TEXT: Artificer Specialists: Alchemist, Gunsmith, 
  Mechanist 
  ©2018 Shane Larkin (new content), ©2017 Wizards of the Coast LLC (original content) 
   
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  Artificer Specialists 
  Artificers pursue a variety of specializations. The 
  three most common ones, alchemist, gunsmith, 
  and mechanist, are presented here. 
  In addition to these specialties, there are a few 
  minor changes to the main Artificer class features: 
  you now only gain proficiency in Thieves’ tools 
  since each Specialist subclass gives additional tool 
  proficiencies. Also, the 6th level feature, 
  Mechanical Servant, has been removed since the 
  Mechanist Specialist subclass is now devoted to 
  creating and maintaining a construct. Instead at 
  6th level you gain an additional Artificer Specialist 
  feature, described in each Specialist’s description 
  below. 
  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. 
   
   
  Master Alchemist 
  You gain a proficiency with alchemist's supplies 
  and leatherworker’s tools. Add both of these tools 
  to the standard starting equipment for the 
  artificer. 
  Unstable brews 
  Starting when you choose this specialty at 1st 
  level, you have unlocked the secrets of quickly 
  brewing certain alchemical formulae. These brews 
  are highly unstable and must be stored within a 
  uniquely crafted magical satchel which, in addition 
  to preventing any mishaps while transporting the 
  brews, is uniquely attuned to your pattern in the 
  weave so that only you can safely remove the 
  brews from it. 
  As an action, you can withdraw one brew from 
  your satchel and throw it up to 30 ft. It detonates 
  where it lands, spreading its effects in a 5 ft. 
  sphere. All creatures within the radius of the 
  detonation may choose to make a Dexterity saving 
  throw to avoid experiencing the initial effects of 
  the brew. Any objects within the radius 
  automatically fail the save. Any target (creature or 
  object) with full cover from the point of origin is 
  not affected by the brew's effects. Roll once for the 
  effects of a brew and apply the results to all 
  targets who were affected by it. 
  Once you withdraw a brew from your satchel, if 
  it has not been thrown by the end of your turn, it 
  will detonate, releasing its effects at its current 
  location.  
  Use your artificer spellcasting saving throw DC 
  to set the DC for any saving throws the targets 
  need to make related to your brews when they 
  detonate. 
  If you lose your satchel, you can create a new 
  one over the course of three days of work (eight 
  hours each day), provided you still have access to 
  leatherworker’s tools and alchemist’s supplies, by 
  using 100gp worth of leather and other raw 
  materials, or spending an additional three days 
  collecting the needed materials from the 
  environment. 
   
   
  
  ©2018 Shane Larkin (new content), ©2017 Wizards of the Coast LLC (original content) 
   
