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
armor proficiencies:
Light Armor, Medium Armor, Shields
weapon proficiencies:
Simple Weapons
tools:
Thieves' tools, tinker's tools, one type of artisan's tools of your choice
saving throws:
Consitution, Intelligence
skills:
Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- any two simple weapons of your choice
- a light crossbow and 20 bolts
- your choice of studded leather armor or scale mail
- thieves’ tools and a dungeoneer’s pack
spellcasting:
LEVEL 1: 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.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. 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 three 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.
Spell Slots. The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose four 1st-level spells from the Artificer spell list.
The number of spells on your list also increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer table. Whenever that number increases, choose additional spells from your Artificer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Artificer, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.
If another Artificer feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever you gain a Artificer level, you can replace one spell on your list with another spell for which you have spell slots and that is on your Bard spell list.
Spellcasting Ability. Intelligence is your Spellcasting Ability for your Artificer spells.
class features:
LEVEL 1: Magical Tinkering
At 1st level, you learn 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 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.
LEVEL 1: Magical Crafting
You are skilled in the art of crafting magical items. Starting at level 1 you can add a d6 to any roll made during the crafting process of a magical item. You Crafting Die changes when you reach certain Artificer levels, as shown in the Crafting Die column of the Artificer table. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
LEVEL 2: Infusions
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 six 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.
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 2: Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
LEVEL 3: Artificer Subclass
Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.
LEVEL 3: The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, 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.
LEVEL 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Artificer table, you gain this feature again at levels 8, 12, 16, and 19.
LEVEL 5: Spell-Storing Item
At 5th 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 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 your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
LEVEL 7: 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.
LEVEL 9: 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 roll a 1 on your Crafting Die you may reroll the die.
LEVEL 11: Spell-Storing Item
At 11th level you can now store up to 2nd level spells in an object.
You can also store spells into up to two objects.
LEVEL 13: 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.
LEVEL: 17: Magic Item Master
Starting at 17th level, you can attune to up to six magic items at once.
Once per long rest you can reroll a 1 on any crafting d20 test.
LEVEL 18: Spell Storing Item
You can now store spells up to 3rd level.
LEVEL 20: 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.
subclass options:
Leve | Prof. Bonus | Cleass Features | Crafting Die | Infusions Known | Infused Items | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
---|
1 | +2 | Magical Tinkering, Magical Crafting, Spellcasting | d6 | 6 | 3 | 3 | 2 | 2 | - | - | - | - |
2 | +2 | Infusions, Tool Expertise | d6 | 6 | 3 | 3 | 3 | 2 | - | - | - | - |
3 | +2 | Subclass Feature, The Right Tool for the Job | d6 | 6 | 3 | 3 | 4 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | d6 | 6 | 3 | 4 | 5 | 3 | - | - | - | - |
5 | +3 | Spell-storing Item | d8 | 6 | 3 | 4 | 6 | 4 | 2 | - | - | - |
6 | +3 | Subclass Feature | d8 | 8 | 4 | 4 | 6 | 4 | 2 | - | - | - |
7 | +3 | Flash of Genius | d8 | 8 | 4 | 4 | 7 | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement | d8 | 8 | 4 | 4 | 7 | 4 | 3 | - | - | - |
9 | +4 | Magic Item Adept | d8 | 8 | 4 | 4 | 9 | 4 | 3 | 2 | - | - |
10 | +4 | Subclass Feature | d10 | 10 | 5 | 5 | 9 | 4 | 3 | 2 | - | - |
11 | +4 | Spell-Storing Item | d10 | 10 | 5 | 5 | 10 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | d10 | 10 | 5 | 5 | 10 | 4 | 3 | 3 | - | - |
13 | +5 | Magic Item Savant | d10 | 10 | 5 | 5 | 11 | 4 | 3 | 3 | 1 | - |
14 | +5 | Subclass Feature | d10 | 12 | 6 | 5 | 11 | 4 | 3 | 3 | 1 | - |
15 | +5 | - | d12 | 12 | 6 | 5 | 12 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | d12 | 12 | 6 | 5 | 12 | 4 | 3 | 3 | 2 | - |
17 | +6 | Magic Item Master | d12 | 12 | 6 | 5 | 14 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Spell-Storing Item | d12 | 14 | 7 | 5 | 14 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | d12 | 14 | 7 | 5 | 15 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Soul of Artifice | d12 | 14 | 7 | 5 | 15 | 4 | 3 | 3 | 3 | 2 |