{"name":"Artificer ","overview":"","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","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"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","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li]any two simple weapons of your choice[\/li]\r\n[li]a light crossbow and 20 bolts[\/li]\r\n[li]your choice of studded leather armor or scale mail[\/li]\r\n[li]thieves\u2019 tools and a dungeoneer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"You\u2019ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don\u2019t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.\r\n\r\n[h2]Tools Required[\/h2]\r\nYou produce your artificer spell effects through your tools. You must have a spellcasting focus\u2014specifically thieves\u2019 tools or some kind of artisan\u2019s tool\u2014in hand when you cast any spell with this Spellcasting feature (meaning the spell has an \u2018M\u2019 component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, \u201cEquipment,\u201d in the Player\u2019s Handbook for descriptions of these tools.\r\n\r\nAfter you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.\r\n\r\n[h2]Cantrips (0-Level Spells)[\/h2]\r\nAt 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.\r\n\r\nWhen 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.\r\n\r\n[h2]Preparing and Casting Spells[\/h2]\r\nThe 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\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou 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.\r\n\r\nFor 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\u2019t remove it from your list of prepared spells.\r\n\r\nYou 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.\r\n[quote]\r\n[h3]The Magic Of Artifice[\/h3]\r\nAs an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you\u2019re using a tool to perform the spell effect. If you cast cure wounds using alchemist\u2019s supplies, you could be quickly producing a salve. If you cast it using tinker\u2019s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.\r\n\r\nThe same principle applies when you prepare your spells. As an artificer, you don\u2019t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you\u2019ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal\u2014perhaps modifying a tool so that it channels heat instead of healing energy.\r\n\r\nSuch details don\u2019t limit you in any way or provide you with any benefit beyond the spell\u2019s effects. You don\u2019t have to justify how you\u2019re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.[\/quote]\r\n[h2]Spellcasting Ability[\/h2]\r\nIntelligence 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.\r\n\r\n[center][b]Spell save DC [\/b]= 8 + your proficiency bonus + your Intelligence modifier[\/center][center][b]Spell attack modifier[\/b] = your proficiency bonus + your Intelligence modifier[\/center][h2]Ritual Casting[\/h2]\r\nYou can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.","class_features":"[h1]Magical Tinkering[\/h1]\r\nAt 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves\u2019 tools or artisan\u2019s 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:\r\n[ul]\r\n[li]The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]A static visual effect appears on one of the object\u2019s 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.[\/li]\r\n[\/ul]\r\nThe chosen property lasts indefinitely. As an action, you can touch the object and end the property early.\r\n\r\nYou 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.\r\n[h1]Infuse Item[\/h1]\r\nAt 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.\r\n[h4]Infusions Known[\/h4]\r\nWhen you gain this feature, pick four artificer infusions to learn, choosing from the \u201c[b]@[Artificer Infusions](article:c6b8b82e-4eec-47a8-9587-12f4e211a276)[\/b]\u201d article. 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.\r\n\r\nWhenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.\r\n[h4]Infusing an Item[\/h4]\r\nWhenever you finish a long rest, you can touch a non-magical 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\u2019s 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 \u201cAttunement\u201d in chapter 7 of the Dungeon Master\u2019s Guide).\r\n\r\nYour 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.\r\n\r\nYou 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.\r\n\r\nIf an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.\r\n[h1]Artificer Specialist[\/h1]\r\nArtificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.\r\n[h1]The Right Tool for the Job[\/h1]\r\nAt 3rd level, you learn how to produce exactly the tool you need: with thieves\u2019 tools or artisan\u2019s tools, you can magically create one set of artisan\u2019s 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.\r\n[h1]Ability Score Improvement[\/h1]\r\nWhen you reach 4th, 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\u2019t increase an ability score above 20 using this feature.\r\n[h1]Tool Expertise[\/h1]\r\nStarting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\r\n[h1]Flash of Genius[\/h1]\r\nStarting 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.\r\n\r\nYou 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.\r\n[h1]Magic Item Adept[\/h1]\r\nWhen you reach 10th level, you achieve a profound understanding of how to use and make magic items:\r\n[ul]\r\n[li]You can attune to up to four magic items at once.