animal or hybrid form, your statistics change in the following ways.
- Your Armor Class is 13 + your Dexterity modifier + your proficiency bonus.
- You cannot speak or cast spells.
- Any features or traits from your class, destiny, or culture are unaffected if your current form is physically capable of using them. However, you can’t utilize any traits gained from your heritage while transformed.
- Your equipment does not transform with you. Any clothes or armor are destroyed if you transform while wearing them.
Wolfsbane Weakness
While in hybrid or beast form you are poisoned while within 10 feet of a living or dried wolfsbane flower that you can smell. For more information on lycanthropes and lycanthropy, see the Monstrous Menagerie .
Curse Bearer
Prerequisites: Alpha Wereboar , Eye of the Tiger , Moonhowler , Rodent Embraced , or Werebear Emerged
Your Strength, Dexterity, or Constitution score increases by 1, to a maximum of 20.
You can transfer your curse to others. When you damage a living creature with your bite attack, it makes a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or becomes afflicted with lycanthropy.
Howl at the Moon
Prerequisites: Hibernating Affliction , Pack Initiative, Rat Within , Striped Soul , or Swineheart
Increase your Charisma by 1, to a maximum of 20.
You can speak with animals (as the spell) of the same type as your curse (bears for a wereboar, boars for a wereboar, and so on). You can also cast animal friendship without spending material components, but are only able to target animals of the same type as your curse. Once you have used this feature to cast animal friendship , you can’t use it again until you finish a long rest. In addition, you have advantage on Charisma checks made against animals when the moon is full.
Moon Speech
Prerequisites: Hibernating Affliction , Pack Initiative, Rat Within , Striped Soul , or Swineheart
Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
You can speak and cast spells in hybrid form.
Moon Style
Prerequisites: Hibernating Affliction , Pack Initiative, Rat Within , Striped Soul , or Swineheart , proficient in the Tooth and Claw tradition
You learn a new Tooth and Claw maneuver.
When you use a Tooth and Claw maneuver with your lycanthrope natural weapons in hybrid form, you deal an extra 1d8 damage.
New Moon Werebear
Prerequisites: Must have been bitten by a werebear
You have learned to tame the bear raging within you since contracting lycanthropy. On full moon nights you involuntarily change into a bear or bear-humanoid hybrid. While you are transformed, you gain the following features.
Fang and Claw. You gain a bite natural weapon and claw natural weapons which you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite or claw. On a hit your bite or claw deals slashing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).
Keen Smell. You gain advantage on Perception checks that rely on smell.
Tree Climber. You gain a climb speed of 30 feet.
Hibernating Affliction
Prerequisites: New Moon Werebear
Your control over the ursine spirit within yourself improves. You can transform one additional time without suffering a level of fatigue. While you are transformed, you gain the following features.
Bear Grab. If you hit a Medium or smaller creature with your claw attack, it is grappled. Until this grapple ends, you can’t use two-handed weapons and can’t attack a different target with your claw.
Crescent Moon Defense. You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
Frenzied Bite. You can use your bite attack as a bonus action.
Werebear Emerged
Prerequisites: Hibernating Affliction
You have completely mastered the bear within. You can transform one additional time without suffering a level of fatigue. When you choose to tame the beast in an involuntary transformation, roll 1d8; you gain control over that many hours. While you are transformed, you gain the following features.
Deadly Implements. Your bite and claw attacks both deal an extra 1d6 slashing damage.
Full Moon Defense. You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
Heightened Senses. You gain an expertise die on Perception checks.
New Moon Wereboar
Prerequisites: Must have been bitten by a wereboar
You have learned to tame the boar rampaging within you since contracting lycanthropy. On full moon nights you involuntarily change into a boar or boar-humanoid hybrid. While you are transformed, you gain the following features.
Fleet of Foot. Your Speed increases by 10 feet.
Relentless. Once between long rests when you take damage that would reduce you to 0 hit points, you are instead reduced to 1 hit point.
Tusks. You gain tusk natural weapons you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your tusks. On a hit, your tusks deal slashing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).
Swineheart
Prerequisites: New Moon Wereboar
Your control over the porcine spirit within yourself improves. You can transform one additional time without suffering a level of fatigue . While you are transformed, you gain the following features.
Boar Charge. Once per turn when you move at least 20 feet straight towards a target before attacking with your tusks, the attack deals an extra 2d6 slashing damage. If the target is a creature, it makes a Strength saving throw against your maneuver DC, falling prone on a failure.
Crescent Moon Defense. You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
Frenzied Tusks. You can use your tusks attack as a bonus action.
Alpha Wereboar
Prerequisites: Swineheart
You have completely mastered the boar within. You can transform one additional time without suffering a level of fatigue . When you choose to tame the beast in an involuntary transformation, roll 1d8; you gain control over that many hours. While you are transformed, you gain the following features.
Deadly Tusks. The damage of your tusks increases to 1d8.
Full Moon Defense. You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
Full Moon Ferocity. If you reduce a creature to 0 hit points with a tusks attack, you regain your use of the Relentless feature. Once you use this feature, you cannot use it again until you finish a short or long rest .
New Moon Wererat
Prerequisites: Must have been bitten by a wererat
You have learned to tame the rat within and gained some control over the curse of lycanthropy. On full moon nights you involuntarily change into a rat or rat-humanoid hybrid. While you are transformed, you gain the following features.
Bite. You gain a bite natural weapon you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite. On a hit your bite deals piercing damage equal to 1d4 plus your Strength modifier or Dexterity modifier (whichever is highest).
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet.
Keen Smell. You have advantage on Perception checks that rely on smell.
Rat Within
Prerequisites: New Moon Wererat
Your control over the murine spirit within additional time without suffering a level of fatigue. While you are transformed, you gain the following features.
Crescent Moon Defense. You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
Frenzied Bite. You can use your bite attack as a bonus action.
Pack Tactics. Once per turn, you gain advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and not incapacitated.
Rodent Embraced
Prerequisites: Rat Within
You have completely mastered the rat within and learned tricks to make your lycanthropy an even greater asset in combat. You can transform one additional time without suffering a level of fatigue. When you choose to tame the beast in an involuntary transformation, roll 1d8; you gain control over that many hours. While you are transformed, you gain the following features.
Full Moon Defense. You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
Nose for Opportunity. When an ally strikes a creature you can see with a melee attack, you can use your reaction to move up to your Speed, ending your move adjacent to that creature and making a melee weapon attack against it. If the creature is bloodied and the attack hits, you score a critical hit. Once you have used this feature, you cannot use it again until you finish a short or long rest.
Wererat Trickery. When you reduce a creature to 0 hit points with a bite attack, you can use your reaction to take the Disengage, Dodge, or Hide action.
New Moon Weretiger
Prerequisites: Must have been bitten by a weretiger
You have learned to tame the tiger within and gained some control over the curse of lycanthropy. On full moon nights you involuntarily change into a tiger or tigerhumanoid hybrid. While you are transformed, you gain the following features.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet.
Fang and Claw. You gain a bite natural weapon and claw natural weapons which you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite or claw. On a hit your bite or claw deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).
Keen Hearing and Smell. You have advantage on Perception checks that rely on hearing or smell.
Striped Soul
Prerequisites: New Moon Weretiger
Your control over the feline spirit within yourself improves. You can transform one additional time without suffering a level of fatigue. While you are transformed, you gain the following features.
Crescent Moon Defense. You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
Frenzied Bite. You can use your bite attack as a bonus action. In addition, the damage of your bite increases to 1d8, and when taking the Attack action you can only use your bite for one of your attacks.
Heightened Senses. You gain an expertise die on Perception checks.
Tiger Pounce. Once per turn when you move at least 20 feet straight towards a target before attacking with your claws, the target makes a Strength saving throw against your maneuver DC, falling prone on a failure.
Eye of the Tiger
Prerequisites: Striped Soul
You have completely mastered the tiger within. You can transform one additional time without suffering a level of fatigue . When you choose to tame the beast in an involuntary transformation, roll 1d8; you gain control over that many hours. While you are transformed, you gain the following features.
Deadly Implements. The damage of your bite increases to 1d10 and the damage of your claws increases to 1d8.
Full Moon Celerity. When you reduce a creature to 0 hit points with a bite attack, you can use your reaction to move your speed.
Full Moon Defense. You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
New Moon Werewolf
Prerequisites: Must have been bitten by a werewolf
You have learned to tame the wolf within and gained some control over the curse of lycanthropy. On full moon nights you involuntarily change into a wolf or wolfhumanoid hybrid. While you are transformed, you gain the following features.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet.
Fang and Claw. You gain a bite natural weapon and claw natural weapons which you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite or claw. On a hit your bite or claw deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).
Keen Hearing and Smell. You have advantage on Perception checks that rely on hearing or smell.
Pack Initiate
Prerequisites: New Moon Werewolf
Your control over the lupine spirit within yourself improves. You can transform one additional time without suffering a level of fatigue. While you are transformed, you gain the following features.
Crescent Moon Defense. You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
Deadly Implements. The damage of your bite and claw attacks increases to 1d8.
Frenzied Bite. You can use your bite attack as a bonus action.
Pack Tactics. Once per turn, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and not incapacitated.
Moonhowler
Prerequisites: Pack Initiate
You have completely mastered the wolf within. You can transform one additional time without suffering a level of fatigue.
When you choose to tame the beast in an involuntary transformation, roll 1d8; you gain control over that many hours. While you are transformed, you gain the following features.
Cursed Wounds. Your bite and claw attacks both deal an additional 1d6 necrotic damage.
Full Moon Defense. You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.
Heightened Senses. You gain an expertise die on Perception checks.
