Though the artificer is designed as an integral Morningstar class, it can serve in any campaign where an iconic mystic craftsperson fits in. This version uses spirits called numina to aid in crafting and to animate constructs. You may or may not want this flavor. 

Additionally, this class is only suitable for campaigns where crafting is allowed. You may want to adjust the costs of crafting to suit your campaign's needs. The class has a feature which reduces item crafting costs, so you might want to compensate for it. 

There are a lot of versions of the artificer out there, but the d20 3.0 version of the class was among the first two implementations to make it to print. I honestly can't remember whether it was the first, but I designed Morningstar from the ground up with the need for the class. 


“The celestial relationships of these glyphs must be mirrored perfectly in the machine…That aolepile right there- that’s The Wheel- the Devourer. It drives the rest of the device, but if you connect too much to it, the entire thing will burst apart.”

— Reos, the Artificer, to a precocious child.

Morningstar ARTIFICER

A human from Lantarakhet and her flying golden automoton, Searing Wind, travel alone across the frigid mountains of Hengzhou. Searing Wind flies high above, relaying information down to the artificer. As a Yeti climbs the mountainside, on the hunt, her automoton alerts her and she hides in a small cave. Unfortunately, the yeti sees Searing Wind. Thinking fast, the construct tells its master to stay where she is, and leads the yeti down another path. If it needs to, it can fight the yeti, but it wishes to cause no unnecessary harm.

The golem crashes through the pillar, sending the Hajiri man's allies scrambling to avoid falling pieces of the ceiling. The brilliant man stands at peace, studying it. The construct is made uniformly of stone, but there are two glowing red crystals on its forearms. As his allies struggle to injure the thing, he draws his Xiangurese crossbow, and takes careful aim. The golem mightily raises its left fist to strike the sorceress, and he fires. The bolt flies true, and the crystal on its arm shatters. Cracks radiate down its arm, and it is staggered for a moment- just long enough for the rest of the group to take it down. 


From our own world, Hero of Alexandria-- inventor of the steam engine (aolepile), Zhu Ge Liang--inventor of the repeating crossbow, and whoever built the Antikythera mechanism are great examples of artificers. Though not from the right time period for an Age of Majesty campaign, so is Leonardo Da Vinci. 

Mythic examples include Pygmalion, who carved a statue so beautiful it came to life, Daedelus--who made the wings that spelled Icarus' doom, Vishwakarma--who built the first vimana of Hindu myth, or the great dwarven smiths of Norse Mythology. 

Agent of Wonder

Without the Artificer, Thraxis would be nowhere near as wondrous. Even if they work in solitude, they craft amazing tools and magic items, works of art, and eventually Wonders--artifact level structures of immense size and power.

Some come to artifice after initial studies of magic leave them feeling that developing personal power is selfish and that creating devices for the benefit off others is a nobler pursuit. Others seek to understand life, death, and the nature of consciousness by exploring the creation of constructs. Still others wish to understand artifice, in order to circumvent it. Whatever their path, they move civilization forward.

Invention and Inspiration

Artificers seek to bring magic into matter. Artificers call their craft The Art.

With enough experience, supplies and money, an artificer can build a small army of whirring combatants, a prosthetic limb, an airship, or any number of magical or mechanical miracles. In a world where the laws of reality are hard to pin down, the artificer tries to find practical applications for the eldritch forces. An artificer does not blast his foes with fireballs, or cast spells on the fly. Instead, he uses his understanding of magical processes to create magical tools without using actual spells. By focusing his studies on a specialized set of techniques, he transcends the limitations of arcane magic, and learns to manipulate the substance of spirits themselves.

Every artificer crafts things that bear their own unique style. One may craft wondrous candies and toys, while another might craft devices with an animal motif. Still another may be obsessed with the power of steam. 

Creating an Artificer

Quick Build

You can make an Artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma, then Dexterity. Second, choose the Guild Artisan Background. Despite the fact that Thraxis is modeled on the ancient world, the existence of the artificer class has given rise to guilds.

Class Features

As an Artificer, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Artificer level

Hit Points at first level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st


Armor: light armor, hide.

Weapons: hammers, crossbows, war picks.   

Tools: Any 5 Artisan's tools.

Saving Throws: Intelligence and Charisma

Skills: Choose 3 from Arcana, History, Insight, Investigation, Medicine, and Religion.


You start with the following equipment, in addition to the equipment granted by your background:

·(a) light crossbow or (b) a hammer.

