Artificer
Masters of invention, artificers use ingenuity and magic to unlock extraordinary effects through crafted items and infused objects. They see magic as a complex system waiting to be decoded and refined.
Multiclassing Prerequisites: Intelligence 13
Spellcasting Focus: Tools (see Spellcasting Focus)
Class Table
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | Spells Prepared | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Magical Tinkering, Spellcasting | - | - | 2 | Int mod + 1 | 2 | - | - | - | - |
2 | +2 | Infuse Item | 4 | 2 | 2 | Int mod + 2 | 2 | - | - | - | - |
3 | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | Int mod + 3 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | 4 | 2 | 3 | Int mod + 4 | 3 | - | - | - | - |
5 | +3 | Extra Attack | 5 | 2 | 3 | Int mod + 4 | 4 | 2 | - | - | - |
6 | +3 | Tool Expertise | 6 | 3 | 3 | Int mod + 4 | 4 | 2 | - | - | - |
7 | +3 | Flash of Genius | 6 | 3 | 3 | Int mod + 5 | 4 | 2 | - | - | - |
8 | +3 | Ability Score Improvement | 6 | 3 | 3 | Int mod + 6 | 4 | 2 | - | - | - |
9 | +4 | Artificer Specialist feature | 7 | 3 | 3 | Int mod + 6 | 4 | 2 | 2 | - | - |
10 | +4 | Magic Item Adept | 8 | 4 | 4 | Int mod + 6 | 4 | 3 | 2 | - | - |
11 | +4 | Spell-Storing Item | 8 | 4 | 4 | Int mod + 6 | 4 | 3 | 2 | - | - |
12 | +4 | Ability Score Improvement | 8 | 4 | 4 | Int mod + 6 | 4 | 3 | 2 | - | - |
13 | +5 | - | 9 | 4 | 4 | Int mod + 7 | 4 | 3 | 2 | 1 | - |
14 | +5 | Magic Item Savant | 10 | 5 | 4 | Int mod + 7 | 4 | 3 | 3 | 1 | - |
15 | +5 | Artificer Specialist feature | 10 | 5 | 4 | Int mod + 7 | 4 | 3 | 3 | 1 | - |
16 | +5 | Ability Score Improvement | 10 | 5 | 4 | Int mod + 8 | 4 | 3 | 3 | 1 | - |
17 | +6 | - | 11 | 5 | 4 | Int mod + 8 | 4 | 3 | 3 | 2 | 1 |
18 | +6 | Magic Item Master | 12 | 6 | 4 | Int mod + 8 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 12 | 6 | 4 | Int mod + 9 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Soul of Artifice | 12 | 6 | 4 | Int mod + 9 | 4 | 3 | 3 | 3 | 2 |
Notes:
- Spells Prepared equals your Intelligence modifier + your artificer level (minimum 1).
- Infusions Known and Infused Items follow E:RftLW/TCoE class progression.
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: 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:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Leather armor, thieves’ tools, and tinker’s tools
Magical Tinkering (1st level)
You can imbue a tiny nonmagical object with a magical property of your choice: emit light, record a message, emit an odor or sound, or display a static visual effect. You can affect multiple objects up to your Intelligence modifier, ending the effect on one to apply it to another.
Spellcasting
You channel arcane magic through tools and crafted implements.
- Spellcasting Ability: Intelligence
- Spell save DC: 8 + proficiency bonus + Intelligence modifier
- Spell attack modifier: proficiency bonus + Intelligence modifier
- Cantrips: You know two artificer cantrips at 1st level and learn more as you level up.
- Preparing and Casting Spells: You prepare artificer spells equal to your Intelligence modifier + your artificer level (minimum of one). You regain all expended spell slots after a long rest.
Ritual Casting
You can cast an artificer spell as a ritual if it has the ritual tag and you have it prepared.
Spellcasting Focus
You can use thieves’ tools or any artisan’s tools as a spellcasting focus for your artificer spells.
Infuse Item (2nd level)
You learn magical infusions that turn mundane objects into magic items. After finishing a long rest, you can touch a nonmagical object and imbue it with one of your infusions, turning it into a magic item. The infusion works only for you and ends if you exceed your maximum number of infused items.
- Infusions Known: As per class table.
- Infused Items: Maximum simultaneous infused items as per table.
- An infusion can be in only one item at a time; an item can bear only one infusion at a time.
Common infusion examples include Enhanced Defense, Enhanced Weapon, Repeating Shot, Returning Weapon, Enhanced Arcane Focus, Homunculus Servant, and many others.
Artificer Specialist (3rd level)
Choose a specialty that defines your approach to invention. You gain features at 3rd, 5th, 9th, and 15th levels, and a set of bonus spells.
Common specialists include:
- Alchemist
- Armorer
- Artillerist
- Battle Smith
The Right Tool for the Job (3rd level)
With 1 hour of work and the appropriate materials, you can magically create a set of artisan’s tools in an unoccupied space. This tool set lasts until you use this feature again.
Ability Score Improvement (4th, 8th, 12th, 16th, 19th levels)
Increase one ability score by 2, or two ability scores by 1. You can’t increase an ability score above 20 using this feature.
Extra Attack (5th level)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Tool Expertise (6th level)
Your proficiency bonus is doubled for any ability check you make that uses a tool proficiency you gain from this class.
Flash of Genius (7th level)
When you or another creature you can see within 30 feet 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 once), and you regain all expended uses when you finish a long rest.
Magic Item Adept (10th level)
- You can attune to up to four magic items at once.
- Crafting a magic item takes you half as long and costs you half as much gold.
Spell-Storing Item (11th level)
You can store a 1st- or 2nd-level artificer spell in a simple or martial weapon or an item you touch. The item can then be used to cast the stored spell a number of times equal to twice your Intelligence modifier (minimum twice) without expending a spell slot. The spell uses your spell attack bonus and save DC.
Magic Item Savant (14th level)
- 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)
- You can attune to up to six magic items at once.
Soul of Artifice (20th level)
You gain a +1 bonus to all saving throws per magic item you are attuned to (maximum +6). If you are reduced to 0 hit points but not killed outright, you can end one of your artificer infusions to drop to 1 hit point instead.