Constructed
Constructed
No matter their origins, constructs are built for a purpose and the constructed are products of their original creation—to a certain extent. With the gift of life also came a mind and a will of their own. Some constructed hold close to their original purpose while others reject it outright, choosing to forge their own path forward.
Constructed Traits
While each constructed is unique and different (despite how similar they might appear externally), characters with constructed heritage share a variety of traits in common.
Age. Constructed do not age, many beginning life fully physically mature, self-aware, and extremely functional. While the materials that comprise a constructed’s body may degrade over time, they can also be repaired, their parts replaced or even upgraded—with proper maintenance they can be immortal.
Size. Constructed are engineered from metal, hardwood, and other dense (often expensive) materials that make them heavy, most weighing between 175 and 400 pounds and standing anywhere from 3 to 7 feet tall. Your size is Small or Medium.
Speed. Your Speed is 25 feet.
Constructed Nature. You are resistant to poison damage and gain one of the following benefits.
You don't require air.
You gain an expertise die on saving throws made to avoid being charmed or frightened .
Mechanical Metabolism. Certain types of healing are less effective or even wholly ineffective. Sources of nonmagical healing other than taking a rest have no effect. Magical healing only restores half as many hit points as normal unless you are also repaired in the same round (with an Engineering check, the mending cantrip, or similar).
In addition, you don’t require Supply in the typical sense; instead of eating food, you rely on a specific substance to refuel. Every 24 hours without the substance you suffer a level of fatigue and strife as your inner machinations begin to decay. Select one of the following.
Combustibles: 1 pound of coal or hemp, or 2 pounds of wood.
Darkness: 2 hours of complete darkness.
Liquid: 1 flask of lamp oil, grease, or an alchemical liquid of your choice.
Metal: 1 pound of copper or roughly 50 copper pieces. The Narrator may also allow you to consume silver, gold, or other precious metal in an amount of equivalent worth instead.
Sunlight: 3 hours of full sunlight or 6 hours of partial (shaded or cloudy) sunlight.
Mechanical Lift. You count as one size larger when determining your carrying capacity and you can carry a number of additional bulky items equal to your proficiency bonus.
Planar Energy. Your spark of life may be magical, mystical, or divine in nature, but what forms the basis of that life is planarite: raw essence of the planes captured, refined, and encapsulated in crystalline form.
Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.
Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest , you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.
Pranarite Resistance
Air thunder
Death necrotic
Earth lightning
Fire fire
Life radiant
Space psychic
Time force
Water cold
Constructed Gifts
Each constructed begins with a basic frame for its original purpose. While some constructed may originate from the same basic design, the wide variety of available options makes each individual unique. In addition to the traits found in your constructed heritage, choose one of the following frames as your heritage gift.
Cross-Functional. With the Narrator’s permission, you can choose an augment trait from a different frame instead of an augment trait for your chosen frame (for example, choosing a Utility Augment for your Service Frame).
Military Frame
Designed for war, you have been pre-configured with tactical advantages in combat situations.
Battle Readiness. Your Speed increases to 30 feet and you are proficient with clubs, spears, and light crossbows
In addition, you have a melee weapon built into one of your arms that is immediately swapped out for a hand when sheathed. Choose one melee weapon that does not have the heavy, two-handed, or versatile property. When attached in this way, you are proficient with the weapon, it cannot be thrown, and you cannot be disarmed of it. The weapon can be replaced with another weapon with 10 minutes of work and a DC 13 Engineering or tinker’s tools check.
Military Augments. Choose two of the following customizations to enhance your military frame.
Cavalry: Your Speed increases by 5 feet, and you are proficient withgain proficiency in Animal Handling or land vehicles.
Heavy Artillery: You have a pop-up shoulder cannon that functions as the acid splash , fire bolt , or ray of frost cantrip (chosen when you select this customization and using your highest ability score as its spellcasting ability) but its effects are nonmagical.
Infantry: You have a crawl speed equal to your Speed, proficiency with shields, one martial melee weapon, and one martial ranged weapon.
Light Artillery: You replace one hand with a hand crossbow. You are proficient with the weapon and can ignore its loading property.
Navy: You have a swim speed of 20 feet and proficiency with water vehicles.
Service Frame
Your humanoid-like appearance makes you well suited to being unobtrusive and facilitating social interactions.
Social Grace. You have precise control of your facial, bodily, and vocal expressions and can detect minute changes of expression in others. You are proficient in know two languages, are proficient with one artisan’s tool, gaming kit, instrument, or vehicle, and you gain an expertise die on either Deception checks or Insight checks.
Service Augments. Choose two of the following customizations to enhance your service frame.
Anticipatory Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Knowledge Archive: When you become proficient in your first lore skill (Arcana, Culture, Engineering, History, Nature, Religion; as bonus knowledge), you gain two of its skill specialties.
Mathematically Mnemonics Inclined: You gain proficiency in Engineering, its mathematics skill specialty, and you learn the calculate cantrip and can cast it without the need for components.
Needle Gun: Your frame is equipped with a concealed, integrated blowgun that has the hand-mounted property. You are proficient with the weapon and can fire a needle as a bonus action.
Self-defense Specialist: You have an assassin's gauntlet/boot dagger built into your wrist, toe, or heel and are proficient with the weapon gain proficiency with one rare melee weapon or one rare ranged weapon.
Utility Frame
Your function-based form provides unique ways to interact with the world around you, and your finely-tuned motor skills grant you an expertise die when using one tool set (chosen when you become proficient with it)with which you are proficient with navigator’s tools, thieves’ tools, and tinker’s tools.
Crane Arm. Instead of two arms, you only have a single arm designed for a specialized use, including one extension. For holding, grasping, and using objects, you can use a bonus action to swap your extension out for an articulated hand. While not wielding a shield, you can use your arm to wield a weapon with properties that would normally require two hands (loading, two-handed) or if wielding a versatile weapon to be treated as wielding it two handed. Choose one of the following.
Arc Welder Extension: This extension functions as the shocking grasp cantrip (using your highest ability score as its spellcasting ability) but its effects are nonmagical.
Flamethrower Extension: This extension functions as the produce flame cantrip (using your highest ability score as its spellcasting ability) but its effects are nonmagical.
Multi-Tool Extension: You are proficient with and can deploy built-in navigator’s tools, thieves’ tools, andor tinker’s tools with this extension.
Utility Augments. Choose two of the following customizations to enhance your utility frame.
Gear Shift: Your Speed increases by 5 feet.
Gyroscopic Balance. You gain an expertise die on saving throws made against being knocked prone .
Immutable Form: You gain advantage on saving throws made against effects that would alter your form.
Insectile Limbs: You have a climb speed of 20 feet, and you gain an expertise die on checks made to climb.
Treads: You ignore difficult terrains caused by ice, snow, sand, or mud, and you gain an expertise die on checks made to balance.
Constructed Paragon
As ageless beings the constructed understand what it is to go without change for years at a time, but they are far from stagnant. When you reach 10th level, you make significant modifications to enhance your constructed self. You gain one paragon gift from the following list.
Advancement Upgrade
You gain one new lore skill specialty (as bonus knowledge), one additional magical item attunement slot (to a maximum of 4) and 1 additional frame augmentation.
Chassis Upgrade
You gain an expertise die on concentration checks and your Armor Class increases by 1.
Engine Upgrade
You have a fly speed of 30 feet. To use this speed, you can’t be encumbered. Whenever you spend 3 full consecutive rounds airborne without landing, you gain a level of fatigue. Any fatigue gained in this way is removed upon finishing a short or long rest.
Warframe Upgrade
You gain an expertise die on attack and damage rolls for unarmed strikes and any built-in weapons that are part of your frame.
Constructed Culture
To say the constructed have a single homogeneous culture would be far from true, yet to say they are altogether free from a common cultural influence would be just as false—their forms are the result of and a response to a cultural need. Whether that need be defense, conquest, or convenience, the animation of inanimate objects does not occur in a vacuum nor is it a spontaneous outcome of natural events. Someone designs and creates a construct to serve a purpose, often a mindless and menial existence that saves effort, spares hardship, or even preserves life.
When those lifeless drones become living beings themselves, sentient and self-aware persons who can choose their own purpose, they tend to disrupt the prior order of things. While it’s true that some constructed continue to find their intended work meaningful and fulfilling, many others are excited about the prospect of discovering a greater destiny.
There are constructed that have been sentient for centuries (perhaps even millennia) though usually they are newly self-aware—whether life is new or old to them may affect how an individual constructed perceives and interacts with the culture in which it resides.
Suggested Cultures
While you can choose any culture for your constructed character, the forsaken , imperial , and steamforged cultures are linked closely with this heritage.
Gate Pass Gazette
Gate Pass Gazette
The Gate Pass Gazette is the official monthly magazine for Level Up: Advanced 5th Edition. You can subscribe to it on Patreon. The content below includes mechanical elements of the magazine, but not the full text or context of the articles.
The first issue (which we called Issue #0) of the Gate Pass Gazette included the artificer class, lycanthropy rules, the construct heritage, and the jabberwock monster. We release an issue every month, including new heritages, archetypes, monsters, magic items, and much much more.
