Artificer

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
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

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

  • • Any two Simple Weapons of your choice
  • • A Light Crossbow and 20 bolts
  • • Your choice of Studded Leather Armor or Scale Mail
  • • Thieves’ tools and a dungeoneer’s pack If you forgo this Starting Equipment, as well as the items offered by your Background, you start with 5d4 × 10 gp to buy your Equipment

Optional Rule: Firearm Proficiency

The Secrets of creating and operating gunpowder Weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master’s Guide and your artificer has been exposed to the operation of such Weapons, your artificer is proficient with them

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PART 1 |

The Demolitionist
Level Proficiency Bonus Features Infusions known Infusion 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 Ability Score Improvement 4 2 2 3
5th +3 Artificer Specialist Feature 4 3 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 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 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 10 5 4 4 3 3 2
17th +6 10 5 4 4 3 3 2 1
18th +6 Magic Item Master 12 6 4 3 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

Magical Tinkering`

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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.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.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.

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Spellcasting

You have studied the workings of magic and how to channel it through Objects. As a result, you have gained the ability to cast Spells. To observers, you don’t appear to be casting Spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

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 (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd Level, you can also use any item bearing one of your infusions as a Spellcasting Focus.

Cantrips (0-Level Spells)

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 Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer Cantrips you know with another cantrip from the Artificer Spell List.

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.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared Spells.

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.

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.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item

At 2nd Level, you gain the ability to imbue mundane items with certain magical infusions. The Magic Items you create with this feature are effectively prototypes of permanent items.

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 replace one of the Artificer Infusions you learned with a new one.

Infusing an Item

Wenever 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 (see “Attunement” 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 days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of Objects appears in the Infused Items column of the Artificer table. You must touch each of the Objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a Bag of Holding, its contents harmlessly appear in and around its space.

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Artificer Specialist

At 3rd Level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 5th Level and again at 9th and 15th level.

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.

Ability Score Improvement

When you reach 4th, 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.

Tool Expertise

Starting at 6th level, your Proficiency Bonus is doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your Reaction to add your Intelligence modifier to the roll.

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

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

You can attune to up to four Magic Items at once. If you craft a magic item with a rarity of Common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Spell-Storing Item

At 11th level, you learn how to store a spell in an object. 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 you store a spell in it, choosing a 1st- or 2nd-level spell from the Artificer Spell List that requires 1 action to cast (you needn’t have it prepared).

While holding the object, a creature can take an action to produce the spell’s Effect from it, using your Spellcasting Ability modifier. If the spell requires Concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant

At 14th level, your skill with Magic Items deepens more:

  • 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

Starting at 18th level, you can attune to up to six Magic Items at once.

Soul of Artifice

At 20th level, you develop a mystical connection to your Magic Items, which you can draw on for protection:

  • 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.

    Artificer Specialists

    Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd Level.
  • Alchemist

  • Artillerist

  • Battlesmith

  • Demolitionist

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Demolitionist

An demolitionist are Experts at infusing ammunitions of every variety with magical effect. Demolitionist use their magical tinkering talents to create experimental ammunition and hone the use of explosives for melee combat. The demolitionist is the combined supporting role, while being able to take the fight to the enemy when diplomacy fails.

Tool Proficiency

When you adopt this specialization at 3rd Level, you gain proficiency with Alchemist kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Demolitionist Spells

Starting at 3rd Level, you always have certain Spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These Spells count as Artificer Spells for you, but they don’t count against the number of Artificer Spells you prepare.

Demolitionist Spells

Artificer Level Spell
3rd Healing word, Shield
5th Enlarge Reduce, Aid
9th Counterspell, Aura of Vitality
13th banishement, Confusion
17th Wall of Force,Immolation

Experimental Ammunition

At 3rd Level, you learn how to create a magical imbued ammunition. You can only infused X number of ammunition equal to twice your intelligence modifier; this is the limit to how many can exist at one time. You can infuse an additional 2 at level 6 and another additional 3 at level 15. Due to the experimental nature of the ammunition, the effects are unknow until used. Roll on the ammunition chart to see which magical effect is activated when the ammunition is expended Creating an Experiment Ammunition requires you to have alchemist and supplies on your person, and any ammunition you create with this feature lasts until it is expended by an attack or until the end of your next Long Rest.

Inherent Risk- Due to the experimental nature of your creations, any roll resulting in a critical failure; Your infused magic destabilizes into a random magical effect, roll on the wild surge table to determine the effect.


As an action, You can create additional experimental ammunition by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the ammunition on a non-magical ammunition you touch, and you choose the ammunitions’ Effect from the Experimental Ammunition table.

The Experimental Ammunition Chart
Roll 1d6 Effect
1 Flash Bang shot Target and all creatures within 5 ft, must make a constitution saving throw or be blind/deaf until the end of your next turn.
2 Concussion shot Target must make your spell DC wisdom saving throw or be stunned until the end of your next turn.
3 Thermal shot The ammunition upon impacts erupts in flames covering the target with fire, The creature must make a dexterity saving throw taking 2d6 fire damage on a failed save, or take half as much damage on a successful one, this affect continues until the target uses it's action to put out the flames. Target may make additional saving throws at the end of its turns.
4 Explosive shot Target must make your spell DC Dexterity Saving throw or suffer 1d10 fire & 1d10 Force damage and be knocked prone. Any target within 5 ft must also make the saving throw or take 1d10 force damage and be pushed back 5 ft
5 Armor piercing shot Target must make your spell DC Dexterity Saving throw or suffer an Auto Critical hit, doing and additional 1d10 of piecing damage
6 Shattered Shot Ammunition shatters into shrapnel, Fragments spread disperse in a 15ft cone out to 30ft, any target within the cone takes 2d10 piercing damage,Targets must make a dexterity saving throw for half damage.

DC for all effects are Demotiionist Spell Save.

Component Cost-

Each Experimental ammunition cost 10 gold pieces of alchemist supplies to make and 10 minutes of preparation time per ammunition created.

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Experimental Gauntlet

Starting at level 5, As a bonus action you can make an unarmed attack, using your intelligence as your attack modifier doing 1d6+int. You may choose to active the gauntlet on a successful hit and roll on the experimental Ammunition table to determine the punch's effect, inherent risk applies. This ability can only be used once a turn and has the siege property (your attacks deal double damage to objects and structures). The experimental Gaunlet can be used equal to your intelligence modifier, you regain all expended uses when you finish a short or long rest.

Explosives Expert

Starting at 9th level, every explosive/experiment ammunition you produce is more destructive and refined:

  • • Each experimental ammunition Damage rolls increased by or are granted 1d8; inherent risk increases to include 2’s rolled, this consequence cannot be negated by racial abilities or feats.
  • • Your expertise in Demolition has enabled you to shape your experimental ammunition negative effects. You choose to exclude your allies from the negative effects of your experimental ammunition.

    Explosives Mastery

    By 15th level, you have been exposed to so many hazardous chemicals, that caustic substances and fire pose little risk to you. Having been the victim of your own experimental mishaps you have become more resilient:

-• You gain resistance to acid, fire and poison damage and are now immune to the poisoned condition.

-• Your constitution score is increased by 2, This maximum for this score is now 22