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Half Caster 1D8

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.

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.

Artificers are a highly flexible class with an immense amount of freedom in how they support their party. They have the unique ability to passively support their party by giving them items that they’ve infused with magic, while also being able to contribute actively through their diverse selection of spells.

Quick Build

You can make an Artificer quickly by following these suggestions. First, put your highest ability score in CON, followed by INT. Second, choose the Scientist Background.

Class Features

Hit Points

Hit Dice: 1D8 per Artificer level

At 1st level: 8 + Your CON Modifier

At higher levels: 1D8 or 5 if lower than 5, + CON Modifier

Proficiencies

Armor
Light Armor, Medium Armor, Shields
Weapons
Simple Weapons
Tools
Thieve’s Tools, Tinker’s Tools, One Type of Artisan’s Tools of Your Choice
Saving Throws
CON, INT
Skills
Choose two from: Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Spellcasting
INT

Starting Equipment

  • 1. Any two simple weapons
  • 2. A light crossbow and 20 bolts
  • 3. (a) studded leather armor or (b) scale mail
  • 4. Thieves' Tools and a dungeoneer’s pack

Artificer Table

Level Cantrips Known 1st 2nd 3rd 4th 5th
1st2
2nd23
3rd242
4th243
5th2432
6th243
7th2431
8th2432
9th2431
10th3432
11th3432
12th3432
13th3432
14th432
15th432
16th432
17th432
18th43
19th43
20th43
Level Plans Known Magic Items
1st-
2nd42
3rd42
4th42
5th42
6th53
7th53
8th53
9th53
10th64
11th64
12th64
13th64
14th75
15th75
16th75
17th75
18th86
19th86
20th86

Class Features

Lv 1

Spellcasting

INT is your spellcasting ability for your Artificer spells. Your magic comes from ingenuity and your knowledge of the physical word. You use your INT whenever a spell refers to your spellcasting ability. In addition, you use your INT 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 INT modifier

Spell attack modifier = your Proficiency Bonus + your INT modifier

Choose a number of Artificer spells equal to your INT modifier (Minimum 1) + half your Artificer level, rounded down (Minimum 1). The spells must be of a level for which you have spell slots.

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.

Ritual Casting

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

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.

Tinker’s Magic

Plans and materials are ingrained in your very essence allowing you to mend and create many useful items. You gain the following features

You know the Mending cantrip.

As a magical action while holding Thieves’ Tools or Artisan’s Tools you can create one item in an unoccupied space within 5 ft of you, choosing an item from the following list

Ball Bearings

Basket

Bedroll

Blanket

Block and Tackle

Bottle, Glass

Bucket

Caltrops

Candle

Crowbar

Flask

Grappling Hook

Hunting Trap

Jug

Lamp

Manacles

Net

Oil

Paper

Parchment

Pole

Pouch

Rope

Sack

Shovel

Spikes, Iron

String

Tinderbox

Torch

Vial

The item lasts until you finish a Long or Short Rest at which point, the item vanishes. You can use this feature a number of times per long rest equal to your INT modifier (Minimum 1).

Lv 2

Replicate Magic Item

Your skills at replicating mundane items have allowed you to expand your horizons and replicate items that contain an arcane spark. When you gain this feature choose four plans to to learn from the Magic Item Plans table. Whenever you gain an Artificer level you can replace one of the plans you know with a new plan for which you qualify.

When you finish a Long or Short Rest you can create one or two different magic items if you have Thieves’ Tools or an Artisan Tool on hand. Each item is based on one of the plans you know for this feature. If you create an item that requires Attunement you can attune yourself to the item instantly or if you decide to attune to it later you must do so using the normal process for Attunement.

The number of magic items you can create at a time increases as you gain Artificer levels. You can’t have more magic items from this feature than shown in the Magic Items column of Magic Item Plans Table. If you try to exceed the number of items for this feature, the oldest item vanishes, and the new item appears.

A magic item created by this feature functions as a normal magic item, except its magic isn’t permanent; when you die the magic item vanishes after 1D4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes. If an item you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.

