Artificer

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use an alchemist's supplies to create a potent elixir, a calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
The Artificer Spell Slots per Spell Level
Level Proficiency Bonus Features Maintenance 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Magical Tinkering 2 2 - - - -
2nd +2 Infuse Item 3 2 - - - -
3rd +2 Artificer Specialist 3 3 - - - -
4th +2 Ability Score Improvement 4 3 - - - -
5th +3 Artificer Specialist feature 4 4 2 - - -
6th +3 Tool Expertise, Potent Catalyst 5 4 2 - - -
7th +3 Flash of Genius 5 4 3 - - -
8th +3 Ability Score Improvement 6 4 3 - - -
9th +4 Artificer Specialist feature 6 4 3 2 - -
10th +4 Magic Item Adept 7 4 3 2 - -
11th +4 Over Charged Catalysts 7 4 3 3 - -
12th +4 Ability Score Improvement 8 4 3 3 - -
13th +5 8 4 3 3 1 -
14th +5 Magic Item Savant 8 4 3 3 1 -
15th +5 Artificer Specialist feature 9 4 3 3 2 -
16th +5 Ability Score Improvement, Magic Item Master 9 4 3 3 2 -
17th +6 9 4 3 3 3 1
18th +6 Magic Item Master 10 4 3 3 3 1
19th +6 Ability Score Improvement 10 4 3 3 3 2
20th +6 Soul of Artifice 10 4 3 3 3 2

Class Features

As an artificer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Two tool's of your choise.
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

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

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • one tool of your choice and a dungeoneer’s pack
  • A spellbook
 

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 conventionally; you appear to produce wonders from mundane items and handmade components.
Spell Slots

The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Prepared Spells

You are capable of preparing a number of spells equal to Intelligence modifier + half your artificer level, rounded down (minimum of one spell).

To be able to prepare spells, you need a spellbook, or an object that serves the function of a spellbook, and the ability to read and write in one language. This will serve as your repertoire of magic. Through 1 hour of reading with your spellbook, you can change out one of your spells with another written in your book.

Spellbook Rules
Your spellbook

The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from, and how it can be used. To expand this knowledge, you must seek out locations, people, and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.

Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.

If you lose your spellbook. You are unable to prepare your spells; the spells you have prepared will be castable until the end of your next long rest. Then any prepared spell will no longer be prepared for you, because its intricacy for casting it slipped out of your mind.

If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep a backup spellbook in a safe place.

Memorised Spells

Instead of preparing a spell normally, you can commit it to memory for long-term use. A Memorised Spell counts toward your prepared spell cap, but unlike a prepared spell, you will not forget it at the end of a long rest — even without your spellbook on hand. This trades flexibility for reliability; a Memorised Spell guarantees access to that spell regardless of whether your spellbook is available.

Memorising Ritual. To memorise a spell, you must spend 6 + (2 × the spell's level) hours in a ritual or study session. The spell must come from a creature that has it memorised or prepared, or from scripture such as a scroll or spellbook. You can also use this ritual to exchange a spell you have memorised for a new one.

Forgetting. To forget a Memorised Spell and free up space in your prepared spell cap, finish a long rest. Alternatively, a short rest accompanied by alcohol will do the same.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield arcane magic, but you rely on your creations to fully realize your magic. 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 Intelligence modifier
Spell attack modifier = your Intelligence modifier
Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your arcane spells. Items such as wands made from trees grown in environments with potent magical ambiance, or have a magical core made from a magical creature, such as dragon heart string or unicorn hair. Crystal balls made from magical quartz can be used as well.

The catalyst you create serves as a Spellcasting Focus, but only for the spell the catalyst was made to cast.

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Magical Tinkering

1st level. Artificers craft Catalysts — physical items that cast spells on their behalf with greater potency.

Building a Catalyst. Building a catalyst is a crafting project using your chosen tools, and follows the standard crafting rules — including the Craft modifier, work time table, assistance, and workshop rules.