Issue #0 (January 2022)
- Artificer (class) | Bombardier archetype | Machinist archetype | Stitcher archetype
- Constructed (heritage)
- Lycanthrope Synergy Feats || Curse Bearer || Howl at the Moon || Moon Speech
- Jabberwock | Jabberwocky
ISSUE #1 (March 2022)
- Fateholder (monster)
- Foretold Prowess || Lore Weaver (bard archetype) | Defiant (berserker archetype) | Bladeseer (fighter archetype) | Revoker (herald archetype)
- Weaving Prophecy || Spinner Cult (culture) | Prophecy | Ring of Inspiration Storing
- The Fellspire
- Exploration Challenges || Festering Sewer Tunnels | Fellspire Gloaming
- Magic Items || Bloodiron Band | Gloam Bread | Mindblade
- Monsters || Askwise Keeper , Earless Hungerer , Sewer Walker
ISSUE 2 (April 2022)
- Avenging Archetypes || Charging Shield (fighter archetype) | Fantastic Fletcher (ranger archetype) | Quickstepper (adept archetype) | Mutant (warlock archetype)
- Well-Equipped: Steampunk Gadgets & Gear || Defensive Umbrella | Bicycle Bell of Flight | Murderous Straight Razor | Spectral Camera | Spirit-Trapping Camera | Useful Top Hat
- Living at the Edge of Night || Cursed (background | Haunted (background) | Slayer (destiny)
- I Heard You Like Monsters || Trapped Sarcophagus (exploration challenge) | Fouled Sluice (exploration challenge) | Stuffed Crab (monster)
ISSUE 3 (May 2022)
- Those of the Web || Spiderfolk (heritage) | Ethereal Scout (culture)
- Paths of Courtly Intrigue || Courtier (rogue archetype) | Court Magician (wizard archetype) | Militarist (fighter archetype) | Tranquil Master (adept archetype)
- Cunning Curses || Ring of Battered Courage | Cipher Sword | Glory's Glaive | Circlet of the Apprentice | Crown of the Crystal Sovereign
- Mount Jino
- Exploration Challenges || Sucking Bog | Crumbling Masonry
- Monsters || Rock Troll | Canicore | Aracnecore
ISSUE 4 (June 2022)
- Ways to be Fey || Dreamborn (heritage) | Dreaming Wilds (culture) | Fey Court (culture) | Fey Servant (background)
- Lone Rangers || Monster Hunter (archetype) | Partisan (archetype) | Skilled Survivalist (archetype)
- Battlefield Horrors: Cadaver Gorgers || Blood Maggot | Misery of Blood Maggots | Corpse Fly | Scourge of Corpse Flies | Gorger Zombie | Gorger Zombie Horde | Blood Maggot Infestation (disease)
- Well-Equipped: Items of Intrigue || Armored Corset | Bouquet of Wisdom | Brighella's Guitar | Butterfly Clips | Chariot a la Calabaza | Cravat of Strangling | Dancing Shoes | Fan of Whispering | Fool's Hat | Harlequin's Cards | Heartbreak's Dagger | Letter-Lift Paper | Ring of the Vengeance Seeker | Mask of Anonymity | Parasol of the Blade | Secret-catching Pearls | Signal Rings | Unparalleled Pianoforte
ISSUE 5 (July 2022)
- Synergy Feats for Extraordinary Heroes || Bronze Protector | Steel Protector | Adamantine Protector | Dimensional Step | Teleporting Combatant | Crawling Teleporter | Hulking | Tremendously Hulking | Impossibly Hulking | Iceborn | Frozen Steps | Subzero Soul | Talented Telepath | Mental Mastery | Boundless Mind
- The Western Shore || Grip Current (exploration challenge) | Giant Crab Traps (exploration challenge) | Lance Crab (monster) | Bay Witch (monster) | Kraken Scale (magic item) | Sail of the Black Opal (magic item)
- Canticle of the Wing || Birdfolk (heritage) | Crag-Keeper Simirengo (culture) | Far-Flyer Simirengo (culture) | Sky-Seeker Simirengo (culture)
- The Zephyr's Complement || Contriver (rogue archetype) | Hotshot (bard archetype) | Eldritch Gunslinger (warlock archetype)
ISSUE 6 (August 2022)
- Playing Against Type || Bodyguard (rogue archetype) | Bruiser (adept archetype) | Steel Renegade (druid archetype)
- Pet Chaos || Beast Unity (combat tradition/maneuvers)
- Forensic Magic: Spells of the School of Law || Eavesdrop | Identify Weapon | Reopen Rift | Silver Shield | Stone Sentinel | Trace Magic Aura
- The Mechanoskulls || Assaultskull (monster) | Decoyskull (monster) | Gobletskull (monster) | Serviceskull (monster) | Spyskull (monster)
ISSUE 7 (September 2022)
- Cunning Curses 2: Hauntingly Hexed || Axe of Chilling Fear | Crest of Putrid Endurance | Hand of the Night | Hope's Final Light | Mask of Relentless Fury | Shackle of the Ghostheart Covenant
- Streamlining Your Dungeons: Delving Activities
- To Go On Account: Archetypes for a Pirate Crew || Lionheart (marshal) | Seadog (fighter) | Stormwalker (druid)
- Sea of Sand || Heat Haze Mirage (exploration challenge) | Guardians of the Forgotten Kingdom (exploration challenge) | Bow of the Viper (magic item) | Scale Milk (magic item) | Stalking Cat (magic item) | Sandpit Vipers (monster) | Rock Dragon (monster)
ISSUE 8 (October 2022)
- When Warlocks Take Note || Dread Knight (archetype) | Unnaturalist (archetype)
- Grim Beginnings || Convict (background) | Eccentric Experimenter (background) | Monster Slayer (background)
- Howl! || Garoul (heritage) | Blood Pack (culture) | Moonkeeper (culture)
- Halloween Haunt || Poltergeist (monster)
ISSUE 9 (November 2022)
- Heritages of the Coral Climes || Galeoni (heritage) | Pode (heritage)
- The Arcane Knight || Arcane Knight (combat tradition/maneuvers)
- Heaven's Roof || Altitude Sickness (exploration challenge) | Elsenian Span (exploration challenge) | Lip-Service Potion (potion) | Chotion (potion) | Concentrated Tincture (potion) | Skywing (magic item) | Heaven's Roof Ring (magic item)
- Heirs of Command: Marshal Archetypes || Chief Enforcer (archetype) | Knight Commander (archetype) | Sea Scourge (archetype) | Ship (stronghold) | Sailor (follower)
ISSUE 10 (December 2022)
- Extraordinary Archetypes || Concordant Commander (marshal archetype) | Ghostly Soul (adept archetype) | Songweaver (sorcerer archetype) | Throwing Ace (rogue archetype)
- Useful Utility Spells || Beautify Creature | Chef's Plate | Convenient Retrieval | Fertilize Field | Housekeeping | Instant Window | Laundry Day | Map Marker
- Feats For Citified Heroes || Alley Adventurer || City Survivor || Face in the Crowd || Familiar to the Watch || Hidden Armorer || Neighborhood Figure || Pillar of the Community || Politician || Office Holder || Second Story Worker || Snoop || Tavern Fly || Urbane
- Primeval Destinies || Darkness | Death | Fire | Ice | Light
ISSUE 11 (January 2023)
- The Icefields of Rhinam || Glacial Collapse (exploration challenge) | Icefield Fever (exploration challenge) | Gauntlet of Dominion (magic item) | Rhinam Life Gem (magic item) | Rime Ant (monster) | Rime Ant Queen (monster) | Rhinam Guardian (monster)
- Pets to Please Any Party || Bear-Bonded (berserker archetype) | Gyre Gazer (warlock archetype) | Houndmaster (fighter archetype)
- Cervids: Power and Grace || Cervid (heritage) | Hedge Witch (background)
- The Eldritch Blackguard || Eldritch Blackguard (combat tradition/maneuvers)
ISSUE 12 (FEBRUARY 2023)
- Once Upon a Time on the Rugged Frontier || Ghost Town (exploration challange) | Locust Swarm (exploration challenge) | Passing Warband (exploration challenge) | Lost Prospector (monster) | Minotaur Conqueror (monster) | Luz Mala (monster)
- Legendary Weapons of the Frozen North || Angurvadal | Gram | Skofnung | Tyrfing
- Underland Ranchers || The Cuberos || Cubero (culture) | Cube Herder (background) || Cube Herder Equipment
- Exemplars of the Academy || Avantist (savant archetype) | Diplomat (savant archetype) | Naturalist (savant archetype)
ISSUE 13 (MARCH 2023)
- Life of a Combatant || Martial Artist (background) | Scrapper (background) | Strategist (background)
- Those of the Astral Sea || Zevite (heritage) | Children of Zev (culture) | Zevanchist (Culture)
- The Mines of Herekda || Ensorceled Labyrinth (exploration challenge) | Hateful Mist (exploration challenge) | Dial of Dal (magic item) | Iron Foe Mace (magic item) | Mykand (monster) | Kanos Spawn (monster)
- Tertiary Casters || Arcane Officer ( marshal archetype) | Fanatic ( berserker archetype) | Oaken Fist ( adept archetype)
ISSUE 14 (APRIL 2023)
- The Magic of Art || Abstraction (spell) | Animate Painting (spell) | Chromatic Beam (spell) | Glamour (spell) | Pigment Cloud (spell) | Prismatic Mess (spell) | Resplendent Refraction (spell)
- Going to the Dogs || Madrai (heritage) | Rover (culture)
- Otherworldly Knights || Anomalous Knight (herald archetype) | Dragon Knight (herald archetype) | Knight of the Fey (herald archetype)
- Nature's Protectors || Abtazri the Brutal (monster) | Kadderia the Ferocious (monster) | Xeraz the Vicious (monster)
ISSUE 15 (MAY 2023)
- The Forest of Davek'dran || Soporific Spores (exploration challenge) | Unseen Gateways (exploration challenges | Eltare's Malaise (malady) | Paper Armor (magic item) | Valency's Essays (magic item) | Swarm of Sickle Bats (monster) | Spore Thrall (monster)
- Pipes and Tactics || Pied Piper (bard archetype) | War Falconer (marshal archetype)
- Children of the Sun and Moon || Chrysalian (heritage) | Solar Chrysalian (culture) | Lunar Chrysalian (culture)
