{"name":"Artificer","overview":"[justify]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.\r\n\r\nArtificers 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.[\/justify]","hit_dice":"1d8","hit_points_at_1st_level":"8 + Constitution Modifier","hit_points_at_higher_levels":"1d8 (or 5) + Constitution Modifier per Artificer Level after 1st","armor_proficiencies":"Light armor, Medium armor, Shields","weapon_proficiencies":"Simple weapons","tools":"Thieves\u2019 tools, Tinker\u2019s tools, One type of Artisan\u2019s tools of your choice","saving_throws":"Constitution, Intelligence","skills":"Choose two: 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[li]Any two simple weapons[\/li]\r\n[li]A Light Crossbow and 20 bolts[\/li]\r\n[li](a) Studded Leather Armor or (b) Scale Mail[\/li]\r\n[li]Thieves\u2019 Tools and a Dungeoneer\u2019s Pack[\/li]\r\nAlternatively, you may start with 5d4x10 starting gold","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.\r\n\r\n[h2]Tools Required[\/h2]\r\nYou produce your Artificer spell effects through your tools. You must have a spellcasting focus - specifically [u]Thieves' Tools[\/u] or some kind of [u]Artisan's Tool[\/u] - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an \"M\" component when you cast it). You [i]must[\/i] 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.\r\n\r\nAfter you gain the [b]Infuse Item[\/b] feature at [b]Level 2[\/b], you can also use any item bearing one of your infusions as a spellcasting focus.\r\n\r\n[h2]Cantrips (0th Level Spells)[\/h2]\r\nAt [b]Level 1[\/b], 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's 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\n[center][i]For example:  If you are a [b]Level 5[\/b] Artificer, you have four 1st-level and two 2nd-level spell slots. \r\n[br]\r\nWith an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. \r\n[br]\r\nIf you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. \r\n[br]\r\nCasting the spell doesn't remove it from your list of prepared spells.[\/i][\/center]\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\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]Spell Save DC = 8 + Proficiency bonus + Intelligence modifier[\/center]\r\n\r\n[center]Spell Attack Modifier = Proficiency bonus + your Intelligence modifier[\/center]\r\n\r\n[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\n\r\nAt [b]Level 1[\/b], you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have [u]Thieves' Tools[\/u] or [u]Artisan's Tools[\/u] 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\n[ul][li]The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.[\/li][\/ul]\r\n[ul][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][\/ul]\r\n[ul][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][\/ul]\r\n[ul][li]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.[\/li][\/ul]\r\n\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[h1]Infuse Item[\/h1]\r\n\r\nAt [b]Level 2[\/b], you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.\r\n\r\n[h2]Infusions Known[\/h2]\r\nWhen 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.\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\n[h2]Infusing an Item[\/h2]\r\nWhenever 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).\r\n\r\nYour 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.\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 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[block:1418291]\r\n\r\n[block:1418285]\r\n\r\n[h1]The Right Tool for the Job[\/h1]\r\n\r\nAt [b]Level 3[\/b], you've learned how to produce exactly the tool you need: with [u]Thieves' Tools[\/u] or [u]Artisan's Tools[\/u] in hand, you can magically create one set of [u]Artisan's Tools[\/u] 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[h1]Ability Score Improvement[\/h1]\r\n\r\nWhen you reach [b]Level 4[\/b], [b]8[\/b], [b]12[\/b], [b]16[\/b], and [b]19[\/b], 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.\r\n\r\n[h1]Tool Expertise[\/h1]\r\n\r\nAt [b]Level 6[\/b], your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.