Alterative Craft Modifier. By default, the skill of the crafter will be the underlying factor in how able you are in producing the item. Their combined ability, skill, and tool proficiency determines what level of craftsman:
Ability modifier + Skill proficiency + Tool proficiency

The artificer can use a different means to determine their craft modifier for catalyst-building. Where they can use their Intelligence for ability and Arcana for skill.

Difficulty & Material Cost. The difficulty of the crafting project is determined by the level of spell the catalyst is built to cast. Because catalysts must be recharged after each long rest and degrade without maintenance, their difficulty is reduced by one tier compared to a permanent magic item of equivalent spell level.

Spell Level Difficulty Material Cost
Cantrip Very Easy +5 10 gp
1st Very Easy 15 gp
2nd Easy 25 gp
3rd Medium 40 gp
4th Hard 60 gp
5th Very Hard 100 gp

These material costs represent the raw components — metals, reagents, vellum, gemstone dust — worked into the catalyst's form. You must have the spell prepared or in your spellbook for the entire duration of the crafting project. The spell's essence is woven into the object as you work — you cannot build a catalyst for a spell you don't know.

Charges. The catalyst works the same as other magic items, where it has a pool of charges that are expended to cast the spell it is made for. At the end of a short or long rest, you can refuel/recharge/remake the catalyst by expending your spell slots as fuel.
  • At the end of a short or long rest, expend a spell slot to charge the catalyst up to that slot's level.
  • When activated, it expends charges equal to the spell's level. The wielder may upcast if enough charges remain.
  • The catalyst remains charged until the end of your next long rest.

Operating. Any creature holding the catalyst can activate it using the required action, using your spellcasting ability modifier. If the spell requires concentration, the activating creature must concentrate. When you use your own catalyst with the spell prepared or memorised, add your proficiency modifier to the save DC and spell attack.

Tinkerer Types

Pick one way that determines your primary means of creating catalysts and infusing items. An artificer can only be one type of tinkerer at a time, and must be proficient in the relevant tools.
Crafter

You focus on creating and maintaining enchanted items. The catalyst takes the form of gear, such as weapons, armor, or rings. You convert the non-magical item to be a catalyst, storing the spell within. It can be wielded like a weapon or worn like armor due to its design.

Catalyst bonus: Reduce the crafting difficulty by one tier and half the gold cost if you use an already constructed item as the catalyst.

You need to be proficient in one of the following tools to be a crafter: Smith's Tools, Woodcarver’s Tools, Jeweler’s Tools
Brewer

Coercing and magic through brewing potions come naturally to you. The catalyst takes the form of potions, stimulants, and crystallized compounds. When you recharge your catalyst, you brew and fill up vials or bottles that you have on hand.

Catalyst bonus: Using this type of catalyst requires no vocal components. It can even be thrown at a target with a range of 20 feet if it is a touch spell.

You need to be proficient in one of the following tools to be a brewer: Alchemist’s Supplies, Brewer's Supplies, Herbalism kit
Scribe

You have an affinity for channeling magic through scrips and runes. The catalyst takes the form of scrolls, runes, and inscribed enchantments. Once someone uses the catalyst scroll, you have to draw and write a new one.

Catalyst bonus: You are able to add your proficiency modifier to attack and save DC even if you haven't prepared the spell, but you still have to have it in your spell book.

You need to be proficient in one of the following tools to be a scribe: Cartographer’s Tools, Calligrapher’s Supplies, Forgery Kit
 

Maintenance

While you have the ability to impart your magic into a physical medium, this infusion is still a delicate and work-intensive process. To keep your creation functional, you have to constantly reapply and adjust your magical enchantment to maintain its effect on the item.