- Magics of the Weary Tower || Burst of Strength (spell) | Consume Vigor (spell) | Dementing Touch (spell) | Draining Nova (spell) | Enervating Light (spell) | Fatigued Bargain (spell) | Fortified Will (spell) | Gate from Beyond (spell) | Inner Solace (spell) | Muddle (spell) | Reckless March (spell) | Sufferer's Pact (spell) | Sufferer's Strike (spell) | Transmute Exhaustion (spell) | Transfer Exhaustion (spell)
ISSUE 16 (June 2023)
- Out of Retirement || Former Adventurer (Background) || Retiree (Background) || Return to Glory (destiny) || Optional Rules for Out of Retirement
- Home on the Prairie: Origins from the Rugged Frontier || Oxfolk (Heritage) || Keeper of the Land (Culture) || Preservation (destiny) | Foundation (destiny)
- Favored Hands of Divinity: Cleric Archetypes || Anointer || Exorcist || Hecatomb
- The Zephyr's Legacy: An Airship and Her Crew || Airship (stronghold) || Skysailor (Follower) || Zephyr (Airship) || Aeronaut (Background) || Airship Crew (Culture)
ISSUE 17 (July 2023)
- The Court of Dawn & Tribunal of Twilight || Planar Shifts (Exploration Challenge) || Promises Given (Exploration Challenge) || Promises Unfulfilled (Exploration Challenge) || Fey Tongue (Spell) || Spellbound Oath (Spell)
- Origins of the Southern Seas: The Reef Singer Culture and Beachcomber Background || Reef Singer (Culture) || Beachcomber (Background) || Glowing Body Paint (Magic Item) || Jaunty Sea Anemone (Magic Item)
- Scourge of the Sea: The Blastfire Pirates || Blastfire Crewmate (Monster) || Blastfire Captain (Monster) || Bonnie Blastfire (Monster)
- Hands of the Deliverers: Protector Archetypes || Preserver (cleric archetype) || Security Specialist (savant archetype) || Warder (sorcerer archetype)
ISSUE 18 (August 2023)
- Curious Creatures: Endemic Life
- If By Sea: Oceanic Exploration Challenges || Battle in the Depths | Becalmed | Dead Air | Coral Reef | Floating Carcass | Naval Battle Aftermath
- Exemplars of the Academy 2: Seekers of Secrets || Archaeologist (savant archetype) | Detective (savant archetype) | Philosopher (savant archetype)
- Elementary, My Dear Water Son || Elementarii (planetouched gifts) | Cinder Chaser (culture) | Earthen Artisan (culture) | Open-Air Ascetic (culture) | Waterflow (culture)
ISSUE 19 (September 2023)
- Enter Stage Left || Comedic Jabs (combat tradition/maneuvers) || Don't Hit Me || Jovial Stance || Pie To the Face || Quick Spill || Pratfall Pull || Splash of Humor || This is Yours || Just A Giggle || Old Pal || Partner Fall || Rolling With the Punches || Quick, Drink This || Really Very Funny || Instant Allyship || Make Them Laugh
- Well-Equipped: Cultural Gear || Cosmopolitan Gear | Eladrin Gear | Lone Wanderer Gear | Stoic Orc Gear | Tyrannized Gear | Wood Elf Gear
- Fall Festivals || Bondsday || Tarphen || Halsyle Day || Erstwin
- Making Do || Scrap Crafter (artificer archetype) | Improvisational Genius (feat) | Item Intuition (feat) | Vermin Supreme (feat)
ISSUE 20 (October 2023)
- Harrowing Haunts || Blood Storm (exploration challenge) | Creeping Wood (exploration challenge) | Ghostlights (exploration challenge) | Grasping Fog (exploration challenge) | Hungry Shadows (exploration challenge) | Insidious Paranoia (exploration challenge) | Stalking Doll (exploration challenge)
- Monarch of Misery || Gourd Empress (monster) | Gourdling (monster) | Squashling (monster)
- Perverse Contamination || Corruption (condition) | The Blighted Battlefield (exploration challenge)
- The Labyrinthine Library || Lexican (culture) | Keeper (background)
- Extra Witchy || Pact of the Censer | Pact of the Cauldron | Cauldron of Holding (invocation) | Dimensional Cauldron (invocation) | Fire Burn and Cauldron Bubble (invocation) | Path of Ashes (invocation) | Part the Veil (invocation) | Smoke Cloud Conjurer (invocation) | Shade of Smoke (invocation) | Trail of Embers (invocation)
ISSUE 21 (November 2023)
- Chivalry is Alive || Gallant Heart (combat tradition/maneuvers) | Fixated (condition) | Rally Point Warrior (feat)
- Harvest Hall || Call of the Feast (exploration challenge) | Leaving the Hall (exploration challenge) | Wild Revelry (exploration challenge) | Rubyglow Wine Bottle (magic item) | Fortune Sharer's Pie (magic item) | Dancing Feet (spell) | Sleeplessness (spell)
- Baleful Behemoth || Wailrus (monster) | Giant Walrus (monster) | Walrus (monster)
- Mindwalkers: Cerebral Archetypes || Mentalist (bard archetype) | Synaptic Surgeon (artificer archetype)
ISSUE 22 (December 2023)
- Winter Wassails || Hearthenflame | Longnight | Feast of the Forgotten Hero | Snowharvest
- Eccentric Arcana || Antiquarian (wizard archetype) | Geomancer (wizard archetype) | Street Magician (wizard archetype)
- Mastering the Elements || Rare Skills | Uncommonly Skillful (feat) | Prodigy (follower) | Gifted Gloves (magic item)
- Beneath the Canopy || Carnivorous Fish (exploration challenge) | Corpse Plant Stench (exploration challenge) | Follow the Waystones (exploration challenge) | Maddening Twilight (exploration challenge) | Perpetual Twilight (exploration challenge) | Sacred Garden of the Ancients (exploration challenge) | Treetop Bridge (exploration challenge) | Wilderness Garden (exploration challenge)
ISSUE 23 (January 2024)
- Cultural Gear || Caravanner Cultural Gear | Circusfolk Cultural Gear | Itinerant Cultural Gear | Nomad Cultural Gear
- Shadows of the Self || Shadowcast | Shadower | Replacer
- Mighty Mini Mounted Marshals || Archetype Feature: Unusual Mount | Burrowrider | Wallrider | Waverider | Wingrider | Dire Mole | Dire Sparrow
- One-on-One: Mechanics for Duels and Single Combat || One-on-One Combat Rules | Spectator Actions | Dueling Maneuvers | Blinding Diversion | Block | Center | Deflect | Gain the High Ground | Goad | Knee Strike | Low Blow | Reposition | Taunt
ISSUE 24 (February 2024)
- Humble Beginnings || Beggar | Day Laborer | Local Muscle | Shopkeeper
- Ingenious Synergy Feats || Strategic Thinker | Game Theorist | Grandmaster | Audio Engineer | Amped Up | Go To Eleven | Divine Spark | Haleg Scepen | Imago Dei | Mischief Maker | Mystical Trickster | Protean Persona | Infiltrator | Intelligence Officer | Covert Operative | Secret Agent | Espionage Expert
- Tangle of Bridges: The Trolkin || Trollkin | Underbridge
- Nature's Reflections: Druid Archetypes of the Mirror Planes || Blinkwitch | Shade Collector | Ghasthopper | Cloud of Ghasthoppers
ISSUE 25 (March 2024)
- Cultural Gear: No Place Like Home || Collegiate Cultural Gear | Imperial Cultural Gear | Settler Cultural Gear | Villager Cultural Gear
- Villain Spotlight: Everficer and Direnaut || Direnaut | Everficer | Mage Cuffs
- Year of Celebration: Spring Holy Days || Dawnsong | Fallsday and Kassag | Cirani | Artificial Avalanche | Firsthunt | Feast of Cats | Heshgarat Cat
- Expected, Unexpected, Bizarre || Arcano-Pugilist | Botanotechnitian | Wandmaker
ISSUE 26 (April 2024)
- Control the Battlefield: Fire and Movement || Mounted Pistoleers | Dragoon | High Elf Spell Slinger | Mounted Gunslinger | Mounted Pistoleer Squad | Door Breaker | Bugbear Door Breaker
- Scheming Tricksters: New Savant Class Features || Aegises | Flourishes | Other Tricks | New Clever Schemes | Ingenious Training
- Court of Groves: The Dryadborn Heritage || Dryadborn (Heritage) | Fixated (Condition) | Grovekept (Culture)
- Theory into Practice: Bard Archetypes || Analyst | Orator | Whisperkeeper
ISSUE 27 (May 2024)
- Year of Celebrations: Summer Celebrations || Igananfeast | Summer-Forge | Summer Blade | Festival of Bridges | Tidecall | Tidecull Coral
- Signature Spells of D'Amandre: The Infamous Hypnotist || Acquiring D'Amandre's Spells | Dizziness | Gish Gallop | Nervous Recoil | Stumble | Object of Fascination | Subliminal Messenger | Compulsive Urge | Inflict Paranoia | Deadly Beckoning | Charm Crowd | D'Amandre's Charm Likeminded Person
- Birds of a Feather: Variant Birdfolk || Flightless Birdfolk | Mystic Birdfolk
- Tinker, Tailor: Archetypes for Artisan Artificers || Tinker | Tailor
ISSUE 28 (June 2024)
- Ways of the Rhode Wardens: The Unerring Hawk Combat Tradition || The Rhode Wardens (organization) | Rhode Warden | Unerring Hawk (combat tradition/maneuvers)
- Cats' Grace: The Pantheran Heritage || Pantheran | People of the Snows | Ka-Teni Equipment | Ka-Teni Culture
- Hellish Descent: Infernal Exploration || Breach of Contract | Court Summons | Diabolical Toll Road | Infernal Court | Stygian Ferry Crossing
- Tavern Crawl Mechanics: Activities for a Night Out || Night Out Activities (optional mechanic) | Brawl | Competitively Drink | Dance | Look for Romance | Gamble | Join Intellectual Discussion | Perform | Pickpocket | Rumormonger | Bar Trophies | Friends We Made Along the Way
Stitcher
Stitcher
With the careful grafting of flesh and a dash of lightning, what once was dead may live again! Stitchers are artificers who delve into the marvelous mysteries of life, death, and reanimated flesh. Many stitchers begin in medical fields but once they see that dead flesh move for the first time it’s hard to ignore the potential of arcano-science. Stitchers may continue to work as doctors and mend the sick, though their true passion now requires corpse flesh as raw material for their experiments.
