Artificer
Hit Points
Hit Dice: d8 per Artificer level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiences
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
Class Features
Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other 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.
Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent 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 artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a non-magical 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 “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
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 immediately ends, and then the new infusion applies.
Artificer Specialist
At 3rd level, you choose the type of specialist you are, all 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.
The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: with tinker’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.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th 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.
Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius
Starting at 7th level, you gain 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.
Magic Item Adept
When you reach 10th level, you achieve 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.
Spell-Storing Item
At 11th level, you learn how to 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.
Magic Item Savant
At 14th level, 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.
Magic Item Master
Starting at 18th level, you can attune to up to six magic items at once.
Soul of Artifice
At 20th level, 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.
Starting 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
- your choice of studded leather armor or scale mail
- thieves’ tools and a dungeoneer’s pack
Spellcasting
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or 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. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared 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.
THE MAGIC OF ARTIFICE
As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.
The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.
Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
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
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Subclass Options
Artificer Specialists
Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.
Abomination Architect
What is the greatest insult to life? Few may answer “my profession" and the abomination architect is one of them.
Creating a body from mundane ingredients, imbuing it with a soul that can only obey commands and experimenting on the dead, undead and non-dead are just parts of their everyday life. Shunned from society, excommunicated from churches and usually chased by the authorities, an abomination architect's life is never boring.
Artificers have always been known as an eccentric lot,
focusing on strange niche magical experiments. One of the
strangest, but consistent, obsessions of artificers has always
been mechanical flight. Many have tried, and most have failed,
their experiments ending in disastrous explosions,
catastrophic falls, and deadly failures. Many a perspective
Aeronaut has given up on their goals, determining that flight is
not something they can attain without the aid of magic.
Despite all this, you have focused your work on making this
dream a reality. Through your experiments, you have finally
achieved that lofty goal of the Aeronaut, flight.
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 been valued during times of war and peace.
An Architect specializes in shelter above all, providing protection and safety on the battlefield. This defending power is valued and sought after by allies - while an Architect is hardly the most versatile or explosive artificer around, they could not be more valuable for the dependability and defense they provide to those they care about.
For centuries chroniclers and librarians have sought the best
way to store vast troves of information. While they were
satisfied with scrolls, tomes, and books, the first archivists
strove for something greater, storing libraries worth of
information in one solitary object. Thus the first artificial
minds were created.
As an archivist, you are on the cutting edge of arcane
advancement. Like all new breakthroughs, you must be
careful with who you allow to witness this ability. How will you
use your fringe ability to create artificial intelligence?
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 artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
Crossbows might seem like a niche discipline to
which to dedicate one’s life, but you appreciate both
their revolutionary design and their utility in the face
of complex obstacles. In short, pew pew, twang,
splat.
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 material and personnel. To aid in their work, Battle Smiths are usually 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.
While most artificers are content with mechanical innovation, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combiningnecromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.
Collisionists are an unusual sight amongst artificers, and they
earn their name from their penchant for applying substantial
amounts of force at great speeds. Talented demolitionists in
their own special way, they act as mobile siege weapons, able
to break front lines as easily as they break the walls of cities
that would deny them entry.
Behind every great musician, every standing ovation, every sold out concert, there is most often Composer who put quill to parchment and penned the notes. These great minds are unlike other bards and entertainers, Composers take a more cerebral approach to music. They are masters of patterns and repetition, and when they apply their analytical minds to a problem it is only a matter of time before they find a solution.
The signature invention of every Composer is their Musical Apparatus, a totally unique invention of their own design that allows them to produce wondrous musical effects.
A Daggerwright is a crafter who is intent on the perfection of a single dagger and nothing more. They put heart and soul into the edge. Among artificers, members of this subclass are combat-focused, keen to test the perfection of their work.
While most artificers iterate on one invention, Dungeoneers use their know-how to weaponize mundane objects. Trusted to safeguard untold riches and powerful artifacts, these slick inventors use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the most hardy and determined adventurers and marauders.
As the name implies, firescrappers specialize in the use of
pyromantic magic. They are quite unlike wizardly pyromancers,
however, as they use this magic to become powerful front-line
fighters rather than back-line mages. In the Last War, efforts of
firescrappers turned the tides of many a battle, and they were
highly valued assets of many different armies. Since the war’s
conclusion, the demand for these artificers has decreased
dramatically, but there are still many that learn and pass on the
techniques of this specialization.
A Gemologist is a master of crafting jewelery for protection,
especially that which utilises crystals and gems as forms of
storing or channeling energy. They are capable of refracting
light and other power sources into a much more potent form,
or as a way to redirect harmful effects.
Being an iron rider is more than a profession; it's a calling. Its
siren song is heard in the roar of an engine, the howl of the
wind, and the screaming of your blood. Using your
technological know-how, you have constructed a vehicle
unlike any other, one that isn't just transport, but a
companion. Many of these vehicles talk, providing advice and
company, and all of them can act under their own will. An
iron rider's engine is an invention, yes, but it is also a partner.
Together, they perform daring feats of speed, dangerous
stunts that risk it all.
Iron Engine
A Lightslinger learns how to harness magical, radiant energy and
put it to use in their weaponry. These artificers create complex
machines that channel and focus light, turning that energy into
powerful beams that can sear their foes. These machines come in
multiple varieties, each with a distinct purpose and common
name. The aurum blaster is the generalist weapon, and also the
most defensive weapon, considering its common pairing with a
shield. The bolt shooter is a long range weapon, capable of
outranging longbows and taking out targets with powerful,
focused blasts. The lux cannon is a short ranged weapon, capable
of hitting multiple foes at once.
Though lightslingers were relatively uncommon in the time of
the Last War, those that did exist made versatile combatants that
were an asset to any army. Capable both as front-line soldiers and
back-line artillery, these artificers are well respected warriors.
There are entire guilds of artificers dedicated to
creating secure and enhanced structures using their
arcane skills in combination with classic masonry
techniques. Some of these masons specialized even
further, creating small stone golems as mobile vessels
for spells. These masons were soon deployed as part of
the war effort, where they learned to create even more
powerful constructs.
A master mason can create multiple golems, each
capable of harnessing, capturing, and redirecting
arcane energy, making them potent focuses for the
artificer’s spells. Those unfamiliar with the masons
often find their understanding of magic completely
compromised when in the presence of a master mason
and their creations.
A phytomancer has a keen interest and affinity with the plants of the natural world. They know how to make things grow hale and healthy, and can even inspire a specially prepared plant to animate and do their bidding for a short time.
A phytomancer might be employed as a gardener to a wealthy patron, creating order from chaos, or prefer a life of solitude, delighting in the seasonal changes of the natural world.
The plumbing profession is somewhat more
dangerous in fantasy worlds than others. Sewer
monsters. Valve demons. Squeaky toilet mimics.
Men who won’t put the toilet seat down. It requires
a particular set of skills, and a pragmatic approach to
wading in waste.
The name “tattoosionist” is initially misleading: it comes
from their ability to create tattoos that shift and animate
upon their skin, for example a snake slithering around an
arm. But this is no illusion: there is a very real snake
inside their arm, and it can do far more than slither
around. Tattoosionists are psionic artificers that
abandon their labors upon unliving items, instead using
alchemical inks and their own body as their workshop,
animating the images upon their skin and use them for
anything they desire- as a third hand, moving heavy
objects, pulling a wagon-cart, even self-defense.
Tattoosionists take pride in their artistry and
individuality, and prefer clothing and armor that allows
them to display portions of their labors, although you
quite literally never know what they might have hidden
up their sleeve.