TEXT: Artificer
  A gnome sits hunched over a workbench, carefully using
  needle and thread to weave runes into a leather satchel. The
  bag shudders as she completes her work, and a sudden, loud
  pop echoes through the room as a portal to an
  extradimensinoal space springs into being in the bag's
  interior. She beams with pride at her newly crafted bag of
  holding.
  A troll growls in hunger as it looms over a dwarf, who
  slides a long, metal tube from a holster at his belt. With a
  thunderous roar, a gout of flame erupts from the tube, and the
  troll's growls turn into shrieks of panic as it turns to flee.
  An elf scrambles up the castle's wall, Baron von Hendriks'
  men close behind her. As she clambers over the battlements,
  she reaches into her satchel, pulls out three vials, mixes their
  contents into a small leather bag, and flings it at her
  pursuers. The bag bursts at their feet, trapping them in thick,
  black glue as she makes her escape.
  Makers of magic-infused objects, artificers are defined by
  their inventive nature. Like wizards, they see magic as a
  complex system waiting to be decoded and controlled
  through a combination of thorough study and investigation.
  Artificers, though, focus on creating marvelous new magical
  objects. Spells are often too ephemeral and temporary for
  their tastes. Instead, they seek to craft durable, useful items.
  Cunning Inventors
  Every artificer is defined by a specific craft. Artificers see
  mastering the basic methods of a craft as the first step to true
  progress, the invention of new methods and approaches.
  Some artificers are engineers, students of invention and
  warfare who craft deadly firearms and mechancial beings
  that they can augment with magic. Other artificers are
  alchemists. Using their knowledge of magic and various
  exotic ingredients, they create potions and draughts to aid
  them on their adventures. Alchemy and engineering are the
  two most common areas of study for artificers, but others do
  exist.
  All artificers are united by their curiosity and inventive
  nature. To an artificer, magic is an evolving art with a leading
  edge of discovery and mastery that pushes further ahead with
  each passing year. Artificers value novelty and discovery. This
  penchant pushes them to seak a life of adventure. A hidden
  ruin might hold a forgotten magic item or a beautifully crafted
  mirror perfect for magical enhancement. Artificers win
  respect and renown among their kind by uncovering new lore
  or inventing new methods of creation.
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  Alternate Unearthed Arcana Artificer v2.5
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  The Artificer
  Level Proficiency Bonus Features
  Spells Known 1st 2nd 3rd 4th
  1st
  +2
  Artificer Specialist, Magic Item Analysis
  —
  — — — —
  2nd
  +2
  Tool Expertise, Wondrous Invention
  —
  — — — —
  3rd
  +2
  Artificer Specialist feature, Spellcasting
  3
  2
  — — —
  4th
  +2
  Ability Score Improvement, Infuse Magic
  4
  3
  — — —
  5th
  +3
  Superior Attunement, Wondrous Invention
  4
  3
  — — —
  6th
  +3
  Productive Craftsman, Specialist improvement
  4
  3
  — — —
  7th
  +3
  Artificer Specialist feature
  5
  4
  2
  — —
  8th
  +3
  Ability Score Improvement
  6
  4
  2
  — —
  9th
  +4
  Specialist improvement
  6
  4
  2
  — —
  10th
  +4
  Wondrous Invention
  7
  4
  3
  — —
  11th
  +4
  —
  8
  4
  3
  — —
  12th
  +4
  Ability Score Improvement
  8
  4
  3
  — —
  13th
  +5
  —
  9
  4
  3
  2
  —
  14th
  +5
  Artificer Specialist feature
  10
  4
  3
  2
  —
  15th
  +5
  Superior Attunement, Wondrous Invention, Specialist improvement
  10
  4
  3
  2
  —
  16th
  +5
  Ability Score Improvement
  11
  4
  3
  3
  —
  17th
  +6
  Artificer Specialist feature
  11
  4
  3
  3
  —
  18th
  +6
  Specialist improvement
  11
  4
  3
  3
  —
  19th
  +6
  Ability Score Improvement
  12
  4
  3
  3
  1
  20th
  +6
  Soul of Artifice, Wondrous Invention
  13
  4
  3
  3
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  Intense Rivalries
  The artificers' drive to invent and expand their knowledge
  creates an intense drive to uncover new magic discoveries.
  An artificer who hears news of a newly discovered magic
  item must act fast to get it before any rivals do. Good aligned
  artificers recover items on adventures or offer gold or
  wondrous items to those who possess items they care keen to
  own. Evil ones have no problem committing crimes to claim
  what they want.
  Almost every artificer has at least one rival, someone whom
  they seek to outdo at every turn. By the same token, artificers
  with similar philosophies and theories band together into
  loose guilds. They share their discoveries and work together
  to verify their theories and keep ahead of their rivals.
  Creating an Artificer
  When creating an artificer character, think about your
  character's background and drive for adventure. Does the
  character have a rival? What is the character's relationship
  with the artisan or artificer who taught them the basics of the
  craft? Talk to your DM about the role played by artificers in
  their campaign, and what sort of organizations and NPCs you
  might have ties to.
  Quick Build
  You can make an artificer quickly by following these
  suggestions. First, make Intelligence your highest ability
  score, followed by Constitution or Dexterity. Second, choose
  the guild artisan background.
