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Hintergrund

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 reshaped in new and inventive ways. They spend their time plucking away at the threads of magic, pulling at them, weaving them together, and creating something magical to enhance the world around them.

Multiclassing

To multiclass as an artificer, you must have an Intelligence score of 13 or higher.

Artificer Class Progression

Level Prof. Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th Infusions Known Magic Items
1st +2 Magical Tinkering, Thieves' Tool Proficiency
2nd +2 Spellcasting, Infuse Item 2 2 4
3rd +2 The Right Tool for the Job, Artificer Specialist 2 3 4
4th +2 Ability Score Improvement 2 3 4 1
5th +3 2 4 2 4 1
6th +3 Artificer Specialist Feature 2 4 2 4 2
7th +3 Flash of Genius 2 4 3 4 2
8th +3 Ability Score Improvement 2 4 3 4 2
9th +4 2 4 3 2 4 2
10th +4 Magic Item Adept, Artificer Specialist Feature 3 4 3 2 4 2
11th +4 Spell Storing Item 3 4 3 3 4 2
12th +4 Ability Score Improvement 3 4 3 3 4 2
13th +5 3 4 3 3 1 4 2
14th +5 Magic Item Savant 3 4 3 3 1 4 2
15th +5 Artificer Specialist Feature 3 4 3 3 2 1 4 2

Class Features

As an artificer, you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, hand crossbows

Tools: Thieves' tools, tinker's tools, one artisan's tool of your choice

Saving Throws: Constitution, Intelligence

Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any two simple weapons or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two hand crossbows
  • (a) studded leather armor or (b) chain mail
  • Thieves' tools and a set of artisan's tools
  • (a) a dungeoneer's pack or (b) an explorer's pack

Magical Tinkering

You've learned how to invest mundane objects with a tiny spark of magic. As an action, you can touch a nonmagical object and imbue it with 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. You can record a message of up to six words as part of a long or short rest, and you can do so at any time. The message is emitted in a whisper when tapped.
  • The object continuously transmits your voice or another sound you choose. You determine the sound when you imbue the object with this property, and you can end the effect as an action.
  • The object has the Sentence of Summarizing property: it records and transcribes up to 25 words of speech you specify while imbuing the property, as well as all ambient sounds within 5 feet. The object can hold only 25 words at a time; if you imbue it with this property again, the previous words are overwritten.
  • The object makes a sound or an image of an object you choose when you use your action to set it off. You can do so at any time. You can even use this property to mimic sounds, including voices, with a successful DC 15 Intelligence (Sleight of Hand) check.
  • The object grants the benefit of the Guidance cantrip to any creature that touches it. Once this property is used, it can't be used again until the next dawn.

You can imbue an object with more than one property if you spend 10 minutes on each. An object can hold up to three properties, and the properties last until you touch the object as an action to dismiss it.

Thieves' Tool Proficiency

You're proficient with thieves' tools, tinkering tools, and one type of artisan's tool of your choice. You gain this proficiency at 1st level, and you can use any artisan's tools as a spellcasting focus for your artificer spells.

Spellcasting

By 2nd level, you have learned to unleash the magic energy stored within objects. As a result, you can cast artificer spells by channeling magic through your tools.

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.

You 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.

You 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.

Cantrips

At 2nd level, you learn two cantrips of your choice from the artificer spell list. At 10th level, you learn a third artificer cantrip of your choice.

Spellcasting Focus

You can use a tinkering tool as a spellcasting focus for your artificer spells. You need a spellcasting focus to cast artificer spells. If a spell requires a component, you can use that component or the spellcasting focus, whichever you prefer, as the material component for the spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells. Whenever a spell refers to your spellcasting ability, add your Intelligence modifier. Your spellcasting ability also affects the saving throw DCs for your artificer spells.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Infuse Item

By 2nd level, you've gained the ability to imbue mundane items with certain magical infusions. Normally, you can imbue only two items at a time; this limit increases as you gain levels in this class (see the Magic Items column of the Artificer table).

At 2nd level, you learn two infusions of your choice from the Infusions list. You learn additional infusions of your choice at 6th, 10th, and 14th level.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your infusions, turning it into a magic item. An infusion works only on specific items, as described in each infusion's description. If the item requires attunement, you can attune yourself to it. Once you infuse an item, you can't use that infusion again until you either finish a long rest or touch another nonmagical item and replace it with a different infusion.