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  Brewmaster 
  Starting at 1st level, you discover 3 brew recipes, 
  and another one at 3rd, 6th, 9th, 14th, and 17th 
  level (see the list below for your options). 
  During the two hours of light activity allowed 
  during a long rest you can craft a number of brews 
  equal to your Intelligence modifier plus your 
  Artificer level (minimum of 1). Any additional 
  activities you wish to undertake during the long 
  rest will be limited (at your DM’s discretion). Any 
  unused brews lose their potency 24 hours after 
  being crafted, turning into an inedible liquid with 
  no magical effects. 
  During a short rest or the two hours of light 
  activity permitted during a long rest, you can mix 
  brews to combine multiple effects into one brew. 
  Every hour, you can do this a number of times 
  equal to your Wisdom modifier (minimum of 1). 
  Any additional activities you wish to undertake 
  during a rest will be limited (at your DM’s 
  discretion). 
  You must make a DC 8 Wisdom (Alchemist 
  supplies) check each time you mix two or more 
  brews together. Increase the DC by 2 for each 
  brew in the mix. If all brews in the mix are the 
  same type, reduce the DC by 5. 
  With a success, you now have one brew with all 
  of the effects from all of the original brews 
  combined. With a failure, all brews used in the mix 
  are destroyed.  
  If the D20 roll for the Wisdom (Arcana) check is 
  a 20, each brew in the mix contributes one extra 
  roll (plus any modifier) of the dice for its effect. 
  If the D20 roll for the Wisdom (Arcana) check is 
  a 1, there is an explosion and all of the brews used 
  in the mix are destroyed. All creatures and objects 
  within 10 feet of you must make a DC 13 Dexterity 
  save or take 1d4 acid damage for each brew used 
  in the mix. 
  The following list of available brews explain 
  what effects are applied to each target that does 
  not succeed on the saving throw when the brew 
  detonates.  
  Ability Improvement. The target improves one 
  ability score (chosen by you when this brew is 
  crafted) by 1d4 until the end of the target's next 
  turn. 
  Acid. The target takes 1d4 Acid damage, and 
  any armor worn by target is permanently -1 AC 
  (minimum of 0).  
  Fire. The target takes 1d4 fire damage, and an 
  additional 1d4 fire damage at the start of each 
  turn of the target until they use an action to put 
  out the fire. Another creature may also use the 
  Help action to put out the fire.  
  Flying. The target gains a flying speed of 1d12 
  until the end of the target's next turn. 
  Poison. The target takes 1d4 poison damage 
  and must make a Constitution saving throw or 
  become poisoned until the end of the target's next 
  turn. 
  Resistance. The target may ignore 1d4 damage 
  from one damage type (chosen by you when this 
  brew is crafted) until the end of their next turn. 
  Restoration. The target has 1d4+1 Hit Points 
  restored.  
  Smoke. A cylinder of smoke centered on the 
  detonation point fills an area 10 ft. high with a 
  radius of the brew’s effect plus 1d6 ft. for one 
  minute. The smoke provides full concealment. A 
  strong breeze can disperse the cloud.  
  Swift step. The target gains an extra 1d6+2 ft. 
  of movement for 1 minute.  
  Tanglefoot. The target's speed is halved until 
  the end of the target’s next turn and a patch of 
  sticky goo (difficult terrain) with a radius of the 
  brew’s effect plus 1d6 ft. condenses on the ground 
  centered on the detonation point for 1 minute.  
  Thunder. The target takes 1d4 Thunder 
  damage and is knocked prone. 
  Alchemical Breakthrough 
  Starting at 3rd level, you discover a method to 
  improve your brewing process. You discover 
  another breakthrough again at 9th and 17th level. 
  You can gain the benefits of a breakthrough more 
  than once (effects are cumulative). 
  Improved Potency. You have discovered a 
  method to refine the essence of your brews. When 
  a brew detonates, roll the dice (and add any 
  modifier) for all effects of the brew an additional 
  time. 
  Lingering Cloud. After a brew detonates, a 
  cloud of the brew's vaporized contents linger in 
  the radius of the effect until the end of your next 
  turn. Anyone who starts their turn in the cloud or 
  enters the area is affected by the brew's effects 
  
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  only once per turn. A strong breeze can disperse 
  the cloud. Choosing this improvement a second 
  time improves the duration to 1 minute, and to 1 
  hour if chosen a third time. 
  Dispersal Agent. You have discovered a 
  method to spread the brew's effects to a larger 
  area. The initial area of the brew's effect covers up 
  to an additional 5' radius (you choose the radius 
  when crafting each brew). If brews of different 
  radii are mixed, choose which radius to use if the 
  mix is successful. 
  Stabilizing Reagent. You have discovered an 
  additive that allows you to reduce the risk of 
  mixing brews. Reduce the DC for mixing brews by 
  2.  
  Improved Storage. You have improved your 
  satchel, allowing it to maintain the potency of 
  brews indefinitely. Increase the number of brews 
  you can store indefinitely by 10. 
  Gunsmith 
  A master of engineering, you forge a firearm 
  powered by a combination of science and magic. 
  Master Smith 
  You gain proficiency with tinker's tools and 
  smith's tools. Add both of these tools to the 
  standard starting equipment for the artificer. 
  Thundercannon 
  When you choose this specialization at 1st level, 
  you forge a deadly firearm using a combination of 
  arcane magic and your knowledge of engineering 
  and metallurgy. The magical energies that power 
  the Thundercannon are unstable and only work 
  when you are operating it. 
  During the two hours of light activity permitted 
  during a long rest, you can craft a number of 
  bullets for your Thundercannon equal to your 
  Intelligence modifier plus your Artificer level 
  (minimum of 1). Any additional activities you wish 
  to undertake during the rest will be limited (at 
  your DM’s discretion). After striking a target or 24 
  hours after being crafted, the magical power 
  stored in a bullet fades, and the bullet crumbles 
  into dust. 
  If you lose your Thunder Cannon, you can 
  create a new one over the course of three days of 
  work (eight hours each day), provided you still 
  have access to tinker’s tools and smith’s tools, by 
  expending 100gp worth of metal and other raw 
  materials, or spending an additional three days 
  collecting the needed materials from the 
  environment. 
   