  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 and medium armor
  Weapons: Simple weapons
  Tools: Thieves' tools, two other tools of your choice
  Saving Throws: Constitution, Intelligence
  Skills: Choose three from Arcana, Deception, History,
  Investigation, Medicine, Nature, Religion, and Sleight of
  Hand
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  Alternate Unearthed Arcana Artificer v2.5
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  Modified Playtest Material
  The class presented in this document is a
  modification of the Artificer class originally
  released in the January 9, 2017 edition of WotC's
  Unearthed Arcana series. My goal with this edit is
  two-fold; to bring some fun and excitement to the
  original UA material (which it was severely lacking),
  and to better instill the sense of the artificer's
  status as an inventor and tinkerer.
  The nature of this material means that it may be
  heavily unbalanced or in need of alterations. If you
  find yourself enjoying this material, or wishing to
  provide feedback, please contact me at DMsGuild
  or my website GeeksNewEngland.org.
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) any two simple weapons or (b) any martial melee
  weapon (if proficient)
  a light crossbow and 20 bolts
  (a) scale mail or (b) studded leather armor
  thieves' tools and a dungeoneer's pack
  Artificer Specialist
  At 1st level, you focus your craft on a particular specialization:
  Alchemist, Armorer, or Engineer, each of which are detailed
  at the end of the class description. Your choice grants you
  features at 1st level and again at 3rd, 7th, 14th, and 17th level.
  Magic Item Analysis
  Starting at 1st level, your understanding of magic items
  allows you to analyze and understand their secrets. You know
  the artificer spells detect magic and identify, and you can cast
  them as rituals. You don’t need to provide a material
  component when casting identify with this class feature.
  Tool Expertise
  Starting at 2nd level, your proficiency bonus is doubled for
  any ability check you make that uses any of the tool
  proficiencies you gain from this class.
  Wondrous Invention
  At 2nd level you create a magical invention of arcane
  brilliance that is able to copy the effects of a spell. Choose a
  1st level spell from the Wizard spell list. If the spell requires a
  material component with a gold cost, you must provide that
  component when you complete work on the item, and the
  component becomes part of it. If the spell consumes its
  material components, you must provide those components
  when you complete the item and any time you use it
  thereafter. The item can look however you like, as long as its
  form is appropriate for the effects of the spell. If the spell
  conjures a creature, the creature may be a construct instead
  of whatever creature type is specified by the spell (your
  choice). Such constructs are immune to poison.
  You can cast the spell from the item once per long rest.
  Only you can use the item in this way.
  Crafting such an item is a difficult task. When you gain an
  invention from this feature, it reflects long hours of study,
  tinkering, and experimentation that allowed you to finally
  complete the item. You are assumed to work on this item in
  your leisure time and to finish it when you level up.
  You complete another item of your choice when you reach
  certain levels in this class, choosing from the Wizard spell
  list. At 5th level you create an item with a spell of 2nd level or
  lower. At 10th level you create an item with a spell of 3rd level
  or lower. At 15th level you create an item with a spell of 4th
  level or lower. At 20th level you create an item with a spell of
  5th level or lower.
  If one of your Wondrous Inventions is destroyed you can
  build a new one with 1 day of work per level of the spell that
  the item could cast (eight hours each day) and 100 gp of raw
  materials per day, providing any material components with a
  gold cost as normal. The new item must be able to cast the
  same spell as the original item.
  Spellcasting
  As part of your study of magic, you gain the ability to cast
  spells at 3rd level. The spells you learn are limited in scope,
  primarily concerned with modifying creatures and objects or
  creating items.
  Spell Slots
  The Artificer table shows how many spell slots you have to
  cast your spells of 1st level and higher. To cast one of these
  spells, you must expend a slot of the spell’s level or higher.
  You regain all expended spell slots when you finish a long
  rest.
  Spells Known of 1st Level and Higher
  You know three 1st-level spells of your choice from the
  artificer spell list (which appears at the end of this document).
  The Spells Known column of the Artificer table shows
  when you learn more artificer spells of your choice from this
  feature. Each of these spells must be of a level for which you
  have spell slots on the Artificer table.
  Additionally, when you gain a level in this class, you can
  choose one of the artificer spells you know from this feature
  and replace it with another spell from the artificer spell list.
  The new spell must also be of a level for which you have spell
  slots on the Artificer table.
  Spellcasting Ability
  Intelligence is your spellcasting ability for your artificer
  spells; your understanding of the theory behind magic allows
  you to wield these spells with superior skill. You use your
  Intelligence whenever an artificer spell refers to your
  spellcasting ability. In addition, you use your Intelligence
  modifier when setting the saving throw DC for an artificer
  spell you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier = your proficiency bonus + your
  Intelligence modifier
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  Infuse Magic
  Starting at 4th level, you gain the ability to channel your
  artificer spells into objects for later use. When you cast an
  artificer spell with a casting time of 1 action, you can increase
  its casting time to 1 minute. If you do so and hold a
  nonmagical item throughout the casting, you expend a spell
  slot, but none of the spell’s effects occur. Instead, the spell
  transfers into that item for later use if the item doesn’t
  already contain a spell from this feature.
  Any creature holding the item thereafter can use an action
  to activate the spell if the creature has an Intelligence score
  of at least 6. The spell is cast using your spellcasting ability,
  targeting the creature that activates the item. If the spell
  targets more than one creature, the creature that activates
  the item selects the additional targets.
  If the spell has an area of effect, it is centered on the item.
  If the spell’s range is self, it targets the creature that activates
  the item. When you infuse a spell in this way, it must be used
  within 8 hours. After that time, its magic fades and is wasted.
