Leveling Guide: Artificer Level 1-5
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Magical Tinkering, Spellcasting | -- | -- | 2 | 2 | -- | -- | -- | -- |
2nd | +2 | Infuse Item | 4 | 2 | 2 | 2 | -- | -- | -- | -- |
3rd | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | -- | -- | -- | -- |
4th | +2 | New Feat | 4 | 2 | 2 | 3 | -- | -- | -- | -- |
5th | +3 | Specialist Feature | 4 | 2 | 2 | 4 | 2 | -- | -- | -- |
1st Level
1st Level Artificer
2nd Level
2nd Level Artificer
3rd Level
3rd Level Artificer
4th Level
4th Level Artificer
5th Level
5th Level Artificer
1st Level
Magical Tinkering
At 1st level ,you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's 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:- The object sheds bright light in a 5 foot radius and dim light for an additional 5 feet.
- 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.
- 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.
- 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.
You 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.
Spellcasting
Pick 2 Cantrips:
- Acid Splash
- Booming Blade
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Frostbite
- Green-Flame Blade
- Guidance
- Light
- Lightning Lure
- Mage Hand
- Magic Stone
- Mending
- Message
- Poison Spray
- Prestidigitation
- Ray of Frost
- Resistance
- Shocking Grasp
- Spare the Dying
- Sword Burst
- Thorn Whip
- Thunderclap
1st Level Spells:
- Absorb Elements
- Alarm
- Catapult
- Cure Wounds
- Detect Magic
- Disguise Self
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Grease
- Identify
- Jump
- Longstrider
- Purify Food and Drink
- Sanctuary
- Snare
- Tasha's Caustic Brew
You can prepare a number of spells equal to your Int Mod
Minimum of oneYou can cast 1st levels spell twice
Between Long Rests
2nd Level
Infuse Item
Select 4 Infusions
- Armor of Magical Strength
- Enhanced Arcane Focus
- Enhanced Defense
- Enhanced Weapon
- Homunculus Servant
- Mind Sharpener
- Repeating Shot
- Replicate Magic Item
- Returning Weapon
You can have 2 of these active at a time
Spellcasting
You can prepare a number of spells your Int mod+1.3rd Level
Artificer Specialist
Alchemist
- Proficiency with Alchemist's Supplies
- Healing Word Automatically Prepared
- Ray of Sickness Automatically Prepared
- Experimental Elixers (See Below)
Artillerist
- Proficiency with Woodcarver's Tools
- Shield Automatically Prepared
- Thunderwave Automatically Prepared
- Eldritch Cannon (See Below)
Batttle Smith
- Proficiency with Smith's Tools.
- Heroism Automatically Prepared
- Sheild Automatically Prepared
- Proficiency with Martial Weapons
- Use INT when using Magic weapon for attack and damage rolls
- Steal Defender (See Below)
Beginning at 3rd level, 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.
Creating 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.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
You 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.
Creating 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.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
You 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.
Experimental Elixir Table
d6 | Effect |
---|---|
1 | Healing. The Drinker regains a number of hit points equal to 2d4 + Int Mod |
2 | Swiftness. The Drinker's walking speed increases by 10 feet for 1 hour. |
3 | Resilience. The Drinker Gains a +1 bonus to AC for 10 minutes. |
4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes |
6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes |
At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny Eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Eldritch Cannons
Cannon | Activation |
---|---|
Flamethrower | The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Force Ballista | Make arranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature it is pushed up to 5 feet away from the cannon. |
Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + Int Mod (minimum of +1) |
By 3rd level, your tinkering has borne you a companion, a steel defender. It's 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's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In 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.
If 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's 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.
At the end of a long rest, you can create a new steel defender if you have your tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
In 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.
If 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's 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.
At the end of a long rest, you can create a new steel defender if you have your tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: With thieves' tools or artisan's tools in hand, you can magically create one set of artisan's 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.Spellcasting
You can now cast three spells between your long rests.4th Level
New Feat
Select a feature you meet the prerequisite for from the list Linked Here.Spellcasting
You can prepare a number of spells your Int mod+2.5th Level
Specialist Feature
Alchemist
- Alchemical Savant When you cast a spell using Alchemist Supplies restoring hit points or dealing acid, fire, necrotic, or poison damage, add bonus of your INT mod (Minimum +1)
Artillerist
- Arcane Firearm
When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and turn it into your arcane firearm. This is a spellcasting focus for your artificer spells. You gain a bonus to one of the spell's damage rolls equal to 1d8 .
Batttle Smith
- Extra Attack. Attack Twice when you take the attack action.
Spellcasting
2nd Level Spells
- Aid
- Alter Self
- Arcane Lock
- Blur
- Continual Flame
- Darkvision
- Enhance Ability
- Enlarge/Reduce
- Heat Metal
- Invisibility
- Kinetic Jaunt
- Lesser Restoration
- Levitate
- Magic Mouth
- Magic Weapon
- Protection From Poison
- Pyrotechnics
- Rope Trick
- See Invisibility
- Skywrite
- Spider Climb
- Vortex Warp
- Web
You can prepare up to 2 of these spells
within your (Int Mod+2) limits for all your spells.You can cast four 1st Level Spells, and two 2nd Level Spells
Between Long Rests
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