Two Simple Weapons
Light Crossbow
20 Bolts
Studded Leather Armor or Scale Mail Armor
Tinker's Tools
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.
| Class Level | Prof. Bonus | Infusions Known | Infused Items | Cantrips | Level 1 Slots | Level 2 Slots | Level 3 Slots | Level 4 Slots | Level 5 Slots |
|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | - | - | 2 | 2 | - | - | - | - |
| 2 | +2 | 4 | 2 | 2 | 2 | - | - | - | - |
| 3 | +2 | 4 | 2 | 2 | 3 | - | - | - | - |
| 4 | +2 | 4 | 2 | 2 | 3 | - | - | - | - |
| 5 | +3 | 4 | 2 | 2 | 4 | 2 | - | - | - |
| 6 | +3 | 6 | 3 | 2 | 4 | 2 | - | - | - |
| 7 | +3 | 6 | 3 | 2 | 4 | 3 | - | - | - |
| 8 | +3 | 6 | 3 | 2 | 4 | 3 | - | - | - |
| 9 | +4 | 6 | 3 | 2 | 4 | 3 | 2 | - | - |
| 10 | +4 | 8 | 4 | 3 | 4 | 3 | 2 | - | - |
| 11 | +4 | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
| 12 | +4 | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
| 13 | +5 | 8 | 4 | 3 | 4 | 3 | 3 | 1 | - |
| 14 | +5 | 10 | 5 | 4 | 4 | 3 | 3 | 1 | - |
| 15 | +5 | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 16 | +5 | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 17 | +6 | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
Amount of Spells Prepared: Intelligence modifier + half your artificer level
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.
Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As an Artificer, you are a Non Martial, however, if your Specialisation grants you the Extra Attack feature, then the moment you select your Subclass, you will count as a Half Martial. Which means that from that moment forward, you have a Martial Level equal to half your level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the place designed for it.
Magical Tinkering.
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 odour 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.
Infuse Item.
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, choosing from the Artificer Infusion list further down this page. 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.
When 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 only works only on certain kinds of objects, as specified in the infusions 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.
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. 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.
The Right Tool for the Job.
You've learned 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.
Artificing Specialisation.
Choose the type of Artificing Specialisation you poses, each of which is detailed at the end of the class's description.
Ability Score Improvement.
When you reach 4th 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 choose to take a Feat instead.
Artificer Specialisation Feature.
You gain a feature granted by your Artificing Specialisation choice, which you can find in the appropriate page.
Tool Expertise.
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius.
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.
Ability Score Improvement.
When you reach 8th 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 choose to take a Feat instead.
Artificer Specialisation Feature.
You gain a feature granted by your Artificing Specialisation choice, which you can find in the appropriate page.
Magic Item Adept.
You've achieved a profound understanding of how to use and make magic items, giving you the following features.
-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.
You can now store a spell in an object. Whenever you finish a long rest, you can touch one Nonmagical Object that weighs 20 pounds or less, and you store a spell in it, choosing a 1st or 2nd level spell from the Artificer Spell List that requires one Action to cast.
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 hold said Concentration. 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.
Ability Score Improvement.
When you reach 12th 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 choose to take a Feat instead.
Magic Item Savant.
Your skill with magic items deepens, giving you the following features.
-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.
Artificer Specialisation Feature.
You gain a feature granted by your Artificing Specialisation choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 16th 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 choose to take a Feat instead.
Magic Item Master.
You can now attune to up to six magic items at once.
Ability Score Improvement.
When you reach 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 choose to take a Feat instead.
Soul of Artifice.
You have developed 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 outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Armor of Magical Strength.
Prerequisite: A suit of armor (requires attunement)
This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
-When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
-If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
Enhanced Arcane Focus.
Prerequisite: 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 Defence.
Prerequisite: 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.
Prerequisite: 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.
Homunculus Servant.
Prerequisite: A gem or crystal worth at least 100 gp
You learn intricate methods 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's 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, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Mind Sharpener.
Prerequisite: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Repeating Shot.
Prerequisite: 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 the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Returning Weapon.
Prerequisite: 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.
