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Artificer 5e DND
Artificer 5e DND
QUICK BUILD
You can make an artificer quickly by following these
Masters of unlocking magic in everyday objects, ar suggestions. First, put your highest ability score in Intel
tificers are supreme inventors. They see magic as a ligence, followed by Constitution or Dexterity. Second,
complex system waiting to be decoded and controlled. choose the guild artisan background.
Artificers use tools to channel arcane power, crafting
magical objects. To cast a spell, an artificer could use al OPTIONAL RULE: MULTICLASSING
chemist's supplies to create a potent elixir, calligrapher's If your group uses the optional rule on multiclassing in
supplies to inscribe a sigil of power on an ally's armor, the Player's Handbook, here's what you need to know if
or tinker's tools to craft a temporary charm. The magic you choose artificer as one of your classes.
of artificers is tied to their tools and their talents. Ability Score Minimum. As a multiclass character,
you must have at least an Intelligence score of 1 3 to take
ARCANE S C I EN C E a level in this class, or to take a level in another class if
you are already an artificer.
I n the world o f Eberron, arcane magic has been har
Proficiencies Gained. If artificer isn't your initial
nessed as a form of science and deployed throughout
class, here are the proficiencies you gain when you take
society. Artificers reflect this development. Their knowl
your first level as an artificer: light armor, medium ar
edge of magical devices, and their ability to infuse mun
mor, shields, thieves' tools, tinker's tools.
dane items with magic, allows Eberron's most miracu
Spell Slots. Add half your levels (rounded up) in
lous projects to continue.
the artificer class to the appropriate levels from other
During the Last War, artificers were marshaled on a
classes to determine your available spell slots.
massive scale. Many lives were saved because of the in
ventions of brave artificers, but countless lives were also
lost because of the mass destruction unleashed by their C LA S S FEATURE S
creations. As an artificer, you gain the following class features.
MAGI C A L TI N K E R I NG SPELLCASTING
At 1st level, you learn how to invest a spark of magic You have studied the workings of magic and how to
into mundane objects. To use this ability, you must have channel it through objects. As a result, you have gained
tinker's tools or other artisan's tools in hand. You then the ability to cast spells. To observers, you don't appear
touch a Tiny nonmagical object as an action and give it to be casting spells in a conventional way; you look as if
one of the following magical properties of your choice: you're producing wonders using mundane items or out
landish inventions.
The object sheds bright light in a 5-foot radius and
dim light for an additional 5 feet. TOOLS REQUIRED
• Whenever tapped by a creature, the object emits a re
You produce your artificer spell effects through your
corded message that can be heard up to 10 feet away.
tools. You must have a spellcasting focus-specifically
You utter the message when you bestow this property
thieves' tools or some kind of artisan's tool-in hand
on the object, and the recording can be no more than
when you cast any spell with this Spellcasting feature.
6 seconds long.
You must be proficient with the tool to use it in this way.
• The object continuously emits your choice of an odor
See chapter 5, "Equipment," in the Player's Handbook
or a nonverbal sound (wind, waves, chirping, or the
for descriptions of these tools.
like). The chosen phenomenon is perceivable up to 10
After you gain the Infuse Item feature at 2nd level, you
feet away.
can also use any item bearing one of your infusions as a
• A static visual effect appears on one of the object's sur
spellcasting focus.
faces. This effect can be a picture, up to 25 words of
text, lines and shapes, or a mixture of these elements, CANTRIPS (0 -LEVEL SPELLS)
as you like. At 1st level, you know two cantrips of your choice from
The chosen property lasts indefinitely. As an action, the artificer spell list. At higher levels, you learn addi
you can touch the object and end the property early. tional artificer cantrips of your choice, as shown in the
You can bestow magic on multiple objects, touching Cantrips Known column of the Artificer table.
one object each time you use this feature, though a When you gain a level in this class, you can replace
single object can only bear one property at a time. The one of the artificer cantr_ips you know with another can
maximum number of objects you can affect with this trip from the artificer spell list.
feature at one time is equal to your Intelligence modifier
(minimum of one object). If you try to exceed your max PREPARING AND CASTING SPELLS
imum, the oldest property immediately ends, and then The Artificer table shows how many spell slots you have
the new property applies. to cast your artificer spells. To cast one of your artificer
spells of 1st level or higher, you must expend a slot of
INFUSIONS 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.
