The Artificer: Architects of Arcane Ingenuity
In the vast tapestry where magic and might often dominate the narrative, the Artificer stands apart as a testament to ingenuity and innovation. Rather than relying solely on arcane study or divine favour, Artificers harness the power of invention, blending science and sorcery to forge wonders that defy imagination.
Artificers are the embodiment of creativity and precision. They are the tinkerers and inventors, crafting devices that can heal, protect, or obliterate. Their magic is not born of ancient tomes or celestial pacts but is meticulously constructed through experimentation and craftsmanship.
In the world, Artificers are known for their ability to infuse mundane items with magical properties, creating tools and weapons that can rival the most potent spells. Their creations range from the practical to the fantastical, from self-propelled carriages to sentient constructs. Artificers are not merely spellcasters; they are visionaries who see the potential for magic in every bolt and gear.
Real-World Inspirations: Bridging Fantasy and Innovation
The concept of the Artificer draws heavily from real-world figures who have pushed the boundaries of science and invention. Historical luminaries like Leonardo da Vinci, with his visionary designs, and Nikola Tesla, with his groundbreaking work in electricity, serve as archetypes for the Artificer’s blend of creativity and technical prowess. In literature, characters such as Victor Frankenstein illustrate the perils and potentials of unchecked innovation.
The Artificer also resonates with the steampunk genre, where Victorian aesthetics meet futuristic technology. This fusion of old and new, of magic and machine, captures the essence of the Artificer’s role in D&D—a class that challenges the status quo and redefines the limits of possibility.
The Artificer in Your Campaign
Incorporating an Artificer into your campaign introduces a dynamic element of invention and adaptability. Whether crafting a new gadget to solve a problem or devising a strategy that leverages their unique abilities, Artificers encourage creative thinking and problem-solving. They can serve as the party’s engineer, medic, or even frontline combatant, depending on their chosen specialization.
Embrace the Artificer, and step into the role of a master inventor, a wielder of arcane technology, and a pioneer of magical innovation. In a world where magic is commonplace, the Artificer stands out as a testament to the power of human ingenuity and the endless possibilities it can unlock.
Artificer Class (2024)
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 armor, medium armor, shields
- Weapons: Simple weapons
- Tools: Thieves’ tools, Tinker’s tools, one type of artisan’s tools of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- Any two simple weapons
- A light crossbow and 20 bolts
- (a) Studded leather armor or (b) Scale mail
- Thieves’ tools and a dungeoneer’s pack
Class Table
Level | Proficiency Bonus | Features | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1 | +2 | Magical Tinkering, Spellcasting | 2 | 2 | 2 | — | — | — | — |
2 | +2 | Replicate Magic Item | 2 | 3 | 2 | — | — | — | — |
3 | +2 | Artificer Subclass, Right Tool for the Job | 2 | 4 | 3 | — | — | — | — |
4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
5 | +3 | Subclass Feature | 2 | 6 | 4 | 2 | — | — | — |
6 | +3 | Magic Item Tinker | 2 | 6 | 4 | 2 | — | — | — |
7 | +3 | Flash of Genius | 2 | 7 | 4 | 3 | — | — | — |
8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | — | — | — |
9 | +4 | Subclass Feature | 2 | 9 | 4 | 3 | 2 | — | — |
10 | +4 | Magic Item Adept | 3 | 9 | 4 | 3 | 2 | — | — |
11 | +4 | Spell-Storing Item | 3 | 10 | 4 | 3 | 3 | — | — |
12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | — | — |
13 | +5 | — | 3 | 11 | 4 | 3 | 3 | 1 | — |
14 | +5 | Magic Item Savant | 3 | 11 | 4 | 3 | 3 | 1 | — |
15 | +5 | Subclass Feature | 3 | 12 | 4 | 3 | 3 | 2 | — |
16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | — |
17 | +6 | — | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Magic Item Master | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Soul of Artifice | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
Class Features
Magical Tinkering
At 1st level, you can imbue a Tiny nonmagical object with a magical property. As an action, you can touch the object and give it one of the following properties:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- The object records a message up to 6 seconds long, which can be heard up to 10 feet away when tapped.
