Clay Cyanide EncountersFree, tier-scaled 5e encounters and drop-in VTT tokens for every miniature we sculpt.1,100+ creaturesFoundry, Roll20 & OwlbearSculpting minis since 2020Always free
Home Catalog Fantasy Heroes & Champions Artificer
Artificer — Fantasy Heroes & Champions STL miniature by Clay Cyanide

Artificer

Fantasy Heroes & Champions
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community11,383 views · 135 likes

Artificer — The Encounter

Goggled tinkerer who arms the battlefield with gadgets · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Artificer

They call him the Tinker, though no single name has stuck, for he answers to whatever workshop will keep his forge lit. Where soldiers see a battlefield, he sees a problem in want of a device, and he meets it with bombs cobbled from scrap, a gauntlet that drinks the storm, and a satchel of contraptions no two of which work quite the same. He is rarely the strongest figure in any fight, but he is forever the most prepared: caltrops underfoot, a flash charge for the eyes, a line to haul himself clear when the brave press too close. His true craft is the bound spark at his side, a coil of living flame coaxed into a servant by patient hands and stubborn arithmetic. Folk whisper that he treats the construct as a son and the battlefield as a workshop, and that he would sooner lose a limb than a good idea half-tested.

Run Artificer in Sixty Seconds

Artificer

Medium humanoid (human), any alignment

CR 6 · 2,300 XP · GUIDELINE
AC 16 (reinforced coat and gauntlet) HP 120 (16d8+48) Speed 30 ft.
STR11+0
DEX16+3
CON16+3
INT18+4
WIS13+1
CHA12+1
SavesInt +7, Con +6
SkillsArcana +7, Investigation +7, Sleight of Hand +6, Perception +4
Sensesdarkvision 30 ft. (goggle lenses), passive Perception 14
LanguagesCommon plus any two languages

Field Tinkering (signature). Once per turn as part of any other action, the artificer arms a gadget. Choose one: it draws and primes a bomb (see Reactions); it deploys a caltrop scatter into a 5-ft. square (that square is difficult terrain and a creature ending its turn there takes 5 piercing damage); or it slots a fresh power cell, regaining the use of one expended bonus action or reaction.

Gadget Loadout. The artificer carries a bandolier of single-use devices. It may use each of the following once before a short rest: a flash charge (one creature within 30 ft. must succeed on a DC 14 Constitution save or be blinded until the end of its next turn) and a grapnel line (it pulls itself up to 30 ft. toward a surface or creature without provoking opportunity attacks).

Actions

Multiattack. The artificer makes two attacks: one with its arc gauntlet and one with its repeating crossbow.

Arc Gauntlet. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+3) lightning damage, and the target can't take reactions until the start of its next turn.

Repeating Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 11 (2d8+3) piercing damage.

Bonus Actions & Reactions

Throw Bomb (Bonus Action). If it has a primed bomb (see Field Tinkering), the artificer hurls it at a point within 40 ft. Each creature in a 10-ft. radius must make a DC 14 Dexterity save, taking 18 (4d8) fire damage on a failure, or half as much on a success.

Quick Patch (Reaction). When the artificer or an ally it can see within 30 ft. takes damage, it discharges a repair pulse, granting that creature 10 temporary hit points. It can use this twice before a short rest.

A goggled inventor stands amid a swirl of soot and sparks, one hand sheathed in a heavy lightning gauntlet, the other raising a bubbling vial, his cog-shaped platform littered with the tools of a hundred half-finished schemes.

Artificer, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 45 (scaled ×0.6) Speed 30 ft.
STR11+0
DEX16+3
CON16+3
INT18+4
WIS13+1
CHA12+1

Bound Servant (signature). Artificer is a small construct animated by the artificer's craft. It acts on the artificer's turn and obeys its commands; if the artificer is incapacitated, it defends them and takes no other actions.

Actions

Ember Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) fire damage, and a flammable object the target is wearing or carrying that isn't being worn or carried ignites.

Reactions

Heat Bloom. When a creature ends its turn within 5 ft. of Artificer, it takes 5 fire damage as the construct flares.

A knee-high lattice of glowing metal wreathed in tame flame, hovering at its maker's heel like a loyal hound made of furnace-light.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+16 (52) To-hit+4Save DC12

Open by throwing a bomb into the tightest cluster, then back off and pepper with the crossbow. Drop caltrops between you and the front line so melee threats arrive bloodied. Pair with a brute or a flagship to hold the line while you whittle from range.

Tier 2Levels 5-10 · NATIVE
AC16HP16d8+48 (120) To-hit+7Save DC14

Lead with Field Tinkering to prime a bomb, then bonus-action Throw Bomb at the densest knot of foes while Cinderwork pins the closest one. Flash-charge the party's heaviest hitter to blind it, kite with caltrops and grapnel, and save Quick Patch for whoever gets focused. Best fielded with minions or a bigger threat so the party can't simply rush you down.

Tier 3Levels 11-15 · GUIDELINE
AC18HP21d10+84 (200) To-hit+9Save DC16

Run it as the brains behind a workshop or lair full of construct minions, never alone. Open with a blinding flash charge on the party's controller, bomb the cluster, then grapnel to high ground and rain crossbow bolts. Pair it with a bigger flagship adversary; the artificer's job is denial and support, not soaking damage.

Put Artificer on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Artificer?

Natively CR 6 (Tier 2, a roughly level 5-10 threat): AC 16, 120 HP, +7 to hit, save DC 14. Stat lines for Tier 1 (~CR 2) and Tier 3 (~CR 11) are provided so you can drop the same gadgeteer into any table.

Can Artificer be a companion or ally?

Yes. The artificer makes an excellent ally or hireling, providing ranged support, bombs, and the Quick Patch repair pulse to keep the party standing. Cinderwork, Bound, the flame construct at its side, can join the party as a loyal sidekick.

Is the Artificer a solo boss?

No. It has no legendary actions and only modest melee, so a four-PC party will out-act it if it fights alone. Field it with construct minions, a barricaded lair, or a heavier flagship adversary and let it play to its strength: denial, blinding, and gadget support from range.

Tell Us How It Ran

Played Artificer at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included