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Artificer


Hit Points

Hit Dice: d8 per Artificer level
Hit Points at first Level: 8 + Con modifier
Hit Points at Higher Levels: 1d8 +Con modifier

Proficiences

Armor: Light, Medium armor & Shields
Weapons: Simple Weapons, [Optional: Firearms]
Tools: Thieves' tool, Tinker's tool, one type of Artisan's tool
Saving Throws: Constitutions and Inteligence
Skills: Choose two from Arcana, History, Investigation,

Class Features

The Artificer


Level Proficiency
Bonus
Features Infusions
Known
Infused
Items
Cantrips
Known
1st 2nd 3rd 4th 5th
1 +2 Magical tinkering,
Spellcasting
- - 2 2 - - - -
2 +2 Infuse Item 4 2 2 2 - - - -
3 +2 Artificer Specialist,
The right tool for the job
4 2 2 3 - - - -
4 +2 Ability score improvement 4 2 2 3 - - - -
5 +3 Artificer Specialist 4 2 2 4 2 - - -
6 +3 Tool Expertise 6 3 2 4 2 - - -
7 +3 Flash of Genius 6 3 2 4 3 - - -
8 +3 Ability score improvement 6 3 2 4 3 - - -
9 +4 Artificer Specialist 6 3 2 4 3 2 - -
10 +4 Magic Item Adept 8 4 3 4 3 2 - -
11 +4 Spell-Storing Item 8 4 3 4 3 3 - -
12 +4 Ability score improvement 8 4 3 4 3 3 - -
13 +5 - 8 4 3 4 3 3 1 -
14 +5 Magic item Savant 10 5 4 4 3 3 1 -
15 +5 Artificer Specialist 10 5 4 4 3 3 2 -
16 +5 Ability score improvement 10 5 4 4 3 3 2 -
17 +6 - 10 5 4 4 3 3 3 1
18 +6 Magic item Master 12 6 4 4 3 3 3 1
19 +6 Ability score improvement 12 6 4 4 3 3 3 2
20 +6 Soul of Artifice 12 6 4 4 3 3 3 2
Magical tinkering.
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have a type or artisan tool's in hand. You then have 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 5ft radius and dim light for an additional 5ft.
  • 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 onto the object, and the recording can be no more than 6 seconds long.
  • The objects continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10ft away.
  • A static visual effect appears on one of the objects surfaces. This effect can be a pictures, up to 25 words text, lines and shapes or a mixture of these elements, as you like.
  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 effective prototype of permanent item.

Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusion" sections 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 infusion, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the infusion 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 Infusions 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 once). 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 item column of the artificer table. You must touch each of these object, and each of your infusions can be on at one 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 one take it's place.   Artificer Specialist.
At 3rd level, you choose the type of artificer you are: Alchemist, Artillerist, Armorer, or Battle Smith. Your Choice grants you features at 5th, 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 tool in hand, you can magically create one set of artisan's tools in an unoccupied space within 5ft of you. This creation requires 1 hour of unoccupied work, which can coincide with a short or long rest. though a product of magic, the tools are nonmagical, and they vanished when you use this feature again.   Ability Score Improvement.
When you reach 4th, 8th, 12th, 16th & 19th level, you can increase one ability score increase your choice by 2 or you can increase two ability score by 1. As normal you can't increase an ability score above 20 using this feature.   Tool Expertise.
Starting at 6th level, Your proficiency bonus is doubled for any ability checks you make that uses your proficiency with a tool.   Flash of Genius.
Starting at 7th level, you gain the ability to come up with solution under pressure. When you or another creature you can see within 30ft makes an ability check or saving throw, you can use your reaction to add your intelligence modifier to the roll.
You can use the is feature a number of times equal to you 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 on how to use and make magic items:
  • you can attune 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 time and 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 can be used as a spell casting focus, and you store a spell in it, choosing from a 1st or 2nd level spell from the artificer spell list that requires on action to cast (you needn't have this spell prepared).
While holding the object, a creature can take an action to produce the spells magical effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell 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.   Magic Item Savant.
At 14th level, your skill with magic items deepens more:
  • You can attune 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 can develop a mystical connection to your magic items, which you can draw on for protection:
  • You gain a +1 to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit 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 infusion, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what other need weeks to complete.
The description of each of the following infusions details the type of item that can receive it, along with whether 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 an infusion more than once.   Boots of winding path.
Prerequisite: 6th level artificer
Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15ft 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.   Enhanced Arcane Focus.
Item: a rod, staff or wand (requires attunement)
While holding this item, a creature gains a +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 shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to a +2 when you reach 10th level in this class.   Homunculus Servant.
Prerequisite: 6th-level artificer
Item: A gen worth at least 100gp or a dragon shard
You learn intricate methods for magically creating a special homunculus that servers you. The item you infuse servers as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. Some artificer 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 statblock in the Homunculus Servant stat block.
In combat, the homunculus servant shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on it's turn is the Dodge action, unless you use take a bonus action on your turn 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 it cast on it. if it dies, it vanishes, leaving it's heart in its space.   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 fir 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 attackers 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.   Repeating Shot.
Item: a simple or martial weapon with the ammunition property (requires attunement)
This 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 you load no ammunition in the weapon, it produces it's own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.   Replicate magic Item.
Using this infusion you can 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 Replicate Item table below. A table's title tells you the level you must be in the class to choose an item from the table.
In the table 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 it's making.
If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick that a magic Item you can replicate with this infusion.   Replicated magic Item 11 + 10 + 13 + 9 + 14 = 57
Magic Item - 2nd level Attunement
Alchemy Jug No
Armblade* Yes
Bag of holding No
Cap of water breathing No
Goggles of night No
Prosthetic limb* Yes
Rope of climbing No
sending stones No
Wand of magic detection No
Wand of secrets No
Magic Item - 6th level Attunement
Boots of elvenkind No
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking No
Wand sheath* Yes
Magic Item - 10th level Attunement
Boots of striding and sprinting Yes
Boots of the winterlands Yes
Bracers of archery Yes
Brooch of shielding Yes
Cloak of protection Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Hat of disguise Yes
headband of intellect Yes
Helm of telepathy Yes
Medallion of thought Yes
Periapt of wound close Yes
Pipes of sewer close Yes
Quiver of Elhonna No
Ring of jumping Yes
Ring of mind shielding Yes
Slippers of spider climb Yes
Ventilating lung* Yes
Winged boots Yes
Magic Item - 14th level Attunement
Amulet of health Yes
Arcane propulsion arm Yes
Belt of hill giant strength Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the hat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting Yes
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes
Items with an asterisks are found in Chapter 5 of Eberron Rising from the last war source book.    
 


