Artificer
Level | Prof. Bonus | Class Features | Cantrips | Spell Points | Max Spell Level |
---|---|---|---|---|---|
1st | +2 | Magical Tinkering, Spellcasting | 2 | 2 | 1st |
2nd | +2 | Infuse Item | 2 | 2 | 1st |
3rd | +2 | Artificer Specialty, The Right Tool for the Job | 2 | 3 | 1st |
4th | +2 | Two Feats | 2 | 3 | 1st |
5th | +3 | Flash of Genius | 2 | 8 | 2nd |
6th | +3 | Specialty Feature | 2 | 8 | 2nd |
7th | +3 | Tool Expertise | 2 | 10 | 2nd |
8th | +3 | Feat | 2 | 10 | 2nd |
9th | +4 | Spell-Storing Item | 2 | 16 | 3rd |
10th | +4 | Specialty Feature | 3 | 16 | 3rd |
11th | +4 | Magic Item Adept | 3 | 19 | 3rd |
12th | +4 | Feat | 3 | 19 | 3rd |
13th | +5 | Magic Item Savant | 3 | 23 | 4th |
14th | +5 | Specialty Feature | 4 | 23 | 4th |
15th | +5 | Magic Item Master | 4 | 27 | 4th |
16th | +5 | Feat | 4 | 27 | 4th |
17th | +6 | - | 4 | 32 | 5th |
18th | +6 | Soul of Artifice | 4 | 32 | 5th |
19th | +6 | Feat | 4 | 37 | 5th |
20th | +6 | Epic Boon | 4 | 37 | 5th |
Class Features
As an Artificer, you gain the following class features when you reach the specified levels in this class. These features are listed on the Artificer table.
Hit Points
Hit Dice: 1d8 per Artificer levelHit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier
Proficiencies
Saving Throws: Constitution, IntelligenceSkills (Choose 2): Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Weapons: Simple Weapons
Tools: Thieves’ Tools, Tinker’s Tools, and one type of Artisan’s Tools of your choice
Armour Training
Light Armour, Medium Armour, Shields1st Level: Magical Tinkering
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:
Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Message. 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.
Odor or Sound. 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.
Visual. 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.
1st Level: Spellcasting
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required. You produce your 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 your Spellcasting feature. You must be proficient with the tool to use it in this way.
After you gain the Infuse Item feature, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips. You know two cantrips of your choice from the Arcane spell list. Whenever you gain an Artificer level, you can replace one of your cantrips with another Arcane cantrip of your choice. When you reach 10th and 14th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips column of the Artificer table.
Spell Points. The Artificer table shows how many Spell Points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of points equal to the spell’s level or higher. You regain all expended Spell Points when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from the Arcane spell list equal to your Intelligence modifier + half your artificer level (minimum of one spell). The spells must be of a level for which you have access to.
Changing your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there. Preparing a new list of spells takes time: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Intelligence is your spellcasting ability for the spells you cast with your Artificer features, since your understanding of the theory behind magic allows you to wield spells with superior skill.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
2nd Level: Infuse Item
You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known. You know a number of artificer infusions equal to twice your proficiency bonus.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an 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 is equal to your proficiency bonus. 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.
3rd Level: Artificer Specialty
You choose your specialty as an artificer.
Your artificer specialty is a specialization that grants you special abilities at certain Artificer levels. For the rest of your career, you gain each of your specialty's features that are of your Artificer level and lower. This class's description tells you the levels when your specialty provides features.
Alchemist Specialty | Armourer Specialty |
Engineer Specialty | Smithy Specialty |
3rd Level: The Right Tool for the Job
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 Rest or Long Rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
4th Level: Two Feats
You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.
5th Level: Flash of Genius
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.
6th Level: Specialty Feature
You gain a feature from your artificer specialty.
7th Level: Tool Expertise
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
8th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
9th Level: Spell-Storing Item
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 Arcane 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.
10th Level: Specialty Feature
You gain a feature from your artificer specialty.
11th Level: Magic Item Adept
You achieve a profound understanding of how to use and make magic items, granting you the following benefits:
Increased Attunement. You can attune to up to four magic items at once.
Magic Item Crafting. When 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.
12th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
13th Level: Magic Item Savant
Your skill with magic items deepens more, granting you the following benefits:
Increased Attunement. You can attune to up to five magic items at once.
No Attunement Restrictions. You ignore all class, race, spell and level requirements on attuning to or using a magic item.
14th Level: Specialty Feature
You gain a feature from your artificer specialty.
15th Level: Magic Item Master
You can attune up to six magic items at once.
16th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
18th Level: Soul of Artifice
You develop a mystical connection to your magic items which you can draw on for protection, granting you the following benefits:
Saving Throws. You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
Defy Death. If you drop to 0 Hit Points and don't die out-right, you can use your reaction to end one of your artificer infusions, causing your Hit Points to instead change to a number equal to twice your Artificer level.
19th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
20th Level: Epic Boon
You gain the following benefits:
Ability Score Increase. Choose your Constitution or Intelligence score. That score increases by 2, and its maximum is now 30.Epic Boon. You gain the Epic Boon of Energy Resistance or another Epic Boon of your choice.