- The object emits a chosen odor or nonverbal sound, perceivable up to 10 feet away.
- A static visual effect appears on the object’s surface.
You can affect a number of objects equal to your Intelligence modifier (minimum of one). If you exceed this number, the oldest effect ends.
Spellcasting
You have learned to use magical spells through your tools. Intelligence is your spellcasting ability for your Artificer spells.
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier
You can cast an Artificer spell as a ritual if it has the ritual tag and you have it prepared.
Replicate Magic Item
At 2nd level, you gain the ability to create magic items. You learn a number of magic item formulas, which allow you to replicate specific magic items. The number of items you can replicate increases as you gain levels in this class.
Artificer Subclass
At 3rd level, you choose a subclass that reflects your approach to invention: Alchemist, Armorer, Artillerist, Battle Smith, or Cartographer.
Right Tool for the Job (3rd-Level)
At 3rd level, you’ve learned how to produce exactly the tool you need. With thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Magic Item Tinker (6th Level)
Your ability to manipulate magic items improves:
- Drain Magic Item: As a bonus action, you can touch a magic item you’ve created with your Replicate Magic Item feature and cause it to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can’t do so again until you finish a long rest. Any spell slot you create with this feature vanishes when you finish a long rest.
- Expanded Replication: When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 6+) table .
Flash of Genius (7th Level)
When you or a creature you can see within 30 feet fails an ability check or a saving throw, you can use your reaction to add a bonus to the roll equal to your Intelligence modifier, potentially causing it to succeed. You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest .
Magic Item Adept (10th Level)
Your skill with magic items deepens:
- Additional Attunement: You can attune to up to four magic items at once, rather than the usual three.
- Expanded Replication: When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 10+) table .
Spell-Storing Item (11th Level)
After a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and store a spell in it. Choose a level 1, 2, or 3 Artificer spell that has a casting time of an action (you needn’t have the spell prepared). While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object .
Magic Item Savant (14th Level)
Your mastery of magic items increases:
- Additional Attunement: You can attune to up to five magic items at once.
- Expanded Replication: When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 14+) table. You can have no more than three Rare items created by Replicate Magic Item at a time .
Magic Item Master (18th Level)
You can now attune to up to six magic items at once, rather than the usual three .
Epic Boon (19th Level)
You gain an Epic Boon feat or another feat of your choice for which you qualify. The Boon of Energy Resistance is recommended .
Soul of Artifice (20th Level)
You have developed a mystical connection to your magic items, granting you the following benefits:
- Cheat Death: If you’re reduced to 0 hit points but not killed outright, you can disintegrate one Uncommon or Rare magic item created by your Replicate Magic Item feature, changing your hit points to 20 instead of 0.
- Magical Guidance: While attuned to at least one magic item, you can add 1d6 to any ability check you make. You decide to add the die after rolling the d20. You can use this benefit only once per turn .
Artificer Subclasses
Alchemist
The Alchemist channels magical chemistry to heal allies, buff companions, or damage foes with potent elixirs and reagents. Alchemists stand out for granting free Experimental Elixirs each day and scaling their chemical magic as they advance.
- Experimental Elixir (3rd level): You craft elixirs during a long rest without using spell slots. Each elixir’s effect is determined by rolling on a table (e.g., healing, flight, resilience, swiftness, boldness, or an Alter Self transformation).
- Alchemical Savant (5th level): When you cast a spell that restores hit points or deals acid, fire, necrotic, or poison damage using alchemist’s supplies as the focus, add your Intelligence modifier to one damage or healing roll.
- Restorative Reagents (9th level): Drinking your experimental elixirs also grants temporary hit points, and you can cast Lesser Restoration a number of times equal to your Intelligence modifier without expending spell slots.