If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

The Right Tool for the Job

At 3rd level, you've learned to produce exactly the tool you need: with thieves' tools, artisan's tools, or a set of musical instruments, you can spend 1 hour crafting a nonmagical item that is a copy of those tools. At the end of the hour, the copied tools crumble to dust. The copied tools have the same properties as the original, including mundane properties such as weight. You can use this copied tool to make the check as if you were proficient with it, even if you aren't.

Artificer Specialist

At 3rd level, you choose a type of artificer specialist, reflecting your specific approach to your craft. Your choice grants you features at 3rd level and again at 6th, 10th, and 15th level.

Specialist Source
Alchemist Eberron: Rising from the Last War / Tasha's Cauldron of Everything
Armorer Tasha's Cauldron of Everything
Artillerist Eberron: Rising from the Last War / Tasha's Cauldron of Everything
Battle Smith Eberron: Rising from the Last War / Tasha's Cauldron of Everything

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.

Flash of Genius

At 7th level, you've gained the ability to come up with solutions under pressure. When you or a creature within 30 feet of you fails an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll, potentially turning the failure into a success.

You can't use this feature again until you finish a long rest. You 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.

Magic Item Adept

At 10th level, your experience with attuning to and modifying magic items has made you more efficient. You attune to magic items more quickly than most: you attune to a magic item in half the normal time, and you can attune to up to four magic items at once.

Spell Storing Item

At 11th level, you can now store a spell in an item. 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 store a spell in it, choosing from the artificer spell list. Any creature that becomes proficient in the item or holds it can then cast the spell from the item. The spell uses your spellcasting ability modifier, spell save DC, and spell attack bonus. Casting the spell requires the item and takes an action. You can store up to two spells in the item at a time. The spell cast from the item is expended when the spell is cast. The item loses the spell if you die.

Magic Item Savant

At 14th level, you've become a master of magic items. You have expertise with magic items, meaning your proficiency bonus is doubled for any ability check you make to identify or attune to a magic item. In addition, the attunement requirement for the items you use is reduced by one, to a minimum requirement of none, and you can attune to up to five magic items at once.

Magic Item Master

At 18th level, you can attune to up to six magic items at once.

Infusions

An artificer infusion is the specialized magic you infuse into objects. You can learn infusions at 2nd, 6th, 10th, and 14th level. The infusions available are listed below.

Quick Link: Artificer Infusions Overview →

Alchemical Projection

Prerequisite: 6th-level Alchemist. You can cast Fire Bolt, Ray of Frost, or Toll the Dead at will, using Intelligence as your spellcasting ability for these spells. You can also cast Lesser Restoration once with this item, regaining the ability to do so when you finish a long rest.

Armorer Boots

Prerequisite: 9th-level Armorer. You can modify a pair of boots. As a bonus action, you can command the boots to grant a +5 bonus to your walking speed for 10 minutes. Once this property is used, it can't be used again until the next dawn.

Bag of Holding

You can turn a nonmagical bag into a Bag of Holding. This infusion is a special case: you can infuse a nonmagical bag you touch as part of a long rest, and the bag becomes a Bag of Holding.

Bewitching Whistle

Prerequisite: 6th-level Artillerist. You can cast Command at will using this item, targeting only yourself to command yourself to move up to your speed. This doesn't expend a spell slot.

Boots of the Winding Path

These boots let you teleport up to 15 feet to an unoccupied space you can see when you use a bonus action, as long as you are on the ground. You can use this property a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Bottle of Lightning

You can turn a flask of water into a bottle that acts as a potion of Water Breathing and Water Walk. The bottle loses this property 24 hours after creation.

Repeating Shot

You can infuse a ranged weapon with this property. The weapon produces its own ammunition, and when you make a ranged attack with it, you don't expend ammunition. The weapon also gains a +1 bonus to attack and damage rolls. You must be proficient with the weapon to gain this benefit.

Homunculus Servant

You can create a homunculus, a Small construct that has the same statistics as the Homunculus Servant from the Homunculus spell. The homunculus is immune to poison and psychic damage, has advantage on saves against being charmed or poisoned, and gains 10 temporary hit points equal to your Intelligence modifier (minimum of 1). You can't use this infusion to create a new homunculus while one exists. It obeys your commands as best it can, and it takes its actions on your turn.

