Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects.
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
Level | Features | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | Magical Tinkering, Spellcasting | — | — | 2 | 2 | – | – | – | – |
2nd | Infuse Item | 4 | 2 | 2 | 2 | – | – | – | – |
3rd | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | – | – | – | – |
4th | Ability Score Improvement | 4 | 2 | 2 | 3 | – | – | – | – |
5th | Artificer Specialist Feature | 4 | 2 | 2 | 4 | 2 | – | – | – |
6th | Tool Expertise | 6 | 3 | 2 | 4 | 2 | – | – | – |
7th | Flash of Genius | 6 | 3 | 2 | 4 | 3 | – | – | – |
8th | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | – | – | – |
9th | Artificer Specialist Feature | 6 | 3 | 2 | 4 | 3 | 2 | – | – |
10th | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | – | – |
11th | Spell Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | – | – |
12th | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | – | – |
13th | — | 8 | 4 | 3 | 4 | 3 | 3 | 1 | – |
14th | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | – |
15th | Artificer Specialist Feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | – |
16th | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | – |
17th | — | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
Class Base 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, (Firearms)
Tools: Thieves’ tools, tinker’s tools, 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
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
• thieves’ tools and a dungeoneer’s pack
Class Features
Level 01: 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:
- 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.
Level 01: 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 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 the equipment chapter in the Player’s Handbook for descriptions of these tools.
After you gain the Infused Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Preparing 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.
You can prepare a number of spells equal to your Intelligence modifier + halve your Artificer level.
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
Level 02: Infuse Item
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 artiicer 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 (see the attunement rules in the Dungeon Master’s Guide).
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.
Level 03 / 06 / 14: Artificer Specialist
Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 5th level and again at 9th and 15th level.
At 3rd level, you choose the type of specialist you are:
• Alchemist (TCoE)
• Archivist (UA) (Outdated)
• Armorer (TCoE)
• Artillerist (TCoE)
• Battle Smith (TCoE)
Your choice grants you features at 3rd level and again at 6th and 14th level.
Level 03: 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 or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Level 04 / 08 / 12 / 16 / 18: Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 18th 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.
You can also choose to aquire a feat instead of an ability score improvement.
Level 06: Tool Expertise
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Level 07: 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.
Level 10: Magic Item Adept
You’ve achieved 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 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.
Level 11: 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 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.
Level 14: Magic Item Savant
Your skill with magic items deepens:
- 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.
Achtung dies könnte etwas stark sein, abhängig von der Kampagne
~DM
Level 18: Magic Item Master
You can now attune to up to six magic items at once.
Level 20: Soul of Artifice
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 out right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.