TEXT: ARTIFICER SUBCLASSES
  ARTIFICER SUBCLASSES
  A DARK FANTASY SUPPLEMENT
  A DARK FANTASY SUPPLEMENT
  Machine Cultist and Reanimator Artificer subclasses
  Machine Cultist and Reanimator Artificer subclasses
  from a dark fantasy setting
  from a dark fantasy setting
  
  2
  Artificer subclAss
   
  The Dread Machine, an impossible technological 
  advancement from the far future, whispers in your 
  mind, demanding you build it. How does it speak to 
  you if it doesn’t yet exist? How can a machine instruct 
  its creator on its own design? What goals does it have 
  beyond ensuring its own creation? These are questions 
  you will never answer. There won’t be time. You’ll be 
  too busy finding pieces to build the Dread Machine and 
  its hellish conveyance.
  Tool Proficiency
  When you adopt this specialization at 3rd level, you gain 
  proficiency with smith’s tools. If you already have this 
  proficiency, you gain proficiency with one other type of 
  artisan’s tools of your choice.
  Machine culTisT sPells
  Beginning at 3rd level, you always have certain spells 
  prepared after you reach particular levels in this class, as 
  shown in the Machine Cultist Spells table. These spells 
  count as artificer spells for you, but they don’t count 
  against the number of artificer spells you can prepare.
  Machine cultist spells 
  Artificer LeveL
  SpeLL
  3rd
  hex, identify
  5th
  augury, locate object
  9th
  fear, stinking cloud
  13th
  Evard’s black tentacles, wall of fire
  17th
  animate objects, contact other plane
  cog in The Machine
  At 3rd level, the Dread Machine has augmented your 
  abilities to better serve as one of its creators. You learn the 
  eldritch blast cantrip. This cantrip counts as an artificer spell 
  for you but does not count against your cantrips known.
  In addition, the Dread Machine is constantly sending 
  encoded messages from the future to ensure you survive 
  long enough to build it. You can use a bonus action to 
  receive and decode such a message. When you do, you 
  gain one of the following benefits of your choice:
  • For the next minute, when you make an ability check 
  or saving throw you roll a 1d4 and add it to the result.
  • For the next hour, you add your proficiency bonus 
  to ability checks made to determine initiative and 
  cannot be surprised.
  • You can replace an artificer spell you have prepared 
  with any other artificer spell of a level you can cast.
  Once you use this bonus action, you can’t use it again 
  until you finish a short or long rest.
  infernal engine
  Also at 3rd level, the mechanical designs that plague 
  your mind allow you to turn a vehicle you are touching 
  into an Infernal Engine. As a 1-hour ritual and provided 
  you have smith’s tools in hand and meet the level 
  requirement, you can convert a mundane vehicle you are 
  touching into your Infernal Engine, with statistics listed 
  later that closest resemble the converted vehicle. 
  Your Infernal Engine has the following benefits:
  • You can operate your Infernal Engine alone without a 
  crew whilst touching it. Nobody else can operate your 
  Infernal Engine vehicle.
     Artificer Specialism
  Machine Cultist
  
