Artificer
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Artificers of Cantara
Artificers are a rare breed in the Isles, it is a craft that is relatively new and most are entirely unfamiliar with. The city of Breakstorm is the undisputed home of Artifice. With the city's numerous guilds dedicated to the craft, invention is prized, competition is fierce, and tinkerers thrive. The magical inventions of Artificers are not only the backbone of Breakstorm's economy, but keep the city safe as well.Imbued Technology
Unlike other archetypes of magic wielders, Artificer's don't cast spells but instead create magic items and devices to do wonderous things. Contrary to the notions of common folk, this isn't as simple as making a sword and casting an enchantment on it. Artifice is a technical, unintuitive craft that is often as much about feeling as it is science. It is achieved by layering techniques (that are by no coincidence like the verbal, material, and somatic components of spells) into the crafting process that imbue the finished product with the desired properties. For example, smelting silver thread into an ingot, tempering the steel in a forge of burning rosewood, and engraving the proper runes would all be part of making a specific magical contraption. This is what separates artifice and alchemy from smiths, glassblowers, and chemists.Creating an Artificer
The most important consideration when creating an artificer is what kind of craftsperson they are. Are you an industrious inventor forging metals in a shop and imbuing them with magical potential? Are you an eccentric alchemist fussing over beakers and burners to concoct potions and elixirs? Are you a traveling tinkerer constructing useful gear out of whatever materials you can scrounge up? Consider whether you use your ingenuity to create or destroy, and what inspires your creativity and industry.Quick Build
You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.TCoE
Artificer
Artificer Specialist
- Alchemist
- Armorer
- Artillerist (Only available in campaigns where firearms are available)
- Battle Smith
Level | Prof. Bonus | Features | Infusions | Infused Items | Cantrips | 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 | Ability Score Improvement/Feat | 4 | 2 | 2 | 3 | — | — | — | — |
5th | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | — | — | — |
6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | — | — | — |
7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement/Feat | 6 | 3 | 2 | 4 | 3 | — | — | — |
9th | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | — | — |
10th | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | — | — |
11th | +4 | Spell Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement/Feat | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement/Feat | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement/Feat | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
You start with the following equipment, in addition to the equipment granted by your background:
- any two simple weapons
- a light crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail
- thieves’ tools and a dungeoneer’s pack
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
The Magic of Artifice
As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool. For example, if you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature device that binds wounds. The effect of the spell is the same either way.Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus — specifically thieves' tools or some kind of artisan's tool — in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.Cantrips
At 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 column of the Artificer table.Preparing and Casting Spells
The 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.Spellcasting Ability
Intelligence 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.Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.Magical Tinkering
1st-level artificer feature- 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.
Infuse Item
2nd-level artificer featureInfusions Known
When you gain this feature, pick four Artificer Infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's 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.Infusing an Item
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Whenever 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.Artificer Specialist
3rd-level artificer feature- Alchemist
- Armorer
- Artillerist (Only available in campaigns where firearms are available)
- Battle Smith
The Right Tool for the Job
3rd-level artificer featureAbility Score Improvement/Feat
4th-level artificer featureTool Expertise
6th-level artificer featureFlash of Genius
7th-level artificer featureMagic Item Adept
10th-level artificer featureSpell-Storing Item
11th-level artificer featureMagic Item Savant
14th-level artificer feature- You can attune to up to five magic items at once.
- You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magic Item Master
18th-level artificer featureSoul of Artifice
20th-level artificer feature- You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
- If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Alchemist
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.Tool Proficiency
3rd-level alchemist featureAlchemist Spells
3rd-level alchemist featureArtificer Level | Spells |
---|---|
3rd | healing word, ray of sickness |
5th | flaming sphere, melf's acid arrow |
9th | gaseous form, mass healing word |
13th | blight, death ward |
17th | cloudkill, raise dead |
Experimental Elixir
3rd-level alchemist featured6 | Effect |
---|---|
1 | Healing: The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. |
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. |
Alchemical Savant
5th-level alchemist featureRestorative Reagents
9th-level alchemist feature- 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).
- 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.
Chemical Mastery
15th-level alchemist feature- You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
- 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’s 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.
Armorer
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.Tools of the Trade
3rd-level armorer featureArmorer Spells
3rd-level armorer featureArtificer Level | Spells |
---|---|
3rd | magic missile, thunderwave |
5th | mirror image, shatter |
9th | hypnotic pattern, lightning bolt |
13th | fire shield, greater invisibility |
17th | passwall, wall of force |
Arcane Armor
3rd-level armorer feature- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can’t 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.
- You can doff or don the armor as an action.
Armor Model
3rd-level armorer featureGuardian.
- Thunder Gauntlets. 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.
- Defensive Field. 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.
Infiltrator
- Lightning Launcher. 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.
- Powered Steps. Your walking speed increases by 5 feet.
- Dampening Field. 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.