  You can have a limited number of infused spells at the
  same time. The number equals your Intelligence modifier.
  Ability Score Improvement
  When you reach 4th, 8th, 12th, 16th, and 19th level, you can
  increase one ability score of your choice by 2, or you can
  increase two ability scores of your choice by 1. As normal, you
  can’t increase an ability score above 20 using this feature.
  Superior Attunement
  At 5th level, your superior understanding of magic items
  allows you to master their use. You can now attune to up to
  four, rather than three, magic items at a time. At 15th level,
  this limit increases to five magic items.
  Productive Craftsman
  At 6th level, your inventive knowledge allows you to create
  magic items more quickly. When crafting a magic item, you
  can spend twice the amount of gold per day toward the item's
  creation that you could normally. You can only create one
  item a day using this feature, and can only work towards the
  completion of one magic item at a time.
  As you gain levels in this class, your production improves.
  At 12th level you can spend 3 times the amount of gold. At
  18th level you can spend 4 times the amount of gold.
  The rules for magic item creation are detailed in the
  Dungeon Master’s Guide (pg 128-129).
  Soul of Artifice
  At 20th level, your understanding of magic items is
  unmatched, allowing you to mingle your soul with items
  linked to you. You can attune to up to six magic items at once.
  In addition, you gain a +1 bonus to all saving throws per
  magic item you are currently attuned to.
  Artificer Specialists
  Artificers pursue a variety of specializations, honing their
  crafting skills to specific applications. The three most
  common ones, alchemy, armorsmithing, and engineering, are
  presented here.
  Alchemist
  An alchemist is an expert at combining exotic reagents to
  produce a variety of materials, from healing draughts that can
  mend a wound in moments to clinging goo that slows
  creatures down.
  Potion Master
  When you choose this specialization at 1st level, you gain
  proficiency with alchemist’s supplies. Additionally, you can
  drink or administer a potion as a bonus action.
  Alchemist's Satchel
  At 1st level, you craft an Alchemist’s Satchel, a bag of reagents
  that you use to create a variety of concoctions. The bag and
  its contents are both magical, and this magic allows you to
  pull out exactly the right materials you need for your
  Alchemical Formula options, described at the end of this
  specialization.
  After you use one of those options, the bag reclaims the
  materials.
  If you lose this satchel, you can create a new one over the
  course of three days of work (eight hours each day) by
  expending 100 gp worth of leather, glass, and other raw
  materials.
  Flex Your Creativity
  An artificer's inventions are one-of-a-kind, as no
  two artificers employ their knowledge of science
  and the arcane in the same way. Think outside the
  box when creating your Wondrous Inventions and
  other crafting features. For example, an engineer
  may replicate the web spell with a mechanical gun
  that fires a sticky net, while an alchemist might
  prepare a concoction that explodes into stringy
  goo when thrown.
  Don't be afraid to be really creative! Maybe your
  Armorer used one of his Wondrous Inventions to
  create the Find Familiar spell, and uses the owl
  template to activate a clockwork drone that looks
  like part of his armor. Whatever the design, what's
  important is its mechanical application. Talk with
  your DM about fun ways to reskin your spells and
  abilities.
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  Alchemical Formulae
  At 1st level, you learn three Alchemical Formula options of
  your choice. You learn one additional formula of your choice
  at 3rd, 6th, 9th, 14th, and 18th level.
  To use any of these options, your Alchemist’s Satchel must
  be within reach.
  If an Alchemical Formula requires a saving throw, the DC
  is 8 + your proficiency bonus + your Intelligence modifier.
  Volatile Concoction
  At 3rd level, as a bonus action on your turn you can
  concentrate the materials of a formula to create a more
  potent effect, spending more of your Alchemist’s Satchel’s
  resources than normal. The next formula you pull out of your
  Alchemist’s Satchel has an increased effect, which you
  choose at the time you pull it out. In addition to this effect, if
  the formula requires you to roll dice for damage or healing,
  the type of dice used by the formula is increased by one (for
  example, d6 becomes d8).
  • A creature that must make a saving throw as a result of
  the formula does so at disadvantage.
  • The duration of the effect of the formula is doubled.
  • If the formula affects an area, the size of the area given in
  feet is doubled.
  • You can ignore a restriction which prevents you from
  using the formula again within a certain time limit.
  • If the formula normally disappears if not used within a
  certain period of time, that duration is multipled by 5. The
  duration must originally be 1 minute or longer.
  You can use this feature a number of times equal to your
  Intelligence modifier. You regain expended uses when you
  finish a long rest.
  Alchemical Trap
  Starting at 7th level, you can spend one minute and expend
  one spell slot to create an Alchemist’s Trap.
  When you use this feature, select one of your Alchemical
  Formulas. You then use your inventive ingenuity to conceal
  the trap on a point either upon a surface or within an object
  that can be closed, such as a chest or barrel. The trap is well
  hidden and requires a successful Intelligence (Investigation)
  check against your spell save DC to be found. Your magic
  contains the formula and prevents it from fading.
  You decide what triggers the trap when you place it as
  described by the glyph of warding spell. When triggered the
  chosen formula activates, centered on the trap or targeting
  the triggering creature.
  You can have one Alchemical Trap active at a time. At 15th
  level you can have two. Traps exist until triggered or you
  attempt to construct more than your maximum, at which
  point the oldest disappears.
