Level/Prof/Features/Cantrips Known/Spells Known/1st/2nd/3rd/4th/5th/6th/7th/8th/9th
1/2/Artificer Knowledge, Spellcasting/3/4/2
2/2/Infuse Equipment (d6)/3/5/3
3/2/Artificer Tradition, Craft Homunculus/3/6/4/2
4/2/Ability Score Improvement/4/7/4/3
5/3/Infuse Equipment (d8)/4/8/4/3/2
6/3/Artificer Tradition Feature/4/9/4/3/3
8/3/Ability Score Improvement/4/11/4/3/3/2
9/4/Infuse Equipment (d10)/5/12/4/3/3/3/1
12/4/Ability Score Improvement/5/15/4/3/3/3/2/1
14/5/Artificer Tradition Feature, Emulate Spells/5/17/4/3/3/3/2/1/1
15/5/Infuse Equipment (d12)/5/18/4/3/3/3/2/1/1/1
16/5/Ability Score Improvement/5/19/4/3/3/3/2/1/1/1
19/6/Ability Score Improvement/5/22/4/3/3/3/3/2/1/1/1
A dwarf touches a shining ruby wand to his belt and whispers a few words, his muscles swell with strength. He smashes through a barred door to find the imprisoned duke he was sent to rescue.
A human in a finely crafted breastplate slices through a giant worm with a longsword infused with her own spirit. Her allies’ weapons flash with the same aura having been empowered by her care.
A gnome touches her hound made of iron to mend it with magic and repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway.
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron they are known as artificers, but in other worlds they might be called arcanists or rune casters.
The Structure of Magic
In magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master the various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.
Experimentation and Understanding
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and bringing forth the magic of objects, but they are limited in scope to their specialties. An artificer takes in all specialties and all forms of artifice as the same subject. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made, a more efficient tool.
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.
Creating an Artificer
An artificer is a magical scientist. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain? Or is it to solve on specific problem, like creating immortality, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in large structures that contain mystical energies.
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the makeshift wand, light, and, mending cantrips, along with the following 1st-level spells: detect magic, disguise self, repair damage, and shield of faith.
As a artificer you gain the following class features.
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: Light armor
Weapons: All simple weapons
Tools: One of either alchemist’s supplies, calligrapher’s supplies, cobbler’s tools, glassblower’s tools, jeweler’s tools, leatherworker’s tools, mason’s tools, painter’s supplies, smith’s tools, tinker’s tools, weaver’s tools, or woodcarver’s tools.
Saving Throws: Intelligence, Constitution
Skills: Choose two from: Arcana, History, Investigation, Medicine, Nature, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
Leather armor, any simple weapon, and one set of artisan’s tools
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formulae and combine it with a bit of genius to make a mundane material temporarily magical.
At 1st level, you know two cantrips of you choice from the artificer spell list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the artificer table.
The artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you cast the first level spell repair damage and have a 1st-level and a 2nd-level spell slot available, you can cast repair damage using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the artificer spell list.
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.
Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + you Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can cast any artificer spell you know as a ritual if that spell has the ritual tag.
You can use an arcane focus or a set of artisan’s tools as a spellcasting focus for your artificer spells.
You are adept at improvising with tools to complete your task. You can use any set of tools or utensils and have them count as any other set of tools or utensils. You also gain half your proficiency bonus on any set of tools you are not already proficient in.
Artificers also have a deep understanding of items and the power that lies hidden within them. When you touch an object, you can focus as an action to discover if it is magical. In addition, you know the identify spell; it does not count against the number of spells you can have prepared a day, and it requires no components. It still requires the same amount of time to cast and will spend a spell slot if not cast as a ritual.
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.
You can imbue mundane objects with helpful magic. During a short rest you can infuse a number of allies’ gear, including your own, with magic by handling it. The characters gain a Infused Equipment die they can discharge by rolling it with any d20 roll and adding it it to their result. They can wait to roll it until after the d20 roll is revealed, but must decide before the DM says whether the roll succeeds or fails. Once the Infused Equipment die is rolled, it is lost. A creature can have only one Infused Equipment die at a time. If a creature doesn’t use the die by the next time it takes a short or long rest, it is lost.
You can imbue a number of allies equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a short or long rest.
Your Infused Equipment die changes when you reach certain levels in this class. The die becomes d8 at 5th, d10 at 9th, and d12 at 15th.
At 3rd level you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spell known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: a crafter homunculus, furtive filcher, expeditious messenger, or iron defender. The familiar is always a construct instead of a celestial, beast, fey, or fiend.
Additionally when you take the attack action, you can forgo one of your own attacks to allow your familiar to make on attack of its own.
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Tinkerer or Battlesmith. Your choice grants you features at 3rd level, 6th level, and 14th level.
At 7th level you begin understanding a deeper pattern of magic. Choose two 1st-level spells that have the ritual tag from any class’ spell list. You write this spell down in a book that becomes your Ritual Book. The spells do not count against the number of spells you know. With your Ritual Book in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means.
On your adventures, you can add other ritual spells to your Ritual Book. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
At 10th level, you create a handheld magic item that duplicates a spell of your choice from any class. The spell you choose must be of a level you can cast, as shown on the artificer table, or a cantrip. The spell can only be used once a day, unless it is a cantrip which can be used at will. The chosen spells count as artificer spells for you but don’t count against the number of artificer spells you know. If you ever lose the item, you can recreate it with the same spell after a long rest. This item can be used by other characters if you instruct them how to use it.
You create an additional magic item that emulates a spell from any class at 14th level and again at 18th level.
At 20th level, your Infused Equipment die add a bonus of 20 when used.