·(a) war pick or (b) a hammer.

·(a) a dungeoneer's pack, or (b) an explorer's pack

·Leather armor, and all artisan's tools you are proficient with.

·Items that serve as Implements for every cantrip you know. 

Artificer Class Progression.png



At 1st level, you know two cantrips, but cannot simply cast them. You must first place them into one of your implements (see the Implements and Innovations class feature). You may use these cantrips to craft normal magic items or place them into your implements. Every level, you may change the cantrips that you know after you take short rest if you have access to the new cantrips in written form or an item created with them.


Also at 1st level, you know two 1st level spells which you can use to charge your implements, but cannot simply cast. The spells you may choose from are in your folio, as described above. You may use these spells and the slots they require to craft normal magic items or place them into your implements. Every level, you may change the spells that you have in your folio after you take a long rest if you have access to the new spells in written form or an item created with them.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells, since you use your fierce intellect to unravel the mysteries of magic and matter. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting a saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier


At 1st level, you have a folio that contains all of the cantrips you know, and 4 1st-level spells from your spell list. This folio is a record of said spells, half-translated into practical designs for magical items. As with any of an artificer's items, it can take many forms. You may record new spells to your folio as you come across them as long as you are high enough level to cast them, and gain 1 spell when you gain access to a higher level of spells. Otherwise, a folio follows the rules for a wizard's spell book.

Class Features

Implements and Innovations

At first level, and artificer gains access to the tools of his trade, Implements and Innovations. 

An artificer does not cast spells directly. Instead, he or she crafts physical items that deliver spell effects through devices called Implements and in the case of rituals, Innovations. Despite this fact, this text sometimes reverts to the convenience of calling these effects "spells". 


Implements are items that can take any form you wish. These items usually follow the theme of the cantrips or spells they can cast, such as a crossbow that fires an Eldritch Blast. An implement may serve more than one purpose, or cast more than one cantrip or spell, and may even be a functional weapon or tool. Despite this, when the item is functioning as an implement, you may not use its other functions simultaneously. Therefore, you cannot fire a crossbow bolt on the same action that you cast a cantrip or spell.

 Each implement has a set purpose- a spell or set of spells that it can cast. This purpose cannot normally be changed on the fly. You may alter which implements cast which cantrips or spells after a long rest.

These devices invariably have themes related to their intended use. For example, a device that cast the Fly spell might be a set of wings on a harness. Individual artificers often like to create all of their items along a theme that they will be known for, such as a nautical theme, or a theme related to sun symbolism.

Choosing a Theme for your Implements

Consider the flavor of the setting along with your character's culture and personality before deciding on a theme for your Implements, if any. For example, "clockwork" is not an appropriate theme for Morningstar (there are no clocks or complex gearwork), but a very simple (non-industrial) ancient world steam theme could be.

Preparing your Implements

After every long rest, you must work on your devices to charge your daily implements, committing your levelled spell slots to specific spell effects in the item, which is called "Charging an Implement". 

You may duplicate a spell in more than one item, but it commits that slot more than once. This can be an insurance policy if your item malfunctions or is lost.  

You do not need to charge its cantrips unless you change which cantrips you know when you increase in level.  You may place a number of different charged spells into your implements equal to the number of slots you have available. You may duplicate a spell in multiple implements, but it still ties up an extra slot.

You may use the cantrips in your implements all day long, but spells with a level above 0 use up spell slots. You may activate the same spell as many times as you have slots left that day. When you run out of slots of a given level for the day, the spells in your implements for that level will fail to work. 

You may change one charged spell in each implement you have during a short rest. 

When you take a long rest, all of your implements lose their level 1 and higher spell charges. They do not lose their cantrips.

When you charge your implements after a long rest, you must use any material components or foci the spells you use require. If the material components are expendable, they are expended immediately upon charging the item. If change an implement's charge without using it, the expended components are lost. Component prices cannot be reduced by an artificer's Reduced Crafting Cost class feature.

Implement Effects

You are encouraged to be creative with the non-mechanical aspects of your Implements' spells. You are an expert craftsperson, a genius of art and matter. Be impressive, elegant, or both, the limit is your imagination. 

However, there are a few ground rules. 

In terms of game mechanics, the implement must operate identically to, close to, or somewhat less effectively than the spell it contains. For example, if a cantrip has a range of touch, the implement must be touch-based. There is no way to cheat the laws of magic, and there is always a price for trying. If you create an item such as ammunition that delivers a touch effect for example, the ammunition is destroyed when it is used, and you cannot use that spell or cantrip until you recreate the implement. 