  Thundercannon 
  Damage 
  Weight 
  Properties 
  2d6 
  piercing 
  10 lbs. 
  Ammunition (range 40/120), 
  muzzle loading, two-handed, 
  loud, unstable 
   
  New weapon properties: 
  Unstable. When an attack is rolled for the 
  weapon, if the D20 roll is a 20, critical hit effects 
  are applied as normal except the first damage roll 
  is automatically maxed. If the D20 roll is a 1, the 
  barrel is jammed (in addition to the normal 
  automatic miss). 
  A jammed barrel may not be used to fire 
  ammunition. It takes an action to clear a jammed 
  barrel, but any of the weapon’s unjammed barrels 
  may still be used. 
  Muzzle-loading. You must use an action or a 
  bonus action to reload the weapon. Any special 
  abilities that improve a weapon’s loading time will 
  improve this weapon’s loading time to give it the 
  same loading property as a normal heavy 
  crossbow. 
  Loud. Whenever you fire the weapon, you have 
  disadvantage on Dexterity (Stealth) checks to 
  remain hidden or move silently until the end of 
  your next turn and other creatures have 
  advantage on Wisdom (Perception) checks to 
  discern your location. 
  Modular Attachments 
  Starting at level 1, you can create 3 modular 
  attachments for your Thundercannon, and 2 may 
  be installed at a time. Each time you level up, you 
  may scrap one attachment and create a different 
  one. You create one additional attachment at 3rd, 
  6th, 9th, 14th, and 17th level. You gain the ability 
  to install one additional attachment at 3rd, 9th, 
  and 17th level. See the end of this section for a list 
  of attachments and their effects. 
  During a short rest or the two hours of light 
  activity permitted during a long rest, you can 
  remove attachments and replace them with other 
  attachments. Every hour, you can do this a number 
  