While the amount of Infusions and Catalyst you can create are limited to the resources you have access to. The number of active magical enchantments that you can keep in optimal condition is dependent on your experience as an artificer. Since the arcane magic imbued into these items is delicate, they will dissipate if left alone. You have to constantly maintain them in order to keep them operational. The number of Catalysts and Infusions you can safely keep active at one time is equal to the value displayed under maintenance in the class table. The higher your level in the class, the more experience you have to maintain more magical items.

Infuse Item

At 2nd level, you've gained the ability to imbue mundane items with certain Artificer Infusions that aren't based on your spells, turning those objects into magic items. The artificer has a list of enchantments that they can learn as they gain experience. But since it's an infusion, the effect is only as permanent as you are able to maintain it. Since you haven't performed the last necessary step that would make the magic permanent. All infusion you know is stored in your spell books as arcane blueprints.

Power Magic Item. While all creatures that are capable of using tools can craft magical items, Artificers are unique in that they can do so with greater leanness. You still need to learn how the magic item is made, gather the required materials, and build it. Or find a suitable existing nonmagical item that already fits the requirements to make the item magical. But using infusion, you can forgo the time needed for the enchantment that is required to fully complete the magical item. To make the magic stick to the material and function as intended. Provided that it's an item powered by arcane magic, you can use the infusion feature to make it work.

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 (see the attunement rules in the Dungeon Master's Guide).

You can infuse more than one nonmagical object at the end of a long rest; the number of infused items counts against your maintenance number. 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.

Learn Infusions

When you gain this feature, pick four artificer infusions that you have learned. You learn additional infusions by spending downtime researching and tinkering to discover the method of making the infusion possible. You need to spend 1 week in a secure location with access to a workstation to perform the Downtime Activity: Research. You need about 3 pieces of lore to learn one additional infusion from your list of infusions unique to artificers.

Discovering Magic Item. If it's a magic time that you want to learn how to infuse instead of an artificer infusion, then the pieces of lore need is depended on the rarity of the magic item.

  • Common. 3 pieces of lore.
  • Uncommon. 4 pieces of lore.
  • Rare. 6 pieces of lore.
  • Very Rare. 8 pieces of lore.
  • Legendary. 10 pieces of lore.
Like all other classes, you can study a magical item and learn how it works in order to make a blueprint. If you have the magic item on your person for the full duration of the Downtime Activity, you roll with advantage on the skill check to gain lore to learn how it works.

Artificer Specialist

At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
Specialty Source
Alchemist Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Armorer Tasha's Cauldron of Everything
Artillerist Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Battle Smith Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Forge Adept Exploring Eberron
Maverick Exploring Eberron
Archivist Unearthed Arcana 58 - Artificer
 
Ability Score Improvement
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.
Tool Expertise
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool. Including relevant Crafting projects.
Potent Catalyst
At 6th level, you've learned how to properly utilize your tinkered items.

Crafter. The wielder of the catalyst can use the Reload action to directly expend their own Spell slot to charge it. You can expend multiple spell slots to charge the same Catalyst. Stacking the charges.

Brewer Spells that require concentration can be cast without the need to hold concentration. However, if the creature uses a different catalyst that also has a spell that otherwise would require concentration, the new effect overrides the previous one.

Scribe Anyone who uses your catalyst can add your proficiency modifier to the spells Save DC and Attack. If you are using your own catalyst, you can use a bonus action to activate it. Provided that the spell would need an action to cast.

Flash of Genius

At 7th level, 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
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
  • You can attune to up to four magic items at once.
  • If you craft a magic item, the difficulty tier for the crafting project is reduced by one.
Overcharged Catalysts
At 11th level, you can now add extra charges to your catalysts. Whenever you finish a long rest to charge one of your catalysts, you can use your magical know-how to supercharge it. Add your Intelligence modifier (minimum of one) to the Catalyst pool of charges when expending your spell slot for it.
Magic Item Savant
At 14th level, your skill with magic items deepens more:
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magic Item Master
Starting at 18th level, you can attune up to six magic items at once.
Soul of Artifice
At 20th level, you develop 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.