You can use any Wand or Weapon created by this feature as a Spellcasting Focus for the purposes of casting Artificer spells.

Magic Item Plans Table

Lv 3

Artificer Speciality

Your studies grant you greater power through your innovations. You gain the benefits at levels 3, 5, 9, and 15.

→ Choose your subclass below

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 ft 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 non magical, and they vanish when you use this feature again.

Lv 4

Ability Score Increase

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.

Lv 5
Lv 6

Tool Expertise

You have surpassed even masters with the skill you have in how you handle tools. Your Proficiency Bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Magic Item Tinker

Your Replicate Magic Item feature gains the following options

Charge Magic Item: As a bonus action you can touch a magic item within 5 ft of you that you created with Replicate Magic Item and that uses charges. You can expend a spell slot of level one or higher and it regains charges equal to the spell slot expended.

Drain Magic Item: As bonus action you can touch a magic item within 5 ft of you that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The spell slot is level one if the item is Common or level two if the item is Uncommon or Rare. Any spell slot you create using this feature vanishes when you finish a Long Rest.

Transmute Magic Item: As a magic action you can touch one magic item within 5 ft of you that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan that you know. Once you use this feature you can’t do so until you finish a Long Rest.

Lv 7

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 ft of you makes an ability check or a saving throw, you can use your reaction to add your INT modifier (Minimum 1) to the roll.

You can use this feature a number of times equal to your INT modifier (Minimum 1) per long rest.

Lv 8

Ability Score Increase

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.

Lv 9
Lv 10

Magic Item Adept

You achieve a profound understanding of how to use and make magic items. You can attune to up to four magic items at once.

Lv 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, storing a spell in it. The spell can be a 1st, 2nd, or 3rd-level spell from the Artificer spell list that requires 1 action to cast (You needn't have it prepared) and does not require a material component.

While holding the object, a creature or creatures that you designate at the time of creation 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 INT modifier (minimum of twice) or until you use this feature again to store a spell in an object where the first object loses this property and becomes normal.

Lv 12

Ability Score Increase

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.

Lv 13
Lv 14

Magic Item Savant

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.

When you finish a Short Rest you regain one use of your Flash of Genius feature.

Lv 15
Lv 16

Ability Score Increase

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.

Lv 17
Lv 18

Magic Item Master

You have reached the pinnacle of being able to harmonize with magical items. You can attune up to six magic items at once.

Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Lv 20

Soul of Artifice

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 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.

Magic Item Plans

Replicable Magic Items (2nd-Level Artificer)

Alchemy Jug

Bag of Holding

Cap of Water Breathing

Common Magic Item that isn’t a Potion, a Scroll, or Cursed

Goggles of Night

Manifold Tool (Requires attunement)

Repeating Shot (Requires attunement)

Returning Weapon

Rope of Climbing

Sending Stones

Wand of Magic Detection

Wand of Secrets

Wand of the War Mage +1 (Requires attunement)

Weapon +1

Wraps of Unarmed Power +1

Replicable Magic Items (6th-Level Artificer)

Boots of Elvenkind

Boots of the Winding Path (Requires attunement)

Cloak of Elvenkind (Requires attunement)

Cloak of the Manta Ray (Requires attunement)

Dazzling Weapon (Requires attunement)

Eyes of Charming (Requires attunement)

Gloves of Thievery

Lantern of Revealing

Mind Sharpener (Requires attunement)

Necklace of Adaptation

Pipes of Haunting

Repulsion Shield

Ring of Swimming

Ring of Water Walking

Sentinel Shield

Wand of Web (Requires attunement)

Weapon of Warning (Requires attunement)

Replicable Magic Items (10th-level Artificer)

Armor of Resistance (Requires attunement)

Bracers of Archery (Requires attunement)

Brooch of Shielding (Requires attunement)

Cloak of Protection (Requires attunement)

Dagger of Venom

Elven Chain

Eyes of the Eagle (Requires attunement)

Gloves of Missile Snaring (Requires attunement)

Gloves of Swimming and Climbing (Requires attunement)

Hat of Disguise (Requires attunement)