[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\n[h1]Spell-Storing Item[\/h1]\r\nAt 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 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\u2019t have it prepared).\r\n\r\nWhile holding the object, a creature can take an action to produce the spell\u2019s 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\u2019s 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.\r\n[h1]Magic Item Savant[\/h1]\r\nAt 14th level, your skill with magic items deepens more:\r\n[ul]\r\n[li]You can attune to up to five magic items at once.[\/li]\r\n[li]You ignore all class, race, spell, and level requirements on attuning to or using a magic item.[\/li]\r\n[\/ul]\r\n[h1]Magic Item Master[\/h1]\r\nStarting at 18th level, you can attune to up to six magic items at once.\r\n[h1]Soul of Artifice[\/h1]\r\nAt 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:\r\n[ul]\r\n[li]You gain a +1 bonus to all saving throws per magic item you are currently attuned to.[\/li]\r\n[li]If you\u2019re 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.[\/li]\r\n[\/ul]\r\n","subclass_options":"Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.\r\n\r\n[h2]@[Acoustician](article:000fd54c-859d-43f6-9b23-e6ad43773643)[\/h2]\r\nAn acoustician\u2019s area of study focuses on sounds, vibrations and the magic held within their oscillations. Masters of speed and balance, master acousticians are said to feel the vibrations between planes and even other worlds.\r\n[br]\r\n[hr]\r\n[h2]@[Alchemist](article:d59a0e8c-37a4-496e-9ae1-9477cc5933cc)[\/h2]\r\nAn Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.\r\n[br]\r\n[hr]\r\n[h2]@[Archivist](article:d02db318-002f-4598-9020-e55ef78b9b59)[\/h2]\r\nFor centuries chroniclers have sought the best way to store vast amounts of information. Where most are satisfied with scrolls, Archivists strove for something greater. They have learned to store libraries worth of information in a single object, awakening the first Arcane Minds. Working in tandem with these wondrous Minds, Archivists wield the potentially limitless power of these artificial intelligences. How will you use your ability to create arcane intelligence?\r\n[br]\r\n[hr]\r\n[h2]@[Armorer](article:54a4bf4c-280d-4125-9022-00e85129f0d2)[\/h2]\r\nAn artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer\u2019s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.\r\n[br]\r\n[hr]\r\n[h2]@[Artillerist](article:dfe32b72-9d2a-42a6-8cd8-e0ef9f383015)[\/h2]\r\nAn Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: \u201cIt\u2019s about time we fixed things instead of blowing them all to hell.\u201d\r\n[br]\r\n[hr]\r\n[h2]@[Battle Smith](article:fd972cae-9ebe-4126-8343-f95cb8118624)[\/h2]\r\nArmies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.\r\n[br]\r\n[hr]\r\n[h2]@[Biomancer](article:24e26430-6047-4b4a-8e10-22349db1e805)[\/h2]\r\nWhile most artificers are content with mechanical innovation, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.\r\n[br]\r\n[hr]\r\n[h2]@[Defiler](article:1a548623-d3f8-479b-ba7d-4f00ceb9a791)[\/h2]\r\nA Defiler is a master of deadly substances both caustic and corruptive, using foul mixtures to create sickeningly permanent effects. Any battlefield a Defiler enters is hauntingly marked with cruel magic that scars the landscape and mutilates its victims. Valued for scorched-earth warfare, members of the specialization are summoned when morals and long-term consequences no longer matter.\r\n[br]\r\n[hr]\r\n[h2]@[Firescrapper](article:082582a5-359c-440f-98d1-bd16fdb075c0)[\/h2]\r\nAs the name implies, firescrappers specialize in the use of pyromantic magic. They are quite unlike wizardly pyromancers, however, as they use this magic to become powerful front-line fighters rather than back-line mages.\r\n[br]\r\n[hr]\r\n[h2]@[Forgewright](article:68443050-5845-44c0-812f-8bb68d083b47)[\/h2]\r\nWhile most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament.\r\n[br]\r\n[hr]\r\n[h2]@[Machinist](article:bd2d8455-320b-4428-9484-f79471a60899)[\/h2]\r\nWhile some artificers spend their lives perfecting one solitary creation, Machinist artificer value quantity over quality. They are known for creating their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of strange and wondrous servants, Machinists are ready for any challenge.\r\n[br]\r\n[hr]\r\n[h2]@[Miner](article:7499f08d-4f68-4e53-9f6b-c618298f47ea)[\/h2]\r\nThe Miner is an artificer that excels at tunneling and excavation using a custom-made pick, and can also sense fine vibrations in the ground.\r\n[br]\r\n[hr]\r\n[h2]@[Occultist](article:43176c27-099e-4b51-bcb4-eeface14260d)[\/h2]\r\nAn Occultist is an artificer with a fascination for the undead and the afterlife. They may hold long stakeouts in graveyards and haunted sightings, or explore the ruins of an ancient tomb or burial site in order to learn more about the spirits of the afterlife. An adept Occultist is able to capture these spirits for use in their own inventions, and even commune with them.\r\n[br]\r\n[hr]\r\n[h2]@[Operative](article:8f7341f5-63d0-421f-9db1-3f2b5ee9771a)[\/h2]\r\nAn Operative is an artificer who uses their genius to infiltrate an organisation, steal information, and escape into the night. Operatives are often hired as spies or even assassins, selling their considerable talents to rival orders, wealthy merchants, and anyone else who can afford their price.