Artificer
Hit Points
Hit Dice: d8 per Artificer level
Hit Points at first Level: 8 + Con Modifier
Hit Points at Higher Levels: d8 + Con Modifier
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows, firearms
Tools: Thieves’ 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
Overview & Creation
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.
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
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 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 four artificer infusions to learn. 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.
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.
Artificer Specialist
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5rd level and again at 9th and 15th level.
The Right Tool for the Job
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.
Ability Score Improvement or a Feat
When you reach 4th level, 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. Alternatively you can take a feat.
Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
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.
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 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
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 store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't to 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, that creature must concentrate.
The spell stays in the object until it has 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
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.
Magic Item Master
Starting at 18th level, you can attune up to six magic items at once.
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.
Artificer Infusions
Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.
The description of each infusion tells you the type of item that can receive it. The description also tells you if 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 the infusion more than once.
Armor of Tools
Item: A suit of armor
As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.
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.
Mind Sharpener
Item: A suit of armor or robes (requires attunement)
The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.
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 different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.
In the tables, items requiring attunement are marked with an *.
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)
- Alchemy jug
- Armblade*
- Bag of holding
- Cap of water breathing
- Goggles of night
- Prosthetic limb*
- Rope of climbing
- Sending stones
- Wand of magic detectionWand of secrets
Replicable Magic Items (6th-Level Artificer)
- Boots of elvenkind
- Cloak of elvenkind
- Cloak of the manta ray
- Eyes of charming*
- Gloves of thievery
- Lantern of revealing
- Pipes of haunting
- Ring of water walkingWand sheath*
Replicable Magic Items (10th-Level Artificer)
- Boots of striding and springing*
- Boots of the winterlands*
- Bracers of archery*
- Brooch of shielding*
- Cloak of protection*
- Eyes of the eagle*
- Gauntlets of ogre power*
- Gloves of missile snaring*
- Gloves of swimming and climbing*
- Hat of disguise*
- Headband of intellect*
- Helm of telepathy*
- Medallion of thoughts*
- Periapt of wound closure*
- Pipes of the sewers*
- Quiver of Ehlonna
- Ring of jumping*
- Ring of mind shielding*
- Slippers of spider climbing*
- Ventilating lung*
- Winged boots*
Replicable Magic Items (14th-Level Artificer)
- Amulet of health*
- Arcane propulsion arm*
- Belt of hill giant strength*
- Boots of levitation*
- Boots of speed*
- Bracers of defense*
- Cloak of the bat*
- Dimensional shackles
- Gem of seeing*
- Horn of blasting
- Ring of free action*
- Ring of protection*
- Ring of the ram*
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.
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.
Homunculus Servant
Prerequisite: 6th-level artificer
Item: A gem worth at least 100 gp or a dragonshard
You learn intricate methords 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' 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.
In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search action.
The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes leaving its heart in its space.
Homunculus Servant
Tiny construct, neutral
- Armor Class 13 (natural armor)
- Hit Points equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class
- Speed 20 ft., fly 30 ft.
- STR 4 (−3) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 7 (−2)
- Saving Throws Dex +1
- Skills Perception +4, Stealth +4
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages understands the languages you speak
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. it can't use this trait if it's incapacitated
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its attack (below).
Actions (Require Your Bonus Action)
Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
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 a melee 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.
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 5 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.
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 maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn.
Armor of Magical Strength
Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.
The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.
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.
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
- studded leather armor or scale mail
- thieves’ tools and a dungeoneer’s pack
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 tinker’ 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.
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 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.
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.
Spell list
Here's the list you consult when you learn an artificer spell. If spell can be cast as a ritual, the ritual tag appears after the spell's name.
