Artificer

You must have a INT score of 13 or higher in order to multiclass in or out of this class.


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. You can find everything you need to play one of these inventors in the next few sections.


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.


Hitpoints (HP):

  • Hit Dice: 1d8 per Artificer level
  • HP at lv1: 8 + CON
  • HP increase: 1d8 (5) + CON per level

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: CON, INT
  • Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment:

  • Any two simple weapons
  • A light crossbow and 20 bolts
  • Studded leather armor, or scale mail
  • Thieves' tools and a dungeoneer's pack

Artificer's spell slot table:

Levels 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Spells Known
1 2 INT + 1/2 * artificer level
2 2
3 3
4 3
5 42
6 42
7 43
8 43
9 432
10 432
11 433
12 433
13 4331
14 4331
15 4332
16 4332
17 43331
18 43331
19 43332
20 43332

Proficiency bonus: +2

Level 1

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 the conventional way: you appear to produce wonders from mundane items and outlandish inventions.

  • Tools Required. You produce 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 feature. You must be proficient with the tools in hand. This effectively gives all spells material cost (M) for you.

  • Cantrips. You know 2 cantrips of your choice from the artificer spell list.

  • Preparing and Casting Spells. You may prepare a number of artificer spells equal to your INT + half your artificer level, rounded down, minimum of 1 spell. The spells must be a of a level for which you have spell slots. You may change any number of spells in your spell list during a long rest, requiring 1 minute of meditation per spell level for each spell you change.

  • Ritual Casting. You may cast any artificer spell you have prepared as a ritual if that spell has the ritual tag.

  • Spellcasting Ability. Your spellcasting ability is INT.

    • Spell Save DC. 8 + proficiency + INT

    • Spell attack modifier. proficiency + INT

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, listed below. The chosen property lasts indefinitely. As an action, you may touch the object and end the property early. You may 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. You may have a number of magical objects like this at a time equal to your INT.

  • The object sheds bright light in a 5ft. radius and dim light for another 5ft.

  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10ft. 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, like wind, waves, chirping or the like. The chosen phenomenon is perceivable up to 10ft. 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.

Level 2

You gain the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

  • Infusions Known. When you gain this feature, you may choose 4 artificer infusions.

  • Infusing an Item. Whenever you finish a long rest, you may 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. Your infusion remains in an item indefinitely, unless you die, after which the infusion will remain on an item for an amount of days equal to your INT. The infusion will also vanish if you replace your knowledge of the infusion. You can have up to 2 infused items from this trait. An item cannot bear more than one infusions at a time. If you try to exceed your maximum number of infusions, the oldest ends instantly. 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 3

Choose a subclass:

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.


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 5ft. 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 to create a different set of tools.

Level 4

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +3

Level 5

You gain a feature depending on your artificer specialism.

Level 6

You may add double your proficiency bonus to any ability check you make that uses your proficiency with a tool.

You learn an additional 2 artificer infusions, for a total of 6. Additionally, you may have up to 3 infused items from this trait.


Level 7

When you or another creature you can see within 30ft. of you makes an ability check or saving throw, you may use your reaction to add your INT to the roll. You may use this feature a number of times equal to your INT every long rest.

Level 8

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +4

Level 9

You gain a feature depending on your artificer specialism.

Level 10

You may attune to up to 4 magic items at once. Additionally, 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.

You learn an additional cantrip, for a total of 3.

You learn an additional 2 artificer infusions, for a total of 8. Additionally, you may have up to 4 infused items from this trait.


Level 11

You can now store a spell in an object. Whenever you finish a long rest, you may 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 any 1st or 2nd level spell from the artificer spell list that requires 1 action to cast. While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting 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 2 times your INT, minimum of 2 times, or until you use this feature again.

Level 12

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +5

Level 13

Level 14

You may attune to up to 5 magic items at once. Additionally, you may ignore all class, race, spell and level requirements on attuning to or using a magic item.

You learn an additional cantrip, for a total of 4.

You learn an additional 2 artificer infusions, for a total of 10. Additionally, you may have up to 5 infused items from this trait.


Level 15

You gain a feature depending on your artificer specialism.

Level 16

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +6

Level 17

Level 18

You may attune to up to 6 items at once.

You learn an additional 2 artificer infusions, for a total of 12. Additionally, you may have up to 6 infused items from this trait.


Level 19

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.

Level 20

You gain +1 to all saving throws per magic item you are currently attuned to. Additionally, if you're reduced to 0 hitpoints but not killed out-right, you may use your reaction to end one of your artificer infusions, causing you to drop to 1 hitpoint instead.