Artificer
Artificer Specialties (Subclasses)
asters of invention, Artificers use ingenuity and magic to create extraordinary objects and devices. They see magic as a complex system waiting to be decoded and then harnessed in their inventions. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, 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.
Imbued Technology
Unlike other archetypes of magic wielders, Artificer's don't cast spells but instead create magic items and devices to do wonderous things. Contrary to the notions of common folk, this isn't as simple as making a sword and casting an enchantment on it. Artifice is a technical, unintuitive craft that is often as much about feeling as it is science. It is achieved by layering techniques (that are by no coincidence like the verbal, material, and somatic components of spells) into the crafting process that imbue the finished product with the desired properties. For example, smelting silver thread into an ingot, tempering the steel in a forge of burning rosewood, and engraving the proper runes would all be part of making a specific magical contraption. This is what separates artifice and alchemy from smiths, glassblowers, and chemists.These processes allow the artifcer to evoke spiritual energies and imbue them into the project. Thus these creations are typically called "infused" or "imbued" items.
Creating an Artificer
The most important consideration when creating an artificer is what kind of craftsperson they are. Are you an industrious inventor forging metals in a shop and imbuing them with magical potential? Are you an eccentric alchemist fussing over beakers and burners to concoct potions and elixirs? Are you a traveling tinkerer constructing useful gear out of whatever materials you can scrounge up? Consider whether you use your ingenuity to create or destroy, and what inspires your creativity and industry.It is also important to consider where you learned your trade. Most artificers started as apprentices in Breakstorm, though some may have found other routes. Perhaps you were a student at a local workshop, or an acolyte at the House of Inspired Hands or some similar temple. Were you self taught after stumbling upon some strange manuals? Maybe you were simply a traditional smith who sought new ways of developing their craft and began to pick up some new tricks.
If you like, you may even want to come up with a niche for your character to really bring them to life. Much like a cobbler specializes in only making footwear or a brewer specializes in beer, most artificers aren't generalists and instead have found a niche for themselves. Perhaps you specialize in creating magical instruments, or forging enhanced armor. You could even be an alchemist who's passion is to distill enchanted liquors instead of traditional elixirs!
Quick Build
You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.TCoE
Artificer Advancement
Level | Prof. Bonus | Features | Infusions | Infused Items | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Magical Tinkering, Spellcasting | — | — | 2 | 2 | — | — | — | — |
2nd | +2 | Infuse Item | 4 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement/Feat | 4 | 2 | 2 | 3 | — | — | — | — |
5th | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | — | — | — |
6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | — | — | — |
7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement/Feat | 6 | 3 | 2 | 4 | 3 | — | — | — |
9th | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | — | — |
10th | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | — | — |
11th | +4 | Spell Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement/Feat | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement/Feat | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement/Feat | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
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
- thieves’ tools and a dungeoneer’s pack
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
The Magic of Artifice
As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool. For example, if you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature device that binds wounds. The effect of the spell is the same either way.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. You must be proficient with the tool to use it in this way.Cantrips
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 column of the Artificer table.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.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.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 artificer feature- 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.
Infuse Item
2nd-level artificer featureInfusions 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.Infusing an Item
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. 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.Artificer Specialist
3rd-level artificer featureThe Right Tool for the Job
3rd-level artificer featureAbility Score Improvement/Feat
4th-level artificer featureTool Expertise
6th-level artificer featureFlash of Genius
7th-level artificer featureMagic Item Adept
10th-level artificer featureSpell-Storing Item
11th-level artificer featureMagic Item Savant
14th-level artificer feature- 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
18th-level artificer featureSoul of Artifice
20th-level artificer feature- 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.