Starting Equipment

  • Any two simple weapons of your choice
  • A light crossbow & 20 bolts
  • You choice of studded leather armor or scale mail
  • Thieves' tool and a dungeoneer pack

 


Spellcasting

Tools Required
You produce your artificer spells effects through your tools. You must have you have a spellcasting focus - specifically thieves' tool or some kind of artisan tools - in hand when you cast any spells 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 the description of these tool's.
After you gain the infuse Item feature at 2nd level, you can also use any item bearing one of your infusion 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 of you choice, as shown in the Cantrips Know 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 you artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the lever 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 spells 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 spells 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 spell 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 you list prepared spell when you finish a long rest. Preparing a new list of artificer spells require 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 throws DC for an artificer spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence bonus
  • Spell attack modifier = you proficiency bonus + you Intelligence modifier
  Ritual casting
You can cast an artificer as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell list
Here's the list of spell you consult when you learn an artificer spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name.


Subclass Options

Alchemist

  Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist supplies. If you already have this proficiency, you gain proficiency with one type of artisan supplies or your choice.   Alchemist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.
Alchemist spells

Artificer level Spells
3rd Healing word, Ray of sickness
5th Flaming sphere, Melf's acid arrow
9th Gaseous form, Mass healing word
13th Blight, Death ward
15th Cloudkill, Raise dead
Experimental Elixir
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll of the Experimental Elixir table for the elixir effect, which is triggered when someone drinks the elixir. As a bonus action, a creature can drink the elixir or, as an action, administer it to an incapacitated creature.
Creating an Experimental Elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain level in this class, you can male more elixir at the end of a long rest: two at 6th level & three at 15th level. Roll of each elixir "s effect separately. Each elixir requires it's own flask.
You can create additional Experimental Elixir by expending a spell slot of 1st level or higher for each one. When you do so you use an action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4+ you Intelligence modifier
2 Swiftness. The drinker's walking speed increases by 10ft for 1 hour
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes
4 Boldness. The drinker can roll a d4 and add the number to rolled to every attack roll and saving throw they make for the next minute.
5 Flight. the drinker gains a flying speed of 10 feet for the next 10 minutes
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effect of which last for 10 minutes.
Alchemical Savant
At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. that roll must restore hit points or be damage roll that deals acid, fire, necrotic or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).   Restorative Reagents
Starting at 9th level, you can incorporate restorative reagents into some of your works.
  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit point equal to 2d6 + your intelligence modifier (minimum of 1 temporary hit points)
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Chemical Mastery
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and Heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemical supplies as the spellcasting focus. Once you can either spell with this feature, you can't cast that spell again until you finish a long rest.
 

Artillerist

An artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. Their destructive power is valued by all the armies around the continent.   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.
Artillerist spells
Artificer Level Spells
3rd Shield, Thunderwave
5th Scorching ray, shatter
9th Fireball, Wind wall
13th Ice storm, Wall of fire
15th 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 tool, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5ft or you. A small cannon occupies it's 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 point equal to five times your artificer level. It is immune to poison damage, psychic damage and all condition. If it is forced to make an ability check or a saving throw, treat all its 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 point 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 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 it to activate if you are within 60ft of it. As part of the same bonus action, you can direct the cannon to walk or climb up 15ft to an unoccupied space, provided it has legs.   Eldritch cannons
Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15ft cone that you designate. Each creature in that area must make a dexterity saving throw against your spell DC, taking 2d8 fire damage on a failed save of half as much on a successful one. The fire ignites any flammable object 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 120ft of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5ft away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10ft of it a number of temporary hit points equal to 1d8 + Intelligence modifier (minimum of +1)
         
 


Created by

Kris Grimm.

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