{"name":"Artificer","overview":"","hit_dice":"1d8","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":"any two simple weapons\r\na light crossbow and 20 bolts\r\nstudded leather armor\r\nscale mail armor\r\nthieves\u2019 tools and a dungeoneer\u2019s pack","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\nTools Required\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\nCantrips (0-Level Spells)\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\nPreparing and Casting Spells\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\r\nTHE MAGIC OF ARTIFICE\r\n\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.\r\n\r\nSpellcasting Ability\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\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n\r\nRitual Casting\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":"[b]Magical Tinkering[\/b]\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\r\nThe object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\r\nWhenever 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.\r\nThe 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.\r\nA 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.\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\r\n[b]Infuse Item[\/b]\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\r\nInfusions Known\r\nWhen you gain this feature, pick four artificer infusions to learn, choosing from the \u201cArtificer Infusions\u201d section at the end of the class\u2019s 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.\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\r\nInfusing an Item\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\r\n[b]Artificer Infusions[\/b]\r\nArtificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.\r\n\r\nHomunculus Servant\r\nItem: A gem or crystal worth at least 100 gp\r\n\r\nYou learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature\u2019s heart, around which the creature\u2019s body instantly forms.\r\n\r\nYou determine the homunculus\u2019s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.\r\n\r\nThe homunculus is friendly to you and your companions, and it obeys your commands. See this creature\u2019s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.\r\n\r\nIn 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.\r\n\r\nThe 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.\r\n\r\nHOMUNCULUS SERVANT\r\nTiny construct\r\n\r\nArmor Class 13 (natural armor)\r\n\r\nHit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)\r\n\r\nSpeed 20 ft., fly 30 ft.\r\n\r\nSTR\r\n4 (\u22123)\r\nDEX\r\n15 (+2)\r\nCON\r\n12 (+1)\r\nINT\r\n10 (+0)\r\nWIS\r\n10 (+0)\r\nCHA\r\n7 (\u22122)\r\nSaving Throws Dex +2 plus PB\r\n\r\nSkills Perception +0 plus PB \u00d7 2, Stealth +2 plus PB\r\n\r\nDamage Immunities poison\r\n\r\nCondition Immunities exhaustion, poisoned\r\n\r\nSenses darkvision 60 ft., passive Perception 10 + (PB \u00d7 2)\r\n\r\nLanguages understands the languages you speak\r\n\r\nChallenge \u2014 Proficiency Bonus (PB) equals your bonus\r\n\r\nEvasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can\u2019t use this trait if it\u2019s incapacitated.\r\n\r\nActions\r\n\r\nForce Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.\r\n\r\nReactions\r\n\r\nChannel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.\r\n\r\n[b]Returning Weapon[\/b]\r\nItem: A simple or martial weapon with the thrown property\r\n\r\nThis magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder\u2019s hand immediately after it is used to make a ranged attack.\r\n\r\n[b]Enhanced Arcane Focus[\/b]\r\nItem: A rod, staff, or wand (requires attunement)\r\n\r\nWhile 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.\r\n\r\nThe bonus increases to +2 when you reach 10th level in this class.\r\n\r\n[b]Mind Sharpener[\/b]\r\nThe bonus increases to +2 when you reach 10th level in this class.\r\nItem: A suit of armor or robes\r\n\r\nThe 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\u2019s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.\r\n\r\n[b]Artificer Specialist[\/b]\r\nArtificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.\r\n\r\nBattlesmith\r\n\r\n[b]The Right Tool for the Job[\/b]\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\r\n[b]Tool Proficiency[\/b]\r\n3rd-level Battle Smith feature\r\n\r\nYou gain proficiency with smith\u2019s tools. If you already have this proficiency, you gain proficiency with one other type of artisan\u2019s tools of your choice.\r\n\r\n[b]Battle Smith Spells[\/b]\r\n3rd-level Battle Smith feature\r\n\r\nYou always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don\u2019t count against the number of artificer spells you prepare.\r\n\r\nBattle Smith Spells\r\n\r\n3rd - heroism, shield\r\n5th - branding smite, warding bond\r\n9th - aura of vitality, conjure barrage\r\n13th - aura of purity, fire shield\r\n17th - banishing smite, mass cure wounds\r\n\r\n[b]Battle Ready[\/b]\r\n3rd-level Battle Smith feature\r\n\r\nYour combat training and your experiments with magic have paid off in two ways:\r\n\r\nYou gain proficiency with martial weapons.\r\nWhen you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.\r\n\r\n[b]Steel Defender[\/b]\r\n3rd-level Battle Smith feature\r\n\r\nYour tinkering has borne you a companion, a steel defender. It\u2019s friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature\u2019s appearance and whether it has two legs or four; your choice has no effect on its game statistics.\r\n\r\nIn combat, the defender 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 defender can take any action of its choice, not just Dodge.\r\n\r\nIf the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith\u2019s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.\r\n\r\nAt the end of a long rest, you can create a new steel defender if you have smith\u2019s tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.\r\n\r\nSTEEL DEFENDER\r\nMedium construct\r\n\r\nArmor Class 15 (natural armor)\r\n\r\nHit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)\r\n\r\nSpeed 40 ft.\r\n\r\nSTR\r\n14 (+2)\r\nDEX\r\n12 (+1)\r\nCON\r\n14 (+2)\r\nINT\r\n4 (\u22123)\r\nWIS\r\n10 (+0)\r\nCHA\r\n6 (\u22122)\r\nSaving Throws Dex +1 plus PB, Con +2 plus PB\r\n\r\nSkills Athletics +2 plus PB, Perception +0 plus PB \u00d7 2\r\n\r\nDamage Immunities poison\r\n\r\nCondition Immunities charmed, exhaustion, poisoned\r\n\r\nSenses darkvision 60 ft., passive Perception 10 + (PB \u00d7 2)\r\n\r\nLanguages understands the languages you speak\r\n\r\nChallenge \u2014 Proficiency Bonus (PB) equals your bonus\r\n\r\nVigilant. The defender can\u2019t be surprised.\r\n\r\nActions\r\n\r\nForce-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.\r\n\r\nRepair (3\/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.\r\n\r\nReaction\r\n\r\nDeflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.","subclass_options":"Battlesmith","table_data":"","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"1391536","world":"","isShared":"on"}