Bonus Proficiencies
When you select this archetype at 3rd level, you gain proficiency with the sewing kit and leatherworker’s tools. If you already had any of these proficiencies you gain an expertise die with that type of tool instead.
Stitcher Spells
At 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them (or forgo them for modifications) in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.
Table: Stitcher Spells
3rd corpse explosion , false life
5th gentle repose , lesser restoration
9th revivify , venomous succor
13th fabricate , private sanctum
17th greater restoration , raise dead
Monstrous Minion
Also at 3rd level you learn the secrets of giving life to dead flesh and become able to create a monstrous minion.
You can create this monstrous minion by spending 8 hours of uninterrupted work on a humanoid corpse that has been dead no more than 24 hours. This monstrous minion is unique and its exact appearance is up to you. It follows you and is loyal to you, but it acts independently. In combat, it rolls its own initiative and acts on its own turn. Your monstrous minion won’t attack except as a reaction to being attacked, but it can take other actions as normal and makes death saving throws. You can only have one monstrous minion at a time, and any previously created monstrous minion collapses into a corpse when you create another.
On your turn you can use a bonus action to order your monstrous minion to perform an action.
Your monstrous minion is a zombie with the following improvements.
- Your monstrous minion’s type changes to monstrosity.
- Whenever your monstrous minion rolls initiative, it gains a number of temporary hit points equal to your artificer level × your proficiency bonus.
- Your monstrous minion’s Armor Class increases by an amount equal to your proficiency bonus.
- Your monstrous minion adds your proficiency bonus to its attack and damage rolls.
- Your monstrous minion regains all lost hit points at the end of a long rest so long as you can tend to it with leatherworker’s tools or a sewing kit.
Whenever you finish a long rest, you can graft modifications onto your monstrous minion at the cost of infusion uses. These modifications only remain functional due to your infusions, and you can maintain these modifications as if they were infused items. Any modifications you fail to maintain are removed whenever you finish a long rest. You can install any of the following modifications at the cost of 1 infusion each.
Exploding Bile
Your monstrous minion does not make death saving throws , and the first time it would make a death saving throw it instead explodes and is destroyed. Creatures within 10 feet of your monstrous minion when it explodes make a Dexterity saving throw, taking 2d6 poison damage on a failure, or half damage on a success. This damage increases by 2d6 when you reach 11th level.
Extra Arms
Your monstrous minion gains a climb speed of 20 feet. In addition, the maneuver DC to escape from a grapple by your monstrous minion increases by an amount equal to your Intelligence modifier. You must have access to at least one additional humanoid corpse that has been dead no more than 24 hours to graft this modification.
Extra Legs
Your monstrous minion’s Speed increases by 15 feet. You must have access to at least one additional humanoid corpse that has been dead no more than 24 hours to graft this modification.
Fine Stitchwork
Your stitchwork is barely noticeable and with a heavy coat or similar accoutrements your monstrous minion can pass for a living creature. When you graft this modification, make a leatherworker’s tools or sewing kit check. Creatures must make a Perception check with a DC equal to your check result to visually determine that your minion is a monstrosity.
Grafted Spell Invention
When you prepare your spell inventions and modifications to your monstrous minion, you may choose to graft a spell invention into the monstrous minion. You may order your monstrous minion to cast a spell using its grafted spell invention, using your spell save DC and spell attack modifier. You must roll a fizzle die as normal. Any grafted spell inventions are destroyed if the monstrous minion is destroyed.
Grafted Weapon
When you prepare your spell inventions and modifications to your monstrous minion, you may choose to graft a melee weapon onto one of its arms in place of a hand. The melee weapon must be able to be wielded with one hand. Your monstrous minion loses its grab attack and gains an attack with the grafted weapon, which it becomes proficient with. You may retrieve weapons grafted in this way the next time you prepare modifications for this monstrous minion by removing it, or from its remains if it is destroyed.
Infectious Bite
Your monstrous minion’s bite attack deals an additional 1d4 ongoing necrotic damage that persists until the target regains hit points or is medically administered to with a DC 15 Medicine check. This damage increases by 1d4 when you reach 11th level.
If the target is a beast, dragon, giant, humanoid, or monstrosity and it dies while suffering from this effect, it rises as a zombie after 1 minute, gaining the zombie template . Zombies created in this way are hostile to all non-undead and are not under your control.
Shocking Coils
Your monstrous minion has sparking coils protruding from its back. A creature takes 1d6 lightning damage when it hits your monstrous minion with a melee attack. This damage increases by 1d6 when you reach 11th level.
Thicker Skin
Your monstrous minion’s Armor Class increases by 2.
Vigor Mortis
Your monstrous minion can take the Dash action as a bonus action. It can’t do so again until it moves 0 feet on its turn.
Medical Sutures
Starting at 5th level you’ve turned your arcano-science expertise towards first aid. You can create the following additional items using Tactical Chemistry:
- bandage
- healing satchel (1 use)
In addition, you can reattach a severed limb or body part. The limb or body part must be relatively intact and the injury must be no more than 8 hours old. The reattaching process takes 1 hour and requires a DC 14 leatherworker’s tools or sewing kit check. On a success the limb or body part is attached and functional with no further complications. On a failure the limb cannot be saved.
Alternatively, you can replace a lost limb or body part with a donor part. This donor part must be analogous to a missing part (an arm for an arm, a leg for a leg), and it must be from a humanoid creature of the same size. The reattaching process requires a DC 20 leatherworker’s tools or sewing kit check when performed in this way.
Advanced Grafting
At 9th level you’ve grown tired of wasting so many perfectly good monster parts and have learned how to integrate them into your creations. The following modifications are added to your list of modification options using your Monster Minion feature at the cost of two infusion uses instead of one.
Dragon Gullet
You must have access to the corpse of a dragon that has been dead no more than 24 hours to graft this modification. Your monstrous minion gains the following breath weapon attack.
Stolen Breath (Recharge 5–6). The monster exhales the putrid and infected gullet of a fallen dragon in a 30-foot cone. Each creature in the area makes a Dexterity saving throw . A creature takes 3d6 necrotic damage and 3d6 damage of the type the dragon breathed in life on a failed saving throw, or half damage on a success.
Giant Muscles
You must have access to the corpse of a giant that has been dead no more than 24 hours to graft this modification. Your monstrous minion’s Strength increases by 6.
Grim Duplicate
You must have access to the corpse of a humanoid that has been dead no more than 24 hours to graft this modification. Your monstrous minion has the face and features of the humanoid used to make this modification. When you graft this modification, make a leatherworker’s tools or sewing kit check. Creatures must make a Perception check with a DC equal to the result or your check to visually determine that your minion is not the humanoid used to create it, realizing it is a monstrosity on a success by 5 or more.
Monstrous Part
You must have access to the corpse of a monstrosity with a CR no greater than half your artificer level that has been dead no more than 24 hours to graft this modification. Your monstrous minion gains a trait or attack unique to that monstrosity, such as the barbed tail (and tail attack) of a manticore or the head (and gaze attack) of a yeti. The parts of a monstrosity that can grant an attack or trait are at the Narrator’s discretion.
Risen Beast
You must have access to the corpse of a beast with a CR of 1 or less that has been dead no more than 24 hours to graft this modification. Your monstrous minion uses the statistics of the beast with the zombie template , gaining the other improvements found in the Monster Minion feature as normal.
It’s Alive!
At 15th level you’ve beaten death—mostly. You gain the resurrection spell and when you prepare your artificer spells you can prepare it and create a spell invention for it (or forgo it for a modification) in addition to your normal number of prepared spells. This spell counts as a 5th-level artificer spell for you and you can cast it without the usual material components, but a creature you target with it gains the monstrosity type and cannot be targeted by this feature again.
Machinist
Machinist
A machinist is a mechanic, a pilot, a shipwright, a grease monkey—a master of motion and all the intricate work needed to make it happen. They know every inch of every vehicle they work on and are able to identify an errant gear or joint by ear alone, and most importantly the miraculous things that a little elbow grease can make happen.
Bonus Proficiencies
When you select this archetype at 3rd level, you gain proficiency with air vehicles, land vehicles, and water vehicles. If you already had any of these proficiencies you gain an expertise die with that type of vehicle instead.
Custom Vehicle
At 3rd level you gain the ability to create your own custom personal vehicle, a marvel of engineering that you constantly improve upon and redesign. Your custom vehicle is a land vehicle with statistics as shown on Table: Machinist's vehicle.
You can create this custom vehicle over the course of 8 hours of uninterrupted work. This vehicle is unique and its exact appearance is up to you. Your custom vehicle requires your regular care, and if you attempt to create another vehicle using this feature any vehicles you’ve previously constructed in this way fall apart into useless scrap. So long as you have access to your tools of artifice, you can restore your custom vehicle to full hit points and remove any malfunctions during a long rest.