  3
  Machine cultist
  • Your Infernal Engine does not require laborers, fuel, or 
  animals to move.
  • You are considered proficient with all vehicles for 
  the purpose of ability checks you make to control or 
  maneuver your Infernal Engine. Your proficiency 
  bonus is doubled for such ability checks.
  • While you are on the same plane as your Infernal 
  Engine, you know the direction and distance to it.
  • If the mending spell is cast on it, it regains 2d6 hitpoints.
  You can perform a 1-minute ritual to banish your 
  Infernal Engine into an empty demiplane. You do not 
  need to be touching your infernal engine to complete 
  this ritual. When you complete the ritual, all creatures 
  aboard your Infernal Engine fall until they hit the 
  ground or water, taking any falling damage if required. 
  You can summon your Infernal Engine from this demi-
  plane into an unoccupied space as an action, provided 
  there is enough space within 100 feet of you on the 
  ground or water. If your Infernal Engine of a given type 
  is destroyed, you need to convert another comparable 
  mundane vehicle to replace it.
  At any given time you can only have one infernal 
  engine on the same plane of existence as you. If you try to 
  convert a vehicle into an Infernal engine or summon one 
  from the demiplane, it fails to convert or be summoned.
  You can only have up to one of each of the below 
  Infernal Engines stored within the demiplane or 
  converted into an infernal engine at any given time. 
  If at any point you have two infernal engines of the 
  same type, both within or outside the demiplane, 
  choose which vehicle remains an infernal engine. All 
  other vehicles of the same type return to their original 
  mundane state. If a vehicle within your demiplane is 
  turned mundane, it is lost to the astral plane.
  eldriTch ordnance
  At 5th level, when you cast a spell of 1st level or higher, 
  add 1d8 to the damage dealt.
  Additionally, while aboard your infernal engine, 
  when you cast eldritch blast you can add your Intelligence 
  modifier to all of the damage rolls if you don’t already 
  add an ability modifier to them.
  dread PacT Magic
  Starting at 9th level, the Dread Machine grants you greater 
  power in exchange for your ongoing pledge to create it at 
  all costs. You can cast any artificer spell you have prepared 
  without expending a spell slot. This spell is cast as if you 
  had expended the highest-level spell slot available to an 
  artificer of your level in this class. Once you cast a spell in 
  this way, you can’t do so again until you finish a long rest.
  infernal dread
  Starting at 9th level, the Dread Machine has imbued your 
  Infernal Engine with greater eldritch power. Once per 
  long rest, while you are touching your Infernal Engine, 
  you can use a bonus action to make your Infernal Engine 
  emit a 120 foot aura of dread for 1 minute from its center 
  most point. When you use this feature, you can choose 
  any number of creatures you can see to be unaffected by 
  this feature. Whenever an affected creature that can see 
  you enters the area of this feature or starts its turn within 
  it, they must succeed on a Wisdom saving throw against 
  your spell DC. On a failed save, the creature becomes 
  frightened of you. While frightened this way, a creature 
  must take the Dash action and move away from you 
  by the safest route on each of its turns, unless there is 
  nowhere to move. 
  At the end of any affected creature’s turn it can make 
  another Wisdom saving throw. The affected creature 
  has advantage on the saving throw if it is in a location 
  where it doesn’t have line of sight to you or your infernal 
  engine. On a success, the effect ends for that creature.
  A creature that succeeds on the saving throw is 
  immune to this feature for the next 24 hours.
  aPocalyPTic MeTaMorPhosis
  At 15th level, your body undergoes changes in 
  preparation for the Dread Machine’s arrival. You gain 
  the following benefits:
  • You have resistance to damage from magic.
  • While you are aboard your Infernal Engine, the 
  vehicle has resistance to all damage and advantage on 
  saving throws.
  infernal engines
  vehicLeS 
  Speed**
  trAveLing 
  Speed**
  pASSengerS*
  cArgo*
  Ac
  hp
  dAmAge 
  threShoLd*
  LeveL 
  requirement
  dimenSionS 
  (LxW)
  Chariot
  60 ft.
  10 mph
  0
   ½ ton
  13
  50
  -
  3
  5x5 feet
  Wagon
  40 ft.
  8 mph
  8
  3 ton
  11
  80
  -
  3
  10x5 feet
  Rowboat
  30 ft.
  1 ½  mph
  3
  ½  ton
  10
  50
  -
  3
  10x5 feet
  Carriage
  60 ft.
  10 mph
  4
  2½ ton
  13
  100
  5
  6
  10x5 feet
  Longboat
  50 ft.
  7 mph
  10
  10 ton
  14
  200
  10
  10
  60x15 feet
  Armored Carriage
  40 ft.
  8 mph
  4
  1 ton
  15
  150
  10
  14
  60x15 feet
  Hot-Air Balloon
  60 ft.
  10 mph
  5
  ½ ton
  13
  100
  5
  14
  10x10 feet 
  (basket)
  * Refer to pages 118-120 of the DMG for a detailed explanation.
  ** Speeds for vehicles moving in/on their originally intended medium (water, air, ground).
  
