Artificer

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.   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 they can.   In Alemi, explosives are still a minor technology, fraught with danger and slow to evolve. As such, there are very, very few--if any--firearms.   Artificer's are thin in popular culture. Gepetto comes to mind, as does JF Sebastian (the character in Blade Runner who cannot leave the world and creates automata). And, maybe, MacGyver or even Leonardo da Vinci.   Artificers tend to demand creative roleplay, as a lot of their appeal is in the how of their magical acts--are they brewing potions or creating automotons or sigils or what? As such, there is a ton of leeway in how they are flavored.   INT is the most important ability for Artificers, followed by DEX and CON.  

Artificer Specialities

  Artificers choose a Specialty at 3rd Level, and gain features from it at 3rd, 5th, 9th, and 15th Level.  
Alchemist
Alchemists specialize in potions and elixirs.
Armorer
Armorers specialize in customizing armor for both offensive and defensive purposes.
  nb, the Artillerist speciality is not allowed in Alemi.

Remember

These are meant as a summary of the class. The official rules should be consulted, either directly or through the DM with any questions or clarifications.
Scroll down for full class details.

Artificer

hit dice: 1d8
hit points at 1st level: 8 + CON mod
hit points at higher levels: ( 1d8 or 5) + CON mod
armor proficiencies: Light; Medium; Shields.
weapon proficiencies: Simple.
tools: Thieves' Tools; Tinker's Tools; or Artisan's Tools of your choice.
saving throws: CON; INT
skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand.
starting equipment:
Any 2 simple weapons of your choice; a light crossbow and 20 bolts; studded leather armor or scale mail; Thieves' Tools; and a Dungeoneer's Pack.
spellcasting:
INT is your spellcasting ability. Spell Save DC = 8 + Proficiency Bonus + INT modifier Spell Attack Modifier = 8 + Proficiency Bonus + INT modifier  

Cantrips

At 1st Level, you know 2 cantrips from the Artificer spell list. You learn additional cantrips at higher levels, as shown in the CANTRIPS column of the Artificer Table below.  

Preparing and Casting Spells

Artificers prepare a list of spells after each long rest through tinkering (at least 10 minutes; 1 minute per spell level for each spell). You may prepare a number of spells equal to your INT modifier + (your Artificer Level/2) [rounded down] .  

Spell Slots

The Artificer Table below details how many spell slots you have available.  

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you know the spell.  

Spellcasting Focus

You can use a designated set of tools as a spellcasting focus.

class features:
Artificer features are detailed on TGE 9-23.
Magical Tinkering
You learn how to invest mundane objects with a spark of the arcane.
Infuse Item
At 2nd Level, you learn to infuse mundane objects with more significant arcane properties.
Artificer Speciality
At 3rd Level, you select your Specialty.
The Right Tool for the Job
At 3rd Level, you can magically create one set of artisan's tools by spending an hour of uninterrupted work (can coincide with a short or long rest) doing so. The tools are nonmagical, and disappear when you use this feature again.
Ability Score Improvement
At 4th, 8th, 12th, 16th, and 19th Level, you can increase 1 ability score +2 or 2 ability scores +1 (20 max).
Cantrip Versatility
At each Ability Score Improvement, you may also replace 1 cantrip with another.
Tool Expertise
At 6th Level, your proficiency bonus is doubled for any check made with a set of tools with which you are proficient.
Flash of Genius
At 7th Level, you can come up with solutions under pressure: when a visible creature within 30 ft. makes a save or check, you can use your reaction to add your INT mod to the result. May be done a number of times equal to your INT mod (minimum 1), regained at long rest.
Magic Item Adept
At 10th Level, you can attune to up to 4 magic items at once and, if you craft a common or uncommon object, it takes 1/4 the normal time and costs 1/2 the usual gp.
Spell Storing Item
At 11th Level, Whenever you finish a long rest, by touching an object you can infuse a 1st or 2nd Level Spell into it. The spell has (2 x Int mod) (minimum 2) charges, remains available until you use this feature again, and uses your spellcasting modifiers, regardless of what creature casts it. Casting the spell requires an action, but does not consume a spell slot.
Magic Item Savant
At 14th Level, you can attune to up to 5 items at once and you ignore all class, race, or spell level requirements for attuning to or using magical items.
Magic Item Savant
At 18th Level, you can attune to up to 6 items at once.
Soul of Artifice
At 20th Level, gain a +1 bonus to saves per magical item you are currently attuned to. Additionally, if you are reduced to 0 HP but not killed outright, you can use a reaction to drop to 1 HP instead.
subclass options:
LEVELPROFICIENCYFEATUREINFUSIONS KNOWNINFUSED ITEMSCANTRIPSSPELL SLOTS GAINED
1+2Magical Tinkering
Spellcasting
--22 1st Level
2+2Infuse Item422
3+2Artificer Speciality
The Right Tool for the Job
4221 1st Level
4+2Ability Score Improvement with Cantrip Versatility422
5+3Artificer Speciality Feature4221 1st Level
2 2nd Level
6+3Tool Expertise632
7+3Flash of Genius6321 2nd Level
8+3Ability Score Improvement with Cantrip Versatility632
9+4Artificer Speciality Feature6322 3rd Level
10+4Magic Item Adept843
11+4Spell Storing Item8431 3rd Level
12+4Ability Score Improvement with Cantrip Versatility843
13+58431 4th Level
14+5Magic Item Savant1054
15+5Artificer Speciality Feature10541 4th Level
16+5Ability Score Improvement with Cantrip Versatility1054
17+610541 5th Level
18+6Magic Item Master1264
19+6Ability Score Improvement with Cantrip Versatility12641 5th Level
20+6Soul of Artifice1264

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