On the other hand, it is perfectly acceptable to negotiate with the GM to reduce or alter a cantrip or spell's capabilities without increasing its power, such as by making an attack with range operate based on touch, or changing a spell's default save or energy type. 

Lending Implements

You may lend your implements to others, with a catch. 

It takes a free action to explain each spell in your implement, which can be done on your turn during combat. Once a character knows all of an implement's spell functions you do not need to explain them again until any of them change. 

Every time another person uses your implement, they must roll a d20 before casting the spell. If they roll higher than your artificer level, the charge is spent, and the item becomes completely non-functional until your next short rest. They simply aren't used to the way it works, and they cause it to malfunction. You may repair it later, and may not use any spells or cantrips it contained until you do. If the spell that they were using was a cantrip, you must recharge it after your next long rest. 

Losing Implements

If you lose an implement, you must craft another, paying 1/2 the cost the base item modified by your Reduced Crafting Cost, if any. 

Implements in Combat

In combat, implements are treated as any other item with regards to how long it takes to draw or stow them. For this reason, many artificers place multiple spells into their single devices, along various themes or purposes.

An implement has an AC two points higher than the base item, and is considered resilient per the rules for object hit points in the DMG. It has advantage on all saving throws. 

Innovations (Ritual Casting)

You may rapidly create a device from whatever you find lying around to create the effect of a ritual, as long as you have the spell in your folio, it has the ritual tag, and you have its listed material components. The time to create this device is the same as the time to cast the ritual. 

You may activate an innovation up to one hour after building it. 

An innovation must be rebuilt after is used.

Caster Emulation

At 1st level, an artificer must choose a class that eventually gains the ability to cast 9th level spells to emulate. From then on, they may freely place spells from this list into their folio (see below) for use with their implements and implements, and with all other crafting.

The artificer may still use spells from any other list for the purposes of crafting magic items, but they must acquire and use one spell scroll per day of crafting. 

You may also use spells from any other spellcasting class you have in your implements as long as you can cast that level spell as an artificer, but you may not treat the artificer spells in your folio (see the folio class feature) as spells in another spellcasting class.  Knowing how to cast a spell gives the full theoretical knowledge needed to distill the magic into a material form, but an implement doesn't have the full information of a spell. 


At 1st level, you learn the Call Numinus spell and can craft it as an innovation. When you do so, it doesn't use up a spell slot. The spell listing has all the pertinent rules for controlling your numinus.

Reduced Crafting Cost

Starting at 2nd level, you learn to avoid waste and to adapt to the materials at hand. From now on, anything you craft costs 5 percent less to craft. Every 4 levels after 2nd level, this reduction improves by 5%. Therefore at 6th level, items cost 10 percent less to craft, and at 18th level, items cost 25 percent less for you to craft.

This reduction does not affect the cost of material components for any spells you need to expend in order to craft an item. 

Rapid Crafting

Also at 2nd Level, you learn to increase the speed at which you can craft. The GP value of what you can craft in a day increases by 5% at 2nd level, and every even level thereafter. Take the price reduction from your Reduced Crafting  Cost into account before determining how long it takes to craft an item. 


Finally, at 2nd level, you never need a formal workshop to craft magical items. You may count any short rest or other downtime when you are conscious as time spent crafting magical items. If you craft during a long rest, you do not gain its benefits, and suffer any penalties for lack of sleep. You still need your artisan's tools.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 


At 5th Level, you gain the ability to reverse engineer magic items. By destroying an item, you may add any spells used in its making to your folio if you are high enough level to know them.


Also at 5th level, you may rebuild broken items for 1/4 its cost, plus any of the required spell's components as long as any part of the item remains. You may repair 1d6 hit points worth of damage to a construct on a short rest. 


At 10th level, your Numinus becomes a Genius- a spirit of inspiration. It retains its former abilities, and continues to advance as a numinus of its type. In addition, it gains the following benefits: 

  • All mental ability scores increase by 2.

  • One additional skill or tool proficiency.

  • One language.

  • The ability to grant Advantage to others when they use any proficiencies it has.

  • The ability to grant Inspiration to a single creature within 30 feet once per day.

At  14th and 18th level, it gains each of these abilities again. At 14th level, it gains the ability to travel to the astral plane as a standard numinus travels to the ethereal. At 18th level it gains the ability to travel to one plane appropriate to its signature, and to take any creatures it touches to the planes it can travel to. 


