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Artificer

The Unearthed Arcana 2025 document presents updates for the Artificer class in Dungeons & Dragons, including a new Cartographer subclass and additional magic options. It invites players to provide feedback through a survey on D&D Beyond, which will help refine the material before it becomes official. The document outlines core traits, features, and playtesting guidelines for the Artificer class, emphasizing the importance of player input in shaping future content.

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0% found this document useful (0 votes)
439 views5 pages

Artificer

The Unearthed Arcana 2025 document presents updates for the Artificer class in Dungeons & Dragons, including a new Cartographer subclass and additional magic options. It invites players to provide feedback through a survey on D&D Beyond, which will help refine the material before it becomes official. The document outlines core traits, features, and playtesting guidelines for the Artificer class, emphasizing the importance of player input in shaping future content.

Uploaded by

garnierjohann29
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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UNEARTHED ARCANA 2025

EBERRON UPDATES
This playtest document is part of a series of Feedback. The best way for you to give us feedback
Unearthed Arcana articles that present material on this material is in the survey we’ll release on D&D
designed for upcoming books. The material here Beyond. If we make this material official, it will be
uses the rules in the 2024 Player’s Handbook. refined based on your feedback, and then it will appear
in a D&D book.
LEARN MORE ON YOUTUBE Providing feedback on this document is one way you
To learn more about the design in this article, we invite can help shape the future of D&D!
you to view the videos about it on YouTube
(www.youtube.com/DNDWizards).
ARTIFICER
WHAT’S INSIDE A Magical Crafter and an Inventor of Wonders

Artificer. The Artificer class appears again, with Masters of invention, Artificers use ingenuity and
some updates since its last appearance in magic to unlock extraordinary capabilities in objects.
Unearthed Arcana. They see magic as a complex system waiting to be
New Subclass: Cartographer. A new subclass for decoded and then harnessed in their spells and
the Artificer, the Cartographer, provides new ways inventions. You can find everything you need to play
for the Artificer to demonstrate its ingenuity. one of these inventors in the next few sections.
Additional Magic Options. Updated versions of the
new spell and new magic items compatible with CORE ARTIFICER TRAITS
the Artificer are presented here. Primary Ability Intelligence
Dragonmarks. Also included are a collection of feats Hit Point Die D8 per Artificer level
that provide a new way to join the dragonmarked Saving Throw Constitution and Intelligence
houses of Eberron. These feats allow characters of Proficiencies
any species to take and improve their Skill Proficiencies Choose 2: Arcana, History,
dragonmarks. Backgrounds representing a Investigation, Medicine, Nature,
character’s connection will be included with these Perception, or Sleight of Hand
feats in a future book if they become official, but in Weapon Simple weapons
the meantime a character who takes the House Proficiencies
Agent background can choose a Dragonmarked Tool Proficiencies Thieves’ Tools, Tinker’s Tools,
feat, and any character can choose one of these and one type of Artisan’s Tools
feats when their class normally allows a feat of your choice
choice. Armor Training Light and Medium armor and
THIS IS PLAYTEST MATERIAL Shields
This article is presented for playtesting and feedback. Starting Choose A or B: (A) Studded
The options here are experimental and in draft form. Equipment Leather Armor, Dagger, Thieves’
They aren’t officially part of the game. Your feedback Tools, Tinker’s Tools,
will help determine whether we adopt it as official. Dungeoneer’s Pack, and 16 GP;
How to Playtest This UA. We invite you to try out or (B) 150 GP
this material in play. To play with this material, you
may either incorporate it into your campaign or run
BECOMING AN ARTIFICER …
one or more special playtest sessions. For such a
AS A LEVEL 1 CHARACTER
session, you may create an adventure of your own or
use a short adventure from a source like Quests from x Gain all the traits in the Core Artificer Traits table.
the Infinite Staircase. x Gain the Artificer’s level 1 features, which are
Power Level. The character options you read here listed in the Artificer Features table.
might be more or less powerful than options in the
2024 Player’s Handbook. If a design survives AS A MULTICLASS CHARACTER
playtesting, we adjust its power to the desirable level x Gain the following traits from the Core Artificer
before publication. This means an option could be Traits table: Hit Point Die, proficiency with
more or less powerful in its final form. Tinker’s Tools, proficiency in one skill of your