\r\n\r\n[h1]Flash of Genius[\/h1]\r\n\r\nAt [b]Level 7[\/b], 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.\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\r\n[h1]Magic Item Adept[\/h1]\r\n\r\nWhen you reach [b]Level 10[\/b], you achieve a profound understanding of how to use and make magic items:\r\n\r\n[ul][li]Attune to up to four magic items at once.[\/li][\/ul]\r\n[ul][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][\/ul]\r\n\r\n[h1]Spell-Storing Item[\/h1]\r\n\r\nAt [b]Level 11[\/b], 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).\r\n\r\nWhile 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.\r\n\r\n[h1]Magic Item Savant[\/h1]\r\n\r\nAt [b]Level 14[\/b], your skill with magic items deepens more:\r\n\r\n[ul][li]Attune to up to five magic items at once.[\/li][\/ul]\r\n[ul][li]Ignore all class, race, spell and level requirements on attuning to or using a magic item.[\/li][\/ul]\r\n\r\n[h1]Magic Item Master[\/h1]\r\n\r\nStarting at [b]Level 18[\/b], you can attune up to six magic items at once.\r\n\r\n[h1]Soul of Artifice[\/h1]\r\n\r\nAt [b]Level 20[\/b], you develop a mystical connection to your magic items, which you can draw on for protection:\r\n\r\n[ul][li]Gain a +1 bonus to all saving throws per magic item you are currently attuned to.[\/li][\/ul]\r\n[ul][li]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.[\/li][\/ul]","subclass_options":"[h1]Alchemist[\/h1]\r\n\r\n[h2]Tool Proficiency[\/h2]\r\n\r\nWhen you adopt this specialization at [b]Level 3[\/b], you gain proficiency with [u]Alchemist's Supplies[\/u]. If you already have this proficiency, you gain proficiency with one other type of [u]Artisan's Tools[\/u] of your choice.\r\n\r\n[h2]Alchemist Spells[\/h2]\r\n\r\nStarting at [b]Level 3[\/b], you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist 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\n[block:1423039]\r\n\r\n[h2]Experimental Elixir[\/h2]\r\n\r\nBeginning at [b]Level 3[\/b], whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.\r\n\r\nYou can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.\r\n\r\nCreating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.\r\n\r\nWhen you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at [b]Level 6[\/b] and three at [b]Level 15[\/b]. Roll for each elixir's effect separately. Each elixir requires its own flask.\r\n\r\n[block:1423044]\r\n\r\n[h2]Alchemical Savant[\/h2]\r\n\r\nAt [b]Level 5[\/b], you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).\r\n\r\n[h2]Restorative Reagents[\/h2]\r\n\r\nStarting at [ul][li]Level 9[\/li][\/ul], you can incorporate restorative reagents into some of your works:\r\n[ul][li]Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).[\/li][\/ul]\r\n[ul][li]You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.[\/li][\/ul]\r\n\r\n[h2]Chemical Mastery[\/h2]\r\n\r\nBy [b]Level 15[\/b], you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:\r\n[ul][li]You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.[\/li][\/ul]\r\n[ul][li]You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist\u2019s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.[\/li][\/ul]\r\n[br]\r\n\r\n[h1]Armorer[\/h1]\r\n\r\n[h2]Tools of the Trade[\/h2]\r\n\r\nWhen you adopt this specialization at [b]Level 3[\/b], you gain proficiency with [b]Heavy Armor[\/b]. You also gain proficiency with [u]Smith's Tools[\/u]. If you already have this tool proficiency, you gain proficiency with one other type of [u]Artisan's Tools[\/u] of your choice.\r\n\r\n[h2]Armorer Spells[\/h2]\r\n\r\nStarting at [b]Level 3[\/b], you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.\r\n\r\n[block:1419721]\r\n\r\n[h2]Arcane Armor[\/h2]\r\n\r\nBeginning at [b]Level 3[\/b], your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.\r\n\r\nYou gain the following benefits while wearing this armor:\r\n\r\n[ul][li]If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.[\/li][\/ul]\r\n[ul][li]You can use the arcane armor as a spellcasting focus for your artificer spells.[\/li][\/ul]\r\n[ul][li]The armor attaches to you and can\u2019t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.