Remove these ads. Join the Worldbuilders Guild

Tasha's Cauldron of Everything

Artificer

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

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

If playing using achievements and milestones, selecting this class duirng character creation grants the player the achievement "Weird Science".

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: Thieve's 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
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

  • thieve's tools and a dungoneer's pack

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 thorugh your tools. You must have a spellcasting focus - specifically thieve's 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. 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

You know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as sown on 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 these 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 to you to cast from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifer + 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 score 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.

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 wizard spells as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

class features:

Infuse Item

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, choosing from the "Artificer Infusions" section 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 caan touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magical 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, 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 Specialist

Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is linked below. Your choice grants you features at 5th level and again at 9th level and 15th level.

The Right Tool for the Job

You've learned how to produce excatly 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.

Ability Score Improvement

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

Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

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

You've achieved 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

    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).

    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

    Your skill with magic items deepens:

  • 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

    You can now attune to up to six magic items at once

    Soul of Artifice

    You have developed 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 outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
  • Level
    Proficiency Bonus
    Features
    Infusions Known
    Infused Items
    Cantrips Known
    1st2nd3rd4th5th
    1st
    +2
    Magical Tinkering, Spellcasting--22----
    2nd
    +2
    Infuse Item4222----
    3rd
    +2
    Artificer Specialist, The Right Tool for the Job4223----
    4th
    +2
    Ability Score Improvement4223----
    5th
    +3
    Artificer Specialist feature42242---
    6th
    +3
    Tool Expertise63242---
    7th
    +3
    Flash of Genius63243---
    8th
    +3
    Ability Score Improvement63243---
    9th
    +4
    Artificer Specialist feature632432--
    10th
    +4
    Magic Item Adept843432--
    11th
    +4
    Spell-Storing Item843433--
    12th
    +4
    Ability Score Improvement843433--
    13th
    +5
    -10544331-
    14th
    +5
    Magic Item Savant10544331-
    15th
    +5
    Artificer Specialist feature10544332-
    16th
    +5
    Ability Score Improvement10544332-
    17th
    +6
    -105443331
    18th
    +6
    Magic Item Master126443331
    19th
    +6
    Ability Score Improvement126443332
    20th
    +6
    Soul of Artifice126443332

    Created by

    ColTigh128.

    Statblock Type

    Class Features

    Link/Embed