  Imbibed Immunity
  Starting at 14th level, you are immune to poison and the
  poisoned condition.
  Additionally, you have advantage on rolls to resist any
  effects caused by your own formulas.
  Expert Chemist
  Starting at 17th level, when you use your Volatile Concoction
  feature you can select two effects instead of just one.
  Additionally, you can expend a use of Volatile Concoction
  when creating an Alchemical Trap.
  Formulae
  Alchemical Acid. As an action, you can reach into your
  Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at
  a creature or object within 30 feet of you (the vial and its
  contents disappear if you don’t hurl the vial by the end of the
  current turn). The vial shatters on impact. A creature must
  succeed on a Dexterity saving throw or take 1d6 acid
  damage. An object automatically takes that damage, and the
  damage is maximized.
  This formula’s damage increases by 1d6 when you reach
  certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th
  level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6),
  15th level (8d6), 17th level (9d6), and 19th level (10d6).
  Alchemical Fire. As an action, you can reach into your
  Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl
  the vial at a creature, object, or surface within 30 feet of you
  (the vial and its contents disappear if you don’t hurl the vial by
  the end of the current turn). On impact, the vial detonates in a
  5-foot radius. Any creature in that area must succeed on a
  Dexterity saving throw or take 1d6 fire damage.
  This formula’s damage increases by 1d6 when you reach
  certain levels in this class: 4th level (2d6), 7th level (3d6), 10th
  level (4d6), 13th level (5d6), 16th level (6d6), and 19th level
  (7d6).
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  Cushioning Gel. As a reaction, when you or a creature within
  30 feet of you falls, you can reach into your Alchemist’s
  Satchel, pull out a vial of thick blue liquid, and hurl it at a
  surface within 30 feet of you. On impact the vial detonates in
  a 5-foot radius, covering the surface with a soft protective gel.
  A creature that lands on this surface halves any damage
  taken from falling. After using this formula, you can’t do so
  again for 1 minute.
  Flash Ice. As an action, you can reach into your Alchemist’s
  Satchel, pull out a vial of clear liquid, and pour it into a body
  of water (the vial and its contents disappear if you don’t hurl
  the vial by the end of the current turn). Any water filling a 30-
  foot cube at the point of contact freezes to solid ice.
  Creatures that were swimming in this area of the water when
  it freezes must make a Constitution saving throw. On a failed
  save they take 2d8 cold damage and are trapped in the ice.
  On a successful save the creature takes no damage and is
  pushed to the nearest space adjacent to the cube. A trapped
  creature can use an action to make a Strength saving throw
  to break free of the ice. The ice remains for 1 minute before
  melting.
  Healing Draught. As an action, you can reach into your
  Alchemist’s Satchel and pull out a vial of healing liquid. A
  creature can drink it as an action to regain 1d8 hit points.
  The vial then disappears. Once a creature regains hit points
  from this alchemical formula, the creature can’t do so again
  until it finishes a long rest. If not used, the vial and its
  contents disappear after 1 hour. While the vial exists, you
  can’t use this formula.
  This formula’s healing increases by 1d8 when you reach
  certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th
  level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8),
  15th level (8d8), 17th level (9d8), and 19th level (10d8).
  Poison Bomb. As an action, you can reach into your
  Alchemist's Satchel and pull out a glass vial filled with
  noxious gas, and hurl it at a point on the ground within 30
  feet of you (the vial and its contents disappear if you don’t
  hurl the vial by the end of the current turn). On impact the vial
  explodes and the area in a 10-foot radius around the point is
  filled with poisonous fog. When a creature enters this area for
  the first time on a turn or starts its turn there, that creature
  must make a Constitution saving throw. On a failed save the
  creature becomes poisoned. On subsequent turns the
  poisoned creature can repeat the save at the beginning of
  each of its turns so long as it is not in the fog, ending the
  effect on a success. Creatures are affected even if they hold
  their breath or don't need to breathe. The fog spreads around
  corners. It persists for 1 minute and then disappears or until
  a strong wind disperses the fog, ending the effect. After using
  this formula, you can’t do so again for 1 minute.
  Restraining Foam. As an action, you can reach into your
  Alchemist’s Satchel and pull out a vial of yellow liquid, and
  hurl it at a point on the ground within 30 feet of you (the vial
  and its contents disappear if you don’t hurl the vial by the end
  of the current turn). The vial bursts on impact and the
  contents expand into a quick-hardening adhesive that fills a 5-
  foot cube. Any creature in that area must succeed on a
  Strength saving throw or be restrained. As an action, the
  restrained target can make a Strength check, breaking out of
  the foam on a success. The foam can also be attacked and
  destroyed (AC 10; hp 5; immunity to poison and psychic
  damage). After using this formula, you can’t do so again for 1
  minute.
  Smoke Stick. As an action, you can reach into your
  Alchemist’s Satchel and pull out a stick that produces a thick
  plume of smoke. You can hold on to the stick or throw it to a
  point up to 30 feet away as part of the action used to produce
  it. The area in a 10-foot radius around the stick is filled with
  thick smoke that blocks vision, including darkvision. The
  stick and smoke persist for 1 minute and then disappear.
  After using this formula, you can’t do so again for 1 minute.
  Swift Step Draught. As a bonus action, you can reach into
  your Alchemist’s Satchel and pull out a vial filled with a
  bubbling, brown liquid. As an action, a creature can drink it.
