Gnome Artificer in 5th Edition

Gnome artificers make devices to help their party in combat. They use mundane tools and strange reagents to produce impressive results, and as they gain levels, they automatically learn new device powers shown on the progression table.

At the same time, they’re not spellcasters, and they don’t have access to the range of arcane magic that mages or clerics do. Instead, gnome artificers build mechanical devices that duplicate the effects of certain spells. Their creations often look unwieldy and complex, with gears, pistons, lenses, protrusions, wires, and other attachments.

While much of 5th Edition sticks close to the pseudo-medieval elements that define D&D, the gnome artificer brings a steampunk feel to those games set in worlds where clockwork machinery fits like a perfect cog. It also provides a niche for those characters who want to wield technological gadgets in their dungeons, but don’t want to deal with the expense and complications of spellcasting.

Gnomes have a long history of tinkering and invention. In fact, the treatise historical of the Dragon Tyrants holds that gnomes were created in -24500 DR from gems hidden in caverns beneath Netheril (in 1479 DR, this became the Lost Kingdom of Glittergold).

In addition to their craft skills, gnome artificers can use their intelligence to research and learn nonmagical effects similar to some of the most powerful arcane spells. Most gnome artificers are skilled artisans and craftsmen, and many are rogues or bards who delve into shadow magic. Some clerics and rangers also become artificers, although this is less common.

Artificers get proficiency with all simple weapons, light armor, and shields, and they can add their gnome race’s armor check penalty to the checks they need to wear armor heavier than leather. They can also choose from the following subclasses:

As a support character, the gnome artificer is primarily concerned with building devices that are useful to the rest of the party. For this reason, he’s not a tank by any means, but he can contribute to the defense of his group with equipment like shields and armour infusions that improve resistances. At the same time, he can provide some melee capability with his melee attack bonus and his ability to use his equipment as a weapon or missile. To that end, he should take plenty of hit points and a high Constitution. In addition to a good AC, he needs good saves and the ability to concentrate to perform his task.