Artificer
hit dice:
1d8
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
ld8 (or 5) + your Constitution modifier per artificer level after 1st
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
Simple weapons, firearms
tools:
Thieves' tools, tinker's tools, and 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
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- ► any two simple weapons of your choice
- ► a light crossbow and 20 bolts
- ► your choice of studded leather armor or scale mail
- ► thieves' tools and a dungeoneer's pack.
Spellcasting:
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.
Tools Required. You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells). At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells. The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the 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
Ritual Casting. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
class features:
Magical Tinkering
Magical Tinkering
1st-Level Artificer Feature
You've learned how to invest a spark of magic into
mundane objects. To use this ability, you must have
thieves' tools or artisan's tools in hand. You then
touch a Tiny nonmagical object as an action and
give it one of the following magical properties of
your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an
action, you can touch the object and end the property
early.
You can bestow magic on multiple objects,
touching one object each time you use this feature,
though a single object can only bear one property
at a time. The maximum number of objects you
can affect with this feature at one time is equal to
your Intelligence modifier (minimum of one object).
If you try to exceed your maximum, the oldest
property immediately ends, and then the new property
applies.
Infuse Item
Infuse Item
2nd-Level Artificer Feature
You've gained the ability to imbue mundane items
with certain magical infusions, turning those objects
into magic items.
Infusions Known. When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing a Item. Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement .
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
The Right Tool for the Job
The right tool for the job
3rd-Level Artificer Feature
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.
Tool Expertise
Tool Expertise
6th-Level Artificer Feature
Your proficiency bonus is now doubled for any
ability check you make that uses your proficiency
with a tool.
Flash of Genius
Flash of Genius
7th-Level Artificer Feature
You've gained the ability to come up with solutions
under pressure. When you or another creature you
can see within 30 feet of you makes an ability check
or a saving throw, you can use your reaction to add
your Intelligence modifier to the roll.
You can use this feature 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
Magic Item Adept
10th-Level Artificer Feature
You've achieved a profound understanding of how to
use and make magic items:
- You gain another attunment so your base is now four magic items.
- If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Spell-storing Item
Spell-Storing Item
11th-Level Artificer Feature
You can now store a spell in an object. Whenever
you finish a long rest, you can touch one simple or
martial weapon or one item that you can use as a
spellcasting focus, and you store a spell in it, choosing
a 1st- or 2nd-level spell from the artificer spell
list that requires 1 action to cast (you needn't have it
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.
Magical Item Savant
Magic Item Savant
14th-Level Artificer Feature
Your skill with magic items deepens:
- You gain another attunment so your base is now five magic items.
- You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magical Item Master
Magic Item Master
18th-Level Artificer Feature
You gain another attunment so your base is now six magic items.
Soul of Artifice
Soul of Artifice
20th-Level Artificer Feature
You have developed a mystical connection to your
magic items, which you can draw on for protection:
• You gain a +1 bonus to all saving throws per
magic item you are currently attuned to.
• If you're reduced to 0 hit points but not killed outright,
you can use your reaction to end one of your
artificer infusions, causing you to drop to 1 hit
point instead of 0.
subclass options:
Alchemist, Armorer, Bone Smith, Dungeoneer, Battle Smith, Artillerist, Aeronaut, Puppeteer, Composer, Forgewright, Tattooist
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips | 1st | 2nd | 3rd | 4th | 5th | |
---|
1st | +2 | Magical Tinkering, Spellcasting | — | — | 2 | 2 | — | — | — | — |
2nd | +2 | Infuse Item | 3 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Artificer Specialist, Tool Expertise | 3 | 2 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | — | — | — | — |
5th | +3 | Arcane Armament | 4 | 2 | 2 | 4 | 2 | — | — | — |
6th | +3 | Artificer Specialist feature | 4 | 3 | 2 | 4 | 2 | — | — | — |
7th | +3 | — | 5 | 3 | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 3 | 2 | 4 | 3 | — | — | — |
9th | +4 | — | 5 | 3 | 2 | 4 | 3 | 2 | — | — |
10th | +4 | The Right Cantrip for the Job | 5 | 3 | 3 | 4 | 3 | 2 | — | — |
11th | +4 | — | 6 | 4 | 3 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 4 | 3 | 3 | — | — |
13th | +5 | — | 6 | 4 | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | Artificer Specialist feature | 6 | 4 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 7 | 4 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 7 | 5 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 7 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Spell-Storing Item | 7 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2 |