Extra Attack
5th-level armorer featureArmor Modifications
9th-level armorer featurePerfected Armor
15th-level armorer featureArtillerist
An Artillerist specializes in devices that hurl energy, projectiles, and explosions on a battlefield. Whether with precision or broad destructive potential, they can significantly augment a group's power. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. "It's about time we fixed things instead of blowing them all to hell."Tool Proficiency
3rd-level artillerist featureArtillerist Spells
3rd-level artillerist featureArtificer Level | Spells |
---|---|
3rd | shield, thunderwave |
5th | scorching ray, shatter |
9th | fireball, wind wall |
13th | ice storm, wall of fire |
17th | cone of cold, wall of force |
Eldritch Cannon
3rd-level artillerist featureTurret | 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 a ranged 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 + your Intelligence modifier (minimum of +1). |
Arcane Firearm
5rd-level artillerist featureExplosive Cannon
9th-level artillerist feature- The cannon's damage rolls all increase by 1d8.
- As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
Fortified Position
15th-level artillerist feature- You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
Battle Smith
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.Tool Proficiency
3rd-level battle smith featureBattle Smith Spells
3rd-level battle smith featureArtificer Level | Spells |
---|---|
3rd | heroism, shield |
5th | branding smite, warding bond |
9th | aura of vitality, conjure barrage |
13th | aura of purity, fire shield |
17th | banishing smite, mass cure wounds |
Battle Ready
3rd-level battle smith feature- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Steel Defender
3rd-level battle smith featureExtra Attack
5rd-level battle smith featureArcane Jolt
9th-level battle smith feature- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
Improved Defender
15th-level battle smith feature- The extra damage and the healing of your Arcane Jolt both increase to 4d6.
- Your steel defender gains a +2 bonus to armor class.
- Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
Artificer Infusions
Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.Arcane Propulsion Armor
- The wearer's walking speed increases by 5 feet.
- The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the Thrown property, with a normal range of 20 feet and a Long Range of 60 feet. When Thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
- The armor can't be removed against the wearer's will.
- If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Armor of Magical Strength
- When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
- If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
Boots of the Winding Path
Enhanced Arcane Focus
Enhanced Defense
Enhanced Weapon
Helm of Awareness
Homunculus Servant
Mind Sharpener
Radiant Weapon
Repeating Shot
Repulsion Shield
Returning Weapon
Replicate Magic Item
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.2nd-Level Artificer
Item | Attunement |
---|---|
Alchemy Jug | No |
Armblade | Yes |
Bag of Holding | No |
Cap of Water Breathing | No |
Goggles of Night | No |
Prosthetic Limb | Yes |
Rope of Climbing | No |
Sending Stones | No |
Wand of Magic Detection | No |
Wand of Secrets | No |
6th-Level Artificer
Item | Attunement |
---|---|
Boots of Elvenkind | No |
Cloak of Elvenkind | Yes |
Cloak of the Manta Ray | No |
Eyes of Charming | Yes |
Gloves of Thievery | No |
Lantern of Revealing | No |
Pipes of Haunting | No |
Ring of Water Walking | No |
Wand Sheath | Yes |
10th-Level Artificer
Item | Attunement |
---|---|
Boots of Striding and Springing | Yes |
Boots of the Winterlands | Yes |
Bracers of Archery | Yes |
Brooch of Shielding | Yes |
Cloak of Protection | Yes |
Eyes of the Eagle | Yes |
Gauntlets of Ogre Power | Yes |
Gloves of Missile Snaring | Yes |
Gloves of Swimming and Climbing | Yes |
Hat of Disguise | Yes |
Headband of Intellect | Yes |
Helm of Telepathy | Yes |
Medallion of Thoughts | Yes |
Periapt of Wound Closure | Yes |
Pipes of the Sewers | Yes |
Quiver of Ehlonna | No |
Ring of Jumping | Yes |
Ring of Mind Shielding | Yes |
Slippers of Spider Climbing | Yes |
Ventilating Lungs | Yes |
Winged Boots | Yes |
14th-Level Artificer
Item | Attunement |
---|---|
Amulet of Health | Yes |
Arcane Propulsion Arm | Yes |
Belt of Hill Giant Strength | Yes |
Boots of Levitation | Yes |
Boots of Speed | Yes |
Bracers of Defense | Yes |
Cloak of the Bat | Yes |
Dimensional Shackles | No |
Gem of Seeing | Yes |
Horn of Blasting | No |
Ring of Free Action | Yes |
Ring of Protection | Yes |
Ring of the Ram | Yes |
Resistant Armor
Spell-Refueling Ring
Statblocks
Steel Defender CR: —
STR
14 +2
DEX
12 +1
CON
14 +2
INT
4 -3
WIS
10 +0
CHA
6 -2
Vigilant. The defender can't be surprised.
Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (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.
Reactions
Deflect 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.
Homunculus Servant CR: —
STR
4 -3
DEX
15 +2
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
7 -2
Evasion. 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't use this trait if it's incapacitated.
Actions
Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.