For more detailed information regarding vehicles, see Chapter 4: Equipment in the Adventurer’s Guide.
Whenever you finish a long rest , you can make modifications to your custom vehicle by expending infusion uses. These modifications only remain functional due to your infusions, and you can maintain these modifications as if they were infused items. Any modifications you fail to maintain are removed whenever you finish a long rest. You can install any of the following modifications at the cost of 1 infusion each.
Table: Machinist's Vehicle
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* The damage caused by collisions with Medium vehicles is 2d6.
Armor Plating
Your custom vehicle’s AC increases by 2.
All-Terrain
Your custom vehicle ignores difficult terrain .
Chemical Boosters
While driving your vehicle, you can use a bonus action to increase its speed by 30 feet for 1 minute. Once the vehicle’s speed is increased in this way it cannot benefit from this modification again until you finish a long rest maintaining or reinstalling this modification.
Enhanced Brakes
Your custom vehicle can take the Stop action even if it has momentum. When it stops in this way it loses momentum.
Integrated Spell Invention
When you prepare your spell inventions and modifications to your custom vehicle, you may choose to integrate a spell invention into it. You may only cast spells using integrated spell inventions while you are driving your custom vehicle. If an integrated spell invention would burn out and be destroyed, instead your custom vehicle suffers the integrity malfunction (the integrity malfunction can be suffered multiple times). Any integrated spell inventions are destroyed if your custom vehicle is destroyed.
Mechanical Legs
Your custom vehicle gains a climb speed of 30 feet or 3 miles per hour.
Motorized Wheels
Your custom vehicle’s Speed increases to 50 feet or 5 miles per hour.
Passenger Seat
Your custom vehicle loses its personal property. It can carry you plus one Medium-sized or smaller passenger.
Ramming
Whenever a collision occurs with your custom vehicle, the damage it takes is reduced by 1d6, and damage dealt to other impacted objects and vehicles is increased by 2d6.
Seaworthy
Your custom vehicle becomes a water vehicle (with a swim speed of 30 feet or 3 miles per hour) in addition to being a land vehicle. When making checks for your custom vehicle, treat it as a water vehicle while it travels over water and as a land vehicle when it travels overland.
Shielded Cockpit
While driving your custom vehicle, you gain the benefits of half cover .
Machinist Spells
Also at 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them (or forgo them for modifications to your custom vehicle) in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.
Table: Machinist Spells
3rd expeditious retreat , grease
5th heat metal , levitate
13th freedom of movement , stone shape
17th animate objects , creation
Pinpoint Maneuvering
Starting at 5th level, your driving skills allow you to swerve around obstacles and through tight spaces where vehicles couldn’t normally function. While driving a vehicle, whenever an action would allow you to change the vehicle’s facing up to 90 degrees, you may change it up to 180 degrees instead.
In addition, whenever an attack hits a vehicle you’re driving or a collision occurs involving a vehicle you are driving, you can use your reaction to avoid the worst of it, reducing the damage your vehicle would take by the result of a vehicle check (air, land, or water as appropriate to the vehicle).
Advanced Vehicle Modifications
At 9th level you’ve been inspired to stretch your custom vehicle to the limits of technology and magic. The following modifications are added to your list of modification options using your Custom Vehicle feature at the cost of two infusion uses instead of one.
Airborne
The vehicle becomes an air vehicle (with a fly speed of 50 feet or 5 miles per hour) in addition to being a land vehicle. When making checks for your custom vehicle, treat it as a land vehicle while it is grounded and an air vehicle while it is airborne.
Buzzsaws
Your custom vehicle gains inbuilt defenses in the form of motorized saws. While driving your custom vehicle you can make an attack using the saws as an action at any time during the vehicle’s movement. They are a 2d12 weapon, they can target any creature adjacent to the vehicle, and they add your Intelligence modifier for their attack and damage rolls.
Enclosed Cockpit
While driving your custom vehicle, you gain the benefits of three-quarters-cover .
Grabbing Claws
Your custom vehicle has a pair of mechanical claws that you can attack with by using an action while driving it. You gain proficiency with the claws and may use your Intelligence when making attack and damage rolls with them. On a hit the claws deal 2d6 bludgeoning or piercing damage (chosen when you make the modification) and a creature makes a Strength or Dexterity saving throw against a DC equal to your passive Engineering score or becomes grappled . Creatures can attempt to escape this grapple as normal, using your passive Engineering score instead of your maneuver DC. Your custom vehicle’s movement is not impeded by grappling a creature, and your vehicle may grapple a maximum of 1 creature at a time.
In addition, while driving your custom vehicle you may use the mechanical claws to lift or manipulate objects. The mechanical claws use your Intelligence to determine their carrying capacity, and when using them to make an Athletics check you may make an Engineering check instead.
Submersible
Your custom vehicle becomes a water vehicle (with a swim speed of 40 feet or 4 miles per hour, or an existing swim speed increased by 20 feet or 2 miles per hour) in addition to being a land vehicle. When making checks for this vehicle, treat it as a water vehicle while it travels over water and as a land vehicle when it travels overland. In addition, your custom vehicle gains the three-dimensional vehicle property when traveling in water. You and any passengers you take can breathe normally for up to 1 hour while your custom vehicle is submerged, after which it must surface or else any occupants begin to suffocate.
Mobile Fortress
At 15th level you’ve expanded on your initial designs and what was once a small prototype has been upgraded into a full-fledged mobile fortress.
Whenever you make modifications to your custom vehicle, you may choose to expand it into a Huge-sized vehicle. If you do, it gains the following benefits.
- 50 additional hit points.
- Your custom vehicle can carry up to 80 Supply.
- Your custom vehicle loses the personal property and can carry up to 6 passengers in addition to you.
- In combat your custom vehicle grants you and other passengers the benefits of half cover.
Artificer
Artificer
Each represents the knife’s edge of understanding though they are their own isolated towers of knowledge and scientific practices, most doomed to become a mere footnote of failed ideas.
Yet more than their individual focuses and methods, it is an artificer’s determination and drive that sets them apart even from their peers—they can fail a thousand times and die satisfied so long as they successfully unlock a mystery of the universe at least once.
Ingenious Eccentrics
Most artificers start their work in a craftsman’s trade or as a scholar, only to discover some idea or problem yet to be overcome that sparks their fascination with science. Although the marvels in their workshops sometimes explode or otherwise cause hazard, artificers are often regarded quite highly due to their skills. Technology is not always welcome however, and occasionally artificers need to work in secret—especially if their pursuits are unsavory or morally gray, or if their inventions are making other work obsolete—but their march of progress is the highest priority, the consequences be damned.
Wizarding schools often accuse artificers of “faking magic”, but in reality they are harnessing the very same arcana through physical laws rather than ancient rote. Where a mage chants magic words invoking old forgotten pacts the artificer grasps upon magic and drives it into reality. Each of their spell inventions is a marvel and the devices of the most elite practitioners are so superlative that in the hands of even a commoner magic does as it is bid. Such a thing is troubling to say the least and mutterings of “banning fake magic” drift among the halls of prestigious magical colleges.
Arcano-Pugilist
Bombardier
Botanotechnitian
Machinist
Scrap Crafter
Stitcher
Synaptic Surgeon
Wandmaker
Scientific Inquiry
While a great many artificers would like nothing more than to be left alone to their research, experiments take money and the answers they seek are frequently found outside of a laboratory. Adventuring solves both problems for them, providing lucrative opportunities for funding their research and far-off locales where they might find the answers to puzzles both new and ancient.
Alternatively, sometimes the artificer’s answers lie at the bottom of a dungeon or other dangerous locale, and joining up with an adventuring guild is the most logical means to reach it alive.
Creating an Artificer
When creating an artificer it’s important to determine what drives them. Is there some specific goal they’re working towards, or are they gaining knowledge and skill for its own sake? Their work is dangerous (doubly so when adventuring) so why do they take these risks? Is there a mentor they want to make proud or a rival that they must outdo? Is there a pinnacle of their field that they’re working towards?
What about the dangers that lie outside their laboratory? Are they wide-eyed and optimistic about their upcoming adventures, or are utterly unconcerned and focused solely on their research? Is there some personal objective or great good they hope their study will fulfill? Or are they solely concerned with the money or power that could come with it?
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Multiclassing Prerequisites: Intelligence 13
Multiclassing Proficiencies: Engineering, tinker’s tools
For the purposes of the Vigilante feat, 3 artificer levels can be taken in place of either the adept or ranger level prerequisites.
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, darts, geared slingshots, hand crossbows, heavy crossbows, light crossbows, light hammers, throwing daggers
Tools: Thieves' tools, tinker's tools, one type of artisan's tools or smith’s tools
Saving Throws: Constitution, Intelligence
Skills: Engineering, and choose three from Arcana, Culture, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Equipment
You begin the game with 180 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Blacksmith’s Package (cost 158 gold): Mace, scale mail, heavy shield, acid (vial), chain (10 feet), dungeoneer’s pack, portable ram, sledgehammer, smith’s tools, whetstone.
- Locksmith’s Package (cost 160 gold): Dagger, 2 throwing daggers, leather brigandine, acid (vial), burglar’s pack, caltrops (bag of 20), lock, steel mirror, thieves’ tools, tinker’s tools.
- Scientist’s Package (cost 173 gold): Light crossbow and quiver with 20 bolts, 2 light hammers, leather brigandine, abacus, alchemist’s supplies, ball bearings (bag of 1,000), 10 pieces of chalk, common clothes, healer’s satchel, lantern (standard), merchant’s scale, oil flask, scholar’s pack.