Alchemist
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.Tool Proficiency
3rd-level alchemist featureAlchemist Spells
3rd-level alchemist featureArtificer Level | Spells |
---|---|
3rd | healing word, ray of sickness |
5th | flaming sphere, melf's acid arrow |
9th | gaseous form, mass healing word |
13th | blight, death ward |
17th | cloudkill, raise dead |
Experimental Elixir
3rd-level alchemist featured6 | Effect |
---|---|
1 | Healing: The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. |
2 | Swiftness: The drinker's walking speed increases by 10 feet for 1 hour. |
3 | Resilience: The drinker gains a +1 bonus to AC for 10 minutes. |
4 | Boldness: The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
5 | Flight: The drinker gains a flying speed of 10 feet for 10 minutes. |
6 | Transformation: The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Alchemical Savant
5th-level alchemist featureRestorative Reagents
9th-level alchemist feature- Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
- You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Chemical Mastery
15th-level alchemist feature- You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
- You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
Armorer
Tools of the Trade
3rd-level armorer featureArmorer Spells
3rd-level armorer featureArtificer Level | Spells |
---|---|
3rd | magic missile, thunderwave |
5th | mirror image, shatter |
9th | hypnotic pattern, lightning bolt |
13th | fire shield, greater invisibility |
17th | passwall, wall of force |
Arcane Armor
3rd-level armorer feature- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
- You can doff or don the armor as an action.
Armor Model
3rd-level armorer featureGuardian.
- Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
- Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Infiltrator
- Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
- Powered Steps. Your walking speed increases by 5 feet.
- Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Extra Attack
5th-level armorer featureArmor Modifications
9th-level armorer featurePerfected Armor
15th-level armorer featureArtillerist
An Artillerist specializes in devices that hurl energy, projectiles, and explosions on a battlefield. Whether with precision or broad destructive potential, they can significantly augment a group's power. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. "It's about time we fixed things instead of blowing them all to hell."Tool Proficiency
3rd-level artillerist featureArtillerist Spells
3rd-level artillerist featureArtificer Level | Spells |
---|---|
3rd | shield, thunderwave |
5th | scorching ray, shatter |
9th | fireball, wind wall |
13th | ice storm, wall of fire |
17th | cone of cold, wall of force |
Eldritch Cannon
3rd-level artillerist featureTurret | Activation |
---|---|
Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Arcane Firearm
5rd-level artillerist featureExplosive Cannon
9th-level artillerist feature- The cannon's damage rolls all increase by 1d8.
- As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
Fortified Position
15th-level artillerist feature- You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
Battle Smith
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.Tool Proficiency
3rd-level battle smith featureBattle Smith Spells
3rd-level battle smith featureArtificer Level | Spells |
---|---|
3rd | heroism, shield |
5th | branding smite, warding bond |
9th | aura of vitality, conjure barrage |
13th | aura of purity, fire shield |
17th | banishing smite, mass cure wounds |
Battle Ready
3rd-level battle smith feature- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Steel Defender
3rd-level battle smith featureExtra Attack
5rd-level battle smith featureSteel Defender
Vigilant: The defender can't be surprised.
Actions
Force-Empowered Rend: Melee weapon attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/day): The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack: The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Arcane Jolt
9th-level battle smith feature- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
Improved Defender
15th-level battle smith feature- The extra damage and the healing of your Arcane Jolt both increase to 4d6.
- Your steel defender gains a +2 bonus to armor class.
- Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
Artificer Infusions
Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. Unless an infusion's description says otherwise, you can't learn an infusion more than once.Arcane Propulsion Armor
Prerequisite: 14th-level ArtificerItem: A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
- The wearer's walking speed increases by 5 feet.
- The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the Thrown property, with a normal range of 20 feet and a Long Range of 60 feet. When Thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
- The armor can't be removed against the wearer's will.
