Artificers are masters of tinkering and manipulation, using the innate magic within objects and the world to fuel (often bizarre) and wonderful inventions. They are the supreme inventors of the world, and seek to craft that which does not exist; both within and outside of the mundane world.
Strength is not important for artificers, but it can be helpful for saving throws.
Dexterity is important for artificers for the extra AC, and for using ranged or finesse weapons. It is also helpful for saving throws and for commonly associated skill checks (such as sleight of hand).
Constitution is not important for artificers, but it can be helpful extra HP, for concentration checks and for saving throws.
Intelligence is vital for artificers, as it is their primary spellcasting attribute. It can also be helpful for saving throws or for commonly associated skill checks (such as arcana or investigation).
Wisdom is not important for artificers, but it can be helpful for saving throws and for commonly associated skill checks (such as perception).
Charisma is not important for artificers, but it can be helpful for saving throws and for commonly associated skill checks (such as persuasion or deception).
Disclaimer: the technology level will be limited, and inventions will be dependent upon class features & choices for balance purposes. (For example: an artificer may be limited to 1 mechanical augmented body part.)
Artificers have the ability to craft and use technology in their class structure. In order to keep this from getting out of hand in the character creation stage, The Chronicles of Waterdeep Campaign has restricted Artificer appearances and weapons to the following:
All technology must be restricted to the appearance of early-stage technological items (Minor steampunk mods will be allowed)
Artificer characters may only have one single-limb replacement augmentation (arm, hand, leg, etc.)
Weapons may only be single-shot early firearms, such as flintlock pistols.
Inventions will be strictly limited and permitted only at the approval of the staff.
You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items. Tools Required (see below). The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Artificer spells, you must expend a slot of the spell's level. You regain all expended spell slots when you finish a long rest.
You may cast any spell at a higher level spell slot. When you cast a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if you cast Light using a 3rd level spell slot, that Light is considered to be 3rd level. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.
Spell save DC = 8 + Proficiency Bonus + Intelligence modifier
Spell Attack modifier = Proficiency Bonus + Intelligence modifier
Spellcasting Ability Score modifier = Intelligence modifier
You produce your artificer spell effects through your tools. You must have a spellcasting focus— specifically any kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. After you gain the Infuse Item feature at 3rd level, you can also use any item bearing one of your infusions as a spellcasting focus.
At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have some sort of artisan’s tools in hand. Tools Required (see above). Pick one of the following items, which only you may wear (except in a dungeon, with the DM’s discretion) and their magical effects only last until you perform a long rest. You can only apply an infusion or magical tinkering effect of one type (armor, glasses, cloak, etc.) at a time. (The item continues to function in a mundane manner, you simply don’t receive their magical effects!)
This affects and requires a prosthesis for a missing limb. Based on the magic used to construct a Golem, wood, metal or other material is shaped into a single limb (either an arm, leg, hand or foot) to replace a missing one. Your Unarmed Attack Action with this prosthesis uses a 1d6 for damage and counts as a magical weapon. You gain advantage on all Strength ability checks.
Goggles of Night
This affects your glasses. You gain Darkvision while equipped.
Wand of Magic Detection
This affects your wand. You may cast “Detect Magic” (see wizard spell table) as a Cast A Spell Action without expending a spell slot.
At 6th level, you may cast Magical Tinkering twice per long rest and you may pick from the list below as well.
Ring of Water Walking
You may walk across a liquid surface as though it were solid ground while equipped.
Gloves of Thievery
You gain +5 to your Dexterity (Sleight of Hand) while equipped.
Eyes of the Eagle
You gain advantage to your Wisdom (Perception) while equipped.
Boots of the Winding Path
As a Bonus Action on your turn, you may teleport up to 10m to an unoccupied space while wearing these boots. This does not trigger an Opportunity Attack.
At 9th level, you may cast Magical Tinkering three times per long rest and you may pick from the list below as well.
Lantern of Revealing
All invisible targets that are, or enter, within 20m of the wielder are automatically revealed while the lantern is equipped. All Wisdom (Perception) checks to uncover hidden targets within 20m of the wielder gain advantage, and all Dexterity (Stealth) checks within 20m of the wielder are at disadvantage. Any already hidden targets within 20m of the wielder must re-perform their Dexterity (Stealth) check, and anyone may re-perform a Wisdom (Perception) check for those hidden targets.
Cloak of Elvenkind
You gain disadvantage on Wisdom (Perception) checks against you, and advantage on Dexterity (Stealth) while equipped.
Periapt of Wound Closure
While wearing this pendant, you automatically stabilize whenever you are dying at the start of your turn. In addition, whenever you are healed or regain hit points, double the number of hit points it restores.
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 2nd level, as a Bonus Action, you gain the ability to imbue mundane items with certain magical infusions. The magical items you create with this feature are effectively prototypes of permanently magical items. Pick one of the following effects to apply to your mundane item, and only you may wear, use or benefit (except in a dungeon, with the DM’s discretion) from it. You can only apply an infusion or magical tinkering effect of one type (armor, glasses, cloak, etc.) at a time. You may use this feature once per long rest, and the effect lasts until you finish a long rest.
This affects your primary weapon. Your Melee Attack Action gains +1 on the attack and damage rolls while using this melee weapon. This weapon is now considered to be a magical weapon. (At level 10, the bonus increases to +2.)
This affects your armor. Your AC gains +1 while wearing this armor. (At level 10, the bonus increases to +2.)
This affects your spellcasting focus (tools). Your Cast a Spell Action rolls and results gain +1 while using these tools. (At level 10, the bonus increases to +2.) For example, a level 1 Cure Wounds would now heal for 1d8 + your spellcasting ability score modifier + 1 damage and Acid Splash would deal 1d6 (or 2d6 at level 5+) + 1 damage.
This affects your ranged weapon. Your Ranged Attack Action gains +1 on the attack and damage rolls while using this ranged weapon. You may ignore the ‘loading’ penalty on this weapon. This weapon is now considered to be a magical weapon.
At 6th level, you may Infuse twice per long rest and you may pick from the list below as well:
Your Melee Attack Action gains +1 on the attack and damage rolls, and casts a light up to a 20m radius while using this melee weapon. After successfully hitting a target, the target must make a Constitution save against your spell DC. If they fail, they are blinded until the end of your next turn. This weapon is now considered to be a magical weapon.
If you are wearing a shield, you gain +1 AC. If you are successfully hit, the target must make a Strength save against your spell DC. If they fail, they are knocked 10m directly away from you.
Upon creation, you must specify one of the following damage types to gain resistance to: Acid, cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder. This effect only applies while you are wearing this armor.
At 10th level, you may Infuse three times per long rest and pick from the list below as well:
Cloak of Protection
You gain a +1 to your AC and saving throws while equipped.
At 3rd level, your combat training and your experiments with magic have paid off: when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. You may also pick between martial or firearm weapon proficiency.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Ranged Attack or Melee Attack Action on your turn. You may replace either of these attacks with a Grapple or Shield Bash action (if a shield is equipped.)
Flash of Genius
Beginning at 7th level, your Intelligence modifier may be added to any ability checks or saving throws. This may be done a number of times equal to your Intelligence modifier per Long Rest.