- Chemical Mastery (15th level): You gain resistance to acid and poison damage, immunity to the poisoned condition, and can cast Greater Restoration and Heal once each per long rest without using spell slots or material components.
Armorer
Armorers transform mundane armor into living conduits of magic, choosing between the frontline-focused Guardian model or the stealth-oriented Infiltrator model. They gain full-body Arcane Armor, extra attacks, and can infuse multiple pieces of their armor for enhanced versatility.
- Arcane Armor (3rd level): As an action with smith’s tools in hand, you turn worn armor into Arcane Armor. It requires no Strength score, serves as your spellcasting focus, attaches to you (retractable helmet), and replaces missing limbs.
- Armor Model (3rd level): Choose Guardian (Thunder Gauntlets dealing 1d8 thunder damage and imposing disadvantage on enemies, plus a limited-use Defensive Field for temporary hit points) or Infiltrator (Lightning Launcher simple ranged weapon, +5 ft. speed, and advantage on Stealth checks).
- Extra Attack (5th level): You can attack twice when you take the Attack action.
- Armor Modifications (9th level): Your Arcane Armor’s chest piece, boots, helmet, and special weapon each count as separate items for infusions, and you gain two additional infusions that must be part of your armor.
- Perfected Armor (15th level): Guardian armor can pull Huge or smaller creatures up to 25 feet and grant you a melee attack on a reaction; Infiltrator armor gains enhanced mobility and damage.
Artillerist
Artillerists wield explosive magic through their signature Eldritch Cannon and amplify spells with an Arcane Firearm. They excel at ranged damage, area control, and tactical support.
- Eldritch Cannon (3rd level): As an action using woodcarver’s or smith’s tools, you create a Small or Tiny magical turret (AC 18, HP equal to 5× your level). You choose one of three modes—Flamethrower (15-ft. cone of 2d8 fire), Force Ballista (2d8 force + push), or Protector (1d8 + Int temp HP)—and can command it with your bonus action.
- Arcane Firearm (5th level): You inscribe a wand, staff, or rod as your Arcane Firearm, which serves as your spellcasting focus. When you cast an Artificer spell through it, roll a d8 and add the result to one of the spell’s damage rolls.
- Explosive Cannon (9th level): All damage rolls of your Eldritch Cannon increase by 1d8, and you can detonate the cannon as an action, forcing creatures within 20 ft. to make a Dex save or take 3d8 force damage (half on success).
- Fortified Position (15th level): You and allies within 10 ft. of your cannon gain half cover, and you can maintain two cannons simultaneously, activating both with one bonus action.
Battle Smith
Battle Smiths blend martial prowess with healing and defensive magic, wielding a magic weapon and commanding a Steel Defender companion. They shine as front-line protectors who repair allies and constructs.
- Tool Proficiency (3rd level): Gain proficiency with smith’s tools and one other set of artisan’s tools of your choice.
- Battle Ready (3rd level): Your magic weapon attacks use your Intelligence modifier for attack and damage rolls.
- Steel Defender (3rd level): You create a Construct companion with AC 15, HP equal to five times your level, and reaction options to protect allies. The defender can repair itself with a bonus action.
- Extra Attack (5th level): You can attack twice when you take the Attack action.
- Arcane Jolt (9th level): When you hit with a magic weapon attack or your Steel Defender hits, you can choose to deal an extra 2d6 force damage or restore 2d6 HP to a target.
- Improved Defender (15th level): Your Steel Defender gains additional hit points, an extra reaction, and can move more swiftly to protect allies.
Cartographer
The Cartographer excels at navigation, reconnaissance, and magical teleportation, enhancing party mobility and coordination.
- Adventurer’s Atlas (3rd level): You create magical maps linking holders together; you and allies gain initiative bonuses and can locate each other within range regardless of visibility.
- Scouting Gadgets (3rd level): You gain a limited-use teleport ability and can cast Faerie Fire without expending a spell slot, bolstering stealth and enemy detection.