  4
  Artificer subclAss
  Most artificers prefer to work with chemicals or metals, 
  but you work with flesh and bone. Other artificers 
  are known to push boundaries in pursuit of magical 
  advancement, but you transgress even those limits. 
  These differences have resulted in your unique ability 
  to manipulate the states of life and death. Others may 
  believe these states are static, but to a reanimator they 
  are dynamic—what is living may die, and what is dead 
  may live again.
  Tool Proficiency
  When you adopt this specialization at 3rd level, you 
  gain proficiency with surgeon’s. If you already have this 
  proficiency, you gain proficiency with one other type of 
  artisan’s tools of your choice.
  New Artisan Tool: Surgeon’s Tools
  Surgeons tools include scalpels, syringes, a vial of mild 
  sedative, three rolls of gauze, and a bonesaw. These tools 
  weigh 5 lbs and cost 25 gp.
  reaniMaTor sPells
  Beginning at 3rd level, you always have certain spells 
  prepared after you reach particular levels in this class, as 
  shown in the Reanimator Spells table. These spells count 
  as artificer spells for you, but they don’t count against 
  the number of artificer spells you prepare.
  reaniMator spells 
  Artificer Level
  Spell
  3rd
  cure wounds, witch bolt
  5th
  gentle repose, hold person
  9th
  revivify, call lightning
  13th
  storm sphereXGE, summon construct TCE 
  17th
  danse macabre XGE, raise dead
  Modern ProMeTheus
  Your transgressive experiments with life after death have 
  borne fruit, and you have created a composite golem. 
  It’s friendly to you and your companions and obeys 
  your commands. See its game statistics in the Composite 
  Golem stat block, which uses your proficiency bonus 
  (PB) in several places. Your composite golem is covered 
  in the stitches and staples necessary to keep the various 
  body parts it’s composed of attached to one another.
  In combat, the golem shares your initiative count, 
  but it takes its turn immediately after yours. It obeys 
  your verbal commands (no action required by you). If 
  you don’t issue any, it takes the Dodge action and uses 
     Artificer Specialism
  Reanimator
  
  5
  ReanimatoR
  its move to avoid danger. If you are incapacitated, the 
  golem can take any action of its choice, not just Dodge.
  If the mending spell is cast on it, it regains 2d6 hit 
  points. If it has died within the last hour, you can use 
  your surgeon’s tools as an action to revive it, provided 
  you are within 5 feet of it and you expend a spell slot 
  of 1st level or higher. The golem returns to life after 1 
  minute with all its hit points restored.
  At the end of a long rest, you can create a new 
  composite golem if you have surgeon’s tools and spare 
  parts with you. If you already have a golem from 
  this feature, the first one immediately perishes. The 
  composite golem also perishes if you die.
  Macabre Modules
  Also at 3rd level, you can upgrade your composite golem 
  in your idle time. When you finish a long rest, choose 
  two macabre modules from the list below. Your golem 
  gains the benefit of these modules until you use this 
  feature again. Starting at 9th level, you can choose three 
  macabre modules when you finish a long rest.
  Adamant Staples. Your composite golem’s 
  weapon attacks count as magical for the purposes of 
  overcoming damage resistances. In addition, the golem 
  has resistance to damage from critical hits.
  Beastial Components. Your composite golem 
  incorporates animal components to enhance its abilities. 
  While this module is installed, your golem’s base 
  movement speed increases by 10 feet, it has advantage 
  on Wisdom (Perception) ability checks that rely on scent, 
  and it has darkvision out to a distance of 120 feet.
  Electric Touch. Your composite golem can cast the 
  shocking grasp cantrip. When it casts this cantrip, it uses 
  your spell attack modifier, counts as your level for the 
  purposes of the cantrip’s damage scaling, and scores a 
  critical hit on a result of 19 or 20 on the attack roll.
  Growth Hormone. Your composite golem’s size 
  increases to Large. Its maximum hit points increase by 2 
  per level you have in this class.
  Iron Knuckles. When your composite golem hits a 
  creature with a slam attack, that creature must succeed 
  on a Strength saving throw with a DC of your artificer 
  spell save DC or be pushed 5 feet or knocked prone 
  (your choice).
  enlivening discharge
  At 5th level, when your composite golem is within 
  60 feet of you, you can use an action to fire a bolt of 
  empowering energy at it. When you do, it gains the 
  following benefits for the next minute:
  • It gains resistance to bludgeoning, piercing, and 
  slashing damage.
  • It regains a number of hit points equal to your 
  Proficiency Bonus at the start of each of its turns.
  • Its slam attack deals an additional 1d10 lightning damage.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  reaniMaTe dead
  At 9th level, you always have the animate dead spell 
  prepared and can cast it without expending a spell slot. 
  It counts as an artificer spell for you and does not count 
  against the maximum number of spells you can prepare. 
  When you cast the spell, the creature type of the skele-
  tons or zombies created changes from undead to con-
  struct and has resistance to lightning damage.
  Once you cast this spell without expending a spell 
  slot, you cannot do so again until you finish a long rest.
  In addition, whenever you create a construct with a 
  spell, one can be created with a macabre module of your 
  choice. Only one construct other than your Composite 
  Golem can have a macabre module at any given time.
  sPark of life
  Starting at 15th level, your understanding of the role 
  that electricity has in starting and stopping life has led 
  to improved outcomes. When you cast an artificer spell 
  that restores hit points or deals lightning damage, roll 
  2d6 and add the result to the amount healed or lightning 
  damage dealt by the spell.
  coMPosiTe goleM
  Medium construct
  Armor Class 11 + PB (natural armor)
  Hit Points 5 + five times your artificer level (the 
  golem has a number of Hit Dice [d8s] equal to your 
  artificer level)
  Speed 30 ft.
   