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  of times equal to your Dexterity modifier 
  (minimum of 1). Any additional activities you wish 
  to undertake during a rest will be limited (at your 
  DM’s discretion). 
  For each attachment swapped, you must make 
  a DC 12 Dexterity (Tinker’s tools) check to 
  correctly install the attachment. If you fail, the 
  attachment does not provide any of its benefits 
  until it has been correctly reinstalled. 
  Scope. An attachment above the Thunder-
  cannon's barrel(s). If you take an action to aim 
  through the scope, all attacks made with the 
  Thundercannon while aiming are made with 
  advantage. All Wisdom (Perception) checks to 
  notice anything that you are not aiming at are 
  made with disadvantage. You may stop aiming as a 
  free action. If you take any damage, use any of 
  your speed, or use any action or bonus action 
  (other than firing the Thundercannon), you stop 
  aiming immediately. 
  Enhanced Scope. An extension of the scope 
  attachment. Attacks made with the Thunder-
  cannon while aiming are +1 to hit. 
  (This attachment requires the regular scope to 
  also be installed). 
  Stabilizer Stock. Replace the standard stock 
  with a spring-loaded stock that dampens your 
  movements allowing more precise targeting with 
  the Thundercannon. Add your proficiency 
  modifier to the Thundercannon's damage. 
  (This attachment cannot be used with pistol 
  grip). 
  Pistol Grip. Replace the standard stock with a 
  pistol grip. You can now fire the Thundercannon 
  with one hand. 
  (This attachment cannot be used with the 
  stabilizer stock). 
  Revolver. The Thundercannon can fire 6 shots 
  before it needs to be reloaded. Reloading the 
  revolver takes 1 action. This attachment feeds all 
  of the Thundercannon’s barrels. 
  Launcher. An attachment mounted below the 
  Thundercannon's barrel(s). As an action, you can 
  load the launcher with any tiny or smaller object 
  and fire it at a target. This is considered an attack 
  with an improvised ranged weapon. 
  Launcher properties: Improvised Weapon 
  Damage, 5 lbs., Ammunition (range 30/120), 
  muzzle loading, two-handed, loud. 
  Silencer. A device attached at the end of the 
  Thundercannon’s barrel. The loud property is 
  ignored for any barrel with a silencer attached to 
  it. For each barrel you would like to be silenced, 
  you need to craft one additional silencer. 
  Energy Regulator. An attachment on the side 
  of the Thundercannon's barrel(s). Remove the 
  effects caused by the unstable property from the 
  Thudercannon. 
  Bullseye Light. A magical light attached to the 
  side of the Thundercannon's barrel(s). The 
  Alchemist may use an Action to engage or 
  disengage the light (bright light in a 60 ft. cone, 
  dim light for an additional 60 ft.). 
  Engineering Upgrade 
  Starting at 3rd level, you can improve the 
  Thudercannon with 1 upgrade, and again at 9th 
  and 17th level. Each upgrade cannot be taken 
  more than once. Use your spellcasting saving 
  throw DC for any effects that require a saving 
  throw. 
  2nd barrel. The Artificer may fire the 
  Thundercannon twice when taking the attack 
  action (must be at least 9th level Artificer to create 
  this upgrade). Each barrel must be loaded 
  separately. 
  Rifled barrel(s). The Thundercannon's range is 
  doubled for both short and long range. This 
  applies to all barrels of the weapon. 
  Magic ammo. All Thundercannon ammunition 
  you create counts as magical when determining 
  resistances and immunities to damage. The 
  damage for each bullet increases by 1 at 5th, 11th, 
  and 17th level. 
  Explosive ammo. On a hit, the Thundercannon 
  bullet explodes. Each creature or object within 5 ft. 
  of the target must make a Dexterity saving throw 
  or take 1d6 fire damage. Any creature or object 
  with full cover from the target is not affected. The 
  damage increases by 1d6 at 5th, 11th, and 17th 
  level. 
  Lightning ammo. On a hit, lightning arcs from 
  the Thundercannon bullet to a creature of the 
  artificer's choice within 5 ft. of the target, dealing 
  1d6 lightning damage to both targets, or it 
  discharges harmlessly into the ground if no 
  secondary target is chosen. Any creature with full 
  cover from the target cannot be targeted by this 
  effect. Damage increases by 1d6 and may jump to 
  
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  one additional target of the artificer's choice 
  within 5ft. of the previous target at 5th, 11th, and 
  17th level. 
  Bandoleer. You have crafted a magical 
  bandoleer with slots for 10 bullets. The magical 
  power of any bullet stored in the bandoleer is 
  maintained indefinitely, preventing the bullet from 
  crumbling into dust. 
  Mechanist 
  A master of craftsmanship, you assemble a 
  clockwork construct of wood and gears and 
  powered by a combination of science and magic. 
  Master Craftsman 
  You gain proficiency with carpenter's tools and 
  tinker's tools. Add both of these tools to the 
  standard starting equipment for the artificer. 
  Clockwork Construct 
  Starting when you chose this specialty at 1st 
  level, you craft a clockwork construct, using a 
  combination of arcane magic and your knowledge 
  of engineering and carpentry. The construct has 
  four legs and a sturdy torso with mount points for 
  modular additions. It can hear sounds normally 
  but can only see with its blindsight.  
  If anyone climbs onto the construct’s back, its 
  jerky movements make it difficult to remain 
  seated on it and impossible to take any actions 
  while aboard. 
  Each time you reach a new Artificer level, the 
  construct's maximum Hit Points improve by 1d8 
  (or 4) + the construct's Constitution modifier. 
  Each time you reach an Artificer level that allows 
  you to take an Ability Score Improvement, you 
  may improve one of the construct's ability scores 
  by 2 or two ability scores by 1. 
   
