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 |
|---|---|---|---|---|---|---|
| 1st | 2 | — | ||||
| 2nd | 2 | 3 | — | |||
| 3rd | 2 | 4 | 2 | — | ||
| 4th | 2 | 4 | 3 | — | ||
| 5th | 2 | 4 | 3 | 2 | — | |
| 6th | 2 | 4 | 3 | — | ||
| 7th | 2 | 4 | 3 | 1 | — | |
| 8th | 2 | 4 | 3 | 2 | — | |
| 9th | 2 | 4 | 3 | 1 | ||
| 10th | 3 | 4 | 3 | 2 | ||
| 11th | 3 | 4 | 3 | 2 | ||
| 12th | 3 | 4 | 3 | 2 | ||
| 13th | 3 | 4 | 3 | 2 | ||
| 14th | 4 | 3 | 2 | |||
| 15th | 4 | 3 | 2 | |||
| 16th | 4 | 3 | 2 | |||
| 17th | 4 | 3 | 2 | |||
| 18th | 4 | 3 | ||||
| 19th | 4 | 3 | ||||
| 20th | 4 | 3 |
| Level | Plans Known | Magic Items |
|---|---|---|
| 1st | - | |
| 2nd | 4 | 2 |
| 3rd | 4 | 2 |
| 4th | 4 | 2 |
| 5th | 4 | 2 |
| 6th | 5 | 3 |
| 7th | 5 | 3 |
| 8th | 5 | 3 |
| 9th | 5 | 3 |
| 10th | 6 | 4 |
| 11th | 6 | 4 |
| 12th | 6 | 4 |
| 13th | 6 | 4 |
| 14th | 7 | 5 |
| 15th | 7 | 5 |
| 16th | 7 | 5 |
| 17th | 7 | 5 |
| 18th | 8 | 6 |
| 19th | 8 | 6 |
| 20th | 8 | 6 |
Class Features
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).
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
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 belowThe 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Epic Boon
You gain an Epic Boon feat for which you qualify.
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.