Artificial Spellcasting
With ingenuity and knowhow, artificers are able to harness magic through technology. See Chapter 11: Spellcasting in the Adventurer’s Guide for the general rules of spellcasting and the Spells Listing for the Artificer spell list.
Spell Inventions
Whenever you prepare an artificer spell, you create a spell invention for that spell using your tools of artifice and whatever materials you have on hand.
A spell invention is a unique experimental device that is esoteric and useless to other creatures, but in your hands can be used to cast the spell it was prepared for. You prepare a number of spells with a spell level no higher than your maximum spell level (both as shown on the Artificer table) chosen from the artificer spell list.
You can change your list of prepared spells and replace or create new spell inventions whenever you finish a long rest by spending at least 10 minutes tinkering and experimenting with 1 gold worth of materials per new spell invention (in addition to any material components the spell requires). Any spell inventions you’ve prepared previously are taken apart and integrated into the new ones, or fall apart due to a lack of maintenance. You can only have a maximum of 1 spell invention per spell you have prepared.
You do not have spell slots, and instead utilize your spell inventions to cast spells. Whenever you cast a prepared artificer spell using a spell invention, you may cast it at a spell slot level up to your maximum spell level as shown on the Artificer table.
You may freely draw a spell invention from your inventory as part of the same action used to cast a spell through it, and you may also freely stow any spell inventions you were already wielding using that same action.
Using a spell invention does not remove its spell from your list of prepared spells.
You can determine the exact form a spell invention takes but it weighs 1 pound per spell level, is no longer than 1 foot in any dimension, and it must be wielded in at least one hand to be used (treat cantrips as 1st-level spells). A spell invention has an AC equal to 10 + your Intelligence modifier, and a number of hit points equal to your artificer level × 2. You can fully repair your spell inventions whenever you finish a long rest, so long as you have access to your tools of artifice.
Fizzle Die. After you cast a spell using a spell invention, you must roll a fizzle die, a 1d4. If the result is less than or equal to the spell slot level used to cast the spell, your spell invention burns out, runs out of power, or otherwise malfunctions and cannot be used again until repaired. Your fizzle die improves by one step at 10th level (from 1d4 to 1d6) and again at 20th level (from 1d6 to 1d8), and it improves by one step when using a spell invention gained from your artificer archetype (maximum 1d10).
Cantrips
At 1st level, you know two cantrips of your choice from the artificer spell list and construct a spell invention for each. Unlike your other spell inventions, using these does not require rolling a fizzle die. You learn additional artificer cantrips of your choice at higher levels and construct spell inventions for them, as shown in the Cantrips Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one, and for setting the saving throw DC of an artificer feature.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Scientific Ritual Casting
You can cast an artificer spell as a ritual using a spell invention if that spell has the ritual tag and you have the spell prepared. When using a spell invention in this way, you do not have to roll the fizzle die.
Tools of Artifice
You produce your spell inventions and infuse items using your tools which act as your spellcasting focus. These tools can be a sewing kit, smith’s tools, thieves’ tools, or any sort of artisan’s tools. After you gain the ability to infuse items at 2nd level, you can also use any item bearing one of your infusions as tools of artifice. You must be proficient with the tools you use in this way.
Craftsman
Artificers often start out in creative or artistic trades. You gain an expertise die on Engineering checks, and on artisan's tools checks and smith’s tools checks made to create items or make repairs.
Tactical Chemistry
At 1st level, you know how to quickly turn inert chemicals into something violently reactive or useful in the moment. As a bonus action, you can create one of the following items:
- acid (vial)
- alchemist’s fire
- black powder charge
- ether (flask)
- flash bomb
- oil (1 pint flask)
- paint pot
- poison (basic)
- smoke bomb
- tanglefoot bag
- torch
- torch (alchemical)
Items you make in this way are extremely unstable and must be used immediately. If an item you created in this way is not used (activated, lit, thrown, or applied as appropriate to the item) by the end of your next turn it dissolves into useless sludge.
You can use this feature to create a number of items equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest . You cannot regain expended uses in this way if you don’t have access to tools of artifice.
Schematics
Starting at 2nd level, you can build all manner of things with the right tools, materials, and most importantly the schematics of what you’re trying to make.
Schematic Book
You gain schematics for three common rarity magic items of your choice. A schematic is a collection of notes and diagrams that explains in detail how to create a specific magic item. These form your schematic book, and any future schematics you gain are added to it.
Crafting With Schematics
When you have the schematics for a magic item, they gain advantage on crafting checks to make it and the time required for crafting it is halved. Crafting a magic item using a schematic does not use up the schematic in any way, and the schematic remains usable. In addition, while using a schematic the quality of a mundane item required to make a magic item is reduced by one step.
Creating New Schematics
You can attempt to create and add a new schematic to your schematic book by spending 1 hour studying a magic item and gold equal to 1/10th of that item’s cost in experiments and material tests. At the end of the hour make an Engineering check (DC equal to item’s crafting DC). On a success you create a new schematic of that magic item and add it to your schematic book, and on a failure the time and materials are wasted.
Alternatively, if you find a schematic for a magic item you can add it to your schematic book.
To add a schematic to your schematic book or to create a schematic of a magic item, you must meet the minimum level requirements as if you were crafting the item (as shown on the Crafting and Minimum Player Level table in Trials & Treasures).
Replacing Your Schematic Book
The knowledge in your schematic book is too complex to keep entirely memorized, and if it is destroyed or lost you can’t reproduce it. For this reason most artificers fiercely protect their schematic books and many write copies. You can copy a schematic from your own schematic book into another book. This is just like creating a new schematic only significantly faster and easier since you already understand your own notations. You need only spend 10 minutes and 1 gold for each of your own schematics you copy into another book, or to create new schematics for a magic item you currently have infused.
Infusion
Once you have sufficiently studied a magic item you can reproduce and temporarily infuse its magical properties into items through arcano-technical ingenuity.
If you have the schematic for a magic item, you can use an action to infuse it, turning a mundane item into the magic item from your schematic.
An infusion only works on mundane items specific to the type of magic item. For example, an infusion using a schematic for a magic longsword can only be used on a nonmagical longsword, and an infusion using a schematic for a suit of light armor can only be used on a nonmagical suit of padded cloth or padded leather. Many magic items take the form of small trinkets, baubles, and gems that can often be interchangeable, but the infused item needs to only be similar to the magic item’s description. The Narrator determines whether or not an item is suitable for an infusion.
You can infuse a number of items as shown on the Infusion Limit column of the Artificer table. You regain all expended infusion uses whenever you finish a long rest .
If an infused item requires attunement, you can attune yourself or another willing creature to it when you infuse the item. If you or another creature decide to attune to the item later, you must do so using the normal process for attunement.
Any infusions you imbue vanish after you finish a long rest, but they can remain imbued indefinitely if you commit to regular upkeep. Whenever you finish a long rest you can maintain any infused items you have access to by expending one infusion use for each. Any infusions you fail to maintain vanish and revert to mundane items.
Field Discoveries
Experimentation is the key to scientific progress, and through your experiences and findings in the field you’ve discovered new skills and data. At 2nd level you gain one field discovery of your choice. Field discoveries are detailed at the end of the class description. The Field Discoveries column of the Artificer table shows when you learn more field discoveries. Unless otherwise noted, you can gain each field discovery only once.
Artificer Archetype
At 3rd level, you choose a field of study and technological specialty. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.
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 increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.
Omnitools
With a bit of arcane power and a lot of overengineering, your tools fold and flip into whatever you need them to be. Also at 4th level, you can use your tools of artifice as if they were any kind of artisan’s tools or miscellaneous tool kits. This ability does not grant you proficiency in those tool sets but you can make tool checks as if you had those tools.
Archetype Feature
At 5th level you gain another archetype feature.
Battlefield Smithing
At 6th level, as a veteran combat-tinkerer you specialize in certain aspects of warfare. Choose one of the following.
Armor Smithing
You have advantage on checks made to maintain and repair armor, and you are always considered to have access to a forge when repairing armor.
In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a suit of nonmagical armor or change an additional modification: camouflaged, flamboyant, spiked, stealthy, storage. A suit of armor can only have one additional modification.
Caravan Smithing
You have advantage on checks made to repair vehicles, and you are always considered to have access to a forge when repairing a vehicle.
In addition, during a short rest you can either repair any malfunction a vehicle is suffering or restore up to 50 of the vehicle’s hit points at the cost of 25 gold in materials.
Weapon Smithing
You have advantage on checks made to maintain and repair weapons, and you are always considered to have access to a forge when repairing a weapon.
In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a nonmagical weapon or change an additional modification: flamboyant, quickdraw, rebounding (thrown weapons only), stealthy, storage. A weapon can only have one additional modification.
Intellectual Calibre
At 7th level, your attitudes and academic manners have cemented how you and your intellect are perceived by your peers. Choose one of the following.
Kooky Eccentric
Your excitement for your work is infectious and most find your quirky methodology inescapably endearing. You gain proficiency in Persuasion, or if you are already proficient in Persuasion you gain an expertise die instead. In addition, you can always choose to use Intelligence when making a Persuasion check.
Sporadic Genius
You’re known for sudden bursts of insight and people listen to your fervorous insights. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw , you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest .
Stern Proctor
Your demand for perfection extends past your own work, and with only a discerning glare and a few choice words you can make the confident seem foolish. You gain proficiency in Intimidation, or if you are already proficient in Intimidation you gain an expertise die instead. In addition, you can always choose to use Intelligence when making an Intimidation check.