  Clockwork Construct 
  Medium construct, unaligned 
  Hit Points 9 
  AC 14 + Dexterity modifier 
  Speed 30 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  3 (-4) 
  9 (-1) 
  1 (-5) 
  Senses blindsight 30 ft., passive Perception 9 
  Languages — 
  Reach 5 ft. 
  You have devised a magical device that allows 
  you to issue orders to the construct. This device is 
  magically tied to your pattern in the weave so that 
  it only responds when you interact with it. On 
  your turn, you can use an action to operate the 
  construct’s controller device, ordering the 
  construct to move and to take an action. The 
  construct immediately carries out your orders if it 
  can. Unless otherwise noted, the construct uses its 
  own abilities for any activities it attempts to do.  
  When an opportunity attack is triggered for the 
  construct, you may use your reaction to command 
  the construct to make the opportunity attack, if it 
  has the ability to make an attack. 
  If you use any movement speed before 
  operating the construct’s controller device, the 
  construct has disadvantage on all Ability Checks 
  and Attack Rolls until the end of your turn. You 
  cannot use any movement speed during or after 
  operating the construct controller. 
  If you do not issue the construct any orders on 
  your turn, or if it is unable to carry out your 
  orders, immediately before the end of your turn, it 
  will take the attack action to attack any hostile 
  creature within its reach. Or, if there is a hostile 
  creature within 5 feet of the construct, but it does 
  not have the ability to take the attack action, it will 
  take the disengage action and use its full 
  movement speed to move as far away from the 
  hostile creature as possible. If it does not have the 
  ability to take either of those options, or if neither 
  of those options are applicable to its situation, it 
  will take the dodge action and remain in place. 
  During a short rest or the two hours of light 
  activity permitted during a long rest, you may 
  spend as many Artificer hit dice as you have to 
  repair the construct by an amount of hit points 
  equal to your Intelligence modifier plus the result 
  of your hit die (minimum of 1). Any additional 
  activities you wish to undertake during a rest will 
  be limited (at your DM’s discretion).  
  If you lose your construct, you can create a new 
  one over the course of three days of work (eight 
  hours each day), provided you still have access to 
  carpenter's tools and tinker's tools, by using 
  100gp worth of metal, wood, and other raw 
  materials, or spending an additional three days 
  collecting the needed materials from the 
  environment. 
  