  STR 
  DEX  
  CON  
  INT 
  WIS  
   CHA
   16 (+3) 
  8 (-1) 
  15 (+2) 
  8 (-1) 
  11 (+0) 
  6 (-2)
  Saving Throws Str +3 plus PB, Con +2 plus PB
  Skills Athletics +4 plus PB, Intimidation -2 plus PB x 2
  Damage Resistances lightning, necrotic, poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses passive Perception 10 + PB
  Languages understands the languages you speak
  Challenge  — 
  Proficiency Bonus (PB) equals your bonus
  acTions
  Slam. Melee Weapon Attack: your spell attack modifier 
  to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB 
  bludgeoning damage.
  reacTion
  Grounding Bolts. When the golem takes lightning 
  damage, it gains temporary hit points equal to the 
  damage it takes. As part of the same reaction, a creature 
  within 30 feet of your golem must succeed on a Dexterity 
  saving throw against your artificer spell save DC or 
  take lightning damage equal to the temporary hit points 
  gained. On a success, the creature takes half as much 
  lightning damage.
  
  6
  Artificer subclAss
  The following new artificer infusions are presented in 
  alphabetical order.
  adaManT defender
  Prerequisite: Battle Smith specialty
  Item: Your steel defender (requires attunement)
  Your steel defender gains the following benefits:
  • Critical hits against the steel defender become 
  normal hits.
  • Your steel defender’s maximum hit points increase by 
  an amount equal to your level in this class.
  • Your steel defender gains a +1 bonus to melee weapon 
  attack and damage rolls. When you reach 10th level in 
  this class, this bonus increases to +2.
  advanced PoTion crafT
  Prerequisite: Alchemist specialty
  Item: An empty vial
  Using this infusion, you produce a particular magic 
  potion that fills the empty vial. Doing so requires 1 
  minute of work, at the end of which you can choose a 
  potion from the Producible Potions tables. A table’s title 
  tells you the level you must be in the class to choose a 
  potion from the table. The potion remains magical until 
  you use this infusion to create another potion, at which 
  time the first potion becomes inert and has no effect. 
  Once you create a potion using this infusion, you can’t 
  create another potion until you finish a long rest.
  producible potions (3rd-level artificer)
  potion of animal friendship
  potion of climbing
  potion of diminution
  potion of fire breath
  potion of healing
  potion of invisibility
  potion of mind reading
  potion of resistance
  potion of water breathing
  producible potions (6th-level artificer)
  elixir of health
  potion of clairvoyance
  potion of flying
  potion of gaseous form
  potion of giant strength, hill giant
  potion of growth
  potion of greater healing
  potion of heroism
  producible potions (10th-level artificer)
  oil of sharpness
  oil of slipperiness
  potion of giant strength, frost/stone giant
  potion of superior healing
  potion of speed
  potion of vitality
  producible potions (14th-level artificer)
  oil of etherealness
  potion of giant strength, fire giant
  potion of supreme healing
  potion of invulnerability
  book of scholasTic MysTicisM
  Item: A book worth at least 10 gp 
  (requires attunement by a spellcaster)
  When you use this infusion, choose one school of magic.
  A creature attuned to this book may study it for 10 
  minutes to add two spells of its choice from the chosen 
  spell school to its spellcasting list. These spells must be 
  of a level which the creature can cast and are considered 
  known and prepared by the creature without counting 
  against their spells known or prepared. These benefits 
  continue until the creature loses attunement to the item 
  or studies the book again.
  Artificer Infusions
  