  Doing so increases the creature’s speed by 20 feet for 1
  minute, and the vial disappears. If not used, the vial and its
  contents disappear after 1 minute. After using this formula,
  you can’t do so again for 1 minute.
  Tanglefoot Bag. As an action, you can reach into your
  Alchemist’s Satchel and pull out a bag filled with writhing,
  sticky black tar and hurl it at a point on the ground within 30
  feet of you (the bag and its contents disappear if you don’t
  hurl the bag by the end of the current turn). The bag bursts on
  impact and covers the ground in a 5-foot radius with sticky
  goo. That area becomes difficult terrain for 1 minute, and any
  creature that starts its turn on the ground in that area has its
  speed halved for that turn. After using this formula, you can’t
  do so again for 1 minute.
  Thunderstone. As an action, you can reach into your
  Alchemist’s Satchel and pull out a crystalline shard and hurl
  it at a creature, object, or surface within 30 feet of you (the
  shard disappears if you don’t hurl it by the end of the current
  turn). The shard shatters on impact with a blast of concussive
  energy. Each creature within 10 feet of the point of impact
  must succeed on a Constitution saving throw or be knocked
  prone and pushed 10 feet away from that point.
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  Armorer
  Armorers focus their ingenuity on bolstering their martial
  prowess, forging arcane-powered suits of armor to protect
  and empower them.
  Armorer's Proficiency
  At 1st level, you gain proficiency with martial weapons and
  heavy armor, and smith's tools.
  Power Armor
  At 1st level, you construct a suit of magic Power Armor,
  granting you increased durability and physical ability. Select a
  type of armor you are proficient with. Your Power Armor has
  the same properties as that armor type, and only you can
  wear it. While wearing your Power Armor your Strength and
  Dexterity scores are increased by 1, and your maximum
  Strength and Dexterity scores increase by the same amount.
  Wearing your Power Armor also allows you to double your
  carrying capacity and the weight you can push, drag, or lift.
  Your Power Armor can look however you want.
  If you lose your Power Armor, you can create a new suit
  over the course of three days of work (eight hours each day)
  by expending an amount of gp equal to half the base cost of
  the armor type (rounded up) you choose to base it on. You can
  only have one suit of Power Armor at a time.
  Upgrades
  Your expert craftsmanship allows you to improve your Power
  Armor's various attributes.
  Starting at 3rd level, choose two upgrades from the list at
  the end of this specialization (you cannot choose the same
  upgrade twice). The features and properties of your Power
  Armor permanantly improves in that way. You apply one
  additional upgrade to your Power Armor at 6th level, 9th level,
  15th level, and 18th level. You cannot apply an upgrade more
  than once, unless the upgrade's description says otherwise.
  Additionally, when you apply a new upgrade you can
  choose one of the upgrades already applied to your armor
  and replace it with another upgrade. If you have to create new
  armor, you can choose new upgrades to apply to it at the time
  of its construction.
  Extra Attack
  Beginning at 7th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Reinforced Armor
  Beginning at 14th level, you have resistance to bludgeoning,
  piercing, and slashing damage while wearing your Power
  Armor. In addition, you can use your reaction when hit by an
  attack to reduce the damage of that attack by an amount
  equal to your proficiency bonus.
  Overdrive
  At 17th level, you can use a bonus action on your turn to
  temporarily boost the magic fueling your armor, granting you
  vastly increased capabilities at the cost of your stamina.
  For 1 minute, your Strength and Dexterity scores and their
  maximums are increased by an amount equal to your
  Intelligence modifier, and you double any speed you have.
  When your overdrive ends you suffer one level of exhaustion.
  Once you use this feature, you can't use it again until you
  finish a long rest.
  Upgrades
  These upgrades are presented in alphabetical order. You can
  apply an upgrade at the same time you meet its prerequisites.
  Armor Class. Your Power Armor's armor class increases by
  1. You can apply this upgrade up to 3 times.
  Darkvision. While wearing your Power Armor, you have
  darkvision to a range of 60 feet. If you already have
  darkvision, this upgrade increases its range by 60 feet.
  Climbing. While wearing your Power Armor you gain a
  climbing speed equal to your walking speed, and you can
  move up, down, and across vertical surfaces and upside down
  along ceilings, while leaving your hands free.
  Collapsable. Prerequisite: 6th level. Your Power Armor can
  collapse into a case for easy storage. When transformed this
  way the armor is indistinguishable from a normal case and
  weighs 1/3 its normal weight. As an action you can don or
  doff the armor, allowing it to transform as needed.
  Evasion. The bonus your Power Armor grants to your
  Dexterity score and maximum Dexterity score increases by 1.
  You may apply this upgrade multiple times.
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  Expanded. Prerequisite: 9th level. You enlarge your Power
  Armor, turning it into a piloted suit. Your size category when
  wearing the armor increases by one, and you have advantage
  on Strength checks and Strength saving throws.
  Flight. Prerequisite: 6th level. While wearing your Power
  Armor you have a flying speed of 40 feet.
  Force Blast. Your Power Armor gains an integrated ranged
  weapon set into its palm or chest. The weapon doesn't
  require ammunition, and fires blasts of arcane energy which
  deal 1d8 force damage. The range is 30/120 feet.
  Heavy. Your Power Armor is particularly bulky and designed
  with extra weight. Any speed you have is reduced by 10 feet,
  and you have advantage against effects that knock you prone
  or move you against your will.