- Portal Jump (5th level): As a bonus action, teleport up to 60 ft.; if teleporting to an ally with your map, they can teleport with you.
- Ingenious Movement (9th level): Enhance your Flash of Genius to teleport yourself or an ally a short distance when you use it.
- Superior Atlas (15th level): Your maps grant emergency teleportation for downed allies, allow you to cast Find the Path without a slot, and help maintain concentration on spells.
Sample Human Artificers
1. Byzantine Siege Engineer
- Region & Origin: 10th-century Constantinople, author of the Parangelmata Poliorcetica siege manual
- Background Options: Guild Artisan (Master Siege Engineer), Soldier (Engine Corps), Noble Retainer
- Primary Arms Options: Greek fire siphon (flamethrower device), Hand mortar (small portable bomb launcher), Bolt thrower (small ballista)
- Secondary Arms Options: Composite crossbow, Recurved bow, War hammer with pick end
- Armor Options: Lamellar scale breastplate; conical steel helmet
- Special Equipment: Surveying dioptra; ballistics sketches
- Artificer Subclass: Artillerist
- Deity Choices: Hephaestus; Athena
2. Song-Dynasty Horologist
- Region & Origin: 11th-century Kaifeng, engineer of the astronomical clock tower
- Background Options: Sage (Royal Observatory), Guild Artisan (Clockmaker), Noble Scholar
- Primary Arms Options: Clockwork automaton (serves as spell-storing focus), Armillary sphere (magical focus), Endless chain-drive gear model
- Secondary Arms Options: Repeating crossbow, Ji polearm, Bronze hand cannon prototype
- Armor Options: Silk-lamellar ceremonial panels
- Special Equipment: Precision gears; chain-drive mechanism
- Artificer Subclass: Cartographer
- Deity Choices: Jade Emperor; Lü Dongbin
3. Feudal French Trebuchet Master
- Region & Origin: 13th-century Capetian France
- Background Options: Guild Artisan (Siege Engineer), Soldier (Feudal Levy), Folk Hero
- Primary Arms Options: Counterweight trebuchet, Traction trebuchet, Mangonel (stone-throwing catapult)
- Secondary Arms Options: Mantlet and portable pavise shields, Siege ladder, Bolt cutter (for gates)
- Armor Options: Brigandine over gambeson
- Special Equipment: Release-timing rig; wall-angle schematics
- Artificer Subclass: Artillerist
- Deity Choices: Mars; Lugus
4. Medieval Village Blacksmith
- Region & Origin: 14th-century English market town
- Background Options: Guild Artisan (Blacksmith), Folk Hero, Hermit (Forge Hermit)
- Primary Arms Options: Forge-tempered longsword, Battle axe (double-headed), Warhammer with forging head
- Secondary Arms Options: Hammer and tongs, Blacksmith’s choke chain (improvised whip), Anvil-splitter cleaver
- Armor Options: Mail hauberk and helmet
- Special Equipment: Traveling forge wagon; bellows kit
- Artificer Subclass: Armorer
- Deity Choices: Wayland the Smith; Brigid
5. Italian Renaissance Polymath
- Region & Origin: 15th-century Florence/Vinci
- Background Options: Sage (Inventor), Guild Artisan (Artist/Engineer), Noble Patron’s Protégé
- Primary Arms Options: Hand-cranked ballista prototype, Aerial screw model (glider focus), Giant crossbow design sketch
- Secondary Arms Options: Small arquebus, Rapier prototype, Hand-held cannon model
- Armor Options: Lightweight brigandine under artist’s smock
- Special Equipment: Drafting compass; casting molds
- Artificer Subclass: Battle Smith
- Deity Choices: Mercury; Ptah
6. Muromachi Swordsmith
- Region & Origin: 14th-century Japan, Ōsafune school
- Background Options: Guild Artisan (Swordsmith), Criminal (Master forger), Sage (Martial Scholar)
- Primary Arms Options: Katana of folded tamahagane, Nodachi (field sword), Odachi (great sword)