©2025 Wizards of the Coast LLC 1


ARTIFICER FEATURES
Proficiency Plans Magic Prepared —Spell Slots per Spell Level—
Level Bonus Class Features Known Items Cantrips Spells 1 2 3 4 5
1 +2 Spellcasting, Tinker’s Magic — — 2 2 2 — — — —
2 +2 Replicate Magic Item 4 2 2 3 2 — — — —
3 +2 Artificer Subclass 4 2 2 4 3 — — — —
4 +2 Ability Score Improvement 4 2 2 5 3 — — — —
5 +3 Subclass feature 4 2 2 6 4 2 — — —
6 +3 Magic Item Tinker 5 3 2 6 4 2 — — —
7 +3 Flash of Genius 5 3 2 7 4 3 — — —
8 +3 Ability Score Improvement 5 3 2 7 4 3 — — —
9 +4 Subclass feature 5 3 2 9 4 3 2 — —
10 +4 Magic Item Adept 6 4 3 9 4 3 2 — —
11 +4 Spell-Storing Item 6 4 3 10 4 3 3 — —
12 +4 Ability Score Improvement 6 4 3 10 4 3 3 — —
13 +5 — 6 4 3 11 4 3 3 1 —
14 +5 Magic Item Savant 7 5 4 11 4 3 3 1 —
15 +5 Subclass Feature 7 5 4 12 4 3 3 2 —
16 +5 Ability Score Improvement 7 5 4 12 4 3 3 2 —
17 +6 — 7 5 4 14 4 3 3 3 1
18 +6 Magic Item Master 8 6 4 14 4 3 3 3 1
19 +6 Epic Boon 8 6 4 15 4 3 3 3 2
20 +6 Soul of Artifice 8 6 4 15 4 3 3 3 2

choice from the Artificer’s skill list, and training x Soul of Artifice now lets you disintegrate any
with Light and Medium armor and Shields. number of items to increase the number of regained
x Gain the Artificer’s level 1 features, which are Hit Points and allows for more reliable usage of Flash
listed in the Artificer Features table. See the of Genius.
multiclassing rules in the Player’s Handbook to
determine your available spell slots, adding half LEVEL 1: SPELLCASTING
your Artificer levels (round up). You have learned how to channel magical energy
through objects. See the Player’s Handbook for the
ARTIFICER CLASS FEATURES rules on spellcasting. The information below details
how you use those rules with Artificer spells, which
As an Artificer, you gain the following class features appear in the Artificer spell list later in the class’s
when you reach the specified Artificer levels. These description.
features are listed on the Artificer Features table. Tools Required. You produce your Artificer spells
through tools. You can use Thieves’ Tools, Tinker’s
DESIGN NOTE: ARTIFICER UPDATES Tools, or another kind of Artisan’s Tools with which
Here are the main updates in this class since its last you have proficiency as a Spellcasting Focus, and you
appearance in Unearthed Arcana: must have one of those focuses in hand when you
cast an Artificer spell (meaning the spell has an “M”
x Tinker’s Magic (formerly Magical Tinkering) now component when you cast it).
gives the Mending cantrip, and items created with Cantrips. You know two Artificer cantrips of your
this feature last until you finish a Long Rest. choice. Acid Splash and Prestidigitation are
x Replicate Magic Item’s tables have been revised. recommended.
You can now use a Wand or Weapon created by this Whenever you finish a Long Rest, you can replace
feature as a Spellcasting Focus. one of your cantrips from this feature with another
x Magic Item Tinker has been expanded to allow you Artificer cantrip of your choice.
to recharge magic items by expending spell slots and When you reach Artificer levels 10 and 14, you
transform one magic item into a different item. learn another Artificer cantrip of your choice, as

