TEXT: ©2017	Wizards	of	the	Coast	LLC	
  1	
  Unearthed	Arcana:	Artificer	
  Playtest	Material	
  This	character	class	is	presented	for	playtesting	and	to	
  spark	your	imagination.	These	game	mechanics	are	in	
  draft	form,	usable	in	your	campaign	but	not	refined	by	
  design	iterations	or	full	game	development.	This	class	is	
  not	officially	part	of	the	game.	For	these	reasons,	it	is	
  not	legal	in	D&D	Adventurers	League	events.	
  A	gnome	sits	hunched	over	a	workbench,	
  carefully	using	needle	and	thread	to	wave	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	extra-
  dimensional	space	springs	to	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	a	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	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	seek	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.	
  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	are	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	the	basics	of	the	craft?	Talk	
  to	your	DM	about	the	role	played	by	artificers	in	
  
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  the	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,	put	your	highest	ability	
  score	in	Intelligence,	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,	Sleight	of	Hand	
  Equipment	
  You	start	with	the	following	equipment,	in	
  addition	to	the	equipment	granted	by	your	
  background:	
  • (a)	a	handaxe	and	a	light	hammer	or	(b)	any	
  two	simple	weapons	
  • 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	choose	the	type	of	Artificer	
  Specialist	you	are:	Alchemist	or	Gunsmith,	both	
  of	which	are	detailed	at	the	end	of	the	class	
  description.	Your	choice	grants	you	features	at	
  1st	level	and	again	at	3rd,	9th,	14th,	and	17th	
  level.	
  Magic	Item	Analysis	
  Starting	at	1st	level,	your	understanding	of	
  magic	items	allows	you	to	analyze	and	
  The	Artificer	
  	
  —Spell	Slots	per	Spell	Level—	
  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	
  Mechanical	Servant	
  4	
  3	
  –	
  –	
  –	
  7th	
  +3	
  —	
  5	
  4	
  2	
  –	
  –	
  8th	
  +3	
  Ability	Score	Improvement	
  6	
  4	
  2	
  –	
  –	
  9th	
  +4	
  Artificer	Specialist	feature	
  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	
  10	
  4	
  3	
  2	
  –	
  16th	
  +5	
  Ability	Score	Improvement	
  11	
  4	
  3	
  3	
  –	
  17th	
  +6	
  Artificer	Specialist	feature	
  11	
  4	
  3	
  3	
  –	
  18th	
  +6	
  Ability	Score	Improvement	
  11	
  4	
  3	
  3	
  –	
  19th	
  +6	
  —	
  12	
  4	
  3	
  3	
  1	
  20th	
  +6	
  Soul	of	Artifice,	Wondrous	Invention	
  13	
  4	
  3	
  3	
  1	
  	
  
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  3	
  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	gain	the	use	of	a	magic	item	
  that	you	have	crafted.	Choose	the	item	from	the	
  list	of	2nd-level	items	below.	
  	 Crafting	an	item	is	a	difficult	task.	When	you	
  gain	a	magic	item	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:	5th,	
  10th,	15th,	and	20th	level.	The	item	you	choose	
  must	be	on	the	list	for	your	current	artificer	level	
  or	a	lower	level.	
  	 These	magic	items	are	detailed	in	the	Dungeon	
  Master’s	Guide.	
  2nd	Level:	bag	of	holding,	cap	of	water	breathing,	
  driftglobe,	goggles	of	night,	sending	stones	
  5th	Level:	alchemy	jug,	helm	of	comprehending	
  languages,	lantern	of	revealing,	ring	of	
  swimming,	robe	of	useful	items,	rope	of	climbing,	
  wand	of	magic	detection,	wand	of	secrets	
  10th	Level:	bag	of	beans,	chime	of	opening,	
  decanter	of	endless	water,	eyes	of	minute	seeing,	
  folding	boat,	Heward’s	handy	haversack	
  15th	Level:	boots	of	striding	and	springing,	
  bracers	of	archery,	brooch	of	shielding,	broom	
  of	flying,	hat	of	disguise,	slippers	of	spider	
  climbing	
  20th	Level:	eyes	of	the	eagle,	gem	of	brightness,	
  gloves	of	missile	snaring,	gloves	of	swimming	
  and	climbing,	ring	of	jumping,	ring	of	mind	
  shielding,	wings	of	flying	
  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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  4	
  Spellcasting	Focus	
  You	can	use	an	arcane	focus	as	a	spellcasting	
  focus	for	your	artificer	spells.	See	chapter	5,	
  “Equipment,”	in	the	Player’s	Handbook	for	
  various	arcane	focus	options.	
  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	18th	
  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.	
  Mechanical	Servant	
  At	6th	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	and	functions	in	
  combat	to	protect	you.	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	6th	level.	
  	 Select	a	Large	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	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.	
  	 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.	
  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.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  5	
  Artificer	Specialists	
  Artificers	pursue	a	variety	of	specializations.	The	
  two	most	common	ones,	alchemy	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.	
  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	below.	
  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.	
  Alchemical	Formula	
  At	1st	level,	you	learn	three	Alchemical	Formula	
  options:	Alchemical	Fire,	Alchemical	Acid,	and	
  one	other	option	of	your	choice.	You	learn	an	
  additional	formula	of	your	choice	at	3rd,	9th,	
  14th,	and	17th	levels.	
  	 To	use	any	of	these	options,	your	Alchemist’s	
  Satchel	must	be	within	reach.	
  	 If	an	Alchemical	Formula	option	requires	a	
  saving	throw,	the	DC	is	8	+	your	proficiency	
  bonus	+	your	Intelligence	modifier.	
  	 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).	
  	 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).	
  	 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).	
  	 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.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  6	
  	 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.	
  Gunsmith	
  A	master	of	engineering,	you	forge	a	firearm	
  powered	by	a	combination	of	science	and	magic.	
  Master	Smith	
  When	you	choose	this	specialization	at	1st	level,	
  you	gain	proficiency	with	smith’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	that	
  deals	2d6	piercing	damage.	Its	normal	range	is	
  150	feet,	and	its	maximum	range	if	500	feet.	
  Once	fired,	it	must	be	reloaded	as	a	bonus	action.	
  	 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.	
  Thunder	Monger	
  At	3rd	level,	you	learn	to	channel	thunder	energy	
  into	your	Thunder	Cannon.	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).	
  Blast	Wave	
  Starting	at	9th	level,	you	can	channel	force	
  energy	into	your	Thunder	Cannon.	As	an	action,	
  you	can	make	a	special	attack	with	it.	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	
  saving	throw,	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).	
  Piercing	Round	
  Starting	at	14th	level,	you	can	shoot	lightning	
  energy	through	your	Thunder	Cannon.	As	an	
  action,	you	can	make	a	special	attack	with	it.	
  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	Dexterity	saving	throws	with	a	DC	of	8	+	
  your	proficiency	bonus	+	your	Intelligence	
  modifier.	On	a	failed	saving	throw,	a	target	takes	
  
  ©2017	Wizards	of	the	Coast	LLC	
  7	
  4d6	lightning	damage.	This	damage	increases	to	
  6d6	when	you	reach	19th	level	in	this	class.	
  Explosive	Round	
  Starting	at	17th	level,	you	can	channel	fiery	
  energy	into	your	Thunder	Cannon.	As	an	action,	
  you	can	make	a	special	attack	with	it.	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	saving	throw,	a	target	takes	
  4d8	fire	damage.	
  Artificer	Spell	List	
  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	resilient	sphere	
  stone	shape	
  stoneskin	
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA27 - Artificer.pdf