- If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Armor of Magical Strength
Item: A suit of armor (requires attunement)This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
- When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
- If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
Boots of the Winding Path
Prerequisite: 6th-level ArtificerItem: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Enhanced Arcane Focus
Item: A rod, staff, or wand (requires attunement)While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Enhanced Defense
Item: A suit of armor or a shieldA creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
Enhanced Weapon
Item: A simple or martial weaponThis magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
Helm of Awareness
Prerequisite: 10th-level ArtificerItem: A helmet (requires attunement)
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
Homunculus Servant
Item: A gem or crystal worth at least 100 gpYou learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Homunculus Servant
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions
Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Mind Sharpener
Item: A suit of armor or robesThe infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Radiant Weapon
Prerequisite: 6th-level ArtificerItem: A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Repulsion Shield
Prerequisite: 6th-level ArtificerItem: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Returning Weapon
Item: A simple or martial weapon with the thrown propertyThis magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Replicate Magic Item
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls, talk to your DM for help if you choose this option.2nd Level Artificer
Item | Attunement | Object Required |
---|---|---|
Alchemy Jug | No | |
Armblade | Yes | |
Bag of Holding | No | |
Cap of Water Breathing | No | |
Goggles of Night | No | |
Prosthetic Limb | Yes | |
Rope of Climbing | No | |
Sending Stones | No | |
Wand of Magic Detection | No | |
Wand of Secrets | No |
6th Level Artificer
Item | Attunement | Object Required |
---|---|---|
Boots of Elvenkind | No | |
Cloak of Elvenkind | Yes | |
Cloak of the Manta Ray | No | |
Eyes of Charming | Yes | |
Gloves of Thievery | No | |
Lantern of Revealing | no | |
Pipes of Haunting | No | |
Ring of Water Walking | No | |
Wand Sheath | Yes |
10th Level Artificer
Item | Attunement | Object Required |
---|---|---|
Boots of Striding and Springing | Yes | |
Boots of the Winterlands | Yes | |
Bracers of Archery | Yes | |
Brooch of Shielding | Yes | |
Cloak of Protection | Yes | |
Eyes of the Eagle | Yes | |
Gauntlets of Ogre Power | Yes | |
Gloves of Missle Snaring | Yes | |
Gloves of Swimming and Climbing | Yes | |
Hat of Disguise | Yes | |
Headband of Intellect | Yes | |
Helm of Telepathy | Yes | |
Medallion of Thoughts | Yes | |
Periapt of Wound Closure | Yes | |
Pipes of the Sewers | Yes | |
Quiver of Ehlonna | No | |
Ring of Jumping | Yes | |
Ring of Mind Shielding | Yes | |
Slippers of Spider Climbing | Yes | |
Ventilating Lungs | Yes | |
Winged Boots | Yes |
14th Level Artificer
Item | Attunement | Object Required |
---|---|---|
Amulet of Health | Yes | |
Arcane Propulsion Arm | Yes | |
Belt of Hill Giant Strength | Yes | |
Boots of Levitation | Yes | |
Boots of Speed | Yes | |
Bracers of Defense | Yes | |
Cloak of the Bat | Yes | |
Dimensional Shakles | No | |
Gem of Seeing | Yes | |
Horn of Blasting | No | |
Ring of Free Action | Yes | |
Ring of Protection | Yes | |
Ring of the Ram | Yes |
Resistant Armor
Prerequisite: 6th-level ArtificerItem: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Spell-Refueling Ring
Prerequisite: 6th-level Artificer Item: A ring (requires attunement) While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.Artificer Spell List
Acid Splash
Booming Blade*
Create Bonfire**
Dancing Lights
Fire Bolt
Frostbite**
Green-Flame Blade*
Guidance
Light
Lightning Lure*
Mage Hand
Magic Stone**
Mending
Message
Poison Spray
Prestidigitation
Ray of Frost
Resistance
Shocking Grasp
Spare the Dying
Sword Burst*
Thorn Whip
Thunderclap**
1ST LEVEL
Absorb Elements**
Alarm (ritual)
Catapult**
Cure Wounds
Detect Magic (ritual)
Disguise Self
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Grease
Identify (ritual)
Jump
Longstrider
Purify Food and Drink (ritual)
Sanctuary
Snare**
Tasha’s Caustic Brew*
Aid
Alter Self
Arcane Lock
Blur
Continual Flame
Darkvision
Enhance Ability
Enlarge/Reduce
Heat Metal
Invisibility
Lesser Restoration
Levitate
Magic Mouth (ritual)
Magic Weapon
Protection from Poison
Pyrotechnics**
Rope Trick
See Invisibility
Skywrite** (ritual)
Spider Climb
Web
3RD LEVEL
Blink
Catnap**
Create Food and Water
Dispel Magic
Elemental Weapon
Flame Arrows**
Fly
Glyph of Warding
Haste
Intellect Fortress*
Protection from Energy
Revivify
Tiny Servant**
Water Breathing (ritual)
Water Walk (ritual)
Arcane Eye
Elemental Bane**
Fabricate
Freedom of Movement
Leomund’s Secret Chest
Mordenkainen’s Faithful Hound
Mordenkainen’s Private Sanctum
Otiluke’s Resilient Sphere
Stone Shape
Stoneskin
Summon Construct*
5TH LEVEL
Animate Objects
Bigby’s Hand
Creation
Greater Restoration
Skill Empowerment**
Transmute Rock**
Wall of Stone
**From Tasha's Cauldron of Everything