Enhanced Defense

You can enhance a suit of armor or a shield. A nonmagical suit of armor you touch becomes a magic item. You gain a +1 bonus to AC while wearing this armor. At 10th level, the bonus increases to +2.

Enhanced Weapon

You can enhance a weapon. A nonmagical weapon you touch becomes a magic item. You gain a +1 bonus to attack and damage rolls made with this weapon. At 10th level, the bonus increases to +2.

Goggles of Night

You can create a pair of goggles that grant darkvision out to 60 feet if you don't already have darkvision.

Helm of Awareness

You can create a helm that grants advantage on initiative rolls. In addition, you can't be surprised while conscious.

Keen Ear

Prerequisite: 6th-level Battle Smith. You can grant a creature you touch advantage on Intelligence (Investigation) checks for 1 hour.

Mind Sharpener

You can infuse an item with a magical effect that sharpens the mind. When you or a creature within 10 feet of you must make a Constitution saving throw to maintain concentration on a spell, you can use your reaction to expend one charge, automatically succeeding on the save. The item regains 1d4 expended charges daily at dawn.

Replicate Magic Item

Using this infusion, you can replicate a magic item that you've seen. The item must be on the table in the Infusions section of the Artificer class in the Player's Handbook or Tasha's Cauldron of Everything. You can choose from any common or uncommon item in that table.

Repulsion Shield

You can turn a shield into a magic shield that has a +1 bonus to AC. As a reaction when you take damage while holding this shield, you can expend one charge to reduce the damage by 1d6 + your Intelligence modifier (minimum of 0 damage). The shield regains 1d4 expended charges daily at dawn.

Resisting Ring

You can imbue a ring with the ability to resist a damage type of your choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. When you take damage of the chosen type, you can use your reaction to halve the damage. This property works only while you wear the ring.

Spell-Refueling Ring

As an action, you can touch this ring and expend one of its charges to regain one expended spell slot of 3rd level or lower. You can't use this property again until the next dawn. The ring regains 1d4 expended charges daily at dawn.

Returning Weapon

You can turn a simple or martial weapon into a magic weapon with the returning property. When you make a ranged attack with the weapon, it returns to your hand immediately after the attack hits or misses. The weapon also gains a +1 bonus to attack and damage rolls.

Staff of the Magi (Replicate)

Prerequisite: 14th-level artificer. You can replicate the Staff of the Magi.

Fog Rider

You can create a cloak or boots that grant you a flying speed equal to your walking speed for 10 minutes. Once this property is used, it can't be used again until the next dawn.

Tile of Earthly Power

You can imbue a tiny tile with the ability to cast Earth Tremor as an action. Each creature of your choice within 10 feet must make a Strength saving throw against your spell save DC. On a failure, a creature takes 2d6 thunder damage and falls prone. Once this property is used, it can't be used again until the next dawn.

Alchemist

Those who emulate the Alchemist specialization are concerned with using alchemical processes to achieve transmutation, whether to create elixirs with beneficial effects or acids to harm their foes. They see the world as a vast lab filled with raw ingredients waiting to be combined and perfected.

Alchemist Spells

If you choose this specialization at 3rd level, 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't count against the number of artificer spells you prepare.

Artificer Level Spells
3rdHealing Word, Ray of Sickness
5thBlindness/Deafness, Lesser Restoration
9thEnlarge/Reduce, Melf's Acid Arrow
13thDeath Ward, Guardian of Faith
15thCreation, Raise Dead

Experimental Elixir

When you reach 3rd level, you've mastered the art of alchemical experimentation. As an action, you can expend one spell slot to create an experimental elixir. You can create a magical elixir by spending 1 minute mixing chemicals and infusing them with magic. You create a magical elixir when you finish a long rest. At 13th level, you can create two magical elixirs when you finish a long rest.

The effect of an experimental elixir lasts until you finish a long rest. When you create an experimental elixir, roll a d6 to determine its effect:

d6 Effect
1Swiftness. The drinker's speed increases by 10 feet for 1 hour.
2Resilience. The drinker gains 1d6 + 4 temporary hit points for 1 hour.
3Bolstering. The drinker gains 1d4 + 2 to Intelligence checks and saving throws for 1 hour.
4Fortitude. The drinker gains resistance to one type of damage for 1 hour. The GM chooses the damage type or determines it randomly.
5Flight. The drinker gains a flying speed equal to its walking speed for 10 minutes.
6Transformation. The drinker's body is transformed for 1 hour. The GM determines the effect from the Wild Magic table or another table of the GM's choice.