- Secondary Arms Options: Wakizashi, Tantō blade, Tetsubo (iron club)
- Armor Options: Iron lamellar dō; lacquered plates
- Special Equipment: Quenching trough; forging hammer set
- Artificer Subclass: Armorer
- Deity Choices: Amaterasu; Inari
7. Ottoman Gunpowder Engineer
- Region & Origin: 15th-century Ottoman Empire
- Background Options: Soldier (Janissary Engineer), Guild Artisan (Gunfounder), Spy (Siege Saboteur)
- Primary Arms Options: Dardanelles Gun (super-sized bombard), Abus gun howitzer, Breech-loading swivel gun
- Secondary Arms Options: Hand cannon, Matchlock arquebus, Fire pot grenade
- Armor Options: Mail-and-plate lamellar; turbaned helmet
- Special Equipment: Powder molds; siege cart
- Artificer Subclass: Artillerist
- Deity Choices: Tengri; Ala the Forge Spirit
8. Delhi Sultanate Court Alchemist
- Region & Origin: 14th-century Delhi Sultanate
- Background Options: Sage (Court Alchemist), Noble (Royal Apothecary), Criminal (Poisoner)
- Primary Arms Options: Acid elixir vials, Mercury bombs, Smoke pot canisters
- Secondary Arms Options: Talisman scrolls, Incense burner (cloud of smoke), Ritual dagger focus
- Armor Options: Quilted silk gambeson; mail sleeves
- Special Equipment: Distillation furnace; mortar-and-pestle set
- Artificer Subclass: Alchemist
- Deity Choices: Shiva; Kubera
9. Ming Dynasty Technologist
- Region & Origin: 17th-century Ming China, author of Tiangong Kaiwu
- Background Options: Sage (Technologist), Guild Artisan (Gunpowder Specialist), Envoy (Imperial Instructor)
- Primary Arms Options: Hand cannon, Fire lance (proto-gun), Repeating cannon model
- Secondary Arms Options: Fire arrows, Rocket launchers, Signal bombs
- Armor Options: Reinforced silk lamellar
- Special Equipment: Block-print press; gunpowder diagrams
- Artificer Subclass: Cartographer
- Deity Choices: Lu Ban; Zao Jun
10. Mali Empire Smith-Priest
- Region & Origin: 13th-century Mali Empire
- Background Options: Folk Hero (Village Defender), Guild Artisan (Blacksmith), Acolyte (Priest of Ogun)
- Primary Arms Options: Iron-forged cutlass, Battle axe (ceremonial), Iron hoe repurposed as polearm
- Secondary Arms Options: Throwing knife (mambele), Spear–thrower, Ritual hammer
- Armor Options: Leather hide with iron studs
- Special Equipment: Charcoal furnace; diviner’s chain
- Artificer Subclass: Battle Smith
- Deity Choices: Ogun
11. Aztec Warrior-Artisan
- Region & Origin: Early 16th-century Tenochtitlan
- Background Options: Soldier (Jaguar Warrior), Artisan (Obsidian Smith), Noble (Temple Guard)
- Primary Arms Options: Macuahuitl, Bow of Otomi design, Atlatl and darts
- Secondary Arms Options: Obsidian blades (quetlachtli), Small round shield, Throwing club (tecpatl)
- Armor Options: Ichcahuipilli cotton armor
- Special Equipment: Obsidian knapping kit; codex plans
- Artificer Subclass: Artillerist
- Deity Choices: Quetzalcoatl; Tezcatlipoca
12. Polynesian Wayfinder
- Region & Origin: 15th-century Pacific navigators
- Background Options: Sailor (Navigator), Outlander (Island Scout), Sage (Star Reader)
- Primary Arms Options: Star-compass staff, Celestial sextant carved of shell, Ocean-chart rod
- Secondary Arms Options: Shark-tooth club, Hoop fishing nets (entanglement), Throwing starfish darts
- Armor Options: Woven pandanus cape
- Special Equipment: Celestial navigation charts; shell-inlaid tools
- Artificer Subclass: Cartographer
- Deity Choices: Tangaroa; Atua
12. The Mad Alchemist
- Region & Origin: Mid-16th-century Europe, itinerant alchemists experimenting in roadside laboratories to transmute base metals and heal the afflicted.