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 magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, 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 its making.
| Magic Item | Requires Attunement |
|---|---|
| Alchemy Jug | No |
| Bag of Holding | No |
| Bailing Twine | No |
| Billowing Sailcloth | No |
| Braziers of Misty Forms | No |
| Cap of Water Breathing | No |
| Captain's Lantern | No |
| Fog Horn | No |
| Goggles of Night | No |
| Lurelight | No |
| Rope of Climbing | No |
| Sea Walker's Helm | No |
| Sending Stones | No |
| Shape of Water | Yes |
| Wand of Magic Detection | No |
| Wand of Phase Change | No |
| Wand of Secrets | No |
| War Rigging | No |
Boots of the Winding Path.
Prerequisite: 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.
Radiant Weapon.
Prerequisite: 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 an 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: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield.
The shield has 4 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: 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-Refuelling Ring.
Prerequisite: A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
Sundertide Weapon.
Prerequisite: A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Attacks with this weapon are not made at disadvantage due to being underwater.
The weapon has 4 charges. While underwater, the wielder can expend 1 charge to cause the next attack to release a wave of rippling force through the water. The wave is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add the weapon's normal modifier to its attack and damage rolls. In addition to the attack's normal effects, it deals an additional 1d8 cold damage. The weapon regains 1d4 expended charges daily at dawn.
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 magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, 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 its making.
| Magic Item | Requires Attunement |
|---|---|
| Boots of Elvenkind | No |
| Brine-Burst Blade | No |
| Cloak of Elvenkind | Yes |
| Cloak of the Manta Ray | No |
| Crab Claw Gauntlets | No |
| Eyes of Charming | Yes |
| Figgly's Wand of Squids | No |
| Gloves of Thievery | No |
| Hydromancer's Trident | No |
| Knave's Cutlass | No |
| Krend's Fishing Rod | Yes |
| Lantern of Revealing | No |
| Lifeline | No |
| Pipes of Haunting | Yes |
| Ring of Water Walking | No |
| Shield of Surfing | No |
| Sticky Shield | No |
| Vitreous Tear | Yes |
Helm of Awareness.
Prerequisites: 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.
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 magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, 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 its making.
| Magic Item | Requires Attunement |
|---|---|
| Boots of Striding and Springing | Yes |
| Boots of the Winterlands | Yes |
| Bracers of Archery | Yes |
| Brooch of Shielding | Yes |
| Brooch of Shielding | Yes |
| Cephalian Bands | Yes |
| Cloak of Protection | Yes |
| Eyes of the Eagle | Yes |
| Flow Gauntlets | 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 Thoughts | Yes |
| Necklace of Adaptation | Yes |
| Periapt of Wound Closure | Yes |
| Pipes of the Sewers | Yes |
| Quiver of Ehlonna | No |
| Rayleigh's Raincoat | No |
| Ring of Jumping | Yes |
| Ring of Mind Shielding | Yes |
| Slippers of Spider Climbing | Yes |
| Ventilating Lungs | Yes |
| Winged Boots | Yes |
Arcane Propulsion Armor.
Prerequisites: A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
-The wearer's walking speed increases by 5 feet.
-The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
-The armor can't be removed against the wearer's will.
-If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
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 magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, 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 its making.
| Magic Item | Requires Attunement |
|---|---|
| Amulet of Health | Yes |
| Arcane Propulsion Arm | Yes |
| Belt of Hill Giant Strength | Yes |
| Blade of Parting Water | Yes |
| Boots of Levitation | Yes |
| Boots of Speed | Yes |
| Bracers of Defence | Yes |
| Cloak of the Bat | Yes |
| Dimensional Shackles | No |
| Gem of Seeing | Yes |
| Grail of Restoration | No |
| Horn of Blasting | No |
| Mariner's Cowl | Yes |
| Rime-Wrought Bow | Yes |
| Ring of Free Action | Yes |
| Ring of Protection | Yes |
| Ring of the Ram | Yes |
| Spellguard Staff | Yes |
| Tranquil Anchor | Yes |
Alchemist
Armorer
Artillerist
Augmenteer
Aviator
Battle Smith
Brutewright
Chirurgeon
Defiler
Grenadier
Pilot