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C L A S S : ARTIF I C E R QUICK BUILD
You can make an artificer quickly by following these
Masters of unlocking magic in everyday objects, ar suggestions. First, put your highest ability score in Intel
tificers are supreme inventors. They see magic as a ligence, followed by Constitution or Dexterity. Second,
complex system waiting to be decoded and controlled. choose the guild artisan background.
Artificers use tools to channel arcane power, crafting
magical objects. To cast a spell, an artificer could use al OPTIONAL RULE: MULTICLASSING
chemist's supplies to create a potent elixir, calligrapher's If your group uses the optional rule on multi classing in
supplies to inscribe a sigil of power on an ally's armor, the Player's Handbook, here's what you need to know if
or tinker's tools to craft a temporary charm. The magic you choose artificer as one of your classes.
of artificers is tied to their tools and their talents. Ability Score M i n i m um. As a multiclass character,
1
you must have at least an Intelligence score of 3 to take
ARCANE S C I E N C E a level in this class, or to take a level in another class if
you are already an artificer.
I n the world f Eberron, arcane magic has been har
o
nessed as a form of science and deployed throughout P r oficiencies Gained. If artificer isn't your initial
society. Artificers reflect this development. Their knowl class, here are the proficiencies you gain when you take
edge of magical devices, and their ability to infuse mun your first level as an artificer: light armor, medium ar
dane items with magic, allows Eberron's most miracu mor, shields, thieves' tools, tinker's tools.
lous projects to continue. S p ell Slots. Add half your levels (rounded up) in
During the Last War, artificers were marshaled on a the artificer class to the appropriate levels from other
massive scale. Many lives were saved because of the in classes to determine your available spell slots.
ventions of brave artificers, but countless lives were also C L A S S FEATUR E S
lost because of the mass destruction unleashed by their
creations. As an artificer, you gain the following class features.
SEEKERS OF NEW LORE HIT POINTS
Hit Dice: ld8 per artificer level
Nothing excites an artificer quite like uncovering a new
metal or discovering a source of elemental energy. In Hit Points at 1st Level: 8 + your Constitution modifier
+
artificer circles, new inventions and strange discoveries Hit Points at Higher Levels: ld8 (or 5) y our Constitu-
create the most excitement. Artificers who wish to make tion modifier per artificer level after 1st
their mark must innovate, creating something fresh, PROFICIENCIES
rather than iterating on familiar designs. Armor: Light armor, medium armor, shields
This drive for novelty pushes artificers to become ad Weapons: Simple weapons
venturers. Eberron's main travel routes and populated Tools: Thieves' tools, tinker's tools, one type of artisan's
regions have long since been explored. Thus, artificers tools of your choice
seek the frontiers of civilization in hopes of making the
next great discovery in arcane research. Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation,
F
C R EATING AN ARTI I C E R Medicine, Nature, Perception, Sleight of Hand
a
When creating n artificer, think about your character's EQUIPMENT
relationship with the artisan who taught them their You start with the following equipment, in addition to
craft. Does the character have a rival? Talk to your DM the equipment granted by your background:
about the role played by artificers in the campaign and
the sort of organizations you might have ties to. • any two simple weapons of your choice
• a light crossbow and 20 bolts
• your choice of studded leather armor or scale mail
ARTIFICERS I N OTHER WORLDS
• thieves' tools and a dungeoneer's pack
Eberron is the world most associated with artificers, yet
the class can be found throughout the D&D multiverse. If you forgo this starting equipment, as well as the
In the Forgotten Realms, for example, the island of Lantan items offered by your background, you start with 5d4 x
is home to many artificers, and in the world of Dragon 10 gp to buy your equipment.
lance, tinker gnomes are often members of this class. The
strange technologies in the Barrier Peaks of the World of OPTIONAL RULE: FIREARM PROFICIENCY
G r eyhawk have inspired some folk to walk the path of the The secrets of creating and operating gunpowder weap
artificer, and in Mystara, various nations employ artificers ons have been discovered in various corners of the D&D
to keep airships and other wondrous devices operational. multiverse. If your Dungeon Master uses the rules on
In the City of Sigil, artificers share discoveries from
throughout the cosmos, and one in particular-the gnome firearms in chapter 9 of the Dungeon M a ster's Guide
i n ventor Vi-has run a multiverse-spanning business from and your artificer has been exposed to the operation of
there since leaving the world of her birth, Eberron. n the such weapons, your artificer is proficient with them.
I
world-city Ravnica, the lzzet League trains numerous artifi
cers, the destructiveness of whom is n p aralleled in other
u
worlds-except, perhaps, by the tinker gnomes of Krynn.
CHAPTER 1 I C H ARACTER CREATION
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