Artificer
Artificers are described in Tasha's Cauldron of Everything.
Most Artificers on Mundus belong to the Artificers Guild. Members of the Artificers' Guild speak to each other in a highly technical language that sounds like Common but is full of outlandish words with little meaning to outsiders. Artificers' Guild members can recognize each other via this Artificers' Cant.
As Artificers are present in all centers of Civilization, they are highly valued and protected by the Artificers' Guild (as long as they are members of good standing). Naturally, the Artificers' Guild frowns upon non-Guild practicioners, but such folk are in demand and do quite well trading or living amongst the Barbaria.
Hit Points
Hit Dice: 1d8 per Artificer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Firearms
Tools: Thieves' Tools, Tinkers' Tools, one type of Artisans' Tools
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Spellcasting
Spells "cast" by an Artificer involve wonders and outlandish inventions, and either Thieves' Tools or Artisans' Tools are always required as a Material component to the spell. Once Infuse Item is attained at 2nd level, any item bearing an Infusion may be used as a spellcasting focus.
Intelligence is used as the Artificers spellcasting ability.
Starting Equipment
- Any 2 simple weapons
- 1 Musket or 2 Pistols with 20 pieces of ammunition
- Studded Leather armor or Scale Mail
- Tinkers' Tools
- Thieves' Tools
- Dungeoneers' Pack