- Background Options: Guild Artisan (Apothecary), Hermit (Exiled Alchemist), Criminal (Poisoner-in-Secret).
- Primary Arms: Lead-lined alembic staff (arcane focus); Flask launcher (acidic reagents); Ritual dagger.
- Secondary Arms: Quicksilver vial grenades; Bone saw (improvised cleaver); Tuning fork of resonance.
- Armor Options: Quilted alchemical coat; Leather gloves with protective runes; Eye-shield goggles.
- Special Equipment: Portable distillation kit; Athanor furnace; Grimoire of dubious cures.
- Artificer Subclass: Alchemist.
- Deity Choices: Hermes Trismegistus (Hermetic teachings); Oghma (Celtic god of knowledge).
13. The Court Savant
- Region & Origin: Late 15th-century Italian city-state, patronized by dukes for designing siege engines and clockwork marvels.
- Background Options: Noble (Court Engineer), Sage (Mathematical Scholar), Guild Artisan (Master Builder).
- Primary Arms: Clockwork crossbow; Gear-forged halberd; Arc-lensed spyglass.
- Secondary Arms: Spring-loaded dagger; Bolt of lightning repeater; Ornate compass shield.
- Armor Options: Reinforced brigandine with clockwork joints; Brass-plated vambraces.
- Special Equipment: Drafting compass; Gyroscopic stabilizer; Blueprint codex.
- Artificer Subclass: Artillerist.
- Deity Choices: Mercury (Roman messenger and patron of trades); Athena (Greek goddess of crafts and strategy).
14. The Golem Rabbi
- Region & Origin: Early 17th-century Prague, Talmudic scholar versed in Kabbalah crafting a guardian from clay.
- Background Options: Acolyte (Temple Illuminator), Sage (Kabbalistic Scholar), Hermit (Sepulchral Custodian).
- Primary Arms: Inscribed clay sigil tome; Staff of clay animate (focus); Ritual knife.
- Secondary Arms: Phylactery bolts (stone projectiles); Sanctified ink vials; Staff-shield adorned with Hebrew wards.
- Armor Options: Layered cloaks with protective amulets; Leather bracers inscribed with shem.
- Special Equipment: Set of clay and rare earths; Quill for kameah writing; Book of Names.
- Artificer Subclass: Battle Smith.
- Deity Choices: Ein Sof (Kabbalistic infinite); Shekinah (Divine presence).
None Human Artificers
Below are seven core non-human races in D&D 5e, reimagined as Artificers and grounded in their real-world mythic origins. Each entry lists key details in bullet-point format.
Dwarf
- Region & Origin: Scandinavian and Germanic mountain legends of subterranean smiths and craftsmen.
- Background Options: Guild Artisan (Master Smith), Folk Hero (Mountain Defender), Soldier (Iron Shield).
- Primary Arms: Warhammer; Battleaxe; Handaxe.
- Secondary Arms: Light hammer; Dagger; Throwing hammer.
- Armor Options: Plate mail; Scale mail; Reinforced helm.
- Special Equipment: Smith’s tools; Rune-carving kit; Portable anvil.
- Artificer Subclass: Armorer.
- Deity Choices: Hephaestus (Greek forge god); Svarog (Slavic smith deity).
Elf
- Region & Origin: Norse and Celtic folklore of forest spirits (“álfar”) inhabiting ancient woodlands.
- Background Options: Sage (Forest Scholar), Outlander (Woodland Scout), Noble (Elven Court).
- Primary Arms: Longsword; Shortsword; Elven longbow.