Helm of Telepathy (Requires attunement)

Medallion of Thoughts (Requires attunement)

Periapt of Wound Closure (Requires attunement)

Pipes of the Sewers (Requires attunement)

Quiver of Ehlonna

Ring of Feather Falling (Requires attunement)

Ring of Jumping (Requires attunement)

Ring of Mind Shielding (Requires attunement)

Slippers of Spider Climbing (Requires attunement)

Uncommon Wondrous Item that isn’t cursed

Ventilating Lungs (Requires attunement)

Weapon +2

Wraps of Unarmed Power +2

Replicable Magic Items (14th-level Artificer)

Amulet of Health (Requires attunement)

Arcane Propulsion Arm (Requires attunement)

Arrow-Catching Shield (Requires attunement)

Boots of Speed (Requires attunement)

Bracers of Defense (Requires attunement)

Cloak of the Bat (Requires attunement)

Dimensional Shackles

Gem of Seeing (Requires attunement)

Horn of Blasting

Rare Wondrous Item that isn’t cursed

Ring of Free Action (Requires attunement)

Ring of Protection (Requires attunement)

Ring of the Ram (Requires attunement)

Artificer Speciality

Artificer Subclasses (19)

Choose your subclass at the level indicated in the class table above.

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… Ancient Smith You are an intrepid adventurer and explorer. Ancient Smiths will go anywhere there is even a hint of ancient technology. They reverse engineer their findings and create devastating weapons of war and other marvels lost… Arcane Tanner Arcane Tanners are masters of tanning the hides of powerful creatures to creature arcane leatherwork. They work a variety of leathers into useful clothes and armor with a variety of applications. It is said that an… Archivist What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the… Armorer An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The… Artillerist An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members… 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.… Blast Seeker Blast Seekers delight in explosions and are constantly tinkering on highly dangerous Chaos Grenades. They tap into elemental powers throughout the Elemental Chaos to produce spectacular blasts. Powerful Blast Seekers… Cartographer Cartographers are the premier navigators and reconnaissance agents. Using the creation, Cartographers can highlight threats, safeguard allies, and carve portals to distance locations. They use their Adventurer’s Atlas… Faustian Faustian Alchemists, also known as Paracelsen Alchemists, combine forbidden knowledge and profane rituals learned from vile and dangerous sources to do that which the weak willed could never accomplish. They bargain… Flesh Stitcher You are more hands on than most Necromancer but your work is more lasting. A real work of art. Your undead army rises from the remains of those slain through blood, sweat, and profane arts. Your horde can be a force for… Gastromancer Gastromancers are Artificers who specialize in cooking even with the trickiest of ingredients. They imbue the meals they prepare with special properties that can be beneficial or harmful. Gastromancers are famous for… Glass Sculptor Glass Sculptors create dazzling glass work that reflects and even traps light within it. Their work is half arcane knowledge and half supernatural skill in sculpting geometrically perfect shapes that seem to control… Hollow Dragon Through your adventures you have earned a sacred responsibility: to help a Metallic Dragon that has been slain to continue their fight by assembling a Hollow Dragon for them. Perhaps you were there in their last moments… Illustrator Illustrators let their creative prowess run wild, allowing their passion, skills, and arcane power to grant a physicality to their creations. An Illustrator is adept at a variety of Illusions that bend what is real with… One-Man Band A One-Man Band incorporates instruments into their armor so they can deftly entertain and wreak havoc in equal measure. Each One-Man Band has their own combination of instruments that grant them a wide variety of sounds… Plague Doctor Like an agent of Death itself you use your genius and cunning to bring about death on a massive scale. Your experiments are as dangerous as they are evil as you seek to perfect the mysterious forces behind disease and… Rust Harbinger Rust Harbingers are the antithesis of Artificers. They seek to bring about the end of the metal ages and scientific innovation. Rust Harbingers believe that the world is sick and can only be cured by returning to the… Tattooist Your studies of arcane sigils and mysterious inks have culminated in magical tattoos that can empower yourself or others. You use your skills to create inked warriors of incredible power. They become assets to powerful…