[\/li][\/ul]\r\n[ul][li]You can doff or don the armor as an action.[\/li][\/ul]\r\nThe armor continues to be Arcane Armor until you don another suit of armor or you die.\r\n\r\n[h2]Armor Model[\/h2]\r\n\r\nBeginning at [b]Level 3[\/b], you can customize your Arcane Armor. When you do so, choose one of the following armor models: [b]Guardian[\/b] or [b]Infiltrator[\/b]. The model you choose gives you special benefits while you wear it.\r\n\r\nEach model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.\r\n\r\nYou can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.\r\n\r\n[h3]Guardian.[\/h3]\r\n\r\nYou design your armor to be in the front line of conflict. It has the following features:\r\n\r\n[ul][li][b]Thunder Gauntlets.[\/b] Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.[\/li][\/ul]\r\n[ul][li][b]Defensive Field.[\/b] As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.[\/li][\/ul]\r\n\r\n[h3]Infiltrator.[\/h3] \r\n\r\nYou customize your armor for subtle undertakings. It has the following features:\r\n\r\n[ul][li][b]Lightning Launcher.[\/b] A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.[\/li][\/ul]\r\n[ul][li][b]Powered Steps.[\/b] Your walking speed increases by 5 feet.[\/li][\/ul]\r\n[ul][li][b]Dampening Field.[\/b] You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.[\/li][\/ul]\r\n\r\n[h2]Extra Attack[\/h2]\r\n\r\nStarting at [b]Level 5[\/b], you can attack twice, rather than once, whenever you take the Attack action on your turn.\r\n\r\n[h2]Armor Modifications[\/h2]\r\n\r\nAt [b]Level 9[\/b], you learn how to use your Artificer Infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: Armor (the chest piece), Boots, Helmet, and the Armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.\r\n\r\n[h2]Perfected Armor[\/h2]\r\n\r\nAt [b]Level 15[\/b], your Arcane Armor gains additional benefits based on its model, as shown below.\r\n\r\n[b]Guardian[\/b] When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.\r\n\r\nYou can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\r\n\r\n[b]Infiltrator[\/b] Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.\r\n\r\n[h1]Artillerist[\/h1]\r\n\r\n[h1]Battle Smith[\/h1]","table_data":"Level | Proficiency Bonus | Features | Infusions | Infused Items | Cantrips | 1st | 2nd | 3rd | 4th | 5th\r\n1st|+2|Magical Tinkering, Spellcasting \t|\u2014 \t|\u2014 \t|2 \t|2 \t|\u2014 \t|\u2014 \t|\u2014 \t|\u2014\r\n2nd|+2|Infuse Item \t|4 \t|2 \t|2 \t|2 \t|\u2014 \t|\u2014 \t|\u2014 \t|\u2014\r\n3rd|+2|Artificer Specialist, The Right Tool for the Job\t|4 \t|2 \t|2 \t|3 \t|\u2014 \t|\u2014 \t|\u2014 \t|\u2014\r\n4th|+2|Ability Score Improvement \t|4 \t|2 \t|2 \t|3 \t|\u2014 \t|\u2014 \t|\u2014 \t|\u2014\r\n5th|+3|Artificer Specialist feature \t|4 \t|2 \t|2 \t|4 \t|2 \t|\u2014 \t|\u2014 \t|\u2014\r\n6th|+3|Tool Expertise \t|6 \t|3 \t|2 \t|4 \t|2 \t|\u2014 \t|\u2014 \t|\u2014\r\n7th|+3|Flash of Genius \t|6 \t|3 \t|2 \t|4 \t|3 \t|\u2014 \t|\u2014 \t|\u2014\r\n8th|+3|Ability Score Improvement \t|6 \t|3 \t|2 \t|4 \t|3 \t|\u2014 \t|\u2014 \t|\u2014\r\n9th|+4|Artificer Specialist feature \t|6 \t|3 \t|2 \t|4 \t|3 \t|2 \t|\u2014 \t|\u2014\r\n10th|+4|Magic Item Adept \t|8 \t|4 \t|3 \t|4 \t|3 \t|2 \t|\u2014 \t|\u2014\r\n11th|+4|Spell Storing Item \t|8 \t|4 \t|3 \t|4 \t|3 \t|3 \t|\u2014 \t|\u2014\r\n12th|+4|Ability Score Improvement \t|8 \t|4 \t|3 \t|4 \t|3 \t|3 \t|\u2014 \t|\u2014\r\n13th|+5|\u2014 \t|8 \t|4 \t|3 \t|4 \t|3 \t|3 \t|1 \t|\u2014\r\n14th|+5|Magic Item Savant \t|10 \t|5 \t|4 \t|4 \t|3 \t|3 \t|1 \t|\u2014\r\n15th|+5|Artificer Specialist feature \t|10 \t|5 \t|4 \t|4 \t|3 \t|3 \t|2 \t|\u2014\r\n16th|+5|Ability Score Improvement \t|10 \t|5 \t|4 \t|4 \t|3 \t|3 \t|2 \t|\u2014\r\n17th|+6|\u2014 \t|10 \t|5 \t|4 \t|4 \t|3 \t|3 \t|3 \t|1\r\n18th|+6|Magic Item Master \t|12 \t|6 \t|4 \t|4 \t|3 \t|3 \t|3 \t|1\r\n19th|+6|Ability Score Improvement \t|12 \t|6 \t|4 \t|4 \t|3 \t|3 \t|3 \t|2\r\n20th|+6|Soul of Artifice \t|12 \t|6 \t|4 \t|4 \t|3 \t|3 \t|3 \t|2","source":"Tasha's Cauldron of Everything","jsondata":"","tags":"artificer, TCoE","templateId":"5460","blockId":"1418222","world":"","isShared":"on"}