Search

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. 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.

Source: Wayfinder’s Guide to Eberron

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

Artificer Class Table

LevelProficiency BonusInfusions KnownInfused ItemsFeatures1st2nd3rd4th5th
1st+2--
  • Spellcasting
  • Magical Tinkering
2----
2nd+242
  • Infuse Item
2----
3rd+242
  • The Right Tool for the Job
  • Artficer Specialist
3----
4th+242
  • Ability Score Improvement
3----
5th+342
  • Artficer Specialist Feature
42---
6th+363
  • Tool Expertise
42---
7th+363
  • Flash of Genius
43---
8th+363
  • Ability Score Improvement
43---
9th+463
  • Artficer Specialist Feature
432--
10th+484
  • Magic Item Adept
432--
11th+484
  • Spell-Storing Item
433--
12th+484
  • Ability Score Improvement
433--
13th+584
    4331-
    14th+5105
    • Magic Item Savant
    4331-
    15th+5105
    • Artficer Specialist Feature
    4332-
    16th+5105
    • Ability Score Improvement
    4332-
    17th+6105
      43331
      18th+6126
      • Magic Item Master
      43331
      19th+6126
      • Ability Score Improvement
      43332
      20th+6126
      • Soul of Artifice
      43332

      Hitpoints

      Hit Dice: 1d8 per Artificer level

      Hit Points at 1st Level: 8 + your Constitution modifier

      Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st

      Proficiencies

      Armor: Artificers are proficient with Light Armor, Medium Armor, and Shields.

      Weapons: Artificers are proficient with simple weapons.

      Tools: Artificers are proficient with a variety of tools. All artificers are proficient with Thieves' Tools and Tinker's Tools. Additionally, you can choose one additional artisan's tool of your choice.

      Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand, and Insight.

      Saving Throws: Constitution, Intelligence

      Equipment

      • (a) Scale mail or (b) studded leather armor
      • Any two simple weapons
      • thieves' tools, and a dungeoneer's pack
      • A light crossbow and 20 bolts

      Spellcasting

      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 a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

      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.

      Spellcasting Ability: Intelligence

      Spell Save DC: 8 + your proficiency bonus + your Intelligence modifier

      Spell Attack Modifier: your proficiency bonus + your Intelligence modifier

      Spellcasting Focus

      You can use a artisan tools as a spellcasting focus for your Artificer spells.

      Spell List

      The Artificer class can cast spells from the Artificer Spells Spell-list.View Spell List ->

      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.

      Preparing Spells

      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 lst-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.

      Ritual Casting

      1

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

      Cantrips

      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.

      Class Features

      Magical Tinkering

      1

      At 1st level, 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 a property from the *Tinkering Options Table* below. 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.

      Tinkering Options

      Description
      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.
      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.

      Infuse Item

      2

      At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. **Infusions Known** When you gain this feature, pick four artificer infusions to learn, chosen from the table below. 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 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 the attunement rules in the Dungeon Master's Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. 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 ends, and then the new infusion applies. 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.

      Artificer Infusions

      InfusionDescriptionItemPrerequisites
      Arcane Propulsion ArmorThe wearer of this armor gets the following benefits. (1) The wearer's walking speed increases by 5 feet. (2) The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches. (3) The armor can't be removed against the wearer's will. (4) If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.A suit of armor (requires attunement)14th level artificer
      Armor of Magical StrengthThis armor has 6 charges. The wearer can expend the armor's charges in the following ways: (1) When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier or (2) If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains 1d6 expended charges daily at dawn.A suit of armor (requires attunement)-
      Boots of the Winding PathWhile 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.A pair of boots (requires attunement)6th level artificer
      Enhanced Arcane FocusWhile 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.A rod, staff, or wand (requires attunement)-
      Enhanced DefenseA 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.A suit of armor or a shield -
      Enhanced WeaponThis 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.A simple or martial weapon-
      Helm of AwarenessWhile wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.A helmet (requires attunement)10th level artificer
      Mind SharpenerThe 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.A suit of armor or robes-
      Radiant WeaponThis 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.A simple or martial weapon (requires attunement)6th level artificer
      Repeating ShotThis 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 the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.A simple or martial weapon with the ammunition property (requires attunement)-
      Repulsion ShieldA 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.A shield (requires attunement)6th level artificer
      Resistant ArmorWhile 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.A suit of armor (requires attunement)6th level artificer
      Returning WeaponThis 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.A simple or martial weapon with the thrown property-
      Spell-Refueling RingWhile 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.A ring (requires attunement)6th level artificer
      Homunculus ServantYou 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 Homunculus Servant stat block (located at the bottom of this page, under Additonal Infusions), 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.A gem or crystal worth at least 100 gp10th level artificer
      Replicate Magic ItemUsing 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 (located at the bottom of this page, under Additonal Infusions). 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.A nonmagical version of the item-

      The Right Tool for the Job

      3

      At 3rd level, 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 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.

      Subclass: Artficer Specialist

      3
      5
      9
      15

      At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.

      SubclassDescription
      AlchemistAlchemists are experts at combining reagents to produce mystical effects, using their creations to give life and to leech it away.
      ArmorerArmorers modify armor to function almost like a second skin, enhancing it to hone their magic, unleash potent attacks, and generate a formidable defense.
      ArtilleristArtillerists specialize in using magic to hurl energy, projectiles, and explosions on a battlefield.
      Arcane SalvagerArcane Salvagers are artificers who specialize in the recovery and repurposing of magical items.
      Battle SmithA combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel.

      Ability Score Improvement

      4
      8
      12
      16
      19

      When you reach 4th level, and again at 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

      6

      At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

      Flash of Genius

      7

      At 7th level, you've gained 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

      10

      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

      11

      At 11th level, 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, 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).

      Magic Item Savant

      14

      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, species, spell and level requirements on attuning to or using a magic item.

      Magic Item Master

      18

      Starting at 18th level, you can attune up to six magic items at once.

      Soul of Artifice

      20

      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.

      Additional Infusions

      Below is some extra information on some of the infusions listed above.

      Homunculus Servant Infusion

      Below is the stat block for the Homunculus Servant that you can create with the Homunculus Servant infusion.

      Replicable Items Infusion

      Below is a list of items that you can replicate with the Replicate Magic Item infusion.

      Comments

      Loading comments...