When you create an experimental elixir, you can decide it's unstable. If you do so, the next time a creature drinks the elixir, it must make a DC 15 Constitution saving throw, taking 2d10 force damage on a failed save, or half as much damage on a successful one.

Chemical Mastery

At 9th level, you have been exposed to a potent array of chemicals. You gain resistance to acid and poison damage, and you are immune to the poisoned condition.

In addition, you can cast Cure Wounds at will, without expending a spell slot, and without using material components, provided you use alchemist's supplies as a spellcasting focus. Each time you cast this spell with this feature, you can choose to have it deal acid, cold, fire, lightning, or poison damage equal to the amount it heals instead of restoring hit points.

Armorer

Those who emulate the Armorer specialization improve on the artificer's natural talent for creating and modifying armor. Using a combination of artifice and martial training, Armorer artificers transform suits of armor into powerful tools of war.

Armorer Spells

If you choose this specialization at 3rd level, 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.

Artificer Level Spells
3rdThunderwave, Shocking Grasp
5thAlter Self, Spider Climb
9thElemental Weapon, Protection from Energy
13thFire Shield, Freedom of Movement
15thAnimate Objects, Greater Restoration

Tools of the Trade

When you choose this specialization at 3rd level, you gain proficiency with heavy armor and smith's tools. In addition, if you already have proficiency with smith's tools, you can cast artificer spells that require a material component, using these tools as a spellcasting focus.

Arcane Armor

At 3rd level, you learn how to use a suit of armor as a spellcasting focus. The armor must lack the heavy property. The armor also serves as a spellcasting focus for your artificer spells.

As a bonus action, you can transform a set of armor you're wearing into Arcane Armor, provided you have smith's tools in hand. While wearing this armor, you gain the following benefits:

  • You can use the armor as a spellcasting focus for your artificer spells.
  • The armor can't be removed against your will.
  • You have proficiency with the armor, and it doesn't require you to have a minimum Strength score.
  • The armor mingles with your arcane essence. You can't be disarmed or forced to drop the armor against your will.
  • You can use the armor in place of thieves' tools if you have proficiency with it.

Armor Model

When you choose this specialization at 3rd level, you can customize your Arcane Armor. Choose one of the following armor models. Each model gives you a different set of benefits:

  • Infiltrator. The armor includes a self-contained propulsion system. While wearing it, your walking speed increases by 5 feet. Additionally, you have advantage on Dexterity (Stealth) checks, and your armor doesn't impose disadvantage on such checks. When you hit a creature with a weapon attack using this armor, the attack deals an extra 1d6 lightning damage, and you can use your bonus action to deal an additional 1d6 lightning damage to the same target.
  • Guardian. While wearing this armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to deal 1d6 thunder damage to it, reducing the damage by half on a successful Strength saving throw.

Extra Attack

At 9th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

At 15th level, your Arcane Armor is a powerful device. While wearing your Arcane Armor, you gain the following benefits while wearing the armor: your Armor Model benefits apply, and you can cast the Lightning Bolt spell (but not as a cantrip) from the armor, using one of your spell slots. When you do so, each creature of your choice must make a Dexterity saving throw against your spell save DC, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one.

Artillerist

Those who emulate the Artillerist specialization use explosive force to defend their allies and lay waste to their enemies. They create magical cannons and use destructive spells to devastating effect on the battlefield.

Artillerist Spells

If you choose this specialization at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rdShield, Thunderwave
5thScorching Ray, Shatter
9thFireball, Wind Wall
13thIce Storm, Wall of Fire
15thCone of Cold, Flame Strike

Eldritch Cannon

At 3rd level, you've learned how to create a magical cannon. As an action, you can take a piece of wood, a gun, or another suitable piece of material and craft a Small or Tiny eldritch cannon. You can create a Tiny cannon, which weighs 5 pounds and occupies 2.5 feet of space, or a Small cannon, which weighs 25 pounds and occupies 5 feet of space. The cannon also disappears after 1 hour, when you use your action to dismiss it, or when it is reduced to 0 hit points.