Whenever you gain a level in this class, you can re
place one of the artificer infusions you learned with
a new one.
INFUSING AN ITEM
Whenever you finish a long rest, you can touch a non
ALCHEMIST
magical object and imbue it with one of your artificer in
W I TH
fusions, turning it into a magic item. An infusion works li O M U N C U L U S
on only certain kinds of objects, as specified in the infu SERVANT
sion'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 (see "Attune
ment" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but
when you die, the infusion vanishes after a number of ABILITY S C ORE I M PROV E M E N T
days have passed equal to your Intelligence modifier When you reach 4th, 8th, 1 2th, 16th, and 19th level, you
(minimum of 1 day). The infusion also vanishes if you can increase one ability score of your choice by 2, or
give up your knowledge of the infusion for another one. you can increase two ability scores of your choice by 1 .
You can infuse more than one nonmagical object at As normal, you can't increase a n ability score above 20
the end of a long rest; the maximum number of objects using this feature.
appears in the Infused Items column of the Artificer ta
ble. You must touch each of the objects, and each of your TO OL EXPERTI S E
infusions can be in only one object at a time. Moreover,
no object can bear more than one of your infusions at a Starting at 6th level, your proficiency bonus i s doubled
time. If you try to exceed your maximum number of in for any ability check you make that uses your proficiency
fusions, the oldest infusion immediately ends, and then with a tool.
the new infusion applies.
FLASH OF GENIUS
ART I F I C E R S PE C I AL I ST Starting at 7th level, you gain the ability t o come u p with
At 3rd level, you choose the type of specialist you are: solutions under pressure. When you or another creature
Alchemist, Artillerist, or Battle Smith, each of which is you can see within 30 feet of you makes an ability check
detailed at the end of the class's description. Your choice or a saving throw, you can use your reaction to add your
grants you features at 5th level and again at 9th and Intelligence modifier to the roll.
1 5th level. You can use this feature a number of times equal to
your Intelligence modifier (minimum of once). You re
THE R I GHT TO OL FOR THE OB gain all expended uses when you finish a long rest.
At 3rd level, you learn how t o produce exactly the tool MAGIC ITE M ADEPT
you need: with tinker's tools in hand, you can magically
create one set of artisan's tools in an unoccupied space When you reach 10th level, you achieve a profound un
within 5 feet of you. This creation requires 1 hour of derstanding of how to use and make magic items:
uninterrupted work, which can coincide with a short • You can attune to up to four magic items at once.
or long rest. Though the product of magic, the tools • If you craft a magic item with a rarity of common or
are nonmagical, and they vanish when you use this fea uncommon, it takes you a quarter of the normal time,
ture again. and it costs you half as much of the usual gold.
When you adopt this specialization at 3rd level, you gain Force Bal lista M a ke a ranged spell attack, origin ating
proficiency with woodcarver's tools. If you already have from the cannon, at one creature o r object
this proficiency, you gain proficiency with one other type within 1 20 feet of it. On a h it, the target
of artisan's tools of your choice. takes 2d8 force damage, and if the target
is a creature, it is pushed up to 5 feet away
ARTILLERIST SPELLS from the cannon.
Starting at 3rd level, you always have certain spells pre
Protector The cannon emits a burst of positive en
pared after you reach particular levels in this class, as
ergy that grants itself and each creature of
shown in the Artillerist Spells table. These spells count
as artificer spells for you, but they don't count against you r choice with i n 1 0 feet of it a n u mber of
the number of artificer spells you prepare. temporary hit poi nts equal to l d 8 + you r
I ntelligence modifier ( m i n i m u m o f +l ) .