Starting at 11th level, you may oversee the creation of your works, even without being present for the entire creation. You may assemble a team of skilled tradespersons equal to your proficiency bonus squared, who will exactingly follow your plans for the creation of anything you're capable of crafting. This team is merely the skilled labor and overseers; there may be any number of unskilled helpers assisting them. You must be present for one hour at the beginning and end of the project, and must check in for an hour every month, but otherwise, your team will complete your plan for you. You or another (such as an Empire) must supply the funds to craft it. 

These worker's required payment is an additional 10% of the item's unmodified cost to create. Therefore, if you somehow reduced your creation costs to 5%, you would still need to pay 15% to have workers do it for you. These workers bring their own tools, but you must supply them with a workspace of some kind, with any associated costs. 

The time it takes to complete your project is based on your personal crafting time divided by the number of these skilled craftsmen on your team. 

The team can handle some disruption as long as any lost members are replaced, but more than one half of the team is taken off of the project, it must be halted until the original number of workers or more are added. 

You may work on multiple projects at the same time. If you cannot be present for the completion of a project, work stops until you arrive, and completes 1 hour after you return.

If you simply wish to craft multiple copies of the same item, you may treat the undertaking as a single project, adding all costs and times together, but if you wish to create multiple different items, you must handle each project individually, with separate teams. 

Multiple artificers can work together on a single, very large project. The costs to craft, and the subsequent time required is first averaged amongst the artificers involved, then divided between the number of skilled workers.

If the crafting time to create an item exceeds your lifespan, you may pass the reigns of a project down to a successor (or they may take them up on their own, as long as they have your folio), and they and their team may continue the work. The remaining time and cost is recalculated, based on the percentage of the work completed. Find the percentage of the project that has been completed (rounded up), subtract this percentage from the unmodified cost to craft the project, then apply the new artificer's reduced creation costs, before continuing the project.

Numinus Bond

At 17th level you have gained the ability to blend souls together. You may do one of two things; bond your numinus to yourself, or bond your numinus to a numinus of a different type. You must do this at 17th level, and you may only do this once. 

If you bond your numinus to yourself, you gain its traits, actions and reactions, except that any "inhabit" abilities it might have only work within a 60 foot radius. Your soul never leaves your body when you use these abilities, and you may control the vessel as a bonus action. You may call another numinus- the original has become an intrinsic part of you. 

If you decide to, you may instead call an extra numinus, and bond it to your original one. The new numinus gains the better of the two's statistics, rounding up, and all signatures, countersignatures, movement types, immunities, resistances, traits, actions, and reactions of the two. As it advances, apply these same rules. 

Artificer Art

At 3rd level, choose an artificer art, a path for your future as a master of magic and matter. You may choose between the Firebrand and Master Arts. 


Some artificers are especially practical. They are known colloquially as Firebrands. Tactical superiority is the ultimate goal of their study, and anything that aids them to that end is worth knowing. These artificers pay special attention to the techniques that that solve problems that arise in the field, and learn to exploit the weaknesses of constructs and magical items.  

Field Repair

At 3rd level, you gain the ability to temporarily repair broken or discharged magical items and constructs during a short rest. Repaired items gain 1 hp, and function for 1d3 hours or gain 1d4 charges. Repaired Constructs reanimate and gain 1 hit die as if they were a PC taking a short rest. You may not Field Repair your own implements or innovations. 

Devastate Construct

At 7th level, you gain Advantage when attacking constructs. Alternately, as an action, you may instead grant Advantage to attacks against constructs you can see to any allies who can hear you as you explain their weaknesses. At 13th level, you may grant this Advantage to your allies as a bonus action. 


At 15th Level, you can craft during stressful situations such as combat. You may change any of your Implement's charges (spells) in 1 round, and you gain the ability to craft any Innovation (ritual) you know in 2d4 rounds as long as you can justify the construction to the GM with the items available to you. 


At 20th Level , you may create plans to destroy those things which are believed to be indestructible. You may destroy artifacts and wonders.  

You may make an intelligence check to determine an object's weakness or method of destruction. Failing that, you may create something to destroy it.  