  Hidden Compartment. Your Power Armor has a hidden
  compartment built into it, allowing you to secretly store up to
  10 lbs of material. Discovering the compartment requires an
  Investigation check. The DC for this check is 8 + your
  proficiency modifier + your Intelligence modifier. It takes a
  bonus action to remove an object from the compartment, and
  another creature can do so only if they know that the
  compartment exists.
  Integrated Weapon. You integrate a melee weapon into your
  armor. When you apply this upgrade you must have a weapon
  to integrate, and you must choose where on your armor the
  weapon is located. The weapon cannot have the Heavy
  property. As a bonus action you can activate the weapon,
  either fully discharging it or letting it remain integrated with
  your armor. If the weapon remains integrated then you must
  treat it as though you are wielding it with one hand, but you
  cannot be disarmed of it.
  You can apply this upgrade multiple times, selecting a new
  weapon and new location on your armor to install it.
  Power. The bonus your Power Armor grants to your Strength
  score and maximum Strength score increases by 1. You may
  apply this upgrade multiple times.
  Recall. Prerequisite: 15th level. When not being worn you
  can hide your Power Armor in a pocket dimension. As an
  action on your turn you can magically summon the armor and
  don it. You can use a bonus action to return the armor to the
  pocket dimension. While in the pocket dimension the armor
  cannot be affected by other abilities and cannot be interacted
  with in any way.
  A Personal Invention
  The original Unearthed Arcana material included
  only the Alchemist and Gunsmith (here renamed
  Engineer) specializations. My goal with the Armorer
  is to present a third Artificer concept commonly
  seen in mainstream media but not covered by the
  original UA class; an inventor who forges a
  personalized suit of power armor, allowing them to
  take more punishment and engage in front-line
  combat. Basically, you can be Iron Man.
  Resistance. Choose acid, cold, fire, force, lightning, necrotic,
  radiant, or thunder damage. While wearing your Power
  Armor you have resistance to that type of damage. If you
  apply this upgrade more than once you must choose a
  different damage type.
  Sealed. Prerequisite: 6th level. As a bonus action on your
  turn you can environmentally seal your Power Armor, giving
  you an air supply for up to 1 hour and making it so that you
  cannot be affected by inhaled or contact poisons and effects
  like the cloudkill spell. You can use a bonus action on
  subsequent turns to end this effect. You can use up this air
  supply all at once or in several shorter increments, each one
  using a minimum of 1 minute from the duration. If your use
  up all your air and keep your armor sealed, or are underwater
  when this happens, you begin to suffocate as normal. Your
  armor regains 1 minute of air for every minute that you are
  not submerged and the armor is not sealed.
  In addition to the above, you are also considered adapted to
  cold and hot climates while wearing your armor, and you’re
  also acclimated to high altitude, including elevations above
  20,000 feet, while wearing your armor.
  Self-Destruct. Prerequisite: 18th level. As an action, you can
  initiate a self-destruct sequence on your Power Armor. When
  you use this feature, you can choose to either have the armor
  self-destruct at the end of your next turn, or concentrate on
  (as if you are concentrating on a spell) to prevent the self-
  destruct from occurring. You can hold concentration in this
  way for 10 minutes. Once your concentration ends the armor
  immediately explodes in flame. Each creature in a 20-foot
  radius sphere centered on the armor must make a Dexterity
  saving throw vs your spell save DC. A target takes 12d6 fire
  damage on a failed save, or half as much damage on a
  successful one.
  Speed. Choose one of your speeds. While wearing your
  Power Armor that speed increases by 10 feet. You may apply
  this upgrade multiple times and can choose a different speed
  each time.
  Unmanned. Prerequisite: 18th level. You can control your
  Power Armor telepathically, allowing it to move and fight
  without you inside it. You can use an action to take control of
  your armor for up to 10 minutes or until your concentration is
  broken (as if you are concentrating on a spell). You can see,
  hear, and speak through the armor as though you were in it.
  You must remain on the same plane as the armor to use this
  feature.
  The armor's stats are identical to yours as if you were
  wearing it, except its Intelligence score is 1, its Wisdom score
  is 10, and its Charisma score is 1. The armor is considered a
  construct, is immune to poison and the poisoned condition,
  and operates as though under the effects of the mind blank
  spell. If the armor drops to 0 hit points while you are
  controlling it the armor is immediately destroyed and you
  suffer psychic damage equal to your maximum hit dice. While
  controlling the armor in this way your body proper is
  incapacitated, and you are deaf and blind with regard to your
  own senses. When your concentration ends the armor
  becomes innert and you suffer one level of exhaustion.
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  Engineer
  A master of mechanical engineering, you can forge firearms
  and living constructs powered by a combination of science
  and magic.
  Master Tinker
  When you choose this specialization at 1st level, you gain
  proficiency with tinker’s tools, and you learn the mending
  cantrip.
  Thunder Cannon
  At 1st level, you forge a deadly firearm using a combination of
  arcane magic and your knowledge of engineering and
  metallurgy. This firearm is called a Thunder Cannon. It is a
  ferocious weapon that fires leaden bullets that can punch
  through armor with ease.
  You are proficient with the Thunder Cannon. The firearm
  is a two-handed ranged weapon with the reloading property
  that deals 2d6 piercing damage, and its damage is considered
  magical (though the weapon itself is not). Its normal range is
  150 feet, and its maximum range is 500 feet.
  If you lose your Thunder Cannon, you can create a new one
  over the course of three days of work (eight hours each day)
  by expending 100 gp worth of metal and other raw materials.