- Secondary Arms: Hand crossbow; Rapier; Dagger.
- Armor Options: Elven chain shirt; Leather armor; Cloak of elvenkind.
- Special Equipment: Artisan’s tools (woodcarver’s or calligrapher’s); Enchanted quiver.
- Artificer Subclass: Artillerist.
- Deity Choices: Flidais (Celtic goddess of the wild and animals); Brigid (Celtic goddess of inspiration).
Gnome
- Region & Origin: Renaissance Central European alchemical and fairy traditions, inspired by Paracelsus’s elementals.
- Background Options: Guild Artisan (Tinker), Sage (Arcane Librarian), Charlatan (Clock-peddler).
- Primary Arms: Light crossbow; Short sword; Sling.
- Secondary Arms: Dagger; Blowgun; Tinker’s tools as focus.
- Armor Options: Studded leather; Padded gnomish armor.
- Special Equipment: Alchemist’s supplies; Tinker’s tools; Prismatic lens kit.
- Artificer Subclass: Alchemist.
- Deity Choices: Hermes (Greek messenger and inventor god); Ogma (Celtic god of eloquence and craft).
Halfling
- Region & Origin: English rural folklore and Tolkien’s Shire, reflecting pastoral communities.
- Background Options: Folk Hero (Village Protector), Criminal (Sneak), Entertainer (Tavern Bard).
- Primary Arms: Sling staff; Short sword; Light crossbow.
- Secondary Arms: Handaxe; Dagger; Sling.
- Armor Options: Leather armor; Rustic gambeson.
- Special Equipment: Artisan’s tools (cook’s, brewer’s); Luckstone focus.
- Artificer Subclass: Battle Smith.
- Deity Choices: Hestia (Greek hearth goddess); Brigid (Celtic goddess of hearth).
Half-Orc
- Region & Origin: Eurasian Steppes; nomadic tribal warriors descended from orcish legends of the grasslands.
- Background Options: Outlander (Tribal Chieftain), Soldier (Mercenary), Criminal (Outcast).
- Primary Arms: Greataxe; Battleaxe; Quarterstaff.
- Secondary Arms: Shortbow; Javelin; Dagger.
- Armor Options: Hide armor; Chain shirt; Leather jerkins.
- Special Equipment: Tribal totems; Bone-carving set.
- Artificer Subclass: Battle Smith.
- Deity Choices: Tengri (Turkic sky deity); Ülgen (Turkic god of creation and craftsmanship).
Dragonborn
- Region & Origin: East Asian dragon lore, especially Chinese “long” dragons tied to imperial power.
- Background Options: Noble (Imperial Envoy), Folk Hero (Dragon’s Herald), Sage (Dragon Scholar).
- Primary Arms: Jian straight sword; Spear; Halberd.
- Secondary Arms: Dao knife; War fan; Hooked staff.
- Armor Options: Lamellar scale armor; Dragonmail breastplate.
- Special Equipment: Draconic focus (jade orb); Imperial seal; Scroll of dragon lore.
- Artificer Subclass: Artillerist.
- Deity Choices: Shenlong (spiritual dragon of storms and rain); Azure Dragon (Qinglong, symbol of the East and spring); Dragon Kings (Longwang, rulers of the Four Seas).
Tiefling
- Region & Origin: Babylonian and Near Eastern demonology (e.g., Lilitu) blended into infernal heritage.
- Background Options: Charlatan (Infernal Broker), Noble (Fiend-scion), Sage (Occultist).
- Primary Arms: Morningstar; Warhammer; Spiked chain.
- Secondary Arms: Light crossbow; Dagger; Eldritch focus (infernal emblem).
- Armor Options: Studded leather with infernal runes; Hellforged chain.
- Special Equipment: Infernal alchemy set; Silvered tools; Pact-made focus.
- Artificer Subclass: Alchemist.
- Deity Choices: Lilith (Mesopotamian night demon/queen of demons); Ereshkigal (Mesopotamian underworld goddess).