Advanced Tactical Chemistry
At 9th level you’ve mastered and branched out from basic chemistry, discovering a new science to integrate into your tactics. You may add your Intelligence modifier to the saving throw DC of any item you create using Tactical Chemistry. In addition, choose one of the following:
Humanoid Biochemistry
You’ve learned a great deal of biochemistry and what chemicals you can apply to alleviate many ailments. You can create the following additional items using your Tactical Chemistry feature:
Toxin Synthesis
You’ve learned the subtleties of toxins and can now rapidly produce foul and deadly substances. You can create the following additional items using your Tactical Chemistry feature:
Archetype Feature
Also at 9th level you gain another archetype feature.
Trinket Master
At 10th level you’ve mastered the simpler enchantments and technological principles. What once was careful trial and error has been replaced with factory-like efficiency and speed. Whenever you craft a magic item that has a gold cost of 50 or less, the crafting time is reduced to a long rest (this time cannot be further reduced by any features or traits).
Reliable Spell Inventions
At 11th level your practice has finally smoothed out the early faults of your spell inventions, so long as you keep the arcane power within acceptable parameters. Whenever you roll a 1 on the fizzle die, you may reroll it, if you do you must use the new result.
In addition, your spell inventions have become streamlined enough that other creatures can make sense of them. A creature holding one of your spell inventions can use an action to make an Engineering check (DC equal to your spell save DC). On a success the spell is cast at its lowest possible spell level, or on a failure the spell fizzles out and fails to cast. Whenever a creature attempts to cast a spell using one of your spell inventions in this way, roll the fizzle die as normal.
Marvel of Innovation
At 13th level you’ve managed to truly improve on something or create something new altogether, taking a solid step forward in the technological development of the world. When you first gain this feature, choose a type of artisan’s tools you are proficient with and a newly invented foodstuff, object, or trade good that could conceivably be crafted using those tools. For example, using brewer’s supplies you could invent carbonated sodas, using glassblower’s tools you could invent glowing iridium glassware, or using jeweler’s tools you could invent a fine mechanism for better performing pocket watches.
Whenever you use your chosen tools to create trade goods, you can instead create your new invention as a trade good. Your new invention has a value equal to 5 times the value of normal trade goods created using those tools as shown on the Artisan’s Tools and Profession Checks table on page 338 of the Adventurer’s Guide.
Any other uses your invention may have are at the Narrator’s discretion, but its utility shouldn’t exceed that of other mundane adventuring gear.
In addition, your notoriety as a great inventor spreads along with your invention. While you are in a region you’ve sold your invention in, you have advantage on prestige checks.
Technological Attunement
At 14th level you’ve managed to bypass many of the arcane roadblocks regarding magic item attunement through the clever use of technology.
- You can attune to up to 5 magic items at once.
- You ignore all heritage , culture , class, level, and alignment requirements when attuning to or using a magic item.
Archetype Feature
At 15th level you gain another archetype feature.
Hotfixer
At 17th level you’ve mastered the art of rerouting power, quick welds, and improvising on the spot to keep your spell inventions functional. When rolling the fizzle die would burn out one of your spell inventions, you can use your reaction to fix it and restore it to full working order. Once you repair a spell invention in this way you cannot do so again until you finish a long rest .
Infusion Recharge
At 18th level you’ve learned what makes magic items tick and how to charge them up on your own. While you are attuned to a magic item that uses charges, you can use a bonus action to expend one infusion use and restore up to 1d6 of that item’s spent charges.
Magical Automaton
At 20th level you’ve managed to achieve what most inventions are truly designed for, making machines that do your work for you. Whenever you create a spell invention, you may spend 25 additional gp in material components and expend two uses of your infusion feature to transform that spell invention into a spell automaton that uses the spell automaton stat block and it is destroyed if it reaches 0 hit points.
The exact design of your spell automaton is up to you, and it may resemble a humanoid creature, a boxy contraption, or be a magical construct flowing with arcane energies.
Your spell automaton is an ally to you and your companions. In combat, the it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
You can maintain this spell automaton as if it was an infused item, requiring both the prepared spell invention and two uses of your infusion feature. You can repair your spell automaton to full hit points during a long rest so long as you have access to your tools of artifice. You can only maintain a single spell automaton at a time, and if you attempt to create a second spell automaton or fail to maintain one after finishing a long rest the spell automaton falls apart into scrap.
Spell Automaton
Medium construct
AC 18 (natural armor)
HP 90 (12d8+36; bloodied 45)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 1 (–5) 6 (–2) 1 (–5)
Proficiency +2; Maneuver DC 13
Skills Athletics +5, Perception +0 (+1d4)
Damage Resistances damage from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned
Senses passive Perception 12
Languages understands any known by its creator but cannot speak
ACTIONS
Multiattack. The automaton attacks twice with its slams or once with its integrated spell.
Slam. Melee Weapon Attack: its creator’s spell attack modifier to hit, reach 5 ft., one target. Hit: 2d10 + 4 + your Intelligence modifier bludgeoning damage.
Integrated Spell. The automaton uses the spell invention integrated into it to cast a spell, using your spell attack bonus and spell save DC. If the spell invention integrated into it would burn out due to the result of the fizzle die, the automaton takes 30 damage instead.
BONUS ACTIONS
Overclock (Recharge 5–6). The automaton takes the Dash action.
Field Discoveries
When you gain access to a new field discovery, choose one of the following.
A Better Mousetrap
There’s always a better trap design if you put your mind to it. You can improve fishing traps, hunting snares, and hunting traps as you set them. Hunting traps you improve in this way are always considered masterwork hunting traps. Whenever you retrieve an improved fishing trap or hunting snare, you may add a d6 to the result determining how much Supply has been captured.
Alchemical Prodigy
You are a master of the alchemical arts and new mixes and concoctions come naturally to you. When you first gain this field discovery, you gain two schematics of your choice and add them to your schematic book. These schematics must be for potions of common or uncommon rarity. You gain proficiency with alchemist’s supplies, or if you are already proficient you gain an expertise die instead. In addition, you have advantage on checks made to create schematics for potions.
Golden Ratio
You’ve been taking exact measurements of both natural and magical specimens, and believe true expressions of both can be reduced down to mathematics. When you select this field discovery you may select two 1st-level spells from the druid spell list. These are considered artificer spells for you and you may add them to the list of spells you can prepare. If you are at least a 7th level artificer when you select this field discovery, you may select 1st- or 2nd-level spells from the druid spell list instead. You may select this field discovery multiple times, choosing different druid spells each time.
Modern Comforts
With a little reengineering technology can alleviate all manner of discomforts. Whenever you begin a long rest that would incur the penalties of roughing it (such as resting without heat in a cold environment, on unlevel rocky terrain, or without protection from pests in swampy environments) you may repurpose one of your currently prepared spell inventions. If you do, you do not suffer the penalties of roughing it during that long rest. You can determine the exact nature of this repurposed spell invention (some examples include using a burning hands spell invention as a space heater or a shocking grasp spell invention as a bug zapper).
Orienteering
You always know to have a bit of magnet and a pin on you for orienteering emergencies. With 1 minute’s work you can cobble together a makeshift compass. Compasses made in this way become useless after 1 hour and have no sale value. You’re also adept at surveying your surroundings and you gain an expertise die on checks made for the Chronicle journey activity. In addition, you gain proficiency in Survival and its wayfinding skill specialty. If you already have this skill specialty you instead gain a Survival skill specialty of your choice.
Reengineering Nature
An orderly mind can see all sorts of uses within the natural world. You may use Engineering in place of Survival when setting up camp or performing the Gather Components journey activity. In addition, you may use the material components gained from the Gather Components journey activity for your spell inventions and other artificer features that require material components.
Retraced Development
Even if dumped into the wilderness with nothing you’d get a laboratory back up and running in no time. With 1 hour of work you can create ramshackle versions of any type of artisan’s tools out of wood and stone. You take a –2 penalty on checks made with these ramshackle tools, only you can make use of them, and they have no sale value, but you can use them just like normal versions of those tools and they can also be used as tools of artifice.
Rope and Pulley Master
Numerous logistic puzzles can be solved with just a rope, a pulley, and proper application of intellect. By spending 10 minutes working with at least 300 feet of rope, you can create the following through ingenious use of ropes and pulleys.
- A rope system that provides safe travel over a gap of 50 feet or less. You must be able to access both sides of this gap to create a rope system in this way.
- A rope system that allows a creature to lift an object of a weight up to 5 × its carrying capacity directly up as far as 50 feet.
- A rope system that allows a creature to drag an object of a weight up to 5 × its carrying capacity as far as 50 feet.
- A manual rope elevator that allows a single Medium-sized or smaller creature to travel up to 50 feet straight up and down as if it were difficult terrain (a tree, cliff wall, ceiling, or similar structure is required at the top of this elevator for the ropes to attach).
You can also deconstruct and recover the rope used in any of these rope creations by spending 10 minutes tearing it down.
Strategic Dismantling
While you may have no special talent for detecting traps, you and your tools can definitely deal with them once they’ve been pointed out. You gain the Engineering skill specialty mechanical traps. In addition, if you trigger a trap while attempting to disarm it, you gain advantage on any saving throws made to avoid it.
Tinker Toys
Your mastery of locomotion and gearing allows you to easily infuse elements of motion into simple devices. As an action you can create and place a Tiny moving gadget called a tinker toy (such as a walking doll, flying whirligig, or toy boat) out of 1 gold worth of materials. This tinker toy has AC 10, 1 hit point, and your choice of a Speed of 10 feet, fly speed of 10 feet, or swim speed of 10 feet. When you place this device it begins moving in a straight line until it is destroyed, it is blocked by an obstacle, or you use a bonus action to pick it up again. Tinker toys made in this way weigh 2 pounds, and can carry up to 1 pound worth of other devices or materials. Once you create a tinker toy in this way you cannot do so again until you finish a short rest, and any existing tinker toys you’ve created fall apart whenever you create a new one.