  Arcane Magazine
  At 1st level, you craft a leather bag used to carry your tools
  and ammunition for your Thunder Cannon. Your Arcane
  Magazine includes the powders, lead shot, and other
  materials needed to keep that weapon functioning.
  You can use the Arcane Magazine to produce ammunition
  for your gun. At the end of each long rest, you can magically
  produce 40 rounds of ammunition with this magazine. After
  each short rest, you can produce 10 rounds.
  If you lose your Arcane Magazine, you can create a new
  one as part of a long rest, using 25 gp of leather and other
  raw materials.
  Modifications
  Your obsessive tinkering has given you the skills to make
  constant refinements to your Thunder Cannon.
  Starting at 3rd level, your Thunder Cannon permanently
  gains the Thunder Monger modification, and you choose two
  additional modifications from the list at the end of this
  specialization. You learn one additional modification at 6th
  level, 9th level, 15th level, and 18th level. At the end of a short
  rest, you can apply one of your modifications to your Thunder
  Cannon to alter its properties. Only one modification can be
  applied to your Thunder Cannon at a time, and applying a
  modification removes an existing one. Your Thunder Cannon
  remains modified in this way until you change it at the end of
  another short rest. Permanant modifications cannot be
  swapped or removed and do not count towards your
  maximum number of modifications.
  Additionally, when you learn a new modification you can
  choose one of the modifications you already know and
  replace it with another modification.
  Mechanical Servant
  At 7th level, your research and mastery of your craft allow you
  to produce a mechanical servant. The servant is a construct
  that obeys your commands without hesitation. Though magic
  fuels its creation, the servant is not magical itself. You are
  assumed to have been working on the servant for quite some
  time, finally finishing it during a short or long rest after you
  reach 7th level.
  Select a Large or smaller beast with a challenge rating of 2
  or less. The servant uses that beast’s game statistics, but it
  can look however you like, as long as its form is appropriate
  for its statistics. It has the following modifications:
  • It is a construct instead of a beast.
  • It does not require air, food, drink, or sleep.
  • It can’t be charmed.
  • It is immune to poison damage and the poisoned
  condition.
  • It gains darkvision with a range of 60 feet if it doesn’t have
  it already.
  • It understands the languages you can speak when you
  create it, but it can’t speak.
  • If you are the target of a melee attack and the servant is
  within 5 feet of the attacker, you can use your reaction to
  command the servant to respond, using its reaction to make a
  melee attack against the attacker.
  The servant obeys your orders to the best of its ability. In
  combat, it rolls its own initiative and acts on its own.
  When you cast mending on the servant, you can expend
  one spell slot to heal the servant. The servant regains ld8 hit
  points per level of the spell slot expended plus your
  Intelligence modifier.
  If the servant is killed, it can be returned to life via normal
  means, such as with the revivify spell. In addition, over the
  course of a long rest, you can repair a slain servant if you
  have access to its body. It returns to life with 1 hit point at the
  end of the rest. If the servant is beyond recovery, you can
  build a new one with one week of work (eight hours each day)
  and 1,000 gp of raw materials.
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  Advanced Tinkering
  At 14th level your familiarity with your Thunder Cannon has
  allowed you to customize it further. When you take a short
  rest to apply a Modification to your Thunder Cannon you can
  instead apply two. You cannot have the same Modification
  applied more than once at a time.
  Masterwork Metallurgist
  At 17th level you can permanently improve your Thunder
  Cannon and Mechanical Servant through greater knowledge
  of metallurgy.
  Your Thunder Cannon permanently gains one of your
  modifications. This modification does not count against the
  maximum number of modifications you can have applied to it.
  Additionally, your Mechanical Servant permanently
  increases its proficiency bonus by 3, and it gains an additional
  amount of hit dice equal to half its normal amount (and its
  HP adjusts accordingly).
  You can also select two Upgrades, found in the Armorer
  subclass earlier in this document, and apply them to your
  Mechanical Servant. An upgrade can only be applied once,
  unless the upgrade states otherwise, and the upgrade applies
  only to the Mechanical Servant and its stats. You cannot
  select an upgrade with a prerequisite level of 9 or higher.
  If you build a new Mechanical Servant, you may choose to
  give it two new Upgrades.
  Modifications
  These modifications are presented in alphabetical order. You
  can learn a modification at the same time you meet its
  prerequisites. Only you can use modifications that require an
  action to use.
  Bayonet. You affix a short blade to the barrel of your Thunder
  Cannon, allowing you to make a melee weapon attack with it.
  The bayonet is a finesse weapon that deals 1d6 piercing
  damage.
  Blast Wave. Prerequisite: 9th level. As an action, you can
  make a special attack with your Thunder Cannon. Rather
  than making an attack roll, you unleash force energy in a 15-
  foot cone from the gun. Each creature in that area must make
  a Strength saving throw with a DC of 8 + your proficiency
  bonus + your Intelligence modifier. On a failed save, a target
  takes 2d6 force damage and is pushed 10 feet away from you.
  This damage increases by 1d6 when you reach certain levels
  in this class: 13th level (3d6) and 17th level (4d6).
  Braced. Prerequisite: 15th level. You have advantage on
  ranged attack rolls made with your Thunder Cannon as long
  as you are prone and do not move during the same turn that
  you attack. Cannot be combined with the Handheld
  modification.