The DCs to determine the weakness of an artifact or wonder are as follows: 

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Object Type


Minor Artifact


Major Artifact


Wonder, Rank 1


Wonder, Rank 2


Wonder, Rank 3


Wonder, Rank 4


Wonder, Rank 5


If you fail to determine the object's weakness, you may create a Bane Item- a very special type of artifact designed to destroy it. For a cost of 1/100 the value of the object you wish to destroy, and an amount of time equal to the crafting time that value represents for you, you may craft this Bane Item. A Bane Item must come into, and remain in direct contact with the central mass of the object you seek to destroy in order to activate. Alternately, the GM may allow you to determine another method of gaining the Bane Item's benefits. Whatever it is should involve a challenge. 

Once the Bane Item is activated, you and your allies may treat the target Artifact or Wonder as nonmagical objects of its material and size when you initiate an attack against it. 

When the target's hit points are fully depleted, the target and the Bane Item destroy each other. This may have any side effects the GM wishes as the ultimate magics that bound them both are released. 


Perhaps the most famous type of artificer on Thraxis is the Master Artificer. Combining their skill in crafting magical items with an innate understanding of the methods of creating and commanding constructs, the Master makes friends easily--out of raw materials.   


At 3rd level, you begin learning the most basic form of construct creation, by experimenting with your numinus. You can create a vessel for your numinus (at reduced cost as a magic item), applying the automaton template to it, with traits based on the power of your Numinus and the vessel type as found under the automaton rules in the Reference Section, under "Automatons".

You may advance this automaton whenever your numinus progresses to the next Maturity Level. When it advances, the cost of the vessel you must craft for it is reduced by the cost of its old vessel and your Reduced Item Creation Costs ability. You may build multiple vessels, but may only have one numinus to control them. Your vessels may have weapons, tools, or other magical properties built into them. 

Once the automaton has begun an action, it will continue it until it is directed to do something else, or it is finished.

Commanding your numinus to enter or exit a vessel is a bonus action, and the numinus must take an action to comply.  

If the vessel is destroyed, your numinus may escape to the ethereal plane as a Reaction, where it can observe and come back when it is safe, or you direct it to. 

Usurp Construct

At 7th Level, you gain the ability to take control of a construct that is currently uncontrolled, or which is obeying orders that were given to it at least a day before. If the target construct fails a wisdom save against your Spell DC, you gain control of it. If the construct's CR is higher than your level divided by 3, you have control for 1d4 minutes. If its CR is equal or lower than your level divided by 3, you retain control of the construct until your next long rest, unless you gain access to its control mechanism, such as a shield guardian's amulet. If you fail to take control, or you lose control of the construct, you may not attempt to gain control of it again until after your next short or long rest.

You may command a total number of constructs equal to your Intelligence modifier, though the combined (but not recalculated) CR of the constructs you control with this ability may not be higher than your level divided by 3. You may command one construct as an Action. Once the construct has begun an action, it will continue it until it is directed to do something else, or it is finished.

Forge Construct

At 15th Level, you gain the ability to place your numinus into an independent, permanent construct that you or others can control. The created construct gains the abilities appropriate to its vessel and the numinus keeps the abilities it had when it was attuned to you. You may craft other magical abilities into the vessel, which the numinus may activate. This can be used to create constructs of any kind, from golems, to construct vehicles, intelligent weapons or even magical items such as limbs that bond to their wearer. You may command a total number of constructs equal to your Intelligence modifier. 

You, or it's owner may command a single construct as an Action. Once the construct has begun an action, it will continue it until it is directed to do something else, or it is finished. 

If the construct is destroyed, the numinus inside must make a constitution save vs. a DC of 10 or the amount of damage it last took, whichever is higher, or be destroyed with it.  

Render Salts

At 20th Level you learn the ability to render the body and soul of a creature of flesh into its "essential salts", and place them within a Construct. If the creature has an intelligence less than 3, this form must be similar to its original form, and any actions it gains must be analogous to the actions it could take in its original form. You may decide on the final creature's size as follows:

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Proficiency Bonus

Maximum Size











 The creature gains the following benefits. 

  • The creature gains all the traits of its vessel.

  • The creature no longer needs to breathe, and becomes immortal-- barring violence.

The construct will still have the natural drives that it had in its mortal form, and the vessel must address these. for example, a beast that was converted into a construct would still feel hunger, thirst, the need to sleep, and act as it did in nature. Its vessel therefore, would need a means of addressing these- of tricking the creature into thinking it had satisfied these needs. It doesn't matter, however, how involved the process of satisfying these needs is- the need to sleep can be addressed by pulling a lever for a single round.

Master Artificers sometimes form pacts with others with this ability to transform the other into Constructs.