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Quantumboost (talk)
Date Created: 2/1/2010
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{{#set:Summary=A combination of engineer and wizard who uses strange theories to create inventions of doom. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Poor |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Alternate Magic |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


There are several ways to approach this problem. Personally, I favor the "high explosives" way.

Artificers are characters who, through mad revelation or unsafe experiments, create magical devices and use them to blast enemies into submission. Magitechnology is a new field in many parts of the multiverse, and considering the sheer complexity of magic and that of technology, most artificers have unique theories of how magic works – not all of which are compatible or even self-consistent. However, like many approaches to magic, it isn’t important that the artificer’s theories actually be right in order for their devices to work, and much of their equipment is indeed powered by nothing so much as their sheer conviction (or delusion) that their ideas will work.

Of course, anyone who tinkers with cutting-edge magical equipment that barely works is likely to pick up a few knacks for using and creating magical devices that work for other people, and Artificers are excellent people to talk to about producing magic items.

Making an ArtificerEdit

Along with being able to create and activate actual magic items, Artificers also serve the part of a utility wizard or evoker. Like a Wizard or Soldier, Artificers can come prepared for many circumstances with a little time, spit, and wire.

Abilities: <-description of most important attributes for this class->.

Races: Artificers are extremely rare among races that don’t live in cities, except among the Gnomes. Humans, Dwarves, and some Hobgoblins also make excellent Artificers, while Elves and most of the savage humanoids rarely produce Artificers due to the absence of magic and metal.

Alignment: Although some Artificers are outright mad, others are actually very rigorous and analytical in their theories – conviction is the key to their abilities, not necessarily delusion. Artificers can be of any alignment, though they tend toward Chaotic.

Starting Gold: 6d6×10 gp (210 gp).

Starting Age: As Wizard.

Table: The Artificer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Trapfinding, Devices
2nd +1 +0 +3 +3 Bombardier
3rd +1 +1 +3 +3 Artifice, Mind of Mechanus
4th +2 +1 +4 +4 Scan
5th +2 +1 +4 +4 Fantastic Devices
6th +3 +2 +5 +5 Mass Production
7th +3 +2 +5 +5 Duct Tape (lesser)
8th +4 +2 +6 +6 <-any class features gained at this level->
9th +4 +3 +6 +6 Incredible Devices
10th +5 +3 +7 +7 <-any class features gained at this level->
11th +5 +3 +7 +7 <-any class features gained at this level->
12th +6/+1 +4 +8 +8 <-any class features gained at this level->
13th +6/+1 +4 +8 +8 Unbelievable Devices
14th +7/+2 +4 +9 +9 Duct Tape (greater)
15th +7/+2 +5 +9 +9 <-any class features gained at this level->
16th +8/+3 +5 +10 +10 <-any class features gained at this level->
17th +8/+3 +5 +10 +10 Doomsday Devices
18th +9/+4 +6 +11 +11 <-any class features gained at this level->
19th +9/+4 +6 +11 +11 <-any class features gained at this level->
20th +10/+5 +6 +12 +12 Deus Ex Machina

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Appraise (Int), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Intimidate (Cha), Jump (Str), Knowledge (Int), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the Artificer.

Weapon and Armor Proficiency: Artificers are proficient with all Simple Weapons. Artificers are proficient with Light and Medium Armor but not with Shields.

Trapfinding: An Artificer can locate and disable traps with DCs higher than 20, as the Rogue ability.

Devices (Su): With about 10 minutes of work, an Artificer can cobble together a magical machine which has crazy powers. They can only have one such machine at a time at first level, and an additional one for every three Artificer levels they have (rounded down). To assemble another machine in this way when at their limit, they need to disassemble one of their existing machines. In order to assemble any machine, it must be attuned into their ever-expanding paradigm of magic item design, and up to 2 designs per Artificer level can be attuned in this way.

A device is some piece of magically-infused equipment which does not take up a magic item slot, and gives one of the following benefits:

  • Deflection bonus to AC (1/3 level, rounded up)
  • Resistance Bonus to Saving Throws (1/3 level, rounded up)
  • Enhancement Bonus to an attribute (1/3 level, rounded up)
  • Enhancement Bonus to a Skill other than Use Magic Device (Level + 2)
  • Enhancement Bonus to Natural Armor Bonus (1/3 Level, rounded up)
  • Spell Resistance (8 + Level)
  • Energy Resistance to one Energy type (3 points per level)

As well as an activated (Su) effect usable every 1d4 rounds:

  • 1d6 fire damage per character level in a 15 ft. cone (Reflex save half, save is Charisma-based).

The device is powered largely by the Artificer’s confidence in their theories and innate magic, and will not work for anyone else. The Artificer will typically reconcile with this by deciding that everyone else is "doing it wrong", or possibly by accepting and ignoring the sheer implausibility of its workings.

Bombardier (Ex): An Artificer of 2nd level carries around a variety of alchemical explosives, and always seems to have the right one on hand. As a standard action, she may prime and throw one of the following:

  • Smoke Bomb – creates an effect similar to [i]solid fog[/i], except that it only covers the targeted square and all adjacent squares.
  • Concussion Grenade – deals 1d6 nonlethal sonic damage per character level within 5 ft. (Reflex half).

These explosives are only partially stable, and a primed mixture will degrade into an inert sludge after 3 rounds.

Artifice: At 3rd level, the Artificer’s knack for magitechnical devices extends to normal item creation techniques. They may create magic items as if they had a caster level equal to their ranks in Craft, and no longer need an Item Creation feat to craft any magic item (although they still must meet the other prerequisites).

Mind of Mechanus: Artificers are as familiar with the “minds” of artificial beings and can influence them as easily as they can those of mortals. All of a 3rd level Artificer’s [Mind-Affecting] effects ignore immunity to [Mind-Affecting] effects due to the Constructs or Vermin types, as well as any such immunity those creatures have due to lack of an Intelligence score. At 11th level, their own minds reflect the essence of Mechanus, and they gain an immunity to mind-affecting effects of their own.

Scan (Su): An Artificer of 4th level always has their signature eyewear, whether it’s a pair of goggles, spectacles, a visor, or something more esoteric. The Artificer has arcane sight active at all times. The Scanner is tough like a Game Boy and nearly impossible to destroy (hardness 20, 5 hit points), but can be replaced or repaired as a swift action anyway.

Fantastic Devices (Su):

Mass Production: At 6th level the Artificer gains Machine King as a bonus feat. If they already have that feat, they may instead choose any other [Skill] feat they qualify for instead.

Duct Tape (Sp): An Artificer of 7th level can use mending, make whole, and repair moderate damage as spell-like abilities at will. At 14th level, they may use an equivalent of heal twice per day that works like the repair line of spells - targeting objects and Constructs, but not non-Construct creatures.

Incredible Devices (Su):

Destruction (Sp): An Artificer of 10th level has learned how knowing how to create something allows you to more easily destroy it. They may cast disintegrate at will as a spell-like ability.

Unbelievable Devices (Su):

Cybernetics (Ex): An Artificer of 15th level has incorporated fantastical machinery into their own body. They gain Construct as a subtype, Heavy Fortification (as the armor property),

Doomsday Devices:

Deus Ex Machina (Sp): At 20th level, the Artificer may use miracle as a spell-like ability twice per day. He becomes a God among Machines and wins D&D.

Gnome Artificer Starting PackageEdit

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

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