Tradition of the Tinkerer
When you take up the tinkerer tradition at level 3, you gain proficiency with arcana and tinker’s tools. You double your proficiency bonus with these when you use either to make an ability check. If you already proficiency with these, choose another skill and another set of artisan’s tools with which to gain proficiency.
Also at 3rd level, you can infuse the implements of spellcasters with your Infused Equipment feature to allow them to roll the Infused Equipment die when casting a spell. If they do so, either the target of a spell gains disadvantage on their ability check, or you can add the result on the die to the damage from the spell.
Additional Emulate Spells
At 6th level, you create a handheld magic item that duplicates a spell of your choice from any class. The spell you choose must be of a level you can cast, as shown on the artificer table, or a cantrip. The spell can only be used once a day, unless it is a cantrip which can be used at will. The chosen spells count as artificer spells for you but don’t count against the number of artificer spells you know. If you ever lose the item, you can recreate it with the same spell after a long rest. This item can be used by other characters if you instruct them how to use it.
Starting at 14th level, whenever you use a magic item that has charges and could be destroyed when you use the last charge, the item is not destroyed. Also, you can use magic items regardless of required race or level.
Tradition of the Battlesmith
When you take up the tradition of the battlesmith at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Also at 3rd level you gain further variety in the combat applications of your Infused Equipment feature. Characters with your Infused Equipment die can add the bonus from the roll to their weapon damage when they hit with an attack. Alternatively, they can roll the die to add a bonus to their AC when they are targeted by an attack.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast an artificer spell or use a magic item, you can make one weapon attack as a bonus action.
0- guidance, infuse weapon, light, makeshift wand, mending, prestidigitation, resistance
1- comprehend languages, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, feather fall, heroism, illusory script, inflict damage, jump, longstrider, mage armor, repair damage, sanctuary, shield of faith, speak with animals
2- alter self, arcane lock, barkskin, blur, continual flame, darkness, darkvision, detect thoughts, enhance ability, find traps, heat metal, invisibility, knock, magic mouth, magic weapon, mirror image, nystul’s magic aura, protection from poison, see invisibility, spider climb
3- bestow curse, blink, dispel magic, elemental weapon, feign death, fly, gaseous form, glyph of warding, haste, magic circle, nondetection, protection from energy, remove curse, slow, speak with dead, speak with plants, tongues, water breathing, water walk
4- control water, death ward, fabricate, fire shield, freedom of movement, greater invisibility, otiluke’s resilient sphere, stone skin
5- animate objects, awaken, creation, geas, mislead, planar binding, rary’s telepathic bond, swift quiver, teleportation circle, tree stride, wall of force, wall of stone
6- blade barrier, contingency, globe of invulnerability, guards and wards, magic jar, move earth, true seeing, wind walk
7- etherealness, force cage, sequester, simulacrum, symbol
8- antipathy/sympathy, clone, glibness, mind blank, telepathy
9- foresight, imprisonment, prismatic wall, shapechange
Casting Time: 1 bonus action
Components: V, S, M (steel wool and a weapon)
Duration: 1 minute
The weapon you are holding is infused with your power and it becomes natural to wield. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of attacks using that weapon. The spell ends if you cast it again or if you let go of the weapon.
Casting Time: 1 Action
Range: 60 feet
Components: S, M (a handheld object you have spent an action scribing runes on)
You employ any small object as a temporary wand, channelling a blast of energy. The target must succeed on a Dexterity saving throw or take 1d8 damage. The spell can inflict acid, fire, cold, lightning or thunder damage; choose two damage types, and you can choose which one to use when you cast the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At each of these levels, you may also select an additional damage type to add to your repertoire. You can prepare any handheld object to serve as a channel for this spell; this requires one action not including the action used to cast the cantrip (inscribing a few runes on it).
Casting Time: 1 action
Components: V, S
Your magic melds an object together and repairs damage. A construct or object you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on living creatures or undead.
At higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.
Casting Time: 1 action
Components: V, S
Your magic rips an object apart. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 damage, or twice as much if it is an object or construct.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot above 1st level.
Tiny construct, lawful neutral
Armor Class 11
Hit Points 8
Speed 30 ft.
Str 6 (-2)
Dex 13 (3)
Int 10 (0)
Cha 10 (+0)
Skills Perception +2, Investigation +2, Stealth +3
Senses Darkvision 60 ft., passive perception 12
Languages All languages known by its creator
A crafter homunculus uses its masters proficiencies with artisans tools to craft. The crafter homunculus can be instructed to craft for it’s master. If the homunculus is left alone without instruction it will craft random objects obsessively using whatever materials it can find. It can also assist its master on the crafting of an item, increasing the items quality as well as helping to complete the item faster.
A crafter homunculus will revert to a useless lump of clay when it would be reduced to 0 hit points, and will revert to its normal form 1 hour after it was destroyed. If it is not completely destroyed into little pieces, the largest piece will reform into the main form.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Tiny construct, lawful neutral
Armor Class 14
Hit Points 2
Speed 40 ft., fly 60 ft.
Str 3 (-4)
Dex 18 (0)
Int 14 (1)
Cha 11 (4 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.
Tiny construct, lawful neutral
Armor Class 11
Hit Points 6
Speed 40 ft., climb 30 ft.
Str 5 (-3)
Dex 17 (0)
Int 10 (0)
Cha 10 (2 piercing damage.
Small construct, lawful neutral
Armor Class 13
Hit Points 11
Speed 40 ft.
Str 12 (2)
Con 12 (1)
Cha 6 (-2)
Skills Perception 2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Artificer Requires: Intelligence 13
Proficiencies Gained: Light armor, simple weapons, and one set of artisan’s tools from the class’ list