  Double Barrel. Prerequisite: 6th level. You can use a bonus
  action on your turn to make an additional ranged attack with
  your Thunder Cannon before having to reload. This attack
  cannot be an attack granted by another modification.
  Elemental. Prerequisite: 6th level. When you apply this
  modification to your Thunder Cannon you choose acid, cold,
  fire, or lightning. Your Thunder Cannon does an additional
  1d6 damage of the chosen type.
  Explosive. Prerequisite: 18th level. As an action, you can
  make a special attack with your Thunder Cannon. Rather
  than making an attack roll, you launch an explosive round
  from the gun. The round detonates in a 30-foot radius sphere
  at a point within range. Each creature in that area must make
  a Dexterity saving throw with a DC of 8 + your proficiency
  bonus + your Intelligence modifier. On a failed save, a target
  takes 4d8 fire damage.
  Grappling. Prerequisite: 9th level. As an action, you can fire a
  grappling hook from your Thunder Cannon using its normal
  and maximum ranges. This modification can only be used
  once per short or long rest.
  Handheld. The Thunder Cannon looses the two-handed
  property and gains the light property. Its normal range
  becomes 80 feet and its maximum range becomes 300 feet. It
  now deals 2d4 piercing damage. If the Thunder Cannon has
  any other active modification that deals d6 damage the
  damage changes to d4.
  Long Barrel. The Thunder Cannon gains the heavy property.
  Its normal range becomes 300 feet, and its maximum range
  becomes 750 feet. Cannot be combined with the Handheld
  modification.
  Piercing. Prerequisite: 15th level. As an action, you can make
  a special attack with your Thunder Cannon. Rather than
  making an attack roll, you cause the gun to unleash a bolt of
  lightning, 5-feet wide and 30-feet long. Each creature in that
  area must make a Dexterity saving throw with a DC of 8 +
  your proficiency bonus + your Intelligence modifier. On a
  failed save, a target takes 4d6 lightning damage.
  This damage increases to 6d6 when you reach 19th level in
  this class.
  Repeating. Prerequisite: 18th level. When you use the attack
  action to attack with your Thunder Cannon you can unleash a
  volley of attacks against one or more creatures within 10 feet
  of a point you can see within your weapon’s range. The
  number of attacks you can make is equal to your Intelligence
  modifier, and multiple attacks can be made against the same
  target. Each attack is made at disadvantage. You must have
  ammunition for each attack, as normal, and you make a
  separate attack roll for each attack. These attacks cannot be
  attacks granted by another modification.
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  Sighted. You gain a +2 bonus to ranged attack rolls made
  with your Thunder Cannon.
  Silenced. Your Thunder Cannon makes no noise when fired.
  Telescoping. Prerequisite: 6th level. As a bonus action on
  your turn you can magically collapse your Thunder Cannon
  into a pipe resembling a spyglass (though it does not function
  like one). You can use another bonus action to return it to a
  firearm.
  Thunder Monger. As an action, you can make a special
  attack with your Thunder Cannon that deals an extra 1d6
  thunder damage on a hit. 
  This extra damage increases by 1d6 when you reach certain
  levels in this class: 5th level (2d6), 7th level (3d6), 9th level
  (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th
  level (8d6), and 19th level (9d6).
  Alternate Starting Equipment
  When you create an Artificer, you receive equipment based on
  a combination of those available to Artificers (as detailed at
  the beginning of this class description) and your background.
  Alternatively, you can start with a number of gold pieces,
  shown below, and spend them on items from the lists in
  Chapter 5 of the Player's Handbook.
  Starting Wealth for Artificers
  Multiclassing
  When you advance in level, and at your DM's discretion, you
  may take the option to multiclass into an Artificer. You must
  meet the following prerequisites to qualify for an Artificer.
  Multiclassing Prerequisites
  Proficiences
  When you first multiclass into Artificer, you gain only some of
  the class's starting proficiences as shown below.
  Spell Slots
  When determining spell slots, you add one third (rounded
  down) of your Artificer levels to the levels of your other
  classes as described on page 164 of the Player's Handbook.
  Use the resulting total to determine your spell slots by
  consulting the Multiclass Spellcaster table on page 165 of the
  Player's Handbook.
  Artificer Spells
  1st Level
  Alarm
  Cure Wounds
  Disguise Self
  Expeditious Retreat
  False Life
  Jump
  Longstrider
  Sanctuary
  Shield of Faith
  2nd Level
  Aid
  Alter Self
  Arcane Lock
  Blur
  Continual Flame
  Darkvision
  Enhance Ability
  Enlarge/Reduce
  Invisibility
  Lesser Restoration
  Levitate
  Magic Weapon
  Protection from Poison
  Rope Trick
  See Invisibility
  Spider Climb
  3rd Level
  Blink
  Fly
  Gaseous Form
  Glyph of Warding
  Haste
  Protection from Energy
  Revivify
  Water Breathing
  Water Walk
  4th Level
  Arcane Eye
  Death Ward
  Fabricate
  Freedom of Movement
  Leomund's Secret Chest
  Mordenkainen's Faithful Hound
  Mordenkainen's Private Sanctum
  Otiluke's Resiliant Sphere
  Stone Shape
  Stoneskin
  Funds
  5d4 x 10 gp
  Ability Score Minimum
  Intelligence 13
  Proficiences Gained
  Light armor, one skill from the class's skill list, one tool of
  your choice
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Geeks New England/Geeks New England - Artificer - Alternate Unearthed Arcana v2.5.pdf