ARTIFICER
Artificers of Thalassara are magical engineers who blend arcane science, mechanical craft, and elemental power. They create weapons, armor, constructs, and devices powered by runes, aether, and storm‑charged energy. They are half‑casters who rely on infusions, engineered spells, and crafted tools.
Hit Die: d8
Primary Ability: Intelligence
Saving Throws: Intelligence, Constitution
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, crossbows, pistols (if allowed), hammers
Tools: Tinker’s tools, smith’s tools, one artisan tool of choice
Spellcasting: Half-caster (like Ranger), Intelligence-based
Unique Resource: Infusions
CLASS FEATURES
Level 1
Magical Engineering
Tool Expertise
Spellcasting
Level 2
Infusions Known
Aether Device
Artificer Specialty (subclass)
Level 3
Enhanced Infusion Capacity
Level 4
Ability Score Improvement
Level 5
Extra Attack
Arcane Overload
Level 6
Specialty Feature
Level 7
Improved Device
Level 8
Ability Score Improvement
Level 9
Infusion Capacity Increase
Level 10
Runic Stabilization
Level 11
Aether Surge
Level 12
Ability Score Improvement
Level 13
Infusion Capacity Increase
Level 14
Specialty Feature
Level 15
Masterwork Creation
Level 16
Ability Score Improvement
Level 17
Infusion Capacity Increase
Level 18
Arcane Reactor
Level 19
Ability Score Improvement
Level 20
Grand Engineer
MAGICAL ENGINEERING
You gain proficiency with Tinker’s tools and Smith’s tools.
You can identify magical items after 10 minutes of inspection.
You can craft simple mechanical devices such as clocks, locks, and small tools.
TOOL EXPERTISE
You double your proficiency bonus with any tool you are proficient in.
SPELLCASTING
You gain spellcasting at level 1.
You use Intelligence as your spellcasting ability.
You follow half-caster progression similar to a Ranger.
INFUSIONS
You learn to create magical infusions that enhance weapons, armor, or devices.
Examples include:
• Enhanced Weapon
• Enhanced Armor
• Aether Battery
• Storm Capacitor
• Arcane Lens
• Reinforced Plating
• Elemental Conduit
You know a number of infusions based on your level.
You may have a limited number active at once (Infusion Capacity).
Infusion Capacity increases at levels 3, 9, 13, and 17.
AETHER DEVICE
At level 2, you create a signature device. Choose one:
Aether Gauntlet
A ranged arcane weapon that deals 1d8 force damage.
Storm Coil
A lightning generator that can add 1d6 lightning damage to a spell.
Runic Shield
A defensive device that grants +1 AC and can project a 10-foot barrier once per short rest.
You may upgrade your device at higher levels.
ARTIFICER SPECIALTY
Choose one at level 2.
ENHANCER
Focus on armor, weapons, and battlefield support.
Level 2 Feature
Reinforcement: You may add +1 AC to armor you infuse.
Level 6 Feature
Weapon Matrix: Infused weapons deal an extra 1d4 elemental damage.
Level 14 Feature
Fortress Field: Create a 10-foot-radius protective field granting +2 AC to allies for 1 minute. Once per long rest.
MECHANIST
Focus on constructs, drones, and mechanical companions.
Level 2 Feature
Construct Companion: You create a small mechanical ally with 10 + Int modifier hit points. It can attack for 1d6 force damage.
Level 6 Feature
Improved Construct: Your companion gains +2 AC and +10 hit points.
Level 14 Feature
Dual Construct: You may control two constructs at once. Once per long rest.
AETHER SMITH
Focus on elemental power, aether engines, and explosive magic.
Level 2 Feature
Aether Burst: Deal 1d6 force damage in a 5-foot radius once per short rest.
Level 6 Feature
Elemental Channel: You may change a spell’s damage type to fire, cold, lightning, or thunder.
Level 14 Feature
Aether Detonation: Create a 20-foot-radius explosion dealing 4d6 force damage. Once per long rest.
ENHANCED INFUSION CAPACITY
At level 3, you may maintain one additional infusion.
EXTRA ATTACK
You can attack twice when you take the Attack action.
ARCANE OVERLOAD
At level 5, when you cast a spell, you may add 1d6 force damage.
You may use this a number of times equal to your proficiency bonus per long rest.
IMPROVED DEVICE
Your Aether Device gains one upgrade:
• Aether Gauntlet becomes 1d10 force
• Storm Coil adds 1d8 lightning
• Runic Shield grants +2 AC
RUNIC STABILIZATION
You gain advantage on concentration checks.
Infused items you create cannot be dispelled unless the caster succeeds on a DC 15 ability check.
AETHER SURGE
Once per short rest, you may regain one expended spell slot of 2nd level or lower.
MASTERWORK CREATION
You may craft a masterwork item over 7 days.
Masterwork items gain one permanent infusion without counting against your capacity.
ARCANE REACTOR
You may cast one spell of 4th level or lower without expending a spell slot.
Once per long rest.
GRAND ENGINEER
For 1 minute, you become a master artificer.
Effects:
• You regain all Infusion Capacity
• Your spells deal an extra 1d8 force damage
• Your Aether Device gains +10 temporary hit points
• You may cast one spell as a bonus action each turn
Once per long rest.