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Artificer - DND 5th Edition

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0% found this document useful (0 votes)
506 views1 page

Artificer - DND 5th Edition

Uploaded by

William Young
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Masters of invention, artificers use ingenuity and magic


to unlock extraordinary capabilities in objects. They see
magic as a complex system waiting to be decoded and
then harnessed in their spells and inventions. You can
find everything you need to play one of these inventors in
the next few sections.

Artificers use a variety of tools to channel their arcane


power. To cast a spell, an artificer might use alchemist's
supplies to create a potent elixir, calligrapher's supplies
to inscribe a sigil of power, or tinker's tools to craft a
temporary charm. The magic of artificers is tied to their
tools and their talents, and few other characters can
produce the right tool for a job as well as an artificer.

You must have an Intelligence score of 13 or higher in order


to multiclass in or out of this class.

The Artificer Spell Slots per Spell Level

Level Proficiency Features Infusions Infused Cantrips 1st 2nd 3rd 4th 5th
Bonus Known Items Known

1st +2 Magical - - 2 2 - - - -
Tinkering,
Spellcasting

2nd +2 Infuse Item 4 2 2 2 - - - -

3rd +2 Artificer 4 2 2 3 - - - -
Specialist,
The Right
Tool for the
Job

4th +2 Ability Score 4 2 2 3 - - - -


Improvement

5th +3 Artificer 4 2 2 4 2 - - -
Specialist
feature

6th +3 Tool 6 3 2 4 2 - - -
Expertise

7th +3 Flash of 6 3 2 4 3 - - -
Genius

8th +3 Ability Score 6 3 2 4 3 - - -


Improvement

9th +4 Artificer 6 3 2 4 3 2 - -
Specialist
feature

10th +4 Magic Item 8 4 3 4 3 2 - -


Adept

11th +4 Spell-Storing 8 4 3 4 3 3 - -
Item

12th +4 Ability Score 8 4 3 4 3 3 - -


Improvement

13th +5 - 8 4 3 4 3 3 1 -

14th +5 Magic Item 10 5 4 4 3 3 1 -


Savant

15th +5 Artificer 10 5 4 4 3 3 2 -
Specialist
feature

16th +5 Ability Score 10 5 4 4 3 3 2 -


Improvement

17th +6 - 10 5 4 4 3 3 3 1

18th +6 Magic Item 12 6 4 4 3 3 3 1


Master

19th +6 Ability Score 12 6 4 4 3 3 3 2


Improvement

20th +6 Soul of 12 6 4 4 3 3 3 2
Artifice

Class Features
As an artificer, you gain the following class features.

Hit Points
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

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
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

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

Alternatively, you may start with 5d4x10 starting gold

Optional Rule: Firearm Proficiency


The secrets of gunpowder weapons have been discovered in
various corners of the D&D multiverse. If your Dungeon
Master uses the rules on firearms in the Dungeon Master's
Guide and your artificer has been exposed to the operation
of such weapons, your artificer is proficient with them.

Magical Tinkering
At 1st level, you've learned 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.

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 the equipment chapter
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 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 lst-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 an artificer spell as a ritual if that spell has the
ritual tag and you have the spell prepared.

Infuse Item
At 2nd level, 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. 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. If you decide to attune to the
item later, you must do so using the normal process for
attunement (see the attunement rules in the Dungeon
Master's Guide).

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
At 3rd level, you choose the type of specialist you are. Your
choice grants you features at 5th level and again at 9th and
15th level.

Specialty Source

Alchemist Tasha's Cauldron of Everything


Eberron: Rising from the Last War

Armorer Tasha's Cauldron of Everything

Artillerist Tasha's Cauldron of Everything


Eberron: Rising from the Last War

Battle Smith Tasha's Cauldron of Everything


Eberron: Rising from the Last War

Archived Unearthed Arcana

Archivist Unearthed Arcana 58 - Artificer

Armorer Unearthed Arcana 69 - Subclasses, Part 3

The Right Tool for the Job


At 3rd level, you've learned how to produce exactly 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, 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
At 6th level, your proficiency bonus is now doubled for any
ability check you make that uses your proficiency with a tool.

Flash of Genius
At 7th level, 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


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 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


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.

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