  7
  Artificer infusions
  enhanced Tools
  Item: A tool kit
  This magic tool kit grants a +2 bonus to ability checks 
  that add proficiency with the tool kit to the roll.
  This bonus increases to +3 when you reach 10th level 
  in this class.
  infernal iMPlanT
  Prerequisite: Machine Cultist specialty
  Item: A piece of machinery
  Using this infusion, you implant a piece of machinery 
  into your body and infuse it with the hellish resonance 
  of the Dread Machine. You gain an Eldritch Invocation 
  of your choice. You must meet the prerequisites to take 
  an Eldritch Invocation gained from the infusion with 
  your artificer level counting as your warlock level for the 
  purposes of meeting a level prerequisite. In addition, if 
  the Eldritch Invocation uses your Charisma or Charisma 
  modifier you can use your Intelligence or Intelligence 
  modifier instead.
  iron feaTher arMor
  Prerequisite: Armorer specialty
  Item: A suit of armor
  The wearer of the armor gains these benefits:
  • The wearer counts as one size larger when determining 
  carrying capacity and the weight they can push, drag, 
  or lift.
  • The wearer has advantage on saving throws against 
  being knocked prone or moved against their will.
  When you reach 10th level in this class, the wearer gains 
  an additional benefit:
  • The wearer can use a bonus action to gain a flying 
  speed of 60 feet for up to 10 minutes. Once this bonus 
  action is used, it cannot be used again until the wearer 
  finishes a short or long rest.
  Modular MasTery
  Prerequisite: Reanimator specialty
  Using this infusion, you can choose an additional 
  macabre module to upgrade your composite golem 
  when you finish a long rest. It gains the benefit of this 
  module until you use this infusion again to choose a 
  different module.
  Starting at 9th level, you can choose two additional 
  macabre modules to your composite golem when you 
  finish a long rest.
  PoTion injecTion ProjecTor
  Item: A crossbow, any
  Using this infusion, you turn a crossbow into a long-
  range potion dispenser. While changed in this way, the 
  crossbow cannot be used as a weapon. While holding 
  this crossbow, you can use a bonus action to load a 
  potion into the syringe. As an action you can fire a 
  syringe at a creature you can see within the crossbow’s 
  normal range. Unwilling creatures can make a Dexterity 
  saving throw against your artificer spell save DC, 
  avoiding the syringe on a successful saving throw.
  A creature hit by the crossbow’s syringe gains the 
  effect of having consumed the potion you last loaded 
  into it.
  shiP of sky sailing
  Prerequisite: 14th-level artificer
  Item: A sea vehicle
  This sea vehicle gains a fly speed equal to twice its 
  normal speed.
  sPellslinger’s sidearM
  Prerequisite: Artillerist specialty
  Item: A rod, staff, or wand (requires attunement)
  While holding this item, a creature who makes a spell 
  attack roll can reroll any damage dice that show 1 or 2. 
  They must use the second result.
  
  8
  Artificer subclAss
  credits:
  Project Lead: Rex Gibson
  Rules Development: Benjamin Huffman
  Editing: Rex Gibson, Shawn Merwin
  Proofreaders: Shawn Merwin, Chris Sims
  Art Director: Suzanne Helmigh
  Graphic Design: Martin Hughes
  Cover art: Ekaterina Kazartseva
  Interior Illustrators: Klaher Baklaher, 
  Olivia Rea, Titus Lunter.
  Playtesting: All the amazing people that 
  took the time to provide feedback.
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