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  Modular Addition 
  Starting at level 1, you create 3 modular additions 
  for your construct, and it may have 2 additions 
  installed at a time. Each time you level up, you may 
  scrap one addition and create a different one. You 
  invent another addition at 3rd, 6th, 9th, 14th, and 
  17th level. You gain the ability to install an extra 
  addition at 3rd, 9th, and 17th level. 
  During the two hours of light activity allowed 
  during a long rest you can uninstall one addition 
  and replace it with another addition. The number 
  of times you can do this during one long rest is 
  equal to your Strength modifier (minimum of 1). 
  Any additional activities you wish to undertake 
  during the rest will be limited (at your DM’s 
  discretion).  
  For each addition swapped, you must make a 
  DC 12 Strength (Tinker’s tools) check to correctly 
  install the addition. If you fail, the addition does 
  not provide any of its benefits until it has been 
  correctly reinstalled. 
  Climbing kit. Sticky pads attached to the 
  construct's feet, giving the construct a climb speed 
  equal to its base speed. 
  (The construct can have only one type of kit 
  installed at a time).  
  Stealth kit. Magical camouflage and padded 
  feet that gives the construct advantage on 
  Dexterity (Stealth) checks and any creature 
  making a Wisdom (Perception) check to locate the 
  construct does so with disadvantage. 
  (The construct can have only one type of kit 
  installed at a time). 
  Fighting arm. The fighting arm is configured to 
  wield any one-handed melee weapon or shield 
  that you are proficient with. When you operate the 
  construct’s controller, you may command the 
  construct to take the attack action and make a 
  melee attack with the construct's reach, using the 
  construct's Strength as the attack modifier, 
  applying your proficiency bonus to the attack. At 
  artificer level 6, the construct can make two of 
  these attacks when it takes the attack action. The 
  fighting arm can only be used to make attacks or 
  wield a shield. 
  If you add a second fighting arm to the 
  construct, it can wield a second one-handed 
  weapon or use both arms to wield any two-handed 
  weapon that you are proficient with. 
  (The construct can have up to two arm type 
  additions installed at one time). 
  Manipulator arm. With the manipulator arm, 
  when you operate the construct’s controller, you 
  may order the construct to interact with any 
  object within the construct's reach, with the same 
  dexterity as a humanoid hand. If your orders 
  require the arm to undertake a task that requires a 
  Strength or Dexterity ability check, use the 
  construct’s appropriate ability modifier and apply 
  your proficiency bonus (if it's for a skill that you 
  are proficient in). The manipulator arm follows 
  the normal rules for object interaction. The 
  manipulator arm does not have the ability to make 
  attacks. 
  If you add a second manipulator arm to the 
  construct, the construct can interact with two 
  objects before it is required to take the Use an 
  Object action. 
  (The construct can have up to two arm type 
  additions installed at one time). 
  Dispenser Compartment. You can order the 
  construct to take the Use an Object action to use 
  the construct's reach to spread any ball bearings 
  or caltrops that have been added to the dispenser 
  (see the entries in the Player’s Handbook for how 
  ball bearings and caltrops are deployed). The 
  dispenser is mounted at the rear of the construct 
  and is only large enough for 1 pouch of ball 
  bearings or 1 bag of caltrops. At your DM’s 
  discretion, the dispenser may deploy other 
  similarly sized items. 
  (The construct can have only one type of 
  compartment installed at a time). 
  Safe Storage Compartment. A secure 
  compartment mounted to the rear of the construct 
  that will only open when someone speaks the 
  command word assigned by you. It has the same 
  storage space as a chest. If the construct is 
  incapacitated, the safe may be attacked to try to 
  break it open. It has an AC of 15 and 36 Hit Points. 
  (The construct can have only one type of 
  compartment installed at a time). 
  Top-mounted hooded light. A magical light is 
  mounted atop the construct. It casts bright light in 
  a 30 ft. radius and dim light for an additional 30 
  feet. You can order the construct to raise or lower 
  the hood, or turn off or on the light, once per turn 
  as a free action. When the hood is lowered, this 
  addition casts dim light in a 5-foot radius. 
  
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  (The construct can only have one type of top-
  mounted device installed at a time). 
  Top-mounted seat. This gyro-stabilized seat 
  keeps its occupant sitting comfortably upright 
  during any of the construct’s maneuvers. The seat 
  is designed to fit a standard humanoid. The 
  construct is considered a mount for any creature 
  who wishes to ride in the seat, except the 
  construct is still controlled by the artificer. 
  (The construct can only have one type of top-
  mounted device installed at a time). 
  Augmentation 
  Starting at 3rd level, you can upgrade the 
  construct with 1 permanent augmentation, and 
  again at 9th and 17th level. Each augmentation 
  cannot be taken more than once, unless 
  specifically permitted in the augmentation's 
  description. 
  Armor. You have discovered a method to 
  reinforce the construct's shell with damage-
  resistant wood. The construct gains +1 to its AC. 
  (This augmentation may be chosen more than 
  once). 
  Controller redesign. You have redesigned the 
  construct's controller device to make operating 
  the construct easier. You now may use either your 
  action or bonus action to operate the construct 
  controller. 
  (You must be at least 9th level Artificer to 
  create this augmentation). 
  Controller stabilizer. You have added a 
  gyroscopic shock absorber to the construct's 
  controller device to allow you to easily operate the 
  controls while moving. There are no longer any 
  penalties for moving before operating the 
  controller device and no restriction against 
  moving during or after operating the controller 
  device. 
  Reach. You have added extender mechanisms 
  to all of the construct's modular mount points. The 
  construct gains +5 ft. reach.  
  Speed. You have improved the construct's drive 
  train. The construct gains +5 ft. to its base speed. 
  (This augmentation may be chosen more than 
  once). 
  
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