As an action on each of your turns, you can command the cannon to attack. The cannon takes its action after yours, and it can be commanded to do one of the following:

  • A force cube: The cannon creates a 10-foot cube of force that pushes creatures away and deals 2d8 force damage to each creature in the area.
  • A flame projector: The cannon shoots a gout of flame from a point you can see within 120 feet. Each creature in a 15-foot cone 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.
  • A protective ward: You and up to two creatures of your choice within 10 feet of the cannon gain 1d8 temporary hit points.

The cannon attacks a creature of your choice that it can see within its range. At 5th level, the cannon's damage increases to 3d8. At 9th level, the cannon's damage increases to 4d8. The cannon's range and area of effect remain the same at each level.

Arcane Firearm

At 5th level, you can turn a wand, staff, or rod into an arcane firearm, a focus for your artificer spells. The arcane firearm grants a +1 bonus to spell attack rolls and to the damage of your artificer spells. If the firearm already has a magical bonus, add the new bonus to the existing one, but only if the total bonus is +3 or lower.

Explosive Cannon

At 9th level, your cannon becomes a devastating weapon. As an action, you can command the cannon to explode. Each creature of your choice within 20 feet of the cannon must 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. The cannon is then destroyed.

Fortified Position

At 15th level, you can create a second Eldritch Cannon, and you can command a cannon to take its action as a bonus action instead of an action.

Battle Smith

Those who emulate the Battle Smith specialization are artificers who have learned to combine magical inventions with martial combat. They create magical constructs to fight alongside them, wielding both weapon and wits in battle.

Battle Smith Spells

If you choose this specialization at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rdHeroism, Searing Smite
5thAid, Branding Smite
9thBlinding Smite, Conjure Barrage
13thFire Shield, Staggering Smite
15thBanishing Smite, Creation

Battle Ready

When you choose this specialization at 3rd level, you gain proficiency with martial weapons. In addition, when you make an attack roll with a magic weapon, you can use your Intelligence modifier instead of Strength or Dexterity modifier for the attack and damage rolls.

Steel Defender

Your inclination toward artifice leads you to create a companion. You produce a Steel Defender, a Small construct. As an action, you can create one, and it uses the Steel Defender statistics. The steel defender obeys your commands. It takes its action on your turn. By default, it takes the Dodge action, but you can command it to take another action as a bonus action. Once you create a steel defender, you can't create another until you finish a long rest. The steel defender disappears if it drops to 0 hit points, if you die, or if you dismiss it as an action.

Extra Attack

At 9th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Battle Magic

At 15th level, you've become a master of combining combat and magic. When you cast an artificer spell as an action, you can make one weapon attack as a bonus action.

Steel Defender

Statistic Value
TypeSmall construct
Armor Class13 + your Intelligence modifier (natural armor) or the armor's AC, whichever is higher
Hit Points5 + five times your artificer level
Speed30 ft.
STR14 (+2)
DEX12 (+1)
CON14 (+2)
INT10 (+0)
WIS10 (+0)
CHA7 (−2)
Saving ThrowsDEX +3, CON +4
SkillsAthletics +4, Perception +2
Damage ImmunitiesPoison
Condition ImmunitiesCharmed, Exhaustion, Frightened, Paralyzed, Poisoned
SensesDarkvision 60 ft., Passive Perception 12
ChallengeEqual to your proficiency bonus

Actions.

  • Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 force damage.
  • Rejuvenation. The steel defender regains 2d8 hit points at the end of its turn if it has at least 1 hit point. This feature can be used a number of times equal to your proficiency bonus.

Reactions.

  • Protect. When a creature you can see within 30 feet of it is attacked, the steel defender can use its reaction to impose disadvantage on the attack roll against it, provided the steel defender is within 5 feet of the target.

Eldritch Cannon

Statistic Value
TypeTiny or Small construct
Armor Class18
Hit Points5 + five times your artificer level
STR10 (+0)
DEX10 (+0)
CON14 (+2)
INT10 (+0)
WIS10 (+0)
CHA7 (−2)
Damage ImmunitiesPoison, Psychic
Condition ImmunitiesCharmed, Frightened, Paralyzed, Poisoned
SensesDarkvision 60 ft., Passive Perception 10
ChallengeEqual to your proficiency bonus