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 temporary and permanent
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.
hit dice:
1d8 per artificer level
hit points at 1st level:
8 + your constitution modifier
hit points at higher levels:
1d8 + your constitution modifier
armor proficiencies:
Light armor, Medium armor, Shields
weapon proficiencies:
Simple weapons, Hand crossbows, Heavy crossbows
tools:
Thieves tools, Tinker's tools, one type of artisan tools of your choice
saving throws:
Constitution, Intelligence
skills:
Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Slight of hand
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
• (a) studded leather armor or (b) scale mail
• thieves’ tools and a dungeoneer’s pack
If you forgo this starting equipment, as well as
the items offered by your background, you start
with 5d4 × 10 gp to buy your equipment.
spellcasting:
You have studied the workings of magic, how to
channel it through objects, and how to awaken it
within them. As a result, you have gained a
limited 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 through various items.
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
At 1st level, you know two cantrips of your
choice from the artificer spell list below. 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 in 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 an artificer spell as a ritual if that
spell has the ritual tag and you have the spell
prepared.
class features:
Magical Tinkering
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 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 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.
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 three 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
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, or
you can forgo attunement so that someone else
can attune to the item. If you decide to attune to
the item later, you must do so using the normal
process for attunement (see “Attunement” in the
Dungeon Master’s Guide, page 136).
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. If you try to
exceed your maximum number of infusions, the
oldest infusion immediately ends, and then the
new infusion applies.
subclass options:
Alchemist
Archivist
Artillerist
Armorer
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | Spell Slots per spell level 1st | 2nd | 3rd | 4th | 5th | |
---|
1st | +2 | Magical Tinkering, Spellcasting | — | — | 2 | 2 | — | — | — | — |
2nd | +2 | Infuse Item | 3 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Artificer Specialist, Tool Expertise | 3 | 2 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | — | — | — | — |
5th | +3 | Arcane Armament | 4 | 2 | 2 | 4 | 2 | — | — | — |
6th | +3 | Artificer Specialist feature | 4 | 3 | 2 | 4 | 2 | — | — | — |
7th | +3 | — | 5 | 3 | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 3 | 2 | 4 | 3 | — | — | — |
9th | +4 | — | 5 | 3 | 2 | 4 | 3 | 2 | — | — |
10th | +4 | The Right Cantrip for the Job | 5 | 3 | 3 | 4 | 3 | 2 | — | — |
11th | +4 | — | 6 | 4 | 3 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 4 | 3 | 3 | — | — |
13th | +5 | — | 6 | 4 | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | Artificer Specialist feature | 6 | 4 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 7 | 4 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 7 | 5 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 7 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Spell-Storing Item | 7 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2 |