\r\n[br]\r\n[hr]\r\n[h2]@[Packrat](article:c469a75a-b597-414c-b594-e472deee7701)[\/h2]\r\nThe world is full of treasure. Some find their heart\u2019s desire in the dark dungeons, crumbling ruins, or the battlefield, others find use for discarded pieces of detritus, finding beauty and a practical use for every headless hammer and cracked teacup. These souls are Packrats.\r\n[br]\r\n[hr]\r\n[h2]@[Phytomancer](article:f8ee9ffe-1303-4142-b44c-78ff756155a8)[\/h2]\r\nA phytomancer has a keen interest and affinity with the Plants of the natural world. They know how to make things grow hale and healthy, and can even inspire a specially prepared Plant to animate and do their bidding for a short time. A phytomancer might be employed as a gardener to a wealthy patron, creating order from chaos, or prefer a life of solitude, delighting in the seasonal changes of the natural world.\r\n[br]\r\n[hr]\r\n[h2]@[Powerline](article:4b5ed03c-6665-4042-a7a2-70230bfa4147)[\/h2]\r\nThe Powerline artificer specialises in harnessing the powers of electricity. This artificer can create bolts of lightning that can leap from person to person and even travel on electric currents.\r\n[br]\r\n[hr]\r\n[h2]@[Programmer](article:e631de02-8150-4c7e-9887-378e6b51c1cf)[\/h2]\r\nThe Programmer is an artificer that specializes in transcribing and changing the attributes of spells and objects using an esoteric, arcane language that is known to some and practiced by fewer. Using this language, they can make existing spells work in completely different ways and alter the way a weapon interacts when being used.\r\n[br]\r\n[hr]\r\n[h2]@[Puppeteer](article:66155e41-e353-4d03-94f2-989038bdd87a)[\/h2]\r\nThough all artificers have their quirks, Puppeteers tend to be the strangest subset of arcane inventors. They dedicate their research and intellect towards mastery of manipulation and control of other creatures through the use of their Marionette Strings. Often found literally pulling the strings from behind the scenes, these strange artificers prefer to empower their allies rather than risk their own lives on the front lines.\r\n[br]\r\n[hr]\r\n[h2]@[Refractor](article:6cc36bdc-eba7-4b0a-9e2f-4db25944e159)[\/h2]\r\nThe Refractor is an artificer that specialises in deflecting and redirecting attacks using a special type of shield called a Refraction Shield. This shield does so by changing the configuration of its various glass panes. While any blacksmith can create armour and shields to protect against conventional weapons, a Refractor combines the best of both defence and offensive, making them highly flexible in battle.\r\n[br]\r\n[hr]\r\n[h2]@[Skintwister](article:b97e35d7-4ca7-4b97-8bc5-ae6f146b3be6)[\/h2]\r\nThe greatest secrets yet hidden lie within mortal flesh. Through magic and artifice, skintwisters can reshape bodies like a smith shapes steel, striving to overcome the frailty and weakness inherent to the mortal form.\r\n[br]\r\n[hr]\r\n[h2]@[Sawblade](article:2ca668d8-ceac-4862-a459-a56059823e06)[\/h2]\r\nWith the whir of machinery and a whif of steampunk magic, Sawblades employ cutting edge technology to create contraptions of unmatched ferociousness and brutality, capable of cutting through even the heaviest of armor. [br]\r\nSawblades are often battle-hardened veterans that live for the thrill, rending bones and scales with hysterical fervour. Rev up your blades, and rip and tear until it is done!\r\n[br]\r\n[hr]\r\n[h2]@[Stormsmith](article:e8dcce9d-ac33-4291-8315-4ca6eba9331a)[\/h2]\r\nThe schism between dwarven and gnomish societies is great, backed by a grudge that has been tempered and honed over centuries. It is then curious how an invention such as an arcano-mechanical storm gauntlet, one born in the depths of gnomish workshops in the Arcane Expanse, found its way into dwarven workshops. I suppose some ideas are simply too masterful to hate and betray the interests they still share.\r\n[br]\r\n[hr]\r\n[h2]@[Tattoosionist](article:b3ed5758-af51-4551-9a7d-60d5b0dabce1)[\/h2]\r\nThe name \u201ctattoosionist\u201d is initially misleading: it comes from their ability to create tattoos that shift and animate upon their skin, for example a snake slithering around an arm. But this is no illusion: there is a very real snake inside their arm, and it can do far more than slither around. Tattoosionists are psionic artificers that abandon their labors upon unliving items, instead using alchemical inks and their own body as their workshop, animating the images upon their skin and use them for anything they desire- as a third hand, moving heavy objects, pulling a wagon-cart, even self-defense.\r\n[br]\r\n[hr]\r\n[h2]@[Toymaker](article:2226323f-05bc-45bd-99f7-90923a3f77f0)[\/h2]\r\nThe Toymaker is an artificer that specialises in making small, playful contraptions. Such objects can include capes that can billow on command, clothes that can change appearance on a whim, and face paints that change colour depending on moods.\r\n\r\nHowever, a Toymaker is also capable of making much more elaborate contraptions out of everyday objects, turning them into complex devices that can help their party in a variety of tasks from reconnaissance to combat.","table_data":"","source":"","jsondata":"","tags":"Class,Artificer","isShared":"on","templateId":"5460","blockId":"1361583","world":"ce321e87-8541-44a1-9d42-cfcd0ba589c3","folder":"23776"}