Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting magical objects. To cast a spell, an artificer could use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power on an ally's armor, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.
Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs. This drive for novelty pushes artificers to become adventurers. Exandria's main travel routes and populated regions have long since been explored. Thus, artificers seek the frontiers of civilization in hopes of making the next great discovery in arcane research.
You start with the following equipment, in addition to the equipment granted by your background:
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.
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.
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.
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.
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
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
| Levels | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Magical Tinkering, Spellcasting | - | - | 2 | 2 | - | - | - | - |
| 2 | +2 | Infuse Item | 4 | 2 | 2 | 2 | - | - | - | - |
| 3 | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | - | - | - | - |
| 4 | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | - | - | - | - |
| 5 | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | - | - | - |
| 6 | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | - | - | - |
| 7 | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | - | - | - |
| 8 | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | - | - | - |
| 9 | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | - | - |
| 10 | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | - | - |
| 11 | +4 | Spell-Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
| 12 | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
| 13 | +5 | - | 8 | 4 | 3 | 4 | 3 | 3 | 1 | - |
| 14 | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | - |
| 15 | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 16 | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 17 | +6 | - | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, 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 chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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.
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.
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.
Whenever you finish a long rest, you can 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 (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.
At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each 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.
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.
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.
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
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.
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
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.
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.
Starting at 18th level, you can attune to up to six magic items at once.
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement
Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.
Unless an infusion's description says otherwise, you can't learn an infusion more than once.
Arcane Propulsion Armor
Prerequisite: 14th level artificer
Item: A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
Armor of Magical Strength
Item: A suit of armor (requires attunement)
This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
The armor regains 1d6 expended charges daily at dawn.
Boots of the Winding Path
Prerequisite: 6th level artificer
Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Enhanced Arcane Focus
Item: A rod, staff or wand (requires attunement)
While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
Helm of Awareness
Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
Homunculus Servant
Item: A gem or crystal worth at least 100 gp
You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the [blocklink:1664747] stat block, which uses your proficiency bonus (PB) in several places. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Mind Sharpener
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Radiant Weapon
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Replicate Magic Item
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
Replicable Magic Items (2nd-Level Artificer)
| Magic Item | Attunement |
|---|---|
| Alchemy Jug | No |
| Bag of Holding | No |
| Cap of Water Breathing | No |
| Goggles of Night | No |
| Rope of Climbing | No |
| Sending Stones | No |
| Wand of Magic Detection | No |
| Wand of Secrets | No |
Replicable Magic Items (6th-Level Artificer)
| Magic Item | Attunement |
|---|---|
| Boots of Elvenkind | No |
| Cloak of Elvenkind | Yes |
| Cloak of the Manta Ray | No |
| Eyes of Charming | Yes |
| Gloves of Thievery | No |
| Lantern of Revealing | No |
| Pipes of Haunting | No |
| Ring of Water Walking | No |
Replicable Magic Items (10th-Level Artificer)
Replicable Magic Items (14th-Level Artificer)
| Magic Item | Attunement |
|---|---|
| Amulet of Health | Yes |
| Arcane Propulsion Arm | Yes |
| Belt of Giant Strength (Hill Giant) | Yes |
| Boots of Levitation | Yes |
| Boots of Speed | Yes |
| Bracers of Defense | Yes |
| Cloak of the Bat | Yes |
| Dimensional Shackles | No |
| Gem of Seeing | Yes |
| Horn of Blasting | No |
| Ring of Free Action | Yes |
| Ring of Protection | Yes |
| Ring of the Ram | Yes |
Repulsion Shield
Prerequisite: 6th-level artificer
Item: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Resistant Armor
Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Spell-Refueling Ring
Prerequisite: 6th-level artificer
Item: A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
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