Cantrips
- Acid Splash
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Frostbite
- Guidance
- Light
- Mage Hand
- Magic Stone
- Mending
- Message
- Poison Spray
- Prestidigitation
- Ray of Frost
- Resistance
- Shocking Grasp
- Spare the Dying
- Thorn Whip
- Thunderclap
1st Level
- Absorb Elements
- Alarm (ritual)
- Catapult
- Cure Wounds
- Detect Magic (ritual)
- Disguise Self
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Grease
- Identify (ritual)
- Jump
- Longstrider
- Purify Food and Drink
- Sanctuary
- Snare
2nd Level
- Aid
- Alter Self
- Arcane Lock
- Blur
- Continual Flame
- Darkvision
- Enhance Ability
- Enlarge/Reduce
- Heat Metal
- Invisibility
- Lesser Restoration
- Levitate
- Magic Mouth (ritual)
- Magic Weapon
- Protection from Poison
- Pyrotechnics
- Rope Trick
- See Invisibility
- Spider Climb
- Web
3rd Level
- Blink
- Catnap
- Create Food and Water
- Dispel Magic
- Elemental Weapon
- Flame Arrows
- Fly
- Glyph of Warding
- Haste
- Protection from Energy
- Revivify
- Tiny Servant
- Water Breathing (ritual)
- Water Walk (ritual)
4th Level
- Arcane Eye
- Elemental Bane
- Fabricate
- Freedom of Movement
- Leomund's Secret Chest
- Mordekainen's Faithful Hound
- Mordekainen's Private Sanctum
- Otiluke's Resilient Sphere
- Stone SHape
- Stoneskin
5th Level
- Animate Objects
- Bigby's Hand
- Creation
- Greater Restoration
- Skill Empowerment
- Transmute Rock
- Wall of Stone
Subclass Options
Artillerist
An Artillerist specializes in using magic to hurl energy, projectiles ,and explosions on the battlefield.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Artillerist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level |
Alchemist Spells |
3rd |
Shield, Thunderwave |
5th |
Scorching Ray, Shatter |
9th |
Fireball, Wind Wall |
13th |
Ice Storm, Wall of Fire |
17th |
Cone of Cold, Wall of Force |
Eldritch Cannon
At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannon table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Cannon |
Activation |
Flamethrower |
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. |
Force Ballista |
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret. |
Protector |
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Arcane Firearm
At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarvers' tools to carve special sigils into a wand, staff or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.
Explosive Cannon
Starting at 9th level, every eldritch cannon you create is more destructive:
- The cannon's damage rolls all increase by 1d8.
- As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
Fortified Position
By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:
- You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
Level | Proficiency | Features | Infusions Known | Infused Items | Cantrips Known | Spell Slots per Spell Level |
---|
1 | +2 | Magical Tinkering, Spellcasting | - | - | 2 | - |
2 | +2 | Infuse Item | 4 | 2 | 2 | 1st: 2 |
3 | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 1st: 3 |
4 | +2 | Ability Score Improvement or a Feat | 4 | 2 | 2 | 1st: 3 |
5 | +3 | Artificer Specialist feature | 4 | 2 | 2 | 1st: 4, 2nd: 2 |
6 | +3 | Tool Expertise | 6 | 3 | 2 | 1st: 4, 2nd: 2 |
7 | +3 | Flash of Genius | 6 | 3 | 2 | 1st: 4, 2nd: 3 |
8 | +3 | Ability Score Improvement or a Feat | 6 | 3 | 2 | 1st: 4, 2nd: 3 |
9 | +4 | Artificer Specialist feature | 6 | 3 | 2 | 1st: 4, 2nd: 3, 3rd: 2 |
10 | +4 | Magic Item Adept | 8 | 4 | 3 | 1st: 4, 2nd: 3, 3rd: 2 |
11 | +4 | Spell-Storing Item | 8 | 4 | 3 | 1st: 4, 2nd: 3, 3rd: 3 |
12 | +4 | Ability Score Improvement or a Feat | 8 | 4 | 3 | 1st: 4, 2nd: 3, 3rd: 3 |
13 | +5 | - | 8 | 4 | 3 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 1 |
14 | +5 | Magic Item Savant | 10 | 5 | 4 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 1 |
15 | +5 | Artificer Specialist feature | 10 | 5 | 4 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 2 |
16 | +5 | Ability Score Improvement or a Feat | 10 | 5 | 4 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 2 |
17 | +6 | - | 10 | 5 | 4 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 1 |
18 | +6 | Magic Item Master | 12 | 6 | 4 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 1 |
19 | +6 | Ability Score Improvement or a Feat | 12 | 6 | 4 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2 |
20 | +6 | Soul of Artifice | 12 | 6 | 4 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2 |