ARTI L L E R I S T S P E L L S
Artificer Level Spell ARCANE FIREARM
3 rd shield, thunderwave At 5th level, you know how to turn a wand, staff, or rod
5th scorching ray, shatter into an arcane firearm, a conduit for your destructive
spells. When you finish a long rest, you can use wood
9th fireball, wind wall
carver's tools to carve special sigils into a wand, staff,
1 3th ice storm, wall offire or rod and thereby turn it into your arcane firearm. The
1 7th cone ofcold, wall offorce sigils disappear from the object if you later carve them
on a different item. The sigils otherwise last indefinitely.
BATTLE S M I T H W I T H
STEEL D E F E N D E R
J
,,,,.-
...
ARTILLERIST
STEE L DEFENDER Might ofthe Master. The following num bers i ncrease by 1 when
By 3rd level, your tinkering has borne you a faithful you r proficiency bonus i ncreases by 1 : the defender's s k i l l and
companion, a steel defender. It is friendly to you and saving throw bonuses (above), the bonuses to hit and damage
your companions, and it obeys your commands. See of its rend attack, and the n u m ber of hit poi nts restored by its
this creature's game statistics in the steel defender stat Repair action (below).
block. You determine the creature's appearance and
Vigilant. The defender can 't be s u rprised.
whether it has two legs or four; your choice has no effect
on its game statistics. ACTI O N S (REQ U I R E S YO U R BON U S ACT I O N)
In combat, the steel defender shares your initiative
Force-Empowered Rend. Melee Weapon Attack: +4 to h it, reach
count, but it takes its turn immediately after yours. It
5 ft., one target you can see. Hit: l d8 + 2 force damage.
can move and use its reaction on its own, but the only
action it takes on its turn is the Dodge action, unless you Repair (3/Day). The magical mechanisms inside the defender
take a bonus action on your turn to command it to take restore 2d8 + 2 hit poi nts to itself or to one construct or object
one of the actions in its stat block or the Dash, Disen within 5 feet of it.
gage, Help, Hide, or Search action.
If the mending spell is cast on it, it regains 2d6 hit R EACT I O N
points. If it has died within the last hour, you can use De.fleet Attack. The defender i mposes disadvantage o n the
your smith's tools as an action to revive it, provided you attack rol l of one creature it can see that is within 5 feet of
are within 5 feet of it and you expend a spell slot of 1st it, provided the attack rol l is against a creature other than
level or higher. The steel defender returns to life after 1 the defender.
minute with all its hit points restored.
At the end of a long rest, you can create a new steel IMPROVED DEFENDER
defender if you have your smith's tools with you. If you
At 1 5th level, your Arcane jolt and steel defender be
already have a steel defender from this feature, the first
come more powerful:
one immediately perishes.
• The extra damage and the healing of your Arcane jolt
EXTRA ATTACK both increase to 4d6.
Starting at 5th level, you can attack twice, rather than • Your steel defender gains a +2 bonus to Armor Class.
once, whenever you take the Attack action on your turn. • Whenever your steel defender uses its Deflect Attack,
the attacker takes force damage equal to 1d4 + your
ARCANE JOLT Intelligence modifier.
At 9th level, you learn new ways to channel arcane en
ergy to harm or heal. When either you hit a target with a
magic weapon attack or your steel defender hits a target,
ARTIFICER I N FUSIONS
you can channel magical energy through the strike to Artificers have invented numerous magical infusions,
create one of the following effects: extraordinary processes that rapidly create magic items.
To many, artificers seem like wonderworkers, accom
• The target takes an extra 2d6 force damage. plishing in hours what others need weeks to complete.
Choose one creature or object you can see within 30 The description of each of the following infusions
feet of the target. Healing energy flows into the chosen details the type of item that can receive it, along with
recipient, restoring 2d6 hit points to it. whether the resulting magic item requires attunement.
You can use this energy a number of times equal to Some infusions specify a minimum artificer level.
your Intelligence modifier (minimum of once), but you You can't learn such an infusion until you are at least
can do so no more than once on a turn. You regain all that level.
expended uses when you finish a long rest. Unless an infusion's description says otherwise, you
can't learn an infusion more than once.