©2025 Wizards of the Coast LLC 2


shown in the Cantrips column of the Artificer You can use this feature a number of times equal
Features table. to your Intelligence modifier (minimum of once),
Spell Slots. The Artificer Features table shows and you regain all expended uses when you finish a
how many spell slots you have to cast your level 1+ Long Rest.
spells. You regain all expended spell slots when you
finish a Long Rest. LEVEL 2: REPLICATE MAGIC ITEM
Prepared Spells of Level 1+. You prepare the list You have learned arcane plans that you use to make
of level 1+ spells that are available for you to cast magic items.
with this feature. To start, choose two level 1 Plans Known. When you gain this feature, choose
Artificer spells. Cure Wounds and Grease are four plans to learn from the Magic Item Plans
recommended. (Artificer Level 2+) table (see the Dungeon Master’s
The number of spells on your list increases as you Guide for the items’ descriptions). Bag of Holding,
gain Artificer levels, as shown in the Prepared Spells Cap of Water Breathing, Sending Stones, and Wand of
column of the Artificer Features table. Whenever the War Mage +1 are recommended. Whenever you
that number increases, choose additional Artificer gain an Artificer level, you can replace one of the
spells until the number of spells on your list matches plans you know with a new plan for which you
the number on the table. The chosen spells must be qualify.
of a level for which you have spell slots. For example, You learn another plan of your choice when you
if you’re a level 5 Artificer, your list of prepared reach certain Artificer levels, as shown in the Plans
spells can include six Artificer spells of levels 1 and 2 Known column of the Artificer Features table. When
in any combination. you choose a plan to learn, you choose it from any
If another Artificer feature gives you spells that Magic Item Plans table for which you qualify; your
you always have prepared, those don’t count against qualification is based on your Artificer level.
the number of spells you can prepare with this Creating an Item. When you finish a Long Rest,
feature, but those spells otherwise count as Artificer you can create one or two different magic items if
spells for you. you have Tinker’s Tools in hand. Each item is based
Changing Your Prepared Spells. Whenever you on one of the plans you know for this feature.
finish a Long Rest, you can change your list of If a created item requires Attunement, you can
prepared spells, replacing any of the spells there attune yourself to it the instant you create it. If you
with other Artificer spells for which you have spell decide to attune to the item later, you must do so
slots. using the normal process for Attunement.
Spellcasting Ability. Intelligence is your When you reach certain Artificer levels specified
spellcasting ability for your Artificer spells. in the Magic Items column of the Artificer Features
table, the number of magic items you can create at
LEVEL 1: TINKER’S MAGIC the end of a Long Rest increases. Each item you
You know the Mending cantrip. create must be based on a different plan you know.
As a Magic action while holding Tinker’s Tools, If you try to exceed your maximum number of
you can create one item in an unoccupied space magic items for this feature, the oldest item
within 5 feet of yourself, choosing the item from the vanishes, and then the new item appears.
following list: Duration. A magic item created by this feature
functions as the normal magic item, except its magic
Ball Bearings Net isn’t permanent. When you die, the magic item
Basket Oil vanishes after 1d4 days. If you replace a plan you
Bedroll Paper know with a new plan, any magic item created with
Bell Parchment the replaced plan immediately vanishes.
Blanket Pole If an item that you created with this feature is a
Block and Tackle Pouch container, such as a Bag of Holding, and it vanishes,
Bucket Rope its contents harmlessly appear in and around its
Caltrops Sack space.
Candle Shovel Spellcasting Focus. You can use any Wand or
Crowbar String Weapon created by this feature as a Spellcasting
Flask Tinderbox Focus in lieu of using a set of Artisan’s Tools.
Jug Torch
Lamp Vial MAGIC ITEM PLANS (ARTIFICER LEVEL 2+)
Magic Item Plan Attunement
See the rules for the item in the Player’s Handbook. Alchemy Jug No
The item lasts until you finish a Long Rest, at which Bag of Holding No
point it vanishes. Cap of Water Breathing No

©2025 Wizards of the Coast LLC 3


Common magic item that isn’t a Varies Uncommon Wondrous Item that isn’t Varies
Potion, a Scroll, or cursed (you can cursed (you can learn this option
learn this option multiple times and multiple times and must select a
must select a different item each different item each time; each item
time; each item selected counts as a selected counts as a different plan)
different plan) Wand of the War Mage +2 Yes
Goggles of Night No Weapon +2 No
Manifold Tool (appears in this UA) Yes Wraps of Unarmed Power +2 No
Repeating Shot (appears in this UA) Yes
Returning Weapon (appears in this No MAGIC ITEM PLANS (ARTIFICER LEVEL 14+)
UA) Magic Item Plan Attunement
Rope of Climbing No Armor +2 No
Sending Stones No Arrow-Catching Shield Yes
Shield +1 No Flame Tongue Yes
Wand of Magic Detection No Rare Wondrous Item that isn’t Varies
Wand of Secrets No cursed (you can learn this option
Wand of the War Mage +1 Yes multiple times and must select a
Weapon +1 No different item each time; each item
Wraps of Unarmed Power +1 No selected counts as a different plan)
Ring of Free Action Yes
MAGIC ITEM PLANS (ARTIFICER LEVEL 6+) Ring of Protection Yes
Magic Item Plan Attunement Ring of the Ram Yes
Armor +1 No
Boots of Elvenkind No LEVEL 3: ARTIFICER SUBCLASS
Boots of the Winding Path (appears Yes You gain an Artificer subclass of your choice. The
in this UA) Cartographer subclass is detailed after this class’s
Cloak of Elvenkind Yes description. A subclass is a specialization that grants
Cloak of the Manta Ray No you features at certain Artificer levels. For the rest of
Eyes of Charming Yes your career, you gain each of your subclass’s
Eyes of Minute Seeing No features that are of your Artificer level or lower.
Gloves of Thievery No
Lantern of Revealing No LEVEL 4: ABILITY SCORE IMPROVEMENT
Mind Sharpener (appears in this UA) Yes You gain the Ability Score Improvement feat or
Necklace of Adaptation Yes another feat of your choice for which you qualify.
Pipes of Haunting No You gain this feature again at Artificer levels 8, 12,
Radiant Weapon (appears in this UA) Yes and 16.
Repulsion Shield (appears in this UA) No
Ring of Swimming No LEVEL 6: MAGIC ITEM TINKER
Ring of Water Walking No Your Replicate Magic Item feature gains the
Sentinel Shield No following options.
Spell-Refueling Ring (appears in this Yes Charge Magic Item. As a Bonus Action, you can
UA) touch a magic item within 5 feet of yourself that you
Wand of Magic Missiles No created with Replicate Magic Item and uses charges.
Wand of Web Yes You recharge the item and expend a level 1+ spell
Weapon of Warning Yes slot. The number of charges an item regains is equal
to the level of spell slot expended.
MAGIC ITEM PLANS (ARTIFICER LEVEL 10+) Drain Magic Item. As a Bonus Action, you can
Magic Item Plan Attunement touch a magic item within 5 feet of yourself that you
Armor of Resistance Yes created with Replicate Magic Item and cause the
Dagger of Venom No item to vanish, converting its magical energy into a
Elven Chain No spell slot. The slot is level 1 if the item is Common or
Ring of Feather Falling Yes level 2 if the item is Uncommon or Rare. Once you
Ring of Jumping Yes use this feature, you can’t do so again until you finish
Ring of Mind Shielding Yes a Long Rest. Any spell slot you create with this
Shield +2 No feature vanishes when you finish a Long Rest.

©2025 Wizards of the Coast LLC 4


Transmute Magic Item. As a Magic action, you LEVEL 20: SOUL OF ARTIFICE
can touch one magic item within 5 feet of yourself
You have developed a mystical connection to your
that you created with Replicate Magic Item and
magic items, which you can draw on for aid. You gain
transform it into a different magic item. The
the following benefits.
resulting item must be based on a magic item plan
Cheat Death. If you’re reduced to 0 Hit Points but
you know. Once you use this feature, you can’t do so
not killed outright, you can disintegrate any number
again until you finish a Long Rest.
of Uncommon or Rare magic items created by your
Replicate Magic Item feature. If you do so, you
LEVEL 7: FLASH OF GENIUS instead drop to a number of Hit Points equal to 20
When you or a creature you can see within 30 feet of times the number of magic items disintegrated.
you fails an ability check or a saving throw, you can Magical Guidance. Whenever you use your Flash
take a Reaction to add a bonus to the roll, potentially of Genius and the affected ability check or saving
causing it to succeed. The bonus equals your throw still fails, that use of Flash of Genius isn’t
Intelligence modifier. expended if you have Attunment to at least one
You can take this Reaction a number of times magic item.
equal to your Intelligence modifier (minimum of
once). You regain all expended uses when you finish
a Long Rest.
ARTIFICER SPELL LIST
This section presents the Artificer spell list. The
LEVEL 10: MAGIC ITEM ADEPT spells are organized by spell level and then
You can now attune to up to four magic items at alphabetized, and each spell’s school of magic is
once rather than three. listed. In the Special column, C means the spell
requires Concentration, R means it’s a Ritual, and M
LEVEL 11: SPELL-STORING ITEM means it requires a specific Material component.
Whenever you finish a Long Rest, you can touch one CANTRIPS (LEVEL 0 ARTIFICER SPELLS)
Simple or Martial weapon or one item that you can
Spell School Special
use as a Spellcasting Focus, and you store a spell in
Acid Splash Evocation —
it, choosing a level 1, 2, or 3 Artificer spell that has a
Dancing Lights Illusion C
casting time of an action and doesn’t require a
Elementalism Transmutation —
Material component that is consumed by the spell
(you needn’t have the spell prepared). Fire Bolt Evocation —
While holding the object, a creature can take a Guidance Divination C
Magic action to produce the spell’s effect from it, Light Evocation —
using your spellcasting ability modifier. If the spell Mage Hand Conjuration —
requires Concentration, the creature must Message Transmutation —
concentrate. Once a creature has used the object to Poison Spray Necromancy —
produce the spell’s effect, the object can’t be used Prestidigitation Transmutation —
this way again until the start of the creature’s next Ray of Frost Evocation —
turn. Resistance Abjuration C
The spell stays in the object until it’s been used a Shocking Grasp Evocation —
number of times equal to twice your Intelligence Spare the Dying Necromancy —
modifier (minimum of twice) or until you use this Thorn Whip Transmutation —
feature again to store a spell in an object. Thunderclap Evocation —
True Strike Divination M
LEVEL 14: MAGIC ITEM SAVANT
LEVEL 1 ARTIFICER SPELLS
You can now attune to up to five magic items at once
Spell School Special
rather than three.
Alarm Abjuration R
Cure Wounds Abjuration —
LEVEL 18: MAGIC ITEM MASTER
Detect Magic Divination C, R
You can now attune to up to six magic items at once Disguise Self Illusion —
rather than three. Expeditious Retreat Transmutation C
Faerie Fire Evocation C
LEVEL 19: EPIC BOON False Life Necromancy —
You gain an Epic Boon feat or another feat of your Feather Fall Transmutation —
choice for which you qualify. Boon of Energy Grease Conjuration —
Resistance is recommended. Identify